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201
TalkBack / High School Musical Coming to Wii and DS
« on: June 14, 2007, 01:57:10 PM »
Grab a karaoke game for Wii and a rhythm game for DS this August.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=13613

 Fans Step into the “High School Musical" Spotlight with First Video Games Based on Disney Channel’s Hit Movie    


Families Everywhere Will Sing and Perform Their Way to Stardom as Disney Interactive Studios Brings “High School Musical" to Console and Handheld Gaming    


BURBANK, Calif.--(BUSINESS WIRE)--This Summer, Disney Interactive Studios will invite fans across the nation to immerse themselves in Disney’s “High School Musical" phenomenon as never before, with the launch of the first-ever line of “High School Musical" video games. Available soon on Wii™ from Nintendo and PlayStation®2 computer entertainment system, the games extend the “High School Musical" experience by offering fans of all ages a chance to sing and perform their way through the world of Disney Channel’s runaway hit movie and the highly-anticipated “High School Musical 2." Only with these Disney games will players be able to mix together their favorite “High School Musical" characters, songs and scenes as they sing and dance their way to stardom. On Nintendo DS, kids will show off their rhythm dancing to the beat in a cross-country musical competition.    


“As we continue to grow our offering of Disney video games, we remain dedicated to delivering creative and engaging extensions of the most popular Disney properties," said Craig Relyea, vice president of marketing, Disney Interactive Studios. “‘High School Musical’ has become nothing short of a worldwide phenomenon. These new video games allow fans to interact with their favorite High School Musical characters and stories, plus try their hand at performing songs from both High School Musical films."    


From belting out songs in the living room during a summer slumber party or a family fun night to creating your own dance videos on the road, Disney allows “High School Musical" fans of all ages to enjoy this unparalleled musical world. With their favorite characters, songs and sets right at their fingertips, the entire family can become part of the “High School Musical" world whenever and wherever they want.    


“Bop to the Top" with “High School Musical: Sing It!" for Wii and PlayStation 2 system    


With “High School Musical: Sing It!," available on Wii and PlayStation 2 systems, players express themselves through music with an all-new karaoke twist where they can choose their favorite “High School Musical" character and sing all of the songs from “High School Musical" and “High School Musical 2." Debuting as one of the first video games to have a microphone on the Wii platform, “High School Musical: Sing It!" features motion-captured-choreography from the original movie’s dance routines and offers two play modes. In story mode - players live the movies performing songs beginning from “Start of Something New" to “We’re All in this Together" and “What Time Is It?." In party mode - friends compete karaoke-style against each other. Players can choose their favorite backdrop and belt out solos or duets of approximately 30 hit songs, including popular tunes from other familiar Disney Channel favorites. High School Musical: Sing It! will be available in August and is anticipated to be rated “E" for everyone. On Wii, the game will be priced at $59.99 bundled with a special edition “High School Musical" branded microphone from Logitech. On the PlayStation 2 system, the games will be $49.99 bundled with the microphone and $39.99 without the microphone.    


“Get-cha Head in the Game" with “High School Musical: Makin’ the Cut!" for Nintendo DS™    


In the only “High School Musical" themed handheld video game “High School Musical: Makin’ the Cut!" for Nintendo DS™, players can show off their musical talents as they play along with the movie’s hit songs. In this addictive rhythm-based game, fans play as any of the six “High School Musical" stars or their own customized character as they dance to the beat and travel across America competing in the ultimate musical competition. Players can compete head-to-head and trade their original music video creations wirelessly with friends. With 12 songs from High School Musical" and “High School Musical 2," friends can enjoy the tunes they love together. Available in August for $29.99 MSRP, “High School Musical: Makin’ the Cut!" is anticipated to be rated “E" for everyone.


202
TalkBack / Get a Free Wii Keychain
« on: June 13, 2007, 11:04:08 AM »
All you have to do is register your copy of Big Brain Academy: Wii Degree and fill out a quick online survey.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=13606

 Nintendo of America has been slipping those "Register your Software" codes into their first party games for a few years now, but the people who do so have not been rewarded with much.  There have been nowhere near as many free goodies offered in North America as there have been in Japan.    


Well the customer service site just threw us a bone with this offer.    


Nintendo wants to get to know our fans better through a special Big Brain Academy survey program. All you need to do is register your copy of Big Brain Academy: Wii Degree, and fill out a quick survey to get a free Wii Remote keychain. Click here to find out more!    


This keychain is most likely the same light up keychain that was given to the press at the recent event held in Seattle.    


Thanks to UncleBob in the forums for the heads up.


203
TalkBack / Virtual Aquariums on your DS
« on: June 12, 2007, 01:51:03 PM »
Become a millionaire buying and selling tropical fish!
 http://www.nintendoworldreport.com/newsArt.cfm?artid=13600

 Would-Be Moguls Will Be Fishing for Profits as Majesco Announces ‘Fish Tycoon’ for the Nintendo DS™    


Award-Winning Game Offers Real-Time Simulation Gameplay With Entrepreneurial Twist    


EDISON, N.J.--(BUSINESS WIRE)--Turn your Nintendo DS™ into a virtual fish store with Fish Tycoon®, a unique fish-breeding simulation game from Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games and digital entertainment products for the mass market. Originally created by Last Day of Work and published by Big Fish Games as an online PC game, Fish Tycoon won the 2006 iParenting Media Award and ranked in the top 10 of all 2006 casual games for more than 40 straight weeks. Now, Majesco is bringing the successful PC title to the Nintendo DS audience this holiday season.    


“As its popularity attests, Fish Tycoon is one of those exceptional games with a unique premise that captures and holds your attention," said Ken Gold, vice president of Marketing, Majesco. “We believe the game’s exclusive DS features, extensive Touch Screen use and consumer-friendly price point will ensure the handheld iteration builds upon the PC version’s success."    


“We’re excited to introduce this truly unique game to the handheld market," said Paul Thelen, CEO of Big Fish Games. “Fish Tycoon is one of those rare games whose appeal transcends platforms, genres, and demographics. It is the perfect choice to be our first game released in the handheld market."    


“We feel Majesco is the perfect partner to bring Fish Tycoon to the DS," said Arthur Humphrey, CEO, Last Day of Work. Their history of unique and successful titles on the DS shows that they have exactly the kind of vision that will make this release a huge success."    


“Staying alive" even when the Nintendo DS is off, Fish Tycoon is a fish-breeding simulation that lets players raise fish in real-time virtual aquariums and crossbreed them to their liking to create new breeds to sell in their store. Selling fish provides funding for supplies, medicine, special chemicals, technology research and store advertising to attract more customers. Players start with a small selection of fish that they must nurture and breed as they work to discover the correct genetic combination for the “7 Magic Fish."    


Additional game features include:    


* Special DS-only features: 7 exclusive fish yield nearly twice as many fish types as the PC version (over 750!); all new 3D environments and several new tank decorations;  * Extensive use of the Touch Screen to breed fish, make purchases and decorate tanks;  * Simulated real-time experience yields potential surprises every time you turn the game on. Choose from 4 speed options to dictate how time passes in game. Take regular care of your fish or watch your hard work get flushed down the drain!  * Set your own prices for specific fish based on prior sales and present needs;  * Buy fish tanks, decorations, plants, fish eggs, fish food, and medicine to enhance the aesthetic of your tank;  * Research environment, food, and advertising techniques to discover how to keep your rare fish healthy, feed more fish per feeding and attract additional customers.    


Fish Tycoon for the Nintendo DS is being developed by Aquaria Interactive, Majesco’s new internal development studio. The game will be available this holiday for a suggested retail price of $19.99. For additional information, please visit www.majescoentertainment.com.


204
TalkBack / REVIEWS: Big Brain Academy: Wii Degree
« on: June 12, 2007, 05:00:04 AM »
Big Brain Academy = WarioWare + Your Brain - 90% of the content
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=13595

 What better way to improve the reputation of a console than release a game that is supposed to make you smarter?  It worked on the DS, as Brain Age and its kin sold like crazy all over the world.  Big Brain Academy: Wii Degree brings the WarioWare feel of the DS game to the big screen, but is there enough content to fill it?    


The vast majority of the game revolves around 15 extremely basic mind puzzles.  Now these are pretty much identical in depth to most of the games found in WarioWare (which had many more).  The only difference is you don't have a time limit.  You just play until you either get it right or make a mistake.  These 15 different puzzles each have different difficulty levels associated with them.  For example, in one game you have to pop a bunch of balloons that have numbers on them, from lowest to highest.  In easy mode, you'd end up with 1, 3, 5, 7.  In expert mode, you'd end up with -93, -47, -12, 0, 7, 108.  These difficulty variations hardly make them feel like different games.    


The single player portion of the game has two main modes.  First, there is a test similar to the one found in the DS version of Big Brain Academy.  You work through all of the mini-games, and at the end, Prof. Booger (that's not his real name) tells you how much your brain weighs and which categories you are strongest in.  Besides that, you can practice any of the 15 games and try to win medals based on your score.  While both modes are a pleasant distraction in the beginning, the 15 games get quite boring and repetitive after a while.    


The multiplayer portion has a lot of potential for fun.  There are three different modes here, one of which is limited to two players and uses two remotes, while the other two involve passing a single remote among up to eight players.  In the first one, players simply race through a random set of games to see who can reach the preset total first.  This is fun and frantic.  It features a dynamic difficulty setting that adjusts based on the skill of the player, which makes for a great equalizer between rookies and veterans.  In the second mode, up to four players can pass the remote around while trying to complete the most games in a row without making a mistake.  This is simply a cooperative marathon in which everyone goes for a high score together.  The third mode is a board game-like event where two teams (each can have 1-4 players) take turns flipping cards over.  The cards each have one of the mini-games associated with them as well as a hidden difficulty.  On a team's turn, they try to successfully complete as many iterations of that particular puzzle as possible in the given time frame.  Some secret cards award double the points, so luck plays an important role here.    


All of the multiplayer modes can also be played in single player, including the race mode.  So how do you compete in a single player race?  This is where the most interesting feature of Wii Degree comes into play.  Using the Wii message board (and your Wii friends list), you can send and receive the records of other Wii Degree players.  Obviously, you can use this as a rudimentary way of seeing who's smarter based on scores alone, but the game will also create computer controlled players to race against based on the skill levels of the people who sent you their records.  So, while you won't be able to play against your best friend directly online, you can still beat what the game claims is a good representation of how well your friends play.  You can even race against yourself in this manner, by placing your own record in the opponent slot.  It's like fighting Dark Link!    


That covers virtually everything there is to know about the game.  A great concept that is very entertaining on the surface falls on its face extremely quickly due to lack of content.  Some may say that Big Brain Academy for the DS really rode the coattails of Brain Age, and much of its success could be attributed to that fact.  The brain game concept has been around for a while now, and Wii Degree needs to be more than just another game to make you smarter.

Pros:
       

  • The games that are there are entertaining.
  •  
  • Exchanging records is a cool idea.
  •  
  • Racing against computer versions of your friends is cool.


  •        Cons:
           
  • There are only 15 games.
  •  
  • Single player modes are shallow.


  •                Graphics:  8.0
           While extremely basic and low-tech, the graphics create a light-hearted atmosphere fitting to the game.

                   Sound:  7.0
           It's cool that the Wii remote acts as your coach and talks to you as you go.  Other than that, the sound effects are pretty average.

                   Control: 10.0
           Every game uses the pointer, and that is what the Wii remote is best at.  It works beautifully.

                          Gameplay:  7.0
           While the single player isn't very deep, the multiplayer modes allow for some entertaining gaming sessions.

     


           Lastability:  3.0
           Fifteen games just aren't enough to keep you coming back.  They get old quickly because they are played so often.

     


           Final:  6.5
           The game has a ton of potential, but the mini-game count should have been closer to 100.  The lack of content just screams weekend rental, not full priced collection addition.      


    205
    Nintendo Gaming / Legendary Pokemon Trades Please
    « on: June 02, 2007, 09:51:13 AM »
    Hey all.  I've got the three legendary birds (Articuno, Moltres, and Zapdos) ready for trade.  They were obtained by myself legitimately (from either XD or LeafGreen, I don't remember) and are all level 50.

    I'm looking for other legendaries that I don't have yet.  Those are...

    Entei
    Suicune
    Ho-Oh
    Celebi
    Groudon
    Deoxys
    Dialga
    Darkrai
    Shaymin
    Arceus

    I only take non-hacked pokemon, so please tell me the story of how you obtained it before trading.  Help me catch 'em all!

    206
    NWR Forums Discord / Is this Naruto movie worth 20 bucks?
    « on: May 29, 2007, 03:43:44 AM »

    207
    TalkBack / REVIEWS: Shrek the Third
    « on: May 27, 2007, 04:03:06 AM »
    Lost Vikings + Movie License = Not all bad
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13532

     When any large-scale movie for kids hits the theaters, there's usually a game to help promote it on every platform known to man.  Shrek the Third is no different.  They didn't even skip the Game Boy Advance, which many consider to be a last-gen system.    


    The game itself is a basic platformer that adds a mechanic similar to the one seen in the classic Lost Vikings (which was re-released on GBA a few years ago).  It is a single player game where multiple characters are in the stage at the same time.  The player can switch between them with the L and R buttons.  The playable characters in the game are Shrek, Donkey, Puss, and Arthur, and each one has different abilities.  For example, Shrek has more health but can't jump very high, and Puss can climb walls but isn't very strong.  These abilities must all be used to progress through the levels, so players will find themselves constantly switching between characters in order to clear a path so that all of them can reach the goal.  All four characters aren't available in every stage, though.  Most of the time it will just be two of them, which simplifies the experience quite a bit.    


    Puzzles are definitely aimed at the target audience of the game, young kids, but the mechanic does allow for some interesting situations.  The developers did a good job of differentiating the abilities of the characters enough that certain special items may be overlooked if the player doesn't keep an eye out for areas that are unreachable to all but one of the characters.  Other aspects of the level design feel like a very average platformer, but there are some glaring flaws that hurt the experience.  First, lava and water are absolutely deadly.  If you fall into either one, you have to start all the way at the beginning of the level.  This wouldn't be so bad if some of the areas weren't so incredibly frustrating.  In one part, Arthur must jump from a vine to a platform over some lava.  In order to avoid bumping into the ceiling of the cavern, the jump must be started from the absolute lowest point of the vine.  The problem there is that there is no good graphical indication of where he will fall off the vine when climbing down.  It's a constant guessing game.  Go for the jump and possibly hit the ceiling and not make it, or hit down on the D-pad one more time and hope he doesn't let go completely.  To make matters worse, this point in the level is at the very end.  I personally replayed the thing about half a dozen times before finally making the jump.  Needless to say, it was extremely frustrating.    


    Overall, the game is all right while it lasts.  It only took me around three hours of gaming to do everything there is to do.  Kids who are fans of the movies will probably enjoy every minute of it, but parents may want to find a longer game to invest their money in.

    Pros:
           

  • Rendered sprites look great.
  •  
  • Switching characters throughout the levels is fun.


  •        Cons:
           
  • Frustrating level design issues add the wrong kind of difficulty.
  •  
  • The game only takes around three hours to finish.
  •  
  • Environments are very repetitive.


  •                Graphics:  7.0
           Visuals are very nice for a Game Boy Advance game.  Character sprites are made up of rendered sequences similar to the Donkey Kong Country games.  This allows for a pretty exact representation of the movie versions of the characters.  Animations are fluid and appealing.  Backgrounds and obstacles are colorful but very repetitive.  All in all, the presentation is nice but could definitely be better.

                   Sound:  5.0
           A very short musical loop is repeated throughout the entire game, but character voices are a nice touch.

                   Control:  6.0
           It's pretty standard platforming fare here.  Response time on jumps could be a little better for the slower characters (like Shrek).

                          Gameplay:  5.0
           Level design is good at times, but stupidly frustrating at others.  Watch out for the lava!

     


           Lastability:  2.0
           It's been a while since I've played a game this short.  Don't expect to get much out of it.

     


           Final:  6.0
           There have definitely been worse games based off of movies.  This game will probably find an audience with younger fans, but it is far from a deep experience.      


    208
    TalkBack / PREVIEWS: Tank Beat
    « on: May 24, 2007, 12:20:43 PM »
    Can your tank beat your opponent's?
     http://www.nintendoworldreport.com/previewArt.cfm?artid=13524

     Tank Beat is a real time strategy game that centers around controlling a single unit and giving orders to other tanks.  It was developed by MileStone Inc., a Japanese developer who also developed Radio Allergy, and much like its predecessor, this title is being brought to North America by O3 Entertainment.    


    Like most strategy games, Tank Beat is divided into distinct stages or missions.  Mission objectives vary between several different concepts, like protect the object, defeat an enemy, or reach a location. These objectives are tied together with a story that is driven by 2D cut scenes.  The two screens of the DS are used for different views of the action during missions.  The bottom screen is a top down schematic, radar-like view of the battle.  The top screen is a 3D view through a camera that is positioned just behind the player's tank, giving a third-person perspective.    


    There are two control modes that can be switched between at will during a mission.  In the movement mode, the player can draw paths on the bottom screen for their tank to follow.  This allows for relatively long movements to be decided on in advance, freeing up the player to switch to the attack control mode.  While using this option, the stylus can be placed on the screen, and if the spot is within range, the tank will begin firing.  The shots will continue for as long as the stylus is pushed down on that location at a frequency based on the type of weapon being fired.  Weapons with high delays between shots do more damage than weapons with shorter delays.  There are also times in the game where ally tanks will take part in the battles.  These tanks can be given three different commands.  The first tells them to stay where they are and attack enemies that come into range.  The second tells them to seek out enemies and attack them.  The third allows the player to input specific movements for the ally tank to follow.    


    Besides the story mode, there is also a skirmish mode that allows for practice missions to be run on several different maps, more of which are unlocked as progress is made in the story mode.  There is also a battle mode that allows for local wireless multi-card multiplayer and online multiplayer over the Nintendo Wi-Fi Connection.    


    Tank Beat ships to North American retailers today, May 24, 2007.  Expect an NWR review in the near future.


    209
    TalkBack / NOA Release Dates Galore
    « on: May 21, 2007, 02:40:55 AM »
    NOA just released the summer release schedule for Wii and DS, which includes Prime 3!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13483

     NINTENDO NEWS: NINTENDO'S SUMMER LINEUP SATISFIES CORE AND NEW GAMERS    


      May 21, 2007    


      Whether you're a longtime gamer who likes classic franchises or a newcomer aiming to keep your brain sharp, Nintendo's summer lineup of games has something for you. Nintendo's offerings are anchored by key Wii™ games like Metroid Prime® 3 Corruption and Mario Strikers™ Charged. Nintendo DS™ owners can challenge their minds with games like Brain Age™ 2: More Training in Minutes a Day and the new picture-based puzzle game, Picross DS™.    


      Licensees also are demonstrating a strong commitment to Wii and Nintendo DS by announcing more than 40 titles in all genres. The unique controls of Wii and Nintendo DS make the Nintendo platform versions of these games entirely new experiences. No matter what your taste or experience level, you'll keep busy this summer!    


     

         


       


       


       


       


       


       


       


       


       


       


       


       


       


     
    Wii
    July 30Mario Strikers ChargedNintendo
    Aug. 20Metroid Prime 3 CorruptionNintendo
    SeptemberBattalion Wars 2Nintendo
    Aug. 14High School Musical: Sing It!Disney Interactive Studios
    Aug. 14Madden NFL '08EA
    AugustTiger Woods PGA Tour '08EA
    AugustSpace Station TycoonNamco Bandai
    AugustBrunswick Pro BowlingCrave
    AugustDave Mirra BMX ChallengeCrave
    AugustPinball Hall of Fame: The Williams CollectionCrave
    SeptemberBrothers in ArmsUbisoft
    SeptemberLooney Tunes: Acme ArsenalWarner Bros.
    SeptemberGeorge of the JungleCrave
    FallBoogieEA
       


         


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


       


     
    Nintendo DS
    July 30Picross DSNintendo
    Aug. 20Brain Age 2: More Training in Minutes a DayNintendo
    Sept. 10DK Jungle ClimberNintendo
    Sept. 24Chibi-Robo: Park PatrolNintendo
    JulySimCityEA
    JulyNamco Museum DSNamco Bandai
    JulyDrake & JoshTHQ
    JulyGlory Days 2Eidos
    Aug. 14Madden NFL '08EA
    Aug. 14High School Musical: Makin' the Cut!Disney Interactive Studios
    Aug. 14Heroes of ManaSquare-Enix
    AugustI SPY: Fun HouseActivision
    AugustJewel Quest ExpeditionActivision
    AugustTiger Woods PGA Tour '08EA
    AugustWorms: Open Warfare 2THQ
    AugustLuminous ArcAtlus
    AugustMega Man Star Force: PegasusCapcom
    AugustMega Man Star Force: LeoCapcom
    AugustMega Man Star Force: DragonCapcom
    AugustOperation: VietnamMajesco
    AugustTurn It AroundMajesco
    AugustThe Wild WestMajesco
    AugustFulllmetal Alchemist Trading Card GameDestineer
    SeptemberDrawn to LifeTHQ
    SeptemberZoey 101THQ
    SeptemberCrayola Teasure AdventuresCrave
    SeptemberNancy Drew and The Deadly Secret of Olde World ParkMajesco
    SeptemberHolly Hobbie & FriendsMajesco
    SeptemberPhoenix Wright: Ace Attorney Trials and TribulationsCapcom
    SeptemberLooney Tunes: Duck AmuckWarner Bros.
    SeptemberPet Luv Spa & Resort TycoonActivision
    SeptemberAnimal GeniusActivision
    SeptemberGeorge of the JungleCrave
    SeptemberJam SessionsUbisoft
    SeptemberProfessor BrainiumDestineer
    SeptemberIndy 500 LegendsDestineer
       


       


    For more information about Nintendo, visit Nintendo.com.
       


    Special thanks to Rhoq in the forums for the heads up.


    210
    NWR Forums Discord / FISSION MAILED!
    « on: May 19, 2007, 04:54:31 PM »
    Guys, don't tell anyone, but I heard the president of the world is going to take a wrecking ball to the funhouse.  We need to reinforce the structure!  What is stronger than a wrecking ball?

    Uhmm.  Suggestions needed!  Time is of the essence!  

    211
    TalkBack / New Information From Tecmo's Nite Out
    « on: May 11, 2007, 04:19:41 AM »
    Rygar for Wii, Ninja Gaiden DS, and a new Tecmo Bowl were all discussed.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13446

     Tecmo held a press event in Japan recently and several games for Nintendo platforms were discussed.  A quick run-down is below, broken up by platform.  It is apparent that Tecmo is indeed supporting Nintendo platforms this generation, as was previously evident when Ninja Gaiden: DS was originally announced.    


      DS  

       


      Wii  

       
    • Project Rygar - This will be a brand new game in the classic Rygar series.  No gameplay was shown, but Rygar's key weapon, the Diskarmor, will be controlled using the Wii remote.
    •  
       


      Unknown  

       
    • Tecmo Bowl - A teaser trailer for a brand new Tecmo Bowl game was shown that didn't feature any gameplay.  It was described as a brand new game that will come out in 2008.  When discussing the platform, all that was said is that it will not be on the platform most people are expecting.  I think it's safe to say that both Wii and DS would qualify as unexpected, so consider it a possibility.
    •  


    212
    General Gaming / Hanging Wiis
    « on: May 07, 2007, 05:57:07 AM »
    So, something has been bothering me for a while and I wanted to hear if everyone is having the same problem or not.  For a while I've just been assuming it's a global issue that would eventually be fixed in an update, but now I'm not so sure.

    Basically, the first thing I do on my Wii when I turn it on, regardless of what it is, hangs on a black screen for upwards of 3-5 minutes before actually loading.  Memory management, virtual console game, everybody votes channel, an actual wii game... it's all the same.  After I sit through the one long black screen, everything will load almost instantly from that point on.

    It's very strange.  It's like the Wii is taking a deep breath before it actually starts doing anything.  Does everyone experience something similar?  Do you think I'm crazy.

    I do have WiiConnect24 on all the time.  I'm not sure if that matters.

    213
    TalkBack / Analyst Predicts Wii Shortages to Continue
    « on: April 25, 2007, 09:29:27 AM »
    Wiis won't be on shelves until 2009?!
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13365

     In what is possibly the most optimistic (in regards to Wii) analyst report yet, IDC research analyst Billy Pidgeon predicts Wii demand to outpace supply until 2009!    


      From the Home Media Magazine Article:  “I believe the Wii will continue strong growth although supply continues to be a problem," Pidgeon said. “I’d like to see Wii hardware shipping in larger quantities or mass market consumers may cool on it. Having said that, I don’t believe supply will meet demand for the Wii until 2009. Xbox 360 and PS3 need system-selling games ASAP. Halo 3 will help, as will Lair and Heavenly Sword, but that leaves a hole in Q2 which will be filled by Wii, DS and PSP hardware and software. We’ll also see more PC and PS2 software picking up the slack."    


      Much of the video game press is used to taking these analyst reports with a huge grain of salt, but after several NWR staffers predicted that demand would never outpace supply, one has to wonder who's smarter.  We thought you could walk into a store at noon on launch day and pick one up.  He doesn't think you'll be able to until 2009.    


    Hit the source link above to read their full state of the industry article.


    214
    TalkBack / Two Transformers Games Coming to DS
    « on: April 25, 2007, 04:31:12 AM »
    Two different versions allow you to pick your side.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13364

     Activison just announced two Transformers titles for the DS.  Taking a page from the Pokemon craze, each version will interact with the other with both local and online features.  Appropriately titled Transformers: Autobots and Transformers: Decepticons, each game represents a side of the epic conflict.  It's up to the player if they want to be good or evil.    


    The games will allow you to play as many of your favorite classic Transformers as well as create your own character, choosing colors and vehicles.  As you play, the stats and abilities of your custom robot will be improved.    


    Over local wireless, players can compete with up to three other players in game modes like Team Death Match and AllSpark Sports.  There is also some vague information about a mode that takes advantage of the Nintendo Wi-Fi Connection called AllSpark Wars.  This mode sounds like a sort of global ranking system where statistics are compiled to see who is winning, the Autobots or the Decepticons.    


    The game is being developed by Vicarious Visions, who have been known for pushing the 3D capabilities of the DS.  So, at the very least, expect the game to look nice.  NWR will get some screenshots of the games up as soon as they become available.


    215
    TalkBack / REVIEWS: Pokémon: Diamond & Pearl
    « on: April 22, 2007, 11:10:02 AM »
    You obtained a Pale Sphere, size 12!
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=13354

     Pokemon Diamond and Pearl are arguably the first true Pokemon games to come out on the DS and are considered the fourth generation of the series.  Touting a single player RPG experience that will last at least 40 hours and a big step in the right direction as far as online multiplayer is concerned, this generation is the best yet.    


    For good or bad, the main adventure mirrors the formula from the original game, with only minor improvements and changes.  You are an intrepid youth setting out to become a Pokemon champion.  Along the way you compete with your "rival" best friend on your way to defeating the Elite Four, all the time trying to catch 'em all in order to complete the Pokedex given to you by a professor in the beginning of the game.  Several tweaks and additions have been made, but it is far from enough to make the game feel significantly different from the original games.  The day/night cycle from the Gold/Silver generation returns, and it includes even more cycles.  The double battles that were introduced in the Ruby/Sapphire generation have been improved, adding wild double battles as well as the ability to team up with computer controlled characters.  On one hand, the story in the game still feels like a complete rehash of the past games.  On another hand, the “If it's not broke, don't fix it" mantra comes to mind.  Hardcore fans of the past games won't let it bother them, but others may be turned off.    


    The new overworld is stunning.  The overhead view with 3D buildings feels great for this game.  It's cheerful and brings a level of life to the bright and colorful Pokemon universe that wasn't present before.  The engine should be utilized in as many other games as possible.  The Earthbound/Mother series would play great in this environment.  Sadly, the 3D feel is not brought into buildings or battles, each of which feels a lot like the Ruby/Sapphire generation of games.  Sprite animations, similar to those seen in Pokemon Crystal, make a return, so the Pokemon have a little more character when they get tossed into battle.  Introductory animations that occur before battles are a nice addition.  It's cool to see the blades of grass part just before a wild Pokemon reveals itself.    


    When inside a battle, the similarities with past games are most apparent.  Your Pokemon is still in the lower left while your opponent's is in the upper right.  The frame around the Pokemon's HP and level is identical to the one used in Ruby and Sapphire.  Pokemon still faint by disappearing into the ground.  Backgrounds are slightly improved and do a better job of showing the current terrain.  Attack animations are improved but the nature of the battle system keeps them from being too spectacular.  Without doing a direct side by side comparison, it's hard to even point out a lot of the differences between the battle scenes in Diamond and Pearl and those in Ruby and Sapphire.    


    The sound effects and music have definitely improved over past versions of the game.  Many Pokemon players got used to playing the old games on mute, as the repetitive music got quite annoying after a while.  The overworld compositions in Diamond and Pearl really make you want to put some headphones on and take it in.  Pokemon growls (especially those of the newer Pokemon) actually stand out when compared to others, as opposed to the almost incomprehensible 8 bit screeching from old games.  The first time a Kricketune gets thrown into battle this becomes quite apparent.  When a Pokemon is based off of a cricket, sound is important, and the effect is quite successful.    


    Probably the most important reason that the series has become the phenomenon it is today is its ability to link up players of the game and create a community.  Diamond and Pearl attempt to take that feature global.  Relatively early in the game, the coolest new feature becomes available; the Global Trade Center.  Players can make Pokemon available for trade and state their minimum requirements for that exchange.  Did you pick Piplup as your starter but wish you could have a Chimchar too?  Chances are someone who picked Chimchar is having a similar thought.  Breed your Piplup and put the baby up on the Global Trade Center stating that you want a baby Chimchar in exchange.  Chances are you'll get your wish in only a few hours.  There was some concern that this trade center would allow cheaters to flood the market with hacked rarities like level 100 Celebis.  The developers did take some steps to prevent this.  Firstly, players can only search and request Pokemon that they have seen.  Because the rare Pokemon like Celebi are, in fact, rare, players who haven't seen them won't even be able to look for them right away.  Also, players can only offer one Pokemon for trade at a time, so those cheaters that cloned 150 Celebis won't be able to flood the market with them.  All that said, the game is still young in the US and it could become a problem over time.  It's nice to know that the problem was considered when developing the system, though.    


    To take advantage of virtually every other online component of the game, a friend code is required.  People who share friend codes can battle and trade online by using the basement of any Pokemon Center in any town.  For the duration of either of these actions, voice chat is available.  It really feels like you are talking on the phone while battling, and it adds a personal level to the online component that really falls in line with what Pokemon has always been about.  The only downside to this system is that there is no way to see if your friends are online while playing the single player experience.  In order to check, you have to go into the Pokemon Center and sit on a screen where nothing else can be done.  This all but requires some sort of connection outside of the game so that you know when to go into the WiFi room.    


    The only other online component of the game is in the Battle Tower.  There, Pokemon teams that were created by other players world-wide can be downloaded and battled against.  After they have been downloaded, they are controlled by the computer AI.  Players can also upload their current teams in order to add it to the massive pool of potential downloads.  While this is an interesting way to add to the near limitless combination of potential opponents, the lack of a random matchmaking mode is a bit frustrating.    


    There are even more potential multiplayer options for local wireless.  Battle and trade are there, but there is also a Union Room that can be used to just congregate and chat with up to 7 other local players.  While in the room, players can battle and trade, as well as exchange records, draw, and chat (a la Pictochat).  Probably the most exciting addition to local wireless play is that of the Underground.  Underneath the entire overworld is a maze-like system of caves.  While in the caves, your DS broadcasts your location locally.  If other players in your immediate area are in the Underground as well, you will be able to find them and interact.  Several things can be down here.  When alone, players can excavate the walls looking for several different types of items like fossils, hold items, and evolution stones.  The excavation plays out like a simple but addicting puzzle game in which you use either a hammer or a pick axe to chip away at the wall.  Chip away too much before finding the item and the wall will collapse, resulting in a loss of the item.  Walls can have anywhere from one to four items hidden inside them at any given time, and it takes a good balance of luck and thinking to find four items without causing a collapse.  Players can also take the time to set up and decorate their hidden base.  Decorations can be bought by exchanging items found while excavating with entrepreneurial hikers scattered throughout the area.  Once a base is set up, a basic capture the flag game can be played where you must find your opponent's base and steal their flag.  Given the fact that the Underground can be entered at any time from any area in the game, it will most likely be an oft-used time killer by many players.    


    Pokemon Diamond and Pearl is an extremely well conceived game.  While some may complain that it is too much like past titles, it's hard not to get drawn into the charm and depth of the universe.  About the only reason someone could have for not picking this title up is if they played one of the original games to death and just lost interest.  While there are several aspects of the online modes that could be fleshed out and improved, what is there is great.

    Pros:
           

  • Online play with full voice chat
  •  
  • Great 3D overworld
  •  
  • Great sound effects and music
  •  
  • Global Trade Center


  •        Cons:
           
  • Very reliant on friend codes
  •  
  • Nearly identical story to past games
  •  
  • Only slightly improved battle graphics


  •                Graphics:  7.5
           The overworld is great, but the battle scenes feel a bit too much like the Game Boy Advance games.

                   Sound:  9.5
           The sound really stands out as a point of improvement over the previous games in the series.  Music compositions are great, and Pokemon growls are greatly improved.

                   Control:  8.0
           The touch screen is used well for easy move selection during battles.

                          Gameplay:  9.0
           If it's not broke, don't fix it.  Classic Pokemon gameplay is only slightly improved, but it's still as good as ever.

     


           Lastability: 10.0
           Pokemon is one of those games that define the lastability category.  The depth of the RPG system and sheer number of available characters give the game near limitless replay value as people fine tune their teams for online battling.

     


           Final:  9.0
           The only reason to not play this game is if you played and are sick of the original ones.  Even then, the online community may be enough to change your mind.  If you haven't touched a Pokemon game before, regardless of your age, you should start now.      


    216
    TalkBack / New Resident Evil Info from Famitsu
    « on: April 04, 2007, 07:40:10 AM »
    Famitsu confirms Resident Evil 4: Wii Edition and gives new details about Resident Evil: Umbrella Chronicles.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13272

     The community over at the NeoGAF forums put together an interesting thread about the new gaming news revealed in the latest issue of Famitsu.  There was a pretty big spread about the Biohazard (Resident Evil) series that included the first information about a Resident Evil 4 remake for Wii.    


      Firstly, it is coming.  It will include the new features that were added to the PS2 version as well as some Wii control additions.  Aiming will be done with the pointer while reloading and knife fighting will be done by shaking the remote.  Also, based on the scans, it may run natively on widescreen televisions, filling the entire screen, instead of in letterbox like the GameCube version.    


      On the Umbrella Chronicles front, the game will be an on-rails shooter using the Wii remote pointer to aim.  The analog stick on the nunchuck will be used to look around and the player will have to choose a path during certain parts.  Several Resident Evil characters will return as well.    


      NWR is currently looking into further details about the games.  If you want to check out the NeoGAF thread, click the source link above.


    217
    TalkBack / The DS is Getting a Ninja Gaiden Title
    « on: March 29, 2007, 04:02:32 AM »
    Team Ninja is making a DS game with a clever DS subtitle.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13240

     Chris Kohler over at Wired's Game|Life blog recently posted a rough translation of a poor scan from the latest Famitsu magazine.  In it, a brand new DS game from Team Ninja called Ninja Gaiden Dragon Sword is revealed.    


    Chris goes on to translate the parts that he could make out.  Apparently the game will be played while holding the DS sideways a la Hotel Dusk and Brain Age.  Also, with the exception of guarding, the entire game is controlled with the touch screen.    


    Check out Game|Life by clicking the source link above to see Chris's original post that includes the picture he worked from.


    218
    TalkBack / Bust-A-Move Bash! European Details Announced
    « on: March 27, 2007, 03:10:38 AM »
    They dropped the "Bash!" from the title and it will be out on May 11th of this year.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13208

     BUST NEXT-GEN BUBBLES IN BUST-A-MOVE ON NINTENDO Wii    


      Milton Keynes, UK - March 27th: Ready your bubble, take aim and prepare to bust, as publisher 505 Games today announces the May 11th release of Bust-A-Move on Nintendo Wii. The internationally beloved puzzle phenomenon makes its next-gen debut exclusively on Wii and is bursting at the seams with features, modes and of course a whole new way to play, using the Wii remote.    


      Bust-A-Move offers simple puzzle gameplay that’s easy to pick up and play but that also has enough strategy and depth to reward master players. Players must use the cannon at the bottom of the playing screen to fire coloured bubbles into similarly coloured bubbles at the top of the field. These bubbles advance down towards the player at regular intervals and if they reach the bottom it’s ‘game over’! Merging three or more of the same colour bubble makes them disappear and clever strategies can be put to use to create chain reactions, which clear multiple bubbles at once.    


      Bust-A-Move is crammed with the puzzle series’ staple ingredients to please die-hard BAM pros while at the same time offering a whole raft of new additions to thrill BAM newbies. Classic features include the return of a wacky cast of characters headed up by brothers Bub and Bob and original gameplay modes including Puzzle, Endless and Versus modes. Exciting new features include the option to play in eight-player versus matches – a first for the Bust-A-Move series! Other new features include ‘Shooting’ mode, where bubbles come at you from all sides of the playing field, and the generous ‘Slip’ option, which automatically corrects your aim if you’re slightly off. The full rundown of game modes is as follows:    


     

    • Puzzle mode: play through 500 different stages, each with its own distinct features, obstacles and tricks to thwart you!
    •  
    • Endless mode: a head-bursting endless torrent of bubbles to test your skill and endurance
    •  
    • Versus mode: up to eight players can face off against each other simultaneously for the very first time
    •  
    • Shooting mode: all-new for Wii, bubbles come at the player from all angles and the player uses the Wii remote and nunchuk together to fight the onslaught
    •  
    • Hyper mode: gameplay is speeded up for the most intense BAM challenge ever
       


      “Bust-A-Move is a perennial favourite and we’re thrilled to be able to bring the series bang up to date on a next-gen console for the first time ever," commented Ian Howe, Managing Director of 505 Games. “The game’s new modes, eight-player versus and innovative Wii controls mean that now a whole new audience can experience the classic addictive ball-bashing madness of Bust-A-Move!"    


      Bust-A-Move, developed by Happy Happening under license from Taito and published by 505 Games, releases exclusively for Nintendo Wii on May 11th, priced around £39.99.


    219
    TalkBack / Cool Herders Coming to DS
    « on: March 23, 2007, 04:45:14 AM »
    Herd sheep to safety by yourself or with three of your friends over wi-fi.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=13200

     Friday the 23rd March 2007    


      Cool Herders For The Nintendo DS
       


      Alten8 is pleased to reveal the first title for the Nintendo DS to be released by Alten8 during 2007. Working closely with Harmless Lion Studios, Alten8 is bringing this title to the market which will appeal to a wide variety of players of all ages, and genders. With bright colourful characters, and good game play, lead your flock of sheep to safety, protect them from dangers , and don’t just follow the herd…!!    


      Four player wi-fi action will feature in this great game, which is based on its creators original Dreamcast version but with all new features for the DS. It is a perfect first market entry for Alten8 as a publisher, to launch itself into the console market. Full details will be released over the coming weeks of both this, and the other future console titles from Alten8.    


      Alten8 has a range of ten, DS games in production and confirmed. This number is set to grow over the coming weeks with other further games in discussion. Some of the games under development will also cover PC and Wii versions as they progress, giving Alten8 various multi-format title releases.    


      Alten8 will both publish these games itself in some regions, and in partnership with other interested companies, for regions not yet covered or signed. Alten8 welcomes interest from third parties in this future DS range, or other content or business services it can offer.


    220
    TalkBack / PREVIEWS: Pokémon: Diamond & Pearl
    « on: March 19, 2007, 06:17:40 AM »
    Several new features have been added to the same RPG formula the series is famous for.
    http://www.nintendoworldreport.com/previewArt.cfm?artid=13162

    Pokemon Diamond and Pearl represent the fourth generation of the main Pokemon RPG series.  The main plot remains consistent with the past games:  the player is a fledgling Pokemon trainer who starts out by choosing one of three starter Pokemon.  Those Pokemon are Turtwig (a grass type Pokemon that resembles a turtle), Chimchar (a fire type Pokemon that resembles a monkey), and Piplup (a water type Pokemon that resembles a penguin).  After choosing, the trainer must travel the world, seeking out gyms in which they can battle and obtain badges.  After all of the badges are obtained, they can battle the Elite Four and earn the title of Pokemon Champion.    


      New to these games, trainers will also be given a Poketch.  This is a wristwatch-like device that appears on the bottom screen of the DS.  It features more than 20 modes that are obtained throughout the game, each offering a different use.  One mode may be just a simple clock, while another will tell the trainer how happy their Pokemon are.    


    Thanks to the internal clock in the Nintendo DS, a feature that was first introduced in the second generation of games is making a return.  The game world will be perfectly synced to the DS's clock.  If the game is played at night, it will be nighttime in the game world.  All together there are five different time sections; morning, day, afternoon, evening, and night.  The time of day affects several things within the game, like available wild Pokemon and berry growing.    


      As in past games, the main way of obtaining new Pokemon is by catching them in the wild.  Diamond and Pearl feature several new additions to this mechanic.  Firstly, all of the Game Boy Advance games from the main series (Ruby, Sapphire, Emerald, FireRed, and LeafGreen) can be inserted into the GBA slot of the DS.  When inserted, different Pokemon will become obtainable in certain areas of the wild.  Each game has a different set of Pokemon associated with it.  There is also a new object, known as a Poketore, that helps track certain Pokemon.  When in grass and using it, the grass will rustle where monsters are located.  Based on how the grass moves, trainers can go after rare Pokemon right away, possibly finding an incredibly elusive shiny addition to their team.  Rarer types can also swarm on certain areas of the map.  Checking in with certain game characters can clue trainers in on where to go to catch those hard to find creatures.  Also, some tree dwelling Pokemon can only be coaxed into the open by spreading honey on the tree and coming back later.    


    The battle system for the games is basically the same as all previous Pokemon games.  Each Pokemon can learn a maximum of four moves.  The desired move is selected at the beginning of a battle round.  There is one fundamental change to the underlying system though.  In past games, attacks were categorized as either special or physical.  Which category they were depended on which elemental type they were.  In Diamond and Pearl, any attack can be either category, and a new icon was put in place to differentiate them.  Many old moves have changed categories now because of this.    


      The contests that were introduced in the Ruby/Sapphire/Emerald generation are also expanded in Diamond and Pearl.  The visual judgment phase of contests require the trainer to dress up their Pokemon using the touch screen of the DS to place accessories.  The better the accessories, the better score the Pokemon will receive for that round.  Next, the Pokemon competes in a dance/singing competition.  This mode plays like a rhythm game where the player taps four buttons on the screen.  The final round of the contest remains true to the performance round in the old contests.  Trainers choose the best sequence of moves to perform in order to achieve the highest possible score.    


      When the series transitioned between the Game Boy Color and Game Boy Advance hardware, old Pokemon could not be brought into the new games.  That is not the case as the games move from the Game Boy Advance to the DS, but the Pokemon are not moved in a classic trading sense.  Instead, there is a new area in the game known as Pal Park.  When going to this area, if there is a Game Boy Advance version of the game in the GBA slot of the DS, the six Pokemon currently in that game's character's party will be set free in the park.  The trainer will then be given a series of special Pokeballs that will capture a monster every time (like Master Balls).  With those balls, they must search the park for the Pokemon that were set free.  Rarer Pokemon (like legendary ones) will be harder to find in the park.  The faster all six are found, the better the prize the trainer will receive, but regardless of time taken, they will always get to keep the Pokemon, effectively transferring them to the DS game.  Even though the Pokemon are re-caught, they are still identical to the old one in every way.  This event can only be performed for six per day.  Because of this new transfer method, once a Pokemon has been moved from a Game Boy Advance game to a DS game, there is no way of moving it back.    


      For the first time in the series, Diamond and Pearl players can also go online to play with other people.  There are several different modes that take advantage of the Nintendo WiFi Connection.  Players can build a friend list by exchanging friend codes with one another.  Once on each other's lists, they can trade and battle with each other.  The game also features voice chat before, during, and after battles and trades.  There is also a special underground dungeon area where players can go together.  There, players can show off their own secret (decorated) base.  They can also search for fossils, which can then be used to resurrect otherwise unobtainable Pokemon.  While searching, they may also find gems that can be traded with merchants for decorations for their base.  There is also a Capture the Flag game where players must enter their opponent’s base and retrieve a flag while avoiding obstacles and traps.    


      Besides using a friends list to connect with players, there is also a global WiFi feature.  In this mode players can connect with other unknown players for battles and trades, as well as upload their records to a world-wide ranking system.  There is also a global trade station where players can post trades that they want to make and peruse other players' desired trades.    


      Pokemon Diamond and Pearl will be available on April 22, 2007 in the US.


    221
    TalkBack / Final Fantasy III Gets a European Release Date
    « on: March 16, 2007, 02:02:03 AM »
    PAL territories will be playing the game on May 4, 2007.
    http://www.nintendoworldreport.com/newsArt.cfm?artid=13148

    London (16th March 2007) – Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that FINAL FANTASY® III will be released on 4th May 2007 exclusively on Nintendo DS™.    


      Originally available only in Japan for the Famicom (known in Europe as the Nintendo Entertainment System®), FINAL FANTASY III is considered the sole missing title in the world-renowned series in the Western world. Now, 17 years after its Japanese debut, European fans will be able to savour the legendary adventure for the first time.    


      John Yamamoto, President and CEO of Square Enix Ltd. comments, “The arrival of FINAL FANTASY III on Nintendo DS showcases the power of the hardware and proves that no compromise has to be made in order to create an adventure of this magnitude for a handheld system. With over 1.4 million copies already shipped in Japan and North America, we are sure that FINAL FANTASY III will be a big success in Europe too."    


      Hiromichi Tanaka, Director and Executive Producer of FINAL FANTASY III comments, “FINAL FANTASY III has been made anew on the Nintendo DS platform, including new graphics in 3D, rebalanced jobs, and brand new characterisation for the four young heroes. We hope that not only FINAL FANTASY fans, but a wide variety of players in Europe, enjoy the new FINAL FANTASY III."    


      With an innovative interface that capitalizes on the Nintendo DS capabilities, players can now experience the title that introduced the popular moogles, summons and the dynamic job system to the FINAL FANTASY series.


    222
    TalkBack / Opoona is Coming to Wii
    « on: March 14, 2007, 12:34:38 AM »
    Coming from Koei, it looks to be a combination adventure/RPG.

    Ever since the Wii remote was revealed, many RPG fans have been dreaming of getting their hands on a nice one handed title they can play while lounging on the couch.  Opoona may be that title, but you won't be using the remote.  Instead, players will be controlling  most of the game by utilizing all of the features of just the nunchuck.    


      Opoona, the main character the game is named for, must set out to unravel the mysteries surrounding his siblings' disappearances and his parents' injuries.  To do this, the player will choose which of several jobs they want Opoona to master as he travels the world.    


      The game is being created by a well known and proven staff.  Hitoshi Sakimoto, composer for Final Fantasy XII, will be writing the music.  Shintaro Majima, art director for several games including Dragon Quest VII, is heading up art direction.  Sachiko Yukimura, who has also worked on games in the Dragon Quest series, is the planning director.  Screenshots that have been circulating the Internet show the Dragon Quest connection even more, as Opoona features an art style similar to that seen in games in that series.  While they are watermarked with the 1up logo, they seem to be quite hard to find on 1up's own site.  Kotaku has them though.    


    To read 1up's original article, hit the source link above.


    223
    TalkBack / IMPRESSIONS: Super Paper Mario
    « on: March 07, 2007, 12:17:42 PM »
    So where's the waggle?

    I got a chance to play through a level of Super Paper Mario on the expo floor at GDC.  It was running on Wii hardware and could have been a near final build of the title.  Menu systems and save games were all in place, but the attendant didn't give me a chance to dig in and see too much.    


    As the game starts, the platforming roots are apparent.  Jumping around and landing on Koopas feels great.  Noticeably absent however, was the ability to dash.  Not having such a fundamental Mario move in the game feels a bit strange.  When I arrived at a particularly challenging platforming section of the level, I was prompted by the attendant to switch characters.  When switching to Peach, I could float down using her parasol, making the section much easier.  The 2 button jumps, but there is no dash button.  Instead, the 1 button makes Mario turn to the side and become almost invisible because he is so flat.  I really didn't understand the point of this, but I'm sure there is a reason built in somewhere.    


    As shown in many of the videos that have been released, the main twist in this game is the ability to switch perspectives.  This is done with a simple push of the A button.  In normal mode, the game plays like any normal side scrolling platformer.  When you switch to what is essentially a 3D mode, most of the platforms become nothing more than art on the side of the screen.  The only things that remain are blocks and pipes, and they may be at any random depth.  In the level I played, this mode was used to solve different puzzles.  In some cases, a block had to be activated or moved so that it could be jumped on.  In other cases there was no obvious way to get by, but when you switch views a path is revealed.  You can't stay in the 3D mode forever though.  There is a time limit that is displayed in a bar in the upper left corner of the screen.  If the bar runs out, you will lose some health.  Overall the feature's best asset may just be how cool it looks to switch on the fly.  Hopefully the puzzles in the later levels will use it in even more interesting ways.    


      The game isn't all platforming either.  It includes several RPG like features inspired by the previous Paper Mario games.  Most noticeably, your character has health.  Therefore, you can take multiple hits without dying.  This is a little strange at first, but the level design was obviously tailored to it.  There was one part where two hammer brothers were throwing a barrage of hammers.  I don't care how good a player is, I don't think it was possible to get through there without taking a hit.  There was also a moment in the game, right after I jumped on a Koopa, where the action paused and I was told that I leveled my attack up.  The attendant made it quite difficult to figure out how the actual leveling system worked, but it was definitely there.    


      So where's the waggle?  I was anxious to find out what Nintendo added as the game transitioned from GameCube to Wii.  For the most part, it controls in a traditional sense.  Using the remote in a sideways position does most of the work for you.  There were two features that used the Wii's features.  If you shake the entire remote right before you land on an enemy, you can start a combo.  As you jump, words like "Nice" and "Great" show up on the screen and more points and experience points (or the equivalent) are racked up.    


      You can also turn the Wii remote and start using it like a pointer.  This part was a bit confusing, but you can use it to examine things and get help.  It seemed to work as a bridge between the platforming and the more adventure feel of the original Paper Mario Games.    


      Overall, if there is enough content there, Super Paper Mario may just be the triple A title Wii needs this spring.


    224
    General Chat / Digg Dugging
    « on: February 22, 2007, 10:30:45 AM »
    Hey everybody.  I'm sure most of you know about Digg.  If you don't, I highly suggest checking it out at http://digg.com.  Basically, it's a really cool way for people to quickly give a thumbs up or a thumbs down to an article.  Based on these ratings, the articles are then listed over at Digg.com.

    NWR recently put a "Digg this Article" link at the top of the news stories that go up.  This gives you the ability to give your opinion on some of the articles, and possibly put it in front of more people's eyes.

    Anyway, I'm not sitting here asking people to Digg every article here, as that defeats the purpose of Digg.  If you see an article that you think is really cool and/or really informative, hit the link up and join the Digg community.  It's one of the most interesting things going on the web right now.    You'll also then be able to digg articles at other sites too, as it's spreading everywhere!  I finally took the time to create an account today.  I've been meaning to do it for quite some time.

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    TalkBack / Atari to Bring Godzilla: Unleashed to Europe
    « on: January 31, 2007, 04:22:15 AM »
    Both a Wii and DS version are planned for release in North America and Europe this fall.

    THE WORLD'S MOST FAMOUS MONSTER TO INVADE   THE WII, NINTENDO DS AND PSP® SYSTEM    


      - ATARI ANNOUNCES DEVELOPMENT OF GODZILLA®: UNLEASHED -    


      NEW YORK, Jan. 31, 2007 - Atari, Inc. (Nasdaq: ATARD), one of the world's most   recognized brands and third-party video game publisher, today announced the development   of Godzilla®: Unleashed, the ultimate giant fighting monsters game. Godzilla®:   Unleashed will tear its way onto Wii(TM), Nintendo DS(TM) and PSP®   (PlayStation®Portable) system in fall 2007.    


      Godzilla: Unleashed is a fighting game on a giant scale.  The game stars the   legendary Godzilla and a slew of the most renowned monsters of all-time.  Gamers   are challenged to ultimately save the planet from mayhem and destruction. Set   in urban arenas, Godzilla: Unleashed's interactive 3D cityscapes, big destructible   buildings, soaring skyscrapers and towering alien formations provide the backdrop   to epic worldwide destruction.      


       "We are building on the famous Godzilla franchise by focusing on multiple story   paths, devastating urban destruction, and utilizing the most imposing creatures   in film history, all in one hard-hitting fighting game," said Rick Mehler, Director,   Marketing, Atari, Inc.  "In Godzilla: Unleashed for the Wii, players will tap   into their inner monster powers when using the system's wireless, motion-sensing   controller."    


      Players will claw, kick, stomp, throw and blast their way through the streets   of major world cities in order to claim the ultimate, beastly title: King of   the Monsters.  In addition to a fully reinvented combat system, Godzilla: Unleashed   will feature an innovative non-linear storyline which will allow players to influence   how the story unfolds through their choices within battles.


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