User talk:Grandy02/Archive 3

Re: Promotion
Thanks :D I will do my best with these responsibilities this time around. 16:16, 9 October 2009 (EDT)

Mario Super Sluggers
I noticed you put the news in the Mario Super Sluggers article that chances are really slim that the game will reach Nintendo of Europe territories. I assume you posted this based on conclusions you reached (including that it's been more than one year that the game was released in US and Japan)? --M. C. - "Mario Gals" Fan! User Page | Talk Page 01:07, 12 October 2009 (EDT)

hi
Hi wanna be friends? ok

Re:Made in Ore Again
Yeah, those "all hiragana" contest rules suck, huh?

Here is how I think it breaks down:

じしん・作・が・できたら・おくろう！ 「コンテスト・の・ちゅうい」・さえ・まもれば、 ないよう・は・じゆう・だ.

or:

If you can make it yourself, send it in! If you obey the "contest warnings" the details are up to you.

"Contest warnings" is the block of disclaimers at the bottom of the page, by the way.

As for "otayori club", it's a Famitsu thing. I'm not sure exactly what its purpose is, but "o-tayori" means "news" (with the "o" respectful prefix).


 * Also, I should mention that "ファミ通" is one way to write "Famitsu" (the name is a shortened form of "ファミコン通" or "Famicom Authority".


 * Yes, I'm fairly sure that it means there are no rules. As for the theme, it gives it as 「じしん作」, so I guess "self-made" would be an appropriate translation. 15:57, 16 December 2009 (EST)

Re: WarioWare Person

 * Question 1
 * Ko Takeuchi joined Nintendo in 2000.
 * First game he was involved with is a Hamtaro game (in the Kikizo interview, he said Wario Land 4, though, but the Hamtaro game is older). His job was the assistant director.
 * Next game was Wario Land 4, for which he made the background graphics.
 * He designed the characters for WarioWare (already known).
 * ! I don't understand why he did choose the job as a game designer.
 * I think you are referring to this sentence: 「この仕事を選んだのは、絵を描く仕事をしたいと思っていた事が理由ですね. 」, meaning approximately "In selecting this job, my motivation was that I thought 'I want a drawing job', you know?"
 * Takeuchi studied cartooning in the United States (already known).
 * After his return to Japan, he applied to different companies related to visual arts, including at least one game company (Warp). He entered the video game industry this way.
 * Question 2
 * ! What does he say about Hiroji Kiyotake (designer of Wario)?
 * 「『メイドインワリオ』に携わっていた時には清武博二さんと一緒に、根気良く指導してもらった事は今でも忘れません. 」"When working on 'Made in Wario', sometimes I would be with Kiyotake Hiroji-san. Even now, I haven't forgotten the patient leadership he gave us."
 * Question 3
 * He sees the game Mother as a masterpiece (or does he mean the series as a whole?).
 * ! What does he say about character design?
 * Sadly, I don't know.
 * Question 4
 * ! His character designs are often based on real people (not sure about that, the translations were a bit odd).
 * You're correct.
 * When a new character idea comes to his mind, he draws it into a small sketch book.
 * Rather, I believe he says that when he sees a fascinating person he sketches them.
 * ! Nintendo is a "gold mine" of character ideas, what is exactly meant?
 * I believe it says this: "Regarding Nintendo, Sakamoto Yoshio said it first; because fun people are numerous, it's a treasury of character ideas (laughs)." He doesn't literally describe it as a "gold mine". I'm thinking the translation program you used inserted that, as "a gold mine of X" is an English expression that means "a place where you can find a lot of good X". Or maybe you knew what a gold mine is, and I misunderstood the question. :P
 * Question 5
 * ! I don't really understand at all what the bad translations say. :-(
 * Translating this is beyond my capabilities. Nevertheless, I tried! The result is sort of incoherent, but here it is anyway, for better or worse.
 * Q5: "I want to make this sort of game" or "I'd enjoy a game like this", etc. Please tell us your hopes for the gaming industry in the future. And last, now turning to the readers who watch the gaming industry, please tell us what you think is the most important thing in creating a game, and what you have to keep in mind when it's time to release a game to the public.
 * Takeuchi: Nowadays, I think that people who hesitate to finish games that you can't win if you don't give it your all are not scarce. For that reason, I think that if there's a game where you can have a little bit of fun if you just play a short time, that's good. When we were kids, there was one game that everyone would gather around and take turns playing. I want to make a game like that, you know?
 * Personally, because I am making fairytale works aimed at children, I am dream of possessing their work, and making a system whereby one can come into contact with the work of children nationwide. It might be like the feeling of a picture-story-show-person. Because children are honest, they won't show any interest in an uninteresting thing, and so you can study the truth. Now for the work of such a person, the development has a good influence on them. Because of that, I can't leave. Every day I devote myself to this.
 * I think the most important thing in creating a game is "affectionate feelings".
 * Working on a team, to make one thing is a very great matter. That's important to emphasize. However, when one worries about their team members, I hope they can hold on to their "affectionate feelings". So that an atmosphere of mutual respect can exist, one might take it upon themselves to create it. If many people like that appear, the vitality of the Games industry will become apparent.

Overall, I think this is a bit beyond me. I'm always happy to help, of course, but my talent only goes so far. I recommend that you check category:user ja if you need more help. Please don't think that this means I resent your coming to me for help, as I want to do whatever I can. I'm just concerned that what I can do may not be enough. 01:34, 22 December 2009 (EST)