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Topics - Karl Castaneda #2

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101
TalkBack / December Spells Money for Nintendo
« on: January 11, 2007, 01:51:22 PM »
If I had a nickel for every time Nintendo posted huge sales, I'd be almost as rich as they are.

NINTENDO RECORDS BEST HOLIDAY SELLING SEASON IN U.S. VIDEO GAME HISTORY    


Virtually Every New Wii and Nintendo DS System Sold Out Across America    


REDMOND, Wash., Jan. 11, 2007 – There has never been anything like it.   Independent U.S. sales figures released by the NPD Group today confirmed   a red-hot launch for the new Wii™ system by Nintendo, and the crowning   of the portable Nintendo DS™ as the best-selling video game device of   any type for both the holidays and all of 2006.    


Along with stunning success for The Legend of Zelda®: Twilight Princess   and historic sales of accessories, including more than 1.5 million extra   controllers for Wii alone, Nintendo recorded the most successful   across-the-board holiday performance in U.S. video game history.    


Among key results:    


       * Consumers purchased every Wii console available at retail—more   than a million in just the 44 days between U.S. launch and year end.      
  * With sales of another 1.6 million systems in December alone,   Nintendo DS achieved full year sell-through of 5.3 million.        
 * The Legend of Zelda: Twilight Princess was purchased by an   extraordinary 86 percent of Wii buyers, or more than 900,000 games for   that system alone. Coupled with the companion version released in   December for Nintendo GameCube™, the two versions of the newest Zelda   title totaled approximately 1.5 million unit sales in less than seven   weeks, which would represent one of the five best-selling games for the   entire year.        
 * Wii owners also purchased an average of three additional games   from a wide library of choices, in addition to the Wii Sports title   packed in with every hardware system.        
 * Two Nintendo DS titles, New Super Mario Bros.® and Brain Age™:   Train Your Brain in Minutes a Day, also were top-10 sellers for the year.      
 * Throughout the November/December holiday shopping period,   Nintendo accounted for more than half of all video game hardware systems   sold in America.  
 Earlier this week, Nintendo increased its projected worldwide financial   performance for the year ending on March 31 to be the best in company   history.    


  “Millions of players, both hard-core and brand-new, are already enjoying   the unique entertainment provided by Wii, but demand for the system   remains incredibly high," says Nintendo of America President Reggie   Fils-Aime. “So our work is just beginning. We're dedicating ourselves to   maximizing both manufacturing and distribution full bore throughout   2007, to make sure everyone who wants to experience the future of video   gaming can do so just as soon as possible."    


The momentum behind Wii will continue unabated through the early weeks   of 2007, with retail debuts of WarioWare™: Smooth Moves, Wii Play™ and   Mario Party® 8 from Nintendo; a host of third-party releases; and a   steady stream of classic games made available via download with the Wii   Shop Channel.


102
TalkBack / Radio Free Nintendo - Episode 34
« on: January 10, 2007, 08:00:00 PM »
A slow week of news cannot stop the RFN crew!

I'm posting this from an iPhone! Not really, but wouldn't that be AWESOME?!    


   


Episode 34: The Week the News Stood Still    


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You can also listen to the podcast on the good 'ole Odeo!  
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Let's face it: the week of January 1st - January 7th was a total bore. The Virtual Console only released two (awful) games, no notable games were released, and the most interesting story involved Wii-enabled pornography. It's what we in the biz call "crapadocous."    


BUT FEAR NOT! I gathered Stan and Steven for a podcast of epic proportions. Through our magnificent talents, we make even the most mundane of the aforementioned a verifiable festival of sound. In addition, we answer listener mail, and discuss what cancelled or forgotten games we'd like to see make a return.    


Like always, I demand that you all subscribe to us on iTunes, and leave a lengthy review. And afterwards, I demand that you send us more listener mail. And after that, I demand that you bring me a pony. I've always wanted one of those...    


Credits:    


This podcast was edited by Stan Ferguson. Video Game Advantage commercial performed by Steven Rodriguez. Radio Trivia commercial performed by Michael "TYP" Cole and Steven Rodriguez.    


Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also purchase their album directly from the iTunes Music Store.    


Please visit our sponsor, Video Game Advantage.


103
TalkBack / Radio Free Nintendo - Episode 33
« on: January 03, 2007, 03:00:52 PM »
Karl takes back the host seat! Stan reads mail! Steven comments! All this and more   in another episode of Radio Free Nintendo!

Exclamation point!    


   


Episode 33: Podcast Killed the Mailbag Star    


  AAC Format    


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You can also listen to the podcast on the good 'ole Odeo!  
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  After the debacle that was Stan's hosting last week, I've given him a swift jab in the   ribs and taken back the host seat. As per our plea last week, you guys came   through and sent in tons of listener mail. It's a good thing Stan's injuries from said   jab weren't too serious, because I made him read all of it.    


Questions this week run the gamut from why the Xbox 360 isn't succeeding in   Japan to the price of TurboGrafx-16 games on the Virtual Console to whether or   not I'll ever publish a bad fantasy novel I wrote when I was fourteen. And defying   our expectations, only one question came from our good friend Saturn (although   there was a curious fellow named "Uranus").    


Email us more questions or your life is forfeit! Also don't forget to subscribe to and   review us on iTunes. Your life may or may not be forfeit if you decide to ignore the   latter. I haven't decided yet.    


Credits:    


This podcast was edited by Stan Ferguson. Video Game Advantage   commercial performed by Steven Rodriguez. Virtual Console Mondays   commercial performed by Karl Castaneda.    


Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also   purchase their album directly from the iTunes Music Store.    


Please visit our sponsor, Video   Game Advantage.


104
TalkBack / Rare Founders Leave the Company
« on: January 02, 2007, 11:38:00 AM »
Tim and Chris Stamper have left the company they started almost 25 years ago.

When Rare Ltd. was purchased by Microsoft in 2002, it meant the end of the company's involvement with Nintendo's home consoles. Luckily, they've continued to support the Game Boy Advance (with games like It's Mr. Pants and Banjo Pilot), and later this year, they'll be releasing a new Diddy Kong Racing on the DS.    


They'll be doing this without two of Rare's founders, however, as Tim and Chris Stamper left the company at the end of 2006. Luke Smith from 1Up News secured the following comment from Microsoft:    


"Chris and Tim have helped shape Rare into the world-renowned development studio that is it today and their impact on the videogame industry as a whole is well known. They are simply leaving to pursue other opportunities and we wish them luck in their future endeavors."    


Mark Bryant will be taking over the roles of Studio Director and Creative Director in the Stampers' place.


105
TalkBack / Radio Free Nintendo - Episode 31
« on: December 20, 2006, 01:54:13 PM »
The gang discusses what they're playing, Dragon Quest, and what we want from Nintendo's online structure within the next year.

Hey, did you hear? Dragon Quest IX is on DS!    


   


Episode 31: Square-Enix Hearts Nintendo    


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You can also listen to the podcast on the good 'ole Odeo!  
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I'm back in action this week after my modem exploded a couple of weeks ago.  From the embers of my connection birthed a special kind of passion that I employ for  the next 40-something minutes. Some might call such a performance fiery. I would  say that those people are correct in their supposition.    


By now we've all heard the news: Square-Enix is putting DQ IX on the DS. The staff  and I go to town on this news bit for a good 15 minutes, and we've come to the  conclusion that it's big news. Book-ending this conversation are our Brand New  Cliche' "Whatcha Playin'" segment and our hopes for WiiConnect24 in 2007.    


You'll notice at the end of the show, I ask that everyone send us more mail at our  (not-so-)new (anymore) address. And I'd like to echo that request again in the  news post. A wise man once said that if you save a chearleader, you'll save the  world. Well, guess what? If I don't get your questions and concerns ASAP, I'm going  Sylar on some chick's ass.    


Credits:    


This podcast was edited by Karl Castaneda. Video Game Advanage  commercial performed by Steven Rodriquez. Radio Trivia commercial  performed by Karl Castaneda.    


Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can also  purchase their album directly from the iTunes Music Store.    


Please visit our sponsor, Video  Game Advantage.


106
TalkBack / Radio Free Nintendo - Episode 29
« on: December 05, 2006, 05:12:01 PM »
Stan, Karl, and Windy talk Wii launch, weekly news, and more.

Killer 7 is the best damn game ever made for any system ever.    


   


Episode 29: Plastic Wheel Edition    


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MP3 Format    


You can also listen to the podcast on the good 'ole Odeo!    



powered by ODEO    


It's been a while since I've hosted, so I rose up from the grave, took up my Master Sword, and took down the Moblin in my way (he looked a lot like Evan, oddly enough). And while my audio track isn't the best, I make up for it in sheer ferocity. Stan and Windy barely made it through the episode alive.    


Tonight, we discuss a wide variety of topics, from the Wii launching in Japan (we think it might do alright) to the latest from Famitsu magazine to what we're all playing at the moment. It's jam-packed with liquid awesome, so you'll definitely not want to miss out.    


If you've got any questions or concerns, send them to our new podcast email address, and make sure to check us out at iTunes.    


Credits:    


  This podcast was edited by Stan Ferguson.  Fake Commercials were written and performed by Michael "TYP" Cole, Steven Rodriguez, and Karl Castaneda.    


Music for this episode of Radio Free Nintendo  is used with permission from Jason Ricci & New Blood.  You can also purchase their album directly from the iTunes Music Store.


107
TalkBack / REVIEWS: Magical Starsign
« on: November 22, 2006, 12:07:50 PM »
All signs point to "yawn."

I’ve been yearning for a good handheld RPG for a while now, and since Final Fantasy III is already spoken for, I figured I’d give Magical Starsign a shot. Essentially a cross between Harry Potter and your average JRPG, it comes off as a charming, if forgettable experience. It’s not necessarily bad, but I wasn’t ever able to get into it, and playing the game became more of a chore than it should have.    


The story tells the tale of a girl or boy of either the light or dark magical persuasion (these things are up to you), and his or her adventure to, along with the help of classmates, rescue a teacher from school. This is no ordinary institution, though – they teach magic here – and so the students will have to take advantage of their fledgling abilities if they’re to save their precious mentor before getting caught up in the obligatory quest to save the day.    


Two aspects separate Magical Starsign from your average handheld RPG. First of all, the game is almost entirely controlled with the touch screen. You can move around with the D-Pad if you like, but everything else, from speaking with NPCs to picking which enemy to strike in turn-based battles, is done with the stylus. While it quickens up battles a tad, it can be pretty unintuitive when you’re trying to tap on the correct NPC, only to hit someone else entirely and have to deal with a long speech.    


The second characteristic lies in its battle system. The solar system in which Magical Starsign takes place is home to six planets, each with its own mystical persuasion. Since each of your sixparty members excels in his or her own type of magic, they can borrow energy from these planets. However, it can only occur when that planet is aligned in a certain way. Otherwise, your attacks carry their usual weight. In addition, you can organize your set of characters in a certain formation so that only the front line members will take damage, leaving weaker characters in a safer position.    


While I appreciate the thought, these additions don’t give the game too much depth – once you get over the novelty factor, it’s just like any other old-school RPG, and the story isn’t interesting enough to save it from mediocrity. To be frank, I was bored most of the time. Starsign isn’t broken in any way – and it doesn't need to be refined – it’s just boring.    


The presentation is sadly just as forgettable as the rest of the experience, with a generic anime art style and phoned-in soundtrack.  The only memorable moments come from the CG cut scenes, which are actually pretty well-done.    


At the end of the day, Magical Starsign is your average, run-of-the-mill JRPG with some touch screen gameplay thrown in, hoping to disguise an old horse as a new pony. If you’re hankering for a classic-styled RPG, you’re better off waiting for Final Fantasy VI early next year. Pedestrian role-playing games are quickly becoming a trend on the DS – I’m really hoping it’ll be able to buck that trend soon.

Pros:
       

  • Cool CG cinematics  
  • Novel battle system

           Cons:
           
  • Generic presentation  
  • Novelty runs out pretty quickly

                   Graphics:  6.0
           The cut-scenes save this title from looking like a passable GBA game.

                   Sound:  5.5
           Not necessarily bad, but lacking anything special that’ll grab your interest.

                   Control:  6.5
           The touch screen controls are definitely useful during battles, but they make talking to NPCs way more trouble than it should be.

                          Gameplay:  6.0
           Magical Starsign isn’t a bad game, it’s just unremarkable and lacking that “it factor" that makes an RPG more than just mediocre.

     


           Lastability:  7.5
           The game’s actually pretty long, so if you find yourself liking the gameplay, you’ll have your hands full for a while.

     


           Final:  6.0
           In six months time, no one will have remembered Magical Starsign – it’s one of those games that pops up and quietly dips back down without anyone paying attention.      


  • 108
    TalkBack / REVIEWS: Elite Beat Agents
    « on: November 22, 2006, 11:31:07 AM »
    I was born to love this game.

    Every once in a while, a game will be announced, I’ll key in on it, and follow every announcement made during its development cycle. Whether it piques my interest through word of mouth, gut feeling, or divine intervention, one thing is for certain: it demands all of my attention. And when I finally get my hands on its precious plastic case, there’s only one thing on my mind: complete and utter destruction of its luscious gameplay. These games have become exponentially rare as the years have gone by, so when one pops up, I make sure to savor every minute.    


    Elite Beat Agents is one of those games.    


    The spiritual (English language) sequel to the import wonder, Ossu! Tatake! Ouendan, EBA puts you in the role of three government operatives with one simple mission: bring out the best of humanity with the raw, awesome power of ROCK. And while it seems like the next Tenacious D single, make no mistake about it: this is one of the most original titles to be released thus far on the DS, and the concept actually works!    


    Essentially, you’ve got to move the boys in black to the beat of licensed music by tapping on numbered bubbles at the right time – there’ll be an outer rim closing in on the circle, and you’ll only gain points if you tap when the rim is within the circle. While it may sound simple, Elite Beat Agents is actually remarkably deep: not only is it mind-numbingly fast, but you’ll also have to contend with drawn out notes (where you’ll slide the stylus along the screen) and special spinning sessions (where a giant wheel appears on the touch screen) to gain extra points. Be warned: your aptitude at these activities affects your success meter.  Getting a bunch of beats correct pushes it further along, while messing it up (or not doing anything at all), pulls it way down, and if your meter is completely depleted, the mission is deemed a failure.    


    While this structure alone commands a fat chunk of props, what pushes the game to another level is its superb presentation. Although its library of songs isn’t jumping with classics – it goes from good (Queen and David Bowie) to bubblegum (Ashlee Simpson and Avril Levigne) – I can’t deny that each track fits in expertly with the game’s theme, and there was never a time when I felt like turning the volume down (partly for the aforementioned reason, but also because not being able to hear the song would result in a Game Over).    


    In between frantic play sessions, Elite Beat Agents treats you to a wide selection of “episodes," each with its own self-contained story, from a magician trying to save a casino being robbed to a taxi driver getting a woman giving birth to the hospital. With its manga-like feel and sharp 2D sprites, it’d actually be one of the better looking titles on the system were it not for the jaggies in the 3D models for the agents (located on the bottom screen).    


      For those of you without elite skills, know right now that you’ll be playing through the easy mode first, as I did. Later on, as you get more dexterous with the stylus, you’ll be able to make your way up the ranks in the medium and higher difficulty levels. This, combined with the unlockable tracks, makes for a pretty meaty experience that’s definitely worth the price of entry.    


    When the only peeve I can rally together is the difficulty, I know I’m in the presence of greatness. Not once did I ever feel like putting the game down (I had to be pulled away from it on many an occasion) – not once did I ever feel like the game could’ve used more time in development – not once did I every want to rush myself to finish the title to pump out the review. Elite Beat Agents is the best game I’ve ever played on the DS, on a handheld system, and one of the best I’ve experienced in my entire life. If you don’t buy this game, you’re missing out on an instant classic.

    Pros:
           

  • Break-neck gameplay  
  • Awesome presentation  
  • Licensed music fits the theme really well  
  • Probably the best game you’ll have ever played on the DS

           Cons:
           
  • There isn’t a sequel out yet

                   Graphics:  9.5
           The comic-book style format lends itself perfectly to EBA’s quirky feel – I would’ve given it a 10/10 were it not for the jaggies in the agents’ 3D models.

                   Sound:  9.5
           I can’t bring myself to give the game a perfect sound score, because it’s possible that musical snobbery will take away some of the joy out of playing through some of the more poppy songs, but when I say that I enjoyed playing through LaLa by Ashlee Simpson, you’ve got to believe me – these songs fit in really well.

                   Control: 10.0
           Being a touch-based rhythm game, Elite Beat Agents had to be responsive, and it is. I never once screwed up because of the controls. They work perfectly.

                          Gameplay: 10.0
           Elite Beat Agents’ gameplay is a boiling pot of awesome. That’s all you need to know.

     


           Lastability:  8.0
           Playing through the various difficulty settings and the meaty song list guarantee that you’ll be popping this game into your DS for quite a while.

     


           Final: 10.0
           If you weren’t able to tell already, EBA has already become one of my favorite games of all time, easily on the Top 5 list. I’ve never given out this score before, but there wasn’t even an ounce of hesitation when I decided to give the game my highest honors. Well done, iNiS. Well done.      


  • 109
    TalkBack / Wii Component Cables Sell Out
    « on: November 16, 2006, 09:01:03 AM »
    Gamers don't want HD, but they do want Progressive Scan!

    Although Nintendo is eschewing the HD Era in video games, many gamers have taken comfort in knowing they can at least run Wii titles in 480p with the aid of component cables. If you were looking to pick them up from Nintendo's online store, however, you're out of luck, as they're sold out. Prospective buyers are now getting the following message:    


    Due to high demand, our initial allotment of the Wii Component Video Cables has been depleted. We expect to begin shipping again the week of November 28, 2006.    


    So, unfortunately, if you were in the market for a pair, you'll have to wait another two weeks.


    110
    TalkBack / Nintendo Stock Hits Record High
    « on: November 15, 2006, 01:32:24 PM »
    Somebody cue up that "It Prints Money" GIF.

    It's no secret that the DS is making Nintendo filthy rich - the kind of rich where you use 50-Dollar Bills as toilet paper, and toilet paper as dog toilet paper. But if you were wondering how rich they're becoming, then you don't need to look any further than today's Reuters article.    


    In it, it's explained that Nintendo stock in Tokyo today closed at 26,750 Yen, after hitting a record high 25,770 Yen ($226.71 and $226.88, respectively). Not only that, but value has gone up a tremendous 88% since the calendar year started.    


    Also in the article, for comparative purposes, is the stock price for Sony Corp., coming in today at a mere 4,710 Yen.    


    With the DS Lite's unbelievable success in Japan, and the impending launch of the Wii, it sure is a good time to be a Nintendo shareholder.


    111
    NWR Forums Discord / Do You Like Hardcore Nut?
    « on: November 13, 2006, 10:33:07 AM »
    That title was totally Stan's idea.

    Anyway, God's Favorite Podcast is back, and no, Evan's not in this one. Instead, my brother Gus joined in, so take pleasure in hearing his slightly deeper voice. For this week's episode, we go to task on The Simpsons, from the good ol' days to its decline to the upcoming movie.

    Check it out here.

    Warning: If you're not into The Simpsons, you're not likely to get most of the jokes. However, you will be able to enjoy the new God's Favorite Sponsor and God's Favorite Moment.

    Enjoy (this shameless plug)!  

    112
    TalkBack / Eight New Virtual Console Games Revealed
    « on: November 08, 2006, 04:02:04 PM »
    The ESRB's website has updated with ratings for some upcoming VC titles. Updated with even more games!

    Since Nintendo announced the initial 30 games appearing on the Virtual Console in the United States, there's been some criticism floating around that there aren't enough quality titles. Luckily, the ESRB's website has recently been updated to include ratings on eight VC games, including:    


       
    • Duck Hunt (E)  
    • Hogan's Alley (E)  
    • Kid Icarus (E)  
    • Kirby's Adventure (E)  
    • Pilotwings (E)  
    • Pro Wrestling (E)  
    • Punch-Out (E)  
    • Wild Gunman (E)  
    • Mario RPG: Legend of the Seven Stars (E)  
    • Kirby's Super Star (E)  
    • Mario Kart 64 (E)  
    • Star Fox 64 (E)  
    • Super Metroid (E)  
    • Kirby's Dream Land 3 (E)  
    • The Legend of Zelda: Ocarina of Time (E)  
    • Excitebike (E)  
    • Ice Climber (E)  
    • Dr. Mario (E)  
    • Mario Brothers (E)  
    • Ice Hockey (E)  
    • Soccer (E)  
       


    It is unknown when exactly these games will become available, so stay tuned to PGC.    


    Thanks to Matt Cassamassina at IGN and Artimus from the forums for the heads up.


    113
    TalkBack / EDITORIALS: Playing is Believing
    « on: November 05, 2006, 06:13:16 PM »
    After finally getting some hands-on time with the Wii, am I a true believer?

    Only being 17, I wasn’t able to attend E3 earlier this year and get my hands on the Wii. Furthermore, I wasn’t invited to the Miami Wii Party, and when the Nintendo Fusion Tour passed through Florida, I didn’t make the trip. Being one of the only staffers not to have grasped a remote in my hands, I was sufficiently dissatisfied.    


    Well, I’ll just go ahead and say it – I was pissed.    


    Luckily, I heard news this past Saturday that GameStop stores are now showcasing playable Wii kiosks, and after a couple of phone calls, I drove six miles down South Dixie Highway with my brother, a digital camera, and a body full of determination. I was going to play some Wii, and nothing was going to get in my way.    


    Besides, traffic, of course. Lots of that got in my way.    


    Expecting to see droves of like-minded gamers, I was relieved to see not a single customer in the store – just a couple of employees and an EB Games dude shooting the breeze with the cashier. I headed on over to the Wii booth, but there wasn’t a remote in sight. I was a little shaken – I thought the Internet had failed me (like that ever happens, right?) – but a GameStop staffer told me all she needed were my car keys and I’d be on the road to Video Game Pleasure Town.    


    “Oh, we’re going!" I exclaimed. In my head, obviously.    


    After pressing the Power button on the remote, I was surprised by the lack of a start-up animation – after the obligatory seizure warning, I went straight to the Wii Channel menu. I was a bit tempted to jump straight into the Mii Channel, but I fought the urge and went ahead into the only game playable: Excite Truck.    



     I really wish I was playing Zelda… DAMN YOU, WINDY!
       


    The truth is, I wasn’t very happy with the game. The controls were responsive enough, mind you, and it was a full-fledged racer, but the implementation of the remote felt a tad gimmicky. Tilting left or right equated steering, while the 1 and 2 Buttons were Brake/Reverse and Accelerate, respectively, and pushing any direction on the D-Pad allowed for a boost. While in the air, rocking back allows for a longer jump, while rocking forward yields the opposite effect.    


    Unfortunately, the tilt novelty wore off kind of quickly, and after that, I probably wouldn’t have cared if a traditional layout had been used. It was still fun, but if you buy Excite Truck at launch, it’ll be because you like arcade-style racing games, not because the controller puts a new spin on the genre. Otherwise, you’ll probably be disappointed.    


    Something I was eager to experience was the speaker, which Mike Gamin had criticized back in September at Nintendo’s New York event. While I hate to say it, he’s right – it’s extremely low-quality. I’d even put it below the DS – it sounds more like a GBA. In Excite Truck, it’s used for crashes (emitting a crunching noise), but it was pretty grating, and after a while, it got a bit annoying. As I’ve said many times, I’m probably going to disable this feature when I buy a Wii.    


    With that out of the way, let’s get on to what I did like. Even though I wasn’t in love with the game, I was extremely impressed with the controls. There was no arm waving involved - just the subtle movement of my wrists, and there was never a time when I felt sore or tired from playing (and this was no short session – at least thirty minutes).    



     As you can tell by my nerdish glee, there is no pain involved in playing a Wii.
       


    At the end of the day, I was just happy that it felt natural. It couldn’t have taken more than a minute to get acclimated to the tilting, and I’ll be honest: the tactile feel of seeing my movements re-enacted on-screen was awesome. I really wished I’d been playing something a little more hardcore, like Zelda or Metroid, so that I could really delve into the intricacies of the new control method.    


    After getting my time in with Excite Truck, I went ahead and tooled around with the Mii Channel. If you’ve tried the online version, then there’s not much to tell you. It’s virtually identical aside from the obvious trade-off, using a pointer instead of a mouse. For those of you who haven’t given it a whirl yet, you create a digital avatar using dozens of feature options that eventually resemble something close to what you look like.    



     Hmm… That’s not really my hairstyle…
       


    By this time, a few other people had walked into GameStop, and were beginning to ask the clerk about giving it a whirl themselves. Not wanting to deprive them of the pleasures I’d just experienced, I figured I’d have to say goodbye for now. There are still a couple of weeks until launch, so there’ll be plenty of opportunities to come back and get some pre-release goodness.    


    Until then, I’ll be seeing little white remotes in my dreams. For a while, I wasn’t sure if I’d fall in love with the whole “Disruptive Development" idea. After playing it for myself, I’m absolutely positive.    


    Just not in Excite Truck’s case. Zelda for the win!


    114
    TalkBack / Wii and Virtual Console Launch Line-Up Revealed
    « on: October 31, 2006, 03:44:06 PM »
    Combined, you'll be able to play 60+ games on your console in a few weeks!

    NINTENDO'S WII WILL BOAST 62 TITLES AND COUNTLESS NEW WAYS TO PLAY    


    32 New Wii Titles and 30 Classics Form Huge Launch Library    


    REDMOND, Wash., Oct. 31, 2006 – Within the first five weeks of launch, Wii™ owners can pick from up to 62 games, representing the most diverse, and most exciting, console video game library available. Licensees and developers have lined up to support the Wii launch in unprecedented numbers. Wii and its Wii Remote™ completely change the way people play and experience video games by making every motion of the controller translate into action on the screen. All at once, Wii makes games both easier to play and more immersive. In the five weeks after Wii launches in the United States on Nov. 19, gamers of all ages and abilities will be telling their friends and family: "You've got to play this!"    


    By year's end, Wii owners will have 32 new titles to play, including industry powerhouse games like The Legend of Zelda®: Twilight Princess, Madden NFL '07, Need for Speed™: Carbon and Tony Hawk's Downhill Jam™; category-redefining adventures like Red Steel™, Elebits™ and Trauma Center™: Second Opinion; and Hollywood favorites like Cars, SpongeBob SquarePants™: Creature from the Krusty Krab and Avatar: The Last Airbender. Some of these games might be familiar, but if you haven't played them on Wii, you're only getting half the experience.    


    Wii owners also will return to their youth with 30 classic games available for download to play on Wii's Virtual Console™. These include games for the NES®, Super NES®, Nintendo® 64, Sega Genesis and TurboGrafx16 consoles. Players redeem Wii Points in the Wii Shop Channel and download their games. And that's not to mention the entire library of more than 530 Nintendo GameCube™ games that can be played on the Wii console from day one because Wii is directly backward compatible.    


    "Developers worldwide have enhanced Wii's launch library of new games with countless new ways to play," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Whether you pick a completely new property or a classic franchise, the Wii experience draws you in."    


    Every Wii owner starts off with Wii Sports™, which comes packed in with the console itself. The sporting collection of bowling, tennis, baseball, boxing and golf lets players literally swing the Wii Remote like a bowling ball, racket, bat, boxing glove and golf club. The games are easy for anyone to try and they dramatically demonstrate how Wii makes video games fun for everyone.    


    For avid gamers, The Legend of Zelda: Twilight Princess emerges as this season's video game masterpiece. The epic adventure lets players swing the Wii Remote as a sword and can play in a 16:9 aspect ratio with beautiful visuals and glorious sound. Have you ever tilted your controller while playing a driving game, hoping in vain that extra oomph would help you land a huge jump? Now EXCITE TRUCK™ translates those movements of the Wii Remote as players hold it sideways and turn it like a steering wheel.    


    Wii's launch library contains games of all genres, and each one gives gamers a new way to play. While Wii Sports, The Legend of Zelda: Twilight Princess and EXCITE TRUCK will be ready to go on launch day, last-minute polishing by third parties means their exact dates will soon be locked down, though most will launch by the end of November. A complete list of launch-day titles will be announced in the near future. Visit www.Wii.com for updates. Third-party publishers have created an impressive list of launch titles for Wii, and their backing will continue steadily into the new year. Before the end of December alone, the following titles will be available:    


    Activision: Call of Duty® 3, Marvel™ Ultimate Alliance, Rapala® Tournament Fishing, Tony Hawk's Downhill Jam™, World Series of Poker®: Tournament of Champions    


    Atari: Dragon Ball Z®: Budokai Tenkaichi™ 2    


    Atlus: Trauma Center™: Second Opinion    


    EA: Madden NFL '07, Need for Speed™: Carbon    


    Konami: Elebits™    


    Midway: Happy Feet™, Rampage®: Total Destruction™, The Grim Adventures of Billy & Mandy™, The Ant Bully    


    Sega: Super Monkey Ball™: Banana Blitz    


    SNK: Metal Slug™ Anthology    


    Tecmo: Super Swing Golf    


    THQ: Avatar: The Last Airbender, Barnyard®, Cars, SpongeBob SquarePants™: The Creature from the Krusty Krab    


    Ubisoft: Far Cry®: Vengeance, GT Pro Series, Monster 4X4 World Circuit, Open Season™, Rayman Raving Rabbids™, Red Steel™, Tom Clancy's Splinter Cell Double Agent™    


    Vivendi: Ice Age 2™: The Meltdown    


    In addition to these new titles, Nintendo is making the greatest video game archive in history available for download to its Virtual Console. NES games start at 500 Wii Points, Super NES games start at 800 Wii Points and Nintendo 64 games start at 1,000 Wii Points. Sega Genesis games start at 800 Wii Points and TurboGrafx16 games start at 600 Wii Points. Wii Points can be purchased online or at retail at an MSRP of $20 for 2,000 points. Before the end of December, the following titles will be available:    


    NES: Mario Bros.®, The Legend of Zelda®, Donkey Kong®, Donkey Kong Jr. ®, Ice Hockey, Pinball, Soccer, Tennis, Urban Champion®, Wario's Woods™, Baseball, Solomon's Key    


    SNES: F-Zero®, SimCity™    


    N64: Super Mario® 64    


    Sega Genesis: Sonic the Hedgehog, Altered Beast, Golden Axe, Columns, Ecco the Dolphin, Gunstar Heroes, Space Harrier II, Toe Jam & Earl, Ristar, Dr. Robotnik's Mean Bean Machine    


    TurboGrafx16: Bonk's Adventure, Super Star Soldier, Victory Run, Bomberman '93, Dungeon Explorer    


    As previously announced, Wii contains built-in parental controls that let adults set the console to play only games of a certain rating and lock their selection with a PIN code.


    115
    TalkBack / Radio Free Nintendo - Episode 23
    « on: October 30, 2006, 03:49:36 PM »
    Mike Sklens returns to talk game marketing with Stan and Karl. Also included is our first ever industry interview AND the winners of the Naruto contest!

    Saddam can't get a Playstation.    


       


    Burchfield and I have been swapping hosting duties lately, and while it's been a lot   of fun, this week heralded the return of the true heir to the RFN Throne. Mike   Sklens came back in a bright explosion of glory. This was a bit too much for Evan   who, after residing in the dank, dark, underworld of Oregon, could not   comprehend such things. As such, he sat this one out.    


    Episode 23: Game Marketing 101    


    AAC Format    


    MP3 Format    


    You can also listen to the podcast on Odeo.    



    powered by ODEO    


    Tonight the three of us go to town on the state of advertising, public awareness,   viral tactics, and the whole shebang as far as Nintendo (and the game industry as a   whole) is concerned. Stan and Mike both sing the Big N's praises, but I've got more   than a few issues with their current performance.    


    This podcast also marks the first time Radio Free Nintendo has had a special   industry guest star. Ken Chan, Brand Consultant for Acclaim (the new one), was   kind enough to stop by and talk shop for the final segment. Oddly enough, he   gives Nintendo an "A" in the marketing arena, as well, which throws me into a fit. I   look forward to your hate mail! Direct it to the following, please.    


       


    Oh, and one more thing. Remember that wacky Naruto contest? We've   got the winners picked, and they'll be played... TONIGHT!  Also, a big thanks goes out to everyone who entered.  Keep those creative juices flowing because our next big winner just might be you!    


    Credits:    


    This podcast was edited by Stan Ferguson.  Fake Commercials were written and performed by Stan Ferguson and Evan Burchfield.    


    Music for this episode of Radio Free Nintendo  is used with permission from Jason Ricci & New Blood.  You can also purchase their album directly from the iTunes Music Store.


    116
    TalkBack / Activision Launches MySpace Page/Contest
    « on: October 26, 2006, 04:14:39 PM »
    Ask to be on its friends list and get the chance to win some cool prizes.

    Activion's already hit the Facebook community, and how they've got their eye on MySpace, now sporting a page for Marvel: Ultimate Alliance. Aside from providing info about the game, you may just end up winning some cool prizes.    


    After getting on the game's friend iist, you become elligible to win a free copy of the game, a Wii, and a lunch with comics legend Stan Lee. This kind of offer doesn't show up on your doorstep (or browser, I suppose) every day, so you'd do well to take advantage of it.


    117
    TalkBack / THQ Ships NicktoonsT to Retail
    « on: October 24, 2006, 10:11:10 AM »
    Control any of your favorite Nicktoons chracters, from SpongeBob to Danny Phantom.

    NICKELODEON'S MOST TREASURED TV CHARACTERS ARE TOGETHER AGAIN IN THQ'S NICKTOONS™: BATTLE FOR VOLCANO ISLAND VIDEO GAME    


    Favorite Characters from "SpongeBob SquarePants," "Danny Phantom," "Jimmy Neutron" and "The Fairly OddParents" All Featured in the Latest Interactive Nicktoons Adventure
       


    AGOURA HILLS, Calif. - October 24, 2006 - THQ Inc. (NASDAQ: THQI) today announced Nicktoons™: Battle for Volcano Island for the PlayStation®2 computer entertainment system, Nintendo GameCube™, Nintendo DS™ and Game Boy® Advance has shipped to retail outlets throughout North America.  The game features stars from four of Nickelodeon's most popular shows, including "SpongeBob SquarePants," "Danny Phantom," "The Adventures of Jimmy Neutron, Boy Genius" and "The Fairly OddParents". Nicktoons: Battle for Volcano Island is rated "E" for everyone and is now available at a suggested retail price of $39.99 for console systems and $29.99 for handheld systems.    


    "The release of last year's Nicktoons Unite! quickly took the brand to a top 10 ranking among licensed kids' video game properties and has proven to be incredibly successful  with more than one million units shipped to date," said John Ardell, director of global brand management, THQ.  "We're very pleased to be building on this brand with a new adventure for fans of these wildly popular Nickelodeon shows."    


    "Each of the shows included in Nicktoons: Battle for Volcano Island are among the top animated shows for kids on television," said Paul Jelinek, vice president of digital media products, Nickelodeon and MTVN Kids and Family Group.  "We are thrilled to bring the characters from four of our most popular shows together again, adding to our exciting THQ video game offerings."    


    About Nicktoons: Battle for Volcano Island    


    In Nicktoons: Battle for Volcano Island, players will assume the role of up to six playable characters including SpongeBob SquarePants, Danny Phantom, Timmy Turner, Patrick Star, Sandy Cheeks and Samantha Mason. Players can join or leave the game at any time in multi-player and unlock bonus levels and costumes.  Players choose their favorite characters and combine their unique weapons and powers to stop the ancient evil Mawgu, who has threatened to take control of Volcano Island.  Nicktoons: Battle for Volcano Island features single or two-player game play, new enemies and villains, as well as a brand new combat system with multiple styles of fighting.  Fans can upgrade the powers and weapons of their favorite characters to battle untold dangers, hideous creatures, and toxic ooze.


    118
    TalkBack / Downhill Jam Now Available for Purchase
    « on: October 24, 2006, 09:56:59 AM »
    Jam while going downhill!

    ACTIVISION’S TONY HAWK’S DOWNHILL JAM FOR NINTENDO DS AND GAME BOY ADVANCE   CROSSES THE RETAIL FINISH LINE    


    New Title Is the First and Only DS Game to Enable Voice Chat During Gameplay Over Nintendo Wi-Fi Connection
       


      Santa Monica, Calif. — October 24, 2006 — Family and friends can travel the   globe and sprint towards the finish line with the first ever downhill   skateboard racing game, Tony Hawk’s Downhill Jam for Nintendo DS™, now   available at retail stores nationwide.  Developed by Vicarious Visions and   published by Activision, Inc. (Nasdaq: ATVI), the game builds upon the   design of Tony Hawk’s American SK8Land and pushes the limits of Nintendo DS   hardware by introducing voice chat over the Nintendo Wi-Fi Connection   allowing players to communicate with other DS players worldwide.    


       


    “Tony Hawk’s Downhill Jam introduces innovative technology never seen before   on the DS," said Will Kassoy, senior vice president of global brand   management, Activision, Inc.  “In addition to supporting up to four players   in multiplayer and offering expanded options to create custom graphics, for   the first time players can cheer on their friends or taunt their challengers   in co-op or head-to-head competition modes."    


       


    Tony Hawk’s Downhill Jam for DS allows players to experience the breakneck   speed of downhill skateboard racing as they tear up the steepest terrains in   the world while performing tricks and outmaneuvering opponents in locations   such as the crowded streets of San Francisco and rocky terrain of   Kilimanjaro.  Gamers will feel the adrenaline rush as they travel the globe   and shred downhill with Tony Hawk while making the gravel and dust fly.   Featuring cutting edge Nintendo DS technology, such as breakthrough   graphics, voice chat, and local wireless and online gameplay using Nintendo   Wi-Fi Connection for up to four players, Tony Hawk’s Downhill Jam for   Nintendo DS delivers an incredible online handheld experience.      


    Tony Hawk’s Downhill Jam was developed by Vicarious Visions and is currently   available at retail stores nationwide for a suggested retail price of $34.99   and has been rated “E" (Everyone) by the ESRB.  A Game BoyÒ Advance version   developed by Visual Impact Productions is also available for a suggested   retail price of $29.99 and has been rated “E" (Everyone) by the ESRB.  For   more information and to become part of the Tony Hawk’s Downhill Jam   community, visit http://ds.downhill-jam.com/.  


    119
    TalkBack / Capcom Releases Resident Evil Anniversary Bundle
    « on: October 24, 2006, 09:51:29 AM »
    For a mere forty bucks, you can get REmake, Resident Evil 0, and Resident Evil 4.

    CELEBRATE A DECADE OF THRILLS, CHILLS & GREAT VOICE ACTING WITH   RESIDENT EVIL® 10th ANNIVERSARY COLLECTION FOR NINTENDO GAMECUBE    


      SUNNYVALE, Calif. - Oct. 24, 2006 — The definitive survival horror   series celebrates its 10^th anniversary with the release of Resident   Evil® 10th Anniversary Collection *for the Nintendo GameCube™.  The set   includes a trio of must-have Resident Evil titles for the system:   Resident Evil®, Resident Evil® Zero and Resident Evil® 4.   Exclusively available at EB Games and GameStop stores nationwide for a   suggested retail price of $39.99, the collection carries an “M" rating   for mature audiences by the ESRB (Entertainment Software Rating Board).   The Resident Evil series has sold more than 30 million units worldwide   and is Capcom's highest selling series to date.    


       


    Raccoon City.  A secluded mansion is the epicenter of top-secret biotech   experiments – all funded by a mysterious corporation known only as   Umbrella.  Members of S.T.A.R.S. (Special Tactics and Rescue Squad) are   sent to investigate reports of gory attacks from areas near the area.   The Alpha team is chased by monstrous creatures into the mysterious   mansion.  Once inside, the horrific adventure begins.  Resident Evil   on GameCube is a remake of the original survival horror masterpiece   that shaped a genre.  Players take on the role of either Chris Redfield   or Jill Valentine as they explore the infamous mansion to uncover the   secrets behind a radical, genetic research facility.    


       


    Resident Evil Zero follows the S.T.A.R.S. Bravo team as they   investigate a series of grisly murders in Raccoon City.  En route to   their destination, the helicopter crashes and though they survive, they   find themselves at a gruesome site riddled with corpses.  Zero   features two playable characters - Rebecca, a rookie Raccoon City   police offer, and Billy, a framed convict on the run.  By utilizing a   partner zapping system, players follow the adventures of both characters   and switch between them at any time, heightening the frenetic pace of   the dual perspectives.    


       


    In Resident Evil 4 *players are reacquainted with Leon S. Kennedy,   Raccoon City Police Department’s idealistic rookie cop from /Resident   Evil 2. / It has been six years since the destruction of Raccoon City   and in that time, the U.S. government has been able to destroy the   nefarious Umbrella Corporation.  Fast forward as players rejoin Leon,   who is now a U.S. agent with a top-secret mission.  He has been tasked   to look into the abduction of the President’s daughter and his   investigation has led him to a mysterious location in Europe.  As Leon   encounters unimaginable horrors, he must find out who or what is behind   everything.  This landmark title earned numerous 2005 “Game of the Year"   honors from various outlets including: /Game Informer, GameSpot,   GamePro, Spike TV Video Game Awards 2005, UGO.com, G4TV’s X-Play,   Chicago Tribune, Pittsburgh Post-Gazette/ and many more.


    120
    TalkBack / PREVIEWS: Heroes
    « on: October 23, 2006, 06:55:18 PM »
    From the twisted minds who brought you Killer7 comes a new thriller headed exclusively to Wii.

        Last updated: 10/23/2006 by Karl Castaneda          

    Game Informer Online's Billy Berghammer recently sat down with Grasshopper Manufacture's Goichi Suda (known to fans as SUDA 51) for an interview about the studio's upcoming Wii game, Heroes. While it may look like Killer7 2.0, Suda wants us all to know that he's shooting for a very different experience.    


    Apparently the game's been in development conceptually since before the controller was even revealed back in September of 2005. Suda and his team were in talks with Marvelous about publishing the title, and the CEO of that company, with early knowledge of the remote, insisted that the game be developed on Wii. Once that information became public, the folks at Grasshopper Manufacture understood why, and quickly went to work.    


    Those who fell in love with Killer7's mature story will probably be disappointed to know that plot will likely take a backseat with Heroes. Suda described it as having "a small storyline." What we know so far is that Travis Touchdown, ranked as the 10th best assassin the world, is trying to become the top dog, and to do that, he'll need to take out every hitman ranked higher than him. At his disposal will be a sole weapon: the Beam Katana.    


    Considering its appearance, it's not difficult to see why Marvelous's CEO was so adamant about getting Heroes on Wii - its sword-centric combat is perfect for the remote, and Suda plans on taking advantage of that. Similarly to Red Steel, remote gestures will be used to act out sword moves (exactly how was not elaborated upon), while the nunchuck's analog stick will control movement.    


    Another big change from Killer7 (which offered on-rails travel and levels) is that a hub, a city aptly named Santa Destroy, will always be open to the player between boss fights with other assassins and smaller enemies. Full-on exploration was completely eschewed in Suda's last effort, so it should be a nice change of pace.    


    While Heroes may look visually similar to its predecessor, it's important to note that the team is striving for something different. Suda describes it as "More of an illustration instead of like a photograph. This will be a new art style."    


    Unfortunately, Grasshopper hasn't found a US publisher yet, but insists that the game should be playable at GDC or E3. Grasshopper aims to ship Heroes before the end of 2007. Until then, we'll just have to keep our fingers crossed that someone picks it up for localization.


    121
    NWR Forums Discord / The Case Against Pale's Buckethat
    « on: October 21, 2006, 03:49:04 PM »
    amirite?

    122
    TalkBack / Win Datel's DS Goodies
    « on: October 18, 2006, 01:43:38 PM »
    Can you develop a homebrew DS game in two weeks? If so, this contest is for you.

    Design a Game for Datel!  

     Fifty prizes of Datel DS goodie bundles are up for grabs...
     

     October 16th, 2006 - The Nintendo DS has a thriving home brew scene, with skilled programmers creating all sorts of wonderful games and applications. They’re easy to use too – just get a home brew solution such as Datel’s MAX Media Dock, download the software from sites such as www.maxconsole.net and transfer them to your media dock. You can then launch them through MAX Media’s intuitive desktop.  

     To celebrate the success of MAX Media Dock for the Nintendo DS, Datel is looking for the best home brew games around to offer as downloads or to possibly be bundled with future products. They don’t have to be new games – if you’ve already released a game onto the home brew scene, feel free to submit it for the competition. We’re not after exclusive publication rights either. If your game’s one of the lucky winners, you can still distribute it on the net and issue updated releases. In fact, if you’ve already written a game, entering the competition will be no effort at all!  

     But what’s in it for you? Easy – we’re giving away up to 50 bundles of Datel DS goodies, worth £100/$180 each! And if that’s not enough, your game will also get a much increased distribution, with Datel’s seal of approval bringing it to the attention of professional DS coding teams who might – just might – be looking for new recruits.  

     To enter, just send a copy of your game with a few simple instructions to homebrewcompetition@datel.co.uk by Tuesday, 31st October. If you’re one of the winners, we’ll get back to you after this date


    123
    TalkBack / EA Ships Sims 2: Pets to Retail
    « on: October 17, 2006, 03:22:09 PM »
    Get your hands on this new portable game from EA.

    EA Ships The Sims 2 Pets to Store Shelves Today  

     EA Answers Number One Fan Request by Adding Animal Companions to the World of The Sims 2
     

     REDWOOD CITY, Calif. – October 17, 2006 – Today Electronic Arts (NASDAQ: ERTS) announced that the company has shipped The Sims™ 2 Pets for the PlayStation®2 computer entertainment system, the Nintendo GameCube™ and as a PC expansion pack* for the best-selling PC game, The Sims™ 2, to retailers.  ( Mobile and handheld versions will follow.) The Sims 2 Pets builds on the celebrated The Sims 2 experience that allows players to create and control digital characters throughout their lives while determining the outcome of their relationships and choosing their destiny. Each version will feature custom content tailored to the platform.  

     The addition of animal friends is guaranteed to enrich the daily lives of your Sims! Not only will you have the opportunity to choose from a variety of existing breeds and hot designer mixes, but you’ll also be able to use the Create-a-Pet feature to create unique pets by designing different body types, choosing unique markings, even defining personalities!  From smart and silly to sweet and sloppy, players can create any pet they desire in The Sims 2 Pets .  

     Players will also be able to teach their pet new tricks, take them for a romp in the park, outfit them with new pet accessories and even give them a job! As in real life, your Sims’ pet will require care and training. A neglected cat with an urge to scratch might claw up your new couch if you aren’t careful, and leaving your dog unattended near a freshly planted flower bed probably isn’t wise!  When you add pets to the whimsical Simsical world of The Sims 2 , there’s no telling what might happen!  

     The Sims 2 Pets also offers a star-studded celebrity line-up!  Check out the latest hits from the hottest musical acts including the Pussycat Dolls, Aly & AJ , The Flaming Lips and Hot Chip while interacting with international superstar Hilary Duff and her beloved Chihuahua Lola. The latter pair will appear in the Nintendo DS™, PlayStation 2 console and Nintendo GameCube versions of the game, and Hilary and Lola can only be downloaded into the PC version until December 31, 2006 from www.TheSims2.com  

     “The Sims games have sold more than 70 million copies around the world and we have a huge fan base.  The number one request we hear from fans is that they’d like to finally interact with pets in the games." said Executive Producer Rod Humble. “I’m happy to say that EA has listened to our fans!  With The Sims 2 Pets, we have brought to life the experience of pet ownership—from the special moments such as being nuzzled by your cat, to moments of frustration, like discovering your dog has knocked over the trash—within the world of The Sims 2."  

     In North America , The Sims 2 Pets will be available on Nintendo DS by November 2, 2006 , on Game Boy® Advance by November 9th , 2006 and on the PSP® (PlayStation®Portable) system by November 30th .   In France and the United Kingdom , The Sims 2 Pets will be available on Nintendo DS by October 27th, 2006 .   In all other markets, The Sims 2 Pets will be available on Nintendo DS by November 3rd, 2006 , on Game Boy® Advance by November 17th , 2006 and on the PSP® (PlayStation®Portable) system by December 15th .   A mobile version is coming soon.


    124
    TalkBack / Wii Demo Kiosks Not GameStop-Exclusive
    « on: October 12, 2006, 12:08:26 PM »
    Nintendo's Wii will get maximum exposure.

    Last week we ran a rumor about Wii demo kiosks possibly being exclusive at GameStop/EB locations at the console's launch in November. Thankfully, Nintendo of America debunked this rumor earlier today, saying:    


    "Playable Wii setups will be available at a variety of retail outlets. We expect that   anyone who wants to try Wii will be able to through multiple different methods. In   addition to retail outlets, Wii will be playable at a number of mall tours throughout   the country, the nationwide Nintendo Fusion Tour and other grass-roots consumer   events."    


    So there you have it - the Wii won't be confined to the usual gamer audience. Hooray!


    125
    NWR Forums Discord / Evan Has Bad Taste In Movies: A Radio Production
    « on: October 08, 2006, 01:42:59 PM »
    "Batman Begins is a terrible Movie," he says!

    There was a lot of discussion in the last thread about Evan's taste in movies - Stan and I took him to task. And yeesh - it lasted way too long.

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