Odama

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Odama
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North American box art
DeveloperTemplate:Pluralize from textVivarium
Studiofake
PublisherTemplate:Pluralize from textNintendo
DirectorTemplate:Pluralize from textKeiji Okayasu
ProducerTemplate:Pluralize from textYoot Saito
DesignerTemplate:Pluralize from textYoot Saito
Takuya Jinda
ProgrammerTemplate:Pluralize from textShintarou Kawahara
Kanta Kobayashi
Tsuyoshi Inada
Takuya Oba
ArtistTemplate:Pluralize from textTemplate:If first display both
WriterTemplate:Pluralize from textTemplate:If first display both
ComposerTemplate:Pluralize from textTemplate:If first display both
SeriesTemplate:If first display both
EngineTemplate:If first display both
PlatformTemplate:Pluralize from textGameCube
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GenreTemplate:Pluralize from textPinball, real-time tactics
ModeTemplate:Pluralize from textSingle-player
Arcade systemTemplate:If first display both
Template:Edit on Wikidata

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Odama[a] is a video game for the GameCube developed by Vivarium and Studiofake[1] and published by Nintendo for the GameCube. The game was produced and designed by Seaman creator Yoot Saito. It is the penultimate GameCube game to be published by Nintendo, followed by The Legend of Zelda: Twilight Princess.

Odama blends tactical wargaming with pinball gameplay. The game takes place in a feudal Japan setting. The main character is a young general named Yamanouchi Kagetora, who is intent on avenging his father's death by reviving the most ingenious weapon ever to hit the medieval battlefield: the Odama. The Odama is a gigantic ball powerful enough to destroy whatever it strikes, friend or foe. Using giant flippers, players aim the Odama to bowl over enemies, shatter their defenses and wreak havoc on the battlefield. With the GameCube Microphone, players direct their soldiers out of the Odama's way and into the fray by charging the enemy, defending positions and seizing the enemy gates.

Plot

The main character in Odama is Yamanouchi Kagetora, a young general struggling to avenge his clan and preserve the Way of Ninten-do, which is a philosophy that means "The way of heavenly duty". With this philosophy to guide him, he finds that his individual soldiers can band together to create a force strong enough to defeat even the most powerful enemy, a general named Karasuma Genshin. Genshin betrayed Lord Yamanouchi Nobutada, Kagetora's father, in a coup, leading Lord Nobutada to take his own life in order to avoid the shame of defeat. Kagetora exacts his revenge, using only limited resources against a vast army. One of these resources is a sacred object protected by his clan: a legendary weapon called the Odama.

Gameplay

The player controls flippers, which operate exactly like those in a pinball game: they strike the Odama back into the battlefield, directing it into targets and away from soldiers. Between the two flippers, the commander stands guard, hacking down any soldiers who attempt to pass. Players can tilt the battlefield, allowing them to alter the course of the Odama. The goal is to shatter the enemy gates with the Odama and direct a crew of men carrying a giant bell to pass through the opened gates. Players' soldiers will defend their crew and seize enemy positions to protect their men on the mission.

The GameCube Microphone was included with the game. Using the Microphone, players direct soldiers by giving voice commands. There are 11 commands, ranging from generic (moving left and right, advancing and retreating) to map-specific and special moves.

Development

Odama was developed by Vivarium and chiefly designed by Yoot Saito, the creator of Seaman for the Dreamcast.[2][3] The actual development was outsourced to Studiofake, a company that is uncredited for its work save for director Keiji Okayasu.[1] According to Nintendo producer Shigeru Miyamoto, the publisher was initially taken aback by the game's curious mix of pinball and real-time tactics and Saito's initial pitch, "I want to make a pinball game set in feudal Japan." However, Saito eventually convinced them after creating a demo of the game.[2]

Odama debuted at the Electronic Entertainment Expo (E3) in 2004. This version of the game showcased the use of the DK Bongos, which allowed a second player to raise troop morale and distract enemy troops by repeatedly beating the drums.[4] However, this feature was absent from its E3 showing the next year and dropped prior to the game's release.[3]

Reception

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The game received "mixed" reviews according to video game review aggregator website Metacritic.[5] In Japan, Famitsu gave it a score of three eights and one seven for a total of 31 out of 40.[6]

Odama won IGNTemplate:'s Most Innovative Design for a GameCube game in 2006.[7]

References

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  1. ^ a b Page Module:Citation/CS1/styles.css has no content."ファンコーポレーション | FUN Corporation WORKS 主要業務実績". ファンコーポレーション | FUN Corporation (in 日本語). Retrieved February 2, 2025.
  2. ^ a b Page Module:Citation/CS1/styles.css has no content.Gibson, Ellie (January 6, 2006). "Miyamoto talks Odama". Eurogamer. Archived from the original on October 9, 2012. Retrieved May 1, 2011.
  3. ^ a b Page Module:Citation/CS1/styles.css has no content.Dormer, Dan (January 13, 2006). "Odama Gets Release Date". 1UP.com. Archived from the original on March 10, 2016. Retrieved January 16, 2016.
  4. ^ Page Module:Citation/CS1/styles.css has no content.IGN Staff (May 11, 2004). "E3 2004: Odama Unveiled". IGN. Archived from the original on March 22, 2016. Retrieved January 16, 2016.
  5. ^ Cite error: The named reference MC was invoked but never defined (see the help page).
  6. ^ Cite error: The named reference Fam was invoked but never defined (see the help page).
  7. ^ Page Module:Citation/CS1/styles.css has no content."Best of 2006: Most Innovative Design (GameCube)". IGN. Archived from the original on January 10, 2007. Retrieved January 16, 2016.

Notes

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  1. ^ Script error: No such module "Nihongo".