Download AMAZING KATAMARI DAMACY Archives

Download AMAZING KATAMARI DAMACY Archives

Download AMAZING KATAMARI DAMACY Archives

Download AMAZING KATAMARI DAMACY Archives

Developer:

Roll your Katamari into a ball of galactic proportions in this cosmic endless runner. Help the Prince in this amazing adventure, collect thousands of objects, and team up with your royal cousins on a mission to restore the galaxy. Rush through lovely levels and help the King of All Cosmos to win back the Queen’s heart. Oh, and save the universe from impending doom!

Key features

COMPLETE YOUR COSMIC COLLECTION
Collect unique objects, rainbow curios and golden gizmos to put back the stars on the night sky. Every completed constellation grants extra bonuses.

GALACTIC HIGHSCORES
Roll as far as you can while collecting valuable items. Run down the endless cosmic rainbow and get the biggest highscore the galaxy has ever seen!

CALL YOUR COUSINS
Your royal relatives Foomin, Marny, Fujio, Macho, Opeo and Nik are ready to rumble. Upgrade each and every one of them to unleash their full potential.

AVOID TREACHEROUS HAZARDS
Jump over all-devouring black holes and avoid hazards including cats on skateboards, charging cows and a parade of zoo animals.

News

News

Seek for help?

Amazing Katamari Damacy™ & ©BANDAI NAMCO Entertainment Inc.

You may also like

You may also like

Источник: [https://torrent-igruha.org/3551-portal.html]
, Download AMAZING KATAMARI DAMACY Archives

Katamari Damacy

Katamari Damacy
North American PlayStation 2 box art
Developer(s)Namco
Publisher(s)Namco
Director(s)Keita Takahashi
Producer(s)
  • Hideki Tomida
  • Mitsumasa Fujita
Designer(s)Masatoshi Ogita
Programmer(s)Kazumi Yamabe
Artist(s)
  • Keita Takahashi
  • Takashi Yoshida
  • Moe Miura
Composer(s)
  • Yuu Miyake
  • Asuka Sakai
  • Akitaka Tohyama
  • Hideki Tobeta
  • Yoshihito Yano
  • Yuri Misumi
SeriesKatamari
Platform(s)
Release
  • PlayStation 2
    • JP: March 18, 2004
    • NA: September 21, 2004
  • Windows, Switch
  • December 7, 2018
  • PlayStation 4, Xbox One
Genre(s)Puzzle, action
Mode(s)Single-player, multiplayer

Katamari Damacy (Japanese: 塊魂, Hepburn: Katamari Damashii, lit. "Clump of Souls") is a third-person puzzle-action video game developed and published by Namco for the PlayStation 2. It was released in Japan in March 2004, and in North America in September 2004. The game resulted from a school project from the Namco Digital Hollywood Game Laboratory and was developed for less than US$1 million. In designing Katamari Damacy, the development team led by Keita Takahashi aimed to maintain three key points: novelty, ease of understanding and enjoyment.

The game's plot concerns a diminutive prince on a mission to rebuild the stars, constellations, and Moon, which were inadvertently destroyed by his father, the King of All Cosmos. This is achieved by rolling a magical, highly adhesive ball called a katamari around various locations, collecting increasingly larger objects, ranging from thumbtacks to people to mountains until the ball has grown great enough to become a star. Katamari Damacy's story, characters, and settings are bizarre and heavily stylized, rarely attempting any semblance of realism, though the brands and items used are based on those current in Japan during the game's production.

Overall, Katamari Damacy was well received in Japan and North America. The game was dubbed a sleeper hit and won several awards. The success of the game led to the creation of the Katamari franchise, and inspired the development of other video games. Some critics have called it one of the greatest games of all time. A high-definition remaster of the game, Katamari Damacy Reroll[a], was released on Microsoft Windows and Nintendo Switch in December 2018, and is scheduled to release for PlayStation 4 and Xbox One in Japan on November 19, 2020.

Synopsis[edit]

In a drunken stupor, an eccentric, god-like entity called the King of All Cosmos destroys all the stars, Earth's Moon and other such celestial bodies in the universe, save for Earth itself. Despite acknowledging his mistake, the King charges his 5-centimeter-tall son, the Prince, to go to Earth with a "katamari"—a magical ball that allows anything smaller than it to stick to it and make it grow—and collect enough material for him to recreate the stars and the Moon. The Prince is successful, and the universe is returned to normal.[1]

A side-story follows the Hoshino family as the Prince works at his tasks. The father, an astronaut, is unable to go to the moon after it is wiped out by the King, and the daughter, whose name is Michiru, "senses" the Prince's work—she can feel when each constellation returns to the sky. Ultimately, the family, along with their house and town, are rolled up in the katamari that is used to remake the moon.[2]

Gameplay[edit]

The "Make A Star" mode in Katamari Damacy is the primary mode, where the player must grow the katamari to a specific size (diameter) in a limited amount of time.

The player controls the Prince as he rolls the katamari around houses, gardens, and towns in order to meet certain parameters set by the King of All Cosmos. The player uses the two analog sticks on the DualShock controller in a manner similar to the classic arcade gameBattlezone to control the direction the katamari rolls. Other controls can be triggered by the player to gain a quick burst of speed, flip the Prince to the other side of the katamari and more.[1]

Objects that are smaller than the katamari will stick to it when the player comes into contact with them, while greater objects can be hurdles; colliding at high speed with any may cause objects to fall off the katamari, slowing the player's progress. The game uses size, weight, and surface area to determine if an object will stick to the katamari. This allows slender objects, such as pencils, that are longer than the katamari is wide, to be picked up, and these will alter how the katamari rolls until more objects are picked up.[1] Animals such as cats will chase the katamari, knocking things from it, but once the katamari is great enough, it will scare the animals away, and they can be rolled up once they are chased down. As objects stick to the katamari, the katamari will grow, eventually allowing objects that were once hurdles to be picked up, and creating access to areas that were formerly blocked. In this manner, the player might start the game by picking up thumbtacks and ants, and slowly work up to the point where the katamari is picking up buildings, mountains, and clouds.[1]

The typical mission given by the King of All Cosmos is the "Make a Star" mode, where the player needs to grow the katamari to a specific size within a given time frame. Other missions have more specific collecting rules, such as collecting as many items (swans, crabs, pairs) as possible within a given time, or collecting the largest item possible (such as a cow or bear).[2] The player can attempt a score attack mode for any level, in which they try to make the largest katamari possible in the time allotted. Certain levels can unlock an "eternal mode" by creating an exceptionally large katamari. In eternal modes, the player can explore the level with no time limit.[3]

Each level features two secret items that can be found. The first item is a royal present that contains an object that the Prince can wear. Most gifts are non-functional, but one includes a camera that can be used to take in-game screenshots.[3] The other secret item is a cousin of the Prince, which, once rolled up in main gameplay, can be used as a character in the various multiplayer modes. However, cousins can only be found and rolled up after the game is beaten. The game also tracks which objects the player has collected at any time, allowing them to review all the various objects within the game.

In the two-player mode, a player can choose to play as either the Prince or one of his numerous Cousins. The screen is split vertically; player one on the left and player two on the right. Players compete simultaneously in a small arena to collect the most objects within three minutes. The playing field is replenished with new objects periodically. Players can ram into each other, knocking items from their opponents' katamaris, and if one player leads by a fair amount, then it is possible to roll up the opponent's katamari.[3]

Development[edit]

Takahashi in 2005, with a plush version of the Prince from the game

Keita Takahashi had studied art and entered the Musashino Art University to study sculpting in 1995.[4] During his studies, he came to a philosophy that his art needed to combine practical elements along with a bit of whimsy and humor. After graduation, Takahashi no longer had the desire to pursue sculpting as a full-time career, and saw the potential to become involved in video games as a means to continue his art interest in a larger medium.[4] Joining Namco as an artist around 1999, Takahashi worked on a number of smaller projects for the publisher. One of these was called Action Drive, inspired by Crazy Taxi but with more spy-based elements atop the driving gameplay. During this, Takahashi came up with the ideas of the characters that would be central to Katamari Damacy: the King, the Queen, and the Prince of all Cosmos. His idea would have been that the queen had been kidnapped by agents on Earth, and the lazy King sends the Prince to rescue her. To do this, the player would use the diminutive Prince's head, shaped like a hammer, to stun humans, after which the Prince would then "drive" the humans around by putting a steering wheel on the back of the human's head. Takahashi felt this would lead to interesting and creative gameplay, allowing the player to create havoc as the Prince followed the misguided suggestions from the King, but the project leader rejected the idea. Action Drive was eventually cancelled.[4]

While working on other projects, Takahashi continued to try to think of game ideas, seeking to grow beyond being just an artist for Namco. Takahashi cited two concepts that led to the inspiration of Katamari Damacy. The first was a prototype shown by Sony Computer Entertainment called Densen (Japanese for "power line") that had the player as a young girl traverse floating islands of various homes connected by power lines. The game, though never released, gave Takahashi the idea that the ordinary world could be made interesting with only small changes to perception, and that a game could be fun without the need to cause violence. The second idea was from the game of tamakorogashi played in Japanese school's undōkai or sports days. In tamakorogashi, students attempt to push a giant ball into a goal.[5][6] Both those ideas led to him thinking of a game where spinning a ball would roll ordinary stuff into it, making the ball larger and larger over time. The evening he conceived of this idea, he spoke to a friend, one of the game designers in Namco, to see if it made for a good game idea, who agreed it had potential. The next day, he spoke to his former boss, Mitsutoshi Ozaki, about the concept, further adding a way to reuse the King and Prince characters he had previously proposed, who also agreed it would make for a great game.[5]

However, as Takahashi was in Namco's art department and not in game design, there was no easy route for him to propose this idea to Namco's superiors. Ozaki suggested a novel approach for Takahashi through the Namco Digital Hollywood Game Laboratory. At the time, Namco had been following in the model that Konami had used in 1997: Konami established the Konami Computer Entertainment School to help educate new game developers which were eventually hired in Konami, and several of the experimental ideas founded by the School during this time became products within the Konami Games & Music Division (later, Bemani) that were highly successful, including Beatmania, GuitarFreaks, and Dance Dance Revolution.[4] Namco hoped the Digital Hollywood Game Laboratory would follow a similar path. At the time, Masaya Nakamura was principal of this school, and oversaw one senior thesis class where the students were being trained on 3D modeling towards producing a game prototype with the help of other Namco employees, which could potentially be made into a full game. Ozaki suggested to Takahashi that he could have the students of this class create the 3D objects needed to populate his game world.[5][7]

Takahashi took Ozaki's advice, joining the project to help produce the prototype for his game. Alongside about ten students from the Digital Hollywood program, he had been able to gain some visual design artists from Namco to help with the prototype but had difficulty in getting any game development engineers, due to the low priority of the school. He was fortunate to find that some of the engineers from Namco's arcade game division were going to be laid off, and he was able to convince three of them to join his team to retain their jobs within Namco.[5]

One initial difficulty faced in developing the prototype was their choice of platform, the PlayStation 2. At the time the project started, Sony had just announced the specifications for the console, which was built from the ground-up to support 3D graphics via the Emotion Engine, but had not provided any updated software development kits, believing that developers would be able to figure out the hardware, but resultantly made the console difficult to develop for at its launch.[5] In contrast, Nintendo had recently announced the GameCube and that it would provide more developer-friendly features in contrast to the previous Nintendo 64 console. Thus, Takahashi's team decided to develop for the GameCube for their prototype even though the final game was expected to be a PlayStation 2 release.[5] In creating the prototype, Takahashi had envisioned that while the ball the player rolled around would grow as they rolled over objects, it would also shrink if they collided with obstacles and lost objects from it. This would have been tied to an interactive music track, which would have started off simple with a small ball and become more complex and full as it got larger. Technically, the team found they could not implement this shrinking mechanic due to memory limitations, and further found that with the interactive music concept, it was not fun to shrink back down and hear the music regress to a simpler form. The shrinking concept as well as the interactive music approach were subsequently dropped.[5] The prototype was completed within about six months, in time for the year's Japan Media Arts Festival for exhibition. Takahashi also presented the game for an internal review, leading Namco to green light the game's full development.[5]

Full work on Katamari Damacy began in late 2001. Namco assigned Now Production, based in Osaka, to help bring the game to the PlayStation 2. Takahashi was initially concerned that having to work with an external studio in a different location, but found that the Namco and Now Production teams worked well together. The full team consisted of about twenty members between the two companies, and Namco had allocated a budget of about ¥100 million (about US$650,000-800,000 at the time of production) for the game;[5] this was about the tenth of the cost of budget allocated for Namco's blockbuster titles such as Ridge Racer or Soulcalibur.[8] The full game took a year and a half to develop, with eight months of prototyping from the Digital Hollywood version.[6]

Takahashi said that the team was aiming for four key points in developing the game: novelty, ease of understanding, enjoyment, and humor.[9] Iwatani compared the game to Namco's Pac-Man, which focused on simplicity and innovation and served as a template for future games from the company.[8] At one point during development, Takahashi "proactively ignored" advice from Namco to increase the complexity of the game.[9]

The core gameplay of Katamari Damacy is the subject of U.S. Patent 7,402,104, "Game performing method, game apparatus, storage medium, data signal and program". The patent, issued in 2009, primarily describes how the game maintains the roughly spherical nature of the katamari when objects are picked up, though extends to concepts such as tracking objects collected based on temperature or weight values, which were modes included with later games of the series.[10][11]

Music[edit]

The music in Katamari Damacy was widely hailed as imaginative and original (winning both IGN's[12] and GameSpot's[13] "Soundtrack of the Year 2004" awards) and was considered one of the game's best features. The soundtrack was released in Japan as Katamari Fortissimo Damacy. Its eclectic composition featured elements of traditional electronic video game music, as well as heavy jazz and samba influences (Shibuya-kei). Most of the tracks were composed by Yuu Miyake, and many feature vocals from popular J-pop singers, such as Yui Asaka from the Sukeban Deka 3 TV series, and animevoice actors, including Nobue Matsubara and Ado Mizumori. One track is sung and written by Charlie Kosei, composer of the Lupin III soundtrack.

Release[edit]

A single-level demonstration of the final version of Katamari Damacy was exhibited at the 2003 Tokyo Game Show (TGS). The demo was critically praised by the press, with GameSpot's Jeff Gerstmann describing it as a "good dose of weird fun".[14] Sony expressed strong interest in pushing the game's release forward based on the TGS response, offering to handle the game's promotion in exchange. Sony advertised the game on numerous billboards and posters across Japan, and created an infamous television ad of a businessman, waiting for an appointment, rolling up office furniture and staff.[15] The original prototype game's cover artwork featured the large red ball used in tamakorogashi,[6] but for the game's final release, Takahashi developed the game's cover art, showing a large katamari on the verge of rolling over a city, emphasizing the scale of the game.[15]

The game was released in Japan on March 18, 2004, priced at about ¥4,000, roughly two-thirds of the cost of most major titles at the time.[15] Namco had estimated that the game would sell over 500,000 units in Japan during its first year, and while the game did not make that metric, it had stayed as one of the top ten games sold in Japan through its first nine weeks on the market, with more than 100,000 units sold during that period, which was considered impressive for a new intellectual property.[15] The public reaction to the game was positive enough that Namco ordered a sequel by December 2004.[15]

At this point, Namco had not considered any Western release for the game. Katamari Damacy was first shown in the United States at the Experimental Gameplay Workshop during the March 2004 Game Developers Conference. A group of Western developers from the International Game Developers Association had previously brought Mojib-Ribbon to the 2003 Experimental Gameplay Workshop after seeing it demonstrated at the 2002 TGS, and had been at the 2003 TGS to look for a similar title to exhibit in 2004. Discovering Katamari Damacy as an ideal title to exhibit, the group arranged with Namco to have Takahashi come to the United States to present the game. The press reaction to the session was described as "electric", but they were disappointed to learn from Takahashi that there were no plans for a Western release.[15] Media attention to the game from the Workshop, often called "Namco's snowball simulator", led to more pressure on Namco for a Western release. Takahashi was again invited to come present the game at E3 2004.[15] Players wanting the game to release in the West also wrote to Namco for a release. By July 2004, Namco officially announced the game's release in North America for September 2004.[16] The game was never officially released in Europe, though its subsequent sequels would receive European releases.[17]

In the Japanese language, Katamari (塊) means "clump" or "clod" and Damashii is the rendaku form of tamashii (魂) which means "soul" or "spirit". Therefore, the phrase approximates to "clump spirit". The two kanji that form the name look similar (sharing the same right-side element 鬼), in a kind of visual alliteration. The name is officially transliterated as Katamari Damacy in most releases. Game creator Keita Takahashi said that the title suddenly popped into his head from the start and never changed during development.[18]

Reception[edit]

Katamari Damacy enjoyed moderate success in Japan. The game was sold at about two-thirds of the price of a new game at the time. It was the top selling game the week of its release with 32,000 units sold,[8] and sold over 155,000 copies in Japan by the end of 2004.[29] However, Namco originally estimated that over 500,000 units would be sold in Japan.[30]

The game was not released in PAL territories such as Europe and Australia since publishers thought it was too "quirky" for these markets; however, Electronic Arts picked up both sequels, We Love Katamari[31] and Me & My Katamari,[32] for release in Europe.

The North American release of the game was very well received by professional reviewers, was mentioned and praised on TechTV, and was a featured sidebar in the May 23, 2004, edition of Time magazine. Time continued to praise the game in its November 22, 2004 "Best games of the year" special, calling it "the most unusual and original game to hit PlayStation2".[33] Most retailers underestimated the demand for such a quirky game, and only purchased a few copies of this sleeper hit; it rapidly sold out nationwide, with sales surpassing 120,000 units in North America.[34] It also won the U.S. award for "Excellence in Game Design" at the 2005 Game Developers Choice Awards,[35] and G4 awarded Katamari Damacy its "Best Innovation" prize in its G-Phoria of that year.[36]Katamari Damacy was one of the recipients of the 2004 Good Design Award in Japan, the first time a video game has won this award.[37]Katamari Damacy won two awards from the Academy of Interactive Arts & Sciences for "Outstanding Innovation in Console Gaming" and "Outstanding Achievement in Game Design", as well as nominations for "Game of the Year", "Console Game of the Year", and "Outstanding Achievement in Original Music Composition".[38]

In 2015, the game placed 13th on USgamer's The 15 Best Games Since 2000 list.[39] In 2019, it was ranked 49th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.[40]

Although the game has rapidly achieved a cult following and has been praised by many reviewers, it also has its share of criticism. A common complaint is that the game is relatively short and repetitive—it can be completed in under ten hours, and the gameplay stays virtually the same all the way through. However, others, such as Electronic Gaming Monthly reviewer Mark McDonald (who gave the game 8.5 out of ten with his EGM staff), argue that the game's limitations are made up for by its strengths: "Sure, you're basically doing the same thing each mission, but Katamari's elegant controls, killer soundtrack, and wicked humor make it perfectly suited for replay."[41] As a well-executed, non-traditional game, Katamari Damacy has been influential in the game development community. Since its release, a number of designers have developed works inspired by Katamari: one example is The Wonderful End of the World.

Legacy[edit]

Katamari Damacy has spawned numerous sequels on the PlayStation 2 and newer game consoles. The game's direct sequel on the PlayStation 2, We Love Katamari, was released internationally in 2005 and 2006. Its story is self-referential, following on the success of the first game, most of the levels are based on requests from newfound fans of the King and the Prince. Though sharing the same mechanics, We Love Katamari introduces new gameplay features, such as co-operative play, and new goals, such as collecting the most valuable objects, that would continue through its sequels.

On July 29, 2012, the game was included in an exhibit at the New York Museum of Modern Art, entitled "Century of the Child: Growing by Design". Here, the game was used to demonstrate the change in toys and "playthings" over the 20th century, specifically praising the game for its "quirky manipulations of scale" that makes it accessible for all ages.[42][43] Vice president of marketing for Namco Bandai Games America, Inc. Carlson Choi described the inclusion of Katamari Damacy to the exhibit as "a testament to the creative designs embodied in Namco Bandai's games ... in addition to being a validation of video games as a modern form of interactive art."[44] On November 29 the same year, the game was included in the permanent collection of video games of the Museum of Modern Art. Curator Paola Antonelli selected Katamari Damacy among the first fourteen games to be displayed in the museum, which was chosen according to a variety of criteria, including "visual quality, elegance of the code and design of playing behavior."[45][46]

A high-definition remaster of the game made with the Unity game engine, titled Katamari Damacy Reroll, was released on the Nintendo Switch and Microsoft Windows on December 7, 2018.[47][48] The game includes support for the Switch's gyro controls in addition to its traditional control scheme.[49][50]Reroll was nominated for the Freedom Tower Award for Best Remake at the 2020 New York Game Awards.[51] A PlayStation 4 and Xbox One version is scheduled to release in Japan on November 19, 2020.[52]

In a retrospective in 2019, Edge noted that playing the game 15 years after its initial release reveals how influential the game has been for independent games following it, and added that "Takahashi's breakout game shot through with what we think of these days as the indie spirit: it is playful and tremendously funny, deeply weird and a game with real heart."[53]

Notes[edit]

  1. ^Katamari Damacy Encore in Japan.

References[edit]

  1. ^ abcdeSulic, Ivan (September 16, 2004). "Katamari Damacy". IGN. Retrieved March 24, 2014.
  2. ^ abcDavis, Ryan (September 20, 2004). "Katamari Damacy Review". GameSpot. Retrieved March 24, 2014.
  3. ^ abcdParish, Jeremy (September 20, 2004). "Katamari Damacy (PS2)". 1UP. Archived from the original on July 21, 2015. Retrieved September 8, 2014.
  4. ^ abcdHall, L.E. (2018). "Keita's Mixed Media". Katamari Damacy. Boss Fight Books. ISBN .
  5. ^ abcdefghiHall, L.E. (2018). "Katamari Takes Shape". Katamari Damacy. Boss Fight Books. ISBN .
  6. ^ abcSheffield, Brandon (March 11, 2005). "Rolling the Dice: The Risks and Rewards of Developing Katamari Damacy". Gamasutra. Archived from the original on June 24, 2008. Retrieved August 13, 2008.
  7. ^"The Singular Design of Katamari Damacy". Game Developer Magazine. December 2004. Archived from the original on July 16, 2009. Retrieved April 27, 2014.
  8. ^ abcKent, Steven (April 8, 2004). "Katamari Damashii: The Snowball Effect (PS2)". GameSpy. Retrieved August 13, 2008.
  9. ^ abTheobald, Phil (March 10, 2005). "Keita Takahashi talks Katamari Damacy". GameSpy. Retrieved August 13, 2008.
  10. ^US patent 7402104, Masatoshi Ogita, Kazumi Yamabe, Keita Takahashi; Yamabe, Kazumi & Takahashi, Keita, "Game performing method, game apparatus, storage medium, data signal and program", issued June 22, 2008, assigned to Namco Bandai Games 
  11. ^Sinclair, Brendan (April 3, 2012). "Patented Game Mechanics That Might Surprise You". GameSpot. Retrieved April 3, 2012.
  12. ^"The Best of 2004: Best Soundtrack". IGN. Archived from the original on January 17, 2005. Retrieved March 24, 2014.
  13. ^"Best and Worst of 2004: Winner - Best Original Music". GameSpot. Archived from the original on February 4, 2012. Retrieved April 27, 2014.
  14. ^Gerstmann, Jeff (September 26, 2003). "TGS 2003: Katamari Damacy Impressions". GameSpot. Retrieved August 13, 2008.
  15. ^ abcdefgHall, L.E. (2018). "Katamari on a Roll". Katamari Damacy. Boss Fight Books. ISBN .
  16. ^Durham, Jeremy (July 19, 2004). "Katamari Damacy Official in U.S."IGN. Retrieved March 24, 2014.
  17. ^Hall, L.E. (2018). "We Sell Katamari". Katamari Damacy. Boss Fight Books. ISBN .
  18. ^ (in Japanese). Dengeki Online. Retrieved May 18, 2006.
  19. ^"Katamari Damacy Critic Reviews for PlayStation 2". Metacritic. Retrieved March 24, 2014.
  20. ^Edge Staff (May 2004). "Katamari Damacy". Edge (136): 104. Archived from the original on May 21, 2004. Retrieved March 24, 2014.
  21. ^Bramwell, Tom (June 21, 2004). "Katamari Damacy Review". Eurogamer. Retrieved March 24, 2014.
  22. ^"塊魂". Famitsu. 797. March 26, 2004.
  23. ^Mason, Lisa (October 2004). "Katamari Damacy". Game Informer (138): 134. Archived from the original on February 20, 2008. Retrieved March 24, 2014.
  24. ^Test Monkey (November 15, 2004). "Katamari Damacy Review for PS2 on GamePro.com". GamePro. Archived from the original on February 4, 2005. Retrieved March 24, 2014.
  25. ^Silverman, Ben (September 30, 2004). "Katamari Damacy Review". Game Revolution. Retrieved March 24, 2014.
  26. ^Theobald, Phil (September 20, 2004). "GameSpy: Katamari Damacy". GameSpy. Retrieved March 24, 2014.
  27. ^Knutson, Michael (September 29, 2004). "Katamari Damacy - PS2 - Review". GameZone. Archived from the original on May 19, 2009. Retrieved March 24, 2014.
  28. ^"Katamari Damacy". Official U.S. PlayStation Magazine: 131. November 2004.
  29. ^"2004年ゲームソフト年間売上TOP300" [2004 Game Software Annual Sales Top 300]. Famitsū Gēmu Hakusho 2005 [Famitsu Game Whitebook 2005] (in Japanese). Tokyo: Enterbrain. 2005.
  30. ^Gantayat, Anoop (March 9, 2004). "Namco Plans Big". IGN. Retrieved March 24, 2014.
  31. ^"EA declares: We Love Katamari". Electronic Arts. August 11, 2005. Retrieved May 18, 2006.
  32. ^"Namco Ltd. announces Me & My Katamari (working title) for PAL territories, EA to co-publish" (Press release). Electronic Arts. November 17, 2005. Retrieved May 18, 2006.
  33. ^"TIME magazine names "The Sims 2" the best video game of the year". Time. November 21, 2004. Retrieved May 18, 2006.
  34. ^Lowenstein, Doug (May 2005). "State of the Industry Address". Entertainment Software Association. Archived from the original on April 1, 2007. Retrieved May 18, 2006.
  35. ^"IGDA Names Recipients of the 2005 Game Developers Choice Awards" (Press release). International Game Developers Association. March 10, 2005. Retrieved May 18, 2006.
Источник: [https://torrent-igruha.org/3551-portal.html]
Download AMAZING KATAMARI DAMACY Archives

The off-the-wall sequel to Katamari Damacy was released in September 2005. Fulfill the requests of numerous wacky Katamari Damacy fans by rolling up yet more cows into yet bigger balls. Katamaris ... is there anything they can't do?

 

  • Best Single-segment time: 1:05:31 by Tom 'slowbro' Batchelor on 2005-12-25.
  • Individual-levels run: table.

Single-segment 1:05:31 by Tom Batchelor.

Author's comments:

Looking for a skilled, big-money play through the popular Save The Pandas stage? Sorry, you won't find one here.

After learning most of the stages well enough to do the individual-stages run, the single-segment run took relatively little effort. I just had to learn each stage's exact requirements to advance, learn a good route through the select meadow (map screen), and of course practice. This attempt is one of my few so far without any huge, glaring mistakes during any of the normal stages. But then again that might make it more boring; maybe it would have been best to submit a run with some horrible, exciting mistake in the middle. Or maybe not. So overall I am satisfied with the run (though I will try to improve on it :) )

But, in this attempt, the one that I eventually submitted as my single-segment run, I did the most pitiful, most pathetic thing that I ever did in any of my attempts. During the playable ending, by accident I let the King roll me up!

I'll be the first to admit that this is a rather weird speed demo. I guess a weird game deserves a weird video. It is strange because of how absurdly little is required to complete some stages. In Clouds I only had to get 50 clouds, in Cowbear I just picked up the first little cow-or-bear-thing that I saw, in Snowman I just dashed to the center, in Sweet Meadow I didn't have to get very big to roll up the fans, and you won't believe how little I had to do in Save The Pandas. I didn't even roll up all the available planets in Roll Up The Sun. And in Saturn with the goal of exactly 20cm, I just played until I reached at least 10cm, the minimum size when you can finish the stage. Another strange thing is that I had to visit (and lose at) Roll Up The Sun early in the game just to advance to later stages.

I am fortunate that the Underwater level becomes available early; quite a few attempts died when I got hooked on a fishing line. Racetrack was also often a run-killer.

One big factor speed-running this game is which of the random spawning locations the game puts me in at the beginning of each stage. In some stages I have learned to be flexible as to which ones I can use, but in other stages I stubbornly restart again and again until the King puts me right where I want to start. In Saturn I have learned the hard way to make sure I do restart if I am put up on the high ledge. Generally this time through I was very, very fortunate to have to restart only a few times.

A few stages didn't go that well this attempt. In Underwater about halfway through it looked like I totally got lost in the deeps. Yeah ... looked like ... yeah. In Room Cleaning I picked up cousin L' Amour, and in Zoo I picked up the Royal Present. Both of those, especially the present, mean that the results screens after the stage will take a little longer to skip through than they otherwise would, so in this speedrun I tried to avoid collecting cousins and presents. In Stage 5 I ran into a lot of cars early on, and after picking up the desert I looked rather pathetic desparately looking for pieces of islands I could pick up. In Clouds it took me even longer than usual to pick up the first few clouds. But some stages went well too - Stage 1 was very smooth, in Snowman I was given the easiest position to roll for the center, Stage 4 just went awesome (except for the ugly-looking accidental pause at the start), Racetrack was a little ugly but smoother than usual for me, for some reason Campfire always goes smoothly and this time was no exception, and I just think Fireflies is a fun one to watch.

And then the ending. The second time the King dashes to try to catch me, you can see that I leave the lower left corner of the screen WAY too early. Because of this, no matter how far into the upper right corner I retreated, the King still got me. And I made anybody who watches this whole video have to stare at nothing but credits for a whole minute. But, fortunately, in my opinion watching and hearing the next scene with the baby Prince is worth waiting through the boring credits for.

Thank you so very much to Arrow, whose support, teaching and ideas helped immensely in completing my WLK runs. And thanks to Radix for choosing to examine and then accept my runs, and just for his awesome website. Thanks to Dr. Thinker, khfan1, Frig1d, Yoshifan, Vix, Aaron, Snapdragon, Nate, my cats, anybody that watches my runs, and everybody that I forgot.

Individual-levels run in 0:33:41:

Get Flash to see this player.

Level Time Date Player
As Fast as Possible 1 0:00:312006-02-05 Maria 'The Prince's Bride' Risher
As Fast as Possible 2 0:00:272005-11-10 John 'Dr. Thinker' Masteller
As Fast as Possible 3 0:00:212005-10-22 Stephen 'yoshifan' Chan
As Fast as Possible 4 0:00:252005-11-05 Stephen 'yoshifan' Chan
As Fast as Possible 5 0:04:562006-06-17 Matt 'matthew69' DeMoss
As Large as Possible 1 0:00:202006-05-30 Matt 'matthew69' DeMoss
As Large as Possible 2 0:00:572006-05-20 Matt 'matthew69' DeMoss
As Large as Possible 3 0:02:152006-06-08 Matt 'matthew69' DeMoss
As Large as Possible 4 0:03:212006-05-24 Matt 'matthew69' DeMoss
As Large as Possible 5 0:04:552006-06-15 Matt 'matthew69' DeMoss
Campfire Small 0:00:432006-05-23 Tom 'slowbro' Batchelor
Campfire Medium 0:01:382006-05-23 Tom 'slowbro' Batchelor
Campfire Large 0:01:332006-05-28 Tom 'slowbro' Batchelor
Cousins 0:01:232006-07-01 Matt 'matthew69' DeMoss
Flowers 0:00:392006-06-03 Matt 'matthew69' DeMoss
Racetrack ALAP 0:01:082006-04-21 Tom 'slowbro' Batchelor
Racetrack AFAP 0:00:242006-05-31 Matt 'matthew69' DeMoss
Room Cleaning 0:00:362005-10-27 Stephen 'yoshifan' Chan
School ALAP 0:01:202006-07-29 Matt 'matthew69' DeMoss
School AFAP 0:01:032005-11-10 John 'Dr. Thinker' Masteller
Sumo Small 0:00:402006-06-24 Matt 'matthew69' DeMoss
Sumo Medium 0:00:562006-07-09 Matt 'matthew69' DeMoss
Sumo Large 0:01:202006-07-29 Matt 'matthew69' DeMoss
Underwater ALAP 0:00:562006-06-27 Matt 'matthew69' DeMoss
Underwater AFAP 0:00:262006-02-03 Aaron 'khfan1' Surette
Zoo 0:00:282006-07-08 Matt 'matthew69' DeMoss

Tom Batchelor's comments:

My gosh, looking at stages done by my partners in crime, I start to wonder if the videos I did can measure up. You've got to see khfan1's 0:26 run in Underwater AFAP; until recently the best times on the scoreboards for that level were in the 40's. Dr. Thinker's two Stage 2 videos leave most of mine in the dust.

Our We Love Katamari project had humble beginnings. When I began this project, my whole purpose of making the videos was to try to get my As Fast As Possible 5 video, which was the only stage I could do really fast, hosted on Speed Demos Archive (SDA wants a whole set when doing individual level runs, not just one stage). At that time my AFAP5 video took over seven minutes! But we worked on it and now we've got 26 different stages run well. We've come a long way, and now I'm glad that the four of us stuck to it and got all our videos done.

We Love Katamari's control of its dash is easier and much more accurate than dash control in Katamari Damacy or Me and My Katamari. Just two or three wiggles of both sticks, see and hear your ball spin and you've got a 100% chance of a dash. You even have a choice between two speeds of dash, unlike the other two games. Plus there's the fact that many WLK stages are short. These two things together mean that there is a potential for super-polished, almost perfect-looking speed videos in We Love Katamari, a potential that isn't really there in Katamari Damacy or Me and My Katamari. Hopefully the vids up now are only the tip of the iceberg of the things people will accomplish.

One of the things that make We Love Katamari so good is that there are so many ways to play it. There are a lot of stages, like Campfire and Sumo, that are probably not meant to be speed-run, but that are very good for speed-running nonetheless. So if you've played the game a lot, gotten every cousin and present, gotten all 2900+ items, rolled up the King and the roses, gotten most of the super-clears (or all), etc. etc., and you want a new way to play it, you can try speed-running stages like Sumo and Campfire. I recommend it.

I would have never gotten the project done had I tried to do it all by myself. I am just not good enough at some of the stages. Thanks to Arrow for teaching me a ton about Speed Demos Archive and for his work on this project, to Dr. Thinker for supporting me in this project, to khfan1 for coming through for us late in the project, to Vix and her site's mods for letting me take over a thread and abuse it for months, to Neboke and Ben and ReverendTed for encouragement, to Nate for picking through my cluttered tapes and capturing the video, and to Radix for hosting my videos. Thank you to Yoda for all his help. And a monstrous thank-you goes to Anwonu. He let me watch his videos, and he discussed strategy; he basically taught me my routes for Campfire Small (0:43), Medium (1:38) and Large (1:33). Thank you to Matt Demoss for the work he is presently doing on this project.

Soon there will be very few or no WLK videos up by Arrow, khfan1 and Dr. Thinker. But don't downplay the importance of their contribution; it was essential to this page's existence. If it weren't for them, either I would have submitted much slower videos of the stages they did, or I wouldn't have managed a complete set of videos and I would have submitted nothing at all. So their contribution was a very big one, even though Matt Demoss will likely have nearly all their videos bettered very soon. We Love Katamari on SDA has been entirely, delightfully, a group project. Thanks to all! :)

SHAMELESS PLUG: If you want to watch more We Love Katamari videos, with goals besides pure speed, check out Aaron's website at www.vgmr.us

If you want to e-mail me about anything I am at sloobro@yahoo.com.

Records are made to be broken. I look forward to downloading the videos once people start submitting improvements to my runs. Until then, enjoy our videos ;)

Return to the Game List, the FAQ, or the Home Page.

Источник: [https://torrent-igruha.org/3551-portal.html]
.

What’s New in the Download AMAZING KATAMARI DAMACY Archives?

Screen Shot

System Requirements for Download AMAZING KATAMARI DAMACY Archives

Add a Comment

Your email address will not be published. Required fields are marked *