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251
TalkBack / Europe Gets Micro in November
« on: August 17, 2005, 01:33:01 AM »
UK price is £69.

Bigger Isn't Always Better As Nintendo Launches Its Smallest And Most Stylish Console Ever    


Game Boy Micro launches in the UK on 4th November 2005    


17th August 2005 - The original Game Boy Advance fitted comfortably into thousands of pockets world-wide. Now the new Game Boy Micro will fill that tiny gap in your life as Nintendo offers the smallest and sleekest Game Boy ever created. The Game Boy Micro is thinner than a mobile phone, as chic as an MP3 player and as much fun as a Game Boy. Launching on November 4th 2005, it will be available in four cool colours Silver, Green, Blue and Pink and will retail at around £69.    


The ultra compact Game Boy Micro measures a mere four inches wide, two inches tall and 0.7 inches deep, allowing it to sit comfortably alongside today's hippest technological gadgets. Not only is the Micro extra slim, it also weighs an astonishing 2.8 ounces, or about the weight of 80 paper clips, making it Nintendo's lightest console ever! Yet Game Boy Micro has the same processing power and plays the same games as the Game Boy Advance SP. Complete with standard face controls, the Micro also has LED Start/Select buttons that will light up your gaming experience.    


The most notable feature, apart from the vastly reduced size, is its 2-inch backlit screen, which is brighter and sharper than any previous Game Boy screen. For the first time ever, users will be able to adjust the brightness of the screen to adapt to indoor lights or outdoor sunshine.    


Game Boy Micro is all about individual style and expression. With a selection of removable faceplates available, owners can buy new plates to customise the look of their system again and again. When it launches across Europe in November there will be several different faceplates available in addition to the standard four colours. The only limitation with Micro is your imagination.    


Jim Merrick, Senior Marketing Director for Nintendo of Europe comments:    


"The Game Boy Micro is the latest fashion statement from Nintendo and is an absolute must have for those looking for a stylish console. This new product takes everything gamers know and love and condenses it into a sleek and sassy shell. Game Boy Micro is about expressing yourself and the way you play video games."    


Like the Game Boy Advance, the Game Boy Micro comes with a built-in, rechargeable lithium-ion battery and supports standard headphones. The Game Boy Micro will be able to play all previous Game Boy Advance titles.    


The Game Boy Advance is the most popular video game system of this generation, selling over 15 million units across Europe since its launch.    


The Game Boy Micro launches on November 4th 2005 for around £69. All Game Boy Advance software will work on this console and is available for around £29.


252
TalkBack / Mario Smash Football Coming to Europe in November
« on: August 17, 2005, 01:27:50 AM »
Super Mario Strikers is going by a different name in Europe and comes out with a white Cube on the 18th of November.

He Shoots, He Scores! This Year Only One Italian Star Will Dominate The Beautiful Game    


Mario Smash Football launches on the Nintendo GameCube    


17th August 2005 - Dribble like Pele, bend it like Beckham, place the ball in the net with the effortless grace of Zidane, before celebrating by flooring the opposing goal keeper with a well-aimed turtle shell. The referee won't like that one! Mario Smash Football will be storming its way onto the Nintendo GameCube on 18th November 2005. The Mario Smash Football bundle will also launch on 18th November, consisting of a beautiful pearl white Nintendo GameCube and a copy of the game.    


Once again Nintendo has taken one of the world's most popular sports and added a Nintendo twist as Mario and friends take to the pitch in this incredibly fun game. No longer do players live in fear of a small bitter man in a black shirt, instead the rules are out of the window as the Mushroom Kingdom's favourite residents use tricks and power shots to lift the football trophy.    


Mario Smash Football is a five-a-side based football tournament pitting teams of classic Nintendo characters against each other. To win games players simply have to place more balls in the back of their opponent's net than the other team. In Mario Smash Football anything goes, so players who get fouled will get unique Mario Kart style items to avenge themselves with. These can range from mushrooms, which give them a superhuman burst of speed, to shells, which freeze or knock down the opponent's defenders.    


Football is all about team-work and Nintendo's stars have brought along their friends to help ensure they are the ones lifting the cup at the end of the season. Each team is captained by a well-known character, such as Mario, Luigi or Donkey Kong and filled with other Mario themed players like Toads and Koopas. The different teams all provide essential support for their star players, setting up those all important goal opportunities.    


Single player mode is split into a variety of different modes, giving players more choices than Jose Mourinho's reserves list. The most simple of the bunch is Grudge Match mode, in which two teams battle it out to score the most goals. Battle Mode is the game's main championship mode. It pitches all the teams against each other in a league championship, where players compete for the coveted Bowser Cup. The stars of Battle Mode will then get a chance to compete in the Champion's League of the Mushroom Kingdom, Super Battle Mode - a rock hard championship for the ultimate teams. In addition to all of this, Mario Smash Football features an innovative championship customisation mode called Custom Battle, allowing players to tailor championships to their personal specifications.    


Every football fan knows one of the most enjoyable aspects of the game is watching your players thoroughly beat your best friend's team. Mario Smash Football does not disappoint here, providing an addictive multiplayer mode in which up to four players can engage in fast-paced games to crown the true champions of the pitch.    


Mario Smash Football will score a big hit on the Nintendo GameCube when it launches on November 18th 2005 at the estimated retail price of around 60 Euros. The Mario Smash Football bundle containing a pearl white Nintendo GameCube and copy of the game will also be available from 18th November 2005.


253
TalkBack / Game Boy Micro in September at $99
« on: August 17, 2005, 12:35:30 AM »
The latest GBA is almost here.

STYLISH NEW GAME BOY MICRO SHIPS SEPT. 19    


Players Can Choose from Two Colors, Each with Three Custom Faceplates    


REDMOND, Wash., Aug. 17, 2005 – Fall's hippest new tech-cessory won't be found on a fashion runway, but it will turn every head just the same. Game Boy® Micro starts shipping to stores nationally Sept. 19 at an MSRP of $99.99, and promises to be one of the most sought-after gotta-haves heading into fall and the holiday season. The edgy hardware will come in both silver and black versions, each with three removable, fun faceplates so users can personalize their Micro depending on their mood.    


"Game Boy goes anywhere, and now it fits anywhere," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "The incredibly small size of Game Boy Micro belies the powerful technology shrunk into a hip new casing with an intensely bright screen; and at under $100, it's a must-have."    


Game Boy Micro measures just 4 inches wide, 2 inches long and 0.7 inches thin. It weighs 2.8 ounces, about the weight of 80 paper clips. Yet it boasts the same power as previous Game Boy Advance models, complete with the ability to play all Game Boy Advance games, a library of more than 700 titles. Game Boy Micro features a 2-inch, crystal-clear screen, and Start/Select buttons that glow with the cool, neon-like blue found on many cell phones.    


The black Game Boy Micro will include one faceplate with a "Flame" design of fiery yellow double helixes on an orange background. It also will come with a green "Camouflage" faceplate and a chic silver faceplate. The silver Game Boy Micro will include an "Ammonite" faceplate with a dark blue swirling pattern. It also will come with a "Ladybug" faceplate that features a ladybug on a large pink gerbera daisy, and a slick black faceplate. Images are available at www.gameboy.com.    


The faceplates serve a secondary function beyond simple style. They form a durable, protective façade over the luminous screen of the Game Boy Micro.  


254
TalkBack / SUPERTY's JUMP SUPER STARS SUPER REVIEW
« on: August 16, 2005, 11:53:05 PM »

255
TalkBack / REVIEWS: Advance Wars: Dual Strike
« on: August 08, 2005, 10:42:47 PM »
Use this thread to discuss TY's fantabulous Advance Wars: DS review.

http://www.planetgamecube.com/reviews.cfm?action=profile&id=647  

256
TalkBack / Non-Review: DS Rakubiki Jiten
« on: August 07, 2005, 02:16:20 PM »
A great tool if you’re learning Japanese, but not for casual importers.

Written: 08/07/2005

DS Rakubiki Jiten is a dictionary program recently released in Japan. It also contains a few other handy tools for travelers. After putting it through its paces, it seems to be a great tool if you’re Japanese or studying Japanese, but players simply looking for something to help guide them through import titles won’t find it to be much help without further study of the language.

At the core of the utility are three dictionaries paired with handwriting recognition software. There is a complete Japanese dictionary, a Japanese to English dictionary, and an English to Japanese dictionary. All of the menus, word lists, and buttons appear on the touch screen, with definitions displayed on the upper screen. You can scroll through an individual entry with the D-pad or use the L and R buttons to scroll back up through the entries that you’ve seen since you turned the system on, just like in PictoChat. There are four font sizes, with the largest one showing the detailed calligraphy for the entry you’ve looked up. To look up a word, you simply pick the type of character you wish to draw and draw it on one of two pads on the touch screen. The software recognizes hiragana and katakana as well as English letters and numbers, but sadly, it is not sophisticated enough to recognize the complicated Kanji characters that are so vexing when trying to read Japanese. The system is set to search all three of its dictionaries by default, but you can select an individual dictionary to narrow your results. You can also expand your results with selections on the top to include related phrases within entries on the main search list.

One catch with the character recognition is that the software is looking at the order in which you draw your strokes. The keypads from PictoChat are also included here; so, if you aren’t familiar with which line to draw first, you may be better off typing in the characters rather than drawing them. However, if you do know the stroke order, it feels much quicker and more natural to use the drawing pads.

DS Rakubiki Jiten includes a great bookmark system. You can bookmark any entry for future reference in one of three folders, saving you from having to make another search if you forget the word. On top of that, though, the system also has a flash card tool. It will show an entry you’ve bookmarked on the lower screen, prompting you for the definition, and when you click on the entry, the correct answer will appear on the upper screen.

The program also includes a number of other handy tools for travelers. A traveler’s phrase book is included, which can be helpful -- although again, it was designed for Japanese travelers needing to speak English, rather than the other way around; so the Japanese phrases are often written with Kanji. There is a mini-calendar for reference, but nothing you can write appointments in. The world clock is nice, but unfortunately, it assumes that the clock in the DS firmware is based in Japan, throwing off all the times unless you synch your system to Japanese time. There is also an alarm function that allows you to set multiple alarms; a calculator; a crazy little quiz game; and of all things, an animation flipbook, which allows you to draw up to fifty frames of animation.

The program is fully compatible with PictoChat, allowing you to watch for chat sessions and join them. When PictoChatting with DS Rakubiki Jiten, the character recognition software is still available, so you can draw characters or letters on the screen, and the program will convert them to standard text. You can switch to the program’s other functions without leaving the chat room, and you can copy just about anything from the other applications to the chat room. This feature allows you to quiz your friends if you have a study group, send the calendar to someone if you’re making plans, or flood the chat room with your animation frames, since it sends each frame as a separate message.

I’ve used DS Rakubiki Jiten for several weeks as I’ve played Chibi Robo, which is a very text-intensive game. It has been great to point me in the right direction or help me understand a joke, but there are certain characteristics of the language that keep the dictionary from being an importer’s dream if the person hasn’t already taken courses in Japanese. The system’s inability to recognize Kanji, while understandable, practically halves its usefulness with helping in games like this. Words may be conjugated in the context of the game, requiring you to guess the root form of the word in order to look it up. Plus, since Japanese doesn’t have spaces between words, it’s not always clear which character to start with. However, in comparison to flipping through a paper dictionary, the speed with which you can search for words gives you far more freedom to experiment until you find an entry that makes sense.

DS Rakubiki Jiten really is a great set of tools, but it’s not for everyone. If you’ve studied some Japanese and find yourself looking things up in a dictionary regularly, this can be a great addition, with its quick searches and extra functions like flash cards. However, if you’re just looking for some run-and-gun game translations, you may just need to stick with sites like GameFAQs.

DS Rakubiki Jiten is available from our partners at Lik-Sang.  

257
TalkBack / Final Fantasy and Dragon Quest to go Multiplatform
« on: August 07, 2005, 09:26:54 AM »
Square-Enix looks to reach more gamers.

According to Japanese news site, Mainichi Interactive, Sony's hold on both the Final Fantasy and Dragon Quest series is about to come to an end in the next generation.  Despite Sony's enormous lead in market share the past two generations (which both series are partly responsible for), Square-Enix president Yoichi Wada thinks that it's time to reach out to more consumers.    


Speaking on Wednesday, Wada said, "The market for next generation game consoles will be divided into 'high end' and 'low end' according to the wishes of users, so rather than one type of hardware surging ahead, the share will be divided between various game consoles."    


Square-Enix is already planning a version of Final Fantasy XI for Xbox 360, and will be watching the market closely to decide which platforms to release future games on.  


258
TalkBack / Madden Behind the Scenes
« on: August 05, 2005, 06:50:13 PM »
Special to air on FSN August 6th.

PLAYERS INC PRODUCES TWO NATIONALLY SYNDICATED TV SHOWS  TO AIR THROUGHOUT AUGUST ON FOX SPORTS NET  HELMETS OFF: BEHIND THE SCENES MADDEN NFL 06  AND THE JB AWARDS      


August 4, 2005 – Washington, DC – PLAYERS INC, the licensing and marketing subsidiary of the NFL Players Association, has partnered with Electronic Arts through its EA SPORTS™ brand to present six monthly television specials titled Helmets Off airing on Fox Sports Net (FSN).  In addition to the Helmets Off series, PLAYERS INC, with support from EA SPORTS, has also created two one-hour shows including the annual “JB Awards Television Special,” airing throughout August on FSN and the NFL Rookie Premiere, which aired throughout July on the NFL Network.    


     


HELMETS OFF: BEHIND THE SCENES MADDEN NFL 06  Helmets Off: Behind the Scenes Madden NFL 06, is the second of six monthly PLAYERS INC television specials giving fans an inside look at life as an NFL player. The one-hour special edition of Helmets Off features NFL players participating in the making and marketing of the industry’s leading video sports game, Madden NFL 06. The show will air on FSN beginning on August 6th and will rebroadcast throughout the month on FSN regional affiliates (please see attached clearance report for show times).    


     


The show follows NFL stars Donovan McNabb (Philadelphia Eagles), Ryan Moats (Philadelphia Eagles), Mark Clayton (Baltimore Ravens), Ben Roethlisberger (Pittsburgh Steelers), James Farrior (Pittsburgh Steelers), Matt Hasselbeck (Seattle Seahawks), Chad Johnson (Cincinnati Bengals), Carson Palmer (Cincinnati Bengals), Drew Brees (San Diego Chargers), Keenan McCardell (San Diego Chargers), Michael Strahan (New York Giants), and Byron Leftwich (Jacksonville Jaguars) as they each take part in the process of creating and promoting the latest version of Madden NFL Football.  Features include a behind-the-scenes look at the leagues newest players getting video game head scans during the 2005 Reebok NFL Players Rookie Premiere, a visit to the EA’s Sports development studio in Orlando, exclusive access to the EA SPORTS/PLAYERS INC Madden NFL 06 Players Preview Party, and a VIP pass to the commercial shoot with cover boy Donovan McNabb.    


     


THE JB AWARDS    


The “JB Awards Television Special” is a one-hour television special that offers exclusive features on JB Award recipients who were honored this past April at the NFL Players Gridiron Gala, in Washington, DC, for exemplifying leadership, dedication, and commitment to team and community.  The show, hosted by FOX NFL Sunday host James Brown, will air on FSN beginning on August 6th and will rebroadcast throughout the month on FSN regional affiliates (please see attached clearance report for show times).    


The following players and their inspirational stories of community outreach featured in the show include: “Act of Kindness” JB Award recipients - Steelers running back Jerome Bettis, Falcons running back Warrick Dunn and Dolphins linebacker Junior Seau; “JB Award for Loyalty” award recipients - Vikings quarterback Daunte Culpepper and Saints running back Deuce McAllister; and Colts quarterback Peyton Manning who received a JB Award as well as the NFL Players Association’s most prestigious honor – the Byron “Whizzer” White Award.


259
TalkBack / Rechargeable Wireless Controllers from Intec
« on: August 04, 2005, 06:05:36 PM »
When the battery runs low, plug in to play and charge.

Uninterrupted Gameplay Now A Reality with Intec's Unlimited Rechargeable 2.4GHz Wireless Controllers for Xbox(R), PlayStation(R) 2 and GameCube(R); New Controllers Feature Rechargeable Battery Pack and Connection Cable    


MIAMI--(BUSINESS WIRE)--Aug. 2, 2005--Intec, Inc., the leading manufacturer of cross-platform video game accessories, today introduced their Unlimited Rechargeable Wireless Controllers for Microsoft Xbox(R) (G8089 / MSRP: $34.99), Sony PlayStation(R) 2 (G7089 / MSRP: $ 29.99), and Nintendo GameCube(R) (G5089 / MSRP: $29.99). Designed with the hardcore gamer in mind, these controllers feature a rechargeable battery pack and connection cable, allowing players to play their favorite video games without interruption.    


The Unlimited Rechargeable Wireless Controllers, which run on today's top operating frequency of 2.4GHz for precise game control and instant response time, feature a rechargeable battery pack that offers up to 60 hours of game time and 500 charges per pack - delivering years of unlimited wireless gameplay! Once batteries on the wireless controller run low, the user simply connects the link cable from the controller to the receiver, simultaneously charging their controller in less than 4 hours as they continue playing. After the recharging period, gamers can go completely wireless for another 60 hours!    


Other features include 8 analog action buttons & 2 analog sticks (with turbo function buttons), dual vibration motors with on & off vibration switches, 16 player auto-sensing technology (allows up to 16 players to play without interference), a battery-saving "sleep mode" (shuts off controller after 5 minutes of idle time) and a low battery LED indicator.    


The Unlimited Rechargeable Wireless Controllers are set to begin shipping in North America on August 15th, 2005.  


260
TalkBack / Mall Dogs
« on: August 04, 2005, 05:08:12 PM »
Nintendo walks their dogs to your local mall.

Nintendo will be showcasing Nintendogs at the Simon DTour Live, set to take place at malls across the US, between August 5th and October 23rd.  Nintendo will be giving out loads of Nintendogs swag like T-shirts and temporary tattoos, and they will also being holding a contest for a chance to win a pink DS "glammed up" with crystals.    


The Simon DTour Live also features a fashion show, henna tattoo artists, and performances from musicians such as Ryan Cabrera, Tyler Hilton, The Click Five, Lalaine, B5, Kaci Brown and JD Natasha.    


To see if your mall is on the schedule, check Nintendo's website.


261
TalkBack / Chibi Anime Online
« on: August 04, 2005, 04:44:59 PM »
Your favorite "make happy" robot gets his own online series.

On Thursday, Nintendo posted the first episode in an online anime series, starring Chibi Robo.  The episode runs over five and a half minutes long in a rather simple style, with sound and voice effects from the game.      


This episode shows Papa watching a news program called 180 Seconds, which features an interview with one of the Chibi Robo designers.  The host of the show seems to be a bit too enamoured with his big-lipped female co-hosts; while the designer being interviewed, falls asleep and makes quite a mess for his squad of Chibi Robos to clean up.    


You'll need to be able to quickly read the Japanese subtitles to fully enjoy the show, but it may be worth a laugh even if you can't understand everything going on.


262
TalkBack / O~3 Gets New President
« on: June 29, 2005, 10:01:35 AM »
Sales and Marketing VP Chris Jelinek gets promoted to the top spot.

O~3 Entertainment Promotes Chris Jelinek to President    


Jelinek reaffirms commitment to independent developers, reveals new   directions    


  SANTA CLARA, CA   June 29, 2005   O~3 Entertainment, an interactive   entertainment publishing and distribution company, today announced that   Chris Jelinek has been promoted to president. Previously vice president of   sales and marketing, Chris takes the reins from Bill Gardner who has left   the company to pursue other interests. Under the new leadership, O~3 plans   to continue their strategy of forming strong relationships with independent   developers, and place a greater emphasis on key relationships in Japan and   other Asian countries and in Europe. The company has several titles planned   for release in late 2005. O~3 also has plans to expand into the mobile   entertainment space by leveraging exciting new technologies.    


"We've had some tremendous successes over the past year in working with   several independent developers and we intend to continue with that   strategy," said Chris Jelinek. "Entering our second year, we also have some   exciting plans in the works concerning proprietary technologies in mobile   entertainment, and we'll be ready to divulge more details about that very   soon."    


The company was founded with a commitment to seek out titles from small and   mid-size developers and providing complete publishing functions to get them   to market - including sales and distribution, marketing and public   relations, and more operational elements like replication, warehousing and   shipping. The executive team at O~3 Entertainment has extensive experience   in all areas of video game development, retailing, publishing and   distribution, and they use their knowledge, key relationships and contacts   to provide a new and distinct method for small and medium-sized developers   to publish and distribute fresh game content.


263
TalkBack / Research Firm Predicts Industry Growth
« on: June 29, 2005, 09:56:46 AM »
Sony to remain strong, but Microsoft and Nintendo predicted to gain marketshare.

DFC Intelligence Releases New Market Forecasts for the Video Game Industry    


SAN DIEGO--(BUSINESS WIRE)--June 29, 2005--According to the latest forecasts from DFC Intelligence, the new video game console systems from Microsoft, Nintendo and Sony are expected to increase worldwide interactive entertainment software sales from about $18 billion in 2004 to about $26 billion in 2010. The forecasts have three independent scenarios for industry growth, a best case scenario for the Sony PlayStation 3, a best case scenario for the Nintendo Revolution and a best case scenario for the Microsoft Xbox 360. Under each scenario, sales for interactive entertainment software surpass the $25 billion level in 2008.    


"The video game industry continues to exceed our expectations," said DFC president David Cole. "The next generation of console systems will connect to broadband networks right out of the box and this should significantly expand revenue possibilities." Cole also claimed that there is room in the marketplace for all three major systems. "With a true worldwide marketplace and increasing ownership of multiple systems, this is not a winner take all situation. Instead it is about how profits can be maximized across the unique installed base of different console, portable, PC and location-based platforms."    


Nevertheless, the report does pick favorites, and under all scenarios, the Sony PlayStation 3 has very strong sales. "With the PlayStation 2, Sony raised the bar on what a game system can do in terms of sales," said Cole. "Until Sony makes a major mistake we have no reason to believe they will not continue that success with the PlayStation 3." On the other hand, from a pure market share basis, DFC forecasts that Microsoft and Nintendo will increase market share in the next generation.    


DFC Intelligence is a market research firm focused on video games, PC games, online games and interactive entertainment. They offer free monthly research briefs to anyone signing up at http://www.dfcint.com/mailing_signup.html. Other DFC Intelligence reports include The Business of Computer and Video Games, The Online Game Market, and Market Leaders in the Video Game and Interactive Entertainment Industry.


264
TalkBack / Blizzard Announces BlizzCon
« on: June 29, 2005, 09:34:46 AM »
Fans will be able question developers and compete this October in Southern California.

On Tuesday, Blizzard announced the first convention for fans of the Warcraft, Starcraft, and Diablo games.  The convention will take place on October 28th and 29th in Orange County, California.    


The convention will hold Q&A sessions with the developers of World of Warcraft and Starcraft: Ghost.  Players will be able to openly compete, and the world's best players will fight it out in the BlizzCon Invitational tournament.  No details have been announced on the exact location, entrance fees, or whether games in-development, such as Starcraft: Ghost, will be playable.


265
TalkBack / THQ to publish Cinderella in Europe and Australia
« on: June 29, 2005, 09:28:50 AM »
Get a man, then run away.

THQ Announces Disney's Cinderella Magical Dreams For Game Boy® Advance Across Europe And Australia    


  CALABASAS HILLS, Calif., - June 28, 2005 –THQ Inc. (NASDAQ: THQI) today announced that Disney's Cinderella Magical Dreams, licensed by Buena Vista Games, will be available for the Game Boy® Advance this September across Europe and Australia. This will coincide with the launch of the DVD Platinum edition of Disney's Cinderella this autumn.    


"Cinderella is an exciting property with universal awareness among children and parents." said Ian Curran, senior vice president of European publishing, THQ. "It will be released alongside the DVD launch of Cinderella and I'm sure that boys and girls alike will have yet another great Disney gaming experience."    


About Disney's Cinderella Magical Dreams on Game Boy Advance:  Cinderella's dreams come true in Disney Interactive's latest release, Cinderella: Magical Dreams for the Game Boy Advance. Players will relive highlights of the classic Cinderella story in this enchanting action-platform, side-scrolling game. Cinderella: Magical Dreams includes a variety of gameplay styles, so that the action can be adapted to the storyline. Throughout the game, players can help Cinderella get ready for the Royal Ball, watch as the mice go on a dangerous quest to find material to make Cinderella's dress, solve the Fairy Godmother's Bubble Arcade Puzzler, and ballroom dance the night away with Cinderella and the handsome Prince. When the clock strikes Midnight, Cinderella must flee the ball and the King's royal guards, as they chase her back to her chateau in an action-packed race against time.    


For more information on THQ's Disney's Cinderella Magical Dreams and the rest of THQ's 2005 product lineup, please visit www.thq.com.


266
TalkBack / Reviews: Tom Clancy's Splinter Cell Chaos Theory DS
« on: June 28, 2005, 10:17:13 PM »
Looking forward to 3D Splinter Cell on your DS? Stop.

Like many Splinter Cell fans, I was impressed by the first screens of Chaos Theory DS and excited about the multiplayer prospects. However, the finished product (if you can call it finished) is far from exciting.

As a first note, I’m disappointed to say that we were not able to test the multiplayer modes since they require each player to have a copy of the game, and we only had access to one copy for the review. Considering the single player portion of the game, though, it’s unlikely many of our readers will be able to find another person with the game for co-op missions, much less three others for spies vs. mercenaries.

Anyone that has played the console versions of Splinter Cell Chaos Theory should be advised that Chaos Theory DS is almost an entirely different game. This is not a good thing. Despite Ubisoft’s claim that the DS version features “all the new moves and gadgets of the console versions,” the truth is that vital basic moves, such as elbowing an enemy or shooting out lights, are missing. You can forget about fancy things like sound meters, hanging upside down, drowning enemies, or flinging people over the railing.

Not surprising is that the majority of game dialogue is delivered through text (although three compressed cinema scenes made the cut). For some reason, though, rather than taking lines directly from the original script, most of the dialogue has been rewritten for the worse and seems to be edited to the point that those not familiar with the console game may not have a clear understanding of what’s going on.

The controls are manageable, but not built for speed. The touch screen is used for camera control in addition to radar, alternate vision modes, and the weapons menu. It works fine if you simply want to reach your thumb over to look around corners, but using it for aiming weapons is sluggish and imprecise. In fact, since you can control your rifle’s scope with the control pad, it’s generally easier to get to an out of the way spot, zoom in with the Select button, and then take aim that way.

The touch screen is also used quite logically to type codes into keypads and pick locks. Lock-picking is cool and intuitive at first, requiring you to pull out your pick (stylus) and tap the pins individually to open the door. However, as locks get more complicated, it becomes hard to get a feel for any patterns, leaving you to eventually start tapping pins randomly until you find the right sequence.

The level designs are similar to the console game in name and key objectives only, and two of the levels (the Cargo Ship and Seoul) have been entirely removed from the DS version. Where the console version goes out of its way to give players multiple paths through a level, the DS version goes out of its way to force players into the most linear and tedious route imaginable. As a matter of fact, there are “doors” everywhere, but most of these doors are merely painted on, forcing you to go from one to the next until the Interact menu finally appears. Another fun feature about doors is that despite having a set of lock picks and being able to bash in doors, Sam will often come up to a door that can’t be opened, forcing you to crawl slowly through a long twisted ventilation shaft, only to come out on the other side of the door. And it’s not like you can open it from the other side. Oh no. If you want to backtrack, you need to get your butt back in that hole. Other fun level design qualities include suspiciously placed moving lasers and having to backtrack an entire level with all the surveillance turned off – you’re simply running (and crawling through holes) for a very long time.

The guard AI has two settings: ‘Psychic Super Soldier’ and ‘I think I’ll stand here and wait to be shot’. The second one is their default. Generally, the best way to take out a soldier is to run directly in front of him, and hide in the shadows. He will then walk to where he last saw you and stop. He’ll literally stand there for a good minute or more, giving you plenty of time to set up the perfect head shot. However, if you happen to get too close, the guard will shout, “HEY YOU,” signaling your un-negotiable death. Alarms will go off instantly (there’s no need for anyone to physically pull an alarm), and guards from three rooms away will run directly to your current position to shoot you in the head before you have a chance to even pull your gun out.

There’s not much reason to go to great lengths to be stealthy. Hiding bodies is largely unnecessary: cameras don’t notice them, and you’ll rarely have one found by another guard. Moving around, you’ll need to stick to the shadows and avoid cameras, but if you have the choice, it’s generally better to shoot a guard than try to sneak up and grab him from behind. For one thing, very few characters in the game can be interrogated. Secondly, many guards have an uncanny ability to shout “HEY YOU” even after you’ve grabbed them, bringing you once again to your instant doom.

While your doom may be instant, your chance to try again is severely hampered by load times and sparse save points. There can be as much as fifteen minutes between save points, and the load times are worst in the oddest places. Loading a save file may only take two or three seconds, but if you want to skip a dialogue sequence, you’ll be stunningly greeted by a loading screen that may last as much as ten seconds, possibly longer than the conversation would have been.

While the graphics may look decent in stills, the first thing any player will notice is that the game seems incapable of ever running at a steady framerate. When it’s “running well” the game is quite choppy to begin with, but as you move about, you’ll frequently encounter hitches where the game seems to get stuck for a second, often accompanied by visual artifacts such as black bars or breaks in the screen. These problems only become more severe when using blurry thermal vision or pointless night vision modes. Somehow the game even manages to look choppy and encounter delays in the menus and during the credit scroll.

That’s only the start of the graphical hijinks though. Some textures have visible seams that make walls look more like checkerboards. There are also visible seams between polygon structures at points. At times, text will appear outside of a text box or on top of other text or, sometimes, you’ll see a text box with no text at all! Most DS games are subject to color distortion when viewed from extreme angles, but Chaos Theory’s tolerance for angled viewing is so low, that in order to see both screens clearly you’ll need to push the upper screen flat, beyond the point that the hinge usually locks.

The sound engine is in worse shape than the graphics. It seems as if the game is incapable of running more than two or three channels of audio at a time, even with the music turned down. The result, of course, is a very sterile sound design and endless moments of frustration. Alarms will go off without you noticing them, and you’ll likely find yourself dead because somehow you couldn’t hear the gunfire over the hum of the surveillance camera in the next room. This ruins the feel of the game, and the most idiotic moment comes early, when you snipe Hugo Lacerda from the top of the lighthouse, with Lambert commenting on how fortunate you are that the thunder covered the sound of your rifle - what thunder!?

Overall, Splinter Cell Chaos Theory for Nintendo DS is just full of problem after problem, but even without the bugs and glitches, the game is simply dull compared to its console counterparts.

Note: The save glitch detailed in the original version of this review was fixed before the game shipped.

Pros:
Touch screen keypads and lock-picking
A handful of FMV cinemas

Cons:
Everything else

Graphics: 4.0

It could be a decent looking game if it weren’t constantly running like a slideshow.

Sound: 3.0

The endless music in each stage keeps you from hearing important details and gets old quickly. Chaos Theory doesn’t seem capable of playing more than one or two sound effects at a time, creating needless frustration. The sound design is so flawed that it adversely affects the gameplay.

Control: 6.0

It's not geared for moving targets or firefights, but the control system does a pretty good job of fitting in a range of abilities from the console game.

Gameplay: 4.0

The game is rather dull and often frustrating, but not so terrible that it will drive you insane before you reach the end. Numerous level design issues hamper the experience.

Lastability: 6.0

Single player takes about ten hours to complete. The multiplayer could be more of the focus of this title, but chances are against your being able to find three friends with copies of the game.

Final Score (Not an average): 4.0

It’s clear that Chaos Theory DS deserved some more time in the oven. With an engine that runs a little steadier, more interesting level designs, better AI, and online play, Splinter Cell could truly make a compelling handheld transition. Maybe in the next game.  

267
TalkBack / Hot Summer Club Nintendo Contest in Japan
« on: June 09, 2005, 06:39:51 PM »
More goodies most of us will never see.

Japan's Club Nintendo rewards program is running an exclusive summer contest for its members.  By registering a Nintendo DS or specific games, members will be entered into the contest and can pick their preferred prize. The hottest prizes are a series of Nintendo DS systems emblazoned with wireframe profiles of the Mario crew and what looks like a short message of your own. Only 200 of each design will be given away.  Additionally, 1000 will win a Panasonic digital music player with an SD card full of Nintendo music, and 3000 will win Nintendo DS carrying cases.  Pics of all are below.    


Hot Summer Mario Pure White DS Hot Summer Peach Candy Pink DS Hot Summer Koopa Graphite Black DS Hot Summer Wario Titanium DS Hot Summer Yoshi Turquoise Blue DS
 Five Hot Summer DS Designs
   


Hot Summer Panasonic Player Hot Summer Nintendo Music SD Card
 Panasonic Player and Nintendo Music Card
   


Hot Summer DS Carrying Cases Hot Summer Case with DS
 Nintendo DS Cases


268
TalkBack / Red DS Announced for Japan
« on: June 08, 2005, 09:50:14 PM »
Japan: 6, North America: 2

Hot on the heels of April's Candy Pink and Turquoise Blue DS systems, Nintendo has quietly announced plans for a sixth standard DS color for Japan.  Simply labeled Red, the new color will launch on August 8th, coinciding with the release of Jump Super Stars.    


Red Launches in Japan on August 8th, 2005


269
Nintendo Gaming / Hay Guys!
« on: June 06, 2005, 11:47:51 PM »
What's going on?  When does this come out in the United North America?

http://www.nintendo.co.jp/ds/software/azbj/ss05b.jpg

270
TalkBack / Batmadness
« on: June 06, 2005, 09:33:40 PM »
Hey look what I got in the mail today.  Did not expect it at all.  

http://www.planetgamecube.com/media.cfm?action=hwscreens&id=243

http://www.planetgamecube.com/media.cfm?action=hwscreens&id=242




Impressions: Batman Begins SP Pak

Does your GBA SP need an armored breastplate?

Written: 06/07/2005

A mysterious box with the Batman symbol appeared on my doorstep Monday afternoon, and I opened it up to find Batman Begins packages for both the Nintendo DS and GBA SP. The GBA SP package includes a glove-like console case, a skin, a screen protector, and six individual game cases, all emblazoned with art and designs from the upcoming movie.

Starting with the game cases, they seem to be the cheapest of the bunch. Each sports its own Batman art and holds one game. I’m not sure how much good it does me to have a case for one game, especially when the case is not transparent enough for me to tell which game it is. Aside from that, the hinge that closes each case feels so weak that I felt like I almost broke it the first time I opened one.

Next up is the console skin. It seems that there is a variety of “collectible” art designs, which I presume match the game cases. The skin is made of paper so you do have to be careful not to tear it, but aside from that it isn’t any more difficult to apply than any other skin. The adhesive doesn’t leave any residue, and the skin is easy to remove and re-apply later - at least in the short term.

The game case or glove features a rubber impression of Batman’s armored breastplate on the front and the movie logo on the back with fabric edges and clear plastic on the inside. It feels soft and comfy around the edges, but it’s somewhat impractical. Although there are holes cut in the fabric, it’s still a bit difficult to access the power and volume controls. Likewise, the start and select buttons are completely covered over with plastic, and while the rubber hinge in the back has holes for your ports, the way it shifts when open prevents you from being able to play while charging the battery.

I didn’t personally try out the screen protector, but it appears to be like those included in most other kits with the added promise that, like the skins, it won’t leave a sticky residue if you take it off.

In all, the GBA SP package doesn’t have much going for it unless you really dig the artwork on the skins and game cases.




Impressions: Batman Begins DS Pak

Is that a Batman cigarette case? No, those are styluses.

Written: 06/07/2005

Part two of my adventure with the mysterious Batman box involves the Nintendo DS. The DS package is similar to the SP Pak with a glove-like console case, a skin, a pair of screen protectors, and a slim game case that holds six games and two styluses.

The game case would probably be the best accessory in either package, if not for one crucial flaw: it’s too tight. While you certainly don’t want games flying everywhere when you open a case, the case’s design is so tight that you almost risk damaging your game cards by attempting to squeeze them into the spaces. The stylus isn’t as hard to get in, but does take quite a bit of effort to get back out. The DS console skin is just like the SP’s. There are a variety of “collectible” art designs available, and since each is made of paper, you have to be careful not to tear it. The adhesive doesn’t leave any residue, and the skin seems easy to remove and re-apply later.

The game case (or glove) features rubber movie logos on the front and back with fabric edges and clear plastic on the inside. It feels soft and comfy around the edges, but it’s even more impractical than the SP case. The main reason for this is the glove’s plastic completely covers the touch screen, making precise controls impossible. Although there is a hole cut in the rubber, it’s still difficult to access the volume control. Plus, the rubber prevents you from being able to play while charging the battery.

I didn’t personally try out the screen protectors, but they appear to be like those included in most other kits with the added promise that, like the skins, they won’t leave a sticky residue if you take them off. As is the case with some other screen protectors, the protector for the touch screen has a slightly smaller area than the screen itself, leaving room to remove it, but slightly constricting the play area.

In all, the DS package really isn’t any better than the SP Pak. I thought for a brief moment that the game case was kind of slick, but I learned otherwise when I actually tried to put something in it.  

271
TalkBack / Electroplankton Non-Review
« on: June 05, 2005, 09:35:00 AM »
What better way to write about a non-game than with a non-review?

Written: 06/05/2005

I’m sure somebody out there trying to determine whether or not they should buy Electroplankton is going to think I’m weak for not assigning it a standard numbered score. However, after showing the “game” to a number of people, I’ve found that I’m quite inadequate at predicting whether someone will like it or not, and that’s among people that I know. There’s really no point in trying to rate graphics, sound, control, gameplay, and lastability. You either like to experiment with Electroplankton or you don’t.

The best way I can describe Electroplankton is to consider it a form of musical doodling. You can get a lot of enjoyment out of experimenting and interacting with each of the creatures, without the results ever sounding bad at all. However, you likely won’t be able to come up with a tune fit to record without putting a lot of effort into it or using multiple systems or studio equipment as the DJ at Nintendo’s E3 press conference did last month. In fact, Electroplankton’s design often purposely keeps you from being able to predict the musical results of your actions.

The full range of interactions is open to you from the moment you stick in the game card. The main screen allows you to choose performance mode or audience mode. Audience mode is an interactive demo, more or less, which cycles through each of the Electroplankton, showing pre-programmed sequences to introduce you to the creatures. Performance mode is where you’ll be able to select any of the ten creatures and interact with them as you will. Even the plankton selection menu has a range of tones that you can play with, if you like.

The ten types of Electroplankton are all quite different from each other, and most have more to them than initially meets the eye. The artsy instruction manual gives more detail on ways to interact with your pets, but since it’s mostly in Japanese, you may need to look up FAQs online to learn the full range of their capabilities. However, I will take some time here to give a brief description of each.

Tracy

Tracy are the essence of “musical doodling”. You simply draw lines on the screen, and the Tracy follow them, creating music based on the location of the lines, the Tracy’s color, and the speed that you drew the line. You can have up to five Tracy moving on the screen at once and can change the tempo with the control pad.

Hanenbow

My favorites of the bunch, Hanenbow are tadpole-shaped creatures that leap out of the water from one leaf and bounce across the leaves of other plants, creating tones as they touch the leaves and walls. By altering the angles of the leaves and the frequency of the leaping Hanenbow, you can create vastly different rhythms. You can also select from a variety of leaf arrangements.

Luminaria

Luminaria are star-shaped creatures that travel across a grid of arrows, emitting tones at each point and continuing in the direction the arrow is pointing. You can create various rhythms by tapping the arrows to point them in different directions or set them spinning. You can also use the control pad to change the arrangement of the entire grid.

Sun-Animalcule

This is a bizarre breed of Electroplankton. Basically, Sun-Animalcule appear like bubbles wherever you tap the screen. Then as they float to the surface, they create two sets of tones in the same rhythm as they appeared. The background shifts from day to night, and the nighttime Sun-Animalcule (Moon-Animalcule?) produce sounds different from those created in the day.

Rec-Rec

Rec-Rec are a fish-like breed that “eat” sound via the microphone. It’s essentially a four-track recorder, and you can also slow down or speed up the tempo, which can produce fun results.

Nanocarp

Nanocarp are a surprising breed of Electroplankton. Like many of the creatures, their positions on the screen affect the sounds they make. Left on their own, they are much like living wind chimes, swimming around the screen, making sounds as they touch the edge. The control pad sends waves across the screen in different directions that activate the Nanocarp’s chimes, and tapping the screen causes the water to ripple outward with the same effect. The curious part about Nanocarp though is that they also listen and create different formations based on the sounds you make. Blowing on the screen, clapping, or singing to the Nanocarp in different variations causes them to form circles, hearts, lines, moons, houses, and the notation for “Twinkle Twinkle, Little Star”.

Lumiloop

Lumiloop are comparatively simple. As you spin each Lumiloop with the stylus, it emits sustained tones, raising in pitch the longer it’s spun. There are different tones produced when you spin either clockwise or counter-clockwise, and three sets of Lumiloop to spin.

Marine-Snow

Scientifically, marine snow is a term for organic particles that drift to the ocean floor and provide meals for hundreds of creatures on the way down, but in Electroplankton, Marine-Snow are snowflake-shaped creatures that can be tapped like the keys on a piano. Unlike a piano though, Marine-Snow will jostle about as you touch them, making it hard to come up with a specific tune. There are four types of Marine-Snow that appear in three different arrangements.

Beatnes

Crazy creatures with long tails, the four sets of Beatnes have NES-themed back beats. Each section of their bodies creates sound when you touch it, and the Beatnes will repeat those sounds a limited number of times so that you can lay other sounds on top of it to create arrangements of instruments. Many of the sounds are simple tones, but there are also familiar NES sound effects and vocal samples.

Volvoice

Volvoice, the final Electroplankton breed, isn’t really musical at all. You can use Volvoice to record any bizzare sounds or tunes that you like, and then pick from sixteen different Volvoice shapes to alter the sample in a variety of unexpected ways. Simple whistles or hums can be turned into wacky sci-fi style sounds.

As much as I love Electroplankton, it clearly isn’t for everyone. While I’ve whittled away hours experimenting with it, some people get tired of it in minutes. Musicians aren’t any more likely to be interested than non-musicians. While some are genuinely enthusiastic about the program, others are quickly annoyed by the looping nature of many of the creatures. As far as reaching out to non-gamers goes, Nintendo may be on the right track, as many of the people who have reacted positively had never even heard of the Nintendo DS before. In the end, Electroplankton is a personal experience just like any other creative tool. I’m sure I’ll continue to get absorbed just fiddling around with the creatures, where others are more interested in recording the rich tones to make something out of them.

Importers need not fear, as the main menus are written in English as well as Japanese. So, if you think you’d be interested in Electroplankton, you’re probably better off ordering it from our partners at Lik Sang since NOA has yet to decide when they’ll release it here. For those of you who’d rather not spend that much cash on it, the good news is that Nintendo does seem to intend to bring it to North America sometime in the future.  

272
TalkBack / Konami Reveals E3 Line Up
« on: May 17, 2005, 10:36:42 PM »
Karaoke and dancing at the same time... oh.

Konami Announces Its Most Diverse and Innovative Lineup Ever at Electronic Entertainment Expo 2005    


E3Expo 2005  Booth #800    


LOS ANGELES--(BUSINESS WIRE)--May 17, 2005--    


    Presenting More Than 15 Games Across all Console and Handheld Platforms, Konami Showcases its World-Class Creativity and Reinforces its Position as an Industry Leader        


  Konami Digital Entertainment -- America, a division of Konami Digital Entertainment, Inc., today revealed its blockbuster product lineup for the 2005 Electronic Entertainment Expo (E3) in Los Angeles. With more than 15 titles for all platforms -- including the PlayStation(R)2 computer entertainment system, Xbox(R) video game and entertainment system from Microsoft, Nintendo GameCube(TM), PSP(TM) portable entertainment system, Nintendo DS(TM), and Nintendo Game Boy(R) Advance -- being showcased at this year's event, Konami reinforces its position as an industry leader and trend-setter. Featuring titles across all genres, age groups, and skill levels, Konami continues to set new standards in the bustling music games category as well as impress gamers with original titles for the dominant handheld systems. Additionally, the company will introduce new additions to some of its most renowned franchises.    


"Konami's 2005 lineup is the company's richest to date and highlights the creative talents and innovative thinking that is the foundation of our heritage in interactive entertainment," said Tommy Gotsubo, president of Konami Digital Entertainment, Inc. "This year we have something to offer every type of gamer from our hit franchises to unique new properties on both home consoles and handheld platforms."    


Below is additional information on Konami's E3 2005 titles (listed by genre):    


MUSIC    


beatmania(TM)    


Release date: 2006    


Platform: PlayStation 2    


beatmania is a revolutionary new interactive DJ simulation game for the PlayStation 2, which combines high-energy pulsating music with cutting-edge videos. Utilizing a specially designed DJ controller and featuring more than 50 tracks, beatmania lets gamers feel the vibe, drop the beats and create the pulsing energy of a club in their own homes.    


Karaoke Revolution(TM) Party    


Release date: 2005    


Platform: PlayStation 2, Xbox, Nintendo GameCube    


Karaoke Revolution Party goes multi-platform for the first time and expands upon what has already made the franchise a popular hit. The series introduces the all-new "Sing and Dance" mode that combines Karaoke Revolution and Dance Dance Revolution into one fun-filled extravaganza, allowing players to sing and dance to the largest song list ever offered! With these new features, plus the support for EyeToy(TM) USB Camera (for PlayStation(R)2) and Xbox Live(R), Karaoke Revolution Party will be the ultimate party game.
   


Dance Dance Revolution EXTREME(TM) 2    


Release date: September 2005    


Platform: PlayStation 2    


The multi-million selling franchise returns to the PlayStation 2 with the added bonus of online play -- allowing dancers to go head-to-head with players from around the globe for the first time. Featuring smash hit songs, EyeToy Camera support and more unique modes and features than ever before, Dance Dance Revolution Extreme 2 pumps up the volume with over 100 minutes of energetic dance music.    


Dance Dance Revolution ULTRAMIX(TM) 3    


Release date: November 2005    


Platform: Xbox    


Dance Dance Revolution Ultramix 3 pushes the boundaries of Xbox Live to deliver the ultimate in interactive dancing online while maximizing the offline modes for casual, beginner and advanced dancers. With the most robust gameplay and features to date, plus over 100 minutes of energetic dance music, Dance Dance Revolution Ultramix 3 is the ultimate evolution of the revolution.    


ACTION    


Castlevania(R): Curse of Darkness(TM)    


Release date: Fall 2005    


Platform: PlayStation 2, Xbox    


The latest game in the Castlevania series delivers an entirely new storyline, new main character and makes its debut on the Xbox. Players take on the role of Hector, a new hero in the Castlevania series, who had once refined his skills under Dracula. A Devil Forgemaster, Hector has the ability to cultivate powerful new allies to help defeat enemies throughout the game. Featuring strong RPG and adventure game elements, Curse of Darkness boasts innovative character growth and drastically improved enemy variation. The game's deep storyline unfolds against a backdrop of beautifully rendered and expansive environments.    


Castlevania(R): Dawn of Sorrow(TM)    


Release date: Fall 2005    


Platform: Nintendo DS    


The first title in Konami's legendary Castlevania series to be made for the Nintendo DS, this game continues the storyline that first emerged in the critically-acclaimed Castlevania(R): Aria of Sorrow(TM). Taking full advantage of the DS' capabilities, Dawn of Sorrow allows players to exchange or trade acquired souls with other players via the DS wireless connection or utilize the touch screen to defeat evil spirits with the "Magic Seal System." Dawn of Sorrow also includes memorable characters such as Dracula incarnate Soma Cruz as well as an incredibly moving score, amazing graphics and stunning special effects.
   


Crime Life: Gang Wars(TM)    


Release date: Fall 2005    


Platform: Xbox, PC CD-ROM    


Crime Life: Gang Wars is a gritty, free-roaming third-person action game with an epic storyline that takes gamers deep into urban gang culture. The game features an all-star cast of hip-hop artists, including the voices, likenesses, and original music from members of the hit rap group D12, and the voice of actor Jason Flemyng (Lock, Stock, and Two Smoking Barrels, and Snatch). With a focus on traditional beat-em-up fighting action and strategy, Crime Life: Gang Wars confronts gamers with a morally-infused storyline that delivers consequences for every action -- good or bad.    


Coded Arms(TM)    


Release date: Summer 2005    


Platform: PSP portable    


Coded Arms is a visually stunning first-person shooter that places the gamer in the role of a computer hacker who infiltrates an abandoned virtual reality system. Players will fight through six different game worlds, utilizing more than 30 different weapons to battle against various types of enemies. The game will also take advantage of the platform's wireless capabilities for intense multiplayer action. Delivering stunning graphics, intense firefights and a futuristic story, Coded Arms will be one of the PSP portable's premiere titles.    


Death, Jr.(TM)    


Release date: Summer 2005    


Platform: PSP portable    


Featuring one of the most unique new characters to enter the industry in years, Death, Jr. is among the most anticipated titles for the PSP handheld system. The game stars Death, Jr., the son of the Grim Reaper who is a mischievous youngster armed with a mighty scythe, which serves as both a weapon and unique platforming tool. Boasting some of the best graphics on the PSP portable, Death Jr. seamlessly blends first-person shooter elements with third-person platforming action and serves up a large dose of intense gameplay and weapon heavy combat.    


Dragon Booster(TM)    


Release date: Fall 2005    


Platform: Nintendo DS    


Based on the popular animated series airing on ABC Family and Toon Disney, Dragon Booster is a fast paced third person racing/action game set in a fantastical world where humans and dragons co-exist. When their peaceful way of life is disrupted, Beau, a legendary dragon, chooses Artha Penn, an ordinary 16-year old, to become a mythical hero known as the Dragon Booster. Play as Artha or his crew, race incredibly fast dragons, collect gear to make them stronger, and release the hero within!
   


Frogger(R): Helmet Chaos(TM)    


Release date: Fall 2005    


Platform: PSP portable, Nintendo DS    


The first 3D handheld game for the Frogger franchise with 3D environments and traditional 2D gameplay, Frogger makes his debut on the PSP portable and Nintendo DS. Players will go "hopping" mad on more than 30 levels of action. Incorporating the classic, addictive "hop and dodge" gameplay and a wide range of character moves that allow players to climb walls, double jump, tongue grab, and more, this latest escapade finds Frogger called upon to stop an evil force that threatens his home. For extra nostalgia fun, Helmet Chaos also includes the ability to unlock the original 1981 Frogger arcade game.
   


Frogger(R): Ancient Shadow(TM)    


Release date: Fall 2005    


Platform: PlayStation 2, Xbox, Nintendo GameCube    


Frogger: Ancient Shadow is a beautiful 3D action platformer that merges the traditional Frogger "hop and dodge" gameplay with modern platforming elements for an exciting new challenge. Gamers join Frogger at his home in Firefly Swamp, where a dark secret has recently been uncovered and Frogger must save the day. Joining the hero on his adventures are two new playable characters with their own unique skills -- Lumpy and Berry. As a special bonus, retro fans can enjoy a blast from the past as they unlock the original Frogger arcade game!
   


S.L.A.I.(TM)    


Release date: Fall 2005    


Platform: PlayStation 2    


Konami brings the first online mech combat game to the PlayStation 2 with S.L.A.I. (Steel Lancer Arena International). This fast paced mech action game is the sport of the future, where players pilot their customized mechs to win cash and worldwide dominance. Over 1 million possible mech configurations and phantom stealth abilities make this one mech party you'll have to crash.    


Teenage Mutant Ninja Turtles(R) 3: Mutant Nightmare(TM)    


Release date: Fall 2005    


Platform: PlayStation 2, Xbox, Nintendo GameCube, Nintendo DS    


The Turtles are back to battle the nefarious Shredder and his evil Foot Ninjas in an all-new action game for consoles and the Nintendo DS handheld system. Teenage Mutant Ninja Turtles 3: Mutant Nightmare lets gamers play as their favorite Turtle and improve the character's abilities as they progress. Taking teamwork to the next level, TMNT3 adds features that make bashing bad guys even more fun as a group.
   


Yu-Gi-Oh! Nightmare Troubadour    


Release date: September 2005    


Platform: Nintendo DS    


Yu-Gi-Oh! Nightmare Troubadour brings a new round of dueling action to the Nintendo DS. Utilizing the unique features of the DS, players will experience the world of Yu-Gi-Oh! on two screens with touch pad controls as well as engage in wireless duels and card trading. Featuring more than 1000 of the latest and greatest cards and packaged with three exclusive trading cards, the game boasts unique "friendship" and "time" features that enhance the interactivity of the game beyond any Yu-Gi-Oh! release to date.
   


ROLE-PLAYING    


Lost In Blue(TM)    


Release date: September 2005    


Platform: Nintendo DS    


This innovative RPG takes players on a journey of survival, adventure and mystery. After a disastrous incident at sea, the hero and heroine must work together and share responsibilities to survive. While planning their escape, they will learn survival skills, such as hunting, fishing, trapping, searching for food and building tools, as they uncover the island's many mysteries. Featuring a Dual Phase System, gamers gain a completely different gameplay experience when playing as the hero than they do as the heroine.
   


Shaman King(TM): Master of spirits 2    


Release date: August 2005    


Platform: Game Boy Advance    


In this exciting, action-packed RPG, players will continue their quest to become the next Shaman King. Returning to the role of Yoh Asakura, players must traverse multiple stages filled with perils, enemies and traps in order to stop a diabolical shaman from resurrecting the evil "Guardian of Demons." To assist in the quest, players can collect the spirits of vanquished opponents and use them to help in battle. As players progress, they will build their skills and unlock special moves, combo systems and abilities.
   


Winx Club(TM)    


Release date: Fall 2005    


Platform: PlayStation 2, Game Boy Advance, PC    


Based on the first season of the hit animated series currently airing on Fox, Winx Club is an engaging RPG. Created for young gamers, Winx Club is filled with familiar characters and a strong storyline that will whisk players away on a fantastic interactive adventure. Fans will fall easily into the game's storyline which, like the TV series, emphasizes communication and relationships. Focusing on friendship, love, fantasy, fashion and music, the game is filled with community-based activities and collectibles as well as a wide range of magical moves and spectacular spells for hours of fun.
   


Ys: The Ark of Napishtim    


Release date: Fall 2005    


Platform: PSP portable    


The Ys series is one of the most beloved RPG franchises of all time. Now on the PSP portable, gamers-on-the-go can experience the beautifully rendered environments, distinct storytelling, exciting plot twists and unique characters that set Ys apart from other action RPGs. Additionally, players can unlock new mini-games and databases revealing the secrets of Ys, as well as listen to the game's complete soundtrack in the Ys Jukebox mode.


273
TalkBack / Nintendo DS Online Publishers List
« on: May 17, 2005, 07:06:06 PM »
Check out some of the games using the Nintendo DS online service.

   


   


May 17, 2005

   


WI-FI GAMING FOR  NINTENDO DS

   


   


The following is a partial list of publishers and the  Nintendo DS games they are planning that will make use of the newly announced  Nintendo Wi-Fi Connection wireless, portable gaming  service.

   


   


                                                                                                                                                                                                                                                                                                                                                                                                                                                 
   

Publisher    

   
   

Game

   
   

Activision, Inc.

   
   

Tony Hawk (working title)

   
   

Atari

   
   

TBA

   
   

BANDAI CO., LTD.

   
   

Mobile Suit Gundam (working    title)

   
   

   
   

Digimon World (working    title)

   
   

BANPRESTO CO., LTD.

   
   

TBA

   
   

Buena Vista

   
   

TBA

   
   

CAPCOM    CO., LTD.

   
   

TBA

   
   

Electronic    Arts

   
   

TBA

   
   

FromSoftware, Inc.

   
   

Tenchu DS (working title)

   
   

HUDSON SOFT Co., Ltd.

   
   

Bomberman (working title)

   
   

   
   

Momotaro Dentetsu World (working title)

   
   

KOEI Co., Ltd.

   
   

Dynasty Warriors DS (working title)

   
   

KONAMI CORPORATION

   
   

KOJIMA Productions    Products

   
   

   
   

WORLD SOCCER Winning    Eleven Series

   
   

   
   

JIKKYO POWERFUL    PROYAKYU Series (working title)

   
   

   
   

Castlevania Series (working    title)

   
   

Majesco

   
   

TBA

   
   

Marvelous Interactive    Inc.

   
   

Bokujou-Monogatari series

   

(working title)

   
   

   
   

Rune Factory (working title)

   
   

   
   

Contact (working title)

   
   

   
   

Real-Time-Strategy (working title)

   
   

Mastiff

   
   

TBA

   
   

NAMCO LIMITED

   
   

New RPG (working title)

   
   

Nintendo

   
   

Animal Crossing DS

   
   

   
   

Mario Kart DS

   
   

   
   

Many more titles in    development

   
   

SEGA CORPORATION

   
   

TBA

   
   

Spike CO., LTD.

   
   

Professional Wrestling    (working title)

   
   

SQUARE ENIX CO., LTD.

   
   

Final Fantasy: Crystal Chronicles (working    title)

   
   

TAITO CORPORATION

   
   

TBA

   
   

Take 2 (2K Games)

   
   

TBA

   
   

Telegames

   
   

TBA

   
   

THQ

   
   

TBA

   
   

Ubisoft

   
   

TBA

   
   

Vivendi

   
   

TBA

   


274
TalkBack / Nintendo E3 2005 Press Conference Summary
« on: May 17, 2005, 06:38:30 PM »
New revelations and pulled punches left fans wondering how to react.

Nintendo’s E3 Press Conference is always where the kid at heart gets to come out and play for a while, where that sense of wonder can be quickly rekindled, or extinguished for another year.  Which kind of year would 2005 be?    


There was a bit of delay before the conference started.  In recent Nintendo fashion, a seizure warning was given over the sound system, due to the flashing strobes that would go off later in the presentation.  There was also a lot of strife from the fire marshals, who weren’t exactly pleased at the crowds of excess people standing around the room.    


Satoru Iwata opened the show talking about how he has made games, and played games, but now he’s going to ask some questions, starting with “Who’s your daddy?” as he bragged about how badly he can beat Reggie in Super Smash Bros. It’s interesting to see a clearly playful side of Iwata, which would sneak out several times over the course of the press conference.    


Reggie Fils-Aime came out and proceeded to take some names, mostly that of arch-rival Sony.  He talked about the numbers everyone has been hearing, 360, 128-bit, but that he had only one number for us to remember.  Two … as in billion, which is the number of games Nintendo has sold since they entered the business in 1985.    


He talked about how Nintendo as sold 28 million Game Boy Advance units in the US, roughly the same as the number of PS2 units sold.  The Nintendo DS has sold over five million units worldwide, double that of the PSP.  He was quick to point out that PSP has yet to launch in Europe, but he said that was because Sony couldn’t deliver, and that isn’t his problem.  The tie ratio (software units sold per hardware unit sold) for the DS is 4:1, again doubling that of the PSP.  The final slide was not at all a surprise, as Nintendo touted that with the GBA and the DS, Nintendo controls 94% of the handheld market.  So much for there being “three pillars.”    


Reggie talked about how Nintendo was turning the DS into a tool to allow people to create, and showcased the quirky “Electroplankton”.  He introduced David Hollands, a New York DJ who came out and played an original composition with two DS units, both running Electroplankton (with an assist from a heavy bass track).    


The conference continued, with talk about Nintendo’s WiFi plans and their partnership with IGN/GameSpy, confirming that online would be free with participating hotspots (and at home with your own wireless router), that Nintendo would not charge to play first party titles online (leaving the door open for third parties).  He set high goals for the service, saying that they can “see no reason why the participation rate can’t reach as high as ninety percent” of DS owners.  He also confirmed online versions of Mario Kart and Animal Crossing, as well as a Tony Hawk game.    


The topic of conversation then turned to the game taking Japan by storm: Nintendogs.  It’s sold over 400,000 units in the first month alone, and DS sales have tripled that of the PSP since Nintendogs was released.  Tina Wood, from G4 came out to showcase her Pug named “Mia”, and she showed the tricks she’s taught Mia how to do.  She then brought out a mini Mario Kart RC car which Mia seemed reluctant to play with.  Finally, she demonstrated “bark mode” which is where the DS is put to sleep, but still listening for other Nintendogs to play with.  When your DS barks, a puppy has come to visit, sometimes bearing gifts!  A few seconds later, her DS barked, and Bill Trinen’s dog “Mario” came to play, wearing a little red Mario hat, but it turned out that it was Shigeru Miyamoto himself with a blue DS unit in tow.  While Miyamoto and Tina talked, the press conference turned abruptly R-rated as Mario proceeded to “mount” Mia, much to Tina’s dismay.  Shortly, the puppies proceeded to fall asleep, with Mario resting his head on Mia’s back … a cuddly little puppy pile.  Miyamoto then escorted Tina backstage to “show her a few more tricks”.    


That was not all of the fun in store, as Fils-Aime proceeded to whip out what can only be described as the smallest Game Boy Advance ever … the Game Boy Micro.  4 inches wide, and sporting a 2-inch diagonal screen.  It’ll have custom faceplates (take that, Microsoft), but little else was discussed, save for a Fall release.    


Finally, it was time to get some of the details on Revolution, which Iwata produced, easily holding the device in his hand.  He set the console down in a gray stand which displayed the Revolution at an angle (the stand will be packed-in), and said that the prototype unit displayed (and in pictures) was larger than the final unit will be.  Up in the air as well are final colors, with Nintendo showing five different colors, asking the press and their readers for feedback on what they’d like to see in the market.    


Revolution will be backwards compatible with GameCube titles, using the same self-loading disc slot, and in a surprise announcement, Nintendo 64, Super Nintendo, and NES titles through a download service, making Revolution capable of playing Nintendo’s entire back-catalog of games.  DVD movie playback will be possible through a special, internal accessory, and contain 512MB of flash memory, as well as an SD slot to expand that memory.  In one picture, GameCube controller ports and a Memory Card slot could be seen, likely hidden under a plastic cover on the top (side) of the unit.  All controllers will be wireless, and WiFi is built into the box.  Then Iwata said that he’s pressing the team responsible for Smash Bros. to have a wireless Internet version ready for launch, so that he can always beat Reggie, wherever he is.  He stressed that Nintendo is working on something brand new for Revolution, but wasn’t forgetting their proven franchises, and that Mario and Zelda would both see Revolution action, and rolled a quick sneak-peek (seconds worth) of Metroid Prime 3.  Square Enix is working on a WiFi Final Fantasy Crystal Chronicles game for Revolution as well.  Nintendo is also aiming more directly at developers with the Revolution, saying that the hardware will be easier and less expensive to develop for, encouraging big ideas over big budgets.    


George Harrison then came on stage to discuss the GameCube line-up for the year, which consists of sixty new titles, including a new Pokemon RPG, DDR Mario Mix, and two new Mario sports titles.  After a montage of game clips, Nintendo pulled the veil even further back on the new Zelda title, now called Twilight Princess.  The stunning video, which you can now access through our torrent showed rumored features such as Link transforming into a wolf.  There are also a number of bizarre creatures that seem to drop through portals in the sky and a character who rides Link while he’s in his Wolf form, and has some strange and unique attacks of her own.  The music for the video is breathtaking, and if it’s indicative of what will be in the final game, it will truly set a new standard for the series.  The conference ended with Zelda’s director, Eiji Aonuma, taking the stage, offering a gift for the audience, and pulling out a Nintendo DS card with Zelda clearly printed on it to reveal --- that it was a video of the trailer that we could watch on our DS systems.  It’s a nice touch, but also clearly a tease, hinting toward the next handheld Zelda title.    


In all, despite Nintendo making strides to change their image, both in terms of design and presentation, their repeated reluctance to blow the lid off the new home console largely defused the crowd’s excitement.    


Rick Powers co-wrote this article.


275
TalkBack / Rainbow Six IRC
« on: May 11, 2005, 05:49:03 PM »
Talk to the developers in a live chat tomorrow afternoon.

Ubisoft Announces New Release Date For Tom Clancy's Rainbow Six: LockdownTM    


  LONDON, UK - 11th May, 2005 - Today Ubisoft, one of the world's largest videogame publishers, announced that Tom Clancy's Rainbow Six: LockdownTM, the fourth installation of the multi-million unit selling franchise, will ship worldwide in September 2005 for the PlayStation®2 computer entertainment system, the Xbox® video game system from Microsoft and the Nintendo GameCubeTM. The PC-CD Rom, developed by Red Storm Entertainment, is scheduled for an early 2006 release.    


The developers are continuing to focus on polishing the game during this time and will be available for a US IRC Chat on 12th May, 2005 at 5 pm (Pacific Standard Time). During this hour session, fans will have a chance to ask members of the development teams in-depth questions    


Live chat:
 Irc Network: irc.gamesurge.net
 Public Irc Channel: #rainbowsix
 You can download an IRC client at
 http://www.ircreviews.org/clients/    


If you can't take part in the session, you can still ask your questions in advance and get the chance to have them answered. Find out more on the Rainbow Six portal at www.rainbowsixgame.com


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