Category Archives: Mike Scorpio

New Switch Animation On My Nintendo Website

As most My Nintendo users will already know, every time you log into the My Nintendo website, they are greeted with several different animations of their Mii avatar doing various things like fishing, floating on balloons, painting and also playing videogames on Nintendo consoles. There is now a new animation that extends on the playing videogames as your Mii Avatar can now be seen playing Zelda: Breath Of The Wild on the Nintendo Switch with the Neon Joy-Cons in hand. You can see the new animation via the Gif below.


Let’s Talk About… Super Mario Run (It’s Time For a Big Content Update!)

If you are reading this, then it means you have come here expecting to check out our latest instalment of Let’s Talk About, but I’ve got some bad news for you. This is not a written edition! And it’s not a video version either! Welcome to another LTA Podcast edition, the kind that allows you to listen to what we have to say whilst doing other things. In today’s piece, it can be played with just the one hand. It took a gaming series loved by many to a new platform and its release on Apple devices annoyed a good few of us! Let’s Talk About Super Mario Run! Continue reading Let’s Talk About… Super Mario Run (It’s Time For a Big Content Update!)

Let’s Talk About… Breath of the Wild (Why the Expansion Pass is a Good Idea)

If you are reading this, then it means you have come here expecting to check out our latest instalment of Let’s Talk About, but I’ve got some bad news for you. This is not a written edition! And it’s not a video version either! Welcome to another LTA Podcast edition, the kind that allows you to listen to what we have to say whilst doing other things. In today’s piece its announcement caused an uproar. It adds even more content to an incredible large game and it’s something that got us talking! Let’s Talk About Breath of the Wild! Continue reading Let’s Talk About… Breath of the Wild (Why the Expansion Pass is a Good Idea)

Let’s Talk About… #SwitchWeek (The Next Miketendo64 Theme Week)

If you are reading this, then it means you have come here expecting to check out our latest instalment of Let’s Talk About, but I’ve got some bad news for you. This is not a written edition! And it’s not a video version either! Welcome to another LTA Podcast edition, the kind that allows you to listen to what we have to say whilst doing other things. In today’s piece its self-promotion, its spoiler packed, and it’s our latest Theme  Week! Let’s Talk About #SwitchWeek! Continue reading Let’s Talk About… #SwitchWeek (The Next Miketendo64 Theme Week)

(Video) Zelda: Breath Of The Wild/Wind Waker Trailer Comparison Vid

After watching a fan parody created by Hylian Luke on YouTube titled “Zelda: Breath Of The Wind Waker” Which parallels the Zelda: BOTW E3 Trailer, I decided to put them together in a comparison video which you can check out below.

You can also see the the fan video on its own here. Please be sure to check out Hylian Luke’s YouTube Channel and hit the Subscribe button to see more great videos.

(Video) Zelda: Breath Of The Wild Lon Lon Milk Commercial (A Channy & Kimberly Production)

Talented Animators Channy & Kimberly have done it again and have produced another fine animation this time centered around the Legend Of Zelda in the form of a commercial for Lon Lon Milk. You can check out the video below which has cameos of Tetra and Stallord as well. Please be sure to check out their Youtube Channel and subscribe to see more of their amazing animations including, Starfox, Yoshi’s Island, Splatoon and Pokémon!


Source: Channy & Kimberly (YouTube)

Miketendo64 X Double Jump Collaboration

We at Miketendo64 are pleased to announced that we will be collaborating with Sister Gaming Duo and Bloggers Kris & Rachel from Double Jump. They will be dropping by our website from time to time to share their amazing content with our readers. We gladly appreciate their joining forces with us as we always strive to bring the best content possible to our followers. We hope you will enjoy their posts as much as we do and support their blog by giving them a follow as well. You can check them out here.

Goddess Statues Make A Return In Zelda: Breath Of The Wild

In the latest trailer of The Legend Of Zelda: Breath Of The Wild, there is a scene that shows a goddess statue much like the one in Skyward Sword. It is known that Breath Of The Wild will have many Easter Eggs and references to many of the other games in the series but it is not known whether they will have any strong significance or ties to the other titles. For example, we know there are Statues of the Goddess Hylia in BOTW but don’t know if it is the Exact same statue from Skyward Sword (will we be able to go back to the Sacred Grove?).



Continue reading Goddess Statues Make A Return In Zelda: Breath Of The Wild

Mike Scorpio On… Fire Emblem (GBA)

After the release of Fire Emblem Heroes on Android and iOS Smart devices, I have reall been addicted to it. I thoroughly love the strategy of the game, the weapon triangle and the abundance of characters at your disposal that picking the right team can really give you an edge in battle. Like I have mentioned before in our “Fire Emblem Week,” I have never played a proper Fire Emblem game and I decided that after playing Fire Emblem Heroes and falling in love with it and with the advice of some of our readers to give it a go, I downloaded Fire Emblem (GBA) From the Wii U Virtual Console. So After playing it for a good few hours (I think I have invest 4 hours so far) I am ready to share my thoughts on Fire Emblem. Continue reading Mike Scorpio On… Fire Emblem (GBA)

Raw Fury: A Miketendo64 Interview (Part 1: Gordon Van Dyke & Raw Fury)

Less than four weeks from now, Nintendo’s newest home console will release and make its way to gamers hands all across the globe. As each day passes, we get to learn more about the Switch and the games that will be playable on it, so with GoNNER and Kingdom confirmed for the console, it’s only natural we’d want to learn whatever we could about them.

Resultat d'imatges de Raw Fury

So we got in touch with Raw Fury, the publisher who is bringing both titles to the Switch and arranged a Skype interview with Gordon Van Dyke. Due to a loss of voice and other commitments, I was unable to conduct the interview myself, so armed with my list of questions, Mike Scorpio conducted the interview on my behalf. With Gordon providing such responses, the interview lasted for more than 60 minutes, so with that in mind, we have opted to split this interview into 2 parts, with the first (this one), being posted today (February the 8th) and the second to be posted at a later point this month.



Not to delay it any further, this is Part 1 of A Miketendo64 Interview,” with Raw Fury’s Gordon Van Dyke:


*All questions and answers come from the first half hour of the hour+ long interview.


Gordon Van Dyke (Battlefield & Beyond):

Miketendo64: “First and foremost, who are you?”

Gordon Van Dyke:(Laughs) That’s a good question. “Who am I?” I´m Gordon Van Dyke, I started in the games industry around the end of 2oo2-2003, it so long ago now. I was in the MOD industry. I started modding for Battlefield 1942, Battlefield Vietnam and also started my own mod based on the new reimagined series of Battlestar Galactica.

I caught the attention of some of the producers at the EA side of things who were working with DiCE on Battlefield 2 and asked me to come to one of their Mod days because they thought that the mod was really cool and I lived in California so it was really close by to go to the EA office. So I went there and I was like “This is where I need to be,” I quit a cushy job where I helped run a beer distribution company in the San Francisco Bay Area and took a low paying QA job and focused on the battlefield 2 tools. An early state of my mod got an interview with DiCE and I got hired and moved to Sweden.

I moved my entire life to Sweden and started working on Battlefield and I worked on Battlefied 2142, Battlefield: Bad Company One, Battlefield: Bad Company 2, Battlefield 1943 and helped with the early design concept and concept design for Battlefield Heroes. From there I moved back to California for a year but I ended up marrying my Swedish girlfriend and she got pregnant so I moved back to Sweden because it’s got much better health care and stuff for schools. So I moved back to Sweden and started working at Paradox.

I started working on their Multiplayer games that they were trying out, War Of The Roses and War Of The Vikings. I got tired of that and wanted to do my own thing and start my own company and was itching to do that. A Friend I made there asked If I could help him start up Raw Fury. So we started up this little indie publisher, it was mostly just the two of us. That’s when our relationship with Nintendo first officially started. Jonas had actually known a couple of people at Nintendo but there was no relationship with Raw Fury. I had the first meeting with them at Nordic Game Jam.”

Resultat d'imatges de Gordon Van Dyke raw games Battlefield

Gordon Van Dyke’s Role at Raw Fury:

Miketendo64: “What is your role at Raw Fury?”

Gordon Van Dyke:What Is My Role?’ I do a lot of things. It’s the start of it, it’s a small company, there’s not that many of us. We have just grown by three people so now we’re eight. Jonas started everything officially in January, I wrapped up some projects that I was helping with, at Paradox with Magicka 2. Once I finished there, I joined up in April and in July, David Martinez joined up who also worked at Paradox where he did PR for them.

He joined us and helped on the PR Marketing front and helping with sales as well so he is carrying a lot of hats. I mainly focus on production and developer relationships, helped heavily with kingdom, I rolled up my sleeves and jumped in using my designer experience using Unity and helping with the design elements of Kingdom. I work heavily on trailers and cultivating relationships with our partners, work closely with Microsoft on Kingdom, work with Apple, Google, Nintendo and Steam. In this case, you do a lot of things. Sometimes I’m a producers, sometimes a director or capturing Trailer footage. I can be working on art assets or localization. We are all over the place and do what needs to be done at this stage. We are a small lean team and you wear a lot of hats.

On the way out of leaving the office we had just set up, I was the last one so I took the trash out.”

 Resultat d'imatges de Magicka 2

Raw Fury did try Kingdom on the New Nintendo 3DS:

Miketendo64: “Other than Switch, was Kingdom considered for another Nintendo platform, like the 3DS?”

Gordon Van Dyke:We did try to get Kingdom to run on the New Nintendo 3DS but it just wasn’t powerful enough. Kingdom is deceptively more CPU intense than people expect. They see this presentation of pixel art, there is a lot of modern rendering and shader techniques going into the game that Tom, who is the creator, artist and programmer for a lot the rendering techniques, he did it so well that people don’t notice which really shows his skill set and nobody realises…”

Miketendo64: “…How complicated and complex it is?”

Gordon Van Dyke:Yeah, he does it so well. He does this trick for lighting individual pixels so that the light didn’t just shine in an inclusion way and gradient through the pixels. No, the lighting lit up individual pixels and the further away they were, the less bright the pixels would get. The Water as well, if you look at the water, it’s a shader technique to give it the perception of being liquid but pixels because he wanted it to be pixel perfect. So unfortunately the New 3DS just wasn’t powerful enough and then there were rumours floating around about another portable device by Nintendo. We were respectful, we didn’t ask them about the rumours.”

Miketendo64: “But you did talk to them?”

Gordon Van Dyke:Yeah, we talked to them about potentially doing something for the Wii U because it was more powerful and using a more up to date version of what we were using for Unity. So we were going for that and they started poking us and saying that they really like GoNNER and we got a lot of interest from them for that their external publishers really wanted to meet with us at PAX, Especially PAX West because it’s in their back yard. Nintendo America is in Kirkland which is close by in the same region.

Close to the announcement, Nintendo got in touch with us and said that they were coming out with something as everyone knew which we are going to be announcing soon but we can’t tell you the exact details because we haven’t done the partnership but we are interested in bringing some of your games, especially GoNNER, and putting it in our Launch window of around 3-4 months from the release of the hardware. We were just floored.

Resultat d'imatges de GoNNER

Raw Fury’s Process when it Comes to Publishing new Games:

Miketendo64:As a publisher, you have taken on plenty of games and put them on various platforms. What is it you look for in the games you undertake and who initiates the first contact?

Gordon Van Dyke:It’s actually pretty mixed. Kingdom is kind of our Darling so I don’t know if that one falls into that category. It was those guys that were looking for a publishing partner, Jonas initially tried helping them to find a solution and for six months it never happened. Ian wanted to create this publishing company. It was a mutual partnership a mutual respect because often times the Developer is beholden to the Publisher because they have the money so there becomes this stranglehold that can easily happen.

I don’t think anyone does it on purpose but it’s just the nature of those relationships can easily slip into that direction. So he wanted to make this more happy, friendly, more happiness publisher but of course part of that happiness does come from making enough money to keep doing what you’re doing but that’s our goal. It’s not our goal to be like the biggest publisher in Sweden or having the highest revenue. When we look for games, we look for games that affect us emotionally.

With GoNNER, we ran into Ditto in this like indie incubator, which is an event set up by some friends of ours and it’s called Stugen. They invited a bunch of indie developers from anywhere in the world, they fly out there and they set them up and get donations, its non-profit and they get a place in the woods in Sweden over the summer for several months and they just all work on their projects and then submit their projects. Ditto was one of those that got selected and he was based in Sweden as well. We met him there and vibed with him so it was more to do with a personal relationship and loving the things he did. He has this creative style, the visuals that you see in GoNNER absolutely reflect Ditto’s personality 100%.

He knew he was working on a different kind of game and that we were really interested in working with him and trying to see if it was a fit. Somebody backed out that was supposed to come with us to Gamescom that year and so we had an extra ticket and hotel bed so we said to him “Hey, you want to come along?” This was in 2015 and he was like “Hell Yeah! I’ve never been,” and he helped us a little bit but there was no requirement to do that. He hung around us a little bit and did his own thing as well. We then thought that maybe there was something cool that we could do together and he was like “Yeah.” Back in December he came to us with an idea so we talked it over and worked with him and talked about it for a month or something and then we signed him because we have a lot of faith in him.

With Kathy Rain, it was something we signed in April when I started. It was a friend of mine that I worked with at Paradox, he’s a super talented programmer and writer, and absolute creative individual. He had this pet project called Kathy Rain, which, he had been working on for several years. I played it and I don’t typically play ‘Point & Click’ adventures but I was like “This Story is really compelling. I want to keep playing.” He had left Paradox when we were working together to start working for this new studio Hazelight, the guys that did Tales Of Two Brothers which he had worked on.

I said that he should give Jonas a demo for Kathy Rain and let him play it and Jonas felt the same way I did and we both felt like this game had to be made. It was a really interesting project for us to take. We wanted to take something daring, risky. Point & Click games are very difficult to market and sell. So Joel was interested and we talked to him and he quit the job he just started for another job and took a risk with us as well, we equally took risks with each other and it turned out really well. Kath Rain is now profitable, it’s highly revered. It’s critically acclaimed and got great feedback. It’s emotionally captivating and touched on subjects that you don’t typically see in games and approached story telling in a modern way with this classic presentation. I just loved that and it’s something that I always wanted to do after starting at DiCE where I had this personal feeling that I would love to make games for adults which can come off incorrectly as you can’t really explain what you mean by that, games that have more…”

Miketendo64: “…Adult themes?”

Gordon Van Dyke: “Yeah and coming off of a deeper philosophical point, to make you really question about things in a deeper more meaningful way and challenge you on a more intellectual level. While I love the games you can chill out and play I also love games like Heavy Rain and games that try to have a profound effect on you. So we signed that one and then the next game TXP came just came from a recommendation for Tormenter X Punisher and Jonas Turner, the guy making that, his profile and cred list is stunning; BroForce, Nuclear Throne, all the way to Angry Birds: Transformers. He just oozes with talent, an awesome guy. He has a DJ persona and puts on a lucha libre mask, like in Mexican wrestling and becomes the lobster and does a whole Dance set mix DJ kind of thing with 2 Nintendo DS’s and it’s incredible.

We do get a lot of pitches but some of them don’t pan out. A lot of time when getting pitches over email, from people randomly searching for publishers. Typically they are not usually the right fit for us, we are very picky and very selective.”

Resultat d'imatges de kATHY rAIN

Miketendo64:Well of course, you’ve got to look for something beneficial, not just for you, but for them in the long run as well. It could be the next angry birds or it could be a massive flop, you never know but you have all these requests coming at you every single day and you’ve got to think “Is this going to work? Is this something you can take further?

Gordon Van Dyke:Well Yeah. We don’t actually wonder on whether we can take it further. We just want to know if we can support them in a way that’s mutually beneficial. We do not interfere with the design or milestone checks, which is typical of other publishing companies that hold money until you’ve completed that, which forces control into the hand of the publisher and that is not how it should be. It should be in the hands of the people that are working on it day in, day out. We just give them our opinions and if it makes sense to them and they use that information, great! Sometimes they ignore it and we’re ok with that because we trust them. Trust is a huge factor in who we want to work with. First it’s the game and we want to see something playable and also emotional value when you play the game and a developer we can trust and give them that freedom and liberty that we feel is important.

There has got to be some kind of a connection with the game obviously as a player, not just as a publisher or developer but as a gamer in general that makes you feel “This is the kind of game I want to play and invest my time in.” Because as you know in this day and age, along with working jobs, some people work two or three different jobs and work very, very long hours. When they come home, what little time they have left is very precious to them. So in the mind of the developer is ‘How can I keep the gamer interested in my game? How can I make them ‘connect’ to my game?’ ‘How can we take them somewhere interesting and satisfy that desire for Quest?’ I thinks it’s super important that people sometimes forget that they get too caught up in the focus of realism which is not what people really want, right?


Gordon Van Dyke: “You go into videogames because you get enough realism in real life. When a car goes past you and gets you all wet or your girlfriend dumps you, whatever crappy thing happens to you and you go home, the day was really bad and you want to go to that videogame, you want to go to that place and that is why games like Sky Rim and Minecraft are so popular because it takes you somewhere fantastical. It takes you somewhere you’d never be able to go in life which is why I think it’s great that Battlefield when back to Battlefield One. It takes you back to a time period to what’s not really going on now. There went somewhere where no one can ever go again and they took you on this journey where it feels realistic like you are there and it’s tangible but it is so far in the past you don’t feel a connection to it like if you turned on the News, you don’t see something similar to what’s in the game happening right now in the world.”

Resultat d'imatges de skyrim

And now that we’ve got you hooked, this is where we’ll stick a pin in it for today. Be sure to join us when we share Part 2 as that part of the interview is focused more on GoNNER and Kingdom and less on Raw Fury and the publisher’s workings.


Let’s Talk About… Splatoon 2 (Is it 2 Soon for a Sequel?)

If you are reading this, then it means you have come here expecting to check out our latest instalment of Let’s Talk About, but I’ve got some bad news for you. This is not a written edition! And it’s not a video version either! Welcome to another LTA Podcast edition, the kind that allows you to listen to what we have to say whilst doing other things. In today’s piece it’s bright, it’s crazy, it is insane and inkredible! Let’s Talk About Splatoon 2!

Continue reading Let’s Talk About… Splatoon 2 (Is it 2 Soon for a Sequel?)

Let’s Talk About… ARMS (A Game Worth Keeping an Eye On)

If you are reading this, then it means you have come here expecting to check out our latest instalment of Let’s Talk About, but I’ve got some bad news for you. This is not a written edition! And it’s not a video version either! Despite the newer video format being easier to do, we’ve run into difficulties regarding our Splatoon and ARMS episodes, so we’ve done something completely different! We’ve taken the audio and made it an LTA Podcast instead! So now you know what’s going, let’s get to it. It’s bright, it’s colourful and it’s slightly insane! Let’s Talk About Arms! Continue reading Let’s Talk About… ARMS (A Game Worth Keeping an Eye On)

Fire Emblem Heroes Gameplay (Video)

With Fire Emblem Heroes well and truly out on most smart phone devices around the world, I thought I would upload my own gameplay video of the game in action. The video starts from the first Intro video and plays through the first couple of practice levels. Hopefully anyone who has a slight interest in adding Fire Emblem Heroes to their smart phone will be encouraged to do just that after watching our gameplay video (or not).

I will admit that the audio is not the best in the world and at one point comes out of sync for some reason which I don’t know why and I have saved it multiple times but to no avail. I am using Mobizen on mobile and Camtasia 8 on PC,

Pac-Man Creator Masaya Nakamura Has Passed Away At Age 91

The Father of Pac-Man, Masaya Nakamura has passed away on January 22nd, he was aged 91.

Nakamura founded the company Namco in 1955 and created the pill gobbling sensation that is globally known as Pac-Man. Bandai Namco which in 2005 formed a merger between Bandai & Namco, confirmed on Monday that Nakamura has died but wouldn’t comment on the cause or other personal details, respecting his family wishes.

A private wake and funeral were held for the family but a separate memorial is being planned according to Bandai Namco.

Nintendo America have also issued a tweet paying their respects to Masaya Nakamura


Source: Yahoo

Nintendo’s Latest Financial Results In Revealed For 2016

The results for Nintendo’s latest financial period (Nine months ended December 31st, 2016) have now been released. You can check out all the nittiy gritty stuff below:

– Lifetime Wii U hardware sales: 13.56 million
– Lifetime Wii U softwaresales: 96.52 million
– Lifetime 3DS hardware sales: 65.30 million
– Lifetime 3DS software sales: 320.96 million
– “During the nine months ended December 31, 2016, the worldwide release of Pokémon Sun and Pokémon Moon generated buzz and led to blockbuster sales of 14.69 million units”
– Super Mario Maker for Nintendo 3DS surpassed the million-seller mark
– Pokémon GO led to increased sales of software in the Pokémon series released in the past and drove 3DS family hardware sales growth, particularly outside of Japan
– The worldwide sales volume for Nintendo 3DS hardware this period was 6.45 million units (10% increase on a year-on-year basis)
– Nintendo 3DS software sales were 46.78 million units (20% increase on a year-on-year basis)
– Planned to ship 0.8 million Wii U units this fiscal year, based on forecasts of comprehensive demand for Nintendo hardware
– Hardware sales volume of 0.76 million units (75% decrease on a year-on-year basis) for Wii U
– Software sales volume of 12.48 million for Wii U (45% decrease on a year-on-year basis)
– Super Mario Run “elicited a fantastic response, surpassing 40 million downloads in four days after the release”
– NES Classic Edition “launched in Japan and overseas in November to widespread popularity”
– “Although the release of some new titles offering amiibo functionality restored some momentum, amiibo sales remained
limited to 6.5 million units for figure-type and 6.6 million units for card-type”
– Digital sales “down to a large extent on the same period last year” due to a lack of new downloadable content
– Operating income of 26.3 billion yen
– Net sales of 311.1 billion yen (of which overseas sales were 221.3 billion yen or 71.2% of the total sales)
– 16.7 billion yen of share of profit of entities accounted for using the equity method related to The Pokémon Company and other investments
– Ordinary income of 49.1 billion yen
– “due to the sale of part of our equity in the company that manages the Seattle Mariners Major League Baseball team, we recorded gain on sales of investment securities totaling 63.5 billion yen as extraordinary income, meaning that
profit attributable to owners of parent was 102.9 billion yen”

Here is a statement that was also included at their latest financial results meeting that regards the Nintendo Switch and the 3DS.

We will launch Nintendo Switch, a new home gaming system that diversifies the ways you can play video games, on March 3, 2017 in Japan and overseas. Our launch lineup includes first-party software such as The Legend of Zelda: Breath of the Wild and 1-2-Switch as well as strong third-party titles. The Legend of Zelda: Breath of the Wild will release for Wii U on the same day.

For Nintendo 3DS, we aim to maintain the buzz surrounding the hit titles Pokémon Sun and Pokémon Moon and Super Mario
Maker for Nintendo 3DS, as well as releasing new titles such as Mario Sports Superstars.

For smart devices, we plan to release the game application Fire Emblem Heroes on February 2. We will also follow last
December’s release of Super Mario Run for iOS with an Android version in March. To accommodate the releases and operation of these applications, we have revised the release schedule for Animal Crossing, which we had originally planned to release during this period. This title will be released during the next fiscal year.

We have revised the financial forecast originally published on October 26, 2016. For details, see the Notice of Full-Year Financial Forecast and Dividend Forecast Modifications issued today (January 31, 2017).

Source: Nintendo Everything