Posted by PlayStation Blog Feb 28 2014 16:00 GMT
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Hi everyone! This is Metanet, back with another update. Since our last post, we’ve been focused on getting N++ into an alpha state, which has mostly involved adding all of the particle effects, sounds, and animation that help to really bring things to life. While the main core of the game has been working for a while, it’s nice to finally see things with more bells and whistles!

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We’ve also been making and arranging levels — a continuous process that will go on right up until the game ships — as well as doing some playtesting. People are responding well to the new levels so far, although we may have made some of them a bit too hard. ;)

The good news is: we now have a playable demo which we’ll be showing soon at BitSummit and Game Developers Conference. If you’ll be at either of those events, please stop by and check it out!

For those of you who don’t really know what N++ is, today we’re going to delve further into one simple question: “What is N++?”

The genre that best describes N++ is without a doubt “platformer.” You play as a tiny ninja who runs and jumps around a 2D side-view world full of interactive objects and deadly enemies, collecting gold and trying to make it safely to the next level. It’s fast-paced, tense and exciting.

However, N++ has a unique feel which distinguishes it from other platformers: the ninja moves with an exaggerated sense of inertia and momentum. Gradually learning how to control the ninja — developing an intuition for how it will react and how to harness its momentum — is one of the most challenging and rewarding aspects of the game. Once mastered, the ninja is capable of some fantastically agile acrobatics. There’s nothing like the thrill of pulling off a difficult maneuver to soar untouched through a swarm of enemies.

The levels in N++ are also a bit different from traditional platformer fare: instead of just boxy square tiles, there are many angled surfaces and smooth curves. This is no accident — the ninja’s momentum-based movement means that hills and slopes can be used as ramps to launch off of, and learning how to use the environment to your advantage is a key part of playing the game.

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The ninja can jump up walls almost as easily as running along the ground, which opens things up vertically and leads to a very dynamic and diverse range of levels. Playing N++ is kind of like what we imagine parkour / freerunning to be like – although much less physically demanding!

Each level is contained within a single 16:9 screen, which makes the game feel a bit like a puzzle-platformer – the question of each level is: can you figure out a safe route to the exit? More importantly, can you actually perform/execute this route? N++ is very fast-paced, and there aren’t many places where you can rest and plan out a route – the enemies just keep on coming, and they can’t be stopped, so you need to be able to think on your feet.

In order to beat a level, you have to first touch a switch which opens the exit, then get to the exit alive. Sometimes the switch is behind locked doors, and it’s usually guarded by several inadvertently homicidal robots. Occasionally the path to the switch is long, so you’ll need to collect gold along the way to add to your timer — the clock is always ticking, and running out of time means game over.

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In any case, because the level is visible all at once, you can take some time to mentally prepare before the level starts. Thinking about how to traverse the stage and working out where you need to go to activate the switch and make it to the exit in one piece is essential.

Though there are hundreds of them, each N++ level explores a different feeling, puzzle, or set of skills. Some are claustrophobic, others are vast and spacious; some are relatively short and easy, others are long and challenging. You’ll need to be flexible and creative to get through all of them!

Another unique aspect of N++ is its graphical style: it’s made up of very smooth, very clean anti-aliased vector shapes. We have put a lot of effort into making things as beautiful as possible, enlisting a minimalist aesthetic so the levels aren’t cluttered up with distracting detail — every graphic and bit of movement on the screen is significant. Structuring the graphics this way lets you as a player quickly “read” the state of the world with a minimum of effort, allowing you to focus on controlling the ninja rather than parsing a lot of extraneous visual information. Streamlining the visual experience lets us make the levels more complex and dynamic without overwhelming you or making deaths feel unfair.

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The vector graphics also enhance the smoothness of motion, so you can feel the ninja’s movement across fractions of a pixel. N++ is a game of precision, and when you’re trying to guide your ninja safely through a dangerous level, every pixel counts! As you attempt to solve each level, you’ll probably die a lot – but restarting the level is almost instantaneous, and you can retry as many times as you’d like.

The adjective which best describes N++ is probably a tie between “difficult” and “fun”; it can be quite challenging to master, but this creates a profound sense of accomplishment as you learn and develop your ninja skills. Levels which seem impossible at first become easy as you get a feel for playing, and possibilities open up as you learn new techniques and strategies. By the end of the game, you’ll be flying through densely populated worlds with a series of perfectly executed moves… sometimes right into a mine. ;)

N++ will also feature several multiplayer modes which let you cooperate or compete with your friends. Co-op sees two ninjas helping each other to reach the exit alive; these levels tend to be fairly devious and often involve traps and tricks which players must figure out together. Race mode is, as the name suggests, a 4-player race to the exit. The rules encourage some risk/reward excitement, and you’ll have to decide whether it’s better to just bolt for the exit, or grab some gold on the way.

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We’re also introducing a new Deathmatch mode, inspired by one of our favourite classic freeware games, Jump n Bump (you can try it here, best with four players). This mode will feature arena-like levels where ninjas battle to survive. We’ll talk more about the multiplayer modes in a later post, but hopefully this is enough to pique your curiosity for now!

We’re still in the process of making levels, but so far it looks like there will be over 1,000 new levels in the game, which will all have global and friend leaderboards. There’s also a level editor, so should you ever get bored of the built-in levels, you can create your own and share them globally (these will have leaderboards as well).

We have lots of fancy surprises to layer on top of the stylish graphics and fabulous particle effects you can see in the screenshots – and we’ll be throwing in a handful of our patented “fun-lockables” as well. Hopefully this gives you a better idea of what you can look forward to in N++. We’ll be back with more soon. Until then, watch the teaser trailer at the top of this post to see N++ in motion for the first time. Thanks for reading!


Posted by GoNintendo Aug 21 2013 16:54 GMT
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Coming from a GamesIndustry interview...

"It's kind of a sad thing to say, because for a long time n-Space has been known as a Nintendo-friendly developer. We certainly have loved all our time working with them. We think their hardware's great. We think more often than not they have the right mindset in the difficult game world we live in...There's just very low demand right now for their work through the publisher side. Which is ironic, I think that'll probably swing back. The news was just talking about how Nintendo was beating everybody with hardware sales. The DS and 3DS sales curves have been slower than publishers would have liked. That may change, but I can tell you right now we're not working on anything." - CEO Dan O'Leary

Link

Posted by PlayStation Blog Aug 20 2013 18:50 GMT
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Hello! We’re Mare and Raigan from Metanet Software, and we’re really excited to finally be able to announce that N++ will be coming to PS4! One of the requests we get most frequently is a version of N for PlayStation, so we’re delighted to reveal that yes, it’s happening! And it’s gonna be great.

If you haven’t heard of us, we’re the creators of N, N+ and now the upcoming N++. If you want to read more about those, check out this post about their backstory.

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Next year will mark the 10-year anniversary of N, which should tell you that we’ve been working on this series for a very long time. We’ve learned a lot about N over the years, and now it’s time for us to take all the loose ends, crazy experiments, and things we never got a chance to do, and combine them all into one final version. Our goal is for this to be the definitive version, the one which we ourselves would want to play over all other versions: N++.

We can’t wait to say more! In the meantime, the teaser trailer above should set the stage for what is to come.

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So what can you expect from N++? Well, it’s a fast-paced, physics-based platformer starring a ninja, but there is a whole lot more to it than that. There will be new multiplayer modes, new enemies, new levels, new graphics and sound, and a new editor. We’ve even built a database so that all user-made levels can be shared globally, including leaderboards with replays for every level.

As you can see in the teaser trailer, we’ve been redesigning the game’s visuals, which we’re really excited about… we have lots more to say about that, but it will have to wait for the next post!

How can we be so sure N++ is going to be amazing? Well for one thing, we’re working with our friend Shawn McGrath, who made Dyad. Shawn is really good at programming, and – more importantly – he’s just as picky and critical as we are about making sure every aspect of the game is as well-made as possible.

We’re also thrilled to announce that N++ is part of Sony’s Pub Fund program; Pub Fund is pretty awesome – not only is it confirmation that the people we’re working with at Sony really believe in us and our project, but beyond that it gives us the freedom to pull out all the stops, and to really ensure that N++ will be the absolute best it can be. Stay tuned!


Posted by Joystiq May 24 2013 15:30 GMT
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Metanet Software's N, which the developer describes as " that game you played in high school but forgot about through college," has seemingly reached its pinnacle. The wall-jumping, pixelated ninja platformer has been officially stamped version 2.0 and is now available entirely for free. N 2.0 adds a number of extra features, including 100 new levels, 100 "legacy" levels pulled from N and the various console iterations of N+, 100 user-made levels, level sharing, local 2 player co-op and new "FUN-lockable" content.

You can play the game for free on Kongregate or download it directly from Metanet. And yes, in case you were wondering, N++ is still on the way
Fracktail
Was this on ds at any point because I remember having a rom of a game that looked really similar to this pre installed on a ds flash cart i bought
Gold Prognosticus
There was a version, N+, that was released on DS a while back. I gather some of the levels from that have been incorporated into this game.

Posted by Rock, Paper, Shotgun May 21 2013 17:00 GMT
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Metanet’s charming platformer N is so old the only wallpapers available at their site are in a 4:3 aspect ratio. That’s as close to a ‘yo momma’ joke as I’m comfortable making, but it’s also true – the high-res desktop backgrounds are 1600200. Out of curiosity, is there anyone reading this on a 4:3 monitor? Are you visiting your parents? The platform puzzle game was released in 2005, which in game time means it’s due a comfortable and easy retirement at one of our specially constructed facilities, But N has other ideas: Version 2.0 has just been released, and the old Ninja’s joints are as flexible and detachable as ever.

(more…)


Posted by GoNintendo Oct 24 2012 20:22 GMT
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A portion of a SuperPhillip interview with n-Space's Dan O'Leary...

SP: Can you say anything about the sales of Heroes of Ruin (released over the summer)? Are you satisfied with how the game sold? Is there room for a possible sequel down the road somewhere?

D: No, we’re not satisfied with the sales. The 3DS attach rate is… challenging at best and it seems that, for all its promise, Heroes of Ruin did not appeal to enough of the installed base. I am super pleased with what we made and would love to return to the genre one day, but I fear that Heroes did not have enough commercial impact to justify a sequel.

SP: Shifting gears, the current buzz in the industry is all about next gen, and the Wii U kicks that off next month. I'd be amiss if I didn't ask you about the platform a little. What can you say (if anything) about the indie scene on the upcoming Wii U? Does it excite you as a developer?

D: Of course the hardware is exciting but the console market faces so many challenges right now. I’m concerned that Wii U tries to appeal to both the mainstream and the hardcore markets simultaneously. On one hand, Nintendo is trying to build on the massive success of the Wii, which uncovered a latent mainstream audience due to brilliantly simple, self-evident and un-intimidating motion controls. On the other, they are introducing the most complex controller in history. It has massive potential and I would NEVER bet against Nintendo, but I do think it will be a challenging launch.

Posted by GoNintendo Aug 19 2012 17:42 GMT
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n-Space has worked on numerous FPS titles in the past, but it appears the company doesn't have one in development right now. When asked by reader MazKiller for details on any FPS projects, n-Space simple said, "we have no FPS titles in development."

Posted by GoNintendo Aug 19 2012 17:24 GMT
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“Frankly, I don’t think the office has ever stopped rumbling about Winter. There’s an intense amount of love among the team for the game. And the more we’ve seen the survival horror genre switch its focus from surviving to reloading, the more we feel the market is hungry for a game like Winter. So what’s the bottom line? The bad news is that we haven’t yet found the right opportunity. The good news is that Winter is just like any good horror movie monster. It’s not dead.” - n-Space

Could n-Space actually get Winter released on the 3DS or Wii U? Seems like the company hasn't given up on the game yet. Let's hope it does see release on some Nintendo platform in the future.

Posted by GoNintendo Aug 18 2012 22:55 GMT
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“Just keep your eyes on the official n-Space Facebook page and you’re sure to see a surprise sooner rather than later.” - n-Space comment

n-Space usually works on high-profile projects. Can't wait to see what this is all about!

Posted by GoNintendo Jul 13 2012 17:48 GMT
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Coming from n-Space's Facebook page...



This would look great on a Wii. Wait a minute... For those heading to San Diego Comic-Con, stop by our panel tomorrow from 2:15-3:15pm in room 6A.

Looks like n-Space is going to keep the Wii alive! Can't wait to hear more about this.

Posted by GoNintendo Jul 04 2012 23:19 GMT
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This was recently added to n-Space's Facebook page...

Please don't read anything into the recent changes on this date. We simply don't have a confirmed date, but will let you know when we do.

Wouldn't it be nice if Atari would release an official statement on what the hell is going on with this game? Thanks to Snowyday for the heads up.

Posted by GoNintendo Jun 30 2012 00:28 GMT
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Coming from n-Space's Facebook page...

Skylanders: Giants 3DS (Activision) - Fall 2012
RollerCoaster Tycoon 3DS (Atari) - Q4 201

Still holding out hope that RollerCoaster Tycoon 3DS actually makes it out. Let's hope that release timeframe sticks. Thanks to SnowyDay for the heads up.

Posted by GoNintendo Jun 13 2012 23:26 GMT
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A note to our valued RollerCoaster Tycoon 3D fans and supporters…

We continue to greatly appreciate the enthusiasm you're showing for RollerCoaster Tycoon 3D. We share your passion for this classic franchise and join you in looking forward to this game's release!

We're happy to share the good news that RollerCoaster Tycoon 3D has been approved for release in Europe. This milestone concludes our role in the game's development. Decisions regarding the game's release in North America and Europe, such as ship date and marketing, are the purview of Atari.

We have no further information to share at this time regarding RollerCoaster Tycoon 3D, and encourage you to visit the franchise's official Facebook page (https://www.facebook.com/rollercoastertycoon) for more information and updates.

Thank you for your continued support and understanding. We look forward to seeing your Rocket Coaster Company designs!

Thanks to SnowyDay for the heads up!

Posted by GoNintendo Jun 06 2012 07:23 GMT
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Coming from their official dev blog...

Grab your Portal of Power and your favorite Skylander! We’re excited to reveal that n-Space is developing Skylanders Giants for the Nintendo 3DS!

Skylanders Giants is the sequel to Skylanders Spyro’s Adventure, the breakout hit of 2011 that merged the physical and virtual realms with an innovative line of figures designed to come alive within the game. Skylanders Giants introduces new characters for use with the iconic Portal of Power, including powerful new Giants and several new Skylanders.

Check out the full post here
Link

Posted by GoNintendo May 24 2012 00:54 GMT
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Coming from the n-Space Facebook page:

"Atari recently incorrectly responded to inquiries about the release date of Roller Coaster Tycoon 3D, stating on Facebook that n-Space is currently "working on the game to make it better." We've asked to have this corrected and regret any further confusion it might have caused. n-Space is unable to provide further details at this time, but we can confirm that we are only waiting on final approval in Europe."

Thanks to readers Snowday and Leroy for the tip.

Link,

Posted by GoNintendo May 03 2012 09:35 GMT
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Wondering if n-Space is going to put together a portable version of Call of Duty: Black Ops II for 3DS or DS? Here's what n-Space founder Dan O'Leary had to say.

"we have no first person shooters in development at this time."

I could play devil's advocate here and say that the idea isn't shot down, just that there's no FPS in the works. I doubt the series would take a jump to another perspective or genre on portables, so consider this the near final word.

Posted by GoNintendo Apr 18 2012 17:29 GMT
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- They made 16 DS titles in 4 years
- they believe themselves to be experts in stylus-based FPS controls
- they "Would love to make an FPS for the 3DS"
- Winter was cancelled due to publishers saying it didn't fit the Wii
- Regarding publishers: "There's a lot more to making a successful product than there is to making a great game"
- Regarding the project: "You know, there's Wii U coming out and maybe that changes things. And we're definitely interested in pursuing Winter at some point. With things like Kickstarter..."

Posted by GoNintendo Apr 01 2012 17:16 GMT
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A portion of a CVG interview with n-Space Producer Tim Schwalk...

CVG: If you could work on any Nintendo series,what would it be, and how would you approach it?

TS: This may sound a bit self-serving, but I would love to work on another Geist game. We left so many ideas on the cutting-room floor that it's a dream of mine to revisit the franchise. Aside from that, I'd love to revive Uniracers and bring it to the 3DS. I'm not a huge fan of motion controls, but there are a lot of cool things we could do with it.

Posted by IGN Feb 21 2012 21:47 GMT
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The Game: N Genre: Ridiculous Wall-Jumping Platformer Platform: PC, Mac, Linux The Scoop: Quick, raise your hand if you played N+. My best guess is a lot of you are now looking a little silly, with your hand up in the computer lab, office, or other inappropriate-to-have-raised-your-hand...