Software:Another Code: Two Memories
| Another Code: Two Memories | |
|---|---|
European cover art | |
| Developer(s) | Cing |
| Publisher(s) | Nintendo |
| Director(s) | Taisuke Kanasaki |
| Producer(s) | Takuya Miyagawa |
| Designer(s) | Rika Suzuki |
| Programmer(s) | Kazuhiko Hagihara |
| Artist(s) |
|
| Writer(s) | Rika Suzuki |
| Composer(s) |
|
| Platform(s) | Nintendo DS |
| Release | |
| Genre(s) | Point-and-click adventure |
| Mode(s) | Single-player |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). known as Trace Memory in North America, is a 2005 point-and-click adventure game developed by Cing and published by Nintendo for the Nintendo DS. The game was first released in Japan on February 24, 2005, with releases in Europe, Australia, and North America, following later the same year.
Players take on the role of Ashley Mizuki Robbins[lower-alpha 1], a 13-year-old girl, as she searches for her father on the fictional Blood Edward Island. Gameplay revolves using the DS touchscreen or D-pad to solve puzzles.
Another Code received "mixed or average" critic reviews, according to review aggregation website Metacritic.[1] Though praised for its implementation of the DS controls, its story, and hand-drawn artwork, many criticized the game's short length, unoriginal puzzles, and gearing towards a younger audience.[2] A sequel, Another Code: R – A Journey into Lost Memories, was released for the Wii in 2009 in Japan and Europe.[3] A remake of the game and its sequel were released for the Nintendo Switch as part of Software:Another Code: Recollection on January 19, 2024.[4]
Gameplay
Players navigate through 3D environments and attempt to solve puzzles as protagonist Ashley Mizuki Robbins. During movement, the DS's touchscreen displays an aerial view of Ashley and her surroundings. The player can move Ashley using a point and click system, dragging the stylus across the screen, or using the D-pad. The top screen shows pre-rendered images of the player's current location. To solve puzzles encountered in the game, the player must use the touchscreen, or other DS capabilities, such as the DS microphone.[5]
A device in the game called the DAS (renamed DTS in the North American release) allows the player to save and load, read messages in the form of DAS data cards, and examine photographs. The photographs come from the player's in-game camera which can take up to 36 photographs at a time. An inventory list is also available to store items for later use. The player will sometimes encounter non-player characters in the game. To initiate dialog with them, the player must tap the talk icon.[5]
Story and setting
Ashley Mizuki Robbins is the daughter of Richard and Sayoko Robbins, researchers of human memory. After her parents mysteriously went missing in 1994, they were presumed dead.[6] Consequently, Ashley was raised by her father's younger sister, Jessica Robbins, in the suburbs of Seattle. Around this time, Ashley begins to suffer from a recurring nightmare, in which she is hiding inside a closet as a child and witnesses someone getting shot. Eleven years later, two days before her fourteenth birthday, Ashley receives a package from her father containing a birthday card and a device called a DAS. The DAS, programmed to respond only to Ashley's biometrics, contains a message from her father, claiming that he is waiting for her on Blood Edward Island, an island located off the coast of Washington.[5][6]
Two days before her fourteenth birthday in 2005, the day before her birthday, Jessica and Ashley ride over to Blood Edward Island on a boat, but Ashley's father is not there to greet them. Jessica goes to look for him, but when she doesn't return, Ashley ventures out to search for both of them. While exploring the island, Ashley also befriends D, a ghost who has lost his memories. D is only visible to Ashley, and wants to learn the truth behind his death. Together they enter the Edward Mansion, each looking for answers to their own questions.
As they explore Edward Mansion, Ashley and D begin to learn the history behind the Edward family, who are rumored to have all died one after the other, resulting in the island's name. At the same time, they begin to unravel the mystery surrounding Ashley's father, Richard, and their invitation to the island. Ashley eventually discovers that her mother, Sayoko, was murdered on the night of her third birthday, her recurring nightmare being a vague memory of that night. She also learns about "Another", a device with the ability to replace someone's real memories with false ones, which was created by Ashley's parents while they worked as memory researchers at MJ Labs. Its purpose was to help those who have PTSD and other forms of psychological trauma, by replacing their traumatic memories. Richard has the memory of being Sayoko's murderer and suspects his memory was replaced. During his time alone on Blood Edward he had developed "Another II", which allowed someone's true memories to be verified and returned, and locked it to the DAS, allowing only Ashley to activate it. After she activates "Another II", Ashley is relieved to find out that her father's true memory of the night of her mother's murder was, indeed, altered to make him remember shooting her mother. She returns his real memory of that night.
Ashley and Richard end up confronting Bill Edward, an old friend of Richard and Sayoko, who was also a scientist. While holding Richard at gunpoint in a cave, Bill forces Ashley to remember the night of her mother's murder, and she realizes that Bill was the culprit. Bill had been in love with Sayoko, however, she was happily committed to Richard. After they had finished the development of "Another", Richard and Sayoko tried to keep it out of reach of those that might use it for malicious purposes, and Sayoko eventually gave birth to Ashley, and gave up being a scientist to focus on her husband and daughter. In his jealousy and his rage over Sayoko's "betrayal", Bill broke into their family home to steal back "Another", shooting Sayoko. Just as Bill is about to shoot Richard, D appears before him and tells him that he's "making Franny cry"; the shock causes Bill to fall down a nearby drop, to his death.
Depending on how much Ashley and D have discovered regarding D's memories and the Edward family, D will either not remember his death, and will, therefore, be cursed to wander the island alone, or he will. In the case of the latter, it is revealed that D's real identity is "Daniel Edward", a young boy from the Edward family. Daniel's uncle shot and killed his father in a tragic misunderstanding over inheritance. Having witnessed this, D ran in fear from his uncle into the cave, where he fell to his death; the last thing he saw was his uncle's outstretched hand, attempting to save him. After this incident, the uncle shot himself out of guilt, and his daughter, Franny, left the island, as the sole survivor of her family, later giving birth to Bill. Having finally found his answers, D is able to depart to the afterlife in peace.
Richard and Ashley meet up with Jessica, and the three leave the island, to now be "together forever". If the player is using a new game plus save data, they will get a post-credit scene where Ashley receives a letter wishing her a happy "sweet sixteen", foreshadowing the events of the sequel.
Development
Cing started development on Another Code in February 2004, and the game was officially announced by Nintendo on October 7, under the working title Another.[7][8] The first playable demo of the game debuted during the November 2004 Nintendo World Japanese tour.[9] At a Nintendo retailer conference in January 2005, the release date was set for Japan on February 24.[10] The release date for Europe was set on June 24, under the title Another Code: Two Memories.[11] The game was showcased at E3 2005 under the title Trace Memory.[12] It was released in North America on September 27.
Rika Suzuki, game designer and scenario writer for the game,[5] said she "prefer[s] stories that are emotionally moving", and that, "one thing that is reflected in my work is the idea of memories as a device for moving the story along. Suzuki has further mentioned memories and recollection are important to her story telling, particularly in regard to her own life experience. "When [my father] was very young he lived in Shanghai, and because of the disease he became able to draw very detailed maps of the area, which he couldn't before. That stimulated me to think a lot more about memory."[13] Suzuki's father had Alzheimer's disease.
Another Code was originally displayed from a quarter view, but was later changed to a top-down perspective due to difficulties with controlling the game using the stylus, and in an attempt to make it more user-friendly for players not used to a 3D game.[7] Taisuke Kanasaki, the game's director and character designer, said that the development team always considers the relation a puzzle has to a game's story, and, "even if we could invent an amazing idea for a puzzle, it might not be adopted without a solid relationship with the story".[14] Suzuki said she thought the burden on the game's programmers was quite large. Lead Programmer Kazuhiko Hagihara reportedly had disagreements with Kanasaki during the latter half of development. The game's protagonist, Ashley Robbins, was designed by Kanasaki to appeal to both male and female players. She was originally designed to be 17 years old, but her age was later changed to 14 by Suzuki.[7]
Ann Lin of Nintendo of America's Product Development Department noted there are several differences between Another Code's original Japanese text and the North American translation. She commented: "I think that a believable character, a believable person would have certain feelings of betrayal, not just acceptance. I wanted to explore that just a little. I think the [Japanese text] was a little more accepting, not really questioning the weirdness of meeting a ghost or any of the [strange] circumstances that had befallen her."[15]
Suzuki later said the game had a large impact in Japan, and that "one thing that I am particularly proud of is that if you go into a games shop in Japan now there is an adventure corner, and that's something that we feel we've contributed to coming back." She also said that "the company feels that with our games you don't need the special skills required to play other games. There is no gender or age classification, it's just you and the story."[13]
Reception
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Another Code was the 123rd best-selling game of 2005 in Japan, with 105,452 copies sold.[31] The game also placed 32nd on the list of best-selling DS games of 2005 in Europe, with around 15,000 copies sold in the United Kingdom.[32]
The game received "mixed" or average" reviews according to the review aggregation website Metacritic.[16] In Japan, Famitsu gave it a score of 9, 10, 8, and 8 for a total 35 out of 40.[22] The game was considered by many reviewers to be aimed at a younger audience, or "a good introduction to the graphic adventure genre".[27][29][17] PJ Hruschak of CiN Weekly commented that some critics referred to the game as "Myst for Kids".[29]
The game was praised for its story and graphics; Matt Wales of Computer and Video Games said: "From the gorgeous hand drawn artwork and gloriously detailed 3D environments to the intimate and expertly paced storyline, the game maintains a light and uniquely engaging atmosphere throughout".[33] Jason Hill of The Sydney Morning Herald said the game possessed "a rich plot exploring themes of love, grief, ambition and memory [that] complements engaging characters",[30] and Kristan Reed of Eurogamer remarked that "Another Code does a great job of structuring the game well to keep you guessing".[21] GamesMaster described the graphics as "an enticing mix of cutesy anime portraits and lovely 3D environments",[34] and Bethany Massimilla of GameSpot thought that "the 2D art in the game is where all the richness of detail is."[25]
Jeremy Parish of 1UP.com complained that the game's puzzles were extremely unoriginal, with the comment that "the devices and gimmicks used to obstruct progress are so hoary that archaeologists have unearthed ancient clay tablets inscribed with Trace Memory puzzle solutions". This sentiment was echoed to lesser degree by several reviewers.[27][33][34] However, Parish said that "maybe that's not entirely fair. The DS is. . . [Nintendo's] attempt to branch out beyond traditional gamers; it's quite likely that the target audience for Trace Memory really is 13-year-old girls, just like Ashley". He ended the review by saying: "Trace Memory is the very definition of a safe, comfortable, middle-of-the-road experience."[17]
GamesMaster praised the game's control scheme as "absolutely brilliant" and "[the] best ever". They said that the implementation of DS capabilities would cause players to "re-evaluate the way you approach in-game puzzles", and that "the DS-specific puzzles are, without exception, uniformly fab". He noted that "more action-oriented gamers could well find Another's puzzles linear and obscure, constant backtracking frustrating".[34] The game received praise for its interface from other reviewers: Reed called it "brilliantly implemented",[21] and Wales said it was "fantastically slick."[33]
The game's length garnered negative response from critics, as did its lack of replay value. Massimilla stated that "you could burn through the entirety of Trace Memory in about four or five hours in a single marathon session",[25] and Craig Harris of IGN called it "very, very short for an adventure game".[27] Wales thought that "there's little to encourage replay".[33] The game was also criticized for its use of backtracking; several reviewers were irritated by the game design decision that "certain items can only be collected once you've found a use for them".[21][27][33][34]
The Another Code series is represented in two iterations of the Nintendo crossover fighting series Super Smash Bros. through collectable stickers, a trophy, and a spirit. In Super Smash Bros. Brawl, Ashley appears as a trophy, and she and other characters appear as stickers.[35] Her Another Code: R – A Journey into Lost Memories design appears as a spirit in Super Smash Bros. Ultimate.[36][37]
Notes
- ↑ In Trace Memory Ashley's surname is spelled Robbins, while in PAL regions it is spelled Robins. Other games in the series spell Ashley's surname as Robins.
References
- ↑ "Trace Memory Reviews" (in en). https://www.metacritic.com/game/trace-memory/.
- ↑ Harris, Craig (2005-09-22). "Trace Memory" (in en). https://www.ign.com/articles/2005/09/22/trace-memory.
- ↑ Scullion, Chris (April 23, 2009). "Another Code R Dated for Europe". Official Nintendo Magazine. http://www.officialnintendomagazine.co.uk/8022/another-code-r-dated-for-europe/. Retrieved July 3, 2016.
- ↑ "Another Code: Recollection - Official Traces of Memories Past Trailer". January 9, 2024. https://www.ign.com/videos/another-code-recollection-official-traces-of-memories-past-trailer.
- ↑ 5.0 5.1 5.2 5.3 Trace Memory Instruction Booklet. Nintendo. 2005.
- ↑ 6.0 6.1 "Trace Memory Official Site". Nintendo. 2005. http://www.tracememory.com/.
- ↑ 7.0 7.1 7.2 "Error: no
|title=specified when using {{Cite web}}" (in ja). Nintendo. March 2005. https://www.nintendo.co.jp/nom/0503/12/index.html. - ↑ Gantayat, Anoop (7 October 2005). "Nintendo Announces "Another"". http://www.ign.com/articles/2004/10/07/nintendo-announces-another.
- ↑ Gantayat, Anoop (3 November 2004). "Hands On: Another". http://www.ign.com/articles/2004/11/03/hands-on-another.
- ↑ Gantayat, Anoop (13 January 2005). "Nintendo Unveils DS Plans". http://www.ign.com/articles/2005/01/13/nintendo-unveils-ds-plans.
- ↑ Harris, Craig (26 April 2005). "Nintendo Confirms Another Code". http://www.ign.com/articles/2005/04/26/nintendo-confirms-another-code.
- ↑ Harris, Craig (20 May 2005). "E3 2005: Trace Memory Impressions". http://www.ign.com/articles/2005/05/21/e3-2005-trace-memory-impressions.
- ↑ 13.0 13.1 Long, Neil (29 June 2009). "Drawn from Memory". Official Nintendo Magazine. http://www.officialnintendomagazine.co.uk/9710/features/drawn-from-memory/. Retrieved 3 July 2016.
- ↑ Schilling, Chris (17 September 2009). "Developer Q&A: Learning to CiNG". The Daily Telegraph. https://www.telegraph.co.uk/technology/video-games/6202002/Developer-QandA-Learning-to-CiNG.html.
- ↑ "Trace Memory Preview". Nintendo Power 196. October 2005.
- ↑ 16.0 16.1 "Trace Memory for DS Reviews". https://www.metacritic.com/game/trace-memory/critic-reviews/?platform=ds.
- ↑ 17.0 17.1 17.2 Parish, Jeremy (26 September 2005). "Trace Memory". http://www.1up.com/reviews/trace-memory_4.
- ↑ Bronstring, Marek (3 September 2005). "Another Code [Two Memories review"]. Adventure Gamers. http://www.adventuregamers.com/articles/view/17814.
- ↑ Edge staff (August 2005). "Another Code: Two Memories". Edge (152): 96.
- ↑ EGM staff (October 2005). "Trace Memory". Electronic Gaming Monthly (196): 122.
- ↑ 21.0 21.1 21.2 21.3 Reed, Kristan (27 June 2005). "Another Code: Two Memories". http://www.eurogamer.net/articles/r_anothercode_ds.
- ↑ 22.0 22.1 "Famitsu Score Round-up (DS/PSP)". 6 March 2005. http://www.ign.com/boards/threads/famitsu-score-round-up-ds-psp.81109947/.
- ↑ Mason, Lisa (November 2005). "Trace Memory". Game Informer (151): 182.
- ↑ Joe (20 October 2005). "Trace Memory Review". Game Revolution. http://www.gamerevolution.com/review/trace-memory.
- ↑ 25.0 25.1 25.2 Massimilla, Bethany (26 September 2005). "Trace Memory Review". http://www.gamespot.com/reviews/trace-memory-review/1900-6134385/.
- ↑ Theobald, Phil (29 September 2005). "GameSpy: Trace Memory". GameSpy. http://ds.gamespy.com/nintendo-ds/another/654684p1.html.
- ↑ 27.0 27.1 27.2 27.3 27.4 Harris, Craig (22 September 2005). "Trace Memory". http://www.ign.com/articles/2005/09/22/trace-memory.
- ↑ "Trace Memory". Nintendo Power 197: 109. November 2005.
- ↑ 29.0 29.1 29.2 Hruschak, PJ (11 January 2006). "Player 1: A DS Double Whammy". CiN Weekly. http://www.cinweekly.com/apps/pbcs.dll/article?AID=/20060111/ENT09/601110350/1063.
- ↑ 30.0 30.1 Hill, Jason (4 August 2005). "Absorbing adventure". The Sydney Morning Herald. http://www.smh.com.au/news/games/absorbing-adventure/2005/08/02/1122748642541.html.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). Geimin.net. http://geimin.net/da/db/2005_ne_fa/index.php. - ↑ Reed, Kristan (4 May 2006). "2005 UK Sales Review". http://www.eurogamer.net/articles/a_2005salesreview_pt2.
- ↑ 33.0 33.1 33.2 33.3 33.4 Wales, Matt (15 August 2005). "Another Code: Two Memories". CVG. http://www.computerandvideogames.com/article.php?id=123461. Retrieved 7 December 2016.
- ↑ 34.0 34.1 34.2 34.3 GamesMaster staff (August 2005). "Another Code: Two Memories". GamesMaster. http://www.gamesradar.com/?pagetypeid=2&articleid=36514&subsectionid=1608. Retrieved 19 November 2010.
- ↑ Skiles, Doug (2011-02-15). "Another Code: R – A Journey Into Lost Memories – Hardcore Gaming 101" (in en-US). http://www.hardcoregaming101.net/another-code-r-a-journey-into-lost-memories/.
- ↑ "Wii - Super Smash Bros. Brawl - Ashley Robbins Trophy - The Models Resource". https://www.models-resource.com/wii/supersmashbrosbrawl/model/3567/?source=genre.
- ↑ Fennimore, Jack (2019-01-07). "Smash Ultimate Best Spirits You Need to Use" (in en). https://heavy.com/games/2019/01/smash-ultimate-best-spirits/.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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- Official European website
- Official North American website (archived)
- Official Japanese website (in Japanese)
- Another Code: Two Memories at The Visual Novel Database
