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Can the Playdate live up to its joyful premise? eurogamer.net - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from eurogamer.net Daily Mail and Mail on Sunday newspapers.
Original Star Fox co-programmer would like another chance at the IP 'without gimmicks' shacknews.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from shacknews.com Daily Mail and Mail on Sunday newspapers.
Nintendo passed on Chuhai Labs founder's pitch for a realistic F-Zero game shacknews.com - get the latest breaking news, showbiz & celebrity photos, sport news & rumours, viral videos and top stories from shacknews.com Daily Mail and Mail on Sunday newspapers.
The Guy Who Made The Stretchy Super Mario 64 Face Also Almost Gave Us Portal Zelda We do love a good retro infodump here at Nintendo Life, and the latest is a podcast interview between Ben Hanson from the MinnMax Show and legendary game developer Giles Goddard. We reported on the interview earlier in the week, in fact, but the full show (above) featured so many intriguing titbits that we wanted to explore them in a little more detail. Goddard is the man responsible for programming the big Mario face at the start of Super Mario 64, porting Alex s belovedDoshin the Giant over to GameCube, and being one of the lead programmers on 1080° Snowboarding and Steel Diver. He was also on the team that made ....
Share When Facebook held the very first Oculus Gaming Showcase in April 2021 there was lots of excitement regarding what new videogames might appear. In fact, most of the news was focused on updates for existing titles. Only one was actually brand new, Chuhai Labs’ Carve Snowboarding, gaining plenty of interest considering the studios’ CEO Giles Goddard worked on 1080° Snowboarding for the N64 back in the ‘90s. Bringing that knowledge into VR, Carve Snowboarding offers up a tantalising slice of downhill goodness. The Oculus Quest library isn’t short of sports titles but what it is completely devoid of is anything related to snowboarding. That’s probably because trying to create mechanics which naturally involve your feet isn’t particularly easy. While stick controls work perfectly fine for normal, flatscreen snowboarding videogames that method of input just won’t cut it in VR. So the biggest worry was always going to be how ....