Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
By that title, I don’t mean the capabilities of the Wii title called Wii Music*. The video below, from Dublincalif, is about the properties of the Wii’s sound system itself. It’s 24 minutes, but pretty interesting for all that, and it’s presented really well. It’s a model explainer video, and a great first effort in that style from its maker!
You might think that all the music on the Wii is just streamed, either from audio tracks or files, but it isn’t. The Wii has fairly little NAND storage, and music is a major consumer of storage space, so a lot of its music is sequenced, essentially MIDI files played with sample banks, with optional effects added. The video is a great overview of its features and capabilities.
* Of random interest: Wii Music’s data is amazingly small! Of that 4.7GB DVD it resides on, it uses less than 10 MB!
The life of a farmer is a difficult one. Most people don’t know how difficult it is to succeed in agriculture. It’s not enough to harvest fields of wheat and bale hay. The first bale of hay collected in the barn, as it turns out, sets a multiplier! And any grain collected in the silo, and any hay harvested in the upper floor of a barn (but only the upper floor), is not only affected by that multiplier, but reduces the multiplier of rivals. I presume all of this is due to farm subsidies.
These are the idiosyncratic rules of Farminng Simulator eSport, a popular (in some circles) gaming competition, it seems, in Germany. Teams are sponsored by agricultural equipment manufacturers, and there’s a pick/ban system in place for tractor selection. Pro gamers compete to get bales into their barns (preferably by that magic window into the upper floor!) before their opponent does, and can raise and lower a bridge on the rival farm, in an effort to mess them up, all while real farmers share pints of lager and look on in confusion.
People Make Games looked into this scene and explains it over half an hour, here:
Inside the Peculiar World of Farming Simulator eSports (Youtube, 32 minutes)
It’s not completely positive, as they point out the game’s high encounter rate and the slowness of battle, but gosh there’s a lot of awesome things in Skies of Arcadia that don’t seem to have ever been revisited in other games.
The main overworld is one in which you have an airship and fly around a world that has floating islands but no real ground. Sure, that’s been done by other people, and more than once, and fairly recently too, but SoA brought some really interesting nuance to it that gave players good reason to explore, like interesting optional subquests. You could find mysterious locations out in the world and sell them to the Explorer’s Guild for extra money, but only if you’re quick enough to stay ahead of rival ships also looking for them. There was also an alternate form of combat, ship-to-ship (and sometimes ship-to-huge-monster) battles, that played out very differently from the JRPG norm. All the extra things to do gave the game this weird veneer of simulationism, which I always find interesting, even if it was largely an illusion.
Skies of Arcadia was originally a Dreamcast release, one of only two substantive JRPGs made for that system (the other was Grandia II), and fell victim to the Dreamcast’s short life and subsequent exit from console manufacturing by Sega. It did get a remake for the Gamecube, but that was the last we’ve seen of Skies of Arcadia, other than character cameos in Sonic racing games.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
Why does Bowser set up race track courses in his castles? Does he have that many to spare? It’s a question with a simple answer, that he answers in 50 seconds. It’s also pretty good animation on Bowser, done in Blender by GleanieBOI!