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Postmortem: RiverMan Media's MadStone
[Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone , with technical, design, marketing and productivity lessons galore.] Introduction Eighteen years ago, my brother and I decided to make a Nintendo game. I was eight years old and he was four. I ...
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Postmortem: RiverMan Media’s MadStone
GoNintendo — ... a little less likelihood of doing well. Couple that with poor reviews, and MadStone is now a WiiWare afterthought. Just because you didn’t buy the game doesn’t mean that you shouldn’t learn more about it. In the article below, you get 5 pages of MadStone talk from the team behind the game…which is only 3 people total. You can learn more about what went well for RiverMan, as well as what didn’t. By the end of the article, I bet you find yourself a tad more interested in MadStone. Article here This entry was posted on Wednesday, January 14th, 2009 at 9:18 am and is filed under ...

GameSetNetwork: Best Of The Week
GameSetWatch — ... Shippy "A new book claims that IBM's work on the PS3's Cell chip helped birth the Xbox 360's Xenon CPU -- and Gamasutra sits down with book co-author and chip architect David Shippy to uncover the facts." Practical Game Playtesting: A Wii-Based Case Study "Sidhe Interactive's Griffiths discusses in depth how the GripShift developer playtested and improved their Wii version of the recent Speed Racer game, from Wiimote tweaks to difficulty changes." Postmortem: RiverMan Media's MadStone "Gamasutra's first-ever WiiWare postmortem reveals the ...

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