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Messages - MegaByte

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4026
TalkBack / RE:REVIEWS: Bomberman Land Touch!
« on: September 07, 2006, 12:19:54 PM »
I'm sure that has something to do with it.  Still, you'd hope the network code would be robust enough to deal with that a little better.  Other online games don't suffer from this problem so much.

4027
NWR Feedback / RE: Staff forum names?
« on: September 06, 2006, 10:19:27 AM »
And apparently I just don't exist at all...

4028
TalkBack / REVIEWS: Bomberman Land Touch!
« on: September 06, 2006, 09:36:46 AM »
Online Bomberman and minigames.  What more could fans ask for?

While the Bomberman Land series has been around since PlayStation days, this is the first time the series is seeing release outside of Japan.   Touch! Bomberman Land retains the anime-styled Bomberman, thankfully avoiding the dark Act Zero style recently seen on Xbox 360.  The three modes of gameplay are the Land Mode, which is a small RPG of sorts, Attraction Mode, which contains 36 mini-games, and Bomberman Battle Pack, featuring the classic Bomberman game.   All in all, Touch! Bomerman Land is a nice little package.    


It is the Gold Bomber’s birthday and his father has given him and his friends the chance to visit the Bomber Island attractions.  In Land Mode, players control the White Bomber, guiding him around Bomber Island by using the stylus.  Bomber Island is a pirate-themed park divided into five sections, four based on playing card suits, and a final castle.    


Often, characters will have tasks for the White Bomber to perform, or they will challenge him to compete in one of the mini-games.  These tasks must be completed to make progress in the game.   Additionally, there are various other challenges throughout the game, such as collecting stamps from each area and from bosses and rivals.    


Successful completion of mini-games yields cards of the same suit as the section where the game is found.  Often, gates prevent access to areas until players have gained enough cards of a particular suit to gain entry.   Players can play the games again with increased difficulty levels, and medals are awarded for beating the mini-game a second time.  Across the park, treasure may be found or bought with medals at info kiosks.  These treasures include items and costumes that White Bomber must use in order to pass certain areas; for example, a light source is needed in cave areas.  Kiosks also serve other uses, such as warping between the different zones.    


I was surprised by the large amount of text in the game and glad to hear that Atlus is taking up localization for North America.   White Bomber receives many e-mail messages from other characters in the game, reminding or directing him to a goal to be met.  The primary detraction of Land Mode is the large amount of backtracking and replaying of the same mini-games in order to make progress; this annoyance is amplified if you cannot read what your next goal is.    


The mini-games are widely varied, but all feature one theme: bombs.  There are sports-based games, some of which reminded me of the mini-games in Mario Tennis Power Tour, but with touch control.  There are mini-games that require quick reaction to match, sort, or otherwise recognize objects.  A few of the games even require the microphone to be used, for example, to blow out fuses.  The mini-games make fun diversions, but they get repetitive faster than the ones found in Super Mario 64 DS.    


Once a mini-game is reached on Land Mode, it is unlocked for play in Attraction Mode.  Attraction Mode records best scores, and it can also be played on local wireless with up to four players.  Different characters can also be unlocked in Land Mode for use in Attraction Mode.    


Unlike the previous game in the series, Bomberman DS, Bomberman Battle Pack uses standard controls only.  Players are even prompted to put down or pick up their stylus when switching between modes.  The basic layout of the game is similar to Bomberman DS, with a grid on each screen connected by a set of tunnels.  There can be up to eight human players in multiplayer mode, and the CPU controls any remaining characters up to a maximum total of eight.   The game includes single and multi-card play, as well as online competition through Nintendo Wi-Fi Connection.   There are twenty different variations of board, from the standard grid-and-boxes, to races for a crown, and a version where the object is to color as much of the ground using bomb blasts.  Similar to other recent Bomberman games, defeated players may lob bombs into the playing field.  A successful attack will allow that player to rejoin the game, adding to the frenzy.    


Online multiplayer is limited to a maximum of four human players, and CPUs control the remaining players.  Unfortunately, there seems to be some problems with the network code as games can be extremely laggy.  The more players there are, the more chance there is of this lag occurring.  Even when the game runs at full speed, an occasional lag can cause players to mistime their actions, with potentially fatal results.  This makes online multiplayer often unplayable, but when it does work, it’s quite fun.  Players dropping before a set of matches is over also negates any stats that would have otherwise been recorded.    


The combination of online classic Bomberman play and unique mini-games make Touch! Bomberman Land a highly recommended purchase.  However, due to the text-heavy nature of the game and current problems with online play, I advise holding off on buying the game until it is released stateside.  The November release of the slightly renamed Bomberman Land Touch! isn’t that far off.  Still, the savvy importer can find it at Lik-Sang.

Pros:
       

  • Online classic Bomberman
  •  
  • A wide variety of mini-games


  •        Cons:
           
  • Hope you like lots of backtracking
  •  
  • Online play can have lots of lag


  •                Graphics:  7.0
           The graphics are colorful and animated, with an isometric view in Land Mode and the standard overhead view in Bomberman Battle Pack.  The quality is along the lines of SNES or GBA standards.

                   Sound:  7.0
           A characteristic Hudson soundtrack reminiscent of the 16-bit era.  The music is ambient and varied, serving for a relaxed atmosphere in Land Mode and more lively music where competition is involved.

                   Control:  9.0
           The completely touch-based control works well in Land and Attraction Modes, and the directional control on Battle Pack is what classic Bomberman players should expect.

                          Gameplay:  8.5
           A wide variety of games and modes allows for varied and compelling gameplay.  While the single player modes provide their own fun, the chance for multiplayer makes the deal even better.

     


           Lastability:  9.0
           As long as you have the urge to play Bomberman, the game will last.  Additionally, the mini-games  provide a nice distraction and Land Mode gives the game depth (at the expense of some tedium).

     


           Final:  8.5
           Touch! Bomberman Land is a welcome addition to the Bomberman franchise with a little something for everyone.  The upcoming US version has a chance to improve the flaws for an even better experience.      


    4029
    TalkBack / REVIEWS: Mawashi Tetsunageru Touch Panic
    « on: August 29, 2006, 11:11:10 PM »
    Caution: Happy Fun Ball may suddenly accelerate to dangerous speeds.

    At first glance, Touch Panic appears to be some sort of new version of Pipe Dream.  Shapes of the tiles aside, Touch Panic is actually quite different from the 80s puzzle game.  One thing is for certain: Touch Panic is a unique entry to the action puzzle genre.    


    The basic premise of the game is to guide a Kirby-esque happy pink ball to a drain hole by shifting tiles around so that the ball travels along paths formed by adjoining tiles.  In addition, smaller balls also roll around the stage and must be picked up in various orders in order to complete a given task.  The smaller balls come in four colors, with combinations ranging from a simple pair to a massive train of fourteen balls.  While the rules are basic, achieving the goals can be challenging.  In addition, there are almost a dozen different gameplay modes, adding variety to the game.    


    Tiles are moved using the stylus.  Lines of tiles can be shifted by one tile per move in horizontal or vertical directions.  Tiles shifted off the edge of the field will reappear on the other side of the field, as in Yoshi’s Cookie.  A square of four tiles can also be rotated clockwise or counterclockwise using the appropriate stylus gestures.  The pink ball’s current path is highlighted in pink, and touching the ball will make it quickly travel to the end of its path, picking up any other balls it encounters along the way.    


    In the main mode of the game, the player is given five lives.  There are certain combo goals displayed on the top screen.  Each time the pink ball reaches the drain hole, a life is lost.  However, if a combo is brought down the drain hole, a life is restored.  Thus, the overall goal is to meet each combo goal to avoid running out of lives.     In the standard mode, gameplay starts off slowly, and players may find themselves waiting for balls to reach their destination, but the challenge ramps up quickly, and players may be hard-pressed to manage all of the tiles, balls, and goals on screen.  The problem is that there are so many things going, it becomes difficult to effectively set up combos, particularly the long chains, without something going wrong.  Hence the “Panic" in Touch Panic.    


    There are many variations on standard mode, including time trials to reach specific scores or numbers of combos, a two-minute score attack, and even a time trial where every ball combo in the list must be completed.  With 46 total chains, and some chains reaching fourteen balls in length, this is not an easy task.  Several modes feature an optional evil purple ball.  In these modes, touching the purple ball results in a loss of life.  The purple ball also destroys the smaller balls upon contact.    


    For a change of pace, puzzle mode loses the other balls, leaving only the primary pink ball.  In this mode, a limited number of tile moves are given.  After these moves are made, the pink ball will automatically begin traveling.  If the tiles are lined up correctly, the ball will reach the goal sink and the level is cleared; otherwise it must be restarted.  The game features dozens of puzzles to clear.    


    Interestingly, the game has both single card local wireless multiplayer as well as Wi-Fi Connection capability.  In multiplayer mode, players play on separate fields.  Scoring combos sends an evil purple ball to the opposing player, which can transform the smaller balls into even more purple balls that must be avoided.  Unfortunately, online multiplayer only works when there are others to play against, and it doesn’t seem that this game has enough popularity to support that.    


    From the happy atmosphere and music, to an exclamation of “Yatta!" upon level completion, a defining characteristic of Touch Panic is its very Japanese feel.  As a puzzle game, the game is fairly import friendly, however, the menus and goals of the level are completely in Japanese, which could make the game a little difficult to play for those who do not know the language.    


    Touch Panic is a unique game that some action puzzle fans might enjoy, though it’s not for everyone.  Interested players will have to import the game since there is no scheduled release outside of Japan.  You can order a copy from our import partners at Lik-Sang.

    Pros:
           

  • Original
  •  
  • Simple control
  •  
  • Many game modes and online play


  •        Cons:
           
  • Not particularly engaging
  •  
  • Challenge is inconsistent


  •                Graphics:  7.0
           The graphics are simple, yet polished.

                   Sound:  7.0
           The music is upbeat and catchy, in a jazzy sort of way.  A small amount of voice adds to the game’s charm.

                   Control:  9.0
           Control is simple, but it works.

                          Gameplay:  5.0
           The game is certainly original, but that fact doesn’t guarantee loads of fun.  Touch Panic varies quite a bit, sometimes moving too slow, and sometimes moving too fast.

     


           Lastability:  8.0
           Touch Panic boasts many game modes which overcome its generally limited gameplay.  Featuring high score tables, there are many areas where gamers can attempt to improve their scores and times.

     


           Final:  7.0
           Touch Panic is certainly a quirky little puzzle game.  Some of the modes are more fun than others but nothing screams "great game".      


    4030
    TalkBack / RE:PREVIEWS: Yoshi's Island 2
    « on: August 12, 2006, 03:27:51 PM »
    I thought the controls were better than YI, though not everybody agreed.  The sound was bad (temp sound effects? I hope).

    4031
    TalkBack / PREVIEWS: WarioWare: Smooth Moves
    « on: August 11, 2006, 11:21:23 PM »
    Macromotion for microgames.

        Last updated: 08/12/2006 by Aaron Kaluszka          

    WarioWare: Smooth Moves continues the WarioWare tradition of wacky fast-paced microgames, this time taking advantage of the Wii Remote. Objectifying the remote in-game, Wario has stumbled upon a strange book and a device known as the Form Baton, which is then used to direct approximately 200 microgames.    


    Unlike previous games, before each microgame, the game directs players to hold the remote in a position suited for each microgame.  In total, there are at least 17 different ways to hold the controller, each given a descriptive name such as The Chauffer, The Handlebar, The Umbrella, The Waiter, The Sketch Artist, The Samurai, The Big Cheese, The Mohawk, The Remote Control, The Boxer, The Finger Food, and The Dumbbell.  Many of the microgames require full-body motions in order to perform properly and many are designed to not only entertain the player, but to entertain spectators.    


    Wario, Mona, Ashley, and other familiar characters will make a return and new characters will also appear.  There is currently no release date, though it should be released within 3 months of the Wii launch.  


    4032
    TalkBack / PREVIEWS: Mario vs. Donkey Kong 2: March of the Minis
    « on: August 11, 2006, 11:17:35 PM »
    The Minis will march... off cliffs if you aren't careful.

         Last updated: 08/12/2006 by Aaron Kaluszka            

    In the latest iteration of the Mario vs. Donkey Kong epic, the jealous Donkey Kong has once again captured Pauline, this time at the Super Mini Mario World ribbon cutting ceremony.    


    Mario vs. Donkey Kong 2 plays quite a bit differently from its predecessor.  Instead of directly controlling Mario via the control pad, players interact with Mini-Marios and level elements using the stylus and touch screen to direct the Mini-Marios to the exit while avoiding spikes, enemies, and other hazards.    


    Gameplay takes place on the lower screen, while the upper screen serves to display information.  Mini-Marios are directed by touching them and dragging in the desired direction; left, right, or up to jump.  Pink blocks that form walls and floors can be sucked up from one part of the level and deposited elsewhere.  Switches can also be pressed with the stylus.    


    Enemies such as Shy Guys and Piranha Plants will make appearances, as well as Mini helper characters like Circus Kong and Cool Kong.  The Mini-Marios can also wield a pair of hammers, destroying enemies in their path much like Mario's hammer in the original Donkey Kong.    


    Like the original, levels are grouped into worlds, with a fight against Donkey Kong ensuing at the end of each world.  In these boss battles, Mini-Marios are shot out of a cannon and must deal damage to Donkey Kong.  In all, there will be more than 80 levels to clear as well as mini games such as Whack a Shy Guy.  Completing special challenges, such as saving gold Mini-Marios, yield bonuses and unlockables.    


    Mario vs. Donkey Kong 2 will include a level editor, and levels can be shared over Nintendo Wi-Fi Connection.  Additionally, the online service will host a player ranking system and other bonuses.    


    Obstacle course puzzle fans will be able to enjoy the game when it’s released on September 25.


    4033
    TalkBack / PREVIEWS: Yoshi's Island 2
    « on: August 11, 2006, 11:13:39 PM »
    Yoshi returns carrying extra baggage.

         Last updated: 08/12/2006 by Aaron Kaluszka            

    Over a decade after the original's release, Artoon is developing a sequel to the critically acclaimed SNES platformer, Yoshi’s Island. The second iteration retains most of the gameplay of the original game, but this time, instead of just Baby Mario, Yoshi also carries Baby Peach, Baby Donkey Kong, Baby Wario, and even Baby Bowser.  An ominous floating island has appeared over Yoshi's Island and students attending the island’s school have gone missing.  It is up to Yoshi and the baby heroes to rescue the kids and investigate the floating island.    


    Babies are switched at "stork stops," where a stork will fly in to exchange the baby currently riding on Yoshi's back with another character.  Each baby possesses unique abilities, which must be used to pass certain areas. Mario allows Yoshi to run and stomp enemies as in the original, Peach can float while riding Yoshi using the umbrella she carries, and Donkey Kong allows Yoshi to perform a dash attack and can grab vines, allowing players to climb along the underside of platforms.  Wario can collect coins with a giant magnet, while Bowser can spit fireballs.  Yoshi still retains the characteristic ability to target and shoot eggs.    


    Graphics retain the distinctive “hand-drawn" style and are even more colorful and refined than those found in the original.  The game uses both screens to display levels and provides players with the option to focus in on either screen.    


    Each level has the familiar goal ring as well as 30 stars, 20 red coins, and 5 flowers that must be collected in order to achieve 100% completion. Yoshi's Island 2 will incorporate platforming levels similar to the original, including outdoors levels, castles, and caves filled with enemies old and new.  The game will also feature Wi-Fi capabilities and is currently scheduled for a November 13 release in the United States and a December 1 release in Europe.


    4034
    Podcast Discussion / Planet Trivia Results for 6/21/2006
    « on: July 23, 2006, 03:54:44 PM »
    Cyan blew away the competition in MegaByte's trivia challenge.

    -----WRITER-----

    Aaron Kaluszka: 1-30 (30)
    Everybody else was a bum.

    -----QUESTIONS-----

    Q1: In the intro to Mario Tennis: Power Tour, besides a rainbow/clouds, what are the protagonists looking at in the sky?
    A1: <NuclearSpeed> princess peach's castle
    2:34

    Q2: In Pokemon Tetris,  what are the 5-block pieces called?
    A2: Pentiminos
    STUMPER

    Q3: In Mario Pinball Land, what power-up must you collect in order to enter a beehive?
    A3: <Mumbo> mini mushroom
    0:30

    Q4: What’s different about Dixie Kong in newer artwork compared to artwork released in the 1990s?
    A4: <TKnHappyNess> She doesn't have the Rare logo pin on her beret
    0:28

    Q5: Between Dr. Mario 64 and Dr. Mario and Puzzle League, which two songs had their names changed (list both the original names and new names)?
    A5: Cube, Que Que -> Cough, Sneeze
    STUMPER

    Q6: In Astro Boy Omega Factor, which character is a reference to a famous character created by Sir Arthur Conan Doyle?
    A6: <Mumbo> Sherlock Homespun
    0:19

    Q7: What does King K. Rool steal in DK King of Swing (be specific)?
    A7: <TKnHappyNess> The Jungle Jam's medals
    0:27

    Q8: In Super Smash Bros. Melee, which stage uses graphics from Super Mario All-Stars?
    A8: <Plorp> Mushroom Kingdom 2
    0:11

    Q9: In Dig Dug Digging Strike, what island nation does Taizo Hori liberate from monsters?
    A9: <Mumbo> horinesia
    0:30

    Q10: Name the three e-Cards that come with Pokemon Channel.
    A10: The Pikachu Star, The Kyogre Constellation, Poke a la Card
    STUMPER

    Q11: Name the five Virtual Console games shown at E3 2006.
    A11: <ArlenSpecter> Bonk's Adventure, Sonic the Hedgehog, Super Mario Bros., Super Mario World, Super Mario 64
    0:20

    Q12: In which Famicom game will the princess you are rescuing at the end of the game kill you with one hit if you approach her the wrong way?
    A12: <ArlenSpecter> Karateka
    0:10

    Q13: Puyo Puyo has appeared on Nintendo systems using two other franchises’ characters.  Name the two games that meet this criterion.
    A13: <Plorp> Kirby's Avalanche, Robotnik's Mean Bean Machine
    0:24

    Q14: In Final Fantasy VI/III, which character falls on his/her face when his/her special attack fails?
    A14: <Plorp> Mog
    0:05

    Q15: Which NES game’s title is a reference to the first nuclear weapons development effort (full name)?
    A15: <Blaster> Tenage Mutan Ninja Turtles III: The Man hatthan Projewct
    0:17

    Q16: Name the three criminals who are fans of Fyodor Dostoyevsky in Where in Time is Carmen Sandiego.
    A16: <Cyan> ernest endeavor, lynn gweeny, carmen sandiego <-- Also, Gene Yuss
    1:35

    Q17: The main enemy in Star Tropics shares his name with a character from which other Nintendo series?
    A17: <TKnHappyNess> F-Zero
    0:08

    Q18: List all of the Batman-esque sound effects shown on the Super Smash Bros. boxart.
    A18: <Cyan> biff, zap
    0:26

    Q19: Who is the leader of the Elite Beat Agents?
    A19: <Cyan> Commander Kahn
    0:20

    Q20: In Super Mario Bros. 3, aside from Kuribo’s shoe and Starman, which two power-ups, active in-level, can combine?
    A20: <TKnHappyNess> P-Wing, Tanooki Suit
    0:16

    Q21: Which series, originally published by Broderbund, became “Hyper” in 1989?
    A21: <Cyan> lode runner
    0:13

    Q22: In which game was Link so hungry, that he “could eat an Octorok”?
    A22: <ulanshad> Wand of Gamelon
    0:12

    Q23: What two defining attributes did Kirby gain in Kirby’s Adventure (not considering Japanese releases)?
    A23: <Cyan> pink color, copy abilities
    0:32

    Q24: Which movie uses an NES Advantage as a prop that directs a giant statue?
    A24: <ArlenSpecter> Ghostbusters II
    0:09

    Q25: Obtaining the Donkey Kong game watch required two UPCs of which cereal?
    A25: <Cyan> corn flakes <-- Kellogs
    0:52

    Q26: Which character serves as the basis for the second bonus level in Alleyway?
    A26: Nokobon
    STUMPER

    Q27: The Phase 1 intro music in Mario Bros. (NES) was based on what classical music piece by what composer?
    A27: <Blaster> Mozart's Eine kleine Nachtmusik
    0:39

    Q28: Which Enix-published game uses Earth as the basis for its world map?
    A28: <ArlenSpecter> EVO: Search for Eden <-- also Dragon Warrior III and Terranigma
    0:10

    Q29: Which video game character had to be tested for safety in a capsule for 30 years before activation?
    A29: <Cyan> mega man x <-- technically just “X”
    0:06

    Q30: Which two F-Zero releases included a track editor?
    A30: <Cyan> f-zero climax, f-zero x expansion kit
    1:03

    -----RESULTS-----

    Cyan: 8
    TKnHappyNess: 4
    ArlenSpecter: 4
    Mumbo: 3
    Plorp: 3
    Blaster: 2
    NuclearSpeed: 1
    ulanshad: 1  

    4035
    Podcast Discussion / Prize Radio Trivia Results for 7/7/2006
    « on: July 07, 2006, 10:53:26 PM »
    Slow transfer speeds on Jonny's end prevented him from hosting, but MegaByte was able to finish the round with javy64 winning a Mario Kart RC car in an exciting tie-breaker.


    Game 1: Turok: Dinosaur Hunter (N64)

    Points to: TheYoungerPlumber, Plorp, SkiDragon, javy64

    Q: Planet GameCube once interviewed Acclaim's Creative Director for the Turok series.  What is his
    <Barmaley> David Dienstbie


    Game 2: Super Mario World (SNES)

    Points to: TheYoungerPlumber, Gouki-8, Chupperson, SkiDragon, mdm, Crimm, fudge, Barmaley, GeneralTragg, FFantasyFX, javy64, Rimmer

    Q: What is the name of the last level in the special world
    <FFantasyFX> Funky


    Game 3: Lufia II: Rise of the Sinistrals (SNES)

    (No points awarded.)

    Q: What is the Lufia series called in Japan?
    <Plorp> Estpolis


    Game 4: Crystalis (NES)

    Points to: TheYoungerPlumber, Plorp, javy64, FFantasyFX

    Q: What is the name of the computer you and Mesiah must defeat at the end of the game
    <javy64> DYNA


    Game 5: Death and Return of Superman (SNES)

    (No points awarded.)

    Q: What are the common names of the four would-be Superman successors who attempted to take over the legacy after his death and are playable in this game? (ONE LINE)
    <Plorp> Man of Steel, Superboy, The Cyborg, Teh Eradicator


    Tie Between Plorp and javy64

    TB1: DK: King of Swing (GBA)
    (Neither correct)

    TB2: Mystical Ninja Startting Goemon (N64)
    Winner: javy64


    -----RESULTS-----
    javy64: 4 + TB
    Plorp: 4
    TYP: 3
    FFantasyFX: 3
    SkiDragon: 2
    Barmaley: 2
    Gouki-8: 1
    Chupperson: 1
    mdm: 1
    Crimm: 1
    fudge: 1
    GeneralTragg: 1
    Rimmer: 1  

    4036
    TalkBack / RE:Wii's
    « on: June 29, 2006, 05:12:12 PM »
    FWIW, my Logitech wireless keyboard and mouse have "Connect" buttons-- one the receiver, one on the mouse, and one on the keyboard, so I could see something similar for the Wii remotes.  Given the Sync button location, I think of it like Tracking on some VCRs-- it was something you'd only occasionally need to use, so it was hidden under a flap.  Now some of the other pictures, like the one showing a possible bottom flap (DVD add-in?) and a hole in the base (dev kit connection or just airflow port?) are interesting as well...

    4037
    TalkBack / Space World GBA Line Up
    « on: July 19, 2001, 08:29:55 AM »
    We've got a list of some GBA titles that could be making an appearance at Space World 2001!

    Game Boy Advance will be making a return visit to Space World 2001.  There should be a lot more playable games than last year, even though the system will probably be over shadowed by the GameCube.  With a tenative lineup like this, GBA fans will not be disappointed....    


       
    • Game Boy Music  
    • Yakuman Advance  
    • Game Boy Wars Advance  
    • Fire Emblem: Maiden of Darkness  
    • Donkey Kong: Coconut Crackers  
    • Sabrewulfe  
    • Magical Vacation  
    • SUPER MARIO ADVANCE 2 (aka Super Mario World)  
    • Advance Rally (from the makers of GT Advance)  
    • SFZ3 Upper  
    • Gradius Generations (aka Galaxies)  
    • Goemon  
       


    **This list has not been confirmed**


    4038
    TalkBack / EB Online pre-orders LIVE
    « on: October 15, 2001, 10:44:05 AM »
    Probably by the time I post this, they will be sold out.  Electronic Boutique has now begun to sell pre-orders for GameCube bundles, and more!

    EB World is now selling pre-order bundles!  Click  here to get over there to pre-order your GameCube bundles!    


    Here's what they have set up right now...    


    Indigo Bundle - $399.99  

       
    • GameCube System in Indigo  
    • Luigi's Mansion  
    • Wave Race: Blue Storm  
    • Rogue Squadron II: Rogue Leader  
    • Nintendo Digital Memory Card  
    • Extra Controller in Indigo  
    • One year subscription to GameNOW  
      Magazine - Courtesy of EBgames.com.    


    Jet Black Bundle - $449.99    


       
    • GameCube System in Jet Black  
    • Luigi's Mansion  
    • Wave Race: Blue Storm  
    • Madden NFL 2002  
    • Rogue Squadron II: Rogue Leader  
    • Nintendo Digital Memory Card  
    • Extra Controller in Jet Black  
    • One year subscription to GameNOW  
      Magazine - Courtesy of EBgames.com    


    Supplies will be gone once you blink.  You can also order first party controllers (in all colors), and pre-order games, and other accessories.  Thanks to Tsunekazu for the tip.


    4039
    Podcast Discussion / RE:Co-host Radio Trivia Results for 6/9/2006
    « on: June 11, 2006, 08:14:22 PM »
    I skimmed the rules before hand to check on that, but apparently my search function wasn't working because I missed it.

    4040
    Podcast Discussion / Co-host Radio Trivia Results for 6/9/2006
    « on: June 11, 2006, 07:47:23 PM »
    Blaster wasn't the only one blasting as special guest Lizard Dude joined MegaByte for a round of technical mishaps and trivia.


    Game 1: Castlevania: Aria of Sorrow (GBA)

    Points to: Mumbo, Crimm

    Q: What is the true identity of Genya Arikado?
    A: <Mumbo> alucard


    Game 2: Galactic Pinball (VB)

    Points to: Cheesemeister, Crimm, kemosabe

    Q: What do you receive if you complete the Metroid mini-game perfectly?
    A: <Blaster> extra puck


    Game 3: Bubble Ghost (GB)

    Point to: kemosabe

    Q: What animal shows up on the publisher copyright screen?
    A: Armadillo


    Game 4: Pac-Man World 2 (GC)

    No points awarded

    Q: Which Pac-Man game (included in the arcade within the game) is based on Tetris?
    A: <Blaster> pac attack


    HALF-TIME
    Star Fox OSV - Arrange Version Corneria
    Kobzon - Korobeiniki


    Game 5: Animal Crossing (GC)

    No points awarded

    Q: Which "NES game" do you receive on April Fools Day?
    A: <FFantasyFX> Super Tortimer


    Game 6: Mario Teaches Typing CD (PC)

    No points awarded

    Q: What do Mario and Luigi try to find parts for in the cut scenes?
    A: <Blaster> keyboard


    Quote of the night:
    <FFantasyFX> I'm listening to one mellow voice, and then the booming voice of God kicks me out of my chair.

    -----RESULTS-----

    Blaster 3
    Mumbo 2
    Crimm 2
    kemosabe 2
    Cheesemeister 1
    FFantasyFX 1

    4041
    TalkBack / RE: O~3 to Bring Konductra to Nintendo DS
    « on: June 09, 2006, 09:34:01 AM »
    A lot of people thought "Excite Truck" was some new game called "Excitra" when it was announced at Nintendo's E3 press conference.  Well, now we have "Konductra," which because of that makes me think of "Konduc Truck."

    4042
    TalkBack / RE:Tingle RPG Details Emerge
    « on: June 08, 2006, 02:05:51 PM »
    Quote

    Originally posted by: KDR_11k
    Is that translation correct? The "Happy" seems to have gone AWOL.


    No it wasn't.  It seems somebody got confused by the stylized kana.  The correct word is "Rupee."


    4043
    NWR Forums Discord / RE: Netflixed Super Mario Bros.
    « on: June 06, 2006, 03:49:44 PM »
    Wandering speaks wise words.

    4044
    TalkBack / RE: Datel Ships MAX Media Dock for DS
    « on: June 06, 2006, 10:32:49 AM »
    Well, I guess the same way Datel reverse-engineered the GC disc's barcode and encryption scheme (they have a ridiculous lab focused solely on doing this type of stuff).  I'm guessing they figured out some way, because the earlier pass-throughs were careful about being only pass-throughs so that they didn't infringe copyright by including the header and Datel is always careful about staying legal.

    4045
    TalkBack / RE: Datel Ships MAX Media Dock for DS
    « on: June 06, 2006, 09:28:24 AM »
    Licensed? Not quite.  It's still a "non-sanctioned hacking device;" just not so bulky since it no longer requires another DS card to boot the system...  Two other Flash card-based DS adapter manufacturers have recently come out with a similar product for booting into DS mode.  Personally, I prefer the M3 since it uses SD (or mini-SD), and thus isn't so bulky...  

    4046
    TalkBack / RE: PREVIEWS: Super Paper Mario
    « on: May 28, 2006, 05:24:25 PM »
    I don't know if people noticed, but both of those comparison shots are copies of levels from the original SMB (1-2 and 1-1).

    Incidentally, this is similar to how I pictured SMB3 working back when I read about "going behind the level" by holding down while on top of the white blocks, but before I had a NES or understood technical limitations.

    4047
    NWR Feedback / RE:Is Arron trying to take over PGC?
    « on: May 27, 2006, 11:54:51 PM »
    MISSION COMPREET.

    4048
    TalkBack / RE:IMPRESSIONS: Kirby (temporary name)
    « on: May 26, 2006, 08:07:47 AM »
    I think he threw knives in Kirby Super Star, but I suppose I could slightly modify the article.

    4049
    TalkBack / Nintendo of America Promotes Three Executives
    « on: May 25, 2006, 11:20:13 AM »
    It's time to kick ass and take names... as President.

    NINTENDO OF AMERICA ANNOUNCES EXECUTIVE PROMOTIONS    


    Kimishima Promoted to Chairman and CEO; Fils-Aime Promoted to President and COO  
       


    REDMOND, Wash., May 25, 2006 - On the heels of the successful unveiling of the new Wii(tm) console, Nintendo of America Inc. today announced three key promotions at the executive level. Current President Tatsumi Kimishima is taking on the new role of chairman of the board and chief executive officer, while Reggie Fils-Aime is being promoted to president and chief operating officer from his current role as executive vice president of Sales & Marketing. Additionally, Mike Fukuda is being promoted from senior vice president of Business Development to executive vice president of Business Development. All promotions are effective immediately.    


    "Around the world, Nintendo DS has been steadily drawing more people into the video game category," said Satoru Iwata, president of Nintendo Co., Ltd. "With the upcoming introduction of Wii, along with the strength of this new leadership team and strong executives already in place, Nintendo will continue to dramatically change the way consumers of all ages interact with their video game console on a daily basis."    


    Kimishima was appointed president of Nintendo of America in January 2002. He joined Nintendo at the company's headquarters in Kyoto, Japan, in 2000. He served as chief financial officer of The Pokémon Company in 2000 and president of Pokémon USA Inc. in 2001. Prior to joining Nintendo, he spent 27 years with Sanwa Bank of Japan, serving in various management positions. As chairman of the board and CEO of Nintendo of America, he will oversee the overall management of Nintendo of America and continue to serve on the boards of Nintendo of America and Nintendo Co., Ltd.        


    In his new role as president and chief operating officer, Fils-Aime will lead the day-to-day operations of Nintendo of America while continuing to oversee the Sales & Marketing Division as the company prepares for the launch of Wii. He joined Nintendo of America in December 2003 to lead all Sales & Marketing efforts in the United States, Latin America and Canada. Prior to joining Nintendo, he served as senior vice president of marketing at VH1. He also has held key marketing positions with Guinness Import Co., Derby Cycle Corp., Pizza Hut, Panda Management Co. and Procter & Gamble.    


    In his new position as executive vice president of Business Development, Fukuda will oversee corporate strategic planning and third-party publisher and licensing programs. He also will continue to oversee product development more dedicated to the North American market. He has been with the company for 12 years, joining in 1994 as director of planning. Prior to Nintendo, he worked for an international trading company and learned the video game business in the United States, working with third-party publishers during the early days of the Nintendo Entertainment System® (NES).


    4050
    What was really odd was how she took the Mini-Mario from Mario in the intro

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