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Topics - Penguin_Of_Thyme

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51
TalkBack / Scribblenauts North American TV Commercial
« on: September 12, 2009, 06:34:07 AM »
Check out the ad for the innovative new game developed by 5th Cell.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19936

 Warner Bros. Interactive Entertainment today unveiled the first television ad for Scribblenauts. The 30-second spot focuses on three unfortunate souls who have missed their bus and must use their DS to conjure transportation devices from out of thin air.      


The new commercial is embedded below.    



52
TalkBack / Wallace & Gromit Creators to Produce Flipnote Animation
« on: September 10, 2009, 02:13:19 PM »
Aardman Studios to use Flipnote Hatena for something other than crude drawings.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19930

 Today Nintendo announced a partnership with Aardman Studios, creators of the Wallace & Gromit animated films, to create a series of 12 animated shorts using Flipnote Studio for the Nintendo DSi.    


Billed as "12 Films of Christmas", the flip-animation shorts were drawn by studio artist Tim Ruffle and will be posted on Flipnote Hatena on a weekly basis leading up to Christmas.    


The first animation, entitled "The Sandwich Twins", will be released on September 16.    


  OSCAR-WINNING AARDMAN STUDIOS TO CREATE "12 FILMS OF CHRISTMAS" WITH NINTENDO    


The creators of Wallace & Gromit to produce animations for Flipnote Studio on DSi
   


10th September 2009 - Nintendo today announced a partnership with Oscar®-winning animation studio, Aardman, which will see the makers of the Wallace & Gromit series of films produce twelve short animations in the run up to Christmas - using nothing but Flipnote Studio, available for free on Nintendo DSi!    


Aardman, a world leader in animation, produces feature films, television series and television commercials for both the domestic and international market. The studio has won over 400 international awards including 4 Oscars® and is best known for its popular Wallace and Gromit characters.    


Now Aardman has teamed up with Nintendo to give one of its rising stars, Tim Ruffle, free rein on Flipnote Studio, which launched across Europe on 14 August on Nintendo DSiWare.  Tim has produced 12 short and funny animations, and the first, 'The Sandwich Twins', will be available to view and download from the Flipnote Hatena site on 16th September.    


Tim said: "I had a lot of fun making these.  Flipnote is so simple to use that it's easy to make short, fun animations - but there's a surprising amount of features there too, meaning you can make your creations more complex as your confidence grows.  Budding animators will find this a great way to get creative!"    


The remaining 11 animations all feature unusual and fun characters created exclusively by Aardman for this partnership and will be available each week as they are released in the run up to Christmas.  Keep an eye on the Flipnote Hatena website for each new animation!    


Flipnote Studio, which can be downloaded from the Nintendo DSi Shop for free, allows you to create short animated sketches called Flipnotes on your Nintendo DSi.  These can then be shared online via a special service accessible with the Nintendo DSi, called Flipnote Hatena.    


Using the Flipnote Hatena with Nintendo Wi-Fi connection, you are free to trade, grade and save animations from all Flipnote Studio users. It is even possible to continue a Flipnote created by another user, meaning budding animators can team up to create an animation.    


One single Flipnote animation can have hundreds of frames, meaning there is plenty of scope to get creative - but the software remains beautifully simple to use and no technical knowledge is required in order to create an animation.    


The tools are very simple - a pen, eraser and paint brush, with three colours available: black, red and blue.  You can adjust the speed of the Flipnote, copy and paste pages or 'frames' and even import photos as black and white images from the Nintendo DSi Camera Album.  Use the Nintendo DSi's microphone to record sounds for your Flipnote, such as music, speech or sound effects… Then you are ready to show and share your creation with your friends and family!    


Head over to the Nintendo DSi Shop, download Flipnote Studio for free and start creating your own cartoons!


53
TalkBack / Sega Working on a New 2D Sonic Game
« on: September 09, 2009, 01:04:58 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=19929

 


Ten years after the release of Sonic the Hedeghog's first real 3D adventure, Sega has announced that the blue hedgehog will be starring in an all-new 2D game next year. In an interview with Gamespot, Sega of America's Ken Ballough revealed the first details about the upcoming Sonic title, codenamed Project Needlemouse.    


"Old-school Sonic fans have long asked to see Sonic return to a more 2D style of gameplay," Ballough said.    


Furthermore, Ballough explained that while many enjoyed the daytime levels in Sonic Unleashed, fans have truly desired a title that plays like the original Genesis Sonic games.    


"Project Needlemouse is that critical first step that brings Sonic back to his 2D roots," Ballough said.    


In addition, Ballough stated that, "you can definitely expect HD graphics," in Sonic's new 2D adventure.  This statement makes the likelihood of a Wii release lower.    


While Sonic has been on a number of 2D excursions over the past decade, the majority of these titles were created outside of Sega by the developer Dimps. The last 2D Sonic platformer developed by Sonic Team was Sonic & Knuckles, which debuted on the Sega Genesis in the second half of 1994.    


Interestingly, Sonic designer Naoto Oshima's original name for the famous hedgehog was Mr. Needlemouse.    


No official title or release platform is currently known.    


Check out the teaser trailer over at Gamespot.


54
TalkBack / Muramasa: The Demon Blade Release Party
« on: September 06, 2009, 12:12:06 AM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=19919

 


The Nintendo World Store and Ignition Entertainment held a swell little launch event for Muramasa: The Demon Blade earlier today. I thankfully had the chance to attend and witness the festivities.    


View from the Top
   


Press materials for the event mentioned that the Nintendo World Store would be transformed into feudal Japan. Before arriving at the store, I must admit my imagination ran a bit wild and I expected to be dazzled by the decorations. The store did indeed have a nice array of decorations including plastic swords and bright red folding fans, yet my savage thirst for an authentic trip back to the Tokugawa Period was not fulfilled. Nevertheless, it was still pretty cool to observe the disparity between the classic Nintendo merchandise, such as R.O.B. and the ancient Japanese adornments.    


R.O.B. loves tea.Nintendo Advanced Video System Prototype with a Sword
 

   


Along with a healthy number of demo kiosks displaying Muramasa, there was a Kanji station where a skilled calligraphist wrote guests names in Japanese, and a Photo Op area where attendees could stand behind a backdrop pulled from the game and pose with weapons. In addition, there was a kind group of female cosplayers, dressed in kimonos that roamed the floor and happily accepted photo requests.    


Hello, my name is Inego Montoya, you killed my father, prepare to die...The prize
 

   


A launch event would be nothing without some neat schwag. Employees were handing out Muramasa bags filled with a t-shirt, a tattoo, and a coupon for 10 percent off the game. However, the coupon was not necessary because the cashiers were sweetly giving the discount to everyone who bought the game. Those who arrived early also got a beautiful wall scroll with their purchase.  

View from the Top
   


Overall, it was a very nice event. To see more photos click here.


55
TalkBack / Contra Rebirth Comes to WiiWare Next Week
« on: September 04, 2009, 02:28:05 PM »
The classic series returns in an all new 2D adventure that includes co-op play and 2 secret characters.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19913

 Konami announced that the brand new WiiWare installment in their fast-paced action series, Contra Rebirth, will be available for download on the Wii Shop Channel this coming Monday in North America. Developed by M2, makers of Gradius Rebirth, the game will feature 2D sprites, local co-op play, and classic weapons, like the Spreadshot.    


Players will take on roles of samurai Genbei Yagyu and Bill Rizer, fighting their way through swarms of alien scum on a mission to save the planet. The game will offer a diverse set of control options including the GameCube joypad and the Classic Controller. Contra Rebirth will retail for 1000 Wii points.    


Contra Rebirth has been available in Japan since May, and was released today in Europe. Even though European and Australian releases are normally concurrent, Rebirth is not yet available in Australia.    


Check out a new trailer for the game below and read our impressions.    


   


KONAMI UNVEILS NEW GAME TRAILER, SCREENSHOTS   AND DETAILS OF CONTRA REBIRTH FOR WiiWARE    


New Addition to the Popular Arcade Shooter Franchise Will Available on   WiiWare Next Week
   


Konami Digital Entertainment, Inc. today revealed a new game trailer, screenshots and details from the soon to be released Contra Rebirth. This arcade-shooter will be available on WiiWare next week. In Contra Rebirth, Chief Salamander and his Neo-Salamander Force travel back to 1973 AD to invade Earth. They land in Central America and take control of the Shizuoka ruins on the Yucatan Peninsula. There, the aliens plan the destruction of all the "Contra" on Earth. The Galactic President calls on Lance Bean, a member of the elite "Contra" warriors to save the Earth, but his sudden disappearance jeopardizes the safety of the planet. Now, Bill Rizer and the samurai, Genbei Yagyu are the last hope for Earth and must pick up their weapons and defeat the evil Neo-Salamander Army before all is lost. Experience the fast paced action packed 2D side scrolling adventure that pioneered the Run'N Gun Genre.    


Key Features:  

     
  • 2 player local co-op game play
  •  
  • Classic Contra firepower, including the popular Spreadshot
  •  
  • 2 unlockable characters
  •  
  • Retro 2D sprite, action side scrolling game
  •  
  • Story follows the classic Contra theme
  •  
   



56
TalkBack / ESRB Gives Rating to Data East Arcade Classics
« on: September 04, 2009, 03:31:48 AM »
Majesco is bringing a collection of classic arcade games, like Bad Dudes vs. Dragon Ninja, to Wii.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19911

 In its capacity to rate upcoming game software, the Entertainment Software Rating Board occasionally reveals upcoming games before they've been announced through traditional channels. Majesco Entertainment has not made an official announcement for Data East Arcade Classics, but a Teen rating summary from the ESRB website reveals that Bad Dudes vs. Dragon Ninja, Burger Time, Caveman Ninja, Secret Agent, Street Slam, and Magical Drop III will be some of the classic arcade games included in the collection.    


Data East was a Japanese publisher that released a number of hit arcade games in the 1980s including Robocop, Bump 'n' Jump, and Karate Champ. Along with selling arcade cabinets, Data East was also well known for creating pinball machines. The publisher closed its doors in 2003, but G-mode, a Japanese mobile phone company, acquired a large number of their game properties. It is likely that Majesco is licensing the Data East arcade titles from G-mode for the upcoming collection.    


No release information for Data East Arcade Classics is currently known.


57
TalkBack / Vicarious Visions Discusses Guitar Hero 5 on Wii
« on: August 23, 2009, 03:17:32 PM »
Vicarious Visions talks about revamping the online code, getting rid of friend codes, and including DS/Wii connectivity in Guitar Hero 5.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19847

 In 1991, Karthik and Guha Bala formed the development studio Vicarious Visions. The developer first gained notice in the gaming community with their technically impressive port of Tony Hawk's Pro Skater 2 for the Game Boy Advance. In recent years, Vicarious Visions has become well-known for their work on the Guitar Hero franchise on both the DS and Wii. Nintendo World Report recently had the opportunity to join a roundtable chat with Vicarious Visions' CEO and Chief Creative Officer Karthik Bala. During the roundtable, Bala discussed the Wii version of Guitar Hero 5.    


While Vicarious Visions was "pretty happy" with the online functionality in Guitar Hero:   World Tour, Bala explained that the team wanted to create "a much more robust online experience similar to what you'd find on Live on Xbox 360."  In order to add new online features the team "ripped out all of the online code" that had been in place since Guitar Hero 3 and started again from scratch. One of the improvements the team achieved was the ability for eight separate Wii consoles to join together for an online band session.    


Another new online feature is that Guitar Hero 5 will support the Wii system's friend list instead of having its own unique set of friend codes. Bala revealed that the first time the game is run you will be asked if you would like to import your friends list from your Wii address book. From then on, the game will always be connected to internet and you can easily see what friends are online.    


When asked if the pioneering use of the Wii system address book as the in-game friends list was a great moment of discovery, Bala responded, "Nintendo actually made that feature available for quite some time now. It wasn't something that we could implement in time for World Tour."    


As development on World Tour finished Bala and rest of the team came to a conclusion. "We are rewriting all of this online stuff, we are totally revamping this to make it super streamlined, and we're going to take advantage of it and we did."    


Along with working closely with Neversoft to make sure the Wii version of Guitar Hero 5 had the full-feature set present in other versions of the game; Vicarious Visions also devised unique additions that could only be done on the Wii, such as DS/Wii connectivity. The most exciting example of interoperability between the DS and Wii is the new 2 vs. 2 mode called Roadie Battle, in which players will form teams consisting of a guitarist and a roadie. Using the stylus and touch screen, each roadie will need to wreak havoc on the opposing team's music equipment while protecting and repairing their own. One example of destruction that Bala cited was a roadie can "destroy the effects board," which will cause the opponent's highway to catch on fire, obscuring the upcoming gems. Bala stated that this mode will be extremely frantic and crazy and that "there is a lot of strategy and depth" involved with deciding when to attack and when to repair.    


In addition, Vicarious Visions brought DS/Wii connectivity to the new and improved Mii Freestyle mode. Not only can players rock out on their guitars and drum sets to improvise their own musical creations, now one person can use the DS and act as the stage show manager. During a performance, the stage show manager can control the lights, camera angles, and special effects. Basically the stage show manager is in charge of creating a music video and they have the ability to save it, share it with friends, and even tinker with it later.    


Bala revealed that the reason they decided to add the DS connectivity stems from the team being surprised by the great "percentage overlap of Wii and DS owners." Vicarious Visions has been able to focus so much time on exclusive Wii content because they have a dedicated design, engineering, and art team within their Guitar Hero 5 team. Bala believes that players will be impressed by the graphical fidelity displayed on the DS while playing Guitar Hero 5. Without a dedicated team, it would have been difficult to pull off the extra features.    


When asked what graphical improvements were made to the game, Bala responded, "the rendering quality has significantly improved this year." Furthermore, Bala explained that the team "changed the lighting model" so that the number of lights on objects and characters could be vastly improved while maintaining a high frame rate. The developer also spent time on improving animations with better motion capture and animation fidelity.    


Guitar Hero 5 will also feature the ability to stream music directly from an SD card. Players no longer need to have space available on their Wii in order to play downloadable tracks. They will also be able to create their own custom play lists on their SD cards and play the music in game as if it were right on the game disc. Furthermore, Bala revealed that they are including a feature known as the Rock Archive so that players can easily manage their music. The Rock Archive will be useful for people who want to see their entire music collection and transfer songs from the flash memory to an SD card from within the game. The game is also the first on Wii to support high capacity SD cards. Vicariously Visions successfully fit over 700 songs on a 32 Gigabyte SDHC card.    


Guitar Hero 5 will hit store shelves on September 1.


58
TalkBack / INTERVIEWS: NWR Interviews Nintendo’s Bill Trinen
« on: July 28, 2009, 01:13:29 AM »
Talkback thread for the Bill Trinen Interview.



59
TalkBack / The Makers of World of Goo aren't Resting on Their Laurels
« on: July 23, 2009, 05:43:14 PM »
http://www.nintendoworldreport.com/blogArt.cfm?artid=19087

  Last year, the independent developer 2D Boy released World of Goo. The critically adored title evolved from Kyle Gabler's similarly named Tower of Goo, which had been made in just four days as part of the Experimental Gameplay Project.    


On the Experimental Gameplay Website, Gabler explained that he is working on a new title based on another of his previous endeavors. Those helping Gabler include Allan Blomquist who assisted in porting World of Goo to Wii, and Kyle Gray the creator of Henry Hatsworth.      


Gabler wasn't willing to divulge too many details about the game because he isn't positive the final result will turn out well. He wrote, "It’s probably best not to speak about it in more detail prematurely in case the game doesn’t evolve as we hope and we need to shoot that baby in the crib. It’s all just a fun experiment at the moment."    


While Gabler was not willing to reveal what platform the new title was destined for, he did mention the Wii as one the possibilities. In addition, the game is not being made by 2D Boy or Gabler's former employer Electronic Arts. "This new adventure is purely a fun, small, experimental project that three experimental friends are making in our spare time," wrote Gabler.


60
TalkBack / Carlos Santana Set to Appear in Guitar Hero 5
« on: July 21, 2009, 03:49:52 PM »
Guitar Hero 5 will include one of Santana's most popular songs as well as his likeness.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19057

 Activision recently revealed that Guitar Hero 5 will prominently feature famed guitarist Carlos Santana. Players will have the ability to select Santana as their character and make a digital version of the musician jam to some sublime tunes. Along with his likeness, the newest installment in the series will also feature a live version of Santana's popular single from 1972, "No One to Depend On."    


   


There are four additional as yet unannounced musical artists that will be available as playable characters in the game.    


Guitar Hero 5 will be available in stores on September 1, 2009.    




   

   


Award Winning Guitarist Carlos Santana to Lend Smooth Grooves and Trademark Moves to Guitar Hero 5    


Video Game to Feature the Genre-Blending Guitar Virtuoso's Music and Likeness
   


Santa Monica, CA – July 20, 2009 – Rock and Roll Hall of Famer and 11-time Grammy Award winner, Carlos Santana, is set to appear as an exclusive in-game artist in the upcoming Guitar Hero 5. Santana's accomplishments span four decades and more than 40 albums including the self-titled album, Santana, that launched one of the most recognizable Latin-infused classic rock anthems, "No One to Depend On." The live version of the song will be featured in Guitar Hero 5 with Carlos Santana jamming on stage as a playable character.    


In addition to music from Santana, Guitar Hero 5 features a wide variety of today's hottest rock 'n' roll bands mixed with classic tracks. Brand new game features let fans tailor their experience to meet the evolving ways consumers are interacting with their favorite music and allows them to challenge themselves as a solo act or band member, or kick back with friends and enjoy their personalized set list.    


"We're thrilled to showcase one of the top guitarists of all time in Guitar Hero 5 and offer fans the opportunity to experience Carlos Santana's signature sounds and iconic likeness first-hand," said Tim Riley, Vice President of Music Affairs for Guitar Hero. "His accomplished career and breadth of musical style are a great illustration of the variety of rock experiences we have included in the game and we are excited to announce him as the first of five playable in-game artists."    


This September, living room legends will rock any way they want in Guitar Hero 5. The entire set list is at players' finger tips from the start, featuring genre-defining hits from some of the biggest rock artists and bands of all time, including The Rolling Stones, The White Stripes, Kings of Leon, Tom Petty, Bob Dylan and Vampire Weekend. Players take complete control as Guitar Hero 5 allows gamers to personalize and customize how they experience music by being able to play with any controller combination -- multiple vocalists, guitarists, bassists and drummers, in any game mode. With the game's all-new Party Play Mode, getting the band back together has never been easier. Players can now jump in or drop out of gameplay seamlessly, without interrupting their jam session. Elevating the Guitar Hero(R) series to new heights with unmatched social gameplay, an enhanced style, new in-game artists and more rock legends, Guitar Hero 5 features new surprises and challenges that will fire-up long-time fret board fanatics and create a new generation of addicts.    


Published by Activision Publishing, Inc. (NASDAQ: ATVI) , Guitar Hero 5 is being developed by Neversoft Entertainment for Xbox 360 video game and entertainment system from Microsoft and PLAYSTATION 3 computer entertainment system, and by Vicarious Visions for the Wii system from Nintendo. Budcat is developing Guitar Hero 5 for the PlayStation 2 computer entertainment system. The game is rated "T" for "Teen" by the ESRB. For more information about Guitar Hero 5, please visit GH5.guitarhero.com.


61
TalkBack / DS and DSi Systems Sell Robustly In June
« on: July 20, 2009, 03:52:30 PM »
In the month of June, Nintendo DS systems outsold all current-generation home consoles combined.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=19052

 The Nintendo DS topped the NPD Group’s June hardware sales chart by a wide margin. More than 424,000 DSi systems and 342,000 DS systems (Lite and Phat) found their way from retail stores into the hand of gamers. In total over 766,000 DS systems were sold, which is more than the combined sales of the Xbox 360 (240,600), PS3 (164,700), and Wii (361,700) put together.    


While no other piece of hardware even came close to surpassing the DS in units sold, June was the first month since November 2008 to not feature a single DS game on the NPD Group’s top ten software sales list. Interestingly, the DS actually sold less units this June compared to June 2008, when 783,000 units were sold.    


NINTENDO DS FRANCHISE SELLS MORE THAN ALL HOME CONSOLES COMBINED IN JUNE    


July 16, 2009    


In the United States in June, the Nintendo DS and Nintendo DSi systems combined to sell more than 766,000 units, more than all current-generation consoles combined, according to the NPD Group, which tracks video game sales in the United States. U.S. consumers purchased more than 424,000 Nintendo DSi systems and more than 342,000 Nintendo DS systems in June.    


Wii marked its 21st consecutive month as the top-selling U.S. home console, with nearly 362,000 sold. Consumers also snapped up nearly 374,000 Wii MotionPlus accessories, including nearly 205,000 packaged with Tiger Woods PGA Tour 10 from Electronic Arts and 169,000 additional accessories sold on their own. The Wii Sports Resort game launches July 26 and comes packaged with Wii MotionPlus.    


“More consumers continued to gravitate toward products that offer quality experiences and great value for the whole family,” said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. “Consumers again selected Nintendo systems for those experiences, particularly our hand-helds.”    


Four games published for Nintendo platforms finished in the top 10 best-sellers of June in the United States. These include EA Sports Active at No. 3 with more than 289,000 sold, Wii Fit at No. 4 with more than 271,000 sold, Tiger Woods PGA Tour 10 with Wii MotionPlus at No. 7 with nearly 205,000 sold and Mario Kart™ Wii at No. 8 with more than 202,000 sold.    


For more information about Nintendo, please visit www.Nintendo.com.


62
TalkBack / REVIEWS: Madagascar: Escape 2 Africa
« on: June 10, 2009, 04:29:42 PM »
This licensed game does a fine job of mimicking the look of the film, but doesn’t know how to balance fun with tedious tasks.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=18838

 Since the early nineties, there have been a number of classic video games based on the animated works of the Walt Disney Company. Games like Castle of Illusion Starring Mickey Mouse (Genesis), DuckTales (NES), and Kingdom Hearts (Playstation 2) are fondly remembered not only for their great gameplay, but also for staying true to their source material.  While there have been some enjoyable games based on the films of Dreamworks Animation, there has yet to be a great game among them. Unfortunately, Madagascar: Escape 2 Africa does not break this trend, and will be quickly forgotten by the gaming masses if it hasn’t been already.    


The story very loosely follows the film’s plot. The anthropomorphic animals crash land their airplane in Africa and end up having some crazy encounters with tourists and the local wildlife. Most levels begin with a cut scene that uses a mix of the in-game engine and stills from the movie. Every line of dialogue is voice acted, and once in a while the characters say something that is humorous.    


At its core, Escape 2 Africa is your standard 3D platform game. Unlike the free-roaming worlds of Super Mario 64 DS, Madagascar's levels are very linear and are over once a character has walked forward a short distance. Each of the platform levels are designed to be completed by one of the film's stars including Alex the lion, Marty the zebra, Melman the giraffe, and Gloria the hippo. You maneuver each character with the D-pad and jump by hitting the B button. The Y button triggers a basic attack, such as a punch or a head butt, while the A button performs a charge attack. There are also unique special moves for each character; for example, Marty has a triple jump, while Melman has a flutter jump much like Yoshi.    


The touch screen controls are lackluster. Each level is filled with optional mini-games that utilize the touch screen. Some of the games are as simple as clicking on a set of arrows, while others require you to drag shapes and match them. Players can also use the stylus to flick fruit at enemies. This works okay, but it ends up being easier to throw projectiles with a simple button press. The DS microphone can also be used to initiate Marty's spin attack, which often results in your character unintentionally spinning if there is any background noise (such as having the radio on). Overall, these mini-games are boring because they lack challenge and variety.    


On the other hand, the game does a great job of ramping up the difficulty as you progress through its sixteen platform stages. Your jumping skills will need to be top notch if you don't want to fall into a river in the later levels. On the other hand, the game's enemies, which consist mostly of tourists, hawks, and lizards, never become a problem to defeat even when playing on the hardest difficulty. Being easy to defeat doesn't make the frequent swarms of wacky tourists any less annoying. Progress in the game is constantly hampered by wooden fences that magically appear in front of you, accompanied by a bunch of new bad guys. Having to repeatedly defeat brainless enemies is very unsatisfying.    


In addition to the regular 3D platform levels, there are a small number of side-scrolling stages that star the film’s comical penguins. These levels are wonderfully reminiscent of Blizzard’s The Lost Vikings series. To succeed in these levels, players must switch between the four penguins, and use each one's unique ability at the appropriate time. These levels are very cerebral, and it is rewarding to get the penguins to their destination. It is sad that there are only four of these levels because they are ultimately the best part of the game.    


The visuals in Madagascar hold up pretty well. All the characters look like their big screen counterparts, and there are some nice graphical flourishes like the occasional waterfall and ash emanating from lava. While the levels are successfully differentiated by their graphics, you’ll get a strong feeling of déjà vu as you play the game. The level layouts are extremely similar to one another, usually consisting of often-repeated platform and brawler sections.    


Madagascar: Escape 2 Africa is filled with a lot of unnecessary elements - like touch screen mini-games - that attempt to extend the life of a short game. It is perfectly suited to children who enjoyed the movies and can overlook the game's more glaring flaws. Most everyone else should skip what is simply a mediocre platformer that brings nothing new to the genre.

Pros:
       

  • Side-scrolling Levels
  •  
  • Great Music


  •        Cons:
           
  • Tacked on Touch-Screen Controls
  •  
  • Stupid AI
  •  
  • Can be beaten in 5 hours


  •                Graphics:  8.0
           Griptonite Games has done a good job of recreating the look of the Madagascar films on the tiny DS screen. Occasionally, far off objects will pop-in as the hardware loads them, but overall the game looks nice.

                   Sound:  8.0
           The music is very relaxing and fits in perfectly with the game. Unlike the movie, King Julien does not sing Tina Turner's "Private Dancer."

                   Control:  7.0
           Characters are responsive and have their own unique moves. Backtracking in a level can be difficult because the camera always faces forward.

                          Gameplay:  6.5
           The action is constantly being broken up by boring enemy encounters and the level design is sub-par.

     


           Lastability:  4.0
           There are fifty hidden monkeys dispersed through the levels, but once you've been through the game once you won't want to do it again.

     


           Final:  5.5
           Madagascar: Escape 2 Africa is a short and flawed game. It’s fun in spots, but in most places it’s a disappointment that platformer fans should avoid (unless they’re buying it for children who are rabid fans of the movie).      


    63
    TalkBack / IMPRESSIONS: C.O.R.E.
    « on: June 10, 2009, 04:15:57 PM »
    The multiplayer mode will be eerily familiar to anyone who has played Quake or Unreal Tournament on the PC.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18837

     C.O.R.E is a first-person shooter that takes place in the year 2048. The story follows the elite military commando Jason Crane as he enters an underground lab, which mysteriously ceased all communications with the outside world. The game was released in Europe this past March and will see a North American release on July 7.      


    At publisher Graffiti Entertainment’s E3 booth I had the chance to try out the game’s multiplayer mode. While I only got to play deathmatch against a single Graffiti Entertainment representative, the game does support up to four players in multiplayer. I was pleasantly surprised to find that the multiplayer mode was basically Quake for the DS.    


    The controls closely mimicked those used in Metroid Prime Hunters. You moved about with the D-pad, while aiming was accomplished by moving the stylus on the touch screen. The L button was used to activate your primary fire while the R button triggered your secondary fire.  To jump you needed to double tap the touch screen. The controls seemed to work fine except it was very difficult to reach the R button in the middle of a firefight.    


    The deathmatch map I played was set in outer space and looked like it could have been taken right out of Quake 3: Arena or Quake Live.  It consisted of a small number of floating platforms that you could navigate by jumping, using teleporters, or even acceleration pads, small pads that launch you at a fast speed in the direction they’re facing. In addition, the usual array of weapons were available including rockets, pistols, and plasma rifles.    


    During my battle I was constantly being gunned down. At one point I was able to get an invincibility power-up that helped me survive long enough to get a kill. The final game will have other power-ups such as invisibility. Along with deathmatch, players will also be able to face off in team arena and capture the flag.    


    The framerate seemed to be pretty high and made traversing the arena a smooth experience. On the other hand, the character models and the environment seemed low polygon and weren’t very impressive to look at.      


    Even though I wasn’t very good at the game I had a lot of fun hopping around the small arena and shooting a variety of projectiles.  Players will be able to enjoy local play with all ten multiplayer maps and modes using just a single DS card. Unfortunately, the game will not have an online mode.    


    C.O.R.E. will also have a 15 level single player mode. The multiplayer mode plays great but the game’s worth will be decided by its single player quest.


    64
    TalkBack / IMPRESSIONS: Shaun White Snowboarding: World Stage
    « on: June 07, 2009, 06:39:38 PM »
    The Shaun White sequel controlled wonderfully and had some great snow effects. Come watch a video of the new game in motion.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18811

     The success of Wii Fit has brought millions of Balance Boards into the homes of people across the world. Strangely, the number of games supporting the peripheral is still pretty low. Thankfully, Ubisoft will be giving players a great reason to get on their Balance Boards when Shaun White Snowboarding: World Stage comes out this fall.    


    My playtime with Shaun White Snowboarding: World Stage on the E3 show floor was my first experience with the snowboarding series. Before starting the demo, I carefully stepped sideways onto the Wii Balance Board and pretended I was on a real snowboard. The game starts out in an airport displaying Shaun White and others lounging about. The airport acts as a hub from which players can select levels by aiming their Wii Remote at the departures screen.    


    I chose the time attack mode and quickly found my in-game character at the top of a mountain. Using the Balance Board to steer was very intuitive. You steer by carefully leaning left and right with your back foot. Gaining speed is as simple as leaning forward with your front foot. A small photo of the Balance Board lies in the left hand corner of the screen displaying how much you are leaning in each direction. When you want to jump all you need to do is bend your knees a little and then quickly straighten them. Racing down the mountain was very enjoyable and my in-game character was responding perfectly to my movements.    


    In the demo, I frequently found myself passing rails, which I could hop on if I steered my board right at them. Once on top of a rail you could balance by shifting your weight, which was reminiscent of a balancing in a Tony Hawk game. To pull off tricks in the air you needed to hold the A and B buttons and then lean in different directions on the Balance Board.    


    The trick mode level I tried out was very cool. I was on a very long half-pipe that was sitting in the middle of New York’s Times Square. I’ll admit I had some trouble pulling off tricks, but that may have been because of my complete unfamiliarity with what body movements triggered certain tricks. The graphics for entire demo looked great, but this stage in particular was very impressive looking with the bright lights and billboards in the background.    


    The completed game will have online leaderboards and an achievement system to unlock new snowboarding gear.  The Ubisoft representative said that the new game will have a lot more activities than the previous game in the series.    


    The demo on display had a very fun arcade feel and hopefully the completed version will have a lot more depth than any normal arcade game could possibly have.    


     

     

       
    TYP rides down the hill.
     


    65
    TalkBack / Video Footage Showing the Return a Koopa Kid
    « on: June 05, 2009, 12:31:44 PM »
    http://www.nintendoworldreport.com/blogArt.cfm?artid=18798

      The NWR staff got to face off with a familiar face while playing New Super Mario Bros Wii at Nintendo’s booth. Morton Koopa Jr. has returned and he appears to still have his trusty wand from Super Mario Bros 3. The last time Morton Koopa Jr. appeared in a Mario platformer was Super Mario World.  Hopefully, more if not all seven of the original Kooopa Kids will make an appearance in the final version.    




     

       
    NWR decimates Morton.
     

       


    Classic Morton Koopa Jr. photo from www.mariomonsters.com


    66
    TalkBack / IMPRESSIONS: Reflections
    « on: June 04, 2009, 12:34:50 PM »
    A DSiWare puzzle platform game that was developed by students and could be a great downloadable title.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18787

     Konami had a very interesting little DSiWare platformer called Reflections at their booth.  In the game, the top screen displays what appears to be your average platform game while the bottom screen displays a mirror image of that world and your playable character Kira.    


    The game’s twist is that obstacles may be in different places on the bottom screen. For example, as I was running on the top screen I was forced to stop even though it appeared as if nothing was in front me. When I looked down at the bottom screen I saw a hill blocking my path. I was able to move forward by watching the bottom screen and jumping over it.    


    The controls are what you would expect with running accomplished using the D-Pad and jumping made possible with a single button press. The game has a cool slide move that is done by pressing the D-Pad diagonally down and forward while running. Wall jumping is also possible.    


    I thought the animation for the female protagonist was very nice. Graphically, the game wasn’t pushing the hardware but still was visually pleasing with simple 2D artwork.    


    The main game will have 24 regular levels and then some really difficult unlockable ones.  One level I was shown featured a way for your character in the mirror world to become a shadow. The shadow of your character no longer was directly below your top screen self and instead slightly in front of them. This made running and jumping on platforms difficult because an easy jump above might result in your bottom character falling into a pit. You will really need to think before you jump to get through levels like this.    


    Impressively, Reflections began as a student project at USC and it appears that many if not all the students are still working on the game.  This game will appear on DSiWare sometime this summer. I personally think the demo stages were a lot fun and it has the potential to be a great little puzzle platform game.


    67
    TalkBack / IMPRESSIONS: Military Madness: Nectaris
    « on: June 04, 2009, 05:47:02 PM »
    The madness continues on WiiWare.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18784

     Military Madness on the TurboGrafx- 16 is a wonderful turn based strategy game that was in many ways ahead of its time.  This summer a remake of the game called Military Madness: Nectaris will be released on WiiWare. The new version is being developed by Backbone Entertainment who just recently ported Space Invaders Extreme to XBLA.    


    When the first level began, I had about five tanks and a few soldiers.  My base and my units were on the left side of the screen while the computer’s base and units faced me to the right. In fact, the first level map looked and controlled just like the TurboGrafx one. During your turn, you can move each of your units and have them attack. Those unfamiliar with Military Madness will find the turn-based combat very similar to the Advance Wars series.  The ultimate goal is to destroy all the units on-screen or capture the enemy base.    


    Unlike the original’s 2D graphics, the new title is in full 3D though most of the action will take place from a familiar top-down viewpoint. The craters on the moon looked very nice and compared to the original it was much easier to see the elevation of the units.  During battles, you will get to see a close-up of your units. It was satisfying watching your squadron of tanks launch missiles that hit their target.    


    The biggest difference I noticed in this version other than the graphics was the amount of statistical data displayed.  As you move units next to those of your opponent you will see numbers showing whether your elevation is advantageous or disadvantageous to an attack. When attacking or defending it would also show you that having friendly units nearby was a good thing since they could support you.  There were numbers showing defensive strength, attack power, and more to help with the strategy. Military Madness: Nectaris will also have a multiplayer action available both online and off.      


    It plays very similar to the original and that is a good thing.  Hopefully the final game will have a campaign mode that keeps the spirit of the original, but also shakes things up with new levels and some twists in the story.


    68
    TalkBack / IMPRESSIONS: Buckshot
    « on: June 04, 2009, 02:39:27 PM »
    NWR tried out Innex’s light gun peripheral shell. The pumping reload action was sweet.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18763

     Along with the 3-in-1 Virtual Retro Adapter, TYP and I also got a chance to try out Innex’s new light gun peripheral, the Buckshot.    


    Players will need to plug a Wii Remote into the Buckshot to operate it. The guns they had on display came in three colors, red, black, and white. When I picked one up I was pleasantly surprised to find they had a nice heft to them. It felt well-made and looked pretty cool. Instead of having to also connect a nunchuck such as with the Wii Zapper, the Buckshot already has its own analog stick and C and Z buttons.    


    The one game they had available to try with the light gun was House of the Dead: Overkill. The gun’s trigger acted as the A button and made a very nice click when pressing on it. Reloading was accomplished by pulling the handgrip back and forth. Using pump action to reload was awesome and made me feel like I was playing the game on an arcade cabinet. I had no problem with aiming the Wii Remote while it was inside the gun shell.    


    Unfortunately, there were no other games to try out. I really wanted to see if I could play a game such as House of the Dead 2 & 3 Return and use the gun sight to properly aim.    


    The Buckshot will retail for 29.99 and will be available in mid June. The game worked very nicely with House of the Dead: Overkill, but its value will be decided on how well it works with the rest of Wii’s shooter line-up.    




     

       
    Truman Chen demonstrates Buckshot.  
     


    69
    TalkBack / IMPRESSIONS: Medieval Games
    « on: June 03, 2009, 09:56:39 PM »
    Medieval Games is shaping up to be a fun party game for people of all ages.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18760

     There have been countless clones of the Mario Party series yet most have been pretty abysmal. Fortunately, Medieval Games from Vir2L Studios has the potential to be an enjoyable party game.    


    The E3 demo began with pages flipping through a beautifully drawn pop-up book. After this the action started on a board game map that resembled a medieval forest. To move to different spaces on the board I had to roll the dice using a shake of the Wii Remote. Most of the spaces in the demo purposely started mini-games, but a select few gave your character coins. In the final game, these coins will be used to buy different items including some that can harm the other players.      


    The first mini-game I played was jousting against the developer. It was split screen with each side showing our characters on horses moving towards one another. As we grew closer we had to do our best to aim our lances, through IR, at the other player. The game shook your cursor as you lowered it to make locking onto your opponent difficult. If you successfully got the other player in your crosshairs you would press the A button to select where you would attempt to hit them. Then once you were on-top of the other jouster it was necessary to jab at them with a thrust of the Wii Remote. In the game, it would take a few direct hits to knock the other player onto their butts. While the mini-game was simple, the controls worked well, and it was a lot of fun.      


    The other mini-game I tried also took place on a horse. I was able to play this mini-game with three other players, the developer, Zach, and I. Basically in this mini-game the characters were racing one another and had to avoid the obstacles laid in front of them. If a player hit an obstacle they were out of the race.  If I remember correctly this game used button presses to duck and jump over the upcoming obstacles. The game was addictive and required quick reflexes.    


    Other mini-games that will be included in Medieval Games are a battle with a dragon that is reminiscent of the fight with Ganon in Ocarina of Time when you used the mirror shield to bounce his magic back at him, a catapult that launches with motion controls, and something with ogres and apples.  Just like Mario Party, mini-games can also be played in teams such as one versus three, or two versus two.      


    The game is aimed at people of all ages. The developer purposely avoided making the game look childish and went for a more Disney look that everyone can love.  The game is already fun and the developer promises the final product will be much more polished.


    70
    TalkBack / Ubisoft Reveals C.O.P. The Recruit
    « on: June 03, 2009, 03:51:50 PM »
    Play as a hard-boiled detective on the streets of New York in this new action adventure from Ubisoft.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18746

     Ubisoft announced that C.O.P. The Recruit is coming to DS this fall. Players will take on the role of a cop named Dan Miles who recently joined the terrorist fighting organization Criminal Overturn Program (C.O.P.).    


    The story finds Dan going undercover and back onto the streets he came from so he can clear the good name of his mentor Brad Winter who was falsely arrested. As players work to exonerate Brad, they will explore a 3D world on foot and in vehicle, have 60 missions to complete, and shoot bad guys with their trusty stylus.    


    Impressively, the game will run at 60 frames per seconds and includes an in-game PDA for a variety of tasks such as setting up road blocks and calling an ambulance.    


    UBISOFT ANNOUNCES C.O.P. THE RECRUIT FOR THE NINTENDO DS SYSTEM    


    New Game Allows Players to Fight Crime in Full 3D Open World
       


      SAN FRANCISCO – June 2, 2009 – Today Ubisoft announced C.O.P. The Recruit, an open world action-adventure game specifically designed for the Nintendo DS handheld system.    


    Scheduled for release in fall 2009, C.O.P. The Recruit gives gamers the opportunity to utilize tactics from both sides of the law and fight crime like never before in a full 3D open world, available for the first time on Nintendo DS. The game, unveiled today during Nintendo’s E3 press conference, will be demoed at Nintendo’s booth and Ubisoft’s booth through the duration of E3.    


    “With its innovative engine and impressive graphics, C.O.P. The Recruit is truly a breakthrough for Nintendo’s handheld platform,” said Adam Novickas, US director of marketing for Ubisoft. “We’re thrilled to be bringing this accessible, one-of-a-kind action-adventure experience to DS fans and are confident in the game’s ability to appeal to a broad audience of gamers.”    


    About C.O.P. The Recruit
     Dan Miles is a former underground street racer and new recruit in the Criminal Overturn Program (C.O.P.). Under the terms of the C.O.P., Dan has become a street detective working to protect New York citizens against large-scale threats. Working with his mentor, Detective Brad Winter, Dan is investigating a series of terrorist attacks in the city when Brad is falsely arrested, putting the investigation on hold. While trying to uncover the truth behind Brad’s arrest, Dan goes undercover and returns to his life on the streets. Little by little he gets wrapped up in a deadly, widespread conspiracy and must work to prevent a potentially catastrophic attack on the city.    


    Game features include:    


    - ENJOY THE BEST VISUAL EXPERIENCE ON THE NINTENDO DS SYSTEM
     Experience the thrill of cruising the streets of New York City without any loading times! C.O.P. The Recruit is the most visually impressive game on the Nintendo DS, with an open-world 3D experience running at 60 frames per second (FPS). The game’s innovative engine also allows for a wealth of detailed imagery, whether driving at 120 MPH or shooting your way through the gorgeous interior environments.    


    - A HUGE ACTION-ADVENTURE WITH A VARIETY OF GAMEPLAY
     C.O.P. The Recruit will allow gamers to experience all aspects of being a police officer recruit with 60 missions and over 20 hours of diverse gameplay. Get behind the wheel of some of the fastest cars around, and use the stylus to shoot down enemies and spy on terrorists.    


    -A CITY THRIVING WITH LIFE
     Experience a bustling, vibrant New York City, complete with pedestrians on the street, cars rushing to avoid traffic, and boats navigating the surrounding waterways of Manhattan. Explore the 6 square miles of the city and experience a wide variety of environments and climate conditions.    


    -POWERFUL CITY-CONTROL SYSTEM
     As a recruit, you will have access to New York City’s most powerful tools. Use your PDA to plan and launch a SWAT team assault through your DS system’s microphone, set up road blocks, summon an ambulance, access the city’s camera system to locate your targets, and much more.    


    For more information on C.O.P. The Recruit, please visit: www.coptherecruit.com.


    71
    TalkBack / IMPRESSIONS: Real Heroes: Firefighter
    « on: June 02, 2009, 06:44:58 PM »
    A firefighting game from people who worked on Call of Duty.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18703

     I was pleasantly surprised to learn that Real Heroes: Firefight was partially inspired by Sega’s arcade game Brave Firefighters. Unlike Sega’s firefighting game, which was on-rails, Real Heroes lets you go anywhere you desire. In fact, it is basically a first person shooter with a water hose instead of guns.    


    Interestingly, the developer Epicenter Studios has a number of members who formerly worked on the Call of Duty franchise. One of the producers explained that they really want to have the action and thrill of a Call of Duty game except in a non-violent fashion.      


    From my short play through with the game, I can tell you that in some ways the developer succeeded. Movement in the game is controlled with the analog stick on the nunchuk while you can aim your rescue tool or hose nozzle with the Wii Remote.  While the FPS controls weren’t as precise as Metroid Prime 3 they were definitely functional. It was pretty enjoyable shooting streams of water at the fires. Other rescue tools include an axe which is swung using motion control. The development team thought about including water grenades, but they decided that it currently would not be very realistic.    


    Graphically, Real Heroes: Firefighter is not very impressive. Levels are filled with a ton of unrealistic looking fires. The models for characters and objects look more like those from a Dreamcast game than a Wii one. While the fire doesn’t look all that great, it is interesting to learn that the fire spreads dynamically. There will be a number of locations in the final game including a shopping mall and a bridge that resembles the famous golden one in San Francisco.    


    In an effort to make the game more immersive, there will be a number of cut scenes with famous actors voicing many of the characters. James Marsters who played Spike on the cult favorite Buffy the Vampire Slayer is voicing one of the main characters.  Another interesting feature is that messages will be played out of the Wii Remote’s speaker to make it seem like a CB radio.    


    There was one point in the demo where the flames did not seem to die down no matter how much water I was shooting at them.  One of the producers eventually told me to shoot more to the left which ended up working. I’m not sure if this was a problem with the game or if I just don’t understand the mechanics of putting out fires.  The game definitely has some promise, but it still seems a bit early to tell. One good thing is that the game is only 30 dollars and that some of the profits will go to a fire fighter’s cancer fund.


    72
    TalkBack / New Zelda in the Works With More Mature Link
    « on: June 03, 2009, 01:00:32 AM »
    Miyamoto and company are working hard on the new Legend of Zelda, and it might be Wii MotionPlus compatible.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18699

     Electronic Entertainment Expo 2009: The Legend of Zelda concept art    


    At the Shigeru Miyamoto roundtable tonight, it was revealed that an all-new entry in the Zelda series is in development. One piece of concept art was shown displaying Link and what was possibly a Zora.    


    The brains at EAD are still working on many new ideas for the new Zelda, but they hope to include Wii MotionPlus support. In fact, depending on how well Wii Sports Resort sells they may make MotionPlus mandatory. Miyamoto also asked the attendees to think about the new Zelda when playing archery and kendo in Wii Sports Resort.    


    Unfortunately, the game will not arrive until next year at the earliest.


    73
    TalkBack / IMPRESSIONS: Spyborgs
    « on: June 02, 2009, 09:17:05 PM »
    This brawler impresses visually and is designed for co-op play.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18685

     When Spyborgs was unveiled last year the visuals were very children friendly and were aiming to emulate a Saturday morning cartoon. The version of Spyborgs that I saw today had a very eye pleasing stylized look.    


    The game is a futuristic action brawler designed for co-op play. If you do single player, a computer will control the second character. There are three characters to choose from. One is a soldier who is a fire arms specialist. Another is a big robot that packs quite a punch. I did not have a chance to play as the third and final selectable character who is a woman.      


    In the game, players will need to use both the Wii Remote and nunchuk. The A button jumps and the B button does a light attack. To perform a heavy attack, players must use the C button. For the soldier, the heavy attack was gunfire while for the robot it was a swing of its arms.  The Z button is used to block.  The Wii remote’s IR is used to aim attacks.    


    While the levels I played were short, the action was pretty enjoyable. In many ways the game harkens back to old school brawlers like Turtles in Time and Golden Axe. As more and more enemies are defeated, a special attack meter charges up. Once the meter is full, a special attack is accomplished by holding the Z button, near an enemy, to lock on, and then shaking the Wii Remote. The special attacks are impressive looking quick time events where both players will have to perform the motions shown on screen. For example, when I used my special attack during a boss fight with a giant robot I was shown a scripted sequence and then was prompted to make a downward motion with the Wii Remote.    


    The game is showing a lot of promise and may turn out to be a great next gen brawler.


    74
    TalkBack / IMPRESSIONS: New Super Mario Bros. Wii
    « on: June 02, 2009, 09:22:07 AM »
    This game may have a similar art style to the DS game, but it uses the Wii hardware to good effect.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18663

     New Super Mario Bros Wii is a 2D Mario game that is likely to be another demonstration of Nintendo’s ability to make great platform games. I played a few stages with Zach and was impressed by what I saw.    


    Anybody who has played the Nintendo DS iteration of New Super Mario Bros will be instantly familiar with the new Wii game. The art style very closely mimics the DS game except everything is now in a much higher resolution. Visually, the game looks very nice and has some great rotating effects that would be impossible to pull off on the DS or Super Nintendo.    


    The game is played holding the Wii remote NES style. Shaking the remote lets you perform a spin jump. If you hold down the 1 button and shake the remote while next to another player you can pick them up and either carry them around or throw them somewhere.    


    Many of the familiar stage types are back such as a desert and ice world. The desert level I played was filled with your common bottomless pit. The twist was that from these pits erupted geysers of sand that Mario and Luigi could walk on for a short amount of time. In this stage, because the sand platforms were very thin, Zach and I were constantly knocking into one another and just barely kept ourselves from falling to our death.    


    The most enjoyable stage I played was a level filled with clouds and rotating blocks. First of all, the blocks were obviously patterned after the ones that were featured in Super Mario Bros 3 because of the screws in each corner of the block. The blocks came in all different shapes and sizes and made jumping around safely a difficult task.  This level along with the others I played were much more challenging than most of those featured in New Super Mario Bros. on DS. Also, the clouds in the level would sometimes obscure your surrounding but shaking the Wii Remote would make them dissipate.    


    Another level I played was an ice stage which included a new power-up that turned Mario into a penguin.  As a penguin, Mario could slide down hills on his belly and smash through bricks as he went. Penguin Mario could also shoot balls of ice that could freeze enemies. Once an enemy was frozen you could use them as platforms to get to previously unreachable areas.    


    Speaking of power-ups, I know that the fire flower is back and that Yoshis will be available to use in some stages. There also was the return of a feature that originally appeared in Yoshi’s Island. There are certain areas that are obscured until you walk into them at which point you can then see what was previously hidden.    


    Overall, this game is looking like a great successor to the DS original.


    75
    TalkBack / Atlus Announces Trauma Team
    « on: June 01, 2009, 03:48:11 AM »
    The recently revealed Hospital will be called Trauma Team in North America. It will feature voice acting, new anime-influenced story sequences, and lots of exciting medical action.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18600

     Last week, Famitsu revealed the existence of Hospital, a new game from the creators of Trauma Center. Today, Atlus announced the game for North America with the localized title Trauma Team.    


       


    Players will have the opportunity to take on the role of six different medical professions including diagnostician, general surgeon, E.M.T., endoscope technician, medical examiner, and orthopedic surgeon. Popular medical tools like the forceps and the hemostat will be available for surgery. In addition, voice acting and brand new story sequences inspired by anime and manga will be included.    


       


    Trauma Team will hit store shelves in spring 2010.    


    E3 2009: ATLUS UNVEILS TRAUMA TEAM FOR Wii    


    Not your older sibling's Trauma Center
       


    IRVINE, CALIFORNIA -- MAY 29, 2009 -- Atlus U.S.A., Inc. today announced Trauma Team for Wii, an entirely new medical entertainment experience from the makers of the award-winning Trauma Center series.  Encounter unprecedented depth across six distinct fields of medicine: play as a general surgeon, diagnostician, E.M.T., orthopedic surgeon, endoscope technician, and medical examiner.  Follow the story as never before with all-new dynamic story sequences inspired by Japanese animation and comics; each dramatic chapter comes vividly to life with distinct style!  Hand-drawn art, innovative animation, and quality voice acting perfectly capture the raw intensity, excitement, and danger of every heart-pounding moment!        


    Bigger, more exciting, and more balanced than ever before, Trauma Team is the ultimate medical entertainment experience!    


       Trauma Team is currently scheduled for release in spring 2010.


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