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Topics - TheYoungerPlumber

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226
TalkBack / Odama Released
« on: April 10, 2006, 02:00:46 PM »
After years of trade shows, Odama finally smashes into stores.

FORGET HYBRID CARS -                     NINTENDO INTRODUCES A HYBRID VIDEO GAME    


You've Never Played a Game like This Before
   


REDMOND, Wash., April 10, 2006 -- Nintendo's Odama(TM) is the finest   microphone-controlled Japanese feudal warrior pinball game you'll ever play.    [Unlike all of the feudal warrior pinball games without a mic.]  The  one-of-a-kind game, which launches today exclusively for Nintendo   GameCube(TM), represents just one more way that Nintendo is pushing the   boundaries of what constitutes a video game.    


"With all these different genres, Odama delivers a unique and compelling   game-play experience," said Perrin Kaplan, Nintendo of America's vice   president of marketing & corporate affairs.  "Without playing it, it's not   the easiest concept to grasp, but once you play, it's tremendously fun and   easy to get into."  [Not unlike a comfy pair of tennis shoes or a warm bubble   bath ... Wait, what were we talking about?]    


Odama lets users command an army of soldiers who are subject to the   sometimes devastating power of the Odama, a massive pinball controlled by   giant flippers.  The Odama rolls over enemy troops and eliminates obstacles,   though it also can crush a player's own soldiers if not aimed properly.    [FYI, this part rocks.  The little soldier guys scream when the ball rolls   over them.  They're all like "It ... hurts ... the horror!"]    


Players can issue a variety of commands to soldiers on the battlefield   simply by speaking into the included Nintendo GameCube Microphone.  For   instance, saying "press forward!" will cause your soldiers on the screen to   make an aggressive push into enemy territory, while saying "rally!" will send   a team of soldiers to gather in a certain location.  The longer players play,   the more voice commands they learn.  [Now if only it had commands for "bring   me a pizza" and "do my laundry."]    


Odama appeals to a wide variety of gaming fans, from pinball enthusiasts   to military gamers and strategy fans.  [Not to mention cubicle dwellers who   dream of one day mastering the ancient, sacred art of multitasking.]  Odama,   available now, is Rated E10+ for Everyone 10 and Older.


227
TalkBack / Sudoku Gridmaster Announced
« on: April 10, 2006, 10:01:31 AM »
Nintendo announces more Sudoku fun.

Did You Know?    


Nintendo DS Focuses on Gray Matters with Sudoku and a New Brain Game
   


    Two new titles for Nintendo DS(TM) will extend Nintendo's mental mastery   and guarantee Nintendo DS owners will have plenty of ways to keep their brains   busy this summer.    


    Big Brain Academy(TM) is the second game in the record-breaking brain-  training series taking Japan by storm. In Big Brain Academy, players perform a   series of fun and mentally stimulating mini-games. The game then assigns them   a letter grade and cites a famous person or profession with a similar set of   skills. This graphically appealing title measures skills like thinking,   memorization, analysis, identification and computation. Big Brain Academy,   Rated E for Everyone, launches May 29.    


    A month later, sudoku fans will find themselves in number-crunching heaven   as Sudoku Gridmaster makes its way to Nintendo DS on June 26. The system's   touch screen makes choosing or writing numbers easy. Players will find more   than 400 puzzles, all of which were selected by the original creators of   sudoku.    


    Sudoku is the most popular puzzle game in the world right now, and Sudoku   Gridmaster puts hundreds of puzzles in portable form, just in time for the   summer travel season. To satisfy novices and sudoku experts alike, the puzzles   come in four difficulty settings: practice, easy, normal and hard. Sudoku   Gridmaster is Rated E for Everyone.    


    For more information about Big Brain Academy or Sudoku Gridmaster, please   visit www.nintendo.com.


228
TalkBack / IMPRESSIONS: X-Men: The Official Game
« on: April 09, 2006, 10:00:00 PM »
PGC spends some time with the upcoming X-Men console game.

I recently had a chance to play a near-final build of X-Men: The Official Game on the GameCube at an Activision event in San Francisco.  Unlike the recent X-Men Legends RPG games, XMtOG follows the more traditional platformer-and-brawler superhero formula established in the 8 and 16-bit days.  While the unfinished GameCube version I played has some rough spots, it looks like the game will be a respectable addition to the X-Men franchise.     Although the game's release coincides with the third X-Men movie, XMtOG takes place between the second and third X-Men films.  Besides giving Activision more freedom over the game's structure, this plot decision allows Nightcrawler (who is not in the upcoming movie) to be one of the three playable characters.  Levels are character specific and mission based; players will switch between Wolverine, Ice Man and Nightcrawler stages to progress through the game.  The characters also have customizable attributes: players earn and (re)distribute points to evolve or devolve genes for strength, accuracy, etc.    


Nightcrawler seemed to be the crowd favorite, with the most fully developed levels and maneuvers.  His introductory level resembles a small portion of Prince of Persia, where the mutant uses his acrobatic skills to jump (A) over chasms, swing on poles, and teleport to nearby, predetermined locations (R).  He can also hack computers and disable devices such as bombs (B).  The mutant handles well, and a blue highlighting effect on the target region mitigates the potential disorientation of teleportation.  Nightcrawler's combat is fairly intuitive: B and Y punch and kick, while L switches targets.  The shady hero can also teleport behind enemies for a surprise attack with X and heal himself with Z (during which time he cannot move).  Nightcrawler's combat is quick and fluid, but his acrobatic abilities are his greatest assets, and hopefully his levels will focus on those elements.    


After all, Wolverine is the resident brawler of the series.  His action takes place in boss battles and areas with a mostly-fixed camera, which assumes a wide angle outside of boss battles and a dynamically adjusting position in 1-on-1 battles (like those in arcade fighting games).  The clawed hero controls not unlike Nightcrawler in battle, sans teleportation abilities.  He can perform quick jabs (B), heavy attacks (Y) and knock back attacks (X).  He can also jump (A), block (R), and evade with a roll (control stick + B).   Simple combinations provide for roundhouse and head butt attacks. Wolverine slowly regenerates light damage (designated with a thick health bar) at a fixed rate.  If the light damage meter is depleted Wolverine sustains heavy damage (designated with a thin health bar underneath the light damage bar), which can be thought of as a maximum health bar.  Outside of battle players can heal both light and heavy damage with Z.  During boss battles Wolverine will also charge his fury meter.  Once full, L initiates a brief fury mode in which the hero has enhanced speed and performs special moves.  The system is simple, but it keeps combat approachable and engaging, especially during boss battles. Wolverine's introductory level is fairly straightforward, focusing on familiarizing the player with his attacks more than level design—it will be interesting to see how later levels keep the gameplay fresh over longer sessions.    


The third character, Ice Man, "flies" on a sheet of ice he constructs under his feet, and naturally plays very differently from the other two mutants.  Ice Man can accelerate (A), brake (R), and perform a 180 reverse (Z). Players can glance backwards by tapping the C stick and attack with either an Ice Beam (B) or Hail Storm (Y), an ice missile which hones in on an enemy if the player locks onto a target (L).  The player may also briefly protect himself with an Ice Shield (X), which is useful when traveling through dangerous areas.    


Like other air-based shooting games, Ice Man's levels come in two flavors: free-roaming and linear.  The training area involves flying through rings and shooting down enemies, while the second free-roaming level I tried is a boss battle against a fire-breathing dragon destroying a nuclear power plant.  In the GameCube demo these levels were moderately detailed with scenery such as power lines, trees, and the Statue of Liberty, but they were largely aesthetic, save for items Ice Man must protect from the dragon's breath.  Also, while important things such as enemies are easily visible, lesser items such as trees and telephone poles sometimes appear roughly half-way from the horizon in the current build.  These levels also suffer from similarly distracting-but-manageable frame rate drops.    


More entertaining is a linear Ice Man level, in which he must navigate narrow tunnels with spinning metal and electrical gates in an escape sequence slightly reminiscent of Star Wars.  At certain points, Ice Man has to perform tasks such as freezing cracks in coolant tanks or freezing and destroying cables to unlock a door.  This structured level was more polished, demanding far more agility and providing clearer direction.  It remains to be seen whether the game exploits the full extent of Ice Man's powers, revealed in the comic's more recent years.    


XMtOG includes some nice graphical touches, such as sparks, rain and smoke, as well as rag doll physics, courtesy of the Havok engine.  The textures on the GC build seem a little blurrier than on the PS2 version at times, but the composite video connection could have been the culprit.     X-Men: The Official Game looks promising—especially Nightcrawler's sections—and hopefully the final game will capitalize on the heroes' many talents.  X-Men fans will probably want to check it out on GameCube or any of the numerous target platforms.


229
TalkBack / IMPRESSIONS: Over the Hedge
« on: April 09, 2006, 04:27:50 PM »
Sneaky animals steal food on the DS.

Last week I spent some time with Activision's Over the Hedge for Nintendo DS, developed by Vicarious Visions.  Taking place after the upcoming movie, this portable stealth platformer might be a good choice for younger players.    


In Over the Hedge, woodland creatures find themselves living on the cusp of suburbia and learn to swipe food from households for sustenance.   Of course, the humans do not appreciate the furry burglars and set up alarm systems, traps, and more to protect their property.  While the console game focuses on the mayhem of destructing such security measures, the DS game focuses on evading them.  The resulting game is a Sly Cooper-esque adventure of collection and evasion.    


The gameplay and controls are straightforward.  The player must alternate between RJ the raccoon and Verne the turtle (select or touch screen icon) to gather food and other items from the humans' world.  Both share the same basic controls: the D-pad controls movement with the camera locked behind the character.  The animals can jump (B), grab or throw an item (Y), or perform a special move (X).  RJ's keen sense of smell allows him to sniff out nearby food, while Verne's shell provides shelter and camouflage from threats such as patrolling guard dogs.  Verne's strength allows him to carry larger objects and push crates, while RJ's trim figure grants him superior jumping ability.  The player may look left or right from a first person perspective while holding the L button, though oddly I could not look up or down in the build on display.  Digital movement for a 3D game is never ideal, and RJ's jump felt fluttery, but the game is slower-paced than the standard platformer and I adjusted quickly.    


The first few missions seemed competently designed, though the complexity was skewed downward for the target age group.  Experienced gamers probably will not appreciate having to comb an area for food and carrying larger items to the exit one at a time, but children probably will not mind.  After all, obtaining some items requires platforming skills, and the game sometimes calls for more careful planning.  Stealthier sections, such as the mission I played with patrolling dogs, encourage cooperation between Verne and RJ: the player can distract the dog with one character (by blowing into the microphone) and sneak by with the second character.  Items may also be passed between RJ and Verne.  Near the beginning of the DS game the animals learn that they must convince endangered animals to move to their forest and bring them to the humans' attention to protect the habitat from demolition.  While I did not get far enough in the game to pursue this larger objective, its premise holds potential.    


Over the Hedge for the DS looks surprisingly good.  While the 3D environments and objects have simple, boxy structures, textures on the floors, cabinets, trees and characters give the game a likeable appearance.  On the bottom screen a fully 3D overhead view of the area helps orient the player, and the player can easily recognize movable objects such as books, food and crates by a glowing blue outline.  When the camera is forced closer to the player's character, the character becomes partially transparent.  Vicarous Visions has also squeezed original full motion video content between missions to further the plot, though they are fairly compressed.    


Over the Hedge looks to be above average for a movie license game—especially among handhelds.


230
Podcast Discussion / PRIZE Team Trivia Results for 04/07/2006
« on: April 07, 2006, 07:22:41 PM »
-----QUESTION WRITERS-----
Josh Hogan: 1-5 (5)
Aaron Kaluszka: 6-12 (7)
Jonathan Metts: 13-14 (2)
Vincent Anderson: 15-17 (3)
Mike Gamin: 18-21 (4)
Michael Cole: 22-30 + r16 (10)


-----QUESTIONS-----

Q1] What are the three class types in Swords and Serpents (NES)? (ONE LINE)
A1] <DAPPERDUO|Lizard> Magician, warrior, theif

Q2] In Battle Clash (SNES), where is Scarab's weak point located?
A2] <Phistisio> His belly button

Q3] What are the three distinct games included within Super Scope 6? (ONE LINE)
A3] <DAPPERDUO|Lizard> LazerBlazer, Blastris, Mole Patrole

Q4] Who, by name, is the final boss in Rival Turf (SNES)?
A4] <FAQers-Cyan> big al

Q5] In A Boy And His Blob (NES), what does the Cinnamon jelly bean turn the blob into?
A5] <FAQers-Cyan> blow torch

Q6] What are the three ways that Pac Man Vs. could be obtained from retail?
A6] <DAPPERDUO|Lizard> Pac-Man World 2, I-Ninja and R: Racing Evolution

Q7] Mr. Driller Drill Spirits was missing what mode when it was brought to the US?
A7] <ButtPatrol-mdm> one cart multiplay

Q8] What species is Fara Phoenix in the Star Fox comics / Star Fox 2 alpha?
A8] <DAPPERDUO|Chupperson> fennec

Q9] In I-Ninja, who kills your sensei?
A9] <FAQers-Cyan> ninja

Q10] What major event involving two of the main "good guys" is common to both Little Nemo and The Matrix?
A10] <FAQers-Cyan> they meet morpheus

Q11] The Shade Man stage in Mega Man 7 contains a secret tribute to which classic game, and how is it activated?
A11] <DAPPERDUO|Chupperson> Ghosts 'n Goblins, hold B while entering stage

Q12] In Star Tropics II, who is the master Tetris player, and what is his middle name? (ONE LINE)
A12] <ButtPatrol-FFFX> Chief Coral-Cola, Tetris

Q13] Tomb Raider Legend isn't the first game in the series to appear on a Nintendo platform.  What are the others? (full titles, ONE LINE)
A13] <DAPPERDUO|Lizard> Tomb Raider: The Prophecy, Tomb Raider, Tomb Raider: Curse of the Sword

Q14] Which Rare games have exactly the same title on multiple different Nintendo platforms despite being totally different games? (ONE LINE)
A14] <TOTALLYCOOL|ShanD> perfect dark, mickey's spedway usa

Q15]  What is the name of the first member of the Rito tribe you meet in Wind Waker, and what item does he later give you?
A15] <ButtPatrol-FFFX> Quill, Delivery Bag

Q16]  Finish the following quote and name the game from which it comes: "My name is ______, for we are many."
A16] Legion, Shadow Man/Castelvania (THROWN OUT because it's a common biblical phrase)

rQ16] What is the name of the giant bird boss that lives on the S.S. Teacup in Wario Land 2?
rA16] <ThisIsMyTeam-Kevin> bob-o

Q17] What is the name of the lone Yu-Gi-Oh! game for the GameCube?
A17] <Rimmer> Yugioh and the false bound kingdom

Q18] What was the name of the villain in Wrecking Crew?
A18] <Blaster> Spike

A19] What is the name of the newly-announced Ubisoft Revolution game?
A19] <Rimmer> Red steel

Q20] On the cover of the first issue of Nintendo Power, what was the subject of the second headline?
A20] <FAQers-Cyan> zelda second quest

Q21] Which game features cooperative gameplay where player 1 is the Red Baron and player 2 is Max?
A21] Sky Kid

Q22] Which North American retail outlet bundled a (highly abbreviated) promotional soundtrack CD with Baten Kaitos for the GameCube?
A22] <Rimmer> Toys r us

Q23] According to the N64 Expansion Pack instruction booklet, what must be done just before using the Jumper Pak Ejector Tool for the first time on an N64 system?
A23] <DarthChef-ulanshad> the sticker removed from the jumper pack

Q24] What are the three nicknames given to Donkey Kong in his brief bio description in the Donkey Kong Country (GBC) instruction booklet? (ONE LINE)
A24] <DarthChef-TKnHappyNess> King of swing, the prime primate, the thrilla gorilla

Q25] What currency is used in The Legend of Zelda for the NES, according to the instruction booklet? (SPELLING COUNTS)
A25] <FAQers-FierceDeityYS> rubies

Q26] What is the tag line for Paper Mario N64, found on the front of the box?
A26] <ButtPatrol-FFFX> Thinner Mario, BIgger adventure

Q27] Who is the slippery fellow who was the real criminal in Phoenix Wright's first case? (FULL NAME)
A27] <Rimmer> Frank sahwit

Q28] What is the name of the family of pianists found in Tales of Phantasia?
A28] <DAPPERDUO|Chupperson> Sakuraba

Q29] Which two Yoshi's Island (SNES) levels, by name, have countdown platforms in their level art on the map? (ONE LINE)
A29]  <Blaster> Keep Moving, Don't Look Back!

Q30] What two things does the Legendary Wings (NES) cartridge boast near the top of the cartridge artwork?
A30] <FAQers-FierceDeityYS> state of the art and high resolution


-----RESULTS-----

DAPPERDUO: 10 (Chupperson - 3, Lizard - 4, Team - 3)


FAQers: 9 (Cyan - 5, FierceDeityYS - 2, Team - 2)

ButtPatrol: 5 (mdm - 1, FFFX - 3, Team - 1)

Rimmer: 4

DarthChef: 3 (TKnHappyNess - 1, ulanshad - 1, Team - 1)

Blaster: 2

ThisIsMyTeam-Kevin: 1

Phistisio: 1

TOTALLYCOOL: 1 (ShanD - 1, BR26 - 0)

231
Podcast Discussion / Radio Trivia Results for 03/31/2006
« on: April 01, 2006, 08:12:51 PM »
Game 1: Pikmin (GC)

Q] What was Pikmin named after?
A] <ulanshad> Miyamota's Dog, Pik


Game 2: Megaman Zero (GBA)

Q] Which cyber elf, by name, can grant you brief spurts of invincibility?
A] <ulanshad> Jackson


Game 3: Secret of Mana/Seiken Densetsu II (SNES)

Points to: ulanshad, Flik, javy64, BIGmog, Arrow, FFantasyFX

Q] What is the name of the main hero's hometown in Secret of Mana?
A] <Rimmer> Potos


Game 4: Rayman 2: The Great Escape (N64)

Points to: Svevan, Flik

Q] What is the name of the Great Spirit Rayman summons in Rayman 2?
A] <ulanshad> Polokus


Game 5: Toxic Crusaders (NES)

Q] In which city are the Toxic Crusaders based?
A] <ulanshad> Tromaville


-----RESULTS-----

Ulanshad: 4


Flik: 2

javy64: 1

BIGmog: 1

Arrow: 1


FFantasyFX: 1

Rimmer: 1

Svevan   : 1

232
TalkBack / Is That a Franchise in Your Pocket?
« on: March 23, 2006, 08:25:27 PM »
Thursday Katsuya Eguchi discussed the development and evolution of Animal Crossing from the 64DD to the DS.  A summary and an audio recording of his presentation are both inside!

Katsuya Eguchi, director of the Animal Crossing games, spoke Thursday at GDC in a session entitled "Is That a Franchise in Your Pocket? An Animal Crossing: Wild World Case Study."  His casual presentation included a history of the series, an overview of the gameplay, and what makes it a daily experience.  I have summarized his presentation in this article, but you may listen to Tim O'Leary's translation for further details.    


He began by explaining the first game's very different origins.  Animal Forest was originally slated for the 64DD attachment for the N64.  Although the game was always focused on communication, the team was initially uncomfortable about straying from the familiar goal-based structure.  The mostly-powerless main character would communicate and enlist the help of animals in an adventure-style game against a great evil.  The game was a true adventure game—complete with dungeons—but the team secretly hoped communicating with the animals would side-track players from the main quest.    


The 64DD project made heavy use of the system's large rewritable storage capacity.  When Nintendo decided to move the game to the N64, which had far less RAM and non-volatile storage space, Eguchi's team had to reassess their objectives.  They stripped out the adventure and story aspects and brought communication to the forefront, shaping the design gamers now know and love.    


Eguchi admitted some within Nintendo were unsure of why people would find Animal Crossing fun, but it was launched and subsequently adored.  Eguchi provided many reasons for why players continue to play Animal Crossing in its various forms.  Players share and discuss common experiences (such as K.K. Slider performances) as well as unique events.  Visiting others' towns, houses and clothing designs often incites inspiration and healthy competition among friends. The freedom to choose one's daily activities and customize their town also provides players with satisfaction and pride.  Giving players the chance to express their personalities through their town was very important.    


He conceded that inconvenience produces much of Animal Crossing's addictive nature.  If players were fully satisfied at any time, they would stop playing.  Therefore, Tom Nook's store sells a poor selection, the real-time clock, complete with seasons, makes events and items very elusive.  Of course, Eguchi and his team did not want to test players' patience, so they included time-independent and immediately rewarding activities, too.    


He then discussed some of the changes made for Wild World due to storage constraints, such as a reduced animal cast and playing field, before continuing onto his larger point: developers should pay careful attention to a platform's abilities and limitations.  He pointed out that portables have limited battery life and can be played anywhere, so saving a game must be quick and convenient.  He discussed recent Nintendo-published DS titles and how the system and WiFi features were used appropriately.  He also remarked at how communicating via Nintendo Wi-Fi Connection (as opposed to letters) altered the style of communication, introducing more chit-chat.    


He concluded by encouraging developers to consider the Revolution (and not just Nintendo DS) when drafting new projects.  To show his own enthusiasm for the system, he disclosed that his next big challenge is to determine how Animal Crossing should be brought to the Revolution.


233
TalkBack / IMPRESSIONS: New Super Mario Bros.
« on: March 22, 2006, 11:57:29 AM »
In case the title alone isn’t enough to warrant your preorder, TYP gives hands-on impressions of GDC’s near-final game.

New Super Mario Bros. just keeps getting better.  At E3 2005 the two-player racing demo attracted longer lines with each passing day, and everyone is excited about the near-finished version on display at GDC.    


Quite a bit has changed since E3.  The refined controls most closely mimic the original Super Mario Bros’ floaty-yet-precise feel.  NSMB includes the butt stomp (down in the air) and wall jump maneuvers found in more recent games, but Nintendo has removed the unnecessary 180-flip found in last year’s E3 build. Mario can store a single item, much like in Super Mario World, which is activated by touching the screen.  The button mapping is configurable, but I was more than satisfied with the default controls of running with Y and jumping with B.  L and R scroll.    


Nintendo is finally showcasing New SMB’s single player adventure.  From what I’ve played and seen, it is full of classic references and old-school action.  Many levels have secondary exits leading to secret areas—the world map suggests that even the worlds branch, with world 2 leading to either 3 or 4, both of which lead to world 5.  Mario fans will love other little touches: running over level 1-2 will bring you to a secret exit and the pulley platforms, virtually ignored since the original SMB, also return.  Clever gamers will find coin heaven and will have to time their jump to collect the three final coins hovering over the exit.  Trampolines induce a spin jump, allowing Mario to either float slowly to the ground or drill-dive by pushing down.  Other playful touches include dancing toadstools and baddies that hop to the music.    


I also encountered a new power-up.  Sometimes a flying block will appear on the world map over a level.  If Mario hits the block found within that level he can don the blue koopa shell, which allows him to slide in his shell once he is up to speed.  This can be very powerful, as Mario is invincible, but players must avoid pits with well-timed jumps.  Also notable are the eight red coins found in some levels as well as larger coins, the latter of which are used to purchase new levels and other goodies (including mushroom houses).    


Multiplayer has also been overhauled.  Instead of the unbalanced racing game seen at E3, Mario and Luigi compete for five stars in one of five short areas, whose ends are connected via warp pipes.  The mode is similar to the competitive mode found in Super Mario 64 DS: a star will appear and both players will scramble for it.  If one of the brothers attacks the other with a fireball or jump, the victim will drop a star.  The resulting competitions are unpredictable and thoroughly enjoyable.    


Curiously, New Super Mario Bros also includes many of the mini-games found in Super Mario Bros 64 DS as well as a few new ones in the same style.  They aren’t simply recycled, though: in NSMB all of the games may be played competitively with up to four players, turning New Super Mario Bros. into an excellent party game.


234
TalkBack / Game Arrangements Available for Band & Orchestra
« on: March 17, 2006, 08:35:28 PM »
Now school musical departments can buy and perform game music.

Award-Winning Video Game Music Now Available for Concert Band, Marching Band and Orchestra    


Los Angeles, CA – March 17, 2006
   


Alfred, the leader in educational music publishing, and Video Games Live™, the first major U.S. video game concert tour, have teamed up to bring the music from award-winning video games to music education programs all over the world. Now band and orchestra educators will be able to purchase concert band, marching band, and orchestra arrangements of the soundtracks to top video games, some of which are also performed by live orchestras during the Video Game Live concert tour.    


“Alfred is always looking for new ways to inspire kids to experience the joy of making music, and the music coming out of the video game industry is amazing," said Andrew Surmani, Vice President of Marketing and Managing Director, School & Church Publishing. “We look for music that is not only beautifully written, but will appeal to students and music educators alike."    


Alfred teamed up with the creators of Video Game Live, famed composers Tommy Tallarico and Jack Wall, to secure licensing agreements from major game publishers. “This is a great step forward in our goal to bring the popular music from games to our young fans. Video Games Live is a concert experience for the entire family and for video game fans everywhere. We want to give kids the opportunity to play their favorite music from our show for their friends and family," said Wall.    


The 2006 Video Games Live concert season debuts at the Civic Auditorium in San Jose on Friday, March 24th as the closing event of the Game Developer’s Conference where all the top game designers and composers will be in attendance. For tickets, please visit www.ticketmaster.com.    


For more information about Alfred’s release of game music for music education programs, visit alfred.com.    


For more information about the Video Game Live concerts and tour schedule, visit videogameslive.com.


235
NWR Forums Discord / Radio Joins the Funhouse Family
« on: March 13, 2006, 12:15:19 AM »
In case you missed the headline, Louie FM is now Nintendo Funhouse Radio.  So, uh, huzzah!

236
NWR Forums Discord / Deguello
« on: March 11, 2006, 05:08:47 PM »
Interesting.  UncleBob voted for MaryJane after trying to collaborate with me.  We came to the same conclusion independently, and it's a shame we posted at the same time b/c I'd rather I hadn't voted.

If MJ's identity is revealed, so might UncleBob's.

237
Podcast Discussion / Radio Trivia Results for 3/10/2006
« on: March 10, 2006, 06:21:53 PM »
Game 1: Metroid: Zero Mission (GBA)

Points to: Arrow, TKnHappyNess, Stefan, GeneralTraag

Q] How can you hurt yourself in the Ruins Test mini-boss?
A] Shooting your reflection


Game 2: Goemon's Great Adventure (N64)

Points to: FFantasyFX, Svevan, Stefan

Q] What is the official name of the in-level save point?
A] <Stefan> Mr. Elly-Phant


Game 3: Top Gear (SNES)

Points to: Stefan, notmeagai, someGCguy

Q] Which of the track sets are represented by more than one country?
A] <MegaByte> france scandinavia south america


Game 4: Extreme-G (N64)

Point to: someGCguy

Q] Which power-up corresponds with the "W" pick-up?
A] <someGCguy> warp


Game 5: Goonies 2 (NES)

Points to: notmeagai, FFantasyFX, ulanshad

Q] What item helps you find one of your captured Goonie buddies?
A] <MegaByte> Magic Locator Device


Game 6: Power Rangers Fighting Edition (SNES)

Q] How do you unlock Ivan Ooze?
A]  <MegaByte> X Y Start on title screen



-----TALKBACK-----

Stefan: 4


someGCguy: 3

MegaByte: 3

FFantasyFX: 2

Notmeagai: 2

Arrow: 1

TKnHappyNess: 1

GeneralTraag: 1

Sevevan: 1

Ulanshad: 1



238
TalkBack / Revolution Dev Kit Details Uncovered
« on: March 10, 2006, 12:27:35 PM »
Matt from IGN explores a preliminary Revolution development kit.

It is well known that Nintendo has shipped over a thousand Revolution development kits and that many of those kits consist of peripherals for current GameCube development kits.  Recently Matt Casamassina had a chance to study the development kit hardware.    


While details about the preliminary kit have little affect on eager gamers, and major third parties now have more sophisticated Revolution development kits, the setup is curious.  Everything is wired.  The freehand style controller connects to and is powered by a GameCube controller socket, while the nunchuck peripheral attaches to the freehand style controller through an Ethernet port.  Interestingly, the sensor that detects the controller's position is connected through a memory port, much like the GameCube microphone.    


Matt also offers brief impressions of the makeshift controller in http://revolution.ign.com/articles/694/694785p1.html>the full story.


239
Podcast Discussion / Planet Trivia Results for 3/3/2006
« on: March 03, 2006, 06:19:17 PM »
An amazing FIVE stumpers!  Thank MegaByte, mostly.


-----QUESTION WRITERS----
Jonathan Metts: 1-9 (9)
Stan Ferguson: 10-15 (6)
Ty Shughart: 16 (1)
Aaron Kaluszka: 17-22 (6)
Evan Burchfield: 23-25 (3)
Michael Cole: 26-30 (5)


-----QUESTIONS-----

Q1] Ignoring the CD-i and Satellaview games, which Zelda game(s) cannot be played on a GameCube with an attached GB Player?
A1] Zelda for Game & Watch (it is not included in any of the G&W Gallery compilations)

Q2] What are the names of the four playable monkeys in Super Monkey Ball 2? (one line)
A2] <ShanD> aiai, meme, baby, and gongon
 
Q3] In what EA-published GameCube title do you free New York City from a "what-if" Soviet invasion?
A3] <ShanD> fredom fighters

Q4] What "new" feature in Mario Kart DS was actually subtly included in earlier games in the series, according to producer Hideki Konno?
A4] <ShanD> drafting

Q5] What is the only Nintendo-published game to endorse the Logitech Speed Force steering wheel on its NA box art?
A5] <dest> F-zero GX

Q6] What are the suits available in Metroid Prime? (one line)
A6] <ShanD> power, vargia, gravity phazzon, fusion <<<< Varia and phazon, but whatever

Q7] What developer royally screwed up the controls for Mega Man Anniversary Collection on GameCube?
A7] <Cyan> Atomic Planet Entertainment

Q8] Which Nintendo of America executive once held a "BRILLIANT!" job at Guinness?
A8] <Bastian> Reggie Fils' Aime

Q9] In Timesplitters 2, what activity is required for the challenges "Pane in the Neck", "Bricking It", and "Stain Removal"?
A9] <Cyan> breaking windows

Q10] Who founded Nintendo Koppai?
A10] <Blaster> fusijaro yamuchi <<<< Barely accepted.  It's Fusajiro Yamauchi

Q11] What company provided the solar cells for Nintendo Beam Gun Games?
A11] <Bastian> Prolly Sharp

Q12] In 1975 Nintendo teamed up with Mitsubishi Electronics to produce what video game system?
A12] <Cyan> TV-Game 6

Q13] In WWF No Mercy what was Eddie Guerrero's character specific props?
A13] <TKnHappyNess> Roses

Q14]What city and country does Soda Popinski hail from?
A14] <dest> Moscow, USSR

Q15] What's the name of the final boss in Gradius III?
A15] <Cyan> Bacterion

Q16] What song is featured in the Guilty Gear Dust Strikers video trailer?
A16] Drumhead Pulsation

Q17] In Teenage Mutant Ninja Turtles: Fall of the Foot Clan, Krang's bonus game is based on which famous game?
A17] Nim

Q18] In Kururin Paradise, what do ghosts do if you get too close to them, and what is their effect?
A18] Grab your vehicle, slow/pull rotation

Q19] Which NES game's title contains a poor translation of the Japanese onomatopoeia for whirring sound?
A19] <HadesGigas> Clu Clu Land

Q20] Which Pokemon Mini game was released in Europe, but not in the US?
A20] <Cyan> Pokémon Shock Tetris

Q21] In Zoo Keeper, which animal only appears in some levels?
A21] Rabbit

Q22] In the Super Mario Bros. comics, what was the name of the spoof of Ripley's Believe it or Not?
A22] <Cyan> Koopa's Believe It Or Else!

Q23] What is the occupation of the Giant Roller Skating Robot in Mystical Ninja: Starring Goemon?
A23] <HadesGigas> actor

Q24] In Trauma Center: Under the Knife, what is the name of the procedure for excision of tumors that you learn early in the game?
A24] Powell Procedure

Q25] What fan-beloved feature from Mystical Ninja: Starring Goemon was removed from the American release of its sequel, Goemon's Great Adventure?
A25] <HadesGigas> japanese lyrics

Q26] The soundstone in Drill Dozer strongly resembles what musical symbol?
A26] <Bastian> Treble Cleff

Q27] Which N64 game features vehicles such as the Auricom and Feisar?
A27] <Cyan> wipeout

Q28] On the Mairo Power Tennis Website, Peach writes a postcard to Mario alluding to another game.  What is the reference, and what game is it referring to?
A28] <Cyan> glitzville, paper mario: thousand year door <<< The Great Gonzales, too, ya know.

Q29] In Kirby's Dream Course, which two powers allow Kirby to safely travel on the surface of water?
A29] <Bastian> Freeze, Tire <<<<< It's Wheel, but other staffers made the case

Q30] What is the name of the Lethal Lava Land mission only found on Nintendo DS?
A30] <Cyan> Flaming Silver Stars


-----RESULTS-----

Cyan: 9


ShanD: 4

Bastian: 4

HadesGigas: 3

dest: 2

Blaster: 1

TKNHappyNess: 1

 

240
TalkBack / Contact Comes to America
« on: March 03, 2006, 07:09:39 AM »
Atlus will bring the Nintendo WFC RPG to North America.

ATLUS U.S.A., INC. ANNOUNCES "CONTACT" FOR THE NINTENDO DS    


An Offbeat Action RPG Packed with Hunting, Cooking, Fishing, Training,   Collecting,  and Romance!
   


IRVINE, CA - March 3, 2006 - Atlus U.S.A., Inc., a leading publisher of   interactive  entertainment, today announced the acquisition of the North American   publishing  rights to Contact, an action role-playing game for the Nintendo DS.   Developed  in Japan by Marvelous Interactive Inc., Contact is scheduled for release in   the  summer of 2006.    


"Contact is the rare breed of quirky RPG that attracts a rabid fanbase with   its  whacked-out story, setting, and characters," said Tomm Hulett, Project Lead   for  Atlus U.S.A., Inc. "I'm excited that gamers will be able to spread the fever  to thousands of others with Nintendo Wi-Fi Connection."    


Contact has not yet been rated by the ESRB.    


  ABOUT CONTACT    


The klaxon alarm is shrieking! Something is wrong! The Professor wrestles   his  damaged spaceship to a crash landing on a mysterious planet.    


In the aftermath of the crash, The Professor discovers that the power   sources  of his ship, known as Cells, have been scattered across the surface of this   strange  world. To retrieve them all, The Professor enlists the aid of a brave young   man  named Terry--and a brave video game player known as you! The Professor and   Terry  will ask for your help during the course of the adventure, using the   Nintendo  DS to "contact" you along the way.    


Will The Professor gather the Cells and return to outer space? Will you   learn  the goal of the mysterious organization that seeks to gather the Cells for   itself?    


The future of an entire world has been placed in your hands!    


  CONTACT KEY FEATURES    


     
  • Abundant gameplay activities including animal-training, item-collecting,   monster-hunting,  and old-school mini-games!  
  • Dual-screen functionality with mission maps, interior/exterior viewpoints,  and more!  
  • Real-time combat with special abilities and powerful "Decal Attacks"!  
  • Character design by Atsuko Fukushima, whose credits include the PSP hit   PoPoLoCrois!


241
TalkBack / Nintendo DS Games Nominated for GDC Choice Awards
« on: February 27, 2006, 12:38:11 PM »
Nintendo earns five nominations for its innovative Nintendo DS titles, and Resident Evil 4 finally gets some love.

INNOVATORS DAVID JAFFE, TIM SCHAFER AND FUMITO UEDA DOMINATE LIST   OF NOMINEES FOR 6TH ANNUAL GAME DEVELOPERS CHOICE AWARDS    


"God of War" Leads With Six Nominations, "Shadow of the Colossus" Garners Five;  "Guitar Hero," "Project Gotham Racing 3" and "Psychonauts" Tie With Three Nods   Each
   


SAN FRANCISCO, Calif. - Feb. 27, 2006 - Sony Computer Entertainment's "God of   War" and "Shadow of the Colossus" lead the list of nominated games for the 6th   annual Game Developers Choice Awards, receiving six and five nominations, respectively.   "Guitar Hero," "Project Gotham Racing 3" and "Psychonauts" follow close behind   with three nods.    


The ceremony, produced and hosted by the Game Developers Conference (GDC) and   presented by the International Game Developers Association (IGDA), is the only   peer-based, open nomination awards program in the industry where honors are bestowed   to developers by developers.  Recipients will be announced during the GDC, slated   for March 20-24, 2006 in San Jose, Calif.    


"Recognizing and showcasing individual achievement in the creation of games is   a core principle of the GDC," Jamil Moledina, director, Game Developers Conference,   said.  "For that reason, we are proud to produce and host the Choice Awards."    


The ceremony will take place Wednesday, March 22 at 6:30p.m. at the San Jose   Civic Auditorium.    


"Every year, thousands of nominations are submitted by developers from around   the world," Jason Della Rocca, executive director, IGDA, said.  "Voting on the   final recipients will be extremely competitive, and who can spot excellence and   creative achievement better than the creators themselves?"    


Nominations were free of charge and open to all IGDA members, ensuring that the   nominees reflect the international development community's opinions.  The IGDA   membership will vote on the finalists.    


The 6th annual Game Developer Choice Awards are supported by Platinum Sponsor   Motorola and Gold Sponsor AGEIA.  In addition to the voted award categories,   honors will be presented for the Lifetime Achievement, First Penguin, Community   Contribution, Maverick and Innovation awards.      


For more information about the Game Developers Choice Awards, check out www.gamechoiceawards.com.    


The complete list of nominees is:    


Best Game    


Animal Crossing: Wild World (Nintendo EAD / Nintendo)
 - Katsuya Eguchi, Hisashi Nogami, Takashi Tezuka, Kazumi Totaka
   


God of War (Sony Computer Entertainment America)
 - David Jaffe, Shannon Studstill    


Guitar Hero (Harmonix Music Systems / RedOctane)
 - Rob Kay, Greg LoPiccolo, Alex Rigopulos    


Shadow of the Colossus (Sony Computer Entertainment Inc.)
 - Kenji Kaido, Yasuhide Kobayashi, Fumito Ueda    


The Movies (Lionhead Studios / Activision)
 - Gary Carr, Peter Molyneux, Mark Webley    


Audio    


Call of Duty 2 (Infinity Ward / Activision)
 - Mark Ganus    


Electroplankton (Nintendo)
 - Toshio Iwai, Koichi Kyuma, Yuichi Ozaki
   


God of War (Sony Computer Entertainment America)
 - Dave Murrant    


Guitar Hero (Harmonix Music Systems / RedOctane)
 - Eric Brosius, Kasson Crooker    


Project Gotham Racing 3 (Bizarre Creations / Microsoft Game Studios)
 - Nick Bygrave, Guy Whitmore, Nick Wiswell    


Character Design    


City of Villains (Cryptic Studios / NCsoft Corporation)
 - Ocala Bellows Kulig, Ryan Butts, Jay Doherty, Jeremy Mattson    


God of War (Sony Computer Entertainment America)
 - David Jaffe, Terry Smith, Charlie Wen    


Oddworld: Stranger's Wrath (Oddworld Inhabitants / Electronic Arts)
 - Lorne Lanning, Rich McKain, Iain Morton, Raymond Swanland    


Psychonauts (Double Fine Productions / Majesco Entertainment Company)
 - Scott Campbell    


Shadow of the Colossus (Sony Computer Entertainment Inc.)
 - Atsuko Fukuyama, Hitoshi Niwa, Shunpei Suzuki, Fumito Ueda    


Game Design    


Animal Crossing: Wild World (Nintendo EAD / Nintendo)
 - Katsuya Eguchi, Hisashi Nogami, Takashi Tezuka, Kazumi Totaka
   


God of War (Sony Computer Entertainment America)  - David Jaffe    


Nintendogs (Nintendo EAD / Nintendo)
 - Tsutomu Kaneshige, Hideki Konno, Shigeru Miyamoto, Kiyoshi Mizuki
   


Psychonauts (Double Fine Productions / Majesco Entertainment Company)
 - Erik Robson, Tim Schafer    


Shadow of the Colossus (Sony Computer Entertainment Inc.)
 - Junichi Hosono, Fumito Ueda    


Technology    


Battlefield 2: Modern Combat (Digital Illusions / Electronic Arts)
 - Fred Gill, Måns Vestin    


Guitar Hero (Harmonix Music Systems / RedOctane)
 - Eran Egozy, Eric Malafeew, Phil Winston    


Nintendogs (Nintendo EAD / Nintendo)
 - Tsutomu Kaneshige
   


Project Gotham Racing 3 (Bizarre Creations / Microsoft Game Studios)
 - Edmund Clay, Roger Perkins, Phil Teschner, Ian Wilson    


Shadow of the Colossus (Sony Computer Entertainment Inc.)
 - Jinji Horagai, Takuya Seki, Hajime Sugiyama, Masanobu Tanaka    


Visual Arts    


God of War (Sony Computer Entertainment America)
 - Steve Caterson, Terry Smith, Charlie Wen    


Project Gotham Racing 3 (Bizarre Creations / Microsoft Game Studios)
 - Gren Atherton, Julie McGurren, Peter Roe, Kiki Wolfkill    


Resident Evil 4 (Capcom Production Studio 4 / Capcom Entertainment)
 - Yusuke Hashimoto, Yoshiaki Hirabayashi, Yusuke Kan, Masaki Yamanaka
   


Shadow of the Colossus (Sony Computer Entertainment Inc.)
 - Koji Hasegawa, Hironobu Nakano, Masanori Kajita, Fumito Ueda    


We Love Katamari (Namco Limited / Namco Hometek)
 - Keita Takahashi, Takeshi Ugajin    


Writing    


Freedom Force vs. The 3rd Reich (Irrational Games / Vivendi Universal Games)
 - Ken Levine    


God of War (Sony Computer Entertainment America)
 - David Jaffe, Marianne Krawcyzk, Alex Stein    


Indigo Prophecy (Quantic Dream / Atari)
 - David Cage    


Jade Empire (BioWare Corp. / Microsoft Game Studios)
 - Drew Karpyshyn, Brian Kindregan, Luke Kristjanson, Mike Laidlaw, Peter Thomas,   Mac Walters    


Psychonauts (Double Fine Productions / Majesco Entertainment Company)
 - Tim Schafer, Erik Wolpaw    


New Studio    


ArenaNet (Guild Wars)
 - Mike O'Brien, Jeff Strain, Patrick Wyatt    


Double Fine Productions (Psychonauts)
 - Caroline Esmurdoc, Tim Schafer    


New Crayon Games (Bonnie's Bookstore)
 - Phil Steinmeyer    


TellTale Games (Bone: Out From Boneville)
 - David Bogan, Kevin Bruner, Dan Connors, Troy Molander    


Wideload Games (Stubbs the Zombie in Rebel Without a Pulse)
 - Alexander Seropian


242
TalkBack / More Mega Man Battle Network
« on: February 27, 2006, 11:23:21 AM »
It seems the world cannot get enough of Lan and his Mega Man.

CAPCOM(r) ANNOUNCES MEGA MAN BATTLE NETWORK(r) 6      


  CYBEAST GREGAR AND CYBEAST FALZAR FOR THE GAME BOY(r) ADVANCE
   


       


SUNNYVALE, Calif. - February 27, 2006 - Capcom*, a powerhouse in the  multi-billion dollar video game industry, today announced Mega Man  Battle Network(r) 6 in two versions - Cybeast Gregar and Cybeast Falzar  for the Game Boy(r) Advance video game system.  The popular net battle  series reaches a dramatic climax as familiar heroes, Lan and Mega Man,  find themselves on unfamiliar terrain both in the real and cyber worlds.  They will face the mightiest threats the series has ever seen but also  wield the greatest power ever available.  Capcom plans to release Mega  Man Battle Network 6 Cybeast Gregar and Mega Man Battle Network 6  Cybeast Falzar across North America in Q2 2006.      


     


In Mega Man Battle Network 6, Lan's father has received a job transfer  and the family moves to Cyber City, a town known for conducting various  technological experiments.   Lan will meet new people and build new  friendships in the real world while Mega Man befriends helpful Navis and  encounters dangerous new enemies on the virtual plane.  Together they  will face threats far more powerful and perilous than they ever have  before.      


     


A long time ago, two ancient creatures with unimaginable power ravaged  the net.  These two behemoths, called "Cybeasts," clashed against each  other with such force that the entire virtual landscape was changed  forever.  One embodied the form of a vicious wolf, with massive fangs  and horrific howls that reached far and wide.  The other was a ferocious  bird with razor sharp claws and immense wings that flapped mightily,  blowing over everything in its path.  After their last known battle, a  giant crater was all that remained and it was named the Underground,  where they have lain in slumber... until now.  Through the actions of a  mysterious foe, they have been awakened and unleashed upon the net.  Mega Man is able to intervene and manages to successfully contain one of  the beasts within him.      


     


In addition to the shifting story, new features change up the gameplay.  A new "Cross System" allows Mega Man to utilize the special power of  allies in battle.  Mega Man will encounter several "Link Navis" along  the way which, when defeated, will lend their own cross ability that can  be used in battle.  Though very useful, each has a particular weakness.  Another powerful advantage is the "Beast Out" system, resulting from  Mega Man's absorption of the powerful Cybeasts.  The option to use the  ancient monster's power during battle will become available, offering a  boost in speed, ability to rapid fire Buster shots, double a Battle  Chip's attack power and more.  While a Cross is equipped, Mega Man can  also Beast Out, combining the forces of these two systems to maximize  the power of the Crosses even further.  However, the use of the Beast  Out system is very limited and if Mega Man becomes fatigued, he may  succumb to an uncontrollable overdrive mode called "Beast Over."  In  this state, Mega Man will be very powerful for a short period of time,  but then when he is released from this mode, he will be left in a very  weakened state, close to dying.      


     


Mega Man Battle Network 6 includes the following features:    


     
  •         New town, new storyline!    


  •         "Cross System" - defeat Link Navis and gain their special  "Cross" ability which Mega Man can use in battle    


  •         "Beast Out" powers - allows players to use the abilities of a  formidable Cybeast creature    


  •         Combine both Cross and Beast Out systems for incredible power  possibilities!    


  •         Game Link(r) Cable and wireless adapter compatible functions    


    o        Trade programs and Battle Chips    


    o        Compare records and have Net battles with your friends  

  •    


  •         Distinct features for Cybeast Gregar and Cybeast Falzar    


  • Five distinct Link Navis aid Mega Man in each version, for a  total of 10    


  • Assorted Battle Chips for each version    


  • Each Cybeast is the final boss for the two versions    


  • Combinations of Cross and Beast Out systems vary between the two  versions    


    o        Different strategies for winning - with unique powers available  and different enemies players face in each game, the strategy for  completing them will change  

  •  


243
Podcast Discussion / Radio Trivia Results for 02/24/2006
« on: February 24, 2006, 06:21:11 PM »
TYP said, "Let there be points," and it was so.


Game 1: Yoshi's Island (SNES)

Points to: TKnHappyNess, Piccolo, Racht, Deezer, Philetas, Chuppers, Blaster, Mumbo, fudge, Gouki-8, MegaByte, ulanshad

Q] Which enemy has two levels named after it in Yoshi's Island for the SNES?
A] <Piccolo> lakitu


Game 2: Kirby and the Amazing Mirror (GBA)

Points to: MegaByte, Piccolo, Mumbo

Q] Which powers can cut through rope?
A] <Mumbo> sword cutter cupid master


Game 3: Castlevania: Legacy of Darkness (N64)
Point to: Philetas

Q] How can you destroy Red Skeletons in Castlevania: Legacy of Darkness?
A] <Mumbo> kill a flaming blue skull near them


Game 4: Kingdom Hearts: Chain of Memories (GBA)
Points to: BlackMage, fudge, Racht, MegaByte

Q] Which card increases damage inflicted when you attack from behind?
A] <Mumbo> fat bandit


Game 5: Mega Man 5 (NES)
Points to: BlackMage, Piccolo, Chupperson, Philetas, Deezer, MegaByte, Racht

Q] In which level can you find the letter N?
A] <fudge> napalm man


----RESULTS-----


Mumbo: 5


Piccolo: 4

MegaByte: 4

Fudge: 3

Racht: 3

Philentas: 3

Deezer: 2

Chupperson: 2

BlackMage: 2

TKnHappyNess: 1

Blaster: 1

Gouki-8: 1

Ulanshad: 1


244
TalkBack / Non-White DS Lites Delayed in Japan
« on: February 23, 2006, 09:54:41 PM »
Those who pre-ordered Ice Blue and Enamel Navy DS Lite systems will have to wait nine more days.

Nintendo NCL has once again apologized for DS-related distribution problems.  Due to manufacturing problems, the company will be unable to ship its Ice Blue and Enamel Navy units to retailers by March 2nd.  The white model will still come out on March 2nd, however, which will undoubtedly increase demand for the flagship Crystal White model and complicate current pre-orders for all three colors among retail outlets.    


PGC import partner Lik-Sang reports more details, speculating between 130,000 and 280,000 units will reach retail channels on March 2nd and that markups are likely.  Lik-Sang is working hard to appease its customers.    


You can also expect the first batch of units to ship out on or before D-Day from our warehouse to those happy gamers who got in line earliest. Still, we have to reckon it might take us one week or even longer to successfully satisfy the numerous customers who placed themselves in the queue.    


If you ordered a non-white system from Lik-Sang, it looks like you'll simply have to wait.    


Special thanks goes out to Chris Kohler for the tip.


245
TalkBack / Reggie Talks About All Things Nintendo
« on: February 20, 2006, 01:07:30 PM »
Reggie discusses Revolution development kits, hints at a new franchise for the upcoming console, and more in an interview with Engadget.

Peter Rojas of Engadget recently interviewed Reggie Fils-Aime of Nintendo of America on a variety of topics, and the VP provided more than a few interesting responses.  Rojas presses Reggie on the limits of Nintendo Wi-Fi Connection, the state of Revolution software development (the company has shipped over 1,000 controller dev kits), and what we will see at E3.    


Here's a snippet on why NOA is barely discussing Nintendo DS Lite.    


 Have you set a timetable for when the DS Lite will be available here in North America?    


We have not announced the date and we won’t be announcing a date for the foreseeable future. We are working through our inventories and our allocations of product and frankly, we are doing everything we can just to meet current demand. Japan has already announced that they will launch in early March and they have the same challenges of meeting that very high level of demand.    


We need to make sure that we have enough product in hand for us to launch effectively here in North America and as soon as we feel we are in that position we’ll announce it.  
   


Readers engrossed in GameCube-Revolution forward-compatibility may need to reassess their hopes.    


 Speaking of GameCube, if you play a GameCube game on the new Revolution console, will you be able to use the Revolution controller or will you have to use the older style of controller?    


Well, all of the GameCube games will be compatible only with GameCube accessories, so whether it’s a WaveBird or whether it’s a wired controller, you’ll only be able to play those titles with those accessories. Essentially what we’re saying is that Revolution titles are the only ones that will leverage the new controller.  
   


And Fils-Aime assures gamers that new franchises will be among the games leveraging the new system and its controller—whatever it may be called.  The company insists Revolution is a code name.    


You can read the full interview with Reggie at Engadget.


246
TalkBack / REVIEWS: Bubble Bobble: Old & New
« on: August 15, 2002, 06:00:40 PM »
“Now, it is beginning of a fantastic story review!"  TYP evaluates the Japanese import of this classic arcade hit.

Bubble Bobble is a 1986 Arcade (and NES) game many older gamers fondly remember.  It had a respectable following in its day, but Bubble Bobble has since fallen somewhat into obscurity while its spin-off series, Puzzle Bobble (a.k.a. Bust-A-Move) has become more recognizable to the modern gamer.  Knowing it was one of the many classics I’ve missed over the years, I snapped up an import copy of its handheld port to reward my curiosity.      


Like many games from the mid-eighties, Bubble Bobble was designed to be simplistically addictive.  A platformer/puzzler hybrid reminiscent of the original Mario Bros., Bubble Bobble brings one or two players on a “journey" to clear out all the baddies in the Cave of Monsters, one floor (screen) at a time.  Destroying an enemy usually involves blowing a bubble to capture the monster and then popping it with your dinosaur’s  body before the creature escapes.  Both naturally occurring and blown bubbles can be used as platforms, and special bubbles contain helpful items or weapons.  Even with no instructions, this game is easy to pick up and play.    


Gaming fans of today will most certainly find a few disagreeable aspects with Bubble Bobble: Old & New.  Though the control is responsive, the dinosaurs (Bub and Bob) are sluggish, especially in midair.  Players will also find themselves trapped on a few levels, and the difficulty makes for plenty of “Game Over"s.  But though the control is below modern standards and the game has a few holes, all of this can be forgiven—after all, this is a 1986 arcade game!  In fact, perhaps the game’s greatest feature is derivative of developer MediaKite’s dedication and observations about other ports’ problems: the developer has made the GBA’s smaller screen a non-issue.  By using the GBA’s scaling capabilities, the game offers both horizontal and vertical orientation, changeable at any point during the game with the L button.  The default horizontal orientation provides full resolution while the vertical orientation sacrifices attractiveness for practicality.  The screen zooms in and out, creating a very smooth transition without losing sight of your character in the process.  This one feature is really what makes the game such an excellent port, as there are no unfair surprises when the bottom and top of the level are connected.  After exploring the arcade original, I can safely say that arcade fans will not be disappointed with the mechanics in this conversion.    


Some things have changed in the move to the handheld, though, while others haven’t changed enough.  The “Old" mode’s sound is supposed to emulate the Arcade’s, but it doesn’t do a very good job.  The happy-go-lucky ice cream truck lead instrument has been replaced with the most basic of square waves, and many sound effects have had a similar downgrade.  Also, MediaKite obviously hasn’t mastered the system’s LCD display yet, as the game’s graphics are much darker than the arcade game’s, sometimes impairing visibility.  While these aren’t horrible problems, any gamer will tell you that part of Bubble Bobble’s charm was its cheery music and bright graphics.  You may have noticed I haven’t really talked about the “New" mode yet: that label is very misleading.  All updates in the “New" game are purely aesthetic.  The graphics are updated, the sound effects are slightly enhanced (including occasional voices) and the music gets the remix treatment, but the game and its one hundred levels remain untouched.  Anyone hoping for new levels to conquer is unfortunately out of luck.    


There are a few little extras in the cart.  “New" mode features some sort of collected item list and something else, though as far as I can tell it doesn’t unlock anything.  The game also features a battery save when Taito could have easily skimped and used a password save, allowing the game to retain high scores.  But the biggest bonus is its co-op multi-player.  With one cart two friends can explore the original cave of monsters, and having two carts will open up the enhanced version.  What’s more, this game is mostly in English, making it a very import-friendly game for the die-hard fans.    


Bubble Bobble is a LOT of fun, and everyone should try it out in one form or another.  This GBA port is very commendable, but it just isn’t worth the import price.  For now, most gamers should wait and see if Taito can get another publisher to release the game internationally.

Pros:
       

  • Accurate, classic gameplay and controls  
  • A challenging experience  
  • Classic co-op play with one cartridge  
  • Battery save

           Cons:
           
  • “Old” mode’s sound has inaccurate timbre  
  • No new levels  
  • Dim graphics  
  • Some gamers may not like the classic control and tricky level design

                   Graphics:  8.0
           The arcade version’s graphics are accurately represented and the enhanced mode looks good, but everything tends to be dimmer than desired.  What brings this score up is the excellent level scaling feature, which will forever make the Mario Advance version of Mario Bros. look second-rate.

                   Sound:  7.0
           The game still features the same catchy melody, but it just won’t sound right to Bubble Bobble vets.  The handful of songs are still fun though, and the “New" mode’s remixes are superb.

                   Control:  6.0
           Giving this a score is a difficult task.  Yes, the dinos aren’t as agile as the player would like, but they were just the same 16 years ago.  Some will appreciate the port’s accuracy and others will dread it.

                   Lastability:  7.0
           Players can muscle their way through the levels, but becoming a true master and raking in the points will require lots of experience.  There are also very few handheld games featuring co-op play, making the game very appealing when with a friend.  Disappointingly, the game should have been called “Bubble Bobble: Old & Enhanced," as there are no new levels to keep a veteran’s attention.

                   Gameplay:  8.0
           It’s old, it’s simple and it’s fun!  The gameplay, like the control, will frustrate those with a weaker spirit.  At times the game seems ridiculously challenging thanks to its take-your-money arcade roots, but it is undeniably addictive.  Its co-op play is a huge plus as well!

                   Final:  7.0
           Those itching for an excellent port of the classic Bubble Bobble need look no further. Gamers completely unfamiliar with the series should definitely give the game a rental if it ever comes stateside, and having a friend to play this game with will most certainly upgrade Bubble Bobble: Old & New to a buy.  Although the game has a lot of charm, for most people it just isn’t worth the import price.      


  • 247
    TalkBack / IMPRESSIONS: Wario World
    « on: May 22, 2002, 02:22:01 PM »
    NYAHAHAHAHA!  Didn’t you hear?  Wario’s got a new GameCube game, and TYP was all over it!

    Wario on GameCube was a pleasant surprise: like Pikmin, no one expected it and it will help flush out the Nintendo’s lineup.  Many already know how much I love Wario, but I’ll contain my love for the big lug and give an un-tainted overview.    


    The layout of the game could best be described as a glorified side-scroller.  Sticking close to Wario’s Game Boy roots, the camera is at a fixed angle and moves in a fashion not unlike Luigi’s Mansion, following the big lug as he explores the various levels.  While there were definitely platforming elements in the three playable levels, the game reminded me of an old Double Dragon title.  One of the easiest games to pick up and play, Wario World only uses the A and B buttons in conjunction with the main analog stick.  In any given level, Wario clobbers the multitudes of baddies with his trademark weight problem.  He bashes, punches and ground-pounds the various monsters, knocking them out.  He then performs one of many throw moves (with the B button) for the kill, from a standard toss to the ever-popular pile-driver, which can knock out other enemies near the fiendish hero.  He can also throw some of the items scattered about.  Wario will most likely find power-ups scattered throughout the game, much like in Wario Land 3, as Wario’s poor jumping abilities were not enough to reach certain areas.  Learned techniques could add more to the controls and provide more variety in Wario’s arsenal.  Mario’s nemesis will need to find and save five monkeys in each level to clear the stage.  Of course, there’s lots of money to collect on the side as well.  It really does feel like a side-scrolling fighter, and throwing Waluigi into the mix could make for some killer co-op action.    


    Wario World is still quite early in development and is therefore rough around the edges.  The bosses were just put in last week and the three playable levels (a mansion, a circus and a pyramid) are the only ones running.    The models are impressive, but game has a mild case of the jaggies, some of the textures are lackluster and the throwing is sometimes a little off, but keep in mind that Wario World is in better shape than NOA was expecting for E3.  These problems will surely be taken care of by its launch.  The audio isn’t all there either: sound was in stereo and I had to provide my own Wario voices, but the music was in place and was pretty good.  What does worry me is the game’s style.  The Wario series is famous for its zany attitude and its unique puzzles.  The feel just isn’t completely there.  Wario jiggles as he moves and conveys his personality to some extent, but there were very few puzzles and I saw none of Wario’s crazy transformations at E3.   The gameplay is great, but unless there are lots of ideas yet to be implemented I predict another Luigi’s Mansion: a game that is great but short due to a lack of variety and a threatening due date.    


    Wario World is really fun, but after playing it I can only tell you a delay is imminent if Nintendo wants it to be as good as possible.  The designers need to inject more craziness into the title to make it part of the Wario series.  But since this game has just become truly playable, I’m sure some of my complaints are already being addressed.  I expect a much more interesting experience next time I see this game.


    248
    TalkBack / IMPRESSIONS: Wario Land 4
    « on: May 21, 2001, 05:00:37 PM »
    Wario's Mushroom Kingdom neighbor, TYP, tried out a demo of his next game for GBA, and boy, was it fun!

    Before we get started, let me tell you that this "RPG" label is pretty much balogna.  Gameplay is much like the previous Warioland games, but that isn't a bad thing.  Strangely, I didn't see a "4" on the title screen...they better add it, or else this would be the third "Warioland" game (WL:SML3, and WL for VB!)    


    For those of you worried about another Wario game just like the previous two (which I enjoyed) put your fears to rest.  Warioland 4 plays like a hybrid of Warioland 1 and 2 with a feel sort of like Super Mario World... Thanks to the bigger screen and extra buttons, more moves and details can be found in this amazingly polished game.      


    Graphics are very souped up.  Like all Mario-related games, the look is somewhat cartoonish, but colorful, still.  In general, think of Yoshi's Island with a few more colors and effects added here and there.  It really felt like a classic SNES game.  I couldn't hear the music very well on the showroom floor, but I believe Kozue Ishikawa is hard at work to create some catchy Wario tunes!    


    Although many levels seemed to be open, I only played a few of them.  The level design seems to be somewhat like WL2, as it is more linear than WL3, but it is not a side-scroller.  In classic Wario style, level design is varied, and coins (which look like Rupees from Zelda this time) are there for the taking.  The general level design, for the levels I played at least, involves hunting for various treasures located in the level and then finding a detonator that reopens the enterance.  You don't need to collect them all on one go, but once you set off that timer, Wario needs to bust a move and get to that portal double-time.    


    But in order to create some sense of familiarity with all of these new and exciting features, the developers have put in many familiar transformations just like in WL2 and 3 (and probably some new ones, too.) And Wario still shakes his booty when climbing ladders, so don't worry!    


    Warioland 4 is looking like it is almost done, so I expect it to be out sometime this year.  I can't wait to take my "beautiful" Wario out for another spin!


    249
    TalkBack / IMPRESSIONS: True Swing Golf
    « on: May 24, 2005, 05:56:16 PM »
    No, there is not an exclamation point in the title.

    Touch Golf is a straightforward golf simulation that uses the touch screen for its golf swing.  By default, the player draws downward from the ball for the backswing, then follows through by drawing back up briskly.  Curving the follow-through will affect the ball's trajectory with a fade or draw.    


    A touch screen menu on the right offers further control.  One menu item on the right side of the touch screen changes the swing's orientation on the touch screen, cycling through all four possible directions.  The player can also adjust the club selected and view the surroundings with the touch screen menu.  The player aims with the D-pad.    


    The demo on display has stroke and match play, with the demo ending after three holes.  I had trouble judging the mechanics and overall difficulty, since I only played the game briefly, but the ball's response to hills and sand seems reasonably believable.  My biggest complaint is the game's lack of personality: the demo offers a choice between a male and female character, and has solid 3D representation of the golf course, but it feels generic.  I was unable to hear the music adequately on the floor, but the static courses and the lifeless golfers did not draw me in.    


    The gameplay is promising, but the demo's lack of visual flair and bare-bones feel leave me unexcited.  Hopefully, the single-card multiplayer and customizable characters promised will flesh out the final game.


    250
    TalkBack / IMPRESSIONS: Trace Memory
    « on: May 20, 2005, 09:55:01 AM »
    What’s the name of this game?  I forget!

    Trace Memory looks to be appealing to a very specific crowd.  The mysterious story involves a girl whose father died a when she was four only to send her a mysterious gadget (a DS) a decade later.  When the player begins, the girl has arrived at a mysterious, remote island, formerly owned by the late Edward brothers, and her little sister has gone missing.    


    Alluding to the point-and-click PC games of yesteryear, the upper screen displays important aspects of the scenery as you move around in a 3D overhead world on the lower screen.  All interaction with the game uses the stylus: the player touches the location he wants her to move towards, and taps the magnifying glass to investigate the immediate area displayed on the top screen.    


    When investigating, the image displayed on the top screen moves to the bottom screen, where the player double-taps (or taps, then uses the magnifying glass) items in the environment.  Sometimes the girl will comment on the scenery, and sometimes an event will occur.  Most puzzles look to be standard point-and-click fare: drag and rotate items, pull levers, etc.  Others are a little different.  For instance, the player must push a boulder to the side with the stylus in one spot, and scrape rust off of a sign in another.  Scratching slowly is far more effective for both situations, and players on the floor became frustrated because they tried to scratch too quickly.    


    Discouragingly, I had trouble figuring out what to do in the demo, described by a Nintendo representative as five minutes long.  I wasn’t alone either: I watched someone play for fifteen minutes before I started over.  This is hardly unique within the genre, though, so it probably isn’t a deterrent to those interested in the game.


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