How we sold a couple hundred million dollars of software in Japan
all-things-andy-gavin.com
all-things-andy-gavin.com
A really good translator might have written that as "Your artistic choices are dated", which is probably what the original author meant to convey. The word invariably translated as "nostalgic" is natuskashii (懐かしい) and it conveys an impression of times-gone-by, which is sometimes not a good thing.
(I once read a delightfully poisonous review of UI decisions by our senior engineer, beginning with "The new interface to the web app reminds me of my childhood experience working with mainframe terminals, except without the complex functionality.")
I usually end up mentally un-translating them because the translations end up sounding unnatural in English. Unusual uses of words like "nostalgia" and certain other bits of "translationese" make it easy to spot translations and identify the source language and not just for Japanese. For example, unnatural sounding uses of the word "illiberal" usually indicate statements translated from Chinese.
I normally would not feel the need to correct a typo, but in an instance like this it is different as most people on hn do not automatically know what was intended.
I would love to hear more of the gory details here.
Sometimes you just want to free the characters in place (and usually enemies and the like) but don't want the whole screen going motionless. For example in Crash, when Aku came out, I wouldn't want to pause the fruit from flying to the score. That would look odd. The Aku pause is to give the player a breather, not just to pause.
Also, the real pause brings up the pause menu, which you certainly don't want with Aku.
whats your current thoughts on the "gaming market" these days, so much has changed since the console under the TV ruled the earth. e.g. if you were to start all over what/where/how would you spend your time?
Starting out is hard now in console gaming, except "maybe" x-box live or something. You'd have to start on iPhone, Android or the like where the costs are lower.
Yup yet I remember when ppl were complaining how PS2/Xbox games x10 game budgets and all hell was breaking loose with the industry doomed. These days iphone/android have technical constraints on par if not more so xbox/ps2 thus making a highly polished game on a phone hell of alot cheaper than AAA console title but still not something you can do in your basement.
Guess my question is what type of game would you start out with? AAA level phone game with 80H+ of gameplay and 10 levels will cost a lot to develop and no one will play past the first level, or pay more than $5 for - IMHO ofcourse :)
But takes little away from the feat anyway