The side-panel that tells you the platforms, release date, genres, themes and so on. We have a useful tool by mod that lets you "test" uploaded images, but I've gotten to the point now where I can feel it out well enough. It also means choosing the right shots that work well within the small target window that the site picks out for the display. Such a small image looks awful and blurry when blown up for a header image, considering most modern PC monitors use something like 1366x768 or higher as their default. This requires high-res screenshots, which is kind of a pull when you're dealing with a console that natively displays in a 320x200 resolution. The background shot, the one that goes behind the deck. Makes me wonder what decade they were taken in. Just a smattering of gameplay shots, all the relevant box art and every title screen (for cases when a game changes its name after localization). There's nothing too concrete in the rules about what that message ought to contain, but a simple single-sentence description of the game usually suffices. That little blurb at the top of the page that briefly describes the game. Most game pages ideally need an overview section (brief synopsis, basic history of releases, any pertinent facts about the game from a meta standpoint) and a gameplay section (actually gets into detail about how the game plays, its systems and features), but I kind of just left them with overviews in most cases. My definition of "full" for the purposes of this exercise included the following: Let's start over:Īt the start of this year, I began what seemed like a fairly simple task: Ensure that every SNES game from 1993 had a full wiki page. Sorry, I'm making this sound like I climbed Everest or something. I haven't been working tirelessly on it day or night or anything, more as an occasional something to do while I listen to new Bombcast and MBMBaM podcasts, but it still required a lot of work and perseverance. I've just completed a Wiki Project that has taken nine months from start to finish. Mildly intriguing news, let's go with that. Well, by a certain muted definition of exciting. The involvement of Ape and Character Soft came at a later point for the finalised Sanrio World Smash Ball! game.Hey Wiki Pages and Wiki Squires, I have exciting news. It involved the staff Ryoichi Okubo and Yukio Takahashi who later worked for Tomcat System a company spun-off from former Namco staff. Sanrio World Smash Ball! is a spiritual successor to Namco's cancelled 1987 arcade game Steranian, but with the addition of the Sanrio theme/Sanrio characters. There is a possible glitch in the game, where while on a menu, pressing up or down on the d-pad immediately after pressing A will still move the cursor, allowing the player to run the next (out of bounds) option, including playing as Everlybū (from the character selection screen), or running the Staff Credits (from the new game/continue/multiplayer menu). Cooperation: Kouji Higuchi, Kaoru Kobayashi (Tomcat System).Sound Program: Kazunari Mimura (Tomcat System).Graphics: Ken Kasahara, Yukio Takahashi, Yasunobu Saitou (Tomcat System).Program: Ryouichi Ookubo (Tomcat System).Game Design: Yukio Takashi, Ryouichi Ookubo (Tomcat System).Director: Tsunekazu Ishihara, Takashi Watanabe (Ape).Test Play: Hiroshi Miyagi, Mitsuharu Takatori, Atsushi Tomita, Takumi Inoue, Hiroko Inoue (Character Soft).Special Thanks: Shinichi Isobe (Character Soft).Producer: Hozumi Yoshida, Shuuji Akimoto, Kouichi Ikeda, Hiroaki Azumi ( Character Soft).Executive Producer: The Strawberry King ( Sanrio).Everlybū ('boss' character, normally cannot be played except with the cursor glitch).There are also Bonus Games featuring a decoy Everlybū with a Hello Kitty and Mimmy design. The player can choose from Keroppi, Tābō, Pokopon or Hangyodon and face off against other Sanrio characters, eventually facing off a pig-like character known as Everlybū. There may be obstacles in the playing field such as breakable blocks or bumpers that block the puck or cause it to bounce. The player can smash the puck with a right throw using the B-Button, the Y-Button for a left throw, or the X-Button if the Smash gauge is fully charged after down B or X. Clearing the round advances the player to another 'level' where the player may face off the same or different character. This is achieved over a number of rounds. The aim of the game is to fire a puck to the opposite side of the playing field and score it in the opponent's goal. This is a sports game similar to table tennis/air hockey.
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