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« on: January 27, 2007, 03:08:37 PM »http://www.nintendo.co.jp/wii/vc/vc_fes/index.html
Also note the sheer mass of information Japan shows on virtual console games.
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The good news is that COD3's basic control layout works fine. Some players may want to adjust the sensitivity in the game options, but once you've taken ten or fifteen minutes to get a feel for it, the pointer feels more natural than a dual analog controller. Jumping and crouching are mapped to the C and Z triggers on the nunchuk, with the analog stick controlling movement. On the remote, holding the A button brings up your gun's sight for precision aiming, and squeezing the B trigger fires your weapon.
There are a handful of gestures used with the standard controls, but they are redundantly mapped to buttons on the remote in case you aren't happy with the gesture response. You switch weapons by either moving the nunchuk sideways or pressing up on the cross pad. You reload by pulling the nunchuk upwards or pressing minus. Melee attacks can be done by either shoving the remote forward or pressing down on the cross pad. The melee gesture feels natural when you get the timing down, but hitting the button is quicker and more reliable when you need it.
Similarly, the grenade motion is so unreliable that Activision has it turned off by default. The standard setup is just to press left or right on the control pad, but with the gesture turned on, you have to press the button and then make a throwing motion with your left hand. Meanwhile, the grenade is already counting down. If you don't manage to throw it in time, it's an instant death, which is a real problem because the game is really picky about the motion when you attempt to throw. Throw. Throw. Dang it! Throw! BOOM!
Along the way, you encounter various situations with specific motion controls. Driving works pretty well. You take the wheel of the jeep by holding the controllers at ten and two and tilt them side to side to steer, pressing the triggers for gas and brake. In contrast, tank controls are set up so that the analog stick drives and the remote is used to aim the cannon. There are also times when you'll use gestures to row boats, aim larger weapons, or wrestle off German soldiers. I don't really have a problem with the controls in any of these examples.
What I do have a problem with is planting bombs.
Let's stop for a second. Why is it that every time I'm supposed to plant a bomb, I can see the bomb as I walk up to the object? There is an animation of me planting the bomb, but I can see the bomb before I put it there, every time. Was someone lazy? Yes, someone was lazy.
As if that didn't destroy the sense of immersion already, the controls when planting a bomb are so unresponsive that if I had only played Call of Duty 3, I'd be convinced that the Wii controller was broken. You stick the bomb (which was already there) on whatever object you need to blow up. Push the nunchuk forward to insert the fuse and rotate it to screw the fuse in. Finally, pull the pin by pulling the nunchuk back. I said pull. Pull. Pull. Okay, up? Pull. That didn't work. Umm… angle it a bit. Pull. Make sure it's perfectly straight. Pull. Pullpullpullpullpull. PULL!@#%*
At some heroic moment in time, the pin will actually come out. I cannot fathom why this requires razor's edge precision. And if you think that it's because the nunchuk has cheaper sensors or something, there's a crane later in the game that proves you can make terrible motion controls for the remote too.
Most of the gameplay is pretty standard stuff. Move forward, take out a few enemies, clear a house, spot targets for bombers, etc. COD3 doesn't seem to have quite as much variety as 2005's Call of Duty 2: Big Red One. The only levels that really stand out are the ones that let you get behind the wheel. One level in particular has you driving from house to house to rescue captured comrades. However, much of the game fails to really draw you in, and there are several annoying scripted sequences.
Multiple areas have what I like to call "invisible walls of death". You see, Call of Duty 3 doesn't like explorers. You follow the guy in front of you, or you die. So, you come upon this area with four or five Germans manning machine guns, with a tank providing cover for you. Your squad mates move on down the way, but you want to see if there's anything over by the gunners. You carefully pick off each guy, make sure there's no one left, then start to move around the tank. Popopopopop! The damage meter takes about twenty hits in two seconds and you, sir, are dead. There weren't endless enemies, no mines, no sound of gunfire, you simply crossed some arbitrary line and before you could even react, you died.
One stage places you in a factory. You clear the bad guys from every building, then close off the entrances around the perimeter. The moment the last entrance is sealed, your radar lights up like a Christmas tree: there are enemy soldiers everywhere. The dialogue tries to play it off like a counterattack, but they didn't move in, they just appeared. It seriously makes you wonder why you just ran around wasting your time.
However, the winner for bad game design here goes to an objective called "Clear the Courtyard". This is one of the first goals you have in the Crossroads level. Now I don't know about you, but when I read this objective, I tend to think that the game wants me to clear the courtyard, right? By this, it sounds like my goal is to take out all the enemies in the area before I move on. Well, apparently, I am wrong.
I position myself at the outskirts of the courtyard and attempt to kill all the enemies there. The enemies keep coming and coming and coming. I move forward and position myself in one of the buildings, and after a while, I find myself dead. I give it another go, but this time, I plow through the buildings surrounding the courtyard. I've shot the minimum number of enemies, but look there: "Clear the Courtyard" has been completed. Again, this is not because I skillfully took down each of my opponents, but because I ran to an invisible line in the level that tells the game I am done. Had I not gotten to that line, the enemies would have kept respawning without end.
All told, Call of Duty 3 is kind of a funny beast. The main control scheme works really well and makes the game worth a rental for anyone who just wants to get their hands on a Wii shooter. However, some of the simpler tasks are somehow completely broken, and the game as a whole is pretty uninspiring. Since the Wii version doesn't have a multiplayer mode, there really isn't much to come back to.
Pros:
Lastability: 4.0
Call of Duty 3 really only lasts about eight or ten hours. After that, the only other option is to try it on a higher difficulty level. The Wii version lacks a multiplayer mode of any kind, which is a big draw for other versions of the game.
Final: 6.0
The main controls are good, but Call of Duty 3 is rather short, and it has more than its share of unnecessary frustrations.
Space Adventure for Children Promotes Early Learning Through Stimulating and Fun Mini-Games
SAN FRANCISCO - January 16, 2007 - Today Ubisoft, one of the world's largest video game publishers, announced that Cosmic Family(TM), an exciting space adventure geared toward young children for the Wii(TM) and developed by Ubisoft's Barcelona studio, will launch worldwide in mid-2007. By simply pointing their Wii Remote(TM), players will embark on an interactive tour of the Cosmic Family's action-packed rocket.
"Cosmic Family is a great title for young Wii players and their families, with simple point-and-click controls that will be easy to learn and provide the freedom to navigate wherever players choose to go," said Tony Key, vice president of marketing at Ubisoft. "Families will enjoy playing this game together, as it unfolds more like an interactive adventure than a traditional video game."
Players will have a chance to interact with the Cosmic Family, where they will meet Mom and Dad Cosmic, Big Sister, the two small children, the aloof dog, the lazy cat, and plenty of colorful monsters. With 15 early-learning mini-games found throughout the five floors of the rocket-house, families can pilot a rocket into space, discover what the stars are hiding, create and color whimsical images, customize rooms, brush a monster's teeth, play dress-up with various characters, nurture plants from seeds and more. This fun, original and colorful game is designed to improve children's memory, hand-eye coordination, creativity and imagination.
NAMCO BANDAI ANNOUNCES TAMAGOTCHI(R) PARTY ON!(TM) FOR Wii
Become the Most Popular Tamagotchi on Tamagotchi Planet in the Quirkiest and Most Hilarious Game to Hit the Wii This Spring
SANTA CLARA, Calif., (January 16, 2007) - Leading video games publisher and developer NAMCO BANDAI Games America Inc. announced today that Tamagotchi(R) Party On!(TM) for the Wii(TM) video game console from Nintendo will be coming to North America this Spring 2007. This 3D party game based on the Tamagotchi franchise promises tons of fun as up-to-four players can go head-to-head in the most comical and cute campaign race to become the most popular Tamagotchi on Tamagotchi Planet!
“Tamagotchi Party On! is a seamless blend of both party game and board game as players swing, shake, and turn their Wii controllers in order to control their favorite Tamagotchi," said Naruo Uchida, NAMCO BANDAI Games America Inc.’s Vice President of Localization. “It’s the wackiest and cutest popularity contest ever as up-to-four players compete in fun mini-games to become the president of Tamagotchi planet."
Swing your Wii controllers and turn the whole planet into your playing board. Tamagotchi Party On! allows players to choose their favorite virtual pet and engage in a hilarious campaign to become the next president of Tamagotchi Planet. Earn your popularity by going up against three friends or solo in over 15 unique and totally addictive mini-games including shaking hands, finding lost children, and testing your public speaking skills! In order to succeed at each of these mini games, players will have to swing, shake, point, turn and twist their Wii controllers in order to increase their popularity.
Gamers can also use Gotchi points that they earn along the way to level up their characters and customize their very own campaign headquarters. With over six different towns to win over and tons of popularity points to be earned in a number of fun and quirky mini-games, Tamagotchi Party On! brings out the fun in politics without all the mudslinging! Be happy! Be popular! Be president!
LOS ANGELES--(BUSINESS WIRE)--Nintendo DS(TM) owners will finally have a NARUTO game to call their own. TOMY Corporation and D3Publisher of America, Inc. (D3PA) today announced the upcoming release of NARUTO: Ninja Council 3 for the Nintendo DS(TM). Anticipated to ship in Spring 2007, NARUTO: Ninja Council 3 is based on episodes from VIZ Media's hit anime series SHONEN JUMP NARUTO and will feature mission-based gameplay for up to four players. The ninja action game utilizes an interchangeable attack system allowing players to combine attack techniques from all available characters in the mission to increase their chance of success.
"In 2006, NARUTO was a significant brand for TOMY and our expectation for 2007 is that we will continue to grow the brand with NARUTO: Ninja Council 3 and other titles for Nintendo systems," said Mark Shinohara, executive vice president, TOMY Corporation. "TOMY is very proud to bring the action, characters and story of NARUTO to the Nintendo DS."
"The new interchangeable attack system and the ability to choose from over 20 playable characters are a first in hand-held NARUTO games," said Careen Yapp, vice president of licensing and business development, D3PA. "We feel very strongly that this game will appeal to both the fans of NARUTO and DS gamers that enjoy action games."
Using the new interchangeable attack system, players select a main character to complete the mission and then customize their attack scheme by selecting special techniques from other available characters -- increasing their chance of success by combining the best techniques for the mission. Players can activate special attacks using the Nintendo DS stylus on the touch screen or by blowing into the microphone.
Just like a true ninja, in NARUTO: Ninja Council 3, players will have to protect, defend or defeat as they train hard to perfect their skills in order to progress through the ranks in over 40 missions ranging in difficulty from moderate to challenging. Up to four players (wireless) can choose from over 20 different characters with four different playing modes including Timed Mode, Scroll Collection Mode and Head-to-Head Versus Mode.
LOS ANGELES--(BUSINESS WIRE)--Based on the highly anticipated film from DreamWorks Animation and Aardman, the Flushed Away™ video game from D3Publisher of America, Inc. (D3PA), takes players on a thrilling adventure through London’s underground metropolis. Players will encounter enemies, waterfalls and traps as they thwart the villainous Toad and his evil plans. In Flushed Away, players will relive the movie and discover new environments unique to the game as they assume the roles of one of three characters in the film – Roddy, an adventurous character who is suddenly “flushed" into a bustling world below the streets of London; Rita, a beautiful street-smart scrounger who is also a thief, and the Jammy Dodger, Rita’s boat which has a unique personality of its own.
“We have worked closely with DreamWorks and Aardman to authentically bring the humor of the Flushed Away film and the personalities of its characters to life in our game," said Careen Yapp, vice president of licensing and business development, D3PA. “Flushed Away offers a gameplay experience that children as well as adults will enjoy."
Comprised of more than 10 levels and various exciting mini-games, Flushed Away will allow players to use a rat trap catapult, a dashing cocktail sword, pudding mix and other items found in the sewer to defeat enemies and dodge floating debris. Fun mini-games such as Castle Siege and Pathfinder extend the gameplay and offer players a chance to increase their health by collecting and salvaging rare treasures, boosting their energy through power-up items and unlocking exclusive content.
Flushed Away was developed for the PlayStation®2 computer entertainment system and Nintendo GameCube™ platforms by Monkey Bar Games™; for Nintendo DS™ by Art Co. Ltd.; and for the Game Boy® Advance by Altron Corporation.
Flushed Away is rated “E" (Everyone – cartoon violence) on the PlayStation 2, Nintendo GameCube and Nintendo DS. Flushed Away for GameBoy Advance is rated “E" (Everyone – cartoon violence and comic mischief). The game is available for a suggested retail price of $29.95.
SouthPeak Interactive and Orbital Media Bring Two Highly Anticipated Sci-Fi Titles to Nintendo's Handheld Consoles
GRAPEVINE, Texas and CALGARY, Alberta, Oct. 24 /PRNewswire/ -- SouthPeak Interactive, a leading independent publisher, and Orbital Media, a videogame developer for handheld videogames, announced today that Scurge: Hive for the GameBoy Advance and Nintendo DS and Juka & the Monophonic Menace for the Game Boy(R), are now available for gamers who have been anxiously awaiting their release.
"Scurge: Hive will throw gamers into fast-paced action while Juka and the Monophonic Menace is an exciting adventure game that players of all ages will enjoy tremendously," said Steve Shatford, President and CEO of Orbital Media.
Scurge: Hive features Jenosa Arma, a bounty hunter, whose insatiable appetite for trouble and curiosity could be her very undoing. Forty-eight hours ago, a distress signal was sent from a remote research lab studying a virulent organism identified as the "Scurge." Scientists have been studying its remarkable metamorphic and energy abilities. Armed with top-secret projectile gauntlets and a prototype battle suit, Jenosa has been commissioned by a black-ops cell from the government to investigate and salvage any research technology from within the facility.
Juka and the Monophonic Menace features Juka, a young Alchemist, whose peaceful world is turned up side down when local villages start to disappear. Juka must use his power of potion creation and master the ancient art of The Sound Staff if he is to make his way through the many quests, puzzles, and Menace Machines that he will encounter while trying to free the land of Obla from the evil Monophonic Menace.
Young Star to Voice Wilbur the Pig, in Video Game Based on Upcoming Feature Film
SAN FRANCISCO and LONDON (Oct. 24, 2006) - SEGA® of America, Inc. and SEGA® Europe Ltd. today announced that actor Dominic Scott Kay, who voices the role of Wilbur in Paramount Pictures’/Walden Media’s presentation of a Kerner Entertainment/Nickelodeon Movies production, the holiday release Charlotte’s Web, will reprise his role in the DS™ and PC versions of the Charlotte’s Web video game. The game is scheduled for release on November 14, 2006 and will also be available for the Nintendo Game Boy® Advance and mobile phones.
“I love video games and I’m really excited to have my voice in Charlotte’s Web," said Kay, who made his debut in the 2002 hit Minority Report. “I think it is so cool that the first game I’ve ever worked on is based on a story that everyone loves. I can’t wait for it to come out so that I can play it with my friends and family."
Players of all ages will explore the charming world of Charlotte’s Web as Wilbur and Templeton the rat in four interactive environments, including Zuckerman’s Barn, a Junkyard, the Countryside, and the County Fair. Each area offers numerous challenging levels, a colorful cast of characters, and a variety of mini-games. Through his familiarity with Wilbur in the upcoming movie, Kay is able to bring his big-screen movie magic to the character in the DS and PC versions of the game.
"We are excited to have a talented actor like Dominic Scott Kay join the project," says Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "Kay’s colorful performance and energetic voice brings Wilbur to life, and makes this magical gameplay experience feel just like the movie."
Charlotte’s Web will be available on the Nintendo DS System, PC, and Game Boy Advance this fall. The game is rated "E" for Everyone by the Entertainment Software Rating Board.
Charlotte’s Web is a new, live-action adaptation of E.B. White’s beloved classic, which is the best-selling children’s paperback of all time. In Charlotte’s Web, a very small pig finds that the most powerful force in the world is the bond of friendship. Wilbur, a pig and the runt of the litter, has a youthful manner that makes him seem naïve to the other animals in his new barn, but to Charlotte – the spider who lives in the rafters – he is a welcome friend. Their friendship is shown to be a lasting one when the other animals reveal that the pig’s days are numbered. It seems that only a miracle will save Wilbur’s life, but a determined Charlotte spins words into her web in an effort to convince the farmer that Wilbur is “some pig" and worth saving. The magical story of loyalty and sacrifice comes to life in this live-action adaptation.
The motion picture Charlotte’s Web will be in theaters nationwide on December 20th, 2006. The film has been rated G by the MPAA. More information on the film can be found at http://www.charlotteswebmovie.com.
Game and Movie DVD Both Scheduled to Release October 24
EDISON, N.J., Oct. 24 /PRNewswire-FirstCall/ -- Majesco Entertainment Company, an innovative provider of digital entertainment products and content, today announced Nacho Libre for the Nintendo DS(TM) has shipped to retailers nationwide. Based on the Paramount Pictures'/Nickelodeon Movies' film starring Jack Black, Majesco's Nacho Libre video game offers fans comedic wrestling mayhem -- exaggerated moves, wacky props and lots of pratfalls, all delivered in a unique "photo puppetry" visual style.
"We are excited to introduce the first wrestling title for the Nintendo DS," said Ken Gold, vice president of Marketing, Majesco Entertainment. "With both the game and movie DVD scheduled for release on the same day, fans should put on their stretchy pants, load up on toast and head straight to their quarters for wrestling mayhem."
Nacho Libre, which opened in theaters in June and is now available on DVD, stars Jack Black as Ignacio (Nacho), a cook by day in a Mexican orphanage who moonlights as a Lucha Libre wrestler to raise money for the orphans in this comedy from the creators of "Napoleon Dynamite" and the writer of "The School of Rock."
In Majesco's Nacho Libre game, players can play as Nacho or 19 other luchadors, all with their own signature moves, based on characters from the movie. Six modes of play include Story (single-player tied to the movie plot), Team (2-on-2) and Battle Jam (2-4 player wireless brawls). Players can also use the Touch Screen to play eight related mini-games including Nachoball, Bee Swat, Bullrun and Chariot Jump.
Developed by Budcat Creations, Majesco's Nacho Libre is now available for a suggested retail price of $29.99. More information can be found online at http://www.majescoentertainment.com.
One area in which D.O.N. stays very close to Smash Bros. is the controls. The button assignments are customizable, but you have buttons for regular attacks, specials, jumping, guard/dodge, throws, and super moves. You can perform a wide range of moves with the two attack buttons by pressing various directions on the control stick. There are also a number of weapons like bombs, slingshots, swords, and a crazy red stick that stretches when you swing it. Special and super attacks are restricted by a meter under the life bar that regenerates throughout the battle. Supers can be performed when that meter reaches a mark on the bar, and you can hold the button to charge most supers and dish out even more damage.
Where the gameplay departs dramatically is in how winners are determined. On the top of the screen there is a single life bar, and each player has a section of that life bar. Anytime you attack another player, you actually knock red health icons out of him which anyone can pick up to extend his own section of the life bar. So your goal is basically to take over the entire life bar by stealing the life from your opponents. The tables can turn very quickly because even if another player is completely out of health, he continues playing. If you get knocked out of the ring and half of your health lands across the level, that player can grab it and take the lead.
Once your character takes over a majority of the life bar, they enter a state called Burst mode. Burst mode amps up all of your character's attacks to make finishing off your opponents a bit easier and more satisfying. Super attacks executed during burst are at maximum power and size and are nearly unavoidable. However, if you're the underdog, you still have a chance. If you can counter a fatal blow from a rival in burst mode, you'll perform a reversal attack, knock that person out of burst mode, and take a large portion of the health.
While you'd think that a game pooling resources from three huge anime franchises would have a multitude of characters, there are only twenty characters in Battle Stadium D.O.N. and eight of them have to be unlocked. You can see the full roster in the http://www.planetgamecube.com/gameArt.cfm?artid=12274>game profile. The good part is that the characters are all pretty different from each other. The Naruto characters and DBZ characters do share similar fighting styles within their respective camps, but each of the One Piece characters is completely distinctive. Luffy with his stretching, Zoro's sword moves, Sanji's kicks, Usopp throwing tacks on the ground and then attacking when the person grabs their foot; these guys all have completely different sets of moves. Also, Naruto fans should rejoice because Sakura isn't useless in this game. You can use her super to set inner Sakura loose on one guy, and while she's still hitting him, you can turn around and fight someone on the other side of you.
There aren't many levels, but they're all inspired by locations from the series like the Konoha ramen shop and the One Piece pirate ship. There are a couple of scrolling stages that keep you on the move while you're fighting, just like SSBM's Rainbow Ride. One of them is a cool side-scrolling stage filled with swinging logs, spike pits, and giant snakes, but the other level is just horrible. It's a beanstalk that you have to climb, but the stage frequently changes the direction, scrolling up, then scrolling down, then up, then down, up, up faster, down, up, and so on, unpredictably. If at any point you get too far off the stage you'll suffer a ring out.
In addition to the main single player and multiplayer modes, there are a couple of alternate ways to play. Survival is more like a traditional fighting game with separate life bars for each character. Your goal is to get through as many battles as possible without getting killed. Unfortunately, it's just too easy to kill yourself by falling off some of the stages, which can be frustrating after you've defeated several opponents without taking damage. Time attack is a fun diversion, although there's not much to it. It's a simple test to knock as many Buus off the stage as you can within three minutes.
For multiplayer, there's a mode called Hacha! Chike!! (I'm going to go out on a limb and guess that stands for Hot Ticket.) In this mode, you can set a number of conditions for battles. You can cuff weights to everyone's legs, give them extra speed, make everyone large or tiny, disable guarding, use only swords, set short fused bombs to rain down upon the stage, etc. Since the options are all in Japanese, you'll need to either experiment or find a translation guide to get the most out of it. On top of that, you have to have a specific ticket for an option every time you want to use it. How do you get tickets, you ask? Enter the slot machine.
In order to win tickets for Hacha! Chike!! or unlock new levels or characters, you have to try your luck at a slot machine that appears after the credits in the main single player game. First, you'll need to earn coins. Before certain matches, a mission description will briefly appear, and if you complete that mission during the battle, you'll earn coins. Missions include simple requirements like "don't guard" or "finish with a full super bar," but there are some wackier ones like having to make yourself ring out three times or jump 100 times. Again, since these instructions are in Japanese, most players will need a translation guide just to tell what the missions are.
Once you start playing the slots, you'll win tons of tickets, but getting new characters and stages is a bit more difficult. First you'll have to line up three red Jump logos in order to access the bonus slot machine. At the bonus slot machine, you can win either a stage, a character, or a group of rare tickets, depending on which of the three icons appears as the big prize. Sometimes only tickets become available, leaving you to go back through the entire single player mode to try your luck again if you want a new character. This whole process would be incredibly evil if it were completely random, but sometimes the slot machines go dark and the music changes and it basically gives you entry to the bonus slot machine or the big prize automatically. In any case, you'll be playing through the single player game a lot if you want all of the characters.
Overall, Battle Stadium D.O.N. is a decent fighting game for four player matches. Fans of the three franchises will be the most interested, of course. However, the game is a bit thin on content and it's hard to recommend picking up at full price. If you're willing to pay though, our partners at http://www.lik-sang.com/info.php?category=52&products_id=9122&>Lik Sang do have copies available.
Pros:
Lastability: 6.0
While the Hacha! Chike!! mode is a good start, there really aren't enough gameplay options overall. When you first start the game there are only twelve characters and a handful of stages available, and it's a shame that the only way to unlock anything is by repeating the single player game time and time again.
Final: 6.5
Battle Stadium D.O.N. is a fun four player fighting game to pop in once in a while, but it could use more content on all levels to keep players interested.
Bath, 19th October 2006–Lexicon Entertainment, the rapidly emerging UK independent publisher, is pleased to announce the signing of – My Little Flufties, an original, imaginative and enchanting game aimed at the younger end of the market for PlayStation 2, PC and Nintendo DS.
Developed by a newly formed French team, working under the banner of DK Games, this is the first title from this co-operative which could change as each new title is developed. An experienced and talented team of 8 personnel has worked on My Little Flufties - they have previously worked on a number of top selling titles.
My Little Flufties targeted at 4 to 8 year olds is very different from other games aimed at the ‘kiddies’ market where here graphics, sound and music have been fused with cute creatures in an enchanting world that will captivate young minds.
My Little Flufties can be billed as ‘a life simulator’. The player will take control of their very own creatures - there are 5 different species to choose from - and the game starts by allowing you to choose a creature and then the number of creatures you want to play with. If you choose several creatures, you’ll receive a new egg each 30 minutes.
The creature is first an egg, then become a baby creature and starts to walk, then become a youngster and will be able to run. (2 hours and 30 minutes for complete evolution.)
Your creature lives in front of you in a quite standalone way. You will need to ask it to do a number of things such as play, eat, and drink. You can even ask it to take a shower, along with many other tasks and objectives. If you forget to take care of your creature, it will become sad and sick and if the creature needs something an icon will appear above it’s head helping you to understand what is required.
5 exciting bonus games are on offer and include: Fish-o-matic, Hopscotch, Mole-o-matic, Shoot-the balloons and Find the Tweet-Tweet. This compendium of simple but challenging games is a delight, as is swimming with the fishes and running with butterflies!
Fun is core to the game and with rewards given for achieving tasks youngsters will become enveloped in the tranquil universe the game is set within, with its colourful and animated graphics, soothing sounds and music and compelling tasks.
Children can be left, unattended, to experience the delights of the peaceful world as controls and commands are intuitive, simple and easy for young minds to understand.
Features of the game include:
My Little Flufties world has been crafted to offer visual variety to keep interest high with its beautiful settings, an engaging cast will allow for a certain amount of resourcefulness so achievement will foster progression further into the game.
My Little Flufties, the perfect interactive game for youngsters between the age of 4 years to 8 years old, will keep them occupied and engrossed for hours on end.
Release date: Q1/Easter 2007 Formats PC/PS2/Nintendo DS Rating: TBC
Nintendo unveils updated first party Nintendo DS release schedule for 2006 and a glimpse of what's to come in 2007
19th October 2006 - This Christmas gamers will be filled with seasonal cheer by a selection of exciting first party games for the Nintendo DS. Owners of the Nintendo DS and Nintendo DS Lite will be able to keep themselves busy over the winter months with games including Pokémon Mystery Dungeon: Blue Rescue Team, Yoshi’s Island DS and Tenchu Dark Secret.
This year Nintendo DS and Nintendo DS Lite owners will also be able to pass time surfing the internet with the Nintendo DS Browser .
Never know what to do with all those gift vouchers you get for Christmas? Nintendo has the answer with a selection of top games to look forward to at the start of 2007 including Star Fox Command, Diddy Kong Racing DS, Mario Slam Basketball and Pokémon Ranger.
Nintendo DS Hardware / Software
Release Date Q4 2006/ Q1 2007
Nintendo DS Browser - 6 Oct 2006
Sudoku Master - 27 Oct 2006
Nintendo DS Lite Pink Edition - 27 October 2006
Pokémon Mystery Dungeon: Blue Rescue Team - 10 Nov 2006
Tenchu Dark Secret - 24th Nov 2006
Yoshi’s Island DS - 1st Dec 2006
Star Fox Command - 26th Jan 2007
Actionloop - 26th Jan 2007
Harvest Moon DS (Rising Star Games/Nintendo) - Q1 2007
Mario Slam Basketball - Q1 2007
Magical Starsign (tentative name) - Q1 2007
Diddy Kong Racing DS - Q1 2007
Mario vs Donkey Kong 2: March of the Minis - Q1 2007
Phoenix Wright: Ace Attorney Justice For All (Capcom) - Q1 2007
Pokémon Ranger - Q1 2007
Children of Mana (Square-Enix) - Q1 2007
Videogames Featuring Cartoon Network Favorites Camp Lazlo and Foster’s Home for Imaginary Friends now available
Newport Beach, CA -- Oct 17, 2006 -- Crave Entertainment, a leading publisher of console videogames for the casual gamer, today announced that Foster’s Home for Imaginary Friends and Camp Lazlo for Game Boy® Advance have shipped to retailers across North America.
Cartoon Network’s Emmy®-winning original series Foster’s Home for Imaginary Friends, from Craig McCracken, creator of The Powerpuff Girls, features the somewhat shy Mac and his imaginary friend, Blooregard Q. Kazoo. The Game Boy Advance game is inspired by memorable episodes from the series and allows fans to control Mac and Bloo as they solve unique challenges and complete mission objectives. The action takes place in and around Madame Foster’s ever changing, mysterious mansion and features signature characters from the show including Wilt, Eduardo, Coco and more.
Camp Lazlo: Leaky Lake Games for Game Boy Advance is based on the eccentric, original animated series from Cartoon Network that chronicles the odd but happy camping life of a Bean Scout named Lazlo and his bunkmates at Camp Kidney. Players can take alternating control of Lazlo, an optimistic, high- energy Brazilian monkey; Raj, a wise and compulsive Indian elephant; and Clam, an eccentric and highly intelligent pygmy Rhino, to compete in a variety of camp challenges, earning the right to represent their camp in a final tournament against the Squirrel Scouts.
Newest Adventure in Top-Selling Spyro Franchise Delivers Explosive Action and AAA Hollywood Voice-Over Cast Starring Elijah Wood, David Spade and Gary Oldman
LOS ANGELES (October 17, 2006) – Vivendi Games’ Sierra Entertainment division has announced that The Legend of Spyro™: A New Beginning, the latest installment to the 17 million-unit-selling Spyro® franchise, is now available at retail stores nationwide for the PlayStation®2 computer entertainment system, Xbox® video game and entertainment system from Microsoft, Nintendo GameCube™, Game Boy® Advance and Nintendo DS™. The completely new Spyro redesign reveals the epic story of Spyro’s quest to discover his roots and realize his destiny and is amazingly brought to life by leading Hollywood voice-over cast members Elijah Wood (Frodo Baggins in The Lord of the Rings trilogy) as the new voice of Spyro; David Spade (The Benchwarmers) as Spyro’s sidekick Sparx the dragonfly; and Gary Oldman (Sirius Black from the Harry Potter films) as Ignitus, the Fire Dragon Elder and Spyro’s mentor.
“Since his 1998 debut, the true origin of Spyro the Dragon has remained a mystery…until now," said Cindy Cook, chief strategy and marketing officer for Vivendi Games. “Not only does The Legend of Spyro: A New Beginning uncover the genesis of this video game icon, but also delivers Spyro fans the ultimate adventure with an epic cinematic experience. The game features A-list voice-over talent and non-stop action and combat-focused gameplay that will engage gamers of all ages."
“The Spyro franchise has been a strong leader in the platform genre over the past eight years selling 17 million units worldwide," said Pascal Brochier, president, global retail, Vivendi Games. “We’re excited for The Legend of Spyro: A New Beginning to continue that tradition as must-have for buyers this holiday shopping season."
Developed by critically-acclaimed developers Krome Studios (console and Game Boy Advance) and Amaze Entertainment (Nintendo DS), The Legend of Spyro: A New Beginning features gameplay focused heavily on dynamic action and fast-paced combat as Spyro evolves into a living, breathing weapon of explosive destruction! Players will experience the awesome power of the purple dragon as they unleash devastating fury attacks, upgradeable breaths and ground-to-aerial melee combos in frenzied battles with hordes of menacing enemies and bone-chilling bosses. The action game also introduces a new dragon upgrade system, giving players the freedom to increase the power and variety of attacks to their liking.
The Legend of Spyro: A New Beginning is currently available at retail stores nationwide for the PlayStation 2 system, Xbox and Nintendo GameCube for a suggested retail price of $39.99 and with an ESRB “E10+" (Everyone 10 and older) rating, and Game Boy Advance and Nintendo DS for a suggested retail price of $29.99 with an ESRB “E" (Everyone) rating.
For more information, please visit the game’s official website at www.spyrothedragon.com.
The gameplay in Avatar is similar to the X-Men Legends games. You perform regular attacks with the A button and guard with the B button. You can also sneak by enemies by pressing the X button, but be a man and defeat them for megabucks and experience. Holding R brings up a rather familiar group of four icons representing special moves that are associated with the four face buttons on the GameCube controller. Once you have more characters in your party, you can switch between them by pressing a particular direction on the control pad. The main downfall here is that, unlike X-Men Legends, Avatar is a strictly single player affair.
Town areas are seamlessly integrated into the level maps. Some of them can be rather large with a lot of branching paths. All of them are filled with lots of useless NPCs that carry on the exact same conversation with you, which only changes when you get a new objective. It's so bad that the few characters that do have something different to say are marked with colored circles on the map. Another NPC oddity is that when you're passing by people, you'll hear them make a few remarks to one another, but whenever you talk with a person, the dialogue is delivered almost entirely through text. There are some good parts of towns though. You can find some extra missions to net rare armor and artifacts. Plus, there are merchants who buy and sell goods or craft items from raw materials and even a bit of gambling to participate in now and then.
Avatar is full of invisible goodies to find. You'll just be walking along and suddenly feel the stone of agony controller rumble and see a question mark above your head. Wander in this "rumble zone" for a bit and you'll come across a spot where you can enter focus mode by pressing the Y button. Focus mode places your character in the center of the screen with a circle around him and button icons flying at him from different directions. Push the correct buttons as they enter the circle and you'll complete focus mode and unveil a chest full of goodies. (I can already predict how this will be done in the Wii version.)
There are also quests for Aang's flying lemur, Momo. It can see items the others can't (like tomatoes), so you'll have to switch to Momo mode to find certain items the villagers need. Since Momo can walk through the levels without anyone noticing him and has no means of attack, he can be a good resource for scouting out enemy strongholds, but his missions feel empty. Villagers requesting these items seem to always like to ask for eight of them too, which makes searching large sections of the level to find them all a bit tedious.
Upgrading attacks and getting new powers is one of the exciting parts of beat-em-up RPGs like this, but Avatar's upgrades don't seem to be visibly different in any way even if they are stronger. Likewise, the new powers seem to be kind of useless. However, I do like the fact that armor and artifacts don't require you to reach a certain experience level before you can use them. At least that way you can sell the junk you don't need instead of hanging on to piles of stuff that might be useful sometime down the road.
Having only gotten to play the first level and a half or so, there may be a bit more to Avatar as the game progresses. But at this point, it feels like an oversimplified version of X-Men Legends that is sorely in need of multiplayer.
Both characters have special attacks that can be selected on the touch screen and executed with the X button. Use of special attacks is limited by a meter that fills up incrementally as you bash enemies with standard hits. In place of Spidey's web-slinging, Green Goblin shoots a variety of fire balls that can be selected with the L button and fired with the R button. Goblin can cling to walls as well, but rather than climbing you have to jump upward from point to point.
You start the game as Green Goblin, and after a brief tutorial stage, your first task is to smash up Peter Parker's school. You have to set classroom chemicals on fire and smash columns that support the second floor to complete the level.
Next, you'll take control of Spider-Man who arrives on the scene as the fires begin to spread throughout the school. You'll have to rescue the people trapped in the school. (Nevermind that the school was empty when you trashed it.) To buy time for some rescues, you need to push the columns back into place by swiping your finger across the touch screen when prompted. Once the school is clear, Spider-Man traces Goblin to a bridge where you have the first of several hard battles.
Spider-Man seems to be stuck in the same DS game year after year. Battle for New York plays very much like 2004's Spider-Man 2 and last year's Ultimate Spider-Man. If you played either of the previous games, you'll know what to expect this time around.
After spending more than an hour with the game on Wii, readjusting to using a cross-pad and every button on the DS actually felt quite intimidating. Players experienced with American Sk8land shouldn't have much of a problem though, especially since the DS game appears to be releasing a few weeks before the Wii launch.
There are some other key differences. Since the engine and controls from American Sk8land have been left intact, you can perform and chain together tricks in ways that aren't possible in the Wii game. The boost system works differently too. Both games add to your boost meter whenever you do tricks, but while the boost on Wii is just a one time burst, in the DS game you actually have to hold a button to boost continually until your meter runs dry. There is also a meter that builds up to give you access to special tricks. Once the meter is filled, a hawk skull appears on the touch screen. Pressing it performs one of several special tricks that vary depending on whether you're grinding, in the air, etc. Add in simpler courses with fewer obstacles and you have a pretty different experience even if some of the basic level designs look similar.
Because it's centered on racing, Downhill Jam's online multiplayer is naturally more interactive than American Sk8land since players vie for position instead of going off in separate directions to gain points. There are a number of modes to compete in, and while the host has the authority to choose the mode and course you'll be racing on, other players can send their requests for consideration. The game's voice chat function does allow players to communicate at any time during a race. However, the implementation is a little limited, possibly due to system constraints. Rather than simply being able to talk at any time, you have to push a microphone icon in the lower left corner of the touch screen that will give you about ten seconds to talk before transmission stops again.
I personally had more fun with Tony Hawk's Downhill Jam on Wii, but I know others who prefer it on DS. For those trying to decide, it's going to come down to personal preferences on controls, the trick system, and the importance of online play, which is exclusive to the DS.
You control the game using the analog stick on the nunchuk to walk and the remote's pointer to aim your weapon. You can aim down the site of your gun for more accuracy by holding the A button, and you fire with the B trigger. The C button is used to jump. Tapping the Z trigger lets you crouch, and holding Z allows you to go prone. To toss a grenade, you press either left or right on the cross pad to select a grenade (left is for frag grenades and right is for smoke grenades) and then make a throwing motion with the nunchuk. Sliding the nunchuk quickly left or right switches guns, and sliding it upward reloads your gun. You can also lean left or right by twisting the remote, and thrusting the remote forward lets you perform a melee attack, which is pretty sweet.
As with other shooters on Wii, it takes ten or fifteen minutes to adjust to aiming with the Wii's pointer. It can be tricky to hold steady at first. However, you can go into the options menu and make gradual adjustments to the pointer's sensitivity to suit your liking. There are actually separate settings for horizontal and vertical sensitivity, so if you want to whip around fast but don't want to end up looking at your shoes, you could set the horizontal sensitivity high and vertical sensitivity low. It may just take some experimentation to find a setting that works for you. It's a bit easier to aim while sitting instead of standing, too.
The grenade throwing motion may take practice as well. I blew myself up several times before I got the timing right, but finally got the hang of it. In addition to the throwing mechanic, there is another subtle feature with grenades. If a live grenade is on the ground nearby, an icon will appear on the screen, indicating where it is so you can move away from it. Or if you're really bold, you can grab it and toss it back toward the enemy.
There was only one level available for us to play, but it is farther along in the game, and often has you dealing with enemies coming from all sides. It seems as if the first battle in this level may have been the toughest, as you have to clear a courtyard surrounded by three buildings filled with enemy Germans. There's not much room for cover, and it's easy to move too far forward too fast.
About a third of the way through the level, an enemy soldier with a knife corners you inside a house. Your character will grab his wrists, and a series of icons will pop up, prompting you to pump the controllers in different directions to wrestle this guy off of you. If you fail, you'll see the knife sink into your body, and will have to try again. If you succeed, you'll push him back and exchange a few blows, before he kicks you backwards – right out the window and into the street. He then comes at you with the knife again, and you'll have to wrestle him off one more time. As a reward, you'll get to watch your character pull a pin from a grenade clipped to the enemy's chest and shove him back through the window before it explodes.
While they weren't demonstrated for us, the developers did describe some other uses for the Wii controller in the game. You'll crank the controller to aim an 88 mm gun or you'll hold the remote and nunchuk like a steering wheel to drive vehicles. Developers also hinted that setting explosive charges would not be as simple as pressing a button, but that you'd have to get in and "do the dirty work".
Overall, the Wii version of Call of Duty 3 seems to be shaping up to be on an even level with its predecessors. However, since the Wii version lacks a multiplayer mode, players who own more than one console may have to decide which features they would prefer. Also, it's worth noting that while it may not be quite as shiny as the Xbox 360 or PS3 builds, the game doesn't look nearly as bad as some of the screenshots make it appear.
When I first heard rumor that Marvel Ultimate Alliance would require players to use gestures to attack, I was so skeptical that I groaned out loud. Getting my hands on the actual game however, I was surprised to discover that not only does the gesture system work; it makes so much sense that I now prefer it over the standard button combos used on the other platforms. For example, in X-Men Legends II on GameCube, you would have to press A-A-B to do a pop-up attack that knocks your enemy into the air. On the Wii, you perform a pop-up by simply flicking the remote upwards, which is not only easier to remember, but just feels right for that specific attack. The overall result is that in the heat of battle, you experience a more intentional and instinctual sense of control.
There are five specific gestures used in Ultimate Alliance. Flicking the remote left or right will do a basic attack. Flicking it upwards performs a pop-up. Flicking it downwards executes a stun move. Thrusting the remote forward deals your opponent a knockback. And shaking the remote quickly left and right causes your character to unleash a flurry of quick attacks. (The developers like to call this gesture "wiggling".) To round out the basic controls, the analog stick on the nunchuk is used to move your character, the C button jumps, and the Z trigger is used to guard, roll, and grab.
To access your character's superpowers, you hold the B trigger on the remote to bring up a dial of powers that rotates around your character icon. You can then use the cross pad to scroll through the powers and execute the one you want with the A button. Xtreme powers and some other moves have to be dialed-in this way, but your main superpowers can also be accessed simply by holding the B trigger and using the same five gestures.
From what I've seen so far, Mr. Fantastic has some of my favorite powers with his body-stretching abilities. Thrusting the remote forward shoots his elastic arms across the screen with force. Wiggling sends his arms spinning like propellers to get in rapid hits, and flicking downward causes him to roll into a ball that can zip around the screen and knock into enemies.
Gesturing is also used in sections of boss battles that are reminiscent of the Quick Time Events in Sega's Shenmue or Capcom's Resident Evil 4. In a snowy outdoor level, you come against a towering ice monster that periodically slams his fist into the ground near your party. There are also smaller creatures (that are still quite a bit larger than you) carrying spears. In order to defeat the main boss, your team has to take out one of the smaller enemies, and one of you has to grab the spear. You then wait for the ice monster's fist to hit the ground so that you can stab it with the spear and climb onto its fist. This sets off a sequence of gesture icons that you have to follow in order to use repeated spear stabs to climb up the monster's arms and onto his back where you can pierce the back of its neck. Take too long to perform any of the gestures, and the monster will shake you off with ease.
Stealing weapons seems to be a more common occurrence in this title as well. In addition to the spear-wielding baddies, we came across sword-slashing demons in a hell-themed level. If you time it right, you can press the Z button to climb on the creature's back, take the sword right out of his hand, and stab him in the head. After that, you get to keep the sword, which is powerful enough to take out whole groups of minor enemies with a single swing!
To finish up, there are some humorous and bizarre level concepts this time around. There is a pinball themed level, with electrified bumpers that you have to avoid while fighting, and a carnival level with all sorts of wackiness. Your team will have to drive bumper cars to defeat one group of enemies. Clown after clown after clown emerges from a tiny clown car. And you'll have to follow Jean Grey into an arcade machine, where you have to conquer the crocodiles, logs, and other dangers of the classic Atari 2600 version of Pitfall. When one player fails, the next will pick up from the screen he died on to keep going until the team makes it to the goal. I may need to brush up on my Pitfall skills, but I'm quite sure those old crocs weren't prepared to have The Thing jumping across their heads.
Top EA Titles Drive Gameplay Innovation and Set a New Standard for Interactive Fun
REDWOOD CITY, Calif.--(BUSINESS WIRE)--Electronic Arts (NASDAQ:ERTS) today announced that Madden NFL 07, the EA SPORTS™ best-selling football franchise with the exclusive videogame license of the NFL and PLAYERS INC, and Need for Speed™ Carbon, the latest iteration in the world’s most popular street racing franchise will be available with the Wii launch on November 19, 2006.
“Both Madden NFL 07 and Need For Speed Carbon were able to really bring out the innovation in the new FreeMotion Controller on the Wii and will attract a whole new sector of gamers," said John Schappert, Senior Vice President and General Manager, EA Canada. “We are honored to be a part of the launch of this new exciting platform and are inspired by the new creative ideas it will let us explore."
With the launch on the Wii, Madden NFL 07 takes advantage of the revolutionary controller design and all-new Madden FreeMotion™ controls to create a new controller-focused experience, bringing Madden’s gameplay depth alive in a whole new and immersive way. Key Wii-only features for Madden NFL 07 include exclusive multiplayer mini games designed to support four player gameplay, new multiplayer enhancements including a multiplayer sprint, new play calling system designed for basic football fan knowledge, and Madden in-game tutorials that teach the users how to use new FreeMotion™ controls and allow users to practice within the game. Madden NFL 07 on Wii will also include the popular key features lead blocking control, NFL Superstar: Hall of Fame mode as well as all-new Highlight moves that allows you to run like the NFL players run.
In its 17th year and with more than 53 million copies sold life to date, Madden NFL Football continues to stand out as the most popular football videogame franchise of all time with a combination of innovative new features and the most authentic football gameplay. Madden NFL 07 for Wii is being developed by EA Canada and is not yet rated by the ESRB. For more information check out www.madden07.com.
The battle starts on the streets of Palmont city, but is won in the canyons as Need for Speed™ Carbon immerses you in the world’s most dangerous and adrenaline-filled forms of street racing. Need for Speed™ Carbon and the Wii introduce the world to a whole new way to play Need for Speed. Offering the classic Need for Speed controls and immersive gameplay experience, with the addition of the Wii's unique Remote style controller scheme takes Need for Speed™ Carbon gameplay to levels previously not possible. A simple yet intuitive control scheme using the Wii Remote and Nunchuk, the player will instantly recognize and feel the physics differences between the 50 plus Muscle, Exotic, and Tuner cars, as they use their crew to win Canyon races, customize their cars using Autosculpt™, and battle to take control of the streets of Palmont.
Leading Game Developer Now Recruiting For New Nintendo DS(TM) Project
EDMONTON, AB, Sept. 19 /PRNewswire/ -- BioWare, a leading video game developer, has announced the formation of a new handheld game development group. Their first game will be produced for the Nintendo DS system and marks BioWare's debut in the handheld game space.
The group will be led by project director, Dan Tudge, former president and founder of independent video game developer, Exile Interactive, Inc. Dan has overseen development of AAA titles for such major publishers as Nintendo, Microsoft, THQ and Sega Sports.
"We're thrilled to have Dan leading our new handheld group," said Ray Muzyka, CEO of BioWare. "Dan has an exceptional pedigree of game development, and we're excited to have him bring his proven track record of successful games to BioWare's new DS project!"
Listed among Canada's Top 100 Employers(x) three years in a row, BioWare has begun actively recruiting for its new handheld team.
"As always, we are committed to creating the best story-driven games in the world, and the Nintendo DS offers us an exciting new platform to engage," said Greg Zeschuk, president of BioWare. "The new project offers tremendous opportunities, and we're looking for talented and passionate developers to become part of that."
Details about available positions for BioWare's handheld group can be found at http://www.bioware.com/bioware_info/jobs/edmonton_jobs/.
It may be Wii, but the launch of Nintendo’s next generation console is BIG news for gamers. Come 8th December 2006, eager console fans will be able to wave the innovative Wii controller around to their heart’s content. Gamestation urges gamers to pre-order as stock is low and anticipation is high for Christmas.
The Nintendo Wii focuses on gameplay rather than raw power and aims to woo more than just hardcore gamers with its intuitive controller and raft of games with mass appeal. With a special price starting at £179.99 with Wii Sports, Gamestation offers fantastic value, while giving gamers a truly next generation experience.
Always daring to be different, Nintendo is shaking up the games world with its Wii Remote and Nunchuk controllers, which include motion sensors for the ultimate in interactivity. Gamestation is expecting the controller to be a big hit, with the ability to swing the controller to cut down enemies with your sword, flick it to go fishing in fairytale lakes or point it at the screen to guide an in-game plane to land, making it easy for everyone to pick up and play.
For launch Gamestation will have a list of highly anticipated new games for Wii, including The Legend of Zelda: Twilight Princess and samurai first-person shooter, Red Steel.
In addition, the Wii’s Virtual Console feature allows gamers to indulge their passion for gaming days of yore. Players can download favourite titles from the likes of Sega and Tecmo, as well as Nintendo, spanning the last 20 years.
Martyn Gibbs, Commercial Director of Gamestation says, “The Wii promises to give gamers a fantastic Christmas, offering great value for consumers wanting a genuine next generation console experience. As always, Nintendo has a fantastic line-up of games, which will be available from Gamestation. Anticipation is building and the Wii is going to fly off the shelves so we are urging gamers to pre-order at their nearest Gamestation store or online."
The History of Nintendo
* Nintendo is known as the oldest company in the video game console market and is still one of the most influential and most well-known console manufacturers
* In the 1970s Nintendo hired Shigeru Miyamoto – now a living legend in the world of gaming and the man who’s creative talent would secure Nintendo’s longevity
* In 1983, Nintendo released the Famicom in Japan, their first cartridge-based console, which was released in Europe in 1985 as the Nintendo Entertainment System (NES)
* Miyamoto’s Super Mario Brothers secured the success of the NES, which is still spawning a string of Mario titles on both console and handheld
* In 1992, Europe saw the release of the Super Nintendo Entertainment System (SNES) and despite fierce competition from Sega’s Genesis, the strength of Nintendo’s franchise titles such as Super Mario World and The Legend of Zelda won the day
* It wasn’t until 1995 and the birth of the 64-bit era that consumers saw the console wars we know and love today with Sony’s PlayStation entering the fray against the Nintendo 64 (N64)
* GoldenEye 007, Super Mario 64 and The Legend of Zelda: Ocarina of Time all become known as some of the best games of all time and helped the N64 stave off the might of Sony’s PlayStation
* By the time the Nintendo GameCube came out in 2001, more edgy games appealing to an older audience such as Resident Evil stood alongside the ever-popular Mario, Zelda and Metroid titles to compete with the wide appeal of Sony and the entry of Microsoft’s Xbox
* Today, anticipation for the Wii is high and Nintendo looks set to repeat the success of its previous consoles with a relatively low price point and a focus on high quality, inclusive gaming that delivers more than just the latest graphics
From NES to Wii
Gamestation is the only games retailer still selling all Nintendo consoles past and present.
The Nintendo Wii is released 8th December 2006 at Gamestation stores nationwide, and via the Internet at www.gamestation.co.uk. To pre-order a Nintendo Wii customers simply need to pay a £20 deposit.