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Messages - TheYoungerPlumber

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2926
TalkBack / RE:Sonic Heroes Review
« on: January 30, 2004, 09:37:11 AM »
PGC's multi-review format was DESIGNED for games like Sonic Heroes.   Jonny's review is completely separate from mine, so you shouldn't assume one review is any indication of a future one from another staff member, SearanoX.

It isn't that Jonny and I have very different opinions of this game--he elaborated on many of my issues with the game--but we come from different camps.  I enjoyed (the Sonic) parts of the last two 3-D games, despite their problems.  Jonny did not.  It says something that we mostly agree on this game.  People reacted strongly to my "harsh" 6.5, but I may have been a tad generous in my review.  Numbers don't mean very much below the 7 cut-off, anyway.

Quote

Having read this, I think it would be an interesting experience (experiment?) if Amusement Vision and Sonic Team "swapped" games.
You know, that's not such a bad idea.  Amusement Vision is excellent at boiling a game down to its essence, and Sonic has gained quite a few pounds in recent years ;-)  One could argue Yuji Naka has moved on from the franchise, anyway, leaving development mostly to Dimps and Sonic Team USA.  That's probably an unfair statement, though, as he is in a more supervisory position with all of his games nowadays.
 

2927
TalkBack / RE:Movie Advance GBA Movie Player Review
« on: January 24, 2004, 05:54:15 PM »
Well, what about 4:3 to GBA, then?  Are standard 4:3 movies vertically "squished" like NES games on the GBA, cut off on the top and bottom, or barred on the left and right edges?

2928
TalkBack / RE:Movie Advance GBA Movie Player Review
« on: January 24, 2004, 12:18:03 PM »
How does the movie player handle the scaling of 4:3 and widescreen movies for the GBA's display?  Does it stretch/squish to fit the entire screen, or does it use black bars?

2929
TalkBack / Nintendo DS Interview
« on: January 21, 2004, 03:07:57 PM »
Game Informer Online discusses Nintendo’s recent announcement with Beth Llewelyn.

Source: Game Informer Online
Link: http://www.gameinformer.com/News/Story/200401/N04.0121.1808.42530.htm


Following yesterday’s intriguing revelation of the Nintendo DS, the Nintendo's rumored “third pillar” platform, Billy Berghammer of Game Informer Online talked with Beth Llewelyn, NOA’s Director of Public Relations.  The interview reveals a handful of new tidbits along with clarification on what the system is and why it exists.  Below are a few highlights:

Quote

Billy:  Will the unit be backwards compatible with the Game Boy Advance or the Game Boy?

Beth:  We haven’t announced anything about that, yet.


Billy:  I also read that developers can use both screens as one if they so choose.

Beth:  Yes, you can use the two screens as one big monitor.  I think it’s one of those things that the developer will have the freedom to do what they want to do.

Billy:  Will the screens be side-by-side, or vertical?  Also, will the screens be set right next to each other or will they be separate, much like the classic Game & Watch designs?

Beth:  The[y] will be in the vertical position.

Beth also confirmed that DS cartridges can store up to 1 Gigabit, or 128 Megabytes, of information, and that the hardware and its 1st and 3rd party software will be fully revealed at E3 2004.  She neither confirmed nor denied the possibility of backwards compatibility with Game Boy games.  To read more about Nintendo’s philosophy behind the system and why it was announced so early in the year, be sure to check out Game Informer’s full interview!  

2930
TalkBack / RE:Nintendo Reveals "Third Pillar"!
« on: January 20, 2004, 08:16:11 PM »
Does Nintendo have to do this EVERY YEAR?  Last year they announced the SP right after Christmas, this year the DS.  I'm a bit worried about this one--its dual-processor nature reminds me of the ill-fated Saturn.

This isn't a new idea, either.  Some guy at Nintendo probably saw an old Game & Watch game and said "Why not?"

2931
That RF Modulator is not a solution.  You would need something with coax input and AV output--an RF modulator goes the other direction.   If you do find a box that goes the proper direction, it would need some sort of channel changing capability; otherwise it would probably be stuck on channel 3.  Just go the VCR route.  

2932
Nintendo Gaming / RE:What happened to the Flash cards for memory?
« on: January 16, 2004, 11:50:49 AM »
http://www.nintendo.co.jp/ngc/gaej/sdcard/index.html

The SD adapter is used to capture screens in-game (I think you push Z).  As I understand it, the pictures are saved as JPGs or some other common format, and can be copied to any computer via an SD reader.  You can also copy your village data to an SD card and email it to a friend.  The web site demonstrates printing pictures and emailing data via diagrams.

So yeah, the SD card could be used for larger-scale updates.  Surely it could be used to add new levels, etc. if the game is programmed with the proper hooks.  The GameCube wouldn't even need to go online.  This would be a very clever way for Nintendo to sell or give away ROMs: just download to your SD card and boot up Animal Crossing 2.  

2933
TalkBack / RE:Sonic Heroes Review
« on: January 16, 2004, 04:47:13 AM »
Before anyone flames me and not my review, let me say that I do not bash Sonic Heroes because it is the "cool" thing to do.  I don't hate 3-D Sonic games: I liked Sonic Adventure, and Sonic Adventure 2 kept me busy for two whole months.  A review is its writer's truthful opinion of a game, and this is my review.  I was looking forward to Sonic Heroes since the excellent E3 (and Double Dash) demo--unfortunately, the demo stages are two of the game's best stages. (A smart move by Sonic Team, I might add.)  I'm glad some people do not share my disappointment, but it doesn't change my opinion of the game.  Like I said in my review, if the voices and combat don't bother you, you'll enjoy the game.

Bartman: I understand Sonic Team is trying to be helpful with the reminders, but they get on my nerves.  They could have easily included a voice dub mute option to make everyone happy.  I shouldn't HAVE to maneuver around ? icons.  The automatic dialogue is the really bad part, anyway.


Quote

I think the japanese voices are on the same level as the english voices, they're both lame if you hate it that much..
I don't know which version of Sonic Heroes you own, but the domestic GameCube version has no Japanese vocal track--only subtitles.

Edit: Removed an extra "for" in a brain-damaged sentence, fixed incorrect possesive forms.  

2934
TalkBack / Sonic Heroes Review
« on: January 15, 2004, 08:22:35 PM »
Sonic's first new GameCube game is ironically his weakest.

Review by Michael Cole

The Sonic Adventure series is a controversial one. The games were praised for keeping traditional level design alive during last generation’s onslaught of collect-a-thon platformers.  However, Sonic Adventure 1 and 2’s unpredictable glitches and hit-and-miss gameplay turned many old-school Sonic fans off.  After bringing both Dreamcast titles and the hedgehog’s 2-D classics to the GameCube, Sonic Team has released the successor to the Adventure series: Sonic Heroes.  While Sonic Heroes presents a few new gameplay mechanics and impressive visuals, the multiplatform game suffers from the same technical problems as its predecessors—plus a few new ones!

The game’s basic premise remains the same as in most Sonic games: get through the levels as quickly and skillfully as possible.  In an interesting twist, however, players now control teams of three characters.  There are four teams: Team Sonic, Team Dark, Team Rose, and Team Chaotix.  Borrowing from Sonic 3 & Knuckles and the Sonic Advance games in design, the game consists of all four playable teams progressing through similar levels and boss battles.  The player controls one character at a time and can switch formations with the X and Y buttons.  Computer-controlled teammates aid in attacks and often act as ammunition; they cannot be killed and re-spawn when separated from the leader.  

Each team has a speed character (e.g. Sonic), a power character (e.g. Knuckles), and a flight character (e.g. Tails); all characters of the same type share similar moves.  In 2-D Sonic games, the unique feel of each character provides vastly different experiences, and the lack of such variety among teams in Sonic Heroes comes as a huge disappointment.  While the teams have their own versions of each level, only Team Chaotix’s scavenger-based missions come off as truly different from the rest.  Renters can experience a comprehensive Sonic Heroes experience after only one or two teams’ stories.

Sonic Heroes’ biggest weaknesses are its combat system and related controls.  While the three-formation system provides a refreshing choice in combat styles when facing a handful of opponents, the system quickly becomes disorienting in larger battles.  Stunned teammates cannot lead, and the formation will not switch until all characters are on the ground, regardless of when you push X or Y.  As a result, players will find themselves performing a flying formation attack after they think they’ve switched to power formation—often leading to damage or death.  Context sensitive controls further complicate combat.  For instance, as Sonic, pushing B near rings as triggers a light dash, which causes Sonic (and his teammates) follow a trail of rings to another location.  The same button also triggers a homing tornado attack circling an enemy when pushed in midair, and a speed burst when on the ground.  As a result, a player can easily dash off a cliff or attack an enemy instead of following a path of rings when he pushes B.

Boss battles are a huge disappointment: most require little strategy and ridiculous precision.  Mashing the homing attack button 40 times to destroy one target while another attacks from behind is hardly fun.  What’s more, larger enemies have a knack for hitting characters such that they either fall off a cliff or become entrapped in attacks for an instant kill.  The team boss battles are mindless, chaotic shoving matches between two teams on a suspended platform.  As if to demonstrate Sonic Team’s apathy towards boss battles, two of them are uncreative parades of standard enemies.  Unacceptable!

The close combat also poisons many of Sonic Heroes’ later levels.  In the Sonic Adventure games, levels were divided by gameplay styles; those who disliked one style could simply choose not to revisit those levels.  Such is not the case in Sonic Heroes.  Most stages feature a series of puzzle, platforming, and combat sections.  The good levels focus on the former two gameplay styles and resemble Sonic Adventure 2’s action stages: players blaze through levels while destroying enemies and hitting switches to move forward.  However, once stronger enemies rear their heads and block the player’s progress, the game slows to a crawl.  Certain enemies are only vulnerable to power formation attacks.  The problem is that the most useful power attacks have a recovery period in which the player cannot attack or switch formations, and stronger enemies tend to shield themselves.  The result is a horrendous case of hurry-up-and-wait in a title that promises fast-paced action, making for longer levels that tend to drag.

No modern Sonic game would be complete without annoying voice acting.  In the Sonic Adventure series, cut-scenes with disgraceful dialogue furthered the games’ plots.  Thankfully, optional Japanese voices and scene-skipping brought the torture down to a tolerable level.  Sonic Heroes has no such remedy.  In what amounts to a cruel practical joke, this game’s haphazard plot is mostly revealed through discussion amongst the members of your team during gameplay.  While the voice actors range from highly annoying to tolerable, the script is appalling.  In fact, most of the game’s events have little to no explanation.  Sonic games have never needed much of a story, but the weak conversations mostly consist of repetitive or obtuse commentary.  Here are a just few of the brilliant statements heard within the game:
Quote

Cream: There are so many robots!
Big: Wow, you’re right!

Tails: Woah, my head’s spinning!

Cream: I feel like I've become one with the flower!


The characters also provide hints, triggered when the player touches hint icons or plays through the level.  At first the vocal aids make for a useful tutorial, but they quickly outstay their welcome.  In fact, the game reminds players of standard moves on Team Sonic’s final level!  NO! The worst part?  Sonic Heroes only includes English voice dubs and provides no way to mute them.  The aural pollution is a damn shame, too, as gamers will be unable to appreciate the quality soundtrack if they choose to mute the sound.

Sonic Heroes attempts to enhance the Sonic gameplay with its team-based combat, but instead detracts from the fast-paced gameplay gamers expect.  Fans will enjoy this game if they are willing to put up with chaotic combat, frustrating combat controls, and inexplicable deaths, while tuning out the barrage of obtuse character comments, but the other 98% of the gaming community should rent the game at most.  Sonic Adventure 2: Battle remains the best 3D Sonic game available.

Pros:
  • Branched level design
  • Good background music
  • Minimal mindless hunting

    Cons:
  • Confusing and unresponsive combat
  • Disappointing bosses
  • Teams are almost identical
  • Same old frustrating physics bugs
  • Cream’s voice

    Graphics: 9.5
    Sonic Heroes delivers detailed environments, rich colors, and an excellent draw distance—all at a silky smooth sixty frames per second in single player, and an impressive 30 fps in multiplayer.  The game even supports progressive scan, now with an optional deflicker mode for a crisper picture.  The FMVs look good, but serve little purpose.  Were Sonic and friends not seemingly made of plastic, this would be a perfect 10.

    Sound: 6.0
    One would be hard-pressed to find a Sonic Heroes song as haunting as the City Escape theme from Sonic Adventure 2, but the level music is always fitting and often enjoyable.  Less impressive are the theme songs: while the melodies are fine, their campy lyrics leave much to be desired.  The reproachable character dialogue during gameplay and spotty acting drag this score down.

    Control: 6.0
    Context-sensitive buttons and awkward formation mechanics make everything except basic platforming somewhat unpredictable.  Players will find themselves falling off grind rails without any apparent reason and dashing off cliffs instead of smashing crates.  The special stage controls are sluggish, like a wet sponge.

    Gameplay: 6.0
    The branched level design is appealing, but a brief revisit to Sonic’s earlier 3-D stages reveals that his speedy spirit, which veiled his games’ shortcomings in the past, is not present in Sonic Heroes.  Simply put, the best parts of this game were more skillfully executed on the Dreamcast.  What’s worse, Sonic Heroes’s close combat seems bent on spoiling the fun players will have with this game.  Unpredictable deaths and chaotic boss battles further scar this tattered product.  

    Lastability: 7.0
    Sonic Heroes has plenty of challenges for those interested.  Besides the four teams’ stories to complete, each level features a secondary mission, and scores are once again ranked from A-E.  Earning emblems unlocks additional multiplayer modes, though only the racing mode is of real interest.  There are also chaos emeralds to collect in the special stage.  In reality, though, the game’s faulty physics and ill-conceived combat will dissuade most from attempting anything close to 100%.

    Final Score (Not an average): 6.5
    This game has its moments, but overall it fails to deliver on its promise of Sonic-speed action.  Despite the game’s arsenal of old-school throwbacks, classic Sonic fans will feel cheated by Sonic Heroes’s overly-extended levels, disastrous boss battles and incompatible combat system.  Xbox and PS2 owners have no alternative, but GameCube owners should turn to Sonic Adventure 2: Battle, or even the less-than-stellar Sonic Adventure DX, for their blue blur fix.  

  • 2935
    TalkBack / Acclaim to publish Worms 3D
    « on: January 15, 2004, 08:35:21 AM »
    North American gamers will finally get a chance to play Team 17's international hit next month.

    Source: Acclaim Press Release

    Update: Although the press release does not mention specific platforms, we contacted Acclaim to ask about a GameCube version.  The publisher has recently withheld GameCube versions of some of its games, citing poor sales of third-party software on the system, but Acclaim will indeed publish Worms 3D on GameCube in North America.

    Quote

    ACCLAIM ENTERTAINMENT, INC. SIGNS EXCLUSIVE PUBLISHING AGREEMENT WITH TEAM 17 FOR 'WORMS 3D' AND FORTHCOMING TITLE IN NORTH AMERICA

    Popular Video Game Brand Comes Home in 3D for First Time on Next-Generation Gaming Systems and PC

    GLEN COVE, NY, January 15, 2004 - This spring, early birds will have some serious competition, as Acclaim Entertainment, Inc. (NASDAQ.SC: AKLM), today announced that it has signed an exclusive publishing agreement with Team 17 for Worms 3D, the latest installment in their popular video game brand that has sold more than 8 million units worldwide.  Worms 3D, for the first time in the history of the popular series, transports players into a robust 3D world where they engage in epic battles against other teams of worms in an action-strategy game filled with outrageous, over-the-top weapons, humor and online head-to-head play.

    "Worms 3D illustrates how proven brands can evolve over time and reap the benefits from the latest hardware platforms," said Rod Cousens, Chief Executive Officer of Acclaim.  "We're pleased to be working with Team 17 on this title, as well as its soon-to-be-announced title which will launch in the fall of 2004."

    Worms 3D expands upon the successful history of the turn-based action strategy franchise, featuring a bizarre and outlandish array of explosive weaponry and laugh-out-loud instances that will forever change the face of war.  Worms 3D enhances the classic Worms gameplay, including favorite series' weapons such as ninja ropes, jetpacks and super sheep, as well as hilarious new weapons that were designed to take advantage of the new liberating 3D landscape.  Worms 3D also includes fully destructible environments, more than 100 unlockable hidden features and a wide variety of single and multiplayer modes, including head-to-head online play.

    Worms 3D will be available in February across the next-generation gaming systems and PC at suggested retail prices to be determined.  For more information on this game, please visit http://www.worms3d.com.

    2936
    TalkBack / Diamond Dallas Page Exclusive to Showdown: LoW
    « on: January 14, 2004, 08:33:23 AM »
    Acclaim secures another famous wrestler for its multiplatform wrestling game.

    Source: Press Release

    Quote

    GAMERS TO ‘FEEL THE BANG!’ WITH ‘DIAMOND DALLAS PAGE’ EXCLUSIVELY IN ACCLAIM ENTERTAINMENT, INC.’S ‘SHOWDOWN™: LEGENDS OF WRESTLING™’

    Unrivaled Wrestling Supercard Expands With More Championship Talent Leading Up to Title’s April 2004 Release on Next-Generation Gaming Systems

    GLEN COVE, NY, January 14, 2004 - Wrestling fans around the world will soon “feel the BANG!” of the “diamond cutter,” as Acclaim Entertainment, Inc. (NASDAQ.SC: AKLM) today announced that it has exclusively signed Diamond Dallas Page (DDP) to appear in SHOWDOWN™: Legends of Wrestling™.  Featuring more than 70 wrestlers, SHOWDOWN™: Legends of Wrestling™ is currently under development with Acclaim Studios Austin and is scheduled for release in April 2004 across the next-generation gaming platforms.

    “The addition of Diamond Dallas Page, one of the sport’s most beloved personalities, helps make SHOWDOWN™: Legends of Wrestling™ an even bigger main event among wrestling fans this spring,” said Brian Shields, Brand Manager for Acclaim.  “Using SHOWDOWN’s™ brand new “Ready To Brawl” controls, fans can execute DDP’s ‘diamond cutter’ and other signature moves on any number of opponents using the game’s intuitive pick-up-and-play control system.”

    “Yo cutters, it’s time once again for the wrestling world to feel the BANG!,” added Diamond Dallas Page.  “Everyone has been asking when the original people’s champion is returning to the ring.  The three-time, three-time, three-time World’s Heavyweight Champion is ready for battle in SHOWDOWN™: Legends of Wrestling™.  It’s great to be part of this roster of wrestling icons and to work with Acclaim.  You know DDP’s ready and the “diamond cutter” isn’t far behind. I’ve battled the odds my whole life and that’s how I like it.  This April, get ready to feel the BANG!”

    Exclusive images of Diamond Dallas Page in Acclaim’s SHOWDOWN™: Legends of Wrestling™ can be seen at www.legendsshowdown.com.  Fans can visit the site and register to become part of “The Legends Legion,” a free membership that qualifies them to receive ongoing email updates highlighting the latest gameplay and talent announcements.  The SHOWDOWN™ site also provides visitors with exclusive product information and free downloadable content.

    A former World’s Heavyweight Champion, Diamond Dallas Page began his wrestling career outside of the ring serving first as a manager and commentator before wrestling in his first professional match in 1991.  DDP went on to wrestle and defeat some of the sport’s best wrestlers.  A successful actor who has appeared on television and in movies, DDP is also an inspirational speaker and accomplished author of “Positively Page,” and is currently at work on his next two books.  

    DDP is the latest addition to the roster of more than 70 legends who appear in SHOWDOWN™: Legends of Wrestling™, including Ultimate Warrior, Jake ‘The Snake’ Roberts and ‘The American Dream’ Dusty Rhodes.  Additional wrestlers will continue to be announced over time, and join such all-time greats as:

    British Bulldog
    Dory Funk, Jr.
    Hacksaw Jim Duggan
    Ivan Putski
    Jerry ‘The King’ Lawler
    Jimmy ‘Superfly’ Snuka
    Ricky ‘The Dragon’ Steamboat
    Sabu
    The Sheik
    Terry Funk

    SHOWDOWN™: Legends of Wrestling™ will be available in April 2004 across the next-generation systems at suggested retail process to be determined.  For more information on this game, please visit www.legendsshowdown.com.


    2937
    Podcast Discussion / Prize Radio Trivia Results for 1/9/2004
    « on: January 09, 2004, 07:02:40 PM »
    To make up for the constant cancellation of trivia, TYP gave away a copy of Radio Trivia classic M.C. Kids for the NES.  As this was a surprise prize, not many contestants showed up.  Check out how NikJam struggled for his two points in an abyss of stumpers!



    Game 1: Mario Party 5 (GC)

    Points to: NikJam, Mikemn

    Q: What is the Peach & Wario team named?
    <Kentop> royal pain


    Game 2: Top Gear (SNES)

    Points to: Lorg, SS4Gogita

    Q: Although most of the Top Gear games were developed internally at Kemco, which company developed Top Gear Rally 2 on N64?
    <NikJam> saffire


    Game 3: Adventures of Lolo (GB)

    No Points Awarded

    Q: According to the GB game, Lolo is King of what land?
    <BobbyRobby> eden


    -----HALFTIME-----
    Mario Kart 64 Party in the Snowland OC ReMix (DarkeSword)
    -----HALFTIME-----


    Game 4: Sparkster (SNES)

    No Points Awarded

    Q: What kingdom does Sparkster live in?
    <Mumbo> zebulous


    Game 5: Swords and Serpents (NES)

    No Points Awarded

    Q: What do you need to get into the “Secret Level”
    <FFantasyFX> Black Crystal


    -----RESULTS-----

    NikJam: 2


    Mikemn: 1

    Kentop: 1

    Lorg: 1

    SS4Gogita: 1

    BobbyRobby: 1

    Mumbo: 1

    FinalFantasyFX: 1

    2938
    TalkBack / Nintendo Announces World Hobby Fair Presence
    « on: January 09, 2004, 06:52:47 PM »
    Nintendo's Japanese website reveals which games it will display on the 19th.

    Source: Nintendo Co., Ltd.
    Link: http://www.nintendo.co.jp/n10/hobby_19/index.html

    Nintendo will be showing off its multiplayer muscles at this year's World Hobby Fair, starting January 19th in Osaka.  Nintendo will promote the already-released Mario Kart: Double Dash!! and Mario Party 5 with ongoing competitions.  Winners will earn stamps in order to redeem special Nintendo prizes.  Attendees can also compete against others in The Legend of Zelda: Four Swords Plus, the GameCube sequel to the 4-player GBA game on display at E3 last year.  Three different modes will be on display; the winner after all three modes will take home a Link figurine in the style of The Wind Waker.  The game's three modes are Hyrule Adventure, which looks and plays like A Link to the Past with four players, Navi's Trackers, which is a scavenger hunt aimed at younger players, and the as-yet-unseen battle mode.

    Gamers at the show can also try out the upcoming Kirby Mirror for GBA, with its four-Kirby cooperative gameplay.  Nintendo will also be promoting and selling eReader Cards for Rockman EXE 4 (Mega Man Battle Network 4), Mario Advance 4, and F-Zero: Falcon Tradition at the show.  Three F-Zero GX cars will also be avialable to download to a GC memory card.

    The World Hobby Fair will visit Osaka, Nagoya, Tokyo, and Fukuhar.  For more details, see Nintendo's: Japanese site.


    Jonathan says: I'm looking forward to learning about the new battle mode in Four Swords Plus.  And what is this Kirby Mirror?  Sounds like it could be yet another connectivity game for four players.  

    2939
    TalkBack / GDCA Nominations Commence
    « on: January 07, 2004, 07:23:44 AM »
    Game developers can now recommend games for Game Developer Conference's big awards show.

    Source: Press Release

    Quote

    Nominations Open for 4th Annual Game Developers Choice Awards

    Recipients to be Announced at 2004 Game Developers Conference

    SAN FRANCISCO - Jan. 7, 2004 - Nominations are open for the 4th Annual Game Developers Choice Awards, the most prestigious honors in game development.  

    Nominations will be accepted through Jan. 23, 2004.  All those directly involved in the development and design of videogames are eligible to nominate at www.igda.org/awards.

    The International Game Developers Association (IGDA) will present the awards on March 24, 2004, at the Game Developers Conference (GDC) in San Jose, Calif., the world's largest conference and exposition dedicated to video game development and related industries.

    "All the recognition we've received so far pales compared to the Choice Awards," noted Ubisoft's Splinter Cell team, a previous award recipient.  "Acknowledgement from fellow game developers and from the industry tells us we've done something important beyond commercial success, something that will be remembered, and something that helps advance the genre and the art form."

    The Game Developers Choice Awards categories focus on rewarding and recognizing innovation and excellence in the art of making games - regardless of genre, platform or delivery medium.  Awards will be given in the following categories:
    ·        Game of the Year
    ·        Rookie Studio Award
    ·        Original Game Character of the Year
    ·        Excellence in Audio
    ·        Excellence in Game Design
    ·        Excellence in Programming
    ·        Excellence in Visual Arts
    ·        Excellence in Writing
    ·        Game Innovation Spotlights
    ·        Lifetime Achievement Award
    ·        First Penguin Award
    ·        Maverick Award
    ·        IGDA Award for Community Contribution


    "Developers know first hand all the sweat and tears that go into making groundbreaking games," said Jason Della Rocca, program director, IGDA. "Having them nominate their peers, and watch fellow developers receive the recognition is only fitting."

    2940
    TalkBack / RE:Mario Party 5 Review
    « on: January 01, 2004, 07:43:20 PM »
    Thanks for the compliment, adv2k1.69.

    I did look at this as a "yearly" title when evaluating the game, Mike.  However, unlike Madden, which has new team rosters and an improved engine every year, Mario Party 5 doesn't feel like a true upgrade.  And yes, I can blame Nintendo for not pushing the envelope--the company promised to deliver new experiences and less sequels!  I understand that it is quick money for both companies, and people buy it, but you could say the same thing about 95% of movie-licensed crap.

    Hudson made the enjoyable Bomberman Generation, and Bomberman Jetters comes out sometime this quarter, I believe.

    As for Kirby Air Ride...well, I have conflicting emotions on that one, but I do agree it's better for multiplayer than F-Zero GX.  I'd link to my review, but...well...you know...

    2941
    TalkBack / Mario Party 5 Review
    « on: December 31, 2003, 02:08:57 PM »
    Mario Party 5 is the best in the series, but not by enough to warrant its creation.

    Review by Michael Cole

    When Mario Party hit the streets in 1999, people went crazy over the four-player madness, and a plague of loose N64 control sticks struck the nation.  Fueled by the game’s success in both Japan and the U.S., Hudson and Nintendo went on to make annual sequels.  Mario Party 5 continues the tradition of boards, mini-games, and mischief, but its weather-worn mechanics will leave Nintendo fans once again wondering why the two companies even bothered.

    The main game, Party Mode, remains virtually unchanged from the five-year-old original.  Four characters compete (in teams or alone) on a game board for stars, purchased with coins won on the board and in mini-games, or obtained through more malicious means.  If less than four humans are playing, those unaccounted for are controlled by the computer.  Players hit random dice to move, choosing their direction at intersections and succumbing to whatever fate their resting space has in store for them.  Instead of buying items, players receive capsules containing items and events, which they can place on board spaces for free or use on themselves for a fee.  This new capsule system incorporates many of the items and events seen in earlier Mario Party games, but the capsules’ frequency and thrift make the system superior to the cruelly random shop system.  Events range from theft to Bowser mini-games and are distributed among the board’s spaces at the start of a game.

    MP5’s mini-games, which come in free-for-all, 1-on-3, 2-vs-2, and duel varieties, vary in substance.  Some of the mini-games are rehashed Mario Party games with a new mask.  The worst offenders are the button masher and luck-based games, though there are a few more pleasant remakes, too.  Other mini-games, such as Hotel Goomba, a dungeon-room puzzler, and Coin Cache, with its platformer brick smashing, are surprisingly fresh for the series and excellent entertainment.  A party game may employ all mini-games or pre-defined subsets; players can no longer compile a custom list of mini-games.  Mini-games can also be enjoyed in alternate presentations, such as the Decathlon, or chosen individually.  There are still unfair and boring mini-games, but overall MP5’s mini-games easily outshine those in most other Mario Party titles—including Mario Party 4.

    Unsurprisingly, Mario Party 5 is not a fun single-player experience.  A normal party game with one or two human players is just as monotonous as in the first four Mario Party games: you spend half of the game mindlessly picking your nose, eating your hat, or turning off your GameCube as the computer opponents make their moves.  The story mode, which pits one human player against three computer-controlled Koopa Kids, is a decent attempt at a tolerable single-player Mario Party experience: the three kids all take their turns together, helping to speed things up.  However, some of the best mini-games are excluded in this mode, since the player is always competing against the Koopa Kid team.  Within the mini-games the AI is as frustrating as ever—eerily cooperative when working with itself, and as dumb as a goomba when paired with a human.  Being partnered with the computer in a 2-vs-2 mini-game is usually a curse.  The single-player woes will not turn away Mario Party fans that are already familiar with this setback, but newcomers should understand this before spending any money.

    Perhaps the most unexpected surprises are Mario Party 5's bonus games.  Beach Volleyball and Ice Hockey, with their Mario Party controls, certainly don't compete with games like Beach Spikers and NHL Hitz, but they do provide fun, quick diversions similar to those found in the Super Monkey Ball series.  The Card Party, possibly inspired by the Mario Party e-Card game, omits the mini-games and replaces the board with path cards.  Specially-labeled cards hold items, events, or stars, but the exact nature of a card is not revealed until a player piece moves onto it.  The presentation is charming, but its subdued action makes anything but the shortest Card Party game a bore.  Super Duel Mode, where players build and fight with unresponsive tanks, isn’t worth anyone’s time.

    Mario Party 5 may be the best in the series, but it’s downright absurd that the series has reached its fifth installment.  Hudson and Nintendo are merely tweaking an already-finished game, refusing to address the series’ larger flaws or considerably improve its engine.  If Mario Party is the only project which Hudson and Nintendo can successfully collaborate on, perhaps they shouldn’t collaborate anymore.


    Pros:

    • Boards finally in 3-D
    • Capsule Item & Event system
    • Creative, competitive mini-games
    • Better-than-average Mario Party music



    Cons:

    • Still-crummy AI
    • Only fun with 3-4 people
    • Sometimes sloppy controls
    • Not radically different from the first four games
    • No custom mini-game list!




    Graphics: 6.0
    Except for the 3-D boards, Mario Party 5 looks identical to its predecessor.  Blurry textures and rudimentary environments are rampant, and the most impressive visuals are the generic character models and artwork also found in other recent Mario games!

    Sound: 7.0
    Mario Party 5 suffers from the same repetitive voice samples found in MP4, including the seemingly-intoxicated Daisy, although Toad now adds his loveable voice to the mix as a playable character.  The board music is some of the best in the series, second only to the original’s, though the mini-game tunes are less engaging.

    Control: 7.0
    The generic Mario Party running and jumping controls are adequate for the mini-games, but some of the more unique games suffer from sloppy input.  Super Duel Mode’s botched controls make the mode worthless.  And does anybody still enjoy button-mashing?

    Gameplay: 6.5
    Boy, is Mario Party showing its age!  This game has some really fun mini-games and bonus games, but the whole presentation is getting stale.  MP5 can still be a blast with four partiers, but Hudson and Nintendo still haven’t accommodated for parties of two.

    Lastability: 5.0
    If you’ve never played a Mario Party game and have three buddies over every other night, this game will last you a while.  For most gamers, though, this title is all too familiar to be playable for hours on end.

    Final Score (Not an average): 6.5
    If you just got your GameCube at the reduced price and demand Mario Party action, please buy this game instead of Mario Party 4. Otherwise, stick with the Party you’ve got.  I look forward to the day the series goes online, but until then, Nintendo, I’m crashing another party!
     

    2942
    TalkBack / Pokéspecial for Poképreorder
    « on: December 23, 2003, 09:53:48 PM »
    Preorder Pokémon Colosseum and get a special bonus disc!

    Source: Nintendo.com
    Link: http://www.nintendo.com/newsarticle?articleid=c60a6fd6-dc03-4ed1-9ad6-89f4f6265452

    Nintendo fans who preorder Pokémon Colosseum between February 9th and the game’s release on March 22nd will receive a bonus disc full of Pokémon goodies.

    Besides giving players a preview of the GameCube game, the bonus disc will contain footage of the upcoming Pokémon movie, Pokémon: Jirachi Wish Maker.  Most importantly, players will be able to download their very own Jirachi from the bonus disc to their copy of Pokémon Ruby or Sapphire on the GBA!  Whether or not the preview of Pokémon Colosseum is playable or not is undetermined.  

    2943
    TalkBack / RE:Capcom Officially Announces Mega Man Compilations
    « on: December 23, 2003, 11:50:12 AM »
    If these games  *don't* sell like hot cakes, the world should be shot.

    I remember watching a few episodes of the anime...I'd probably enjoy those clips on the PS2 version.  Ah well...

    2944
    TalkBack / Mysterious Next-Gen Title in the Works
    « on: December 22, 2003, 02:26:11 PM »
    Acclaim and BattleBorne strike a deal and announce that they will actually reveal their next-gen game in January!

    Source: Acclaim

    Quote

    ACCLAIM ENTERTAINMENT, INC. ENTERS INTO EXCLUSIVE GLOBAL PUBLISHING AGREEMENT WITH BATTLEBORNE ENTERTAINMENT, INC.

    Next-Generation Title to Be Announced in 2004

    GLEN COVE, NY, December 22, 2003 - Acclaim Entertainment, Inc.
    (NASDAQ.SC: AKLM), today announced that it has entered into an exclusive
    global publishing agreement with Reno-based developer BattleBorne
    Entertainment, Inc. for their soon-to-be announced video game for the
    next-generation gaming systems.  Comprised of former members of the
    celebrated Fallout 2, Baldur's Gate: Dark Alliance and Tom Clancy's
    Ghost Recon teams, BattleBorne is currently utilizing the critically
    acclaimed Snowblind Studios technology and their own proprietary tools
    to develop the game.

    "We are very pleased to enter into this publishing agreement with
    BattleBorne," said Rod Cousens, Chief Executive Officer of Acclaim.
    "We're confident that consumers will be equally excited when we unveil
    the game next month on our web site."

    "Acclaim's aggressive and forward-thinking approach to the industry made
    them the obvious choice to work with," added James Kosta, President of
    BattleBorne Entertainment, Inc.  "BattleBorne has been hard at work on
    this title since 2002 and we believe that our technology, combined with
    that of Snowblind Studios, is going to impress everyone who sees the
    game."

    2945
    TalkBack / Platinum & Onyx Dual Color GBA SP Announced
    « on: December 18, 2003, 06:54:02 AM »
    People like Silver.  People like Black.  Why not buy both?

    Source: Nintendo

    Quote

    DID YOU KNOW?

    Nintendo Announces New, Limited-Edition, Two-Tone Game Boy Advance SP

    December 18, 2003 - To celebrate the best year in the 14-year history of the Game Boy® video game system, Nintendo announces a new, limited-edition, two-tone version of the popular Game Boy® Advance SP. These special models, available starting Feb. 9 at an MSRP of $99.99, will have Platinum bases with Onyx lids, for a silver-and-black look that's sleek and unique.

    "With more than 40 percent of Game Boy Advance SP players over the age of 18, the system is enjoying an expansion toward an older demographic," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "It's easy to see how these celebratory silver-and-black versions will appeal to an older audience. And with a limited supply, they're likely to become collector's items."

    November proved to be another monumental month for the Game Boy® Advance. The Toy Retail Sales Tracking Service (TRSTS) reports that the Game Boy Advance sold more than 1.3 million units. To put that in perspective, that's more than 50 percent more Game Boy Advance units sold in November than PlayStation 2. As the hottest-selling game system in the world, total U.S. sales for Game Boy Advance in 2003 are expected to top 8 million.


    Platinum and Onyx SP

    2946
    TalkBack / RE:Advance Game Port Now Available
    « on: December 18, 2003, 06:10:31 AM »
    No documentation I've found suggests this product can play GB or GBC games.  I'm curious to find out just how good of a GBA emulator this product is...

    2947
    TalkBack / Advance Game Port Now Available
    « on: December 17, 2003, 06:14:43 PM »
    Get your bootleg Game Boy Players right here!

    Source: Datel Electronics

    Quote

    DATEL ELECTRONICS ADVANCE GAME PORT FOR THE GAMECUBE

    Clearwater, FL  - December 17, 2003  - Datel Electronics, the world's leading developer and manufacturer of video game enhancement products, has announced the release of Advance Game Port, the newest addition to their line-up of GameCube gaming accessories.

    Advance Game Port transforms any GameCube console into a Game Boy Advance compatible gaming system, allowing gamers to play GBA games, including Pokemon Ruby and Sapphire, on their Television. With a simple plug and play interface and no hardware installation, Advance Game Port is the easiest way to play GBA games on the big screen.

    "Advance Game Port is the ultimate accessory for GameCube gamers looking to play GBA titles," says Doug Parsons, Managing Editor of Datel Design & Development, Inc.  "With GBA titles appealing to older gamers enjoying re-released classic SNES titles and younger fans playing monster and card collecting RPGs, Advance Game Port is the perfect solution for all GameCube owners looking to expand their gaming options."

    Advance Game Port comes complete with a cartridge docking station that connects easily through the GameCube memory card port.

    Advance Game Port joins other Datel products such as Action Replay, PowerBoard and Ultimate Codes in an exciting line-up of accessories that will make the GameCube gaming experience complete.  

    Advance Game Port is available now with an MSRP of $29.99.

    Visit www.codejunkies.com to learn more about Advance Game Port, and other exciting products from Datel.

    2948
    TalkBack / Panasonic Q Discontinued
    « on: December 17, 2003, 03:41:45 PM »
    Nintendo and Panasonic say good night to the Japan-only DVD-GC hybrid.

    Source: Game Watch

    Those interested in importing a DVD/GAME Player Q should do so immediately.  Panasonic recently announced that it will no longer produce its Q DVD/VCD player, also capable of playing Nintendo GameCube games.  This move is likely due to the product’s slow sales, especially after the standard GameCube price drop.

    The Qs currently in stores, which retail for 34,800 yen ($324), are the last ones available.

    Michael “TYP” says: The Q is a high-quality DVD player, probably still worth around $150 in Japan alone.  It’s a shame Panasonic couldn’t afford to bring the price down…  

    2949
    Podcast Discussion / Radio Trivia Results for 12/12/2003
    « on: December 12, 2003, 07:12:33 PM »
    With a copy of Fire Emblem and a brand new Flame GBA SP at stake, it was a fight to just connect to the radio stream tonight!   ‘Tis the season of giving, and TYP gave out plenty of points, with games like Super Smash Bros. Melee and Advance Wars.  It was almost a 7-way-tie, but TheHumanCow claimed the fabulous prize with the final bonus question!  Congratulations to the proud new owner of $130-worth of Nintendo goods!


    Game 1: Super Smash Bros Melee (GC)

    Points to: FFantasyFX, TheHumanCow, Magus--, carlos_, Rimmer, ham_matt, Arrow, TKnHappyNess, LockeCole, Oompa, Tavir, Gorillaz87, NikJam, mdm, Chiphead, SS4Gogita, GregHead, Sir_Pinch-a-Loaf, MarioLinkSamus, Sswan117, King_of_Crows, Br26, Joshums, BeathThpiker

    Q: What are Roy and Marth’s swords called? (Clearly label which is which, Spelling Counts!)
    <TheHumanCow> marth: falchion, roy: sword of seals


    Game 2: Sonic Advance 2 (GBA)

    Points to: NikJam, TKnHappiness, Ssawn117, Br26, Chiphead, Gorillaz87, ham_matt, Sir_Pinch.., TheViper, Oopma

    Q: The playable xylophones in Music Plant are based on which scale? (Spelling Counts!)
    <TheHumanCow> pentatonic


    Game 3: Donkey Kong 3 (NES)

    (No Points Awarded)

    Q: Which enemy in Donkey Kong 3 made a reappearance as a boss in Donkey Kong Country?
    <NikJam> queen bee


    -----HALFTIME-----
    Blowin’ in the Wind - Yuka Tsujiyoko (Fire Emblem Thracia776 Soundtrack)
    Super Smash Bros. Melee Concert: Fire Emblem
    -----HALFTIME-----


    Game 4: Advance Wars (GBA)

    Points to: LockeCole Br26, ham_matt, Tavir, Ssawn117, BeathThpiker, Chiphead, El_Barto_ carlos_

    Q: Which units cost twenty-thousand dollars?
    <Joshums> fighters and sub


    Game 5: Chester Cheetah (SNES)

    Point to: Asparagu

    Q: What are you trying to repair throughout the course of the game?
    <TheHumanCow> your motocycle


    -----FINAL SCORES-----

    TheHumanCow: 4


    ham_matt: 3

    Tavir: 3

    NikJam: 3

    Chiphead: 3

    Sswan117: 3

    Br26: 3

    carlos_: 2

    TKnHappyNess: 2

    LockeCole: 2

    Oompa: 2

    Gorillaz87: 2

    Sir_Pinch-a-Loaf: 2

    BeathThpiker: 2

    FFantasyFX: 1

    Magus--: 1

    Rimmer: 1

    Arrow: 1

    mdm: 1

    SS4Gogita: 1

    GregHead: 1

    MarioLinkSamus: 1

    King_of_Crows: 1

    Joshums: 1

    TheViper: 1

    El_Barto: 1

    Asparagu: 1  

    2950
    TalkBack / King of Fighters EX2 Ships to Retailers
    « on: December 11, 2003, 06:28:57 PM »
    The second GBA incarnation of the King of Fighters franchise kicks its way to stores.

    ATLUS U.S.A., INC. SHIPS "THE KING OF FIGHTERS EX2: HOWLING BLOOD" FOR THE NINTENDO GAME BOY® ADVANCE


    THE KING OF ALL FIGHTERS IS BACK!


    Irvine, CA, December 11, 2003 - Atlus U.S.A., Inc., a leading publisher of console videogames, announced today that is has shipped the next game in the best-selling “King of Fighters” franchise: “The King of the Fighters EX2: Howling Blood” for the Game Boy® Advance.


     


    OVERVIEW:


     Are you prepared for the fight of your life?  Do you think you’re ready to enter the latest KING of FIGHTERS tournament!? If the answer is yes, then "The King of Fighters EX2: Howling Blood" will definitely satisfy your inner warrior!  This new portable version features a refined fighting system, 6 modes of play and 3 exclusive characters not in any other King of Fighters game.


     


    FEATURES:


  • Gain experience with each new match - refine your skills, unlock secrets and master powerful new moves!  
  • 21 deadly characters across 7 tough-as-nails teams, including 3 characters exclusive to this version!  
  • Exciting VS mode (single or team) using the Game Boy® Advance Game Link® Cable.  
  • 6 modes of explosive play - Classic 3v3 Battle mode, 2-player VS mode, and a GBA-specific Story mode.  
  • Revised and enhanced 'Striker' fighting system allows a comrade to jump in and temporarily fight by your side to turn the tide of battle!  


    THE KING OF FIGHTERS EX2: HOWLING BLOOD has been rated “T” for Teen by the ESRB. For more information, visit the official Atlus website at www.atlus.com.


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