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Topics - Bloodworth

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126
TalkBack / Nintendo DS Selling Strong in Europe
« on: September 15, 2006, 07:14:20 AM »
European DS sales hit the six million mark.

European Sales of the Nintendo DS reach 6 million    


15th September 2006 – The Nintendo DS hit the shelves back in March 2005 and has now gone on to conquer the handheld market in Europe, with a staggering 6 million consoles sold and a series of hit games from Nintendo’s Touch! Generations range ensuring that this success continues.    


Following the successful launch of the sleek Nintendo DS Lite, the Nintendo DS has secured Nintendo’s lead in the handheld market, maintaining an impressive 70% share of the market for eleven consecutive weeks. What’s more the Nintendo DS and Nintendo DS Lite has captivated the female gaming audience with 44% of all consoles being sold to women.    


Laurent Fischer, European Marketing Director for Nintendo commented,  “Nintendo has always sought to innovate and produce games and consoles that appeal to everyone irrespective of age or experience. The Nintendo DS has done just this and been a phenomenal success, along with the Touch! Generation range that has expanded the gaming audience by providing something for everyone no matter who they are"    


Nintendo’s Touch! Generations series has sparked the interest of gamers and non-gamers alike. Dr Kawashima’s Brain Training: How Old Is your Brain? took Japan by storm and is seeing similar success in Europe where it is selling even faster than it did in Japan. More than 700,000 copies have sold across Europe since it’s launch, the majority of these to over 25s.    


In similar form, Nintendogs, the first title in the Touch! Generations range, which launched in October 2005, has shipped over 4 million copies in Europe alone! Animal Crossing: Wild World also captured the imagination of European fans with 850,000 copies sold allowing people to live happy second lives.    


With a host of new and exciting Touch! Generations titles scheduled to launch in the near future Nintendo will be introducing many more new people to gaming.    


With the Nintendo DS Lite Pink soon to join the Nintendo DS family across Europe, on 27th October priced at around €150, there will a console for everyone to enjoy.    


For all the latest information on Touch! Generation titles please visit www.touchgenerations.com. Click onto www.nintendo-europe-media.com for all of the most up to date official information on Nintendo.


127
TalkBack / Europe Gets Wii Last
« on: September 15, 2006, 07:11:43 AM »
In Europe, Wii launches on December 8th for 249 Euros (£179 in the UK).

Wii European launch details announced    


15th September 2006 - Today at a press conference held in London’s Docklands, Mr Iwata, Global President of Nintendo Co., Ltd. unveiled a new dimension in home entertainment. Nintendo announced ways to involve every member of the family in gaming via the new Wii console, as well as the much-anticipated price, date and software line-up for the console’s European launch.    


Wii is set to revolutionise the face of gaming when it launches in Europe on 8th December 2006 at an estimated retail price of 249 Euros (£179 in the UK), bundled with Wii Sports. Accompanying the console launch will be around 20 software titles including Wii Play and The Legend of Zelda: Twilight Princess and from third party publishers launch games include: Ubisoft’s RED STEEL, EA’s Need for Speed: Carbon, Activision’s Tony Hawk’s Downhill Jam, THQ’s Disney/ Pixar’s Cars and Sega’s Super Monkey Ball Banana Blitz.    


Included with every Wii console is one wireless Wii Remote, one Nunchuk, and the groundbreaking collection of five different Wii Sports games on one disk which anyone can play using simple physical movements.    


Nintendo today set a new direction for the video games industry by using state of the art technology not just for enhancing graphics and processing power but to introduce new people to the world of video games by creating brand new entertainment that is fresh and accessible to everyone.    


Mr Iwata, Nintendo’s President, outlined how the Wii would build on Nintendo’s learnings and existing success with DS and continue this expansion of the gaming audience in unique and unprecedented ways.    


With Wii, Nintendo aims to create a console that can be enjoyed by every member of the family. Every Wii console will include a series of on-screen “channels" that make up the Wii Channel Menu. The Wii Channel Menu is the starting point for all of the console’s functions. The “channels" offer a gateway to a rich variety of entertainment options. When connected to a TV, the Wii Channel Menu offers a simple interface letting users pick games to play, get news or weather, view and send photos or even create playable caricatures of themselves to use in actual games. Additional functions allow users to download classic games to Wii’s Virtual Console.    


Nintendo believe that encouraging users to pick up the controller to access the internet quickly, check the news or see tomorrows weather is one way of ensuring that everyone in the household can use, interact and ultimately engage with Wii. And once users have picked up the controller to perform these basic functions, it’s a small step to get involved in some more fun game play action.    


Wii launches across Europe on 8th December 2006 at the estimated retail price of 249 Euros (£179 in the UK). Nintendo first party games will retail at the estimated retail price of between 49 Euros and 59 Euros (£34 to £39 in the UK).    


Additional controllers will also be available from launch at the estimated retail prices of: Wii Remote - 39 Euros (£29 in UK), Nunchuk – 19 Euros (£14 in UK) and the Classic Controller – 19 Euros (£14 in UK)    


Click onto www.Wii.com for all of the most up to date official information on Wii.


128
TalkBack / RE: Wii Australian Details
« on: September 15, 2006, 07:09:02 AM »
Launching December 7th at $399.95.

Nintendo's Incomparable Wii Console Launches Dec 7th; SRP$399.95    


Around 20 New Games and User-Friendly 'Channels' Make it the Affordable System for Gamers, Newcomers and Families    


Australia, Melbourne, Sept. 15, 2006 – Nintendo will reshape the home entertainment and video game landscape with the launch of its heralded Wii™ home video game console.    


As part of a global launch period, Wii will arrive in Australia on December 7th. Wii will be sold as an affordable, mass-consumer product at an SRP of just $399.95. The price includes one wireless Wii Remote controller, one Nunchuk™ controller and the groundbreaking collection of five different Wii Sports games on one disc, which anyone can play using simple movements, experienced or not.    


Every Wii console includes another distinctive feature: a series of on-screen “channels" that make up the Wii Channel Menu, which makes the console approachable and customisable for everyone, from the most avid gamer to people who have never played before.    


The Wii Channel Menu is the starting point for all of the console’s functions. The “channels" offer a gateway to a rich variety of entertainment options. When connected to a TV, the Wii Channel Menu offers a simple interface, letting users pick games to play, get news or weather, view and send photos or even create playable caricatures of themselves to use in actual games.    


Additional functions allow users to redeem Wii Points and download classic games to Wii’s Virtual Console™. The variety of options available through the Wii Channel Menu motivates both gamers and non-gamers to turn on Wii’s power every day.    


Wii is creating worldwide excitement with its unique control system, an inventive, first-of-its-kind controller whose position can be detected in a 3-D space. The new controller allows users to pinpoint targets in games or move through the Wii Channel Menu with precision and ease. This intuitive control system will be understood immediately by everyone, regardless of their previous experience with video games.    


With this one small controller, Wii makes games both easier and more intense than anything previously experienced. For example, in the Wii Sports tennis game, players swing the Wii Remote like a racquet to hit the ball, as in real life. They can add topspin or slice the ball just by angling their hands and wrist like they would in a real match.    


“Wii is a product for all to enjoy. Whether you’re young or old, an experienced gamer or complete novice, Wii has something unique to offer us all," says Rose Lappin, Director of Sales and Marketing. “At such an affordable price, we see Wii as being a true product of everybody."    


Between launch day and Dec. 31, Wii owners will enjoy a robust lineup of around 20 software titles, with selections for everyone from video game veterans to newcomers.    


Some top Nintendo launch titles include Wii Sports, a compilation of tennis, baseball, golf, bowling and boxing and The Legend of Zelda®: Twilight Princess.    


Wii’s self-loading media bay also can play the entire library of hundreds of Nintendo GameCube™ titles from day one.    


Third-party developers around the world have lined up to provide unprecedented support for Wii.    


Additional information about the list of Virtual Console games and the pricing structure will be revealed on nintendo.com.au in the coming weeks.


129
TalkBack / Third Party Line Up
« on: September 14, 2006, 06:32:51 AM »
See what's due for Wii in North America, from launch until March 31, 2007.

Third-Party Wii Titles Available  from Launch through March 31, 2007    


 Activision    


Call of Duty 3
 Marvel: Ultimate Alliance
 Rapala Tournament Fishing
 Tony Hawk’s Downhill Jam
 World Series of Poker
   


Atari    


Dragon Ball Z Budokai: Tenkaichi 2    


Atlus    


Trauma Center: Second Opinion    


Buena Vista Games    


Chicken Little: Ace in Action
 Disney’s Meet the Robinsons    


Codemasters    


Dance Factory
 Sidewinder    


EA    


The Godfather
 Madden NFL 07
 Need for Speed: Carbon
 SSX
 Tiger Woods PGA Tour    


Konami    


Elebits    


Majesco    


Bust A Move Revolution    


Midway    


The Ant Bully
 The Grim Adventures of Billy & Mandy
 Happy Feet
 Mortal Kombat: Armageddon
 Rampage: Total Destruction    


Sega    


Sonic and the Secret Rings
 Super Monkey Ball Banana Blitz    


SNK    


Metal Slug Anthology    


THQ    


Avatar: The Last Airbender
 Barnyard
 Cars
 SpongeBob SquarePants:  Creature from the Krusty Krab    


Ubisoft    


Blazing Angels: Squadrons of WWII
 Far Cry: Vengeance
 GT Pro Series
 Monster 4x4: World Circuit
 Open Season
 Prince of Persia
 Rayman: Raving Rabbids
 RED STEEL
 Teenage Mutant Ninja Turtles
 Tom Clancy’s Splinter Cell: Double Agent    


Vivendi    


Ice Age 2


130
TalkBack / Official Wii Launch Details
« on: September 14, 2006, 06:09:34 AM »
A slightly different set of details and quotes from NOA.

NINTENDO’S INCOMPARABLE Wii CONSOLE  LAUNCHES NOV. 19; MSRP $249.99    


30 New Games, 30 Retro Titles, User-Friendly ‘Channels’  Make it the Affordable System for Gamers, Newcomers and Families    


NEW YORK, Sept. 14, 2006 – Nintendo will reshape the home entertainment and video game landscape with the launch of its heralded Wii™ home video game console. The Americas will lead the worldwide launch on Nov. 19. Wii will be sold as an affordable, mass-consumer product at an MSRP of just $249.99. The price includes one wireless Wii Remote controller, one Nunchuk™ controller and the groundbreaking collection of five different Wii Sports games on one disc, which anyone can play using simple movements, experienced or not.    


Every Wii console includes another distinctive feature: a series of on-screen “channels" that make up the Wii Channel Menu, which makes the console approachable and customizable for everyone, from the most avid gamer to people who have never played before. The Wii Channel Menu is the starting point for all of the console’s functions. The “channels" offer a gateway to a rich variety of entertainment options. When connected to a TV, the Wii Channel Menu offers a simple interface, letting users pick games to play, get news or weather, view and send photos or even create playable caricatures of themselves to use in actual games. Additional functions allow users to redeem Wii Points and download classic games to Wii’s Virtual Console™. The variety of options available through the Wii Channel Menu motivates both gamers and non-gamers to turn on Wii’s power every day.    


Wii is creating worldwide excitement with its unique control system, an inventive, first-of-its-kind controller whose position can be detected in a 3-D space. The new controller allows users to pinpoint targets in games or move through the Wii Channel Menu with precision and ease. This intuitive control system will be understood immediately by everyone, regardless of their previous experience with video games. With this one small controller, Wii makes games both easier and more intense than anything previously experienced. For example, in the Wii Sports tennis game, players swing the Wii Remote like a racket to hit the ball, as in real life. They can add topspin or slice the ball just by angling their hands and wrist like they would in a real match.    


“Wii reinvents games for the devoted player," says Nintendo of America President Reggie Fils-Aime. “But more importantly, Wii breaks the wall separating players from non-players by delivering the best game experiences for the most affordable price. We believe the next leap is games for the masses – young and old, gamer or non, alone, with a friend or with the whole family."  Fils-Aime made his remarks in New York, shortly after Nintendo executives in Japan announced Wii will launch there on Dec. 2.    


Between launch day and Dec. 31, Wii owners will enjoy a robust lineup of 30 software titles, with selections for everyone from video game veterans to newcomers. Some top Nintendo launch titles include Wii Sports, a compilation of tennis, baseball, golf, bowling and boxing; The Legend of Zelda®: Twilight Princess; and EXCITE TRUCK™. While publishers are free to set their own prices for games, first-party Nintendo titles will have an MSRP of $49.99. Wii’s self-loading media bay also can play the entire library of more than 530 Nintendo GameCube™ titles from day one.    


Third-party developers around the world have lined up to provide unprecedented support for Wii.    


“The Wii is changing audience interaction, opening up whole new experiences that have never been possible in video games," says Robert Kotick, Chairman and CEO, Activision, Inc. “With the instinctual control of the Wii Remote, Nintendo is advancing the gaming experience to the broadest audience of gamers. Activision is excited about the launch of the Wii and the opportunity it offers. So much so, we plan to have five titles available at launch – our strongest lineup ever for a new console. We have more development resources devoted to the Wii than to any previous Nintendo platform. The Wii is likely to have a profound impact on the size, growth and overall opportunities for the video game market."    


“I believe the Wii will attract new and casual gamers to the world of interactive entertainment," says Larry Probst, Chairman and CEO, Electronic Arts. “It’s a fun, easy and economical system that will become a bridge to gaming for mainstream audiences. At EA, we are putting more support behind the Wii than any Nintendo hardware launch since the Super NES."    


“The Wii control scheme opens up unexplored areas for our talented teams to innovate when creating games," says Laurent DeToc, President of Ubisoft North America. “It’s invigorating for us. We believe that it will help create a new level of interest in video games and engage more players around the world."    


Additional information about the list of Virtual Console games and the pricing structure will be revealed in the coming weeks.


131
TalkBack / Official Release of Wii Details
« on: September 14, 2006, 05:15:31 AM »
Info on Japanese and North American details - from Europe, oddly enough.

Nintendo Announces Launch Date And Price For Japan And The Americas    


Affordable System for Gamers, Newcomers and Families    


14th September 2006 - Nintendo will reshape the home entertainment and video game landscape with the launch of its heralded Wii™ home video game console. Wii will go on sale in the Americas on November 19th and Japan on December 2nd - European launch date, price and software line up will be announced at a press conference in London tomorrow (Friday 15th).    


Wii will be sold as an affordable, mass-consumer product at an MSRP in the US of just $249.99. The price includes one wireless Wii Remote controller, one Nunchuk™ controller and the groundbreaking collection of five different Wii Sports games on one disc, which anyone can play using simple physical movements, experienced or not.    


Every Wii console will include another distinctive feature: a series of on-screen “channels" that make up the Wii Channel Menu, which makes the console approachable and customizable for everyone, from the most avid gamer to people who have never played before. The Wii Channel Menu is the starting point for all of the console’s functions. The “channels" offer a gateway to a rich variety of entertainment options. When connected to a TV, the Wii Channel Menu offers a simple interface letting users pick games to play, get news or weather, upload and send photos or even create playable caricatures of themselves to use in actual games. The variety of options available through the Wii Channel Menu motivates both gamers and non-gamers to turn on Wii’s power every day.    


Wii is creating worldwide excitement with its unique control system, an inventive, first-of-its-kind controller whose position can be detected in a 3-D space. The new controller allows users pinpoint target in games or move through the Wii Channel Menu with precision and ease. This intuitive control system will be understood immediately by everyone, regardless of their previous experience with video games. With this one small controller, Wii makes games both easier and more intense than anything previously experienced. For example, in the Wii Sports tennis game players swing the Wii Remote like a racket to hit the ball, as in real life. They can add topspin or slice the ball just by angling their hands and wrist like they would in a real match.    


“Wii reinvents games for the devoted player," says Nintendo of America President Reggie Fils-Aime. “But more importantly, Wii breaks the wall separating players from non-players by delivering the best game experiences for the most affordable price. We believe the next leap is games for the masses – young and old, gamer or non, alone, with a friend or with the whole family."    


Fils-Aime made his remarks in New York, shortly after Nintendo executives in Japan announced Wii will launch there on Dec 2nd priced at 25,000 yen. Both announcements come ahead of a European press conference during which Nintendo will unveil specific detail around the console’s launch in Europe.    


Between launch day and Dec. 31, Wii owners across America will enjoy a robust lineup of 30 software titles, with selections for everyone from video game veterans to newcomers. Some top Nintendo launch titles include Wii Sports, a compilation of tennis, baseball, golf and bowling; The Legend of ZeldaÆ: Twilight Princess; and EXCITE TRUCK™. While publishers are free to set their own prices for games, first-party Nintendo titles will have an MSRP of $49.99. Wii’s self-loading media bay also can play the entire library of more than 530 Nintendo GameCube™ titles from day one.    


Third-party developers around the world have lined up to provide unprecedented support for Wii, “I believe the Wii will attract new and casual gamers to the world of interactive entertainment," says Larry Probst, Chairman and CEO, Electronic Arts. “It’s a fun, easy and economical system that will become a bridge to gaming for mainstream audiences. At EA, we are putting more support behind the Wii than any Nintendo hardware launch since the Super NES."    


Additional information about the list of Virtual Console games and the pricing structure will be revealed in the coming weeks.


132
TalkBack / Japanese Wii Details
« on: September 13, 2006, 08:44:40 PM »
BIG Update: More on Virtual Console, Wii menu and channels revealed, and a video trailer featuring a ton of new Wii games!  Updated again with info on Photo Viewer and links to more menu video!

BIG Update: Nintendo has launched the Official Wii website, containing different regions.  Only the Japan area is currently open, but that, combined with the Nintendo Japan Wii hardware page has revealed a ridiculous amount of information.  We will do our best to summarize the major stuff here, with links to relevant pages and video.    


More details on Virtual Console
 For starters, Nintendo has a lineup of 24 publishers currently listed as supporting Virtual Console in Japan.  (More details on pricing and availablity of games are at the bottom of this news story.)  More importantly, the page on Nintendo's site confirms another game system has been added to the lineup: The MSX.  Those unfamilar with the device (it wasn't really a standard console) can get schooled up about it at Wikipedia, but the important thing to know of it is franchises like Metal Gear, Dragon Quest, Puyo Puyo and others got their start on it.  It would seem obvious that some games from those series would eventually be available on VC.    


Wii Menu and Channels Revealed
 The only major things up on Wii.com at the moment are videos and explanations (in Japanese) of the menu system, and the things that will be included in it.  They are all controlled by pointing and clicking with the remote, and include:    


- Mii Channel: The area where you can create your customizable avatar.  It's not just limited to the face; body shape, hair, clothes can be changed along with every concieveable facial feature you can think of.  There's more to it that just the face-making, though, as there was a part of the video where a vast field of people were lined up, and able to be selected for some purpose.  The best way to understand it is to see the video for yourself...and even then, you might not get it.  [Update] More videos of Mii can be seen here and here.    


- News Channel and Weather Forecasting: Self explanatory, but any console connected to the Internet can see the latest news headlines and get weather information via the Wii menu.  See the videos of those in action, too.  [Update] More video of the weather feature can be seen on this page.    


- Wii Photo Viewer [Updated!]: Videos from the presentation show off the very impressive functionality of the photo viewer.  Pictures stored on SD cards can be viewed, rotated, and put into a slide show.  Even more impressive than that is the Wii can edit those photos using the Wii remote as the main tool (think Photoshop).  Even beyond that, the photos can be put together to form a sort of video montage.  To cap it all off, these creations can apparently be shared online via WiiConnect24.  Stunning.  Again, videos of it in action can be had at the link heading this paragraph.    


- Opera Browser: Video of it in action can be seen here.  Google and Google Maps were used to demo the browsing capabilities of Wii.    


Wii Games Trailer
 This is the big one.  Pictures speak louder than words, so just watch the video.  It contains games that have not been previously announced, and new footage for games already known.  The partial list of featured games include:    


-WiiSports Boxing
 -Deep Sea Diving
 -Fire Emblem
 -Trauma Center Second Opinion
 -Wing Island
 -Pokemon Battle Revolution
 -Harvest Moon
 -The Dog Island
 -Resident Evil - Mansion from original RE
 -New footage for Twilight Princess    


Almost all of the information coming out of the Japan Wii reveal is on Nintendo's website.  Here is the link to that; it's all in Japanese text, but many pages have video clips of more things not mentioned here, such as a calendar function, and confirmation of R-Type as a Virtual Console game, among other things.    


Remember, all of the information in this article contains information for the Japanese launch of the Wii.  Be advised details may be slightly different for the American and International versions of the presentation.  For the most part, though, what Japan is getting is pretty much the same as what everyone else will get.    


Come back to PGC later today for more details on Wii around the world.    


Big Update by Steven Rodriguez.    



   


UPDATE: NCL's site has updated with details on the contents of the box when you purchase:    


*Main body of Wii         ×1
 *Wii remote control  With strap         ×1
 *Nunchakus controller         ×1
 *AC adaptor only for Wii         ×1
 *AV cable only for Wii         ×1
 *Stand only for main body of Wii         ×1
 *Supplementary plate only for main body of Wii         ×1
 *Sensor bar only for Wii         ×1
 *Sensor bar stand         ×1
 *Batteries         ×2    


It appears that Wii Sports will be sold separately for 4800 yen.      


Nintendo expects sixteen total games to be available on launch day, including Zelda for 6800 yen.    


Also, prices for extra controllers were announced at:    


Remote - 3800 yen
 Nunchaku - 1800 yen
 Classic Controller - 1800 yen    



   


Original Story
 Original Link: http://www.famitsu.com/blog/express/    


With the Japanese Wii Preview underway, Famitsu and others are reporting details on the fly.    


In Japan, Wii will release at 25,000 yen on December 2nd.    


Prices for Virtual Console games are as follows:
 Famicom -500 yen
 Super Famicom - 800 yen
 N64 - 1000 yen    


Nintendo plans to release thirty Virtual Console titles of their own, with another thirty TurboGrafx and Genesis games coming as well, making for a total of sixty titles.  After that, Nintendo anticipates adding ten titles to the service each month. Titles can be purchased either via credit card or with a pre-paid Wii card.


133
TalkBack / Wii Details a Bit Early
« on: September 13, 2006, 07:37:08 PM »
The news on US price, date, and more has already hit the papers.

Seattle Post-Intelligencer has already posted details from The New York Times regarding the Wii announcement to be made later today.    


Wii is set to launch in North and South America on November 19th, at a price of $250. By year end, twenty-five to thirty games are slated to be released, and Nintendo plans to ship 4 million consoles worldwide.    


Wii Sports will be packaged with the console, including tennis, golf, baseball, and (previously unannounced) bowling and boxing.    


As stated before, Nintendo does not intend to charge more than $50 for their own titles.  About thirty virtual console games will be available for download when Wii launches, and these will cost $5 to $10 each.    


Most surprising is that the Wii will have various media channels, including interactive news and weather channels, and a channel to view photos.  The article reconfirms Wii can be used as a web browser as well.    


"Our goal is to bring gaming back to the masses," Reggie Fils-Aime, president and chief operating officer of Nintendo of America, said in a telephone interview. "You see that in our pricing, you see that in the number of units we plan to make available this year and you see that in how we are positioning the Wii to appeal to every member of the household, including but not limited to the hard-core gamer."    


We'll have much more information on Wii's launch and updated impressions on many games from tomorrow's press event in New York City.


134
TalkBack / New Square Enix Games Revealed
« on: September 13, 2006, 04:57:36 PM »
A new IP and a Final Fantasy XII spin-off are coming to DS.

The newest issue of Shounen Jump in Japan has revealed two new DS RPGs.      


The first is a new IP from the Kingdom Hearts staff, called It's a Wonderful World.  The title appears to take place in an urban Japanese setting, but with tons of monsters in the streets.  It appears that battles take place on both screens simultaneously, and the one battle screen also displays a group of button icons that look almost like what you'd expect in a dancing game, although my interpretation is probably flawed.    


The other title revealed is Final Fantasy XII: Revenant Wings.  Artwork for two characters, Vaan and Penelo (both are also in FFXII on PS2), are shown, but there are no images directly from the game.


135
TalkBack / The Pirates' Carnival is in Town
« on: September 12, 2006, 05:52:24 PM »
One Piece: Pirates' Carnival is in stores today.  Yes, this is completely separate from the other title that just came out.

ANCHORS AWEIGH!    


NAMCO BANDAI GAMES AMERICA INC. SAILS   ONE PIECE(TM): PIRATES’ CARNIVAL(TM)   TOWARDS RETAIL STORES
   


Battle for Command over the Deep Blue Sea in an Exciting New Party Game!    


SANTA CLARA, Calif., (Sept 12, 2006) – NAMCO BANDAI Games America Inc. has announced today that One Piece(TM): Pirates’ Carnival(TM) for Nintendo GameCube(TM) and PlayStation(R)2 computer entertainment system has shipped to retail. Luffy and the Strawhat crew usher in the new age of piracy with over 30 adventure-filled mini games, three game modes and outrageous antics that only the One Piece world can deliver. One Piece: Pirates’ Carnival  is based on the tremendously popular graphic novel published by VIZ Media and TV series of the same name airing on Cartoon Network.    


“One Piece: Pirates’ Carnival brings players all the comical antics of the One Piece characters in a party game that everyone can enjoy," said Naruo Uchida, NAMCO BANDAI Games America Inc.’s Vice President of Product Development.  "We have created a title that is easily accessible and filled with a great variety of mini-games that fits well with the adventures of the Strawhat crew."      


Embark on a voyage with Luffy and the crew, as up-to-four players take command of their own vessel and prove their worth as captain. Duke it out in Board Game mode where players compete in mini games to take control of individual tile squares on board maps taken from their favorite One Piece areas. Gain territory in East Blue, or make a play for power over Grand Line as gamers struggle to become a dominating force on the sea. Collect cards from newly conquered stomping grounds and unearth hidden treasure to gain power and sail toward victory.    


Gamers can replay their favorite mini-games at any time with the Mini-Game Collection mode. Have a blast in a hazardous bomb battle, shoot hoops in a game of pirate basketball, or get messy with a food fight. Potential pirates can also get a piece of the action in Versus mode, which offers four additional independent games for even more multiplayer mayhem.    


Developed by Hand Co. Ltd., One Piece: Pirates’ Carnival is rated “E" for Everyone by the ESRB and carries an MSRP of $29.99.


136
TalkBack / BLAH BLAH BLAH: The New E3
« on: August 03, 2006, 07:13:37 PM »
http://www.planetgamecube.com/specialArt.cfm?artid=11874

Comment on our mind-numbing chatter here.

137
TalkBack / PREVIEWS: DK Bongo Blast
« on: July 03, 2006, 05:02:46 PM »
Get ready to pull those bongos out once again for a race through the jungle.

    Last updated: 07/03/2006 by Daniel Bloodworth          

The DK crew is back in DK Bongo Blast – a four player racing game controlled with the GameCube bongo controller.  The racers maneuver through aerial courses by using pairs of Barrel Jets, jet packs that boost when the pilot strikes them.  Not much has been said about this racer, but images and video do reveal a bit.    


The courses are outlined by vines on either side.  The player steers left and right by tapping the left or right drum, respectively.  Changing altitude appears to be automatic, but hitting both drums simultaneously does allow you to "jump" over obstacles or to alternate paths.  You can bash your opponents when you get close enough. Plus, you punch through barrels along the way for speed boosts, and hitting sequences of barrels can net you combos.  Barrel cannons, such as those found in Donkey Kong Country, can blast you along more quickly if you manage to jump into them in time.    


Lines of bananas are strung throughout each course, filling up a meter on the right.  Once the meter is full, that grants the player a "Wild Move," but at this time, what a Wild Move does is unclear.  Separately, there is another mystery box, showing items such as a barrel, a green or purple parrot, and a coconut crystal.  The effects of each of these items and any other items available are also unknown.  While the full cast of characters has yet to be revealed, images show Donkey Kong, Funky, Dixie, and a Kremling as playable racers.  


138
TalkBack / PREVIEWS: Project H.A.M.M.E.R.
« on: July 03, 2006, 05:00:25 PM »
Hordes of robots are attacking America, and nothing can save us except a cyborg with a massive hammer.

    Last updated: 07/03/2006 by Daniel Bloodworth          

Project H.A.M.M.E.R. is a new franchise for Wii from NST, Nintendo's American development branch, responsible for titles such as Metroid Prime Hunters and Wave Race Blue Storm.  The main character is a cyborg, equipped with a giant hammer, and the premise is simple: swing the controller to swing the hammer and take down the legions of robots attacking cities across America.    


The control scheme uses the two-handed Nunchuk configuration.  The analog stick is used to move your character, and the trigger buttons on the Nunchuk are used for quick boosts forward or backward.  The player swings the remote in different directions to swing the hammer.  The remote responds to both horizontal and vertical motions.  Sideways attacks are effective for knocking back groups of enemies, while vertical attacks are more powerful.  Vertical attacks can also be charged by pulling back the controller and holding for a few seconds before smashing the hammer down again.      


From what has been seen so far, the game plays like most brawlers, set apart mainly by the action of swinging the controller.  Wave after wave of enemies attack and you have to keep swinging that hammer to press forward.  At times, there are obstacles to plow through or traps to dismantle.  Robot building machines along the way have to be taken down as well as other bosses and mini-bosses.  While nothing has been confirmed at this time, the hero's cyborg nature suggests that specific attributes may be upgraded in some way as the game progresses.


140
TalkBack / REVIEWS: X-Men: The Official Game
« on: June 15, 2006, 04:23:01 PM »
Chances are that the more you like the X-Men, the less you'll like this game.

X-Men: The Official Game is meant to be a bridge leading from the second film to the third.  Instead, the plot completely neuters the second film and has very little to do with the third film, and it's matched with thin gameplay and weak cut-scenes.  If it were possible to care about the story in this game, you might consider much of what's said below to be "spoiler material".      


The cinema scenes are the player's first clue that this is going to be a mostly terrible experience.  The sequences are nothing more than still storyboard art with voice-overs and sometimes the artwork blurs or slides around in a laughable attempt to make it look animated.  It's awkward to listen to Patrick Stewart give his lines with a motionless image of his face staring at you, and it really gives the impression that some producer should be over your shoulder saying, "this is the direction we want to go for in the final product".  Oh, but wait, this is the final product.    


Gameplay is split into three distinct types, focusing on the playable characters: Iceman, Wolverine, and Nightcrawler.  Iceman is always riding on his Ice Slide, and his stages are similar to a Star Fox game, with both free-roaming and corridor levels - although the corridor levels tend to be more race-oriented.  Wolverine's levels are the very definition of repetitive hack-n-slash and take up the bulk of the game (or at least it feels like it).  Meanwhile, Nightcrawler's levels are more objective-based, making you look for series of switches and giving you the opportunity to use Nightcrawler's teleporting talents in battle. The characters practically have separate games to work through, but the plot and mostly linear level progression keep you switching from one to the next to keep things from becoming unbearably stale.  Usually though, the gameplay isn't what makes you want to kick and scream, it's the ridiculous situations these characters are constantly put in.    


Let's start with Iceman's flying levels.  You can accelerate, slow down, and do quick turns just as you would in many other flight games.  Iceman attacks his targets with an ice beam that shoots out like a frosty laser, and he has a move called Hailstorm, which basically looks like he's throwing a snowball.  As mentioned before, some of Iceman's levels consist of simply racing to a goal before time runs out, taking out enemies and dodging traps along the way, while other stages have you circling an area, continually taking out targets.  Iceman is the only character whose levels actually get more interesting as the game goes along, with the first couple easily being the worst.      


In one early stage, Pyro is engaged in this preposterous attack on a nuclear power plant because it's made out of Adamantium and Magneto wants metal to build weapons.  Iceman comes in to stop Pyro as you'd expect, but you never directly attack him.  Your goal is simply to put out his fires and stop his firebirds.  Once you put out a set of fires, of course Pyro just lights more fires, but after doing this several times, "Mission Complete" suddenly appears.  Huh?    


All right, Wolverine's next.  These stages are like playing X-Men Legends, but without cool power-ups, special moves, or enemy variety.  In other words, you're simply hitting enemies – the same enemies – over and over again.  There are a handful of combos which kind of masquerade as variety until you learn that each of the five or so enemy designs requires you to use a specific attack to get in a hit.  Guy with the cattle prod needs to be hit with a jump attack.  Guy blocking can be hit with a vertical slash, etc., etc.  It's really nothing more than a test of your mental stamina.  Are you capable of doing the same thing over and over again until all the enemies are gone or will you just stop caring and let them overwhelm you?  I'm serious. Some of these levels consist of ONE ROOM that just constantly respawns enemies with no end in sight, until you finally see "Mission Complete".      


For Wolverine's ridiculous plot situation, you get to fight Lady Deathstrike, not once, but twice.  That's right, the same Lady Deathstrike who had her body pumped full of liquid Adamantium until it oozed out her eyes in the second movie has "miraculously survived".  The first time you meet her, she somehow kidnaps Storm and shoves her in a box.  Since Storm is claustrophobic, she wigs out, creates this massive vortex, and you fight Lady Deathstrike in the eye of the storm.  The best part though, is that when you meet Deathstrike again later in the game, she has the exact same easy-to-fool attack patterns (make her lunge, then counterattack). There's just no hurricane the second time.    


And since Wolverine's stages are so bad, here's a bonus.  Wolverine's claws can slash through: park benches, wooden bedroom dressers, pipes, steel cages, rocks, concrete walls, and force fields.  What can't they slash through?  A fence that Sabretooth hops over in the beginning of the game.  You actually have to walk around the Statue of Liberty to get to him, and he's just standing there waiting for you anyway.    


Overall, Nightcrawler is the best of them, although towards the end, Iceman's stages tend to be stronger.  Nightcrawler's teleporting ability is satisfying in battle since you can specifically teleport in front of or behind enemies.  The boss battle against Multiple Man is probably the highlight of the game, as he'll create clones to surround you, giving you just a split second to teleport behind him and continue your assault.  However, in other situations, teleporting is more hit-or-miss.  There is always this blue cursor that shows where Nightcrawler can teleport to, and this feature really looks like it belongs on the Wii and could benefit from that controller's pointer functions.  You never have direct control of the cursor, but instead you have to move Nightcrawler back and forth or shift the camera until that blue dot is sitting where you want to go.      


While there are several goofy plot situations (run back to protect Colossus?), the biggest oversight with Nightcrawler again involves his abilities.  Rather than dematerializing and reconfiguring when he teleports, Nightcrawler essentially turns into an invisible bubble that floats from one point to the next, and at times he can actually be damaged en route!  His Shadow Aura, which you'd guess would introduce some form of stealth gameplay, really isn't effective at all.  Enemies can still see you and attack even though you're perfectly still and out of the way.  So what purpose does Nightcrawler's Shadow Aura serve?  Well it heals you, of course.  That's right, Wolverine isn't the only character with a healing ability in this game; Iceman and Nightcrawler can heal too.    


Finally, anyone interested in seeing what happens between the two movies would be better off thinking that nothing happened.  The plot basically goes out of its way to negate the finale of X2 entirely.  That's right, Jean Grey died for nothing – well, maybe to save the X-Men, but Stryker, his son, and Lady Deathstrike have all survived.  Not to mention that the Weapon X facility at Alkali Lake shows not even the slightest sign of flood damage.  Even more fun is that the game repeats the scene from X2 in which missiles home in on the Blackbird and the only way to shake them is for Storm to use her powers (but this time it's lightning instead of tornadoes).    


Overall, X-Men: The Official Game is just barely worth a rental.  There are some fun moments with Nightcrawler and Iceman, for sure, but Wolverine is a complete headache. On top of that, the thinly-covered inconsistencies with the plot and characters will drive just about any X-Men fan to rage.

Pros:
       

  • Nightcrawler vs. Multiple Man  
  • Iceman taking down giant Sentinels

           Cons:
           
  • All the X2 villains are alive!  
  • Do all mutants have healing abilities now?  
  • Wolverine levels are endlessly repetitive

                   Graphics:  6.0
           There's really nothing spectacular happening here, but the models are moderately detailed and closely resemble the character designs of the films.  Cinematic sequences consist of simple camera pans over still artwork and character cut-outs sliding around.  Even using the in-game models would have looked much better.

                   Sound:  7.0
           Aurally, the game benefits from having access to some of the key actors and music from the films.  However, music during gameplay has a tendency to disappear and then start again later at odd intervals.

                   Control:  7.0
           With three unique control schemes, there can be moments when you'll begin a stage and realize that you've forgotten which button does what.  Each character's control configuration has its own set of strong points and weak points, but for the most part, it works out fine.

                          Gameplay:  6.0
           While the three characters are switched around frequently to give an impression of variety, each level for a particular character plays out pretty much the same as the last.  Iceman's and Nightcrawler's objectives manage to keep interest levels up, but Wolverine's stages are exercises in repetition, frustration, and boredom.  Mutant abilities can be powered-up for incremental increases in basic attributes, but there are never any new abilities to gain.

     


           Lastability:  5.0
           X-Men is short to moderate in length and allows you to jump back to previous levels to try them on different difficulty settings at any time.  The collectible items are placed counter-intuitively (Storm is calling for help?  Run the opposite direction to look for purple chips!), and there really isn't a clear reward for collecting all of them in a level.  Unlockables are limited to character costumes (after you beat the game) and a single Danger Room course per character.

     


           Final:  5.0
           Thin gameplay is certainly a factor here, but while many fans may put up with that for a good plot to supplement the films, X-Men: The Official Game offers story arcs that will constantly repeat or contradict parts of the movies, and then it gives lame rationales to cover up the nonsense.      


  • 141
    TalkBack / DS Lite Spurs Explosive Sales
    « on: June 14, 2006, 04:08:09 PM »
    DS Lite and recent games sell big at launch.

    NINTENDO NEWS: NINTENDO DS CONTINUES TO DOMINATE PORTABLE VIDEO GAMES    


    June 14, 2006    


    With two of the nation's top-selling games and a hot new look to the hardware, the global Nintendo DS phenomenon has become more popular than ever. New Super Mario Bros. ® and Brain Age™: Train Your Brain in Minutes a Day for Nintendo DS™ ranked as the No. 1 and No. 3 best-selling games of May, according to the independent NPD Group. And early reports from major retailers indicate that those same titles are being scooped up with the new Nintendo DS™ Lite in advance of Father's Day.    


        * After going on sale May 15, New Super Mario Bros. sold at a nonstop rate of roughly one every four seconds nationwide during the reporting period.    


        * New Super Mario Bros. emerged as the No. 1 game of the month, even though it was in stores for just 13 days of the four-week reporting period.    


    DS Lite Shines Bright:    


        * Just two days after Nintendo DS Lite went on sale in the United States on June 11, the new lighter, brighter portable system sold more than 136,500 units, with many retail outlets reporting sellouts.    


        * By comparison, DS Lite is outpacing 2003's launch sales of Nintendo's juggernaut Game Boy® Advance SP by more than 12 percent.    


        * Major retailers report that sales of Brain Age: Train Your Brain in Minutes a Day tripled over the previous week.    


        * Retailers also report that New Super Mario Bros. ® sales doubled over the previous week.    


    For more information about Nintendo systems and games, please visit www.nintendo.com.


    142
    Nintendo Gaming / X-Men is really starting to piss me off
    « on: June 07, 2006, 12:23:07 AM »
    For a while it was fun to go on and on about how bad this game is, but now this Wolverine crap is really starting to get to me.  How long do they want me to fight the SAME SIX GUYS in the SAME ROOM?  I'll go for like 15 minutes in this place just for three of them to corner me and knock me from full power to dead in no time with their cattle prods.

    143
    TalkBack / Metroid Prime 3: Corruption E3 Interview
    « on: May 20, 2006, 10:14:56 AM »
    Please use this thread to discuss our E3 Interview with Nintendo and Retro Studios.

    144
    TalkBack / IMPRESSIONS: Final Fantasy III
    « on: May 13, 2006, 10:49:15 AM »
    The last NES Final Fantasy comes to DS with upgraded graphics, sound, and controls.

    Never before released outside of Japan, Final Fantasy III (originally released on the Famicom) is coming to the Nintendo DS with a major overhaul.  The game is being entirely rebuilt in 3D with colorful graphics and a visual style similar to FF IX. The music has been reworked to feature the instrumental depth that fans have come to expect of the series since the SNES days.  Plus, from trailers on the floor, it seems that the game may even have some occasional pre-rendered cut-scenes.    


    Control can be handled traditionally with the cross pad and buttons or you can opt to use the stylus.  Like Animal Crossing, players may find it easier to perform some actions with the buttons and others with the stylus.  Since FF III is completely turn based, there are no quick actions to be concerned with, and the stylus control makes menu navigation much quicker.  In battles, you don't even need to press the attack command; you can simply tap the enemy you want the current character to attack.  Tapping the background in battle allows you to cancel which can be frustrating because it seems that the points you need to touch are rather small – however that perception may simply be due to the fact that the DS I was using was bolted in at thigh level.    


    The content of the demo is fairly slim, showing only basic Final Fantasy mechanics without getting into FF III's job system.  There is a small town; an overworld section in which a hand-drawn map is shown on the upper screen; a castle with a closed gate; and a small dungeon.  You find a couple of chests and fight some enemies before you get to the boss.  Weapons and shields are equipped in the left and right hands, so it is possible to equip a character with two swords to give added damage.  I also came across some items that cast ice spells which were more effective against the giant turtle than the fire spell the characters know by default.      


    It looks like Square-Enix is putting a lot of work into bringing Final Fantasy III to 3D.  While the features that make it unique weren't shown in the demo at E3, players can probably find more information on the original Famicom game before the DS version releases this September.


    145
    TalkBack / IMPRESSIONS: Children of Mana
    « on: May 11, 2006, 12:05:57 PM »
    The Mana series is back, but not much has changed.

    The Children of Mana demo in Square-Enix’s booth at E3 takes you through a dungeon which seems to be right at the beginning of the game.  You are able to select one of three different characters, but the only apparent difference is the summon creature that comes with them.    


    The dungeon has you climbing a tower to rescue someone the character apparently knows.  However, for some reason I didn’t catch, there’s something in the tower causing space to be distorted or something.  Because of this, the staircases disappear, but it doesn’t really matter because some Mana light or something is there, and if you find a Mana seed in a pot you can use it to travel up to the next floor.    


    Battle is very similar to previous Mana titles, and the enemies shown look exactly the same as their counterparts in Sword of Mana.  The graphics don’t seem to have improved much over the GBA in any sense.  You can set weapons to the A and X buttons, heal with Y, and summon your magical buddy monster with the B button.  Weapons have secondary functions if you charge them.  The sword can reflect projectiles.  The bow puts enemies to sleep.  The flail’s standard usage to pull you across gaps is now a secondary function, and the hammer pounds the ground instead of swinging sideways.  One odd difference about the battles is that attacking enemies knocks them backwards, and if they hit another enemy or an item, they will do damage to it.  And if you hit an enemy with a hammer swing, you’ll send them flying across the level like a hockey puck with every other enemy they hit ricocheting off the walls and each other.    


    The boss battle in the demo is painful.  So painful I didn’t bother to finish.  You battle against a large phoenix on the top of the tower.  It flies back and forth across the level, but doesn’t take any damage at first.  Then suddenly a cut-scene shows a sword falling out of the sky.  It promptly disappears, but its power makes it possible to damage the boss.  It isn’t much easier to hit it though, mostly because the stage is so huge that you have to look at the map to see where the enemy is coming from and when you do find it, it’s often too far away to get to in time to hit it.


    146
    TalkBack / IMPRESSIONS: One Piece Unlimited Adventure
    « on: May 11, 2006, 12:37:43 AM »
    A brief demo for this Wii title.

    One Piece is heading to Wii in an all new adventure title, but the E3 demo only focuses on a few of the basic items in an open area with no enemies.  Monkey D. Luffy is the only playable character in the demo, and he lands on a seemingly empty item.  Luffy himself is looking good cel-shaded.  The level is bright and colorful with a wide field of view and lots of detailed objects such as flowers and grasses.      


    The controls are similar to Zelda, but a bit more basic: B jumps; A attacks; Z locks on to a target; the 1 button changes camera angle; and items are selected via the cross pad.    


    As you journey through the level, you'll come across a couple of items and be introduced to their mechanics.  The pick-axe allows you to bust rocks and uncover buried treasure by swinging the remote downwards.  You can also swing it side to side to cut grass, and bashing trees with it can knock out items too.  The Gem of Time seems to be the first of an assortment of magical gems.  In the demo, you're able to use it to cause a tree to quickly grow under a boulder, launching the boulder out of your path in the process.  There is an insect net that can be used by targeting an insect, walking up slowly, and swinging the remote to swing the net over the bug.    


    The final tool you pick up is the fishing rod, and in some ways, I preferred the Wii fishing mechanics in this game over the fishing in The Legend of Zelda: Twilight Princess.  You cast by holding A, pulling the controller back over your head just like a real fishing rod, and swinging it forward while releasing A.  Actually hooking a fish is the hardest part since the cue for when your bobber is getting hit is a little hard to identify.  The fish will nibble, but when it does bite down, the bobber doesn't really sink much, the remote just rumbles a lot.  However, if you manage to jerk the controller up at the right time, you'll get one hooked.  Reeling the fish in, you'll need to pull back on the controller and pull side to side to fight a fish to shore, but you also have to worry about line tension, and may have to lower your pole a few times to keep the line from breaking.  For all your hard work though, you may end up with something that looks like it belongs in a goldfish bowl.    


    And that's really all there is to this demo.  I returned to be sure I didn't miss anything, but so far all we're able to see is this handful of basic tools and some random collectibles.


    147
    TalkBack / IMPRESSIONS: The Legend of Zelda: Twilight Princess
    « on: May 10, 2006, 04:06:56 PM »
    Nunchuk sword swings, pointer aiming, fishing, and a cool boss battle in the Wii version of Twilight Princess.

    A large corner of Nintendo’s Wii booth is dedicated to demos of The Legend of Zelda: Twilight Princess.  Unfortunately, there are no GameCubes on the show floor to compare the Wii version to the current GameCube build, but the Wii version is shown in widescreen, the graphics are very crisp, and the framerate is much steadier than the demos at E3 last year.  Nintendo has two demos set up: a fishing area and a dungeon.      


    The fishing demo takes a place at a gorgeous lake with tall rock formations jutting out of the water and weeping orange-leaved trees.  A rustic looking gal is at hand to teach you all you need to know about fishing with the remote.  You can choose to fish with either a bobber or lure.  Lures have to be reeled in after they are thrown, while bobbers allow you to lie in wait for a bite. It seems that bobber fishing is done from the shore and lure fishing gives you access to the canoe.      


    Once you’ve picked a fishin’ hole, you’ll swing the remote to cast and jerk it to hook a biting fish.  You then pull the remote back hard and hold A to reel.  Once the fish gets close to the boat, you’ll have to act quickly and press the B trigger for Link to reach down and grab it.  Not all the fish are popular in Hyrule apparently, so you may see Link give his catch a hilarious look of disgust.    


    The dungeon being shown is the same one demoed at the media briefing and shown in the released screen shot.  The stage begins in a canyon with boardwalk paths over water. The mysterious creature, Midna give you instructions, much like fairies in past games, and it seems she is available to give hints at any time by pressing up on the cross pad.   The other three directions on the cross pad are mapped to specific items.  The boomerang, bow, and iron boots are there by default, but there are other items in the menus, such as the Claw Shot (same as hookshot), a lantern, potion, and lantern oil.  Accessing the item menu is as simple as pointing the remote at the items icon on the screen and pressing the A button.    


    The basic Zelda controls are pretty much intact.  You move with the nunchuk’s analog stick; center the camera or lock on with the Z trigger; and do basic sword moves with the B trigger.      


    Items like the claw shot, bow, and boomerang, make use of the Wii remote’s pointer function.  You hold down the corresponding button on the cross pad, aim with pointer, and release to fire.  The target will then remain active until you move so you can quickly aim and fire again.  The boomerang has added multi-target functionality – before you set your new winged boomerang out, you can use the B trigger to click multiple targets for it to hit in a specific order. The feature is used in one puzzle in the current demo.  Since Zelda was the very first Wii game I tried, it took quite some time to adjust to the pointer sensitivity.  Only slight movements are needed, anything more causes the cursor to zip across the screen.  Representatives on-hand stated that the pointer is more sensitive as you get closer to the sensor bar, so standing farther back makes it somewhat easier.  There is also hope that Wii or individual games may have some sensitivity calibration for those of us that have trouble making teeny tiny movements.  I did eventually get the hang of it and was able to pick off some pretty long shots.    


    Less intuitive are the motion-sensitive sword fighting moves.  Pushing the remote forward, causes Link to bash and stun his enemy with his shield, which isn’t too difficult to pull off.  However, the nunchuk is used to perform Link’s spin attack and down-stabbing finishing move.  The down-stab is performed by swinging the nunchuk downward, and since your enemy is already on the ground, it isn’t too vital if it doesn’t work.  But spin attacks are necessary for some of the clusters of enemies that surround you, and I only seemed to get it to work once in a while.  Even though it was explained in the game and by representatives on hand, I never felt sure of what I had to do. Am I supposed to swing it in a circle, shake it, twist it, or what?  The reps seemed to be able to do it whenever they liked, so I know it’s not impossible to get down, but the necessary motion didn’t seem to be clear.    


    Rumble on the Wii controller seems to be much more noticeable than on GameCube, perhaps because the entire body of the remote is held in your hand.  I was not able to hear the remote’s speaker amidst the roar of E3, but representatives stated that the bow, sword, and fishing reel all make use of the speaker.    


    The layout of the dungeon is fairly simple since the demo is only about eight or ten minutes long.  There are scarecrows set up as targets to teach you how to swordfight and shoot your bow.  Outside, you come across the occasional foot soldier, but most of your opponents are archers, that you have to take out from a distance.  Attempting to fire up close tends to result in getting hit before you can even get the enemy in your sight.  There is a spot to try out your claw shot, a puzzle involving the boomerang, and a new means of using your iron boots.  You put the boots on to push down a big switch, which in turn activates a huge magnet dangling from a crane of sorts.  Putting on your boots again under the magnet causes link to fly upside down and stick to it – inverting the entire screen.  The magnet takes you to another area in the level, but you can even fire weapons while dangling upside-down.    


    The second section of the dungeon is in a cave with a couple of lava pits.  After you use your bow to cut a rope holding a drawbridge, you’ll encounter several large groups of enemies that encircle you.  You then move on to a very cool battle against the huge fiery boss that we’ve seen in previous trailers.    


    When you enter the room, the boss is chained and dormant, your very presence activates a jewel on its forehead, ignites its body in flames, and causes it to tear its chains from the walls, dragging them and swinging them as effective weapons to smash you and the pillars encircling the room.  It’s also capable of sending out waves of fire in all directions.  To combat the boss, you first have to get a safe distance away and fire an arrow into its forehead, temporarily stunning it.  Then you have to quickly run up to the chains connected to its ankles and grab one with the B button.  If you simply tug at it with your own strength, it will have no effect.  Put on your iron boots though, and you’ll have the weight to hold your ground, pulling his leg out from under him, causing him to fall forward and his flames to go out.  You can then take off your boots, run up to him, and give his face a beating with a few jabs of your sword.  Manage to do this several times, and you’ll defeat him – but the demo ends before you can see your reward.


    148
    TalkBack / Nintendo Media Briefing Speech
    « on: May 10, 2006, 05:46:06 AM »
    A transcript of Iwata's speech at yesterday's media briefing.

    Media Briefing Speech    


    Thank you, and good morning.    


      When I became Nintendo president, we decided on a new goal for our company expanding the total number of people who play games.    


    In order to do this, we needed to target not only current gamers but two different types of consumers those who once played, but who had lost interest.  And even those who had never played before.    


    how would we do this?    


    The industry has always tried to improve in the same direction with games that are more gorgeous and more complex. But in order to approach lapsed or former gamers and non-gamers, these types of games can not serve our purpose.    


    The logical solution is to re-invent the relationship between player and game - the game controller interface. We believe this approach can appeal to a much broader audience but also excite core gamers.  This is important because core gamers always represent our most important audience.    


    Our first implementation was Nintendo DS.  Like many disruptive innovations, at first it confused some people. But these people began to understand when they started to 'pet' their puppies with a stylus and talk to them through the microphone.  Next, in japan we launched the first of the brain games. They have already been played by millions of people who never tried a video game before. Many people in our industry thought these consumers were impossible to reach, but now the trend is spreading to the western world.    


      So, how do we continue this strategy with Wii?    


    One hand control with the Wii remote is just like the touch screen of DS. It breaks down a barrier to non-gamers and lapsed gamers. For anyone, it is comfortable. In addition, most lapsed gamers have wonderful memories of games they used to play. The virtual console aspect of Wii will bring them together again. And the virtual console will also act as a 'living laboratory' for simple, intuitive games.    


    Using the creative approach with the Wii remote control, and the business model of the virtual console, maybe a game like 'Tetris' can be feasible once again.    


    In the past 20 years, as game systems improved in functionality there were also downsides. Among these, the startup time before game play begins is growing longer and longer. I have been planning, developing and playing games for a long time. And I still love all of this. But these days, I am busier than ever.  And if I have to wait 30 seconds or 40 seconds or more for a game to load. Often I get frustrated and sometimes I just can not wait. And now that I know I can instantly stop or start playing my DS by just closing or opening the top, I think I am spoiled.  Maybe this has happened to you, too.    


    If serious gamers find these delays frustrating, how can we ever expect the mass market to show more patience than we do?  Unless we change, we can never increase the game play population.    


    The Wii console will also help solve this problem.  It can power up virtual console games and applications like our Opera web browser saved to Flash ROM almost as fast as a telephone or television in just a few seconds.    


    And let me describe one more hardware feature.  No game console, no matter how powerful, serves any purpose when it is turned off. So we designed our machine to provide owners a variety of services even when it seems like it is turned off. Wii will become 'the system that never sleeps.'    


    Using a design called 'wii-connect-24', the console automatically enters standby mode without the fan running but still operating key functions and using power about the same as a miniature light bulb.    


    Importantly, this means the Wii console can be constantly connected to the internet. For you hard core gamers, this means developers can 'push' a new weapon or vehicle or level to you even while you sleep.  For beginning gamers, just starting with something like Animal Crossing, anytime the console is in standby, they may return to find that a friend has visited their village and left a message or a gift.  And other developers will configure their games so that players will receive the game elements or information that the designer wishes. And programmers won't need to write a single line of code. Networking software is included in the hardware and developers can decide to add these functions at any time.  What we are aiming for is a system that is new every day.    


    Then finally, the most difficult job is to reach people who have never played before. To approach them, we need to remove several walls.    


    New controllers and the virtual console are important, but most important is software that these people will really want to play. These games would allow a core gamer and a non-gamer to happily and immediately compete against each other.  What kind of game can do that?    


    Among the examples you'll play tomorrow is Wii-sports.  This is a combination which will include tennis, golf and baseball in one package. It will be available on launch day. Beginning players will find control with the Wii remote intuitive and appealing. Serious gamers will find it a surprising way to attempt something they've already done many times before.    


      Expanding the game audience with Wii means increasing the number of people in any household who are involved with games.  Today, there are people who play and people who do not. Wii will help destroy that wall between them.    


    Regardless of age, gender and game experience, anyone can instantly understand Wii. And Wii can provide anyone with fresh, new experiences.    


      Everyday, there is something new.  For everyone, everyday.    


    This is our answer.    


      Thank you.


    149
    Nintendo Gaming / A Revolution in China?
    « on: May 05, 2006, 06:39:09 PM »
    So, on the way home I had a thought (not quite developed enough to be a theory).  I may have come up with one good reason for the name change – China.  Nintendo has been priming the market for the past several years with the iQue, GBA, and I think even the DS, but hasn’t quite entered the market with a current-level home console.  Now, let’s say they choose to have their next console take that step – is the Chinese government going to look kindly on “Revolution”?  Wii on the other hand (meaning “we”) actually has a somewhat communist ring to it.  Call me crazy, but Nintendo may be thinking of more untapped markets than women and seniors.

    150
    TalkBack / WWII on Wii
    « on: May 05, 2006, 06:10:06 PM »
    Call of Duty 3 is bound for Wii.

    The rumblings of a new Call of Duty game coming to Nintendo's next console have been around for a while, but now it's official.  Activision plans to unveil Call of Duty 3 next week at E3. However, IGN received an early copy of the E3 trailer and permission to reveal the next title to the world.      


    The trailer focuses mostly on the heritage of the series, showing clips from each CoD title with select quotes from the media.  It all culminates with a few scenes illustrating this year's sequel: a soldier is gunning it out in ravaged European streets; his gun gets knocked out of his hands; and he then must wrestle off his opponent bare-handed. (The level of graphic detail makes it unclear whether the footage is pre-rendered or direct from gameplay.) The end of the trailer shows a variety of logos, not least of which is one for "Nintendo Revolution", confirming Wii support.


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