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Topics - Pale

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276
TalkBack / IMPRESSIONS: Big Brain Academy (temporary name)
« on: September 18, 2006, 02:28:33 PM »
How does the DS hit stack up on Wii?

Wii Big Brain Academy is the only game at the event that really flew under the radar for me.  I was so surprised to see it sitting there, free to play, when I was wandering around.  I’m a big fan of the DS game so I immediately picked it up.    


It turns out the game is quite early.  There was only a multiplayer demo available so I was lucky enough to have a NOA localization guy come over and play a round with me.  Turns out he worked on localizing the DS game and would probably be localizing that one as well (it was in Japanese still).  The demo was set up similar to the multiplayer mode of the DS game.  It was simply a race to answer the puzzles as quickly as possible.  Unlike the DS game, each player had different puzzles to solve, so screen watching wasn’t a problem.  This build only had three types of puzzles available…    


  • Complete the Painting - In this puzzle you are presented with two paintings, the second of which is missing some of the objects contained in the first.  You must use the pointer to place those missing objects accordingly.  Difficulty ramps up by rotating and mirroring the painting to confuse you.
  •    


  • Eliminate the Blocks - In this game you are presented with two images of blocks.  It is possible to make the second image match the first by eliminating just one block.  Blocks slide down if one below them was eliminated.  If they match, you succeed.
  •    


  • Block Addition - In this game you are presented with four blocks that have numbers on them and one total.  You must choose the right block to eliminate so that the remaining blocks add up to the total.
   


Even though there were only three games to draw from, it was still quite fun.  The NOA developer made it to the last step of the race very quickly and then quit playing to let me win.  (It took me a while to understand some of the games!  Seriously!)  I love the DS title and I know I’m going to love this one, even though it is another mini game based party title for Wii.


277
TalkBack / IMPRESSIONS: Rayman Raving Rabbids
« on: September 18, 2006, 09:34:03 AM »
Do they have rabies or what?

Raving Rabbids is definitely not your standard Rayman game.  There isn't any consistent platforming in the entire game.  Instead players will enjoy 75 different mini games.  Developers did make it known that some of the 75 games would just be variations of each other (such as different levels or degrees of complexity).  The mini games will also vary fairly drastically in scope as well.  Some could easily be independent games of their own while others may fit well in a game like Wario Ware.    


The single player mode will play out as a series of tasks Rayman must complete in order to please the Rabbids.  These tasks are the mini games.  Once completed, each mini game can be played at will from the main menu.  Some of them will also feature multiplayer modes.  There were seven games on hand at the press event...    


  • Cow Milking - Players hold the remote and the nunchuck as if they were the utters of a cow.  You then quickly move them up and down to simulate the milking motion.  The goal is to fill the bucket as fast as possible.  It can get extremely tiring.  This game had a two player mode as well.
  •    


  • Cow Toss - The objective is to throw a cow as far as you can.  It is very similar to most shot put simulations, only replace the shot put with a cow on a chain.  You swing the remote like you would a lasso and then hit the button at the correct time so that the cow flies in the correct direction.  It wasn't hard to swing the cow at an incredible rate, but pressing the button at the right time was near impossible when it was going that fast.
  •    


  • Close the Outhouse - Here you simply use the pointer feature of the remote to slam outhouse doors closed as fast as possible.  Inside each outhouse is a Rabbid.  It's a very strange idea.  If you don't close it fast enough you get shot with a plunger.  It was fun in small doses.
  •    


  • Singing Rabbids Memory Game - This game was your standard Simon style memory game.  Four rabbids are on the screen and they sing in a random order.  You must use the pointer to click them in the same order afterwards.  This one could definitely make for some entertaining high score runs.
  •    


  • Dancing Rhythm Game - In this game you use the nunchuck and the remote in a drumstick like motion.  Rayman (or whichever character is selected) stands in the center of a stage.  Rabbids come out from either side and approach him.  At the precise time they arrive you much swing the corresponding part of the remote.  The song used in the demo was “Girls Just Want to Have Fun" by Cyndi Lauper.  It was fun but somewhat hard due to the techno beat that was being played in the room.  There was a two player mode for this game as well.
  •    


  • Carrot Juice Bartender - The goal of this game is to fill up the rabbids' goggles with carrot juice before they reach the bar.  This is done in a first person view.  The pointer is used to aim the carrot juice while the nunchuck is used to pump.  Depending on how fast you move the nunchuck up and down the flow of juice will increase and decrease.  The feedback was very satisfying and realistic.
  •    


  • Western Plunger Shooter - This was probably the most extensive mini game shown off.  It plays out as an on rails shooter.  As you approach different areas you must use the pointer feature of the remote to shoot rabbids before they attack you.  Incoming plungers can even be shot out of the air.  In order to reload your plunger gun you simply shake the nunchuck attachment.  The experience is enough fun that it could easily be fleshed out into an entire game of its own.  It had a great shooting gallery feel.  Depending on what objects you may shoot besides the rabbids, different things would happen.  This was easily the most entertaining mini game shown.
   


It's important to understand that Raving Rabbids will not be your standard Rayman game.  Those who were expecting a classic platformer may be disappointed, but that doesn't mean this game isn't any fun.


278
NWR Forums Discord / Hurray for hate mail!
« on: September 18, 2006, 08:11:09 AM »
Quote

ERM I TOTALLY DISAGREE WHY NOT BLEND THE PRO LOGIC 5.1 WITH THE 6TH IMURSION SPEAKER HAVE 5.1 AND WIIMOTE SPEAKER WORKING TOGETHER BLENDING THE SOUND EFFECTS THIS OFFERS SOOOO MUCH MORE IMURSION THAN NO SPEKER AT ALL OR OVER USE OF THE SPEAKER I THINK DEVELOPERS SHOULD BLEND THE SURROUND SOUND AND THE WIMOTE SPEAKER SOUNDS RATHER THAN ONE OR THE OTHER USE SURROUND AS SUROUND AND WIIMOTE SPEAKER AS A EXTRA THATS HOW I SEE IT AND JUDGING ON THE FAKE SURROUND DS OFERS I THINK IF THE SPEAKER IS = TO OR BETTER THAN A DS SPEAKER WITH IT BEING SO CLOSE IT SHOULD BE FINE

DO I SMELL MY FAV CONSOLE HAS NO CONTROLLER SPEAKER ENVY COUCH BILL FAN COUGH SONY FAN

WIIMOTE HAS A ABILLITY THE OTHERS DO NOT AND AT THE END OF THE DAY THATS ALL THAT MATTERS ID RATHER HAVE IT THAN NOT HAVE IT SAME GOES FOR RUMBLE PAK 2007 CONSOLE NO RUMBLE SONY ERM WOT EVER

PRO LOGIC 2 /2X WITH 5.1 7.1 SUPPORT BACKED UP WITH WIIMOTES 6TH SPEAKER OFFERS SO SO SO MUCH MORE THAN SURROUND ON ITS OWN

I THINK WIIMOTES SPEAKER PUNKS 360/PS3 FOR SOUND


Do I count the "5.1" as using punctuation?

279
TalkBack / IMPRESSIONS: Wii Sports
« on: September 17, 2006, 06:19:13 PM »
The two newest games in the compilation could be the best.

It has become obvious that Nintendo is trying their hardest to move the Wii Sports package away from the tech demo feel it had at E3.  Each of the original games has been polished and the two latest additions may be the most complete of them all.  I was able to play both Bowling and Boxing for quite a while at the press event.    


  Boxing    


After three rounds of Boxing I had actually broken a slight sweat.  Maybe I'm a little out of shape, but Boxing definitely takes the cake as far as frantic arm motions are concerned.  The game itself controls using the nunchuck attachment in the left hand and the remote in the right.  When you put your hands up in a boxing stance, the character on screen does as well.  If you juke to the left or the right (with your arms) the character on the screen does the same.  If you lower your arms, your character's face is opened up for a pummeling.  Punching motions with either hand translate to a similar motion on screen.  I was able to create jabs, hooks, and upper cuts at one point or another, though not consistently.    


A match plays out over three rounds.  I never actually witnessed a knockout.  Every match I played and watched went to a decision in which each round was awarded to a player.  Whoever won the most rounds won the match.  The game has a lot of potential but I was left slightly confused.  There was a large sense of randomness when it came to which punches actually landed.  At one point, it felt like I wasn’t even facing my opponent and I didn’t know how to rectify the situation.  Was this lack of knowledge of the controls or an actual game issue?  I’m not sure.  I am anxious to play the game more though to find out.    


  Bowling    


It doesn’t take many frames to realize that Bowling may be the most realistic bowling video game of all time.  Nintendo got this one right in virtually every way.  Making a shot breaks down into a series of steps.  Firstly, you use the d-pad to slide your character left or right in the lane.  You can then switch and use the d-pad to rotate your character in case you want to start the ball out at an angle.  After you are happy with this you begin your stroke.  Holding down the B button is equated to gripping your ball.  You must then swing your arm in the standard bowling motion, releasing the B button when you want your character to release the ball.  Releasing too late results in the comical launching of the ball high in the air and then having it bounce on its way down the lane.  It felt very realistic.  On top of that, the remote also senses any slight movements in your wrist during your motion.  Trying to roll your wrist over so that you achieve the perfect amount of spin on the ball is a challenging ordeal.  Even more challenging is trying to throw the ball without any spin at all.  Playing was a very satisfying experience.    


As with many Wii games (like Wario Ware) there is a certain amount of honesty that a person has to have when playing this game.  There are several ways you can trick the game into thinking you did a perfect stroke, such as quickly flicking the remote over a short distance.  This isn’t a major downfall though because if you play it the way it was meant to be played, it can be a ton of fun.    


  Overall, Wii Sports has improved a lot since E3.  If they continue to tweak it before release it could prove to be an entertaining party game for years to come.


280
TalkBack / IMPRESSIONS: Wii
« on: September 17, 2006, 09:46:50 AM »
Is the speaker in the controller a worthy addition?

Three games made use of the Wii remote speaker at the Wii Event last week.  It was the first time I was able to actually listen to the speaker without many distractions.  In fact, the sound from the television wasn't even on.  To understand exactly what it sounds like, imagine playing your GameCube with your DS in your lap broadcasting the sound effects.    


Overall the sound quality is the pits.  At times the speaker sounded as if it was being driven beyond its capabilities.  Crackling and popping was prevalent.  When it is used in a way that benefits the multiplayer experience it doesn't bother me.  Specifically, in Wii Big Brain Academy your controller will alert you about whether or not you finish a puzzle correctly.  This allows you to keep tabs on how your opponents are doing without looking at their section of the screen and adds to the fun.  When it is used in a single player game, like Zelda or Mario, it is incredibly frustrating.    


In Mario Galaxy, whenever Mario received something (coin, musical note, star, etc.) the chime came out of the remote.  In Twilight Princess, all sword sound effects (sheathing, unsheathing, combat contact noises, etc.) came out of the speaker.  The fact that the remote is directly related to Link's sword should mean this is a good idea, but why do I want to hook my Wii up to my home theater only to hear much of the sound effects coming from such a cheap speaker?  The hardware may not support Dolby Digital, but Pro Logic II is good enough to position the sound effects at the focal point of the room in a way that would sound a heck of a lot better than what I experienced on Thursday.    


My biggest fear when the speaker was announced appears to have been realized.  If Nintendo continues to overuse this 'innovation' I will only get more frustrated.  Developers, do me a favor and make using the speaker optional.


281
TalkBack / IMPRESSIONS: The Legend of Zelda: Twilight Princess
« on: September 16, 2006, 04:36:53 PM »
There's a GameCube version?

Twilight Princess has been shrouded in controversy ever since Nintendo announced that there would be a Wii version.  I have been fortunate enough to play each of the major incarnations of the game; the GCN version (at PAX 05), the Wii version with button based sword control (at E3 06), and the latest Wii version with gesture based sword control (at the Wii press event in September, 06).  The latest version may just be the best version yet.    


Playing it was special, though.  Instead of experiencing it in the standard, crowded environment of a convention center, I got to sit on a couch for over an hour, playing through the dungeon demo three full times.  The first thing I did was experiment with the sword controls by smacking the first scarecrow around.  In the E3 version a button was used to swing the sword, much like a traditional Zelda.  If you tapped the button Link would initiate a combo of swipes back and forth with the occasional jab.  In this new version Nintendo has split the single button into two distinct gestures.  Making a tight left to right motion with the controller translated to a swipe.  Direction wasn't necessarily consistent.  If I swiped left to right, Link may swipe right to left.  If you continue swiping the controller, Link will continue the combo of swipes on screen (up to three total swipes in the demo).  The second gesture is a jab towards the screen that translates into a very similar jab motion by Link.  The combination of these two movements creates very fluid fighting that is surprisingly precise.  At first I had a hard time initiating combat, but once I got used to the motion, I had no problems.  I was looking forward to actually attacking a moving target.    


Fear not, classic Zelda fans: Z-targeting is still an integral part of fights.  When locked on to a target, two more attack options are added.  Firstly, you can shield attack by motioning the nunchuck forward.  This adds quite a bit of realism and fun to the fight.  You can also do the classic Link lunge attack by pressing the A button.  This is especially interesting if your foe is laying on the ground, as Link performs a rather vicious down thrust to the abdomen.    


Overall, the fighting was perfect.  If you follow the forums at all, you will know that I was very worried when I heard Nintendo changed what was at E3, as I was one of the few who liked what was done there.  The change was definitely for the best and, in case you were wondering, my arm wasn't tired at all after an hour of play.    


Arrow firing was another hot topic at E3.  Many people claimed it was overly sensitive and frustrating.  Some slight changes have been made there as well.  At E3 there was a circle around the screen when in targeting mode.  This helped point out where you needed to put the pointer to trigger the edge sensitive scrolling.  That is gone now.  Instead you use the analog stick while in first person mode to move your view around while aiming with the pointer.  This works quite a bit better once you figure it out.  The pointer is still just as sensitive as ever.  It is important that you understand how the game is played.  I actually corrected a couple people who were having some problems.  They weren't drawing their arrow before aiming.  That is done by holding down the B button.  You then want to aim while holding the button, releasing when the red dot is on your target.  If you aim first, the action of pushing the button in will probably knock the remote just enough to throw your aim off.    


When I left E3, Metroid Prime 3 was my favorite Wii title.  When I left the press event it became a distant second.  I'm sure everyone has read several very pointed opinions about the Twilight Princess situation.  Here is another one for you.  You might as well forget that the GameCube version even exists.


282
TalkBack / Impressions of the North American Press Event
« on: September 15, 2006, 04:46:28 PM »
Discuss the press event feature seen here.

283
TalkBack / RE: Press Conference Live Blog
« on: September 14, 2006, 04:19:21 AM »
Get the blow-by-blow account of what went down at the U.S. Wii Preview event!

10:10AM Strange in game advertising question.  Nintendo is looking into it but it doesn't really follow what Reggie thinks they are going for.  
 10:09AM Pokemon Battle Revolution first Online title IN JAPAN at Japanese launch.  US launch to follow sometime later.  
 10:07AM I asked about Metroid Prime 3.  Officially an 07 title.  Adam Sessler followed up asking about strategy.  Reggie insists there will be no GameCube-like dead spot right after launch.  
 10:05AM Widescreen capable question - all first party titles are.  Graphical power question - You'll say wow.  Normal vague talk.  
 10:03AM Capabilities of connecting through a wire if you don't have WiFi.  Very vague though.  
 10:00AM Conclusion.  QA Time.  Wii Remote - 40 bucks.  Nunchuck - 20 bucks.  Majority of storage on SD card.  Zelda gamecube launches December 11th.  
 9:58AM No long bootup process for Wii channels.  Concluding now.  
 9:57AM Internet channel.  Opera browser must be downloaded with Wii points!  
 9:55AM Back to Reggie to show us a few more channels.  When connected to the Internet, users can get a news channel and a weather channel. (Not THE Weather Channel).  Wii Message board also available.  Send messages and photos to other Wii owners, family members, internet users, or cell phones.  Wii has a calendar to help organize the family.  
 9:52AM Photo Channel.  View your digital photos on your TV through your Wii.  All transfers done with the SD cards.  Really cool view of all your photos at once.  They are really tiny.  Slideshow of NOA shown.  Pictures of people with Mario.  Slide show animations are very cool.  Perrin with a Mario mustache.  Shot of secret Zelda pictures (a joke).  Reggie playing DS.  Movies also playable.  You can use the Wii remote to make them puzzles, and draw on them.  
 9:50AM Transportation next.  Miis can be transferred to your Wii remote.  All of your favorite Miis can be on your Wii Remote.  You can populate your own Wii console with Miis.  Your Miis can go to your friends' consoles.  Your Miis go into Wii Sports, Wario Ware, and other Wii software compatible with the Mii channel.  
 9:48AM Mii channel.  Digital 3D charicature of anyone you want to create.  Create by either choosing a look alike or starting from scratch.  He's creating Samuel L Jackson.  Head shape first, then hair.  Eyebrows next.  He looks angry.  Eyes next.  Hah, he gave him eye shadow.  Now that's gone.  Weird half circle eyes were chosen.  Nose next.  Then lips.  Finishes it off with a Pulp Fiction mustache.  
 9:44AM Downloads stored locally and can be played forever after purchase.  Other channels later.  (Sorry about the formatting, he's jumping all over the place.)  
 9:43AM Wii console is connected to the TV and left in standby mode.  User will see an initial page of 12 Wii Channels but it is expandable.  
  • Disc Channel - Where you go to play games.
  •  
  • Wii Shop Channel - Home of the virtual console.  (Zelda 1, Mario World, Donkey Kong, and Mario 64 on Launch, grow by 10 titles a month for the entirety of 2007.  500 Wii points for NES games, 800 Wii Points for SNES games, 1000 Wii points for N64.  2000 points = 20 dollars.
  •  
     9:41AM Wii Channels.  Not just virtual console but a total effort to redefine who will use video games in the future.  
     9:40AM Third Party talk.  No surprises.  Trauma Center is a launch title.  All the UbiSoft titles still be advertised as launch titles.  Third party quotes from EA, Activision, Sega, and Ubisoft.  "Approximately 30 Wii games this year, half of those at launch."  First party titles - $49.99  
     9:37AM If we played Zelda all day for the entire 6 hours we wouldn't scratch the surface of Zelda.  Zelda and Excite Truck ONLY first party launch titles it seems.  
     9:36AM "Widest range of launch titles in the history of video games."  Legend of Zelda: TP launch title.  Excite Truck launch title.  First time ever to have a Zelda title available on launch day.  Reggies is trying to kiss butt by talking about the Yankees.  ;)  
     9:35AM Wii Sports includes Tennis, Golf, Baseball, Bowling, and Boxing.  Wii SPORTS INCLUDED!  
     9:33AM Bowling is "simple and intuitive."  You can put spin on the ball.  Back to Reggie.  
     9:31AM Package comes with just one Wii remote and one Nunchuck attachment.  40 Demo units on hand with more than two dozen playable games  Some are brand new, some are completely different.  Eric Peterson to demonstrate Wii Bowling.  
     9:30AM November 19th is the launch date.  (Who guessed that? ;) )  $249.99 retail price.  Only white.  Four million Wii consoles shipped world wide.  "Americas will receive the largest share of that total."  
     9:27AM Touch Generations sold more than New Super Mario Bros.  Nintendo WiFi Connection - More than 2 million unique users.  Wii Remote will change everything.... nothing new yet.  
     9:25AM Reggie wants to bring gaming back to the masses.  Touch Generations talk...  
     9:22AM "We will reveal all relavent information."  
     9:21AM Here comes Reggie.  
     9:19AM Perrin is on stage starting.


    284
    TalkBack / Two New Mario Titles Coming this Month
    « on: September 06, 2006, 05:07:28 AM »
    It's also Mario's birthday!

    MARIO CELEBRATES HIS BIRTHDAY WITH TWO GREAT NEW GAMES    


    An Old Foe, an Old Love and a Game of Hoops Make for a Great Party
       


    REDMOND, Wash., Sept. 6, 2006 – What birthday gift do you give the video game icon who has everything? In September, Nintendo superstar Mario™ celebrates his birthday; in his honor, Nintendo releases two new Mario games for Nintendo DS™. Incidentally, Mario isn't revealing his exact age, but let's just say he's been around the block – and through the pipe – a few times.    


    On Sept. 13, Mario™ Hoops 3-on-3 brings a fast-moving basketball game to the Nintendo DS hand-held gaming system with all the crazy power-ups players have come to expect from Mario sports games. Two weeks later, Mario's longtime nemesis, Donkey Kong®, causes trouble again in Mario vs. Donkey Kong™ 2: March of the Minis, a game complete with a special appearance by Mario's first love, Pauline.    


    "Like Mario himself, Nintendo DS keeps going strong," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Our September releases kick off a flurry of great DS games that continues through the holiday season. Happy birthday, boss."    


    Mario Hoops 3-on-3 puts the ball back in players' hands. Using the stylus and touch screen of Nintendo DS, players can execute special passes and cool dribbles as they play through tournaments to unlock new characters, courts and features. It's regular three-on-three basketball, with the crazy Nintendo twist of stars and shells that players can use against their opponents. Best of all, each character has his or her own signature move that players execute by tapping out a special symbol on the touch screen twice. Watch out for huge dunks and alley-oops.    


    Mario vs. Donkey Kong 2: March of the Minis brings Mario's original nemesis back in contact with his first love. Pauline, the original heroine from the 1981 Donkey Kong arcade game, makes her triumphant return after 25 years in retirement. And just as before, Donkey Kong goes nuts and kidnaps her. But this time, it's up to a legion of Mini Mario toys to save the day. Players use the touch screen to guide the Mini Marios as they make their way to the top of an amusement park to rescue Pauline. Players can design their own level maps and share them with others via Nintendo® Wi-Fi Connection, Nintendo's wireless gaming service.    


    Mario Hoops 3-on-3, Rated E for Everyone, will be available at retail Sept. 13. For more information about the game, visit www.mariohoops.com. Mario vs. Donkey Kong 2: March of the Minis, Rated E for Everyone, launches Sept. 27. For more information about the game, visit www.mariovsdk.com.


    285
    Nintendo Gaming / Etrian Odyssey
    « on: September 05, 2006, 11:28:17 AM »
    So I just compiled all the media and stuff for this game and posted it on the main page.

    It looks pretty freaking sweet as far as RPGs go.  It seems to be a mix of 2D sprites on 3D backgrounds as well as some beautifully illustrated painted backgrounds.  I really can't figure it out.

    There is a ton of talent behind the game as well.  The battle system is supposedly similar to the Shin Megami Tensei games which I haven't played.  Someone explain it! =P

    Also, you don't get maps in the game.  Instead you use the stylus and a graph paper like system on the bottom screen to plot your own maps.  Wee.



    Supposed to be out in English early next year.

    286
    NWR Forums Discord / Pale's 3000th Post Thready!
    « on: September 04, 2006, 04:16:39 PM »
    Woo.

    287
    NWR Forums Discord / Every thread on the first page...
    « on: August 25, 2006, 04:10:19 AM »
    ...has new replies in it.

    That is simply too much to read.

    288
    NWR Forums Discord / BOYCOTT THE FUNHOUSE!
    « on: August 24, 2006, 10:39:40 AM »
    Seriously, this sucks.    

    289
    TalkBack / Pink and Black DS Lites Get a Date in the US
    « on: August 24, 2006, 05:36:32 AM »
    And it's soon!

    NINTENDO LAUNCHES NEW DS LITE COLORS AMID RECORD-BREAKING GAME SALES    


    Onyx and Coral Pink Follow Sale of 1 Millionth New Super Mario Bros.
       


    REDMOND, Wash., Aug. 24, 2006 – The only thing more fun than new Nintendo® DS Lite hardware colors is trying to keep up with the breakneck sales of the software to play on the popular little portable! On Sept. 13, two new colors – Onyx and Coral Pink – join Polar White, which is enjoying its own incredible sales peak and getting noticed everywhere.    


    The new colors also complement numerous DS games, including New Super Mario Bros.®, which has hit the 1 million unit sales mark after just 12 weeks on sale in the United States. That's an average of roughly eight games sold each minute continuously since launch, making it the fastest-selling DS title in the United States for a 12-week period. Overall, DS system and game sales are both up more than 300 percent in July alone.     "Not only are the DS Lite screen and battery life incredible," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "but the new colors just add another element of fun, allowing people to ‘personalize' who they are by the color, or colors they pick."    


    Several other DS games are burning up shopping baskets. Animal Crossing®: Wild World already has sold more than 800,000 units, and two brain games – Brain Age™: Train Your Brain in Minutes a Day (sold 4 million units worldwide) and Big Brain Academy™ (nearly 2 million sold to date worldwide) – are part of a phenomenon of people wanting to feel as mentally sharp as possible by playing daily.    


    The best part for Game Boy® Advance owners is Nintendo DS Lite plays their entire library of up to 1,000 Game Boy Advance games in single-player mode.


    290
    TalkBack / Elebits to Have a Multiplayer Mode
    « on: August 23, 2006, 03:57:43 AM »
    Don't cross the beams!

    Konami released a brand new trailer for Elebits at the Leipzig Games Conference.  The trailer starts out showing normal single player gameplay similar to what was on display at E3.  By the end two other players join in so there are three independently controlled gravity beams on the screen at once.    


    Little is known as to what the goal of the multiplayer mode will be but based on what is known about the gameplay, it may involve racing to collect elebits.


    291
    TalkBack / Nintendo Annouces Two New Wii Titles
    « on: August 23, 2006, 01:11:52 AM »
    Mario Strikers Charged and Battalion Wars II are coming to Nintendo's new system.

    Nintendo just finished up their press conference at the Leipzig Games Conference.  Though no Wii launch details were shown like everyone hoped, two new games were announced.    


    Mario Strikers Charged  

    • Charged is a true sequel to the hit Gamecube title.
    •  
    • It will be controlled using the Wii controller and the nunchuck attachment.
    •  
    • It will feature an all new roster of characters.
    •  
    • Original teams will be formed by selecting one of 12 captains and and three of eight sidekicks.
    •  
    • One example of how the Wii remote will be used has players targeting a ball in order to knock it out of the air and prevent a goal.
    •  
    • Stadiums will now feature characters and contraptions that influence gameplay.
    •  
    • The game will feature an online multiplayer mode that makes use of the Nintendo Wi-Fi Connection.
       


    Battalion Wars II  

    • Battalion Wars will also get a sequel on Wii.  Notice the clever BWii short form of the name.
    •  
    • The game will feature THREE online multiplayer modes.  These modes are Assault, Skirmish, and Co-op.
    •  
    • Combat takes to the sea with five new naval units.
    •  
    • Enemy buildings can now be captured and made use of.
    •  
    • There will be 20+ single player missions and 15+ multiplayer missions.
       


    PGC will bring you more information and screens as they become available.  Special thanks to BigJim, ShyGuy, Wandering, and IceCold in Planet Chat for helping with information gathering.


    292
    TalkBack / Atlus Announces Bomberman Land Touch!
    « on: August 21, 2006, 06:08:08 AM »
    You'll be able to play Bomberman online in November!

    Last week Atlus announced a new Bomberman title for the DS called Bomberman Land Touch!  The game is set to ship this November and will feature several modes of play.    


    • Story mode will takes full advantage of the touch screen for controls.
    •  
    • Attraction mode will feature new multiplayer mini games that take advantage of the touch screen.
    •  
    • Battle mode will be classic Bomberman gameplay with classic controls.
       


    Local wireless multiplayer will allow for eight players and the online mode will allow for four.    


    Check out our game page for the first batch of screens and art.


    293
    TalkBack / Namco Bandai Announces a New Tamagotchi Game
    « on: August 20, 2006, 11:22:21 AM »
    Another Tamagotchi game hits the DS this winter.

    NAMCO BANDAI GAMES AMERICA INC. ANNOUNCES "TAMAGOTCHI(R) CONNECTION(R): CORNER SHOP(TM) 2"    


    A Whole New Tamogotchi Mall to Open in a Neighborhood Near You
       


    SANTA CLARA, Calif., (August 17, 2006) – Leading video games publisher and developer NAMCO BANDAI Games America Inc. announced today that "Tamagotchi Connection: Corner Shop 2" will be available for the Nintendo DS(TM) this Winter. Based on the wildly popular Tamagotchi(R) Connection(R) virtual pet toy, aspiring shop keepers can open a variety of stores in which they tend to their Tamagotchi customers’ needs by successfully completing tasks in a variety of playful mini-games. Mametchi, Memetchi, and Kuchipatchi return in this sequel to help players create a shopping fantasyland populated by more than 100 different humorously endearing Tamagotchi friends.    


    “The Tamagotchi franchise has yet another great DS title with its sequel to Tamagotchi Connection," said Naruo Uchida, NAMCO BANDAI Games America Inc.’s Senior Vice President. “By utilizing the DS’s microphone and stylus functionality, a wide variety of exciting new mini-games and old favorites will be available for players to explore. Tamagotchi fans will also appreciate the new depth brought to the game by the happiness rating system in 'Tamagotchi Connection: Corner Shop 2'."    


    In "Tamagotchi Connection: Corner Shop 2", shop owners must keep their bizarrely adorable Tamagotchi partners happy by earning “Gotchi points" through performing mini-game tasks for the customers. Gotchi points can be used to clothe, feed, and care for your Tamagotchi partners. As more points are collected, new types of shops for players to open will become unlocked. Shops not seen in the original such as the Bowling Alley and Sushi Bar will be available, as well as upgrades to old favorites like the Concert Hall where players can sing along to the music with the DS’ microphone. In "Tamagotchi Connection: Corner Shop 2", catering to the needs of your customers will be essential in keeping the Tamagotchi happy. The five different happiness levels will determine the dialogue that occurs between the player and their Tamagotchi partner, and nobody likes a grumpy Tamagotchi!    


    For more information on Tamagotchi(R) products, please visit www.tamagotchi.com.


    294
    TalkBack / Sega Announces Leipzig Line-up
    « on: August 17, 2006, 05:51:43 AM »
    Sonic Wild Fire gets a new name as well.

    Sega announced their line-up for the Leipzig convention today.  There will be four titles shown from Nintendo platforms.    


    • Sonic and the Secret Rings (Wii) (Formerly Sonic Wild Fire)
    •  
    • Super Monkey Ball: Banana Blitz (Wii)
    •  
    • Charlotte's Web (DS)
    •  
    • Charlotte's Web (GBA)
       


    Similar to what Nintendo will be doing, both Wii titles will be shown behind closed doors to chosen press and VIPs only.


    295
    TalkBack / RE: USA Today Interview with Reggie
    « on: August 15, 2006, 09:17:18 AM »
    Reggie comments on many things, including the Wii60 concept.

    The USA Today posted an interesting interview with Nintendo President Reginald Fils-Aime today.  Several topics are discussed including...    


    Wii60    


    Q: Microsoft has made the comment that people can buy an Xbox 360 and Wii for about the same price as a PlayStation 3. Would you mind terribly if that happened?    


    A: I'd much rather have the consumer buy a Wii, some accessories, and a ton of games, vs. buying any of my competitor's products.
       


       


    Nintendo WFC    


    Q: How do you extend your online strategy to Wii?    


    A: It's the same premise. We will offer online-enabled games that the consumers will not have to pay a subscription fee for. They'll be able to enjoy that right out of the box. The Wii console is going to be Wi-Fi enabled, so essentially, you'll be able to plug it in and go. It won't have hidden fees or costs.
       


    ...and more.    


    The entire interview can be read here.


    296
    NWR Forums Discord / Is it just me, or is today Bitch day on PGC?
    « on: August 09, 2006, 05:39:14 AM »
    srsly

    297
    TalkBack / UbiSoft Extends the Petz Line
    « on: August 07, 2006, 09:07:05 AM »
    There are zo many new petz zimulation gamez!

    UBISOFT TO BREED ALL-NEW PACK OF PETZ®    


    Introduces New Petz Games for Game Boy Advance, Nintendo DS, and PC
       


    SAN FRANCISCO - August 7, 2006 - Today Ubisoft, one of the world's largest video game publishers, announced it will significantly expand its Petz® series of games for Game Boy Advance, Nintendo DS, and PC.    


    Ubisoft's Dogz® and Catz® series have already won over a huge audience, are currently among the top 10 games on Game Boy Advance and have sold more than 1.4 million copies on PC since their introduction. The Petz® series allows players to adopt and train their cuddly friends. Players create and control a cute furry pet that they choose from a selection of many different breeds. Players can take their pets everywhere within the virtual environment, starting inside the house and walking around the neighborhood to visit friends.    


    Consumers are hot on the prowl for more pets games and Ubisoft has responded by expanding our family of loveable creatures, said Jay Cohen, vice president of publishing at Ubisoft. We're building upon the success of our existing Dogz® and Catz® franchises and introducing new animals that consumers are sure to adore. Now everyone with a PC, Game Boy Advance or Nintendo DS will be able to have the rewarding experience of raising their very own pet.    


    Upcoming Petz titles include:  Dogz® on PC and Nintendo DS (November 2006): This classic game, already a proven brand on PC and GBA, make its debut on Nintendo DS. Choose your favorite puppy from a large selection of breeds and interact directly with it.    


    Dogz® Fashion on GBA (September 2006): Dogz Fashion allows players to adopt their own adorable puppy, dress him/her up in all kinds of fashionable outfits and enter him/her to win fashion competitions.    


    Catz® on PC and Nintendo DS (November 2006): Ubisoft created the first cat-simulation game ever, bewitching PC gamers around the world. Catz® is eagerly anticipated by the game's numerous devotees. It allows players to adopt his/her favorite kitten, interact directly with it and watch it grow.    


    Horsez on PC and Nintendo DS (November 2006): A newcomer in the Petz® series, Horsez is the first game that allows you to care for your very own foal, ensuring he grows into a strong adult horse.    


    Hamsterz Life on Nintendo DS (November 2006): Raise several breeds of hamsters and build fully customizable homes for them to grow up in.


    298
    TalkBack / PREVIEWS: Dragon Quest Heroes: Rocket Slime
    « on: August 07, 2006, 05:33:15 AM »
    Save Slimenia from the Plob!

        Last updated: 08/07/2006 by Mike Gamin          

    Large tailed monsters known as the Plob have captured almost all of the citizens of Slimenia.  Players take control of Rocket, the only slime left that was not captured, and attempt to rescue the others.  The game alternates between an overworld adventure and tank battles.    


    Rocket controls the same way throughout the game: the D-Pad controls his movement and the A button is used to jump and perform an Elasto Blast.  The Elasto Blast is the basis for Rocket’s strength.  This move is performed by holding down the A button and using the D-Pad to stretch Rocket out like a sling shot.  Once he’s stretched out and the A button is released, Rocket is flung in the direction he was pointing.  This can have a different effect on the target depending on what it is.  In the case of a box or chest, the force will break it open revealing what’s inside.  If it’s an item, friend, or enemy, the force will pop the object up in the air.  The D-Pad can then be used to maneuver Rocket underneath the now flying object so that the object will land on his back.  Multiple objects can be stacked on Rocket’s back and carried around using this method.    


    When exploring the overworld and searching for friends, players will notice a series of railways interspersed throughout the map.  These railways are direct connections to the home city.  Carts will be constantly moving along them.  As the player finds friends, captures enemies, and collects items, they can load the carts up to have the objects sent back.  This is how friends are rescued, items are collected, and enemies are imprisoned.  Collecting things is essential.  It will make later levels of the single player mode easier as well as unlock new things in the multiplayer mode.  Also, as characters are rescued, they’ll give hints as to the location of their other comrades.  When all the characters from a single level have been rescued, the game will transition into a tank battle.    


    Tank battles are where players will first realize why they have been collecting so much stuff.  Rescued comrades will help defend the tank and items found will serve as ammo.  Enemy tanks are defeated in a two step process.  Firstly players must reduce the enemy tank’s hit points to zero.  This is done by using two cannons to fire objects at the opponent.  Each cannon is set at a different trajectory.  One arcs the projectile high in the air and the other fires it in more of a line drive.  Anything can be loaded into the cannons as ammo, including Rocket himself.  Chutes throughout the inside of the tank will disperse items that were found in previous levels.  Each item has a different affect when it is fired out of the cannon.  Some will damage the opponent while others are a means of defense.  Some of the better items can act as both offense and defense.  After a tank’s hit points have been reduced to zero, the second phase of the battle begins.  The opponent’s tank must then be attacked directly.  Rocket can do this by either leaving his tank and running across the ground or by loading himself into the cannon.  Once inside the opponent’s tank, players must battle their way to the heart of the tank and destroy it.  This ends the battle.    


    Rocket Slime will also feature a multiplayer mode for 2-4 people, where players will be able to engage in tank battles.  Matches can be 1 on 1, 2 on 1, 2 on 2, and 3 on 1. Each tank will have different strengths and weaknesses.  Games play out exactly like the tank battles in the single player mode where  players must reduce their opponent’s tank’s hit points to zero and then destroy the heart.    


    Rocket Slime is set to debut in North America on September 19, 2006.


    299
    NWR Forums Discord / Pokemafia: GAME OVER!
    « on: July 28, 2006, 04:48:11 AM »
    Firstly, I will present to you the rules I used.

    There were five different roles.  Each of the four teams had one of each role.  If you had a role, you knew the other three people who had the same role.  At any point, you could team up with them instead of your team to try and win.

    Roles:

    Assassin
    -When on one of the two Mafias, assassins had the highest probability of performing a successful kill if they are sent to do it.  Specifically, they had a 95% chance or success.  Any other mafia members only had an 80% chance.
    -When on the suicide bombers the assassins subconcious sense of survival gave him the lowest chance of successfully committing suicide on a kill.  Specifically, an assassin would only have a 10% chance of dying and every other member of Dash would have a 25% chance of dying.
    -When on townies, they acted just like the vigilante of the past.  They could kill every night and were always successful, but if they killed a fellow townie, they would commit suicide.

    Investigator
    -Just like investigators of the past, they could find out who someone was with a 90% success rate.  Current godfathers of any of the three mafias would come back as townies.

    Doctor
    -These people would automatically try and save someone on their team if they were attacked.  This even held true for voted out people.  Their chance of success was 25%.
    -They would also try and save fellow doctors if no one on their team was attacked that night.  At any point they could reverse the priority though.

    Security Guard
    -Fairly straighforward, they could take a bullet for whoever they were charged with protecting.

    Recruiter
    -Recruiters could try and recruit someone to their team with a 25% success rate.  They could NEVER succeed at recruiting a fellow recruiter.
    -Because Mafia's already knew who was on their team, they would never try and recruit someone who was already on their side.
    -This wasn't true for the townie recruiter, so I gave him a slight twist.
    -Calling the townie recruiter a priest meant that, every night he would try and recruit someone.  If it wasn't a townie, he had a 25% chance of making him a townie.  If the person was already a townie, 100% of the time he would reveal himself as a townie and in turn know that that person was a townie.  This was done to give the townies a better chance at teaming up with each other.

    I hope that no one can say that this game was bias towards one particular team, as all teams started out with basically the same abilities.


    Full story in short form:

    DAY 1
    Stabby was voted out.
    Blackfootsteps was chosen at random to kill him.
    Snap ordered Crimm to kill Pryo and was successful.
    Snap ordered Stevie to investigate Ceric, and he was successful.
    Snap ordered TVMan to try and recruit Bill, and he failed.
    UncleBob tried to recruit Pryo, but he was already dead.
    Zach tried to save Stabby, and he failed.
    Because Zach had already tried to save someone, he couldn't try and save Pryo.

    DAY 2
    SUPER got voted out.
    UncleBob was chosen at random to kill him.
    XD ordered Bill to investigate Couchmonkey.  He was successful.
    XD ordered Vudu to try and recruit 18 Days.  He failed.
    XD ordered NuclearSpeed to try and kill BnM.  He succeeded.
    UncleBob tried to recruit Zach.  He was already a townie.  They now knew who each other were.
    Wandering tries to kill TVMan.  TVMan was protected by Couchmonkey.  Couchmonkey dies instead.
    Zach tried to save SUPER.  He failed.
    TYP tried to save Couchmonkey.  He failed.

    DAY 3
    Crimm got voted out.
    Zach was chosen at random to kill him.
    Dash sent Athrun Zala to kill Khush.
    Amazingly, with only a 10% chance, Athrun blew himself up.
    ShyGuy was protecting Athrun though, so he stepped in and died instead.
    Dash ordered MattVDB to recruit Bill.  He failed.
    Dash ordered Nemyh to investigate Ceric.  He succeeded.
    UncleBob tried to recruit 18Days.  He failed.
    Wandering killed TVMan.
    TYP tried to save Crimm.  He failed.
    18 Days tried to save ShyGuy.  He failed.
    Zach tried to save Khush.  He failed.

    DAY 4
    18 Days go voted out.
    Garnee was chosen at random to kill him.
    18 Days blew up Garnee.
    UncleBob tried to recruit Bill.  He failed.
    Snap ordered Stevey to investigate DecoyMan.  He succeeded.
    Snap ordered TYP to kill Wandering.  He succeeded.
    TYP tried to save 18 Days, his fellow doctor, and succeeded.
    Zach tried to save Garnee.  He failed.

    DAY 5
    18 Days got voted out.
    Stevey was chosen at random to kill him.
    18 Days blew up Stevey.
    UncleBob tried to recruit Bill.  He succeeded.  Bill is now a townie.
    XD ordered Vudu to try and recruit TYP.  He failed.
    XD ordered NuclearSpeed to kill Zach.  He succeeded.
    TYP tried to save 18 Days, his fellow doctor, and succeeded!
    18 Days then got up and ran to try and save Zach, his fellow doctor.  He also succeeded!

    DAY 6
    Nemyh was voted out.
    UncleBob was chosen at random to kill him.
    Nemyh blew up UncleBob.
    Dash sent Athrun Zala to kill Bill.  He succeeded.
    Again, with only a 10% chance, Athrun also blew himself up.
    Dash sent MattVDB to try and recruit NuclearSpeed.  He failed.
    18 Days tried to save Nemyh.  He succeeded.
    Nemyh gets up and investigates TYP, but fails.
    Zach tries to save UncleBob.  He failed.

    DAY 7
    18 Days is voted out.
    Decoyman was chosen at random to kill him.
    18 Days blew up Decoyman.
    Snap sent TYP to kill Vudu.  He was successful.
    TYP tried to save his fellow doctor, 18 Days.  He failed.
    Zach tried to save his fellow doctor, 18 Days.  He succeeded.

    DAY 8
    Nemyh got voted out.
    Ceric was chosen at random to kill him.
    Nemyh blew Ceric up.
    XD sent NuclearSpeed to kill TYP.  He succeeded.
    Zach tried to save his fellow doctor, TYP. He failed.
    18 Days tried to save his fellow doctor, TYP.  He failed.


    And now for Day 9, featuring a full story!

    So we have to kill two people tonight.  First, who will kill NuclearSpeed?

    Blackfootsteps, you are the winner.

    Well now BFS was torn.  For he was ordered to protect NuclearSpeed with his life.  Instead of carrying out the deed and killing him, he flew straight up in the air, refusing to stop.  No one would ever see him again.

    Now, who will kill 18 days?

    Dasmos, you are the lucky winner.  Fire agains grass?  Wait, he's gonna want that to happen so it will trigger the explosives...  Then, Dasmos' stomach grumbled.  "Hmm, how bout I take care of this kill and my hunger at the same time?"  He went to town, eating 18 Days up.

    18 Days was smart though.  He even anticipated this action.  He had worked on filling his body with as much poison as possible.  Dasmos quickly gagged and his heart stopped.

    Well, now this would make the teams 1 to 1 to 1.

    NuclearSpeed was the last member of XD.  MattVDB was the last member of Dash.  Zach was the last member of the townies.

    Dash didn't choose to kill anyone last night, as they didn't want to have to blow themselves up.  Instead MattVDB went over to Zach's house to try and recruit him.  Surprisingly, Zach was all for the idea (SUCCESS).  Zach was now a member of Dash.  Now Dash had the advantage.  He didn't even bother trying to save 18 Days.  Instead Matt and Zach worked to make Zach the largest suicide bomber in history.  They covered him in so many bombs, the exposion would be HUGE!  Matt then rolled him, slowly building up speed, straight into NuclearSpeed's house!

    BOOM!

    The explosion was huge.  The last three pokemon died!

    DASH HAD SUCCEEDED!



    How the teams started:

    Snap
    Crimm - Assassin
    Stevey - Investigator
    TYP - Doctor
    Couchmonkey - Security Guard
    TVMan - Recruiter

    XD
    NuclearSpeed - Assassin
    Bill Aurion - Investigator
    Khushrenada - Doctor
    Blackfootsteps - Security Guard
    Vudu - Recruiter

    Dash
    Athrun Zala - Assassin
    Nemyhlovecraft - Investigator
    18 Days - Doctor
    ShyGuy - Security Guard
    MattVDB - Recruiter

    Townies
    Wandering - Assassin
    Pryo - Investigator
    Zach - Doctor
    Stabby - Security Guard
    UncleBob - Recruiter


    Throughout the game, Bill became a townie and Zach became a Dash member.

    Dash won, so all Dash member who died, won.

    THE OFFICIAL WINNERS ARE.....

    Athrun Zala
    Nemyhlovecraft
    18 Days
    ShyGuy
    MattVDB
    Zach

    300
    NWR Forums Discord / Guys, Nintendo totally went to my site!
    « on: July 28, 2006, 04:18:17 AM »
    Well not necessarily my site, but the company I play a big part in's site!

    http://secondavesoftware.com

    We totally got a hit from proxy.nintendo.com!

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