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Messages - TheYoungerPlumber

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1976
TalkBack / IMPRESSIONS: Egg Mania - Eggstreme Madness
« on: May 26, 2002, 05:09:28 PM »
Kemco representatives called it "Reverse Tetris," but that isn't quite enough.  What's it really like?

Egg Mania is an interesting take on the puzzle genre.  Going against the norm, players actually control their character on the screen.  As one of the many Egg-shaped characters, players must catch little blocks falling from the sky and throw them down to the ground, where they expand into one of many Tetris-style shapes.   After touching a falling “mini-block," an outline of its true form appears so players can run and jump to place the block in the desired position, rotating it as needed.  The idea is to build a stable tower and reach the top of the level before your opponent, where a hot-air balloon is waiting.  Power-ups and weapons also fall from the sky, and more difficult levels have various obstacles built into the sides or background.    


I found the sprite-based graphics vibrant and the music acceptable, but I had some issues with the game itself.  The biggest problem (one I heard others commenting on)  is probably the easiest to fix: the controls are simple, but they aren’t well assigned.  To jump, players push up on the control stick, which is not only uncomfortable but also a source of accidental hopping.  As it is, A jumps and B rotates, while the trigger buttons aren’t used at all.  Making A jump, B throw and R/L rotate would make the game much easier to play.  But there was something else nagging me as well: the game didn’t feel like a multi-player game, even when I was playing against a human player.  I was focused on my own half of the screen, and the two halves only interacted when a weapon was present.  An alternate mode where players destroy the enemy’s tower with bombs was much more fun, as players could pick up thrown bombs and send them back at their opponent.  Perhaps upping the frequency of bombs and other offensive weapons would benefit the main game—right now the game is a little monotonous.  For the record, the GBA version plays exactly the same as the console editions, though it supports up to four players and is hindered by the screen’s vertical limitations.    


Kemco’s Egg Mania has potential, but it needs a lot of tweaking and a little more variety if it’s going to be popular.  In its current state, Egg Mania isn’t worth forty or fifty dollars.


1977
TalkBack / IMPRESSIONS: DK King of Swing
« on: May 14, 2004, 08:35:03 AM »
DK is all over the showroom floor.  And that's a good thing.

DK: King of Swing isn't immediately amusing.  One will push A in a futile attempt to jump, and gawk at how slowly Donkey Kong lumbers along the ground.  Almost immediately I retreated to the tutorial, where I discovered that King of Swing is actually a lot of fun.    


First I learned to jump by pushing L and R, and how L and R grab floating balls with their respective hands in midair.  The hand used determines the direction the ape swings.  If two grabbable balls are near enough, or DK is climbing a sheet of linked balls, DK can grab with two hands to charge in-place for a lunge attack, useful for destroying barrels and other familiar Donkey Kong enemies, such as mice and dragonflies.  It also acts as a more powerful jump than releasing a trigger button while swinging.  In midair, our tick-infested friend's course can be adjusted slightly with the D-pad, but no more than in the original Super Mario Bros.  Collected bananas can be spent on heart refills in-game with B (10 bananas each) or a cheap, brief super-charge which enhances DK's swinging speed (though it wasn't very useful in the demo).    


The game feels remarkably similar to DK Jungle Beat on the GameCube, also on display at E3.  The levels almost have a rythm to them, and skilled players will truely swing like kings through the levels.  At the same time this game reminded me of Kuru Kuru Kururin with its similarly simple but addictive design.  Only three levels were playable, other than the tutorial, but within them I found tires to bounce off of, rotating balls to swing from, gears to turn, and moving walls to get squished between.  The levels are connected with a DKC-style map, suggesting themed arenas, and possibly boss battles.  The demo levels had a jungle or Aztec theme.    


Mario may be slapped on everything from painting to racing, but DK is quickly cornering the Nintendo market for freshly-controlled and entertaining games.  I had no interest in King of Swing when it was announced, but now I'll be sure to buy it upon its release.


1978
TalkBack / IMPRESSIONS: Black & Bruised
« on: May 26, 2002, 06:21:02 PM »
Its cel-shaded style makes it look like a great SNES title, but does it play like one too?

To put it bluntly...No.  Black & Bruised has some great facial expressions and a very appealing look, but everything else is pretty disappointing.    


This boxing game is little more than a button masher.  Just try all of the punches and throw in a charge-up or two and you’re a master already.  The computer AI is horrible right now, as are the loading times (I thought it had frozen!) The boxer’s life mode adds a little variety to the matches and is the most interesting feature in presentation, but with the crummy AI, such situations as weak ribs or exhaustion make little difference in the gameplay.  Characters are animated decently, but this is in quality, not quantity.  Characters will say and do the same things over and over again, never influenced by the story mode’s presented situation.  What little animation and audio Digital Fiction put together was great—hopefully there will be more in the final version.  There were some technical and logical errors present in the E3 2002 burn as well as programming shortcuts, all of which are so obvious they better not be in the final game.    


But even if Mickey doesn’t say “Kiss me clobberin" twenty times or address an invisible crowd when Black & Bruised comes out, the 55% Digital Fiction has yet to complete better include making the game entertaining if Majesco is hoping for a passable review.  Smacking an opponent around is a visual treat, but that is hardly enough.  Get back to work, guys!


1979
TalkBack / IMPRESSIONS: Astro Boy: Omega Factor
« on: May 14, 2004, 11:46:50 AM »
Robotic gold from Treasure.

Treasure's a hit-or-miss developer, but Astro Boy: Omega Factor on the GBA is a thrill of the highest caliber.    


Based on the original manga series (not the new TV series), Astro Boy is full of personality and very addictive.  This fast-paced action game is somewhere between Mega Man and Double Dragon, with crisp and intuitive controls on the Game Boy Player.  The A button makes Astro jump, while pushing it again initiates his rocket jet boots for a brief burst in the direction of your choice.  The B button is your standard punck/kick attack, though sometimes it Astro will shoot a small laser instead.    


Damaging foes increases your special attack energy bar--when it is filled, the special attack reserve counter is increased.  The three special attacks each use one point.  Pushing R causes Astro's arm to turn into a giant beam canon for a giant blast straight in front of him.  Pushing A and B together launches a screwdriver attack with Astro's jet boots, and can be directed in any of the eight directions.  Pushing L initiates a hilarious butt machine gun attack, in which Astro moons the world while shooting in all directions.  The game focuses on melee action: attacks can hurt multiple enemies, and you can punch one enemy into others for a domino effect.    


The moves are varied, but the levels are even more so.  In every area, Astro must destroy all enemies before continuing on his mission.  Some levels are standard platform-fighter fare, with Astro jumping and fighting hordes of robots, gangsters, or whatever else is giving him beef.  I played a moon base level with low gravity where Astro's jump and jet packs went farther.  One Low-G room was filled with smoke and electrified floors and walls.  Even more awesome were the flying sections, where Astro must fight thugs on flying platforms and avoid spiked balls.  Many of the better boss battles took place in midair.    


And Astro Boy is brimming with bosses.  I fought a giant metal bug machine of some sort, another robo-man, giant bad dudes on flying bricks, and more in the first four stages of the game.  Like the rest of the levels, though, they were surprisingly easy and were vulnerable most of the time.  It is understandable that Treasure and Hitmaker would want to make an easier game for the younger players, but the lack of difficulty comes as a minor disappointment.  Hopefully later levels are more challenging.  Stages are short, and the game’s pace suggests it is fairly short...but what Treasure game is longer than a few hours, anyway?    


Astro Boy has excellent presentation, though it isn't the prettiest game around.  The still-frame cut scenes setting up the story are detailed and full of personality, while the main sprites are well animated and pleasing to the eye.  Many of the enemies, especially the large ones, are highly pixilated, but it never bothered me.  I was too busy having fun pummeling them to care.  The game seems to follow the manga's story, though only those familiar with the franchise will ever be able to follow the abbreviated plotlines.  The plot even ties loosely into the gameplay: when you meet or save an important character from the manga, you can upgrade one of Astro's abilities, such as his health, laser, or jet boots.    


Astro Boy is not a shameless money-making monstrosity.  It is Treasure at its finest, and one for beat-‘em-up platforming fans to seriously consider.


1980
TalkBack / IMPRESSIONS: 1080: Avalanche
« on: October 20, 2002, 05:52:28 AM »
What does a non-sports gamer who’s played more Mario is Missing than any extreme sports game think of NST’s work in progress?  Check out TYP’s comments on the title.

1080: Avalanche was the first title I tried at the Cube Club.  I dug up my copy of 1080 on the N64 recently just to prepare myself, and I’m glad I did—the game really does play like the original with extra stuff added in.    


The game isn’t expected to come out until third quarter 2003, so its bare-bones presentation was very understandable.  The demo had two one-player modes: time attack and slalom, both of which are pretty self-explanatory.  There was only one versus mode, racing, which only supported two players.  Each mode had one assigned level, though two of them felt very similar and could have been variations on the same thing—I didn’t really check.  The general control was very tight for such an early game, and maneuvering the boarders seemed to be easy for anyone who played the N64 game briefly.  Not so impressive was the trick system.  Granted, I didn’t fool with it much since there was no real use for them in the demo, but the moves seemed poorly defined.  A good example is the spin trick category.  As a big fan of spins in the original, I usually found myself attempting some sort of safe, horizontal move on large jumps.  However, the boarder more often than not would show his suicidal nature by trying to pull off some ludicrous vertical flip—just the OPPOSITE of what I wanted.  Hopefully NST will work on the trick system, though I’ve heard Wave Race: Blue Storm has strange stunt controls as well, so I’m not holding my breath.    


The level design stays true to the N64 original, complete with multiple paths, secret ramps, and crazy situations.  Players will board through villages, complete with cars and bridges, as well as frozen rivers, twigs and wildlife!  In a section of one slope, players will have to navigate around deer who are disturbed by less than courteous athletes.  I’d imagine others levels in the final version will feature similar little touches.    


So far the graphics look pretty good, but they’re nowhere near perfect.  They could best be described as ambitious, but just not quite there yet.  A discriminating eye will pick up some awkward pop-up on the side walls, where extra detail is being added.  Self-shading is common, but it seems very simplistic and pixilated.  Snow accumulates on characters as players wipe out, but this is limited to a few simple texture changes.  Not to say the game looks bad.  The polygon count is high and the framerate is smooth, while the snow effects are impressive with detailed snow tacks and spray effects.  With some more time and polish, NST could really make this game visually overwhelming.    


Due to some unfortunate problems with the Cube Club generator that ran the DJ setup, I was actually able to hear the game’s audio.  I only noticed one in-game song in the Cube Club edition, which had a very techno feel that did the original justice and just felt good while racing down the slopes.  The current title screen music sounds lifted from the N64 game, and a few of the effects are probably the same for now, but such features don’t mean much with a Q3 release planned.    


Overall, the game looks to have tons of potential, but whether it will remain dormant or not is up to NST.  I had fun playing 1080: Avalanche (who wouldn’t have fun schooling Matt Cassamassina?), but there will have to be many more levels and play modes in the final version (cough, 4 players, cough) if Nintendo hopes to overcome the lastability issues that plagued the N64 title.  I’m not hooked on 1080 yet, but I’m most certainly looking forward to seeing what new things appear in its E3 2003 showing.


1981
Podcast Discussion / Planet Trivia Results for 2/10/2005
« on: February 10, 2006, 06:20:06 PM »
Vincent Anderson: 1-2 (2)
Karl Castaneda: 3-5, 16 (4)
Jonathan Metts: 6-15 (10)
Aaron Kaluszka: 17-22 (6)
Michael Cole: 23-30 (8)


-----QUESTIONS-----

Q1] Which SNES racer features cars such as the Razor, Weasel, and Sidewinder?
A1] <randomtask> Topgear

Q2] In the Flinstones: Rescue of Dino and Hoppy, what game does Fred play to win the special items?
A2] <Mumbo> basketball

Q3] What was Jill's Drill Dozer called in the Japanese version of the game?
A3] <randomtask> Breakall Drillbot

Q4] What is the name of the woods one must traverse through before getting to the village of the elves in Tales of Symphonia?
A4] <randomtask> ymir

Q5] In Phoenix Wright: Ace Attorney, the first case's victim is killed with a statue. What does this statue portray?
A5] <Rimmer> The Thinker

Q6] What does Alien Hominid call the NPCs who offer power-up items to the lead character?
A6] <Mumbo> fat kid

Q7] What is the Piklopedia name of the monster on the NA box art for Pikmin 2?
A7] <Mumbo> hermit crawmad

Q8] What strategy game for GameCube includes such characters as Father, Low, Pepper, and Scallion?
A8] <randomtask> Future Tactics

Q9] Which Factor 5-developed Star Wars game does NOT include a mission on the planet Hoth?
A9] <TKnHappyNess> Star Wars Episode 1: Battle for Naboo

Q10] In Eternal Darkness, what is the effect of the spell "Mantorok-Tier-Aretak"?
A10] <randomtask> Summon trapper of Mantorok

Q11] Nemesis on Game Boy is closely related to what other Konami franchise?
A11] <fudge> gradius

Q12] In Super Mario Bros. 3, what do you get for playing through the game a 2nd time after beating it?
A12] <TKnHappyNess> 28 P-Wings

Q13] What were the jobs of Rock and Roll when Dr. Light first created them?
A13] <Br27> cleaning robots

Q14] Name the four types of robots in Base Wars? (one line)
A14] <NT> mycycle, cyborg, tank flybot

Q15] What is the name of the planet featured in the ridiculously hard "Guardian Legend" for NES?
A15] <randomtask> naju

Q16] In Batman Begins (GC), who gives Bruce Wayne the Batmobile?
A16] <Mumbo> lucius fox

Q17] In which two 2D games does Mario pilot a helicopter?
A17] Donkey Kong Jr. and Wario Land: Super Mario Land 3

Q18] The cement factory used as the Dinohattan set in Super Mario Bros. the movie was located in which city and state?
A18] <TKnHappyNess> Wilmington, North Carolina

Q19] Hylian script in 3D Zelda games is based on what real-life set of characters? (be specific)
A19] <NT> katakana?

Q20] In the Mario comics, what is the name of Mario's favorite comic book hero?
A20] <NT> Dirk Drain-Head

Q21] In which game are you required to blow a bubble through 35 "halls"?
A21] <randomtask> Bubble Ghost

Q22] In the second quest of The Legend of Zelda: The Wind Waker, a reference is made to a fairy tale regarding an item you receive.  Who wrote this fairy tale?
A22] <TKnHappyNess> Hans Christian Andersen

Q23] Which character, by name, gives you the gas mask in Crystalis for the NES?
A23] <randomtask> Akahana

Q24] In Donkey Kong Country 3 (SNES), who else does Bazaar claim asked him about the castle?
A24] <randomtask> Link

Q25] Which two Japan-only Famicom titles had music featured in the Band Bros. expansion pak for Nintendo DS?
A25] Shin Onigashima, Famicom Tantei (Detective) Club II

Q26] What is the only three-act stage in Sonic 2 for the Genesis, as seen in Sonic Mega Collection (GC)?
A26] <Rimmer> Metropolis zone

Q27] According to the game's cartridge artwork, what entity published Perfect Dark in North America?
A27] <Rimmer> Rareware

Q28] In which Zelda: Fours Swords Adventures (GC) level can you hear music borrowed from Majora's Mask?
A28] <randomtask> The Swamp <<< Yeah, he got it by exhaustive listing of the level names.  BOOOOOO

Q29] What is the name of Genis and Raine's mother in Tales of Symphonia (GC)?
A29] <randomtask> Virginia

Q30] Which company published Lufia II: Rise of the Sinistrals in North America?
A30] <randomtask> Natsume


-----RESULTS-----

Randomtask: 9


Mumbo: 5

TKnHappyNess: 4

Rimmer   : 3

NT: 3

Fudge: 1

BR27: 1

 

1982
NWR Forums Discord / RE: "The Usual Suspects" banner up top.
« on: February 10, 2006, 05:41:19 AM »
Wario is proud of his fat.

1983
General Gaming / RE: What microsoft thinks of the virtual console.
« on: February 09, 2006, 01:22:17 AM »
I'm sorry...why would Sega put Sonic 3 on Real Arcade, PC (through DirectX), all three current gen systems, and Gametap, and not consider Nintendo's virtual console?  I hardly think Nintendo could take a stance of "either us or MS," and if they did they'd be hurting themselves. I suppose Nintendo may take a bigger cut than MS, but I can't imagine they're making tons off of GameTap either.

1984
NWR Forums Discord / RE: PIETRIOTS GET YOUR FLAGBANNERS READY!
« on: February 08, 2006, 01:40:09 PM »
Yeah, something is funky with my refresh too.  Maybe its being cached in Firefox, or maybe the radmonization is messed up.

1985
General Chat / RE: February is VIDEOGAME TRANNY MONTH!
« on: February 08, 2006, 01:12:25 PM »
Oh fine, I'll tag along for fun, too.

1986
NWR Forums Discord / RE: The Official Pale Appreciation Thread
« on: February 08, 2006, 11:14:03 AM »
. . .oh.

1987
TalkBack / RE: NOA Ships Drill Dozer
« on: February 07, 2006, 05:08:26 PM »
Oh boy!  I've been looking forward to this one.  I haven't played games lately.  I welcome this.

1988
NWR Forums Discord / RE: The future game
« on: February 06, 2006, 01:43:07 PM »
I'm reminded of some short story I read in 8th grade (I think) called The Door.

1989
Podcast Discussion / RE: Co-host Radio Trivia Results for 2/03/2006
« on: February 04, 2006, 05:21:08 PM »
Sorry I cut out half-way, guys.  Cable Internet went out for the whole Morro Bay area.  Charter has amazing timing.

1990
Podcast Discussion / Co-host Radio Trivia Results for 2/03/2006
« on: February 04, 2006, 05:19:54 PM »
Despite having two-and-a-half hosts, seven games, and the largest turnout in years, Friday night's point count was still rather slim.  MegaByte's superior FAQing skills gave him the edge to win.

Game 1: Mario Party 2 (N64)

Points to: GeneralTraag and bario.

Q] What happens if you land on a bank space in Bowser Land?
A] <GeneralTraag> you pay interest to the bank


Game 2: Legendary Wings (NES)

Point to: Edgeworth

Q] According to the game manual, Ares gave the main characters wings of _____.
A] <MegaByte> love


Game 3: Pilotwings (SNES)

Points to: Edgeworth, Racht

Q] What aircraft do you control in the two secret missions?
A] <Edgeworth> Helicopter


Game 4: S.C.A.T.: Special Cybernetic Attack Team (NES)

Q] In S.C.A.T, which two power-ups do not grant you a new weapon?
A] <MegaByte> [R]


-----HALFTIME-----


Game 5: Jammit (SNES)

Q] For which systems was Jammit released? (ONE LINE)
A] <MegaByte> 3D0, Genesis, PC, SNES


Game 6: Totally Rad (NES)

Q] Who is the final boss of this game?
A] <MegaByte> edogy


Game 7: Super James Pond (SNES)
Q] What fledgling game publisher released this game's sequel, Codename Robocod, on GBA in North America?
A] <MegaByte> Valcon


-----RESULTS-----

MegaByte: 5


Edgeworth: 3

GeneralTraag: 2

Barrio: 1

Racht: 1  

1991
TalkBack / Atlus Announces Yggdra Union
« on: February 03, 2006, 02:39:22 PM »
The Game Boy Advance will get a new strategy RPG from the makers of Riviera: The Promised Land.

ATLUS U.S.A., INC. ANNOUNCES "YGGDRA UNION"(tm) FOR THE GAME BOY(r) ADVANCE    


A Stunning New Strategy RPG From the Makers of the Award-Winning "Riviera: The   Promised Land"
   


  IRVINE, CA -- February 3, 2006 -- Atlus U.S.A., Inc., a leading publisher of   interactive entertainment, today announced that Yggdra Union, a strategy role-playing   game for the Game Boy Advance, is scheduled for release in the fall of 2006.    


"Riviera: The Promised Land was one of last year's best-selling handheld RPGs,   and we expect Yggdra Union to build on that success," said Sammy Matsushima,   Project Lead for Atlus U.S.A., Inc. "The developers at STING amaze us with their   ability to deliver character design and compelling gameplay that rival the quality   of RPGs for home consoles, let alone other portable games."    


  About YGGDRA UNION  Ruled by a royal family said to be descendants of the gods themselves, Fantasinia   is a prosperous and peaceful land -- until the peace is shattered by the invading   forces of the Empire of Bronkia.    


Led by the young emperor Gulcasa, who seized control of the Empire in a brutal   coup d'etat, Bronchia's Imperial Army cuts a bloody swath through the people   of Fantasinia and the Royal Armies of King Ordeene.    


Amidst the chaos, a young woman escapes from the besieged capital of Partina   -- a woman with innocence in her face, and a sword in her hand.    


The girl's name is Princess Yggdra, the last surviving member of the royal family;   the sword is the Gran Centurio, a legendary blade once wielded by the founder   of Fantasinia, and passed down through generations of royalty.    


Fleeing to a remote valley at the southern tip of the continent, Yggdra meets   up with an unusual thief named Milanor, a chivalrous young man destined to help   her liberate the people of her kindgom...    


  YGGDRA UNION Key Features:    


     
  • Strategic gameplay in which decks of "Tactical Cards" are used to determine   battlefield movement, special attacks, and more!    


  • Character design by manga artist Satoko Kiyuzuki and card design by Sunaho   Tobe, character designer of "Riviera: The Promised Land"!    


  • Over 30 attack, defense, and support skills!    


  • Join forces with other allies to form an unbeatable Union!  
   


Yggdra Union has not yet been rated by the ESRB.


1992
TalkBack / Ubisoft To Publish LostMagic
« on: February 02, 2006, 03:56:05 PM »
Ubisoft will bring Taito's DS RTS/RPG game to western markets this Spring, complete with Nintendo Wi-Fi support.

UBISOFT TO BRING LOSTMAGIC™ TO THE NINTENDO DS™ SYSTEM THIS SPRING    


Innovative RPG/ACTION Game Takes Advantage of the Stylus and Wi-Fi   Capabilities of the Nintendo DS System
   


SAN FRANCISCO – FEBRUARY 2, 2006 – Today Ubisoft, one of the world’s leading   video game publishers announced that it will publish and distribute   LOSTMAGIC™, the Taito-developed role-playing action video game for the   Nintendo DS™ system in North America and Europe this Spring.    


“LOSTMAGIC  brings role-playing games on the DS to a new level, capitalizing   on the innovative and unique gameplay abilities such as casting spells with   the stylus and the global connectivity of the Wi-Fi mode,” said Tony Kee,   vice president of marketing at Ubisoft. “Ubisoft is proud to continue in its   tradition of bringing cutting-edge games to gamers worldwide.”    


In LOSTMAGIC™, designed by renowned art director Yoshiharu Sato, peace in   the world is challenged by a new evil force. The only hope lies with the   wizard Isaac and the seven magic wands left behind by the creator. Monsters   wield unimaginable power in this realm, and as Issac, the player will use   the stylus to unleash magic spells and command numerous monster squads in   magical battles.    


Key Features:  •Cast Spells With the Stylus! – Your stylus becomes your magic wand! Use   different motions to unleash your magic.    


•Evolving Magic System – Players can combine up to three single spells to   create more than 350 magic combinations using a symbol system exclusive to   the DS.    


•Collect and Command Monsters – Learn to use each monster’s special skill to   gain the advantage in battle.    


•Use the Stylus to Open Up a New Frontier in RPGs – Experience strategy like   never before! LOSTMAGIC’s innovative RTS-type RPG makes full use of the   unique capabilities of the DS. Control your units directly on-screen using a   point-and-click interface that PC strategy gamers have enjoyed for years.    


•Challenge Others via Nintendo Wi-Fi connectivity– Create new characters and   challenge friends over a Wi-Fi connection. In Dueling mode, players can test   their magic casting skills and strategies against each other


1993
TalkBack / Nintendo Talks Wild World and Wi-Fi at GDC
« on: February 01, 2006, 01:45:46 PM »
Nintendo's Takao Ohara and Katsuya Eguchi will discuss development decisions, challenges and lessons learned about their recent Nintendo DS projects in two newly-announced presentations.

Nintendo is waking up to Game Developers Conference.  In 2004 Eiji Aonuma discussed some of the design philosophy behind The Legend of Zelda: The Wind Waker.  Last year the company's president, Satoru Iwata, conducted a keynote presentation (and press conference) at the show. For the first time, the company also displayed its products on the showroom floor.    


This year Nintendo is appealing more directly to third party developers through two just-disclosed presentations.  The first, Is that a Franchise in Your Pocket? An Animal Crossing: Wild World Case Study, will be presented by Katsuya Eguchi, the game's director, on Thursday, March 23rd at 5:30pm.  During the presentation he will explore the differences between consoles and handhelds with regards to physical capabilities, limitations, and gaming experiences.  He will also discuss open-ended game structure.    


To boost developer interest in Nintendo Wi-Fi, project lead Takao Ohara will discuss some of the technological challenges, mistakes, and successes in the development of Nintendo WFC.  Ohara will even discuss how these lessons can be applied to consoles (such as Nintendo Revolution).  The Zen of Wi-Fi: A Postmortem of the Wireless Features of Nintendo DS takes place on Friday, March 24th at 4:00pm, and will also include tips for developers interested in creating online games for Nintendo DS.  


1994
TalkBack / Tamagotchi Connection: Corner Shop Released
« on: January 31, 2006, 08:20:45 PM »
Cute little pets make their way to game stores.

TAMAGOTCHI(R) CONNECTION(TM): CORNER SHOP(TM) CELEBRATES GRAND OPENING IN RETAIL STORES    


Popular Tamagotchi(R) Characters Now Available on Nintendo DS(TM
   


SANTA CLARA, Calif., (January 31, 2006) – Leading video games publisher and developer NAMCO BANDAI Games America Inc. announced today that Tamagotchi(R) Connection(TM): Corner Shop(TM), a shopping simulation set in the virtual world of Tamagotchi(R) for the Nintendo DS(TM), has shipped to retail outlets in North America. Based on the wildly popular Tamagotchi(R) virtual pet that has sold more than 40 million units worldwide since its 1996 debut, this playful simulation allows aspiring shop owners to open and run their very own boutique stores.    


“Tamagotchi Connection: Corner Shop offers the same charming characters and tongue-in-cheek humor that was the hallmark of the original Tamagotchi toys,” said Yoshi Niki, business director at NAMCO BANDAI Games America Inc. “By optimizing the use of Nintendo DS’ touch-screen functionality, this title offers a variety of fun, accessible mini-games that appeals to gamers and non-gamers alike.”    


In Tamagotchi Connection: Corner Shop, players help primary characters like Mametchi, Memetchi or Kuchipatchi set up a shop, with the ultimate goal of creating a “royal” shop that is a favorite of Princess Tamako. Players can select from a variety of different stores, including a bakery, beauty salon, dental office, flower shop and more. Once the shop is open, players will help their customers by completing mini games with the Nintendo DS stylus. Players apply makeup, treat cavities and decorate cakes to earn “Gotchi” points, the Tamagotchi money unit, and progress towards “royal” shop status. Shop interiors can be customized and cute Tamagotchi characters will make appearances throughout the game.    


Fans of the egg-shaped toy that simulates the life cycle of a real pet can currently purchase the new Tamagotchi Connection Version 2. The toy allows tweens and teens to collect “Gotchi” points, which can be used to shop for treats and toys, and to use secret codes to unlock special shopping areas not available anywhere else in the programming. In addition, wireless technology allows Tamagotchi owners to “connect” with others, allowing their pets to become friends, trade gifts and mate to create future generations.    


1995
NWR Forums Discord / RE: Naruto 4 match vid starring me
« on: January 31, 2006, 07:22:40 PM »
I wanna be a pie at E3!

1996
NWR Feedback / RE: The Mailbag Lives!!!
« on: January 30, 2006, 11:49:23 PM »
The mailbag comes and goes.  I know Jonny loved doing it, and I enjoyed my brief stint after my trip to NOA.

I definately want to see it come back--the real difficulty is finding the time to regularly answer a mailbag.  Who knows, maybe I'll pick up the reigns once things settle down (as in, I finish school this quarter, go on some crazy adventure, then get situated with my job).

1997
TalkBack / RE: REVIEW: Codename: Kids Next Door: Operation VIDEOGAME
« on: January 30, 2006, 11:08:34 PM »
Interesting take on Calvin and the Codes.

1998
TalkBack / RE: REVIEW: True Swing Golf
« on: January 29, 2006, 04:33:26 PM »
I had played this briefly at E3 (I think I wrote imps) and then found myself with the same "unfinished" experience in November.  I thought maybe, just MAYBE, there was more to it.  I guess not.

1999
NWR Forums Discord / RE: raisen bran rocks
« on: January 29, 2006, 01:33:09 PM »
Two scoops of giant fruit, please!

2000
NWR Forums Discord / RE: Naruto 4 match vid starring me
« on: January 27, 2006, 07:14:52 PM »
wtf this is serious conversation guys!  BOOOO

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