<![CDATA[Kotaku: prope]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: prope]]> http://kotaku.com/tag/prope http://kotaku.com/tag/prope <![CDATA[Let's Tap (Your iPhone)]]> Let's Tap, former Sega talisman Yuji Naka's quirky Wii party game that involved...tapping things, is coming to the iPhone as a series of individual apps.

The main Wii game is being broken up into five apps, with the first - Tap Runner - available now. You can play the games the same way you did on the Wii, by putting your iPhone on top of a box and tapping it, or you can simply tap any part of the phone.

Can't imagine too many people carrying tissue boxes with them on the morning bus...

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<![CDATA[Let's Tap Review: Rhythm Limbo]]> When former Sonic Team lead Yuji Naka left Sega to form the semi-independent Prope, he said the studio would focus on "original entertainment." Prope's first major release, Let's Tap, is certainly original, packing five multiplayer focused mini-games into one title.

Mini-games? Original?! Yes, because Sega's Let's Tap plays unlike anything else on the Wii, as gamers will almost never touch the controller while playing. Instead, Let's Tap requires simple tapping near the Wii Remote, using the built-in accelerometer and the vibrations sent through a flat surface—box, coffee table, floor—to control on-screen characters. Let's Tap is comprised of five parts, Tap Runner, Rhythm Tap, Silent Blocks, Bubble Voyager and Visualizer, some of which feature gameplay sub-variations, some of which are arguably not even "games" at all.

But each aspect of Let's Tap is unique, utilizing the tapping mechanic in different ways, offering an original experience on the Wii that doesn't feel at all like it belongs in the already flooded mini-game market. Does Let's Tap offer enough to wrangle in gamers looking for software to party with?

Loved
Wonderfully Clever: Let's Tap's gimmick is what makes it great. A total lack of waggle and wild Wii Remote swinging is a refreshing change and, despite a few control quirks and a bit of a learning curve involved in understanding tap strength levels, the mechanic works quite well. While Prope doesn't mine the simplicity of its tap mechanic as smartly as a game like Nintendo's similarly tappy Rhythm Heaven, Let's Tap's individual parts show real creativity.

Tap Runner: The game's most straightforward experience is also its best, offering fun, frantic multiplayer and satisfying singleplayer experiences. Four-players race across glowing orange platforms, jumping over hurdles, traversing tightropes, avoiding electric spheres and teleporting through warp holes in a classic track and field-style competition sent into outer space. Great track design and variety across 16 levels make Tap Runner the game's most replayable draw.

United Game Artistry: Let's Tap looks sharp. Anyone with a visual preference for Sega games like the brightly dynamic Rez and Cosmic Smash will enjoy Let's Tap's array of visual styles. Whether the game is striving for something brilliantly sci-fi in Tap Runner or more realistic in Visualizer mode, it offers something easy on the senses.

Party Time Excellent: For better or worse, but in this case better, Let's Tap shines brightest when played with friends. The tension of Silent Blocks, a Jenga-like puzzle game that requires sharp, but delicate tapping is as enjoyable as the more dramatically competitive Tap Runner. The downside of this is that lonely Wii owners will have few reasons to come back to Let's Tap after they've collected each of Tap Runner's gold medals and become bored with Bubble Voyager.

Hated
Rhythm Tap: Let's Tap's rhythm game, an imitation of Namco Bandai's Taiko Drum Master, is just plain dull, too simplistic to offer much fun beyond the initial playthrough. Only a handful of the mode's musical tracks are memorable, most seemingly gushing forth from some automatic J-pop generating machine.

Shallow: As previously mentioned, Wii owners with an aversion to local multiplayer throwdowns won't find much to keep them occupied in Let's Tap. The game's five modes eventually feel scant, particularly when one brushes off Rhythm Tap and experiments fully with the semi-playable Visualizer mode. A trio of unlockables that you likely won't care about require excessive play to acquire.

Let's Tap, with its unique visual style and brilliant hands-off approach to the Wii Remote's capabilities is a great entry in the Wii library that feels bound to be under-appreciated. Prope's first stab at the Wii would have likely been lauded as a genius addition to the Dreamcast library because of its bizarre play style, but may simply be written off as just another Wii mini-game collection. Granted, Let's Tap has its shortcomings, its share of filler—and it's cheaply lacking dedicated, packed-in cardboard boxes on which to lay the Wii Remote—but it's also ultimately a fun little package, priced right for the amount of content it offers.

Had Let's Tap been released as a Wii launch title, it may have gotten a little more attention for its abilities to showcase what Nintendo's motion controller is capable of. Don't let Let's Tap get lost in the mini-game crowd if you're looking for something unique, something clearly not phoned-in on the Wii. Just don't expect a well of depth.

Let's Tap was developed by Prope and published by Sega for the Wii on June 16. Retails for $29.99 USD. Played all game types in both single and multiplayer modes.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Let's Tap Arrives, Sans Dedicated Tapping Peripheral]]> Sega and Prope's Let's Tap has shipped for the Wii, a mini-game compilation that requires players to lightly tap or firmly rap whatever surface the Wii Remote rests upon. Sadly, Sega did not provide North American consumers with cardboard boxes.

They're still on the cover, mind you, taunting us with their gorgeously orange hexahedral shapes, a perfect platform on which to lay one's Wii Remote and tap, tap, tap away. They got 'em in Japan and they're getting 'em in Europe, but North American customers will have to make do with a DIY solution. Mine will be a gutted box of Kellogg's Raisin Bran.

Sega is offering, via Best Buy, an exclusive "tapping pad" for Let's Tap, one that the Giant Bomb boys went tips-on with today. They also have a few creative solutions for official cardboard box replacements, should you not yet be ready to repurpose a box of Boo Berry or Frosted Flakes to get your mini-game fix.

Expect our Let's Tap review later this week.

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<![CDATA[Let's Tap Box Art: Hands-On, Party On]]> Sega has released the North American box art for its upcoming Wii mini-game collection Let's Tap. What does it tell us? Pretty much everything we need to know about Let's Tap!

Beautiful, professionally modeled hands clearly explain to the potential Wii owner "You will play this game by tapping a box with a Wii Remote (in safety jacket, natch) resting on top. No, seriously." The box art is also careful to mention the "party experience." Clearly, third party publishers are learning the value of putting the word "party" on the box, even if no actual parties result from playing.

Finally, in order to stand out on store shelves, Sega has used every color in the rainbow on the Let's Tap cover. It also included an actual rainbow, just to be on the safe side. Clearly, PhotoShop has been put to its paces to make sure the Wii game can be seen from space. Overall, I'd call it a great, psychedelic freak out of a success.

Thanks to Ryan for the heads up!

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<![CDATA[Let's Tap! Soundtrack To Stay Japanese-y In America]]> Typically, when rhythm video games come across the pond, their poppy bubblegum Japanese soundtracks get amputated in favor of something more lowest common denominator. Not Sega's Let's Tap!, though. Its soundtrack is staying intact.

The Sega America blog writes today that all Japanese music tracks from Let's Tap! will be included in the North American version, no matter how shrill or bouncy they may be. Great news for penguins with a taste for J-pop beats.

Even better news for anyone with a penchant for rapping lightly on cardboard box controllers.

Let's Tap!: US Version to include Japanese Music Tracks [Sega America Blog - thanks, Castor!]

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<![CDATA[Sonic Creator Welcomes Your Boring Sonic Questions]]> Try asking Harrison Ford about Han Solo, and you'll only get dirty looks. But ask Sonic programmer Yuji Naka (pictured) about working on Sonic the Hedgehog, and he'll gladly cooperate...

...not that Yuji Naka is Harrison Ford or Sonic is Han Solo.

Let's Tap is the first title Naka has created since leaving SEGA and setting up his own studio, Prope. During a press junket for the game, Naka was bombarded with Sonic questions. Does that bug him? Nope!

"When I created Sonic people always asked me about how I came up with the idea a thousand times so I'm past caring about being asked the same questions these days," Naka told game site CVG. "It's fine."

Straight from the horse's mouth! Go ahead, ask Yuji Naka all your incessant Sonic questions. He's more than happy to answer or serve you tea. Yuji Naka? Aims to please.

Interview: Done talking about Sonic [CVG] [Pic]

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<![CDATA[Yuji Naka Wanted Sega To Stay In The Hardware Biz]]> Former Sonic Team head honcho Yuji Naka is a Dreamcast fanboy. And he was very much against Sega's decision to bail on the hardware business, to kill off the Dreamcast, he says in a new interview.

Naka, now at Sega funded start up Prope, tells Kikizo "until the very final moments, I was really against Sega leaving the hardware business." Partially because Sonic Team was on the cusp of releasing the original Phantasy Star Online, but also because he felt the Dreamcast's networking capabilities was something Sega should further exploit.

"In a way I feel that, had that decision not been made, Sega would have gone bankrupt - so maybe it was a good business decision," Naka explains "But at the same time, I also feel like, what the hell - we should have given it a go, and we should have taken that risk."

Sadly, many of recall what went down. Sega dumped the Dreamcast. Yuji Naka dumped Sega to form Prope and develop titles like Let's Tap. And we get a little teary every time we turn on the best console Sega ever produced.

Naka also tells Kikizo that Prope's corporate color scheme — as well as the founder's tie and socks — was directly lifted from the Dreamcast's palette. Fanboy!

He's Back: Yuji Naka Prope Interview [Kikizo]

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<![CDATA[Yuji Naka Explains Why He Left Sega, Created Let's Tap]]> When Sonic the Hedgehog programmer and Nights creator Yuji Naka left Sega, we expected big things from his Prope studio. We got Let's Tap instead. So why'd you leave Sega again, Mr. Naka?

In a nutshell, Naka wanted to get back to real game development, away from that high level managerial nonsense. He tells Gamasutra that he felt a need to "keep creating."

"Before I left Sega, I was high enough up that I was looking at every game the company was developing," Naka said. "Once I was in that position, though, I found that I wanted to get into the nitty-gritty details instead with the games, including Sonic — the whole 'it'd be better if this bit were like this instead of that' type of thing."

At his new studio Prope, Naka says the concept for Let's Tap was borne of Wii Remote experimentation and inspired by idle tapping. Clearly, Naka's a high concept kind of guy.

As for the future? "We're actually planning on making a game like Sonic right now," the developer says. We hope he means "like Sonic the Hedgehog 3" and less "like Sonic the Hedgehog (2006)."

Yuji Naka On New Beginnings At His Studio, Prope [Gamasutra]

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<![CDATA[Let's Tap Doesn't Knock Out Big Sales In Japan]]> Japan let's mehs Let's Tap. During its launch, the penguin-playable game shifted a mere 5,400 copies. The game was developed by Yuji Naka, former lead programmer of Sonic The Hedgehog.

To be fair, the sales period started on December 15 and ended on December 21. Let's Tap went on sale December 18 — didn't get a full week in retail. Maybe next week, it'll move 5,000 more copies. Who knows, the sky's the limit.

(To be even more fair, new title DISSIDIA: Final Fantasy sold over 500,000 during the same period. It, like Let's Tap, also went on sale December 18. Penguins, however, probably can't play it.)

Read our Let's Tap impressions here.

Famitsu Sales: 12/15 - 12/21 [NeoGAF via Sega Nerds]

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<![CDATA[Can You Handle Five Minutes Of Let's Tap?]]>

Former Sega man Yuji Naka's first proper game for the Wii is Let's Tap. It's really not that bad; it's actually kind of interesting, at least visually—and "Tap Runner" is damn fun. And the variety!

The latest trailer for the Prope-developed game shows off just how much stuff is packed into this thing. It may be a sensory assault on our eyes and ears, but we might be convinced to overcome our lack of coffee table upon which to lay our cardboard box controller. We'll see.

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<![CDATA[Let's Tap? Let's Screen Shots!]]> Yuji Naka's first proper Wii game at new dev house Prope has been dated for a Japanese release, a milestone we're celebrating with new screen shots. Let's Tap, which we played and kind of enjoyed at Tokyo Game Show last week, will hit Japan on December 18, the same week that Prope's other game, Let's Catch, hits the WiiWare service.

There are far too many throwaway "visualizers" in Let's Tap, but I happen to like the concept, despite how impractical it seems. No word from Sega yet when we can expect a North American release, the Westernized renaming of which we're so looking forward to.

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<![CDATA[Prope's Penguin Game Is "Let's Tap"]]> At today's Nintendo press conference, the game that former Sonic developer Yuji Naka is making was shown. Dubbed Let's Tap, there are some screenshots, and it looks like a bunch of mini-games. Apparently mini-games that a penguin can even play. Guess we'll find out more. All in good time, all in good time.

Let's Tap [SEGA]

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<![CDATA[Sonic Developer Launches New Game Website]]> You can take Yuji Naka outta SEGA, but not the SEGA outta Yuji Naka. One of the devs behind Sonic the Hedgehog, Yuji Naka has since left the company to start up his own entity, PROPE. We haven't heard much about PROPE or Naka recently other than McWhertor running into him last year at E for All. That is, until now.

A PROPE tease site has popped up online — it even features a SEGA logo! The site teases an announcement in 17 days, and the text reads: "World's first, the game that even penguins can play."

Hrm. Wonder what it is. Guess we'll know more in 17 days!

PROPE x SEGA [Official Site Thanks to everyone who sent this in!]

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<![CDATA[Yuji Naka Spied At E For All]]> Caught roaming the South Hall at this weekend's E For All expo, former Sonic Team head honcho Yuji Naka spent a good portion of his time cruising the Into The Pixel exhibition, looking for something to occupy his time. If you take a look at Naka's badge, you'll see he's there as a regular Joe, not attending under the name of his development company PROPE, nor as a guest of one of the exhibitors. So, what exactly was Naka doing there? He wouldn't say, unfortunately, and kept mum on what PROPE's plans were, simply opting to enjoy the show.

Wonder if he got in some time with Sonic in Super Smash Bros. Brawl? He orbited the Nintendo booth during my eagle-eyed stalking, but never dove in. He may disapprove.

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<![CDATA[Yuji Naka: No Sequels For Me]]> We already know that Sonic the Hedgehog creator Yuji Naka won't be on board for the next version of Sega's NiGHTS, but the famed developer now says he doesn't want to work on sequels or ports at all. Guess that means the future of Billy Hatcher is in jeopardy.

Now at indie developer Prope, Naka and his team of roughly two-dozen staff members instead want to focus on "works that have the power to fill the children of the world with dreams." Magical! He's sounding more and more like he would be at home in the Tokyo equivalent of Neverland Ranch ensconced in purple velvet atop a throne built from gingerbread and lollipops.

Sadly, we have little more to go on in regard to Prope's plans, only that they're going to platform agnostic in the Sega tradition.

Interview: Life after Sonic [CVG]

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<![CDATA[Yuji Naka: No NiGHTS For Me]]> The Official Nintendo Magazine promises they're not yanking our chain when it comes to the obvious NiGHTS Into Dreams teaser they've included in their latest issue. Regardless of whether the game comes to Nintendo's Wii or not, former Sega designer and Sonic creator Yuji Naka won't be on board.

At least that's what he says.

CVG spoke with the figurehead behind the original NiGHTS game for the Sega Saturn who stated he had "no such intentions" of revisiting the franchise. Now with the partially Sega funded Prope studio, Naka's involvement doesn't really mean squat. Sega's been passing around classic franchises to all sorts of dev houses lately, so a NiGHTS sequel developed by an internal or outsourced team is still a possibility.

Still, I'm with Luke. Give me a Samba de Amigo sequel before this!

No new NiGHTS from Yuji Naka [CVG]

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<![CDATA[Yuji Naka Leaves Sega, Forms Prope]]> yujinaka04.jpgYuji Naka, the creator of the Sonic series for Sega, has left the building.

Naka will be move on to start-up Prope Studios, which the savvy amongst us might recognize as a tranfiguration of the insinuating word "Probe", but with an enantiomorphic, upside down 'b'. Supposedly, it's based off of the Latin word meaning "'beside' and 'near' future." In other words, its gibberish.

Naka hasn't left by flinging a molotov cocktail down on his bridge to Sega, though. Sega has provided 10% of the start-up capital for Prope and all signs indicate that Sega and Prope will work together in the future on any titles Naka aims to create.

No titles announced yet, but we're betting Naka didn't leave Sega just so he could be the outsource on another Sonic

Confirmed: Yuji Naka Leaves Sega [Next Generation]

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