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Innovative Gameplay in Nintendo DS Launch Titles Steve Okimoto Developer Relations Manager Nintendo of America Touch Screen Terminology Touch, tap, pop, press – provide discrete inputs Drag, slide, trace – click, drag, release Move – click, drag for 360 degree analog movement
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Innovative Gameplay in Nintendo DS Launch Titles Steve Okimoto Developer Relations Manager Nintendo of America
Touch Screen Terminology • Touch, tap, pop, press – provide discrete inputs • Drag, slide, trace – click, drag, release • Move – click, drag for 360 degree analog movement • Circle, rotate, spin – circular motion
Touch Screen Terminology • Draw – for arbitrary shapes and paths • Rub, polish, paint, fill, scratch – rapid movement in a given area
Touch Screen Technical • Touch screen input is averaged to a single point • Possible Innovation – Use two fingers to control a point between them
Super Mario 64 DS • Developer: Nintendo Co. Ltd (EAD) • Publisher: Nintendo
Super Mario 64 DS • Use the Slingshot to hurl cannonballs at parachuting enemies
Super Mario 64 DS • Slingshot is perfect for use with stylus
Super Mario 64 DS • Combos score higher
Super Mario 64 DS • Slingshot is perfect for use with stylus • provides fully analog aiming
Super Mario 64 DS • Slingshot is perfect for use with stylus • provides fully analog aiming ( in full 360 degrees! )
Super Mario 64 DS • Gameplay styles
Microphone • Control methods • Duration - long puffs and short puffs • Amplitude – hard and soft puffs • Timing
Feel the Magic • Developer: Sonic Team • Publisher: Sega
Feel the Magic • Candle
Feel the Magic • Candle
Feel the Magic • Candle
Feel the Magic • Candle
Feel the Magic • Candle
Feel the Magic • Candle
Feel the Magic • Burned by the flame
Feel the Magic • Yacht
Feel the Magic • Yacht
Feel the Magic • My Hero!
Feel the Magic • Yacht – variations • Circling sharks
Feel the Magic • Yacht – variations "Sharker" a la Frogger
Tiger Woods PGA Tour 2005 • Developer: Team Fusion • Publisher: EA Canada
Designer's Notebook Courtesy of Nick Ferguson Team Fusion EA Canada
Final Design Courtesy of Nick Ferguson Team Fusion EA Canada
Design Goal • Take the analog swing system from console Tiger and make it work on the Nintendo DS.
What Worked • Similar to console – Console features of Boost, Swing and Ball Spin were successfully translated to the DS touch screen • “rub” for Boost • “drag” for Swing • “rub” again for Spin
What Worked • Touch Screen only – We didn't provide any alternative of using the D-Pad and buttons for the swing. We could only have done this on Nintendo DS, and game reviewers recognized this. You can play the entire game of Tiger Woods using just the touch screen.
What Worked • Popular – once you work it out • Most people loved it, once they worked it all out.
What Could Have Been Better • Confusing interface - “What does all this mean?!?!” • a lot of information to take in • added a Help button to compensate, but the best interfaces don’t use a Help button
What Could Have Been Better • Not enough user feedback – “Why did I mess up that shot”?
What Could Have Been Better • Too much, too soon? • Going from Boost Bar to Swing to Ball Spin is a lot to handle • We should have added Boost Bar after you first upgraded your boost stat
What Could Have Been Better • Putting - “Tap to Putt” • We should have retained a version of our existing swing mechanic for putting, even though it was effectively cosmetic.
Changes During Development • Be aware that people need time to switch focus between the two screens
Changes During Development • If you’re inventing a new control system - test early, test often and be brutally honest with yourself
Changes During Development • Subtle things can make a big difference – By animating the swing display, suddenly players realized that they were supposed to move their stylus along a path
Changes During Development • On-screen Help Button • Not as good as a Tutorial Mode, but we were short on development time
Tiger Summary • Show, don’t tell - A decent tutorial is worth a thousand words in the manual • One at a time - Introduce new elements gradually, people don’t like to be thrown in at the deep end • Follow through - We should have retained the core swing mechanic for putting, even if it was a “fake” use of the system
Special Thanks • Nick Ferguson - Electronic Arts Canada • Doug Church - Eidos Interactive • Perrin Kaplan, JC Smith - Nintendo