TalkBack / Re: Xenoblade Chronicles Confirmed for North American Release
« on: December 03, 2011, 04:20:43 PM »Three minute Xenoblade trailer is sitting on your Wii's Nintendo Channel if anyone is interested!!Or, you know, in the original post.
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Three minute Xenoblade trailer is sitting on your Wii's Nintendo Channel if anyone is interested!!Or, you know, in the original post.
Anyone remember the slot chips from the late 90's they were huge. The point being that physical size really isn't a real design limitation with a fully custom system.Yes it is. The larger the chip is, the less you can make and the more chance there is for a defect, meaning even less that are usable.
I think Nintendo is releasing the game in a limited manner because they know it will not be a monster hit. This way those who want it can get it easily, but they do not have to risk a bunch of cash printing enough for every store to get copies. An excellent technique I feel and I hope they make enough money trying this to do again with other games.
Exclusively through stores in the U.S.? What about Canada? The Facebook quote says it'll be released in North America. I am confused.You can order through Nintendo's online store if you're in Canada.
Can you NWR newshounds follow up on this point, pretty pleeeeeeease?
Check out the final two cups and more!
http://www.nintendoworldreport.com/video/28570
Mario Kart 7 launches today in Japan, followed by Europe, Australia, and North America, each on consecutive days. Below you can find videos of the final two cups, Special Cup and Lightning Cup, as well as a collection of commercials and other gameplay videos.
That wasn't my question.How many people who talk about E.T. or Custer's Revenge have actually played it?emulators dawg
Mario is the 1%. #OccupyFortuneStreet
http://www.nintendoworldreport.com/impressions/28458
Despite its inception in 1991, Itadaki Street remained in Japan until now. Fortune Street is best described as a more complex version of Monopoly. As in that famous board game, players run the board attempting to earn money, buy property, and charge rent to opponents who land on said property. Fortune Street takes this to the next level by adding a stock market. Now, players can invest in not only their own properties, but others', which increases the properties' value and thus raises the rent. When players land on owned property, both the owner and investors receive cash.

Though similar to Monopoly, everything is more complex. Rather than traversing a single loop around the board to receive pay, players must move around multiple branches, collecting one of each card suit before returning to the bank. Players can choose directions when coming to an intersection. Payouts are based on the value of your holdings. The game ends when a player reaches a set net worth or all others players go bankrupt.
Players can invest in their property when landing on their own squares and buy stocks when passing the bank. A range of money can be invested rather than set amounts for buying houses. Players must stay aware of who has their fingers in which part of the board, lest somebody dump their stock and thus drop the value of their own holdings. For the more competitive Monopoly fans, players can make property trades or even hold auctions. Chance cards can give a bonus or throw a wrench into things. These cards are selected from a grid, which adds yet another layer of strategy to the game since chaining cards on the grid leads to even more bonuses.

Fortune Street is played with the Wii Remote in either horizontal or vertical orientation, and players can roll the die either with a button press or by shaking the remote. The game is menu and text heavy. The interface can be a bit clunky, even the Square Enix representative admitted, such as when the game always asks to confirm your move, even if that is your only option.
Players can choose from a wide variety of Mario and Dragon Quest characters or from their collection of Miis. Miis can be accessorized with items and clothing from the two franchises after earning money and buying them.

The Mario-themed boards span everything from 8-bit Mario to Mario Galaxy, including Yoshi's Island, and even Mario Kart and Mario Baseball. The Dragon Quest representation is similar, featuring locales from games up through Dragon Quest IX, such as the world map from that game and the phantom ship from Dragon Quest III. Each board has a different gimmick and boards may transform when players land on certain tiles. For instance, the Starflight Express from DQ9 may transport a section of the board, sometimes even leaving players stranded. The soundtrack also takes from a wide swath of games new and old.
To be clear, despite its overall appearance, Fortune Street shares very little with the Mario Party series. It is strictly an electronic board game. There are a few mini-games, which are triggered by landing on casino spaces, but these games are mostly single-player games of chance like slots, or with ones minimal interaction like a memory game and a wheel-spinning game. I did see a multiplayer Slime-racing minigame, but you only got to choose your Slime (like betting on horses) and hope for the best. These games are not available outside of the main game, not that you'd want to play them anyway.

Fortune Street is most certainly the type of game that's better played with friends, and besides local multiplayer, there is Wi-Fi play. Like Monopoly, games of Fortune Street can take a long time to play, especially with the extra strategy of the stock market. In my demo at Nintendo, we played what was supposed to be one of the shorter boards -- we didn't finish the game in our two-hour slot. The larger boards reportedly take on the order of six hours to complete.
If you're looking for something active along the lines of Mario Party, you will not find satisfaction in Fortune Street. However, if you're looking for a Monopoly-style game, Fortune Street is definitely the way to go. The game's stock system even serves a good primer on a few of the subtle effects of investments and financial systems. The inclusion of the Mario and Dragon Quest franchises make it far more interesting than anything Uncle Pennybags could ever offer.
Nintendo opens a window to the land of Link in Redwood City.
http://www.nintendoworldreport.com/blog/28526
Last year, Nintendo had i-am-8-bit come to their Redwood City offices to decorate their game demo room with a Kirby's Epic Yarn motif. A year later, the felt was feeling the force of gravity and the room was beginning to droop.
With the launch of The Legend of Zelda: Skyward Sword and the series' 25th anniversary, Nintendo had i-am-8-bit return to redecorate. The result is a mix of spectacular whole-wall paintings depicting day and night scenes and three dimensional crafts, such as potions, fairies in bottles, and a mask-filled chest. How would you like some stuffed rupees to accessorize your couch? They even covered the floor with artificial turf! Check out their handiwork in the gallery below.
Battle and online modes are the best they've been.
http://www.nintendoworldreport.com/impressions/28399
Following my previous run with Mario Kart 7, I had the chance to check out the battle and online modes of Mario Kart 7 at Nintendo's offices. The short version? Both modes see welcome improvements over the Wii iteration.
The three new battle mode courses are quite different from each other. Honey Bee Hive, based on the hive from Mario Galaxy, is made up of interconnected hexagonal rooms. The hive was my least favorite battle course since the design means you can't drive around that freely, and you can't really hide out in a room due to the map on the bottom screen giving away your location. Sherbet Rink is an ice-covered wide-open battlefield full of bumpers. It's the best course for in-your-face craziness and massive numbers of bouncing shells. Wuhu Town is a sprawling map with multiple levels. The old battle maps play a bit differently thanks to the new kart abilities -- you can hover over the lava in Big Donut using your glider, for instance.

Balloon battle is time limited and point based. Losing all your balloons leads to losing two points. The other mode, Coin Runners where players try to collect as many coins as they can while still avoiding attacks, is a bit more strategic. The biggest difference between Mario Kart 7 and Mario Kart Wii's battle modes is that players are no longer forced onto teams, so it's up to eight players for themselves.
The addition of the Leaf and Fire Flower powers are especially nice in battle matches since you can go crazy with a barrage of fireballs or tail swipes. Also, the Bob-ombs now walk around after being tossed. While the lack of survival mode may disappoint some, Mario Kart 7's battle modes are the best battle mode since the original two games. Since they're so fun, the biggest disappointment is simply the limited number of courses (three new and three returning).

Online communities are the major welcome addition to Mario Kart's online infrastructure despite being somewhat limited. Players can setup and join rooms by exchanging group codes, kind of like friend codes, but just for races. Room options include the type of race or battle, and which items, racers, and kart parts are available. The rules for these rooms are made permanent upon setup. There are no moderators -- once you're in, you're in. Chat is limited to predefined phrases, much like in Mario Kart Wii. Outside of communities, players are automatically matched based on skill level.
Mario Kart 7 makes heavy use of StreetPass and SpotPass features, and race ghosts are exchanged in this manner. StreetPassing will also exchange records such as win/loss ratio and the number of coins collected. StreetPassed Miis will appear in Grand Prix mode, and the AI will attempt to mimic their driving style. Specific groups and ghosts will also be highlighted over SpotPass.

I also had a chance to check out the remainder of new race courses. There are a number of daring shortcuts scattered throughout the new designs. One notable track, Neo Bowser City, is an interesting fusion of the city levels and Bowser levels of previous games. Piranha Plant Slide piles on the nostalgia and is like driving through the original Super Mario Bros., but in 3D. Bowser's Castle features lava pouring right through the water potions of the track. Rainbow Road is as gorgeous as ever. This time, the course is a single long lap, broken into three parts like Wuhu Loop. This time, you're not confined to the rainbow, but will drive over a ringed-planet and a moon, complete with low gravity. SNES Rainbow Road also returns, a welcome addition since it is much shorter and more difficult to navigate than its modern kindred.
From everything I've seen, Mario Kart 7's multiplayer experience, both online and offline is possibly the best it has ever been. With Nintendo looking back to earlier games in the series and reviving what worked in the past in addition to making progress in smoothing the online experience, Mario Kart 7 will be the must-own multiplayer game to own on 3DS.