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Panel de Pon, Tetris Attack, Pokйmon Puzzle League, Nintendo Puzzle Collection
I represent concerned consumers who care about the quality of products produced by Nintendo. We are taking this opportunity to help Nintendo avoid releasing an unsatisfactory product. I request that this message be forwarded to someone who is familiar with the game Tetris Attack or Pokйmon Puzzle League.
I understand that Nintendo has a policy discouraging the submission of ideas from outside sources and that the development process is already approaching the final stages. However, many consider these "suggestions" to be requirements for a decent release of this upcoming game. Implementing these features is the only way to satisfy customers and maximize profits. This is why we have chosen to demand these features and give Nintendo the freedom to implement them. Please take the time to forward this message to the NOA software localization team.
Nintendo has been unaware of the underground popularity of the cult-classic Tetris Attack (SNES). Originally released in Japan as Panel de Pon, it featured characters and graphics that limited the target audience to young Japanese girls. When Nintendo released the game in the United States as Tetris Attack, characters and artwork from Yoshi's Island (SNES) were used. However, the game was one of the last first-party games released for the Super Nintendo Entertainment System and did not reach many players. It is unfitting that one of the greatest games has never received a deserving launch, even though it has been released twice in the US. The second version, Pokйmon Puzzle League (N64), had many disappointing flaws and limited it's target audience to young Pokйmon fans.
Meanwhile, the original Tetris Attack has been gaining popularity. Many people have copied the cartridge ROM data to their PC and use an emulator program to simulate an SNES. Nintendo rejects emulation due to prolific illegal distribution of copied ROM data. However, most die-hard Nintendo fanatics such as myself find emulation impossible to resist. ZSNES is an emulator program that emulates the Super Nintendo Entertainment System. ZSNES has a "netplay" feature, which allows two or more players to play SNES games over the Internet. The experience can only be described as blissful addiction. TA masters have been using a matchmaking program called zbattle.net. I frequently challenge an elite Japanese player who uses the alias "Polo."
zbattle.net
Now the game has had another release in Japan. Nintendo Puzzle Collection (Gamecube) includes Panel de Pon.
1. An Internet-enabled version of TA/PdP has the potential become a national pastime as popular as chess or baseball; easily surpassing Tetris as the greatest puzzle game of all time.
2. TA/PdP is extremely competitive. This is crucial to any successful Internet-multiplayer game.
3. NPC would be the perfect choice as the first Nintendo-created game to make use of the Gamecube Broadband/Modem adapters. There are already thousands of fans dedicated to the other puzzle games included in the collection.
4. Puzzle games are not likely to be affected by Internet latency ("Lag") when compared with action games. Keeping two machines synchronized is much easier and less noticeable. (Feel free to contact me with questions concerning real-time synchronization)
5. Currently, the most popular online games are also the most violent: War simulations, first-person shooters, fighting games, etc. NPC displays the values of Nintendo as a company, and their future Internet strategy.
6. After the success is proven, an Internet-enabled version can be released in Japan. (If this ever occurs, keep in mind that elite players will want to play international opponents.)
7. Sega has released a keyboard controller, which is manufactured by Ascii using Nintendo original parts. Players will want to use this to send semi-transparent on-screen messages to their opponent. With much practice, I have found the arrow keys of a keyboard preferable to a cross-pad, although both options are available on this controller. It would be perfect if all first-party Internet-enabled games support the keyboard controller.
8. Nintendo does not seem to have Internet-multiplayer ambitions. At this point it would be best to approach each game individually. The only requirement is a 24-hour server allowing players to seek opponents. The traffic requirements would be little more than a busy chat room. Players connect using their current Internet service provider. Once a match is made, the opponents are connected to each other directly (via IP address); relieving the server of traffic during gameplay. After a match, statistics and Win/Loss records will be transmitted to the server. Unregistered users should be able to play with a temporary nickname (as a guest user). Registering a username and password allows players to build Win/Loss records, international rankings, and lists of past opponents to challenge or send messages to. Multiple logins should be stored on the memory card so players without keyboards will not become frustrated entering their password each time. Registered players should have the option to be matched with players of comparable skill based on past Win/Loss records.
1. The 4-way directional cross-pad of the Gamecube controller is a possible source of frustration. It is small and inaccurate in comparison to an SNES or Nintendo 64 controller.
2. Nintendo has long claimed that future games will have the option to use a Game Boy Advance as a controller.
3. Nintendo has already missed opportunities to use this feature. While brainstorming for possible uses of GBA support in Metroid Prime (Gamecube), Nintendo/Retro Studios decided that linking would simply enable hidden features. One of these features is the original Metroid (NES) game. The controls are very difficult with a Gamecube controller. The developers apparently did not notice that a GBA has the same button layout as an NES controller, and would have made an excellent controller while further enhancing GBA-link support.
4. Although a GBA has the same flawed D-pad as a Gamecube controller, it is in a better position because there is no control stick on a GBA. The GBA was designed for 2-dimensional games such as NPC.
5. NPC already supports the Gamecube/GBA Link Cable, using it to transfer mini-games to a Game Boy Advance. The GBA-Controller feature should be implemented to complete GBA-link support.
Thank you in advance for forwarding these requests to your localization team.
-James Evans Turner ("Ichinisan")
[email protected]
ZSNES
zbattle.net
-Audience limited to young Japanese females
Panel de Pon (Super Famicom)
+Most challenging artificial intelligence
+New modes and features
-Pokйmon theme limits audience
-Limited sound options (disable voice!)
-Lack of polish; seems inferior to Tetris Attack
Pokйmon Puzzle League (N64)
ASCII Gamecube Keyboard
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