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1
TalkBack / New Virtual Console Games This Monday
« on: December 01, 2006, 03:20:24 PM »
...and this time, Nintendo means it!

NINTENDO NEWS: FOUR NEW CLASSIC GAMES ANNOUNCED FOR WII SHOP CHANNEL    


Dec. 1, 2006    


Every Monday starting Dec. 4, Nintendo will add classic games to the popular new Wii™ video game console's Wii Shop Channel. Four games will be added at 9 a.m. Pacific time on Dec. 4. Wii owners with a high-speed Internet connection can redeem Wii Points to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:    


Donkey Kong Jr.™ (NES®, 1-2 players, 500 Wii Points): Based on the popular arcade game, Donkey Kong Jr. is the sequel to the immensely successful Donkey Kong®. Players play as Donkey Kong's son, Junior, and rescue his dad, who has been kidnapped and imprisoned in a cage by Mario™. Players use their jumping and climbing abilities to clamber up vines and chains, gather vital fruit and keys, and open the cage to free their father. Make sure to avoid the pesky birds, nasty electric sparks and creepy chompers. Four different worlds filled with numerous climbing and jumping puzzles await in this timeless classic.    


Victory Run™ (TurboGrafx16, 1 player, 600 Wii Points): Victory Run is a rally racing game, made up of eight different stages set in different countries from Paris to Dakar. Players can race across highways, deserts, savannahs and coastlines. In order to advance to the next stage, players must dodge traffic and cross the finish line within the time limit. Players can upgrade their race car with such parts as tires, gears, engines, suspensions and brakes. Driving on rough courses and hitting obstacles will cause damage to individual parts, so making repairs is critical. Choosing the right setup of parts may be the difference between winning and not finishing the race at all. So go out there and prove to the world that you have what it takes to take raise the gold cup in Victory Run!    


Columns™ (Sega Genesis, 1-2 players, 800 Wii Points): Players test their hand at the ancient Phoenician game of Columns. Multicolored gems drop from the top of the screen into a pit. It is up to players to quickly arrange the order of the jewels into lines of three or more as they fall. If gems pile up and reach the top, the game is over.    


Ristar™ (Sega Genesis, 1 player, 800 Wii Points): Greedy, an evil space pirate, has corrupted the kings of the Valdi System's seven planets and enslaved the people who live there. The plea for a hero is answered by Ristar, who uses his amazing extendable arms and courage to save Valdi from Greedy.


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TalkBack / Wii Component Cables to Hit Retail
« on: November 03, 2006, 05:18:47 PM »
According to Perrin Kaplan, that is.

In a new interview with Game Informer, Perrin Kaplan revealed that component cables will not only be hitting online retail sites, but will actually launch in retail stores along with the Wii on November 19.    


When asked if component cables would be available on day one, Kaplan responded by saying "Yes, at retail and online. Best Buy, GameStop, Circuit City, etc… and Nintendo.com."    


This is good news for those of us who have high definition displays, myself included, as it had earlier been stated that component cables could only be purchased from web sites of retail stores such as the ones listed above.


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TalkBack / REVIEWS: X-Men: The Official Game
« on: June 20, 2006, 06:53:09 AM »
Not even Nightcrawler can save this game from mediocrity.

Games based off of feature-length films over the years have been, for the most part, utter garbage. There have been some rare exceptions, but the general rule of thumb is that if it’s based off of a movie, you’d better stay away.  I’d say that X-Men: The Official Game for the Game Boy Advance almost falls into this same bottomless pit, but it does just enough right to not be completely terrible.  It truly is mediocrity at its best, if that’s possible.    


   The concept for the game is simple.  Play as one of four X-Men (Wolverine, Colossus, Nightcrawler, or Iceman) and claw, throw, or teleport your way through a dozen levels in the Canadian compound at Alkali Lake.  This game doesn’t do much to expand upon the latest X-Men movie, but it does offer a simple explanation as to why Nightcrawler was not featured in the film.    


With the game being a prequel of sorts to the latest X-Men movie, your entire mission consists of going through the apparently abandoned complex and retrieving the parts William Stryker used to create his Dark Cerebro.  You start out playing as Wolverine so you can familiarize yourself with the controls of the game.  As is the case with most GBA games, the controls are easy and intuitive for anyone to use.  The A button makes your character jump, while pressing B along with up, down, left, and right will make your character do varying attacks.  Pressing A and B at the same time will unleash a super attack.  Wolverine’s super is a 2-way claw attack (so that if you are in the middle of two enemies you can attack them both at the same time). Colossus slams his fists into the ground, which can not only destroy nearby enemies but walls as well.  Iceman’s super attack is a freeze blast that can temporarily stun enemies from afar.  Last but not least is Nightcrawler, whose super attack features his trademark teleporting.  These attacks all tie into the character’s strengths: Wolverine’s quickness, Colossus’ brute strength, Iceman’s uncanny (see what I did there?) freezing ability, and Nightcrawler’s agility.    


The gameplay is simple side-scrolling beat-em-up action.  Simple not only in terms of what you have to do in all the levels, but simple in style, too.  There’s only a limited amount of unique enemies in the game, and most of the levels feature the same kind of basic structure, only with varying colors.  It makes sense because the entire game occurs in one place, but it’s rather depressing, even for a military compound.    


Speaking of enemies, as I said, there are only a handful of different types.  The most basic enemies are dogs, and there are a lot of them.  They’re easy to defeat, but they can get annoying at times because they’re so low to the ground and thus most normal attacks won’t hurt them.  There are also a few different kinds of military-type shooters.  Some like to lie on the ground and shoot, while others will stand up and fire right at you.  They tend not to move around a lot unless you come towards them, and they’re easy to take out.  Then, for some reason, you get the privilege of dealing with some robotic enemies.  One type of these robots is attached to ceilings and will fire dual lasers at you.  Another is spider-like and the second most difficult of the robotic enemies.  The third is a robot that is humanoid in appearance, and it stands about twice as tall as your characters (save for Colossus).  Sometimes you’ll run into Toad (yeah, I was surprised too) while you’re running around levels.  He’s no different from any other enemy except in appearance.  Just keep hitting him, and once he’s defeated, he’ll leave you with an item.    


The four X-Men can be accessed and switched at any time during the levels by pressing the L button.  If one of those characters dies (unless acquiring a special token), you will not be able to access him again until the next stage.  The same method applies for boss battles.  Those battles occur with members of Magneto’s Brotherhood of Mutants, including Juggernaut and Sabretooth.  To help you in these battles, there’s a charge meter that can be filled up to four times for each character, by collecting items.  When you press the R button, your character will enter into a brief state where he’ll deal out twice the normal amount of damage.    


Sadly, this game didn’t hold my interest for too long.  After a number of levels I got bored going through the levels and doing the same exact thing over and over, and at that point I just decided to start running through the levels without attacking anything.  The boss battles don’t do much to alleviate this problem, as they are few and far between.  For what it's worth, though, they are entertaining distractions.    


There are some good things about the game, but unfortunately the bad outweigh the good.  The characters are fun to play when you first start using them, but you’ll soon find yourself annoyed when Colossus has to break his twentieth wall in a row just to proceed through a level.  The animations of the characters and enemies are spot on, but they only impress for so long.  The hand-drawn sketches of faces used for dialogue add a nice touch to the overall presentation.  Sadly, none of these details overshadow the fact that the game becomes increasingly tedious and, in the end, boring.

Pros:
       

  • Entertaining… for a while  
  • Boss battles are a nice diversion  
  • Nightcrawler!

           Cons:
           
  • Lack of variety (enemies, level layouts, etc.)  
  • Game becomes extremely repetitive  
  • Not enough boss battles to distract from the mundane

                   Graphics:  6.5
           Being a Game Boy Advance game, there’s not too much to expect here, especially being a 2D game.  There is nothing to complain about, but nothing stands out, either.  That said, the fluid animation for each individual character and enemy is fairly impressive.

                   Sound:  5.0
           No voice acting for this version, and the music is generic techno.  It’s something you’d expect from an X-Men game.  The short elevator level has some nice elevator music going and is sadly the only music in the entire game (save for the main menu) that I can remember.  Sound effects are good enough, but you’ll be hearing a lot of gunfire and grunts from fallen enemies.

                   Control:  7.0
           Controls are simple and easy to pick up quickly, and even if they weren’t, you can access a tutorial before you ever play a level. The attack system gets the job done even with a limited amount of buttons.

                          Gameplay:  6.0
           Starts out interesting, but the longer you play this game, the easier it is to realize that you’re doing the same exact attacks over and over again on enemies that all look the same.  The sad thing is, even with the tougher enemies, those same attacks take them down rather easily.  Soon you’ll be doing what I did and just run through to the end of levels.

     


           Lastability:  1.0
           The only reason I’m not giving this a 0.5 (or a 0.0 if I could), is because the game takes at least a couple of hours to beat.  Some of the bosses are annoyingly hard enough that you have to go through them a number of times (thankfully you have an unlimited amount of continues) before you finally dispose of them.  Other than that, there’s absolutely nothing to do that's actually worth doing. You could go through the game for a second time but honestly, why put yourself through torture again?

     


           Final:  5.0
           This game is decently fun for a short time.  I tried to enjoy it all the way through, but it just wasn’t happening.  Playing as Nightcrawler is one of the few reasons I even got as far as I did.  Like I said, it’s not a terrible game for what it is, but sadly there’s just nothing to enjoy after you’ve gone through about half of the levels.  I’d say this is a rental game, but that might even be giving it too much credit.  You’d probably be better off borrowing it for a few hours from a friend.      


  • 4
    TalkBack / PREVIEWS: Trauma Center: Second Opinion
    « on: May 12, 2006, 07:37:28 AM »
    Here's some recent information on the "Wii-make" to get you ready for this launch title.

        Last updated: 10/08/2006 by Jonathan Metts          

    We first learned of Trauma Center: Second Opinion at E3 2006, and although the game wasn't playable then, Atlus did give us a lot of information about the game.  At the time, we could tell that it would be very similar to the original DS game, but just how closely the two are related wouldn't be revealed until later in the summer.  Second Opinion's title is apt indeed, as the game is an extended remake of the DS version with additional missions, some new tools, and (obviously) better graphics.  But the majority of the game is identical to the original version…except, of course, that you're playing with the Wii controller.    


    The remote uses surgical tools, while the nunchuk's joystick lets you instantly select tools from an octagonal menu on the screen.  This new interface may take some practice for anyone familiar with the touch screen controls, but it’ll definitely let you play faster, and saving a few seconds in this game can mean life or death.  The tools themselves are mostly unchanged, but using them is going to feel much different with the remote.  One new tool is the defibrillator, which actually requires you to press both the B and Z buttons (on the remote and nunchuk, respectively) at a certain time to zap the patient's heart.    


    Much is still unknown about the new playable doctor, but we do know that he (or she) has a mission in the dark and must operate within the narrow beam of a flashlight, and another mission to reconstruct bones in the arm.  Pieces of the bone must be rotated with the remote and placed correctly in the arm, like a jigsaw puzzle.  This mission is also notable because it involves operating on an extremity, whereas nearly all of the original missions take place in the torso.  What's next, brain surgery?    


    The true extent of Second Opinion's new missions and features may not be known until closer to the Wii launch, but Trauma Center fans and everyone who missed the DS version should be keeping an eye on this game.  For anyone who thinks the early Wii game selection includes too many casual, party-style titles, Atlus is offering Second Opinion as a serious, challenging option that still fully utilizes Wii's unique interface.


         Last updated: 05/12/2006 by Vincent Anderson            

    Atlus' Trauma Center: Under the Knife was heralded as an excellent start to a new franchise for Atlus.  They decided to build upon that success with a sequel for Nintendo's Wii, aptly named Trauma Center: Second Opinion.    


    In a brief video/interview session with Atlus, we were able to pry some interesting information about the sequel.  Derek Stiles (and his partner Angie) will be back at it for a second time, but in Second Opinion, Derek will be joined by another doctor.  It isn't known whether this doctor is a he or she, but we were told that this doctor will most likely have the darker story of the two. The two doctors will have their own storylines until the later stages of the game, where they will combine forces.  Despite the presence of two main characters, Second Opinion will be a single-player game.    


    All the classic Trauma Center instruments will be making a return, including the scalpel, bandage, and syringe.  This time however, it won't be a simple matter of just making sure you're putting the instrument where it needs to go.  Depth will play a part in the game.  So, it would probably be a bad idea to just plunge your scalpel into a patient with wanton force.    


    For those of you who became frustrated at the difficulty of the DS version (myself included), you can breathe a sigh of relief.  Trauma Center: Second Opinion will feature an adjustable difficulty setting.  Also, when playing through a surgery for a second time, any and all nurse disruptions will be automatically skipped so that the action doesn't come to an abrupt stop.    


    At the start, most surgeries will have an air of normalcy as you get used to the controls and any new instruments.  Later on in the game though, the sci-fi story will kick in (just like the DS version) and you'll go from there. Most of the surgeries for right now are still focusing on the torso, but it's not known whether they'll branch out from there or not.  There will however be more missions based on things like the diffusing of a bomb found in Under the Knife.    


    The art style employed for Second Opinion will be the same as in the DS version.  The characters themselves are drawn anime style, while the inside of your patient uses a more detailed approach.  Just think of the DS version with more style.  The point here is that they still aren't going for realistic bodies, mainly because they'd like to keep Second Opinion a Teen rated game.    


    A number of things are still up in the air, such as how rumble will be used in the game.  Voice acting has been brought up and it will be debated as to whether actual dialogue will be spoken or if they'll just stick to text.  Atlus assured us that at the very least the small samples that were used in the DS game will make an appearance in Second Opinion.  They're also not quite sure yet how the Wii remote's speaker will factor into the game.    


    Atlus hopes to have Trauma Center: Second Opinion available at Wii launch.


    5
    TalkBack / IMPRESSIONS: Project H.A.M.M.E.R
    « on: May 11, 2006, 09:41:44 AM »
    It's H.A.M.M.E.R. Time!  See what I did there?

    Project H.A.M.M.E.R. is one of the odder first party games on the E3 show floor.  It came out of nowhere, and it seems to bring the more gritty attitude that games like Excite Truck also bring to the table.    


    The basic premise for the game (since there was no backstory given), is that you're just a big dude with a big hammer.  We have no idea who you are or why you have a hammer, but as long as it's there we might as well use it, right?    


    At first I found the gameplay to be annoying and a bit overly complicated.  You have to keep the red cursor (the one that corresponds to the remote) on the screen at all times, mainly because that's how you attack.  Run up to an enemy (they were mostly robots or robot-like) with the control stick on the nunchaku attachment and smash them to bits with your hammer by swinging it from left to right.  You could twirl your hammer by bending your wrist and making a twirling motion with the controller, but these movements had to be precise for them to be executed.  You can also do a Power Slam by raising the remote upward slowly (to build the charge) and then slamming it back down to release a massive blast.    


    The E3 demo I played had you move through a generic run-down city and your job was to defeat all the enemies.  At first I had trouble keeping the remote's cursor on the screen whilst running at the same time, but after a minute or so I didn't have much trouble and it seemed to be a decent way to control the action on the screen.  The two buttons on the nunchaku were used to boost and back yourself up.  I didn't actually use this feature until near the end of the demo, so I'm not sure how effective it will be and how much it will affect gameplay.    


    Overall, I thought it was a decent start to this new IP from Nintendo.


    6
    TalkBack / IMPRESSIONS: One Piece: Grand Adventure
    « on: May 11, 2006, 09:22:53 AM »
    Like Grand Battle, but now with added adventure.

    Grand Adventure follows the adventures of Luffy and his friends on their search for the treasure called One Piece.  The demo on the E3 show floor gives a basic idea of how the game will play out.  There are multiple game modes, but the one I got to try (and is the main mode of the game) is the solo Adventure mode.  Here you'll actually be put out to sea where you get to control a ship and move it to whatever area you want.  There, you'll be given a mission to accomplish before time runs out (or before you're defeated).  Some of the missions require you only to defeat your opponent before time runs out, while other missions play more like mini-games.  One of these I got to try out was a racing game of sorts.  Using an unknown creature (or at least it was one that I didn't recognize), you had to jump and boost your way to the finish line.      


    The gameplay (fighting) is similar to that of Grand Battle.  You play in fully 3D environment with complete control over where you go.  There are objects laying around that you can use to pick up and throw at your enemy.  Of course, each character also has their own set of crazy moves. On the graphical side of things, it wasn't looking so hot.  There wasn't much detail that I could see (especially in the stages I played), and what you could see was pretty painful.  The jaggies were extremely evident, though this shouldn't be as apparent on standard definition televisions.    


    Still, the game looked fairly complete and you can expect it to hit the GameCube in the Fall of this year.


    7
    TalkBack / Nintendo's Disruption
    « on: May 09, 2006, 12:18:13 PM »
    Nintendo goes even more in-depth with the Wii.

    NINTENDO INTRODUCES  THE NEXT LEAP IN VIDEO GAMES    


    Bold, Disruptive Approach Attracts New Players, Expands the Industry
       


    LOS ANGELES, May 9, 2006 – Anyone can tell you how video games look. Nintendo wants you to experience how they can feel.  Today Nintendo unveils the next leap in gaming by demonstrating its upcoming Wii™ home console, which lets users manipulate action on their television screens through the precise, life-like motion of the Wii Remote.    


    Continuing Nintendo’s long tradition of developing highly innovative products that redefine the standards for the industry, Wii (pronounced “we") will allow players to “feel" games in a way never known before: the adrenaline of a tennis match, the thrill of making an airplane bank or the rush of gripping the wheel of a speeding truck. The control scheme is simple enough that everyone, no matter what their prior gaming experience, can use it with ease and will want to try it.    


    “Not only is Wii compelling to current game players, but it also will entice new players with new experiences," explains Nintendo President Satoru Iwata. “To expand the total number of game players, we must make our experience both friendlier and more compelling. With Wii, it is."    


    Iwata made his comments during Nintendo’s annual media briefing in Los Angeles prior to the start of the Electronic Entertainment Expo (E3) global video game trade show. Thanks to Nintendo’s leadership in innovation, Wii will challenge conventional thinking and will be a disruptive element in the video game industry.    


    Players manipulate their games through the motion of the remote control-like Wii Remote, which also includes a built-in speaker. In a four-player tennis game shown during Nintendo’s media briefing, the Wii Remote became a virtual tennis racket, from  the vibration of the hit to the sound of the ball. The Wii Remote’s sensors are delicate enough to enable players to hit straight, add slice or put top spin on the ball.    


    Depending on the game, the Wii Remote could be a weapon, a baseball bat or an airplane. The applications are limited only by imagination. The Nunchuk controller attachment also includes a motion sensor, a development that suggests additional creative possibilities for this dual control system: Games could involve the use of a sword in one hand and a shield in the other. Or a clamp and a scalpel. Or a pair of boxing gloves.    


    A new, immersive playing experience represents the most important factor to keep the industry healthy and growing. For more than a year, Nintendo has demonstrated living examples of how this strategy continues to work to the benefit of players, Nintendo and the marketplace. New interfaces can change the gaming landscape almost overnight, as evidenced by the success of the hand-held Nintendo DS™ system. To date, more than 16 million units have sold through to gamers of all types. Between now and the end of 2006, more than 100 new, envelope-pushing games will launch for the system to continue the tremendous momentum it enjoys worldwide.    


    Wii will be available in the fourth quarter of 2006 and priced affordably for the mass market. It will feature a very quick startup, silent operation and low power consumption. These elements make the “sleepless" WiiConnect24 experience possible. Users never need to turn it off. The combination of the new interface, including the Wii Remote, the Virtual Console and WiiConnect24 (which takes advantage of the console’s low power consumption) represents a true leap forward in gaming.    


    Games in development for the Wii console include a third chapter in the Metroid® Prime series, a new Mario™ game and The Legend of Zelda®: Twilight Princess. Additionally, dozens of developers worldwide are working to bring new experiences to the Wii console. Nintendo will expand the gaming circle to as many types of people as possible, including lapsed gamers and people who have never played before.    


    Along with Wii Sports, which includes the tennis game, the highly anticipated The Legend of Zelda: Twilight Princess will launch at the same time as Wii and thrill gamers with its captivating storyline, stunning game play and gorgeous look. The game makes use of the unique Wii Remote functions for elements like fishing and special sword attacks. The game also will be playable on Nintendo GameCube™, but without the widescreen format or special controller functions.    


    The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.


    8
    TalkBack / Playing = Believing
    « on: May 09, 2006, 11:42:26 AM »
    Nintendo tells us why the Wii won't compare to anything we've ever played before.

    Wii WILL OFFER UNPRECEDENTED  VIDEO GAME EXPERIENCES FOR EVERYONE    


    Nintendo’s Console Takes the Next Leap in Video Games
       


    LOS ANGELES, May 9, 2006 – For more than 20 years, video game players have used body language to “help" them play. With Nintendo’s upcoming Wii™ console, those movements become a real part of the play. After grabbing the Wii Remote for the first time, hesitation gives way to concentration. Confidence builds. Excitement morphs into pure delight. And everyone watching says the same thing: “Hey – let me try!"    


    What drives this phenomenon? A remarkable controller and games that enhance the experience … realizing that the swing of your arm – not the movement of your thumb – causes a baseball to leave the park or a sword to find its mark. The Wii console introduces the next leap in gaming, one where players not only control their characters on the screen, but they also become them.    


    “The Wii console gives every game developer a tool to create new experiences, not just linear advancement," said Reggie Fils-Aime, Nintendo of America’s executive vice president of sales & marketing. “It will attract all kinds of new players, and thoroughly satisfy the hard-core gamers."    


    One of Wii’s launch titles will be Wii Sports, a new type of product designed to expand the video game experience to everyone, regardless of age, gender or gaming experience. These games will form the bridge that connects current gamers to newcomers. Wii Sports will include a tennis game that lets up to four players swing at, hear and feel the ball. Anyone can pick up the Wii Remote and start hitting straight shots and lobs, with top spin or a slice, using their forehand or backhand, simply by simulating the arm and wrist movements of a real tennis game. In the baseball game, players can hit or pitch a baseball using the Wii Remote as the characters on the screen mimic their  movements. And in the golf game, players can drive the fairways or putt for the cup simply by swinging the Wii Remote as if they were swinging a real golf club. Games can be played with small, precise hand movements, but it’s likely people will want to immerse themselves physically in the reality of the experience.    


    The Legend of Zelda®: Twilight Princess also will launch at the same time as Wii. It will thrill gamers with its captivating storyline, stunning game play and gorgeous look. The game makes use of the unique Wii Remote and Nunchuk controller for elements like fishing and special sword attacks.    


    Other Wii games in development include Metroid® Prime 3: Corruption, which redefines how first-person shooters look and feel. Players use the Wii Remote as their pinpoint-accurate arm cannon, while the Nunchuk attachment can be used to deploy a variety of functions, such as the Grapple Beam. The amazing Super Mario® Galaxy represents a crowning achievement for legendary Nintendo game designer Shigeru Miyamoto and his team. Mario™ floats from planet to planet while performing massive zero-gravity jumps in an environment new to gaming fans.    


    Excite Truck™ builds on a classic Nintendo franchise, but features a radical play mechanic in which players hold the Wii Remote sideways like a steering wheel. On jumps, they must balance it to make sure their vehicle lands squarely and earns a turbo boost. Many games make racing look real, but Nintendo also makes it feel real. WarioWare™: Smooth Moves contains about 200 microgames that will have players holding the Wii Remote to their hips to do a hula-hoop motion, curling it like a barbell or putting it on their head and doing squats.    


    The Wii console already enjoys strong third-party support. Nintendo is working with every major publisher worldwide to create fresh intellectual properties and host strong, classic franchises on the console. Gamers can look forward to multiple offerings, including:    


    • Tony Hawk’s Downhill Jam™, Marvel: Ultimate Alliance and Call of Duty® 3 from Activision    


    • Sonic and Super Monkey Ball games from SEGA    


    • DRAGON QUEST SWORDS™: The Masked Queen and the Tower of Mirrors™ and CODENAME: FINAL FANTASY® CRYSTAL CHRONICLES: Crystal Bearers™ from SQUARE ENIX    


    • Madden NFL from Electronic Arts    


    • Rayman Raving Rabbids™ and Red Steel™, the only original first-person game built from the ground up exclusively for the Wii launch, from Ubisoft    


    • and a SpongeBob SquarePants title from THQ.  Gamers also can expect ground-breaking offerings from Atari, Buena Vista Games, Eidos, Konami Digital Entertainment, Majesco, Mastiff, Midway Games, NAMCO BANDAI Games, Atlus and SNK. Nintendo and publishers large and small worldwide will introduce original franchises of all kinds, aimed both at pleasing the hard-core crowd and encouraging new generations and demographics of people to play.    


    “Once again Nintendo has challenged the status quo and opened new creative landscapes for us," says John Schappert, EA Canada’s senior vice president and group studio general manager. “We look forward to creating original experiences for the Wii console while seeing how some of our best sellers play using the extraordinary controllers."    


    In addition to a healthy selection of new games, Wii will enjoy one of the largest launch libraries in video game history thanks to its built-in Virtual Console and backward compatibility with Nintendo GameCube™. The Virtual Console provides downloadable access to Nintendo games from the NES®, Super NES® and Nintendo® 64. The Virtual Console also will feature a “best of" selection from Sega Genesis titles and games from the TurboGrafx console (a system jointly developed by NEC and Hudson).    


    Wii will launch worldwide in the fourth quarter of 2006. Prices and other launch details will be announced at a later date.    


    The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.


    9
    TalkBack / Official DS Games List
    « on: May 09, 2006, 11:32:06 AM »
    Nintendo gives us the low down on the newest DS games.

    NINTENDO DS CONTINUES TO SET  A NEW COURSE FOR PORTABLE GAMING    


    DS Lite, 100+ New Games Expand the Popularity of Nintendo DS in 2006
       


    LOS ANGELES, May 9, 2006 – For 18 months, hundreds of thousands of new players have joined together to disrupt the portable video game market. They proudly identify themselves as owners of Nintendo DS™, Nintendo’s remarkable hand-held system that continues to overturn traditional thinking. As the movement grows and becomes stronger, developers worldwide have taken notice. Both new and traditional players will be well-served in 2006, as more than 100 new games of all kinds hit the market for Nintendo DS.    


    On June 11, Nintendo DS itself gets a makeover when Nintendo introduces the lighter, brighter Nintendo DS™ Lite in the Americas. The redesigned system features a more compact size and screens with four adjustable brightness levels. The Polar White system will sell as low as $129.99 at retailers nationwide.    


    “We remain committed to going where others can’t – or won’t," says George Harrison, Nintendo of America’s senior vice president of marketing and corporate communications, during Nintendo’s annual media briefing in Los Angeles prior to the start of the Electronic Entertainment Expo (E3) video game trade show. “By grouping our innovative DS games together under the umbrella term ‘Touch Generations,’ new players will easily be able to identify games designed for them."    


    To date, Nintendo DS has sold through more than 16 million units worldwide. Nintendo DS demonstrates that marrying improvements to the interface with amazing software results in a dramatic shift in the way that both game makers and the public think of video games. With new ways to play and new categories of software, the success of Nintendo DS is setting the stage for Wii™.    


    More than 100 games will be available for Nintendo DS this year alone frompublishers worldwide. Some of the biggest fan favorites will come from Nintendo:    


    • New Super Mario Bros.®, a new 2-D Super Mario game that anyone can enjoy.    


    • The Legend of Zelda®: Phantom Hourglass builds on the cel-shaded fun of The Legend of Zelda®: The Wind Waker™ with touch-screen controls and wireless competition.    


    • Chibi-Robo™: Park Patrol sends everyone’s favorite robotic helper on a new mission in the great outdoors.    


    • Elite Beat Agents™ brings the cult import hit Osu! Tatakae! Ouendan! to the Americas.    


    • DK™: King of Swing DS sends Donkey Kong® on a swinging new adventure.    


    • Hotel Dusk: Room 215™ turns Nintendo DS into a film noir mystery.    


    • Pokémon® Mystery Dungeon: Blue Rescue Team for the first time lets users play as a Pokémon, speaking and interacting with other characters in a world populated only by Pokémon.    


    • Gamers also can anticipate creative new Nintendo DS games featuring Star Fox®, Wario™ and Kirby™, as well as a wild adventure set on Yoshi’s Island®.    


    From the start, Nintendo DS challenged convention, and consumers responded en masse. Nintendogs™ taught people that they could communicate with simulated puppies – and with one another. Mario Kart® DS, Animal Crossing™: Wild World and Metroid® Prime Hunters have attracted millions of people around the world to play via Nintendo® Wi-Fi Connection. Brain Age™: Train Your Brain in Minutes a Day demonstrated that gamers could no longer be defined by age, while both Brain Age and Animal Crossing have expanded the video game market to female customers. The next wave of Nintendo DS games stands ready to capitalize on these triumphs.    


    The worldwide innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Nintendo DS™, Game Boy® Advance and Nintendo GameCube™ systems, and upcoming Wii™ console. Since 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, visit the company’s Web site at www.nintendo.com.


    10
    TalkBack / EA Confirms Accelerometer Rumors
    « on: April 28, 2006, 05:12:23 PM »
    For a second time in as many days, John Schappert divulges some juicy tidbits concerning the Wii version of Madden.

    In an interview with IGN today, EA Canada's head honcho John Schappert indirectly confrimed on two separate occasions that the Wii's nunchuck attachment does indeed include an accelerometer and will even be used in the game.    


    IGN Wii: Does you use the trigger buttons on the nunchuck unit?    


    John Schappert: You know, the buttons are all still being mapped out. It does use the trigger buttons right now. I don't know how much we'll have locked in for you at E3 because we are still working on the final button layout, but it does use the trigger buttons, and it does use the accelerometer in the nunchuck unit as well for juking.    


    IGN Wii: Perfect. Could you just for clarification purposes give us an idea of how a typical play might work using the controllers?    


    John Schappert: So, you take the controller, jerk it up to snap. Quarterback now has the ball. Your passing icons are now up. Take the wand controller and you'll see that the four directions on its D-Pad represent four of your receivers; the A button is your fifth receiver. Point to one of those receivers that you want to receive the ball and with your hand gesture a throwing motion to pass. Now, the harder you throw, the more that's going to be a bullet pass. The softer and the more you lob a throw, the more that it's going to be a lob. When you receive the ball, you run with the analog stick on the nunchuck and if you want to juke, you use the nunchuck to gesture it. And if you want to stiff-arm, you use the wand.
       


    Schappert also confirmed that an online mode was being worked on and should be ready by the launch of Wii.  You can check out the full interview by clicking here.


    11
    TalkBack / REVIEWS: Tetris DS
    « on: March 29, 2006, 07:49:13 PM »
    The granddaddy of all puzzle games comes to the Nintendo DS in full force.

    Face it. If you’re a gamer, then at some point in life you have played (and most likely enjoyed) one form of Tetris or another.  Nearly every system made since the game’s inception has some gotten some Tetris lovin’, and now it’s the DS’s turn.    


    Tetris DS gives players plenty of modes from which to choose, along with several sub-modes.  There’s Standard, Push, Touch, Puzzle, Mission, and Catch.  Each mode’s theme is based on a specific Nintendo series, such as Mario for Standard and Donkey Kong for Push.  These modes feature backgrounds and music from those series.  Each of the game modes are fairly simple and quick to get started, which makes it that much easier to game on the go.    


    There are not a whole lot of options, unfortunately.  The two options here don’t impact gameplay too much, but for someone who has never seen them before (like me), it’s good to at least know what they do and that they can be turned off.  There’s Hard Drop and Ghost Piece, and both options are on by default.  Hard Drop means that, when you’re playing, you can automatically make a game piece fall by pressing up on the d-pad. With Ghost Piece turned on, you can see where each individual Tetrimino (block) will drop before you place it.    


    Taking a look at the regular game modes, Standard is where to head if you want to play some of the more classic Tetris modes.  Standard has three sub-modes: Marathon, Line Clear, and Vs. CPU.  Marathon is basic Tetris. Start on the first level and rotate (A for clockwise, B for counter-clockwise) the Tetriminos to create horizontal lines to clear them away.  You’ll reach a new level (which drops the pieces down slightly faster) every time you clear ten lines.      


    While you’re playing in this mode, you’ll hear slightly redone Mario songs and the background will be that of a level in the playing field.  On the top screen a computer-controlled Mario will be going through a level as you go through lines.  It’s a nice little touch that really doesn’t add anything to the game, but it’s fun to look up and see occasionally.    


    In Line Clear, select the level and the line height (1-5, with each level representing two lines of Tetriminos) and then have at it.  The point of this mode is to rack up as many points as possible before you clear twenty five lines.  Vs. CPU is exactly like the online 2 player mode (which I’ll get to in a moment), with the obvious exception being that you’re playing against the computer (with a variable difficulty), rather than an actual person.  Clearing two or more lines at once will send lines to your opponent’s side of the playing field.  Whoever reaches the top of the field first loses.  One thing to note is the fact that each Tetrimino can be rotated infinitely before being dropped, which can mean bad things for your opponents.  I don’t think this gameplay tactic hinders the game as much as some people would have you believe, because most of the time you still have to at least get the piece in the correct general area, or sometimes your piece will get stuck and it can’t be moved to the other side of the field.    


    In the Metroid-themed Catch mode, you’re in control of a “core", which consists simply of a single block.  Tetriminos will fall from the screen above onto the bottom screen.  Your job is to catch the Tetriminos onto the core.  You can’t rotate the falling Tetriminos; you can only move the core and attempt to latch on to them.   Create at least a 4x4 area of Tetriminos, and the core will start counting down before it explodes.  Catch on more lines before the core explodes for more points, or if you’re sure you want to go ahead and explode the core, you can just press the X button.    


    The Legend of Zelda-based theme is used for Mission mode.  Like regular games of Tetris, you get a playing field and Tetrimino pieces will fall.  The difference here is that instead of just randomly clearing lines, you’re given specific tasks to do; tasks such as clearing two or more lines at once or using specific pieces to clear lines.  The upper screen shows exactly what the mission wants you do.  The bottom screen shows ten hearts in the lower right corner (like the ones used for Link), which act as a timer for each mission.  When the hearts run out, the height of the playing field increases.  Again, it’s game over if you reach the top of the field.  Mission is the only mode besides Standard Vs. and Push to receive the multiplayer treatment.    


    Yoshi is the main star of Puzzle mode.  As you might expect with the name of the mode, you’ll be given a set of lines with pieces missing and your job is to pick the correct Tetrimino in the right position to completely rid the field of blocks.  Most of the time, you will be picking from two or three different Tetromino pieces.  The only problem I have with this mode is the fact that it won’t even try the piece if it doesn’t fit at all.  Basically, you could just go through this mode and continue to randomly pick pieces until all the blocks are cleared.  There are times when you’ll pick a piece that can fit but doesn’t clear all of the blocks, but it’s more common than finding a piece that won’t fit at all and thus can’t be selected.  There are at least two hundred missions in Puzzle mode, so it’ll take quite a while to complete them all, even for the best of us.    


    Touch mode is, in my humble opinion, the best new mode in Tetris DS.  In this Balloon Fight-themed mode, blocks are stacked to the sky.  Using the stylus, you must move pieces around to once again form horizontal lines.  You win when the cage of balloons at the top of the stack hits the ground.  In Levels 1-3 of this mode, Tetriminos can be rotated by tapping on them twice. In the two latter stages Tetriminos can’t be rotated at all, making things extremely difficult, yet interesting.  It gives you a real sense of accomplishment when you finish those levels. Touch also has a Puzzle mode.  Unlike the actual Puzzle mode, you don’t have to pick any Tetriminos.  Instead, you’ll use your stylus to move the blocks already on the field to complete the puzzle.    


    Push is another new mode created for this iteration of Tetris. This mode is played on one giant playing field utilizing both screens.  The point of this game is to literally push the field all the way to your opponent's side by clearing lines.  So, if you're guarding the upper screen, then you'll want to continue to push the field to the very bottom.  Clearing two or more lines will push the field even farther.    


    Although Touch is the best new single player mode, the multiplayer is what really shines through for this game.  With multiplayer, you and up to nine other people can compete against each other in either Standard Vs. or Mission mode, all from just one copy of the game.  Push can also be played using the local wireless, though it requires exactly two players.  The online portion of the game contains not only the Standard Vs. mode along with Push, but it also features a four-player Standard game with items.  If you clear a "?" box, you’ll get one of those six items.  Thankfully, none of the items have an absolute advantage over another, like the blue shell in Mario Kart DS. However, none of the items are inherently weak, either.    


    Tetris DS has all the makings of a great game.  It’s simple enough that anyone can pick it up and get a game going by himself within seconds, yet it’s sophisticated enough that all of your friends can join in on the fun.  Being able to challenge friends or random strangers from across the world only adds to the long lasting nature of the game. Simply put, it’s one of the best DS games to date.

    Pros:
           

  • Simple and intuitive interface  
  • Wide variety of game modes  
  • Online play is a blast

           Cons:
           
  • Lack of options  
  • Infinite rotating can be exploited

                   Graphics:  6.0
           It’s Tetris, what do you expect?  That said, Nintendo did do a good job to at least dress the game up a bit with various backgrounds and animations from the five series represented in the six game modes.

                   Sound:  8.0
           There are some catchy remixes of classic Nintendo tunes mixed in with more generic-sounding original music and a remixed Tetris song or two thrown in for good measure.

                   Control:  7.5
           Again, even with the new modes there’s not a whole lot to expect from Tetris.  Pieces fall and move exactly as you want them to.  The touch mode can be considered a bit “touchy" when it comes to moving pieces with the stylus, but it isn’t wholly difficult and doesn’t hamper the experience.

                          Gameplay:  9.0
           Levels can be adjusted for anyone’s playing skill.  Start off slow and simple, or fast and furious.  The new game modes breathe life into and complement the Standard mode very well.

     


           Lastability:  9.5
           With 200 regular puzzles, 50 Touch puzzles, local wireless, and the Nintendo WiFi Connection, there is literally no end to this game.

     


           Final:  9.0
           Nintendo has put a lot of effort into creating a version of Tetris that appeals to both old and new gamers alike.  In the end, they created a solidly fun game experience, whether you’re playing by yourself or with others. Tetris DS is an absolute must-have for any Nintendo DS owner.      


  • 12
    TalkBack / Iwata Promises Cheap Games
    « on: March 29, 2006, 07:47:28 AM »
    Just how cheap is cheap, you say? Click the link to find out what Nintendo's president had to say on the subject.

    Satoru Iwata, in an interview with CNN Money, revealed that Nintendo's first party games are going to be no more then $50.    


    "I cannot imagine any first party title could be priced for more than $50."    


    He couldn't guarantee that other companies would follow suit, however.    


    In regards to the reason for keeping prices low this generation, he gave this statement:    


    "I really don't think that there's going to be a lot of acceptance by current customers of the $60 price tag. They may allow that for a limited number of premium titles, but not all."    


    Iwata also mentioned that "practically any storage method can be used" when he was asked about the USB ports on the back of the Revolution.    


    This is good news for those who thought that the 512 MB of internal flash RAM wasn't enough.    


    We should be hearing more specifics about pricing and the Virtual Console as E3 continues to near.


    13
    TalkBack / REVIEWS: The Rub Rabbits!
    « on: March 12, 2006, 01:36:34 PM »
    Ready for more hot mini-game action? Rub Rabbits delivers the goods.

    When the Nintendo DS came out, Sega supplied the system with a quirky little title called Feel the Magic: XX/XY.  It featured fun, addictive mini-games and was one of the only games within the first few months of the system’s launch which made extensive use of the stylus for gameplay.  Now, Sega is back for more mini-game lovin’ in the form of The Rub Rabbits.    


    One thing you’ll notice immediately is that Rub Rabbits is extremely similar to Feel the Magic.  The presentation (menus, game scenes, and even most of the sound effects) and the mini-games are very reminiscent of Feel the Magic.  All of the modes from Feel the Magic are back, along with some new single and multiplayer modes.    


    Obviously, the main Story mode is the meat of the game.  The game follows along on your adventures against the Rub Rabbits as you (once again) try to win the heart of the woman you love.  This time though, there’s another girl who has fallen for you and has her sights set on being your girlfriend, no matter the cost.  She serves as most of the “boss" battles in the game.      


    The mini-games in Rub Rabbits are more or less exactly like they were in Feel the Magic.  You’ll get a four panel comic-like scene advancing the story as well as preparing you for the next game, and then you’ll be given a short set of instructions for what you need to do for that mini-game.  After completion of the mini-game, you’ll get Heart Points to unlock new outfits for your girlfriend.  The only difference here is that Rub Rabbits has an absolute advantage in the number of mini-games present, which only makes sense.  The Rub Rabbits also utilizes mini-games where you’ll either need to turn your DS upside-down or sideways to play.  Some of the mini-games make good use of this feature, while others could have just as easily been done with the DS in a normal position.  There are also a couple of mini-games which feature the DS’s microphone. While many of the mini-games are certainly entertaining, there wasn’t a singular game that seemed to define Rub Rabbits, like what Painting was to Feel the Magic.    


    The new modes in The Rub Rabbits are:  Attack, Baby making, Hullabaloo, and Connect.  Attack basically amounts to a time trial mode.  It features specific mini-games (each with three different levels of difficulty), and your job is to finish the task as quickly as possible.  Or, if the game isn’t timed, then you’re just to rack up as many points as you can.      


    Connect is one of the three multiplayer modes.  It contains Battle and Exchange.  Battle is the basic mode to start a game with up to four other people, but you have to unlock these games in Story mode first.  The games used in Battle are extremely simple, even for a game of this standard.  You’ll find yourself getting tired of them, even with four people.  Exchange lets you share your Baby making data in a virtual park, along with being able to swap dress designs.      


    Hullabaloo is a “party game".  The idea is that your DS is going to become a baton.  In this game, you start off with the screen giving you a button to push and hold.  Once you push that button a timer will start, and there’s only a short amount of time to pass the DS to the next person, while still holding the original button.  The next person is going to be shown a different button to push, and the original person can then let go.  The idea is to try and string as many combos together as possible.    


    Baby making is probably the most worthless of the new modes.  Two people have to fill out a short questionnaire and cut a wedding cake (together).  That’s it.  Once you’re done with those two short steps your baby will be born and given characteristics based on what questions you answered and how you cut your cake.  There’s not much else you can do with your baby besides showing it off to the world, in which case you’ll never see it again anyway.    


    The other modes are familiar for fans of Feel the Magic.  Memories is where all the games you’ve beaten in Story mode are stored for easy access, and for higher difficulty. Maniac is where you get to dress up your lady friend exactly how you want.  There are a number of ways to unlock different clothing items for her to wear, and you can even create a number of your own designs using the stylus.    


    For being an almost exact copy of Feel the Magic: XX/XY, The Rub Rabbits is still surprisingly simple and yet extremely addictive.  The graphics are colorful, and the gameplay is diverse and offers genuine challenge at times.  The music can be repetitive, but it’s still catchy enough that you won’t want to gouge your ears out.  If you played Feel the Magic for any length of time and enjoyed it at all, The Rub Rabbits is certainly a title worth picking up.

    Pros:
           

  • Tons of addictive mini-games  
  • Easy to just pick up and play  
  • Good for “rainy day” gaming

           Cons:
           
  • Main story still feels a bit short  
  • Multiplayer modes don’t do the job

                   Graphics:  7.0
           There’s nothing earth-shattering here, but there’s just enough to get the job done.  Everything is colorful and the art style makes up for any of the graphical drawbacks.

                   Sound:  7.0
           The game has a decidedly classical soundtrack, and you’ll hear the two main songs during the Story mode, over ... and over.  You’ll have to go through the different modes to hear all the music.  Sound effects are very clear, but most of them you’ve probably already heard before.

                   Control:  8.0
           There was one mini-game where it was almost painful to play with the DS’s included stylus.  Luckily, my friend bought me a pen stylus.  Otherwise, there are no complaints here.  The game reacts to your touch exactly as you’d expect it to.

                          Gameplay:  8.5
           You’ll have fun going through the Story mode and playing all the different mini-games.  Even though you’re only using a stylus (or on a couple of occasions, the microphone) throughout the game, everything feels completely natural and intuitive.

     


           Lastability:  8.0
           The Story mode lasts for a while, and the Memories mode will take even longer to master.  This is one of those games where, if you’re bored and have nothing better to do, you can put this game into your DS and get almost immediate satisfaction.

     


           Final:  8.5
           A very fun and addictive game that leaves you with a lasting impression, especially if you’ve never had the chance of experiencing the unique art style employed.  It is truly a worthy sequel to Feel the Magic.      


  • 14
    TalkBack / Details from D.I.C.E.
    « on: February 09, 2006, 07:50:23 AM »
    Reggie divulges juicy new details about some upcoming DS features.

    THE LEGEND BUILDS: NINTENDO DS OFFERS BOLD NEW FEATURES    


    DS Gets Free Retail Game Downloads, Voice Chat and a New Look
       


    REDMOND, Wash., Feb. 9, 2006 – The video games industry's "story of the year" for 2005 is growing even more compelling early in 2006, as Nintendo today announced major new initiatives for its hot-selling Nintendo DS™ portable game system.    


    In a matter of weeks: DS owners will sample free games simply by visiting their local game retailers; players will enjoy live, real-time Wi-Fi voice interaction with their portable game play; the 1 millionth DS owner will log onto Nintendo® Wi-Fi Connection, Nintendo's wireless gaming service; and a new lighter, brighter DS will make its debut in Japan.    


    Reggie Fils-Aime, Nintendo of America's executive vice president of sales & marketing, announced the new DS features during his keynote address today at the Academy of Interactive Arts & Sciences' D.I.C.E. conference in Las Vegas.    


    "Nintendo DS was the only video game system that exceeded expectations in 2005, simply because it dared to be different," Fils-Aime said. "By further enriching the ways in which players can compete, play and sample new games, that process is accelerating in the opening weeks of 2006."    


    Here are the details announced at the D.I.C.E. conference:    


    DS Download Service: Starting next month, Nintendo will offer all DS owners free downloadable game demos and other downloadable content at thousands of participating retail locations around the United States. An in-store kiosk will beam wireless demo versions of games and other downloadable content into a players' Nintendo DS system. Users simply stop by the store with their Nintendo DS, click "DS Download Play" on their system and choose one of a variety of DS games they want to sample. The game will download automatically and users can play all they want (even if they leave the store) until the Nintendo DS is turned off.    


    Sequentially, players can try out as many games as they want, letting them test drive the wide array of games that can only be played on Nintendo DS. The first DS Download Service stations will include free demos of Tetris® DS, Brain Age™: Train Your Brain in Minutes a Day, Mario Kart® DS, Meteos™, True Swing Golf and Pokémon® Trozei, along with a Metroid® Prime Hunters video clip. The selection of games and other downloadable content at DS Download Service kiosks will refresh quarterly.    


    Metroid Chat: The new Metroid Prime Hunters game for Nintendo DS will give gamers the ability to chat directly with one another before and after matches played via Nintendo Wi-Fi Connection. Players in North America simply click the chat icon and say what they have to say. The microphone of the Nintendo DS picks up voice communication and transmits it to the people on their friend list. Players can use the chat function before a match to agree on settings or after a battle to relive their glories. This Teen-rated first-person adventure arrives March 20 and promises to open a dramatically fun new facet of gaming to Nintendo fans.    


    Nintendo DS Momentum: Nintendo Wi-Fi Connection now boasts more than 20 million different connections, representing more than 850,000 unique users worldwide. Nintendo DS has enjoyed extremely strong sales worldwide, selling more than 14.4 million units worldwide through December. The Japanese sell-through of the existing Nintendo DS hardware exceeded 5 million within 13 months, which made Nintendo DS there the fastest-selling video game launch ever. In addition to Metroid Prime Hunters, Tetris DS also launches March 20. Using Nintendo Wi-Fi Connection, up to four players can compete in wireless two- or four-player Tetris DS battles against friends or strangers, near or far.    


    Nintendo DS Lite: The lighter, brighter Nintendo DS system goes on sale in Japan next month. Nintendo DS Lite is about two-thirds the size of the original Nintendo DS and more than 20 percent lighter. Its availability in other regions will be announced at a later date.    


    The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. Each year, hundreds of all-new titles for the best-selling Game Boy® Advance SP, Nintendo DS™ and Nintendo GameCube™ systems extend Nintendo's vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages. Since the release of its first home video game system in 1983, Nintendo has sold more than 2 billion video games and more than 360 million hardware units globally, creating enduring industry icons such as Mario™ and Donkey Kong® and launching popular culture franchise phenomena such as Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo's operations in the Western Hemisphere.


    15
    NWR Forums Discord / 867-5309
    « on: November 11, 2005, 09:08:17 AM »
    Jenny totally wants me to do her

    16
    TalkBack / Mega Man Zero 4 Ships
    « on: October 04, 2005, 10:56:23 AM »
    Zero and crew once again attempt to bring peace between Reploids and humans.

    MENACING CHALLENGES AWAIT THE BLUE BOMBER AS CAPCOM® RELEASES MEGA MAN® ZERO 4 FOR THE GAME BOY® ADVANCE    


    - New Gameplay System and Intense Action Enhances Latest Entry in ‘Zero’ Series -    


    SUNNYVALE, Calif.  - October 4, 2005 - Capcom®, a leading worldwide developer and publisher of video games, today released Mega Man® Zero 4 for the Game Boy® Advance video game system.  Featuring new gameplay elements that elevate the handheld series to new heights, Mega Man® Zero 4 maintains the tradition of delivering an exciting 2D action game that chronicles the dramatic ‘Zero’ saga. Mega Man® Zero 4 is now available at retailers across North America and is rated ‘E’ for everyone by the ESRB (Entertainment Software Rating Board).    


         


    After falling under the evil rule of Dr. Weil, Neo Arcadia has collapsed into a state of chaos and confusion.  Zero discovers this disastrous turn of events when he and his friends come to the rescue of a band of humans fleeing Neo Arcadia.  Zero must now resolve this terrible conflict between humans and reploids in order to restore peace and security throughout the land.  With new systems to seize enemy weapons and create strengthening chips, plus new Cyber elf programs to introduce new abilities, this is the most exhilarating action to ever coming to the Game Boy Advance.    


         


    Mega Man Zero 4 boasts the following features:    


    ·         Four Brand New Systems Implemented For Enhanced Gameplay:    


    o        New “Weapon Seizing” System – By skillfully defeating enemies, players can collect various weaponry and parts from their opponents to use as sub-weapons    


    o        New “Weather Changing” System – As you progress through the game, players have the ability to change the weather, concurrently altering the level of difficulty and maps. When it snows, dangerous spikes are now covered, making it easier to proceed onward. Hidden routes are revealed when the weather clears.    


    o        New “Item Recipe” System – By combining the parts that are taken away from defeated enemy Reploids with items that are found throughout the game, you can create new chips and equip them.    


    o        New “Elf Customizing” System –Customize your own Cyber elf to best suits your unique fighting style. Utilize up to three types of elf abilities: ‘Nurse-type’ regenerates Zero’s health; ‘Animal-type’ improves movement and provides back-up attacks; ‘Hacker-type’ increases movement and fighting techniques.    


         


    Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment.  Founded in 1983, the company has created world renowned franchises including Resident Evil, Street Fighter, Mega Man, Breath of Fire, Devil May Cry and the Onimusha series. Headquartered in Osaka, Japan, the company maintains operations in the U.S., United Kingdom, Germany, Tokyo and Hong Kong.  More information about Capcom and its products can be found on the company’s web site at www.capcom.com.


    17
    Podcast Discussion / PRIZE Planet Trivia Results for 08/20/05
    « on: August 19, 2005, 07:34:08 PM »
    NightsB bawled and smashed all over the compeition to take home the coveted Jump Super Stars!


    -----QUESTION WRITERS-----
    Karl Castaneda: 1-3 (3)
    Jonathan Metts: 4-8 (5)
    Michael Cole: 9-18 (10)
    Daniel Bloodworth: 19-23 (5)
    Ben Kosmina: 24-30 (7)


    -----QUESTIONS-----

    P) WHO IS THE MOST JAWESOME?
    <mdm> Pizazz  (Original answer - Karl Castaneda)

    Q1] In Astro Boy: Omega Factor, who is Wally Kisagari's nephew?
    A1] <CheeseMeister> Kennedy

    Q2] In Riviera: The Promised Land, Ein has a tag-along animal as his guide. What kind of animal is it?
    A2] <ulanshad> Cat

    Q3] Who captures Professor X in the Astral Plane in X-Men: Legends?
    A3] <Ice Storm> Shadow King

    Q4] In RC Pro-Am, what happens when you spell out "NINTENDO"? (Be specific!)
    A4] <fudge> Everyone moves into a new vehicle class

    Q5] In Metroid Prime, what is the name of the small, speedy, flying creature that can only be locked onto with the X-ray visor activated?
    A5] <console> Flickerbat

    Q6] What was the name of the original GBA demo in which Samus Aran could run up walls and across ceilings?
    A6] <CheeseMeister> Metroid IV

    Q7] Who played Luigi to Captain Lou's Mario?
    A7] <TKnHappyNess> Danny Wells

    Q8] What notable feature did the N64 version of Hydro Thunder have over all other versions?
    A8] <console> Four-player split-screen multiplayer

    Q9] Which video game composer threatened Hironobu Sakaguchi he would quit unless he were given the opportunity to write songs, instead of just working as a sound engineer? (FULL NAME)
    A9] <CheeseMeister> Yasunori Mitsuda

    Q10] Who voices Joe Fix-it in Hulk: Ultimate Destruction
    A10] <STUMPER> Michael Donavan

    Q11] What is the name of the Tony Hawk's Pro Skater (N64) level that takes place completely on a downward slope?
    A11] <NightsB> Downhill Jam

    Q12] In Darkwing Duck (NES), what is the name of the bureaucrat responsible for giving Darkwing Duck his missions?
    A12] <fudge> J. Gander Hooter

    Q13] In Dragon Quest/Warrior III (NES), which town's inhabitants initially are under a sleep curse? (SPELLING COUNTS)
    A13] <NightsB> Noaniels

    Q14] What type of land mines does Snake use in Metal Gear Solid: The Twin Snakes?
    A14] <Xenplan> Claymore

    Q15] Which Wario World boss (by name) presents a variation on the shell gambling game (similar to three card monte) as part of his pattern?
    A15] <NightsB> Mean Emcee

    Q16] In Sonic Advance 3, what accessory does Tails wear if he is paired with Knuckles?
    A16] <TKnHappyNess> Boxing gloves

    Q17] What does the neon light sign say above the bar in the 1080 Snowboarding (N64) character select screen?
    A17] <CheeseMeister> Vertical Air

    Q18] In which Yoshi's Island (SNES) level (by name) can you find a Huffin Puffin, a helicopter transformation and a submarine transformation?
    A18] <NightsB> Nep-enuts' Domain

    Q19] Whose images did Mario replace in the Hollywood Wax Museum Lobby? (ONE LINE)
    A19] <gosken> Keanu Reeves and Carrie-Anne Moss

    Q20] In XIII, where is the key to Winslow Bank found?
    A20] <IceStorm> In your pocket

    Q21] What kind of salad does three tomatoes make in Harvest Moon A Wonderful Life?
    A21] <ulanshad> Red Salad

    Q22] What is the “Latin” name for the fireflies near Jade’s house in Beyond Good and Evil?
    A22] <MegaByte> Lampyris Campestris

    Q23] Whose ghost is haunting the Giant’s Graveyard in Shining Soul II?
    A23] <gosken> Boken’s

    Q24] Which piece of Nintendo hardware recently celebrated its tenth anniversary in America?
    A24] <fudge> Virtual Boy

    Q25] During the introduction of Goemon's Great Adventure for the N64, Ebisumaru wants to meet his ancestor.  Who does he claim his ancestor is?
    A25] <mdm> James Dean

    Q26] Which bosses were in the SNES version of TMNT: Turtles in Time, but NOT the Arcade version?  List them ALL.
    A26] <TKnHappyNess> Rat King, Tank Shredder, Slash, Bebop and Rocksteady, Super Shredder

    Q27] According to the Wario World instruction manual, what does Wario say you’ve “gotta have” if you want to make liver and onions?  (BE SPECIFIC)
    A27] <STUMPER> Fresh liver

    Q28] It’s “A DK Adventure with Bongo-Pounding Controls!” in the US, “A KNOCKOUT ADVENTURE!!” in Australia - but what does the text say on the Japanese Donkey Kong Jungle Beat box?
    A28] <mdm> THE KING OF KINGS! DONKEY KONG IS HERE!!

    Q29] If I had “Twonkie Trouble”, what video game would I be playing on the Game Boy Advance or GameCube?
    A29] <NightsB> Jimmy Neutron: Boy Genius: Attack of the Twonkies

    Q30] Which infamous actor assumes the title role in the GameCube version of Lemony Snicket’s A Series of Unfortunate Events?
    A30] <MegaByte> Tim Curry


    -----RESULTS-----

    NightsB - 5

    Cheesemeister - 4

    fudge - 3

    TKnHappyNEss - 3

    ulanshad - 2

    Icestorm - 2

    console - 2

    Gosken - 2

    MegaByte - 2

    mdm - 2

    STUMPER - 2

    Xenplan - 1    

    18
    TalkBack / The Bible Game Announced
    « on: May 10, 2005, 08:48:52 AM »
    Crave Entertainment seems to think that there aren't enough Bible games these days, so get your Game Boy Advance ready.

    Think you know your Bible?    


    Crave Entertainment Announces The Bible Game for PlayStation 2 and Game Boy Advance    


    Los Angeles, Calif.-May 10, 2005-Crave Entertainment, a leading publisher of console videogames, today announced the upcoming release of The Bible Game for PlayStation®2 computer entertainment system and the Game Boy® Advance handheld system. The first titles of their kind on current console systems, both games combine wholesome family fun with a engaging challenge of Biblical knowledge.    


    The Bible Game for PlayStation 2 casts players as contestants on a game show with fast-paced, "beat the buzzer" action and a comical off-screen announcer as emcee. 20 mini- and micro-games with 1,500 questions reinforce inspirational Old Testament teachings such as Jonah and the Whale, David and Goliath, The Tower of Babel, and many more. Multiplayer mode for up to 4 players encourages family members of all ages to play together, and provides a fun alternative for family game nights.    


    The Bible Game for Game Boy Advance combines action/adventure play style with trivia challenges. In their quest to protect the Armor of God, players may choose to play as either Billy or Jenny across seven levels including forest, snowy tundra, desert, and tropical island environments. Along the way they must answer questions from both the Old and New Testaments. Either the New International Version or King James translation may be selected, and three levels of difficulty keep the game accessible for all ages.    


    Scheduled for release in October 2005, The Bible Game will be available for the PlayStation®2 computer entertainment system and GameBoy® Advance handheld system for a MSRP of $19.99.
     


    19
    TalkBack / Namco and Bandai to Merge
    « on: May 01, 2005, 04:39:52 PM »
    From the Land of the Rising Sun comes the major news.  Details are inside!

    Joining forces, Namco and Bandai would become the second largest game/toy maker in Japan. Their combined 458 billion yen in annual sales would be surpassed only by that of Sega Sammy Holdings.    


    Both companies had been looking for other companies with which to integrate their operations to ensure their survival against newly intensified competition.      


    Japan's leading toy maker (Bandai), and one of the leaders in video game offerings (Namco), hope to have everything in place by this Autumn.    


    We'll have more information on this breaking news as it comes out.    


    UPDATE: CNN reports that Bandai is purchasing Namco for $1.6 billion.    


    Financial experts believe the merge will not significantly affect either companies' operations.    


     "Basically, this is a positive step for both firms," said Takeshi Tajima, a consultant at BNP Paribas. "This isn't a merger where one is rescuing the other. Each will bring strengths to the table and together they can work to address any weak points."    


    Namco fans around the world can only hope Mr. Tajima's statements are accurate.    


    UPDATED AGAIN: Namco's official Japanese site discloses further details.  The merged company, Namco Bandai Holdings, Inc., will be established on 29 September 2005.  Kyushiro Takagi (Representative Director of Namco) will act as Chairman and Director and Takeo Takasu (Bandai President and Director) will assume the role of President and Representative Director.  These two head honchos will be joined by three other directors from each company, as well as others from outside of either company.    


    The official report also iterates Namco Bandai's plans to focus on both companies' strengths.  Most importantly for American gamers, this means that the company will play up Bandai's strong merchandising muscle and Namco's software development skills.


    20
    TalkBack / Teen Titans Games In 2006
    « on: April 20, 2005, 07:36:41 AM »
    Those lovable pint-sized superheroes will be coming to a Game Boy Advance and GameCube near you.

    WARNER BROS. INTERACTIVE ENTERTAINMENT AWARDS MAJESCO VIDEO GAME RIGHTS FOR HIT ANIMATED SERIES "TEEN TITANS"


    Warner Bros. Animation's Popular Teen Super Heroes Appear in Crime-Fighting Action Games on Multiple Platforms


    EDISON, N.J., April 20, 2005 - Warner Bros. Interactive Entertainment has awarded Majesco Entertainment a licensing agreement for video game rights to the highly popular Warner Bros. Animation Teen Titans television series, based on DC Comics characters, airing on Cartoon Network and Kids' WB.  Developed by Artificial Mind & Movement (A2M), the exciting superhero action adventure published by Majesco and licensed by Warner Bros. Interactive Entertainment, is scheduled for release later this year on Game Boy(r) Advance and in 2006 for play on the Xbox(r) video game system from Microsoft, PlayStation(r)2 computer entertainment system, and Nintendo GameCube(tm).


    "Teen Titans characters are widely popular in both comic books and on television, and we are excited to introduce these young superheroes to the video game audience," said Ken Gold, vice president of Marketing at Majesco.  "We are confident that Teen Titans will appeal to video game players of all ages as it promotes the important themes of friendship, teamwork and perseverance throughout this action-packed game."


    "The Teen Titans super heroes lend themselves to being strong videogame characters with their action and humor filled adventures," said Jason Hall, senior vice president of Warner Bros. Interactive Entertainment. "We look forward to working with Majesco on quality games that will appeal to action adventure players, as well as the fan base of the television series and the comic books."


    In Majesco's Teen Titans, players switch control in real time between heroes Robin, Starfire, Beast Boy, Cyborg and Raven, so that they can capitalize on the Teen Titans' unique moves and abilities.  The action takes place in a crime-ridden city featuring the notorious villains Slade, Overload, Jinx, Gizmo, and Mammoth.  While advancing through hostile environments in this multi-player and multi-level game, players will uncover an in-depth storyline containing many exciting twists and turns.
     


    21
    Podcast Discussion / Planet Trivia Results for 03/12/2005
    « on: March 11, 2005, 07:12:17 PM »
    THC served everyone else and scored the win with 7 points.


    -----QUESTION WRITERS-----
    Jonathan Metts: 1, 3, 5, 8-9, 24  (6)
    Michael Cole: 2, 6, 15 (3)
    Mike Sklens: 4, 12, 28 (3)
    Karl Cassandra: 7, 10, 29 (3)
    Vincent Anderson: 11, 13, 17-18, 20-21, 23, 30 (8)
    Ty Shughart: 14, 16, 19, 27 (4)
    Daniel Bloodworth 22, 25-26  (3)



    -----QUESTIONS-----

    Q1] What was the first-ever console game from Electronic Arts, released on the NES?
    A1] <Jeroen> The Immortal

    Q2] Erin has been captured in the middle of the night, and Kyle must save her! What Super Nintendo game is this?
    A2] <TheHumanCow> nosferatu

    Q3] You don't need the Ice Beam to kill the Queen Metroid, but you may have to do what if trapped by her?
    A3] <TheHumanCow> bomb

    Q4] What was HAL Labs named after?
    A4] <JMRboosties> the computer in space oddesey

    Q5] What Rare game for the NES was played from an isometric perspective and involved a lot of licking?
    A5] <Sharparoni> snake rattle n roll

    Q6] What is the full name of the playable character in Adventure Island (NES)?
    A6] <Tavir> master higgins

    Q7] The Virtual Boy was the brainchild of what otherwise legendary Nintendo game-maker?
    A7] <Rimmer> Gunpei Yokoi

    Q8] In what game might you see Minnie Mouse run up a wall in slow-motion and do backflips in the air before landing on an enemy?
    A8] <MrPanda> Disney's Hide and Sneak

    Q9] Quick! Fill in the blank: Kickle _______
    A9] <Tavir> cubicle

    Q10] According to GameRankings.com, what is the highest rated GameCube game of all time?
    A10] <Sharparoni> metroid prime1!

    Q11] In which game series will you find characters such as Edward Wachowski, Jean-Paul Arsenault, and Moby Jones?
    A11] <TheHumanCow> ssx

    Q12] What was the first game HAL worked on for the NES?
    A12] <JMRboosties> pinball

    Q13] What exactly makes the "Invincible" Tubba Blubba so invincible?
    A13] <TKnHappyNess> He has no heart

    Q14] What's the subtitle (slogan) of Revolution -X- ?
    A14] <JMRboosties> music is the weapon

    Q15] What is the Revolution CPU's code name?
    A15] <TheHumanCow> broadway

    Q16] What well-known song is the background music for Gyruss?
    A16] <ulanshad> Tocatta and Fugue in D Minor

    Q17] In Jet Force Gemini, on which planet can you assemble Floyd?
    A17] <Rimmer> Tawfret

    Q18] In Prince of Persia: The Sands of Time, who poses as your first boss challenge?
    A18] <ulanshad> The King of Persia (your father)

    Q19] Name all three of the helicopter 'Strike' games on SNES. (one line)
    A19] <Jeroen> Jungle Strike Desert Strike Urban Strike

    Q20] In what SNES game can you find your friends from ACME Acre Woods?
    A20] <Tavir> bustere busts loose?

    Q21] In Where in the World is Carmen Sandeigo, who is your employer? (SNES)
    A21] <TKnHappyNess> INTERPOL

    Q22] What club do the Wario Ware crew all end up in Touched!? (spelling counts)
    A22] <HadesGigas> HAWT HOUSE

    Q23] Who is equipped with things like an Ultra-sensitive Voice Recognition System, Accumulative Energy Generator,  and Gyroscopic Stabilization System?
    A23] <Tavir> megaman x?

    Q24] Kemco's first GameCube title was based on what fun location?
    A24] <Rimmer> Universal Studios

    Q25] Who wrote the story of the abysmal X2: Wolverine's Revenge?
    A25] <TheHumanCow> larry hama

    Q26] Who are the agents that go missing at the beginning of Tom Clancy's Splinter Cell?
    A26] <TheHumanCow> madison and blaustein

    Q27] If you are transported to the mystical world of Relmia by a fairy named Cutie, what game are you playing?
    Q27] <Rimmer> Astyanax

    Q28] What's the name of 9-Volt's older brother?
    A28] <MegaByte> 18-volt

    Q29] What actor played the nefarious King Koopa in the Super Mario Bros. movie?
    A29] <TheHumanCow> Dennis Hopper

    Q30] Quick!  Name the five pesky X-Men you can control in Mutant Apocalypse!
    A30] <MegaByte> Cyclops, wolverine, psylocke, beast, gambit

    -----RESULTS-----

    TheHumanCow: 7

    Rimmer: 4

    Tavir: 4

    JMRboosties: 3

    Jeroen: 2

    Sharparoni: 2

    TKNHappyNess: 2

    ulanshad: 2

    MegaByte: 2

    MrPanda: 1

    HadesGigas: 1  

    22
    TalkBack / Ace Combat Advance & Klonoa 2 Ship
    « on: February 22, 2005, 08:43:50 AM »
    Two new exclusive games from Namco arrive on the Game Boy Advance today.

    ACE COMBAT ADVANCE AND KLONOA® 2: DREAM CHAMP TOURNAMENT NOW AVAILABLE


    Highly Anticipated Game Boy® Advance Titles Now Shipping To Stores


    Santa Clara, Ca., (Feb. 22, 2005) ­ Leading video games publisher and developer Namco Hometek Inc. announced today that Ace Combat Advance and Klonoa®2 Dream Champ Tournament have shipped to retail outlets nationwide exclusively for the Game Boy® Advance.  The titles are the first Game Boy Advance games released by the company¹s newly created internal handheld games division.

      ³Whether it¹s fast-paced air combat or mind-bending puzzle and adventure, Ace Combat Advance and Klonoa 2 Dream Champ Tournament deliver gamers¹ favorite franchises on-the-go,² said Jeff Lujan, Business Director at Namco Hometek Inc.  ³We designed the games specifically for the Game Boy Advance, and we¹re sure fans will enjoy them.²

      Offering 12 brand-new missions with a choice of 10 combat planes, Ace Combat Advance showcases some of the best graphics available on Game Boy Advance and allows players to improve their skill levels from Novice to Ace Pilot. Casting players in the role of a new recruit of the United Air Defense out to destroy the Air Strike Force and bring General Resources Ltd. -- an evil worldwide economic superpower -- to its knees; Ace Combat Advance features a graphically-detailed overhead perspective.  Players are set in the midst of intense high-action air combat and fly air-to-air and air-to-ground missions while advancing their skills and unlocking new planes and weapons as their reward. Ace Combat Advance is rated ³E² for everyone.

      Five new puzzle-packed worlds await fans of floppy-eared hero Klonoa in Klonoa 2 Dream Champ Tournament, another fast-paced, colorful side-scrolling adventure.  In his latest challenge, Klonoa must race against time and other dream travelers in the Dream Champ Tournament to collect stars, sun and moon fragments to become the ultimate Dream Champion.   Combining platform, puzzle and adventure elements, Klonoa 2 Dream Champ Tournament offers fiendishly-designed puzzles which players must solve using boxes, bomb boxes, switches, goomies, springs and scales in their quest for glory. Klonoa 2 Dream Champ Tournament is rated ³E² for everyone.

      Both Ace Combat Advance and Klonoa 2: Dream Champ Tournament are available now exclusively for Game Boy Advance.  For more information, please visit: www.namco.com


    23
    TalkBack / MVP Baseball 2005 Ships
    « on: February 22, 2005, 07:46:14 AM »
    Looks like Electronic Arts is having a busy day.

    Baseball Season Starts Early as EA Ships MVP Baseball 2005 Today; Best-selling Baseball Franchise Features All-New EA SPORTS Hitter's Eye, Owner Mode and More


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 22, 2005--Opening Day has come early as Electronic Arts (Nasdaq:ERTS) announced today that MVP Baseball(TM) 2005 has shipped to retailers nationwide and is available in stores under the EA SPORTS(TM) brand. Last year, MVP Baseball 2004 was the #1 selling baseball video game with more than one million copies sold.  


    Featuring the EA SPORTS(TM) Hitter's Eye, MVP Baseball 2005 gives players unprecedented control of their at-bat including the power to read the pitch and the ability to move in the batter's box. An all-new visual indicator allows hitters to pick up the pitch the moment it leaves the pitcher's hand. In addition, players can use the Pitch/Swing Analysis to review the timing and location of their swings and adjust accordingly.  


    An all-new Owner Mode enables players to control all aspects of an organization including concession stand prices, promotional days, hiring and firing coaches as well as building their field of dreams. In Create Ballpark, players can customize their stadium by selecting a ballpark name, location, field dimensions and much more.  


    The addition of 30 Single-A minor league teams (90 minor leagues teams overall), three new mini-games, an improved Dynasty Mode(TM) and all-new unlockable legends, stadiums and uniforms, makes MVP Baseball 2005 the most innovative and authentic baseball simulation ever created.  


    Online(1) gamers will enjoy enhanced features on the PlayStation(R) 2 computer entertainment system, PC-CD and for the first time, Xbox Live(TM) support. Gamers can use custom rosters, send challenges to players with similar rankings and play in traditional or quick tournaments.  


    Developed in Vancouver, B.C., by EA Canada, MVP Baseball 2005 is available on the PlayStation 2 console, Xbox(R) video game system from Microsoft, Nintendo GameCube(TM), and PC-CD. The game is rated "E" (Everyone) by the ESRB and has an MSRP of $29.95. MVP Baseball for the Sony PSP(TM) will ship alongside NBA STREET Showdown, NFL STREET 2: Unleashed, FIFA Soccer, Tiger Woods PGA TOUR(R) and Need for Speed(TM) Underground Rivals in March 2005 when the new handheld entertainment system is released in North America. The game's official website is www.mvpbaseball2005.com.
     


    24
    TalkBack / FIFA Street Ships
    « on: February 22, 2005, 07:39:37 AM »
    What's next, Cricket Street?

    EA Brings FIFA to the Street; FIFA Street Brings Style and Flair to the World's Most Beautiful Sport  


    REDWOOD CITY, Calif.--(BUSINESS WIRE)--Feb. 22, 2005--Electronic Arts (NASDAQ: ERTS) announced today that FIFA Street, the new title under the EA SPORTS BIG(TM) brand, has shipped to retailers worldwide. The game was developed in Vancouver, B.C., by EA Canada, the same studio that is also home to such titles as NBA STREET V3 and FIFA 2005.  


    FIFA Street introduces the combination of arcade action blended with the culture of freestyle street soccer. By removing the rules from the simulation soccer experience, FIFA Street exposes the heart of the world's beautiful game, on-the-ball flare and individual style.  


    Leading this movement are the worlds top professional players, showing off their skills and individual style in 4-on-4 match-ups against the backdrop of global venues that represent the true culture of street soccer. Take on the best and be required to earn their respect, gradually building your reputation and team into an unstoppable force that leads the tide of street soccer.  


    FIFA Street is rated "E" for (Everyone) by the ESRB and has an MSRP of $39.99. It is scheduled to ship on the PlayStation(R)2 computer entertainment system, the Xbox(TM) video game system from Microsoft and the Nintendo GameCube(TM). Look for more information at the FIFA Street website at www.fifastreet.com


     


    25
    TalkBack / GameCamp Scholarship Contest
    « on: February 16, 2005, 07:47:44 PM »
    Want to work in the video game industry?  GameCamp will help you out.

    GameCamp! Announces National Scholarship Contest for  College-Prep Summer Video Game Development Program


    Thursday, February 17th, 2005---Austin, Texas--- GameCamp! announces their national scholarship contest for two lucky winners to attend the GameCamp! summer program for teenage students interested in video game development careers. GameCamp! focuses on teaching students about leadership, team development, technical excellence, game industry production and business practices through actual game design and development planning projects


     The GameCamp! scholarship is being offered to student contest entrants throughout the United States. The full scholarship will be awarded to the students that write the best 500-word essay entitled “Why I want to work in the video game industry.” Two winners will receive free tuition, room and board, and educational materials for the intensive two-week summer camp being held July 10 to July 24 at Texas State University in San Marcos, just south of Austin, Texas. Deadline for essay submissions is April 30, 2005 and winners will be notified by May 10, 2005. A panel of game industry leaders will handle the final judging of the essays.


     GameCamp! has been developed to help teenage students learn about the growing career opportunities in the video game industry, while also giving them the resources for planning that career path. “The Interactive Entertainment industry is growing by leaps and bounds, says Robin McShaffry, V.P. for Mary-Margaret.com Recruiting and Business Services. “New, upcoming talent will need passion, great skills, and great training. We think GameCamp! is a super way to start kids on the road to success at making games for a living, and we are excited to be involved."


     Students at GameCamp! will participate in a project and seminar-oriented curriculum taught by experienced game industry designers, artists, programmers, and other developers. “Of course they will also play a lot of games,” says Brian Urbanek, Creative Director of Ninjaneering, LLC, an Austin-based game development company. “You have to play games to know how to build games, plus it’s a great way to teach the skills needed for succeeding in a career as competitive as the game development industry.  


     Outside of the video game industry, game design and development processes are revolutionizing a variety of business and educational products and services, while also driving universities and technical schools to create degree programs and specializations in game development. Notes GameCamp!’s Director, Spencer Zuzolo, “Kids interested in game careers have few resources to help them with their educational goals or developing a career plan. GameCamp! helps students bridge this growing knowledge gap by giving them a real world perspective on what it takes to succeed in the game business and how their skills can be applied to other industries.”  


     GameCamp! has partnered with game industry recruiting firm Mary-Margaret.com, Texas State University, the Center for Advanced Computers Studies at the University of Louisiana at Lafayette, Austin Community College, and game developers from Central Texas to help develop a project-based curriculum that gives a real world understanding of how games are created. In addition to the two-week camp, GameCamp! is offering two other summer sessions: a week-long commuter camp hosted at Austin Community College (June 20 to June 24) and a week long residential and commuter camp at the University of Louisiana at Lafayette (July 31 to August 7). For more details regarding GameCamp!, visit http://www.gamecamp.org.


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