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Topics - Nick DiMola

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326
TalkBack / Hudson Hopes to Increase Profits to 10 Billion Yen
« on: April 07, 2008, 07:59:43 AM »
With the help of Nintendo’s Wii, Hudson expects to see a fourfold growth.
 http://nintendoworldreport.com/newsArt.cfm?artid=15712

 Hudson Soft revealed to Bloomberg Japan today that it is targeting a growth in profits of ¥7.5 Billion ($73.5 million) over the next 3 years, by leveraging the large, growing install base of the Nintendo Wii.    


Currently, for 2008, Hudson already has a total of eight titles planned for release on the Wii. Amongst these titles are the budget-priced Deca Sports, and a sequel to the TG-16 release, Alien Crush. These eight new titles will complement the ten already released Hudson Wii titles.    


Due to the Wii’s continued success in all world markets, Hudson feels that the Wii is a safe bet and the likely winner of the console war. Hudson also indicated that two years from now game developers will most likely see the greatest profits, because there will be a clear winner of the war, thus support can be placed behind the victor to ensure maximum market penetration.


327
TalkBack / Dubbers Adventure to Wii and DS in Q4 2008
« on: April 07, 2008, 07:55:17 AM »
Climb into the shoes of Rubb e Rang and help rid the trees of Dubberia of parasites and creepy crawlers.
 http://nintendoworldreport.com/newsArt.cfm?artid=15711

 Lexicon Entertainment announced today that Dubbers Adventure is making its way to both Wii and DS later this year.    


In Dubbers Adventure, the player assumes the role of Rubb e Rang, an expert climber, to rid the forest of parasites that infest the trees of the forest of Dubberia, the home world of the Rubber-Dubber tribe. Rubb’s adventure consists of 90 levels and features over fifteen enemies and bosses.    


Dubbers Adventure will be available for Wii and DS in the fourth quarter of this year.    


Lexicon Entertainment Announce 'Dubbers Adventure' On DS & Wii    


Sheffield, England – April 7th, 2008 – Video games publisher Lexicon Entertainment are pleased to announce the development of ‘Dubbers Adventure’ on Nintendo DS and Nintendo Wii for a Q4 2008 release.    


Developed by Newrosoft, ‘Dubbers Adventure’ takes you to the magical world of Dubberia. Explore the deeps of the forest, the trunk of a secular tree and the palace of a spider king. Fight creepy crawlers and evil minions. Find true friends and maybe some romance. Will they live to tell the tale?    


Christopher Allcroft, President of Publishing for Lexicon Entertainment UK Ltd quoted “This deal with Newrosoft represents our intention of generating new original IP on all platforms. Newrosoft have shown a terrific willingness to develop the type of products that Lexicon Entertainment wants to be associated with and we are excited about this partnership”    


‘DUBBERS ADVENTURE’ DS & Wii  The main character of the game is a Rubber-Dubber. The Dubbers are a peaceful tribe of small furry beings, descendents of the forest fairies that have grown without wings and so they live on the ground. They feed on tree bark and hunt the parasites that infest trees from their forest, so, in their society, along the way; some families of expert tree climbers have risen.    


They are at the top of the society, the ruling class as they are the ones that bring food to their people. Our character is called "Rubb`e`Rang” of the Rang family, the one closest to the King of all Dubbers, Ruler of Dubberia.    


Rubb has been trained all his life to become the best climber is the tribe, by both his father and, secretly by the forest fairies, as his best friend is a forest fairy he met one day as a young child training by himself. She is called "Petal". She is beautiful as most of the fairies are and she wears soft pale pink and yellow petals. She has multicoloured wings like a butterfly. Petal is also a high born child in the fairy society.    


In his training Rubb has come to attain great climbing skills, and, as of game start, he can climb almost anything, reaching as high as a fairy can fly given something to support himself. He was given one day as a gift from the Queen of the Fairies, The Sorceress of the Leaf, a magical hand that can extend, so he can reach higher than any Dubber.    


Features:    


1. Help Dubber find his way through 90 levels of pure fun and adventure.
 2. Highly stylized graphics with slick animations
 3. More than 15 enemies and complex bosses to defeat
 4. Win Prizes by collecting the bonus’ on offer
 5. Stunningly realistic physics and animations    


www.lexiconentertainment.com


328
TalkBack / Emergency Mayhem Goes Gold, Coming to Wii
« on: April 04, 2008, 06:32:20 AM »
An exclusive Wii title just completed by Codemasters, will be shipping to stores April 15 in the US, April 18 in Europe.
 http://nintendoworldreport.com/newsArt.cfm?artid=15700

 In Emergency Mayhem, Crisis City is on the edge of collapse, and you must bring it back to normalcy by ridding the City of fires, bombs ... and monkeys. Saving the city requires the player to pilot fire trucks, ambulances and police cars through busy city streets to the destination announced through the Wii remote speaker by HQ. Each location will allow the player to partake in one of thirty mini-game challenges.    


Along with a hectic single player experience, Emergency Mayhem offers a mini-game multiplayer mode.    


   


CHAOS COMING TO CRISIS CITY AS  EMERGENCY MAYHEM™ FOR WII GOES GOLD    


New Video Reveals Most Accident-Prone City of all Time in Meltdown!
   


UNIVERSAL CITY, Calif. - April 3, 2008 - Putting the urgency into  emergency, Codemasters® today announced that Emergency Mayhem™ has gone  gold and is set to ship to U.S. retail stores on April 15 with the  European/PAL launch on April 18. Coming exclusively to Wii™, catch the  chaos in the new gameplay video now available to view or download from  www.codemasters.com/emergency.    


In Emergency Mayhem, Crisis City is living up to its name and its  citizens are panicking. Fires rage, bombs are ticking, monkeys have  taken over the supermarket and everyone's calling 911...    


As the city teeters on the edge of collapse, players take charge of the  emergency services and attempt to bring order to the mad metropolis. As  instructions from HQ crackle in through the Wii Remote speaker, players  take to the wheel of a fire truck, ambulance or police patrol car and  race, against the clock, through the bustling city streets, dodging  traffic and driving down shortcuts to reach the incident scene.    


On reaching an emergency, play switches to one of more than 30 mini-game  challenges and the Wii Remote is used in a huge range of wild ways to  save the day; ranging from putting out fires, restraining prisoners,  practicing CPR, to hurling bananas at out of control monkeys or herding  escaped penguins to safety!    


No area of Crisis City is spared the mayhem. From the fairground at the  beach to the sky-scrapers of downtown, players will be delivering city  dwellers to safety in four precincts across eight diverse environments.    


In addition to a massive single-player game, Emergency Mayhem also packs  a fantastic multiplayer mode with mini-game challenges for up to four  players. Prepare to save the citizens of the city from all manner of  crazy catastrophes when Emergency Mayhem arrives later this month,  exclusively on Wii™. For the latest movie and monkey-adorned wallpapers,  visit www.codemasters.com/emergency.


329
TalkBack / Deca Sports Coming to Wii May 13, Budget Pricing
« on: April 03, 2008, 11:19:57 AM »
Enjoy ten complete sporting events with up to four players for $29.99.
 http://nintendoworldreport.com/newsArt.cfm?artid=15698

 Hudson Entertainment revealed today that the Wii exclusive, Deca Sports, has just been completed and will be coming to Wii May 13 at the budget price of $29.99.    


Deca Sports offers a compilation of ten sporting events including Soccer, Beach Volleyball, Supercross, Kart Racing, Basketball, Snowboard Cross, Badminton, Figure Skating, Curling and Archery. All of the offered sports will make use of at least the Wii Remote for the most intuitive pick up and play experience. Though the game is built to cater to the casual crowd, advanced controls are offered for the expert gamer.    


All sports offer support for single and multiplayer, and some even feature co-op play. The single player experience will allow you to test your skills in a league environment. Here you can earn medals and trophies, and later view them in the Locker Room.    


Deca Sports will be available May 13, 2008 for $29.99.    


  Hudson Entertainment's Deca Sports Goes Gold Exclusive For Wii    


Next Month Gamers & Sports Fans Compete With  Each Other In Ten Complete Sporting Events
   


REDWOOD CITY, CA - April 3, 2008 - Hudson Entertainment, the North American publishing arm for Hudson Soft, today announced the ten-sport compilation Deca Sports has gone to gold master. Published by Hudson and distributed in North America by Konami Digital Entertainment Inc., Deca Sports is scheduled to release on May 13, 2008 for an SRP of $29.99.    


Exclusive for Wii Deca Sports pulls players off the couch and up on their feet for hours of entertainment playing ten complete sporting events. There is something for everyone, as Deca Sports offers sports activities such as Soccer, Beach Volleyball, Supercross, Kart Racing, Basketball and Snowboard Cross, and unique events not typical in most sports games such as Badminton, Figure Skating, Curling and Archery. The game is designed with pick-up-and-play intuitive controls for the Wii Remote and in three sports, the Nunchuk.  Deca Sports also includes advanced controls for power spikes, curls, and mid air tricks for the gamer!    


All ten sports support both single player and multiplayer modes.  Up to 4 players can compete on one system and in several events, co-op on the same team. Single player modes include Open Match, Tournament, Deca Challenge and Deca League.  And, what would a competition be without awards? The Locker Room feature allows players to keep track of their medals and trophies.    


The wide range of events and modes make Deca Sports the perfect game for players and sports fans of all ages. Deca Sports has been rated E (Everyone) by the ESRB.


330
Twenty new casual and online games to launch in 2008.
 http://nintendoworldreport.com/newsArt.cfm?artid=15684

 THQ made a strong move into the casual gaming sector today with the acquisition of the Elephant Entertainment casual and online games business. Along with this acquisition comes news of an agreement with Oberon Media, where THQ will be offering Oberon’s owned and licensed content to major gaming platforms.    


With these moves, THQ has stabled a large chunk of talent specifically focused on casual game production and development. The $2.25 billion casual game market of 2007, which is expected to grow another 20% in 2008, was likely a driving force behind the actions of THQ in their agreement and acquisition.    


THQ did not specfically mention whether or not any games from this deal would be coming to a Nintendo platform.    


THQ Expands Casual Game Portfolio with Elephant Entertainment(TM) Purchase and Exclusive Retail Publishing Agreement with Oberon Media    


AGOURA HILLS, Calif. - (Business Wire) THQ Inc. (NASDAQ:THQI) today announced the acquisition of the Elephant Entertainment™ casual and online games business. In conjunction with this acquisition, THQ also announced an exclusive, worldwide retail publishing agreement with Oberon Media, the world’s leading cross-platform casual games company.    


THQ plans to launch more than 20 new casual and online games on multiple platforms in 2008 under the Elephant Entertainment brand name. Elephant Entertainment President and COO Wim Stocks, an 18-year veteran of the interactive entertainment business, will continue to lead Elephant Entertainment and will report to Doug Clemmer, president of THQ’s ValuSoft casual games division.    


Through the agreement with Oberon Media, THQ plans to bring Oberon’s owned and licensed content, including the successful Dream Day online franchise, to major gaming platforms. In addition, Oberon is scheduled to release best selling author James Patterson’s Women’s Murder Club: Death in Scarlet online this May, which Elephant plans to distribute at retail this fall. THQ and Elephant Entertainment will also provide retail support for the custom online casual game communities and download platforms created by Oberon Media for select retailers.    


“The addition of Elephant Entertainment and our exclusive retail publishing deal with Oberon significantly expands the depth and breadth of our casual and online game offering,” said Doug Clemmer, president of ValuSoft, THQ’s casual games division. “These deals will allow us to expand our presence in this rapidly growing segment and deliver unique value to our retail partners through Oberon’s turn-key solution to deliver online games.”    


“We are extremely excited to become a part of THQ,” said Wim Stocks, president and COO, Elephant Entertainment. “THQ is a leader in family and casual interactive entertainment and we are excited to help further grow THQ’s portfolio and pipeline in the casual and online game market.”    


“The casual games segment is booming and this deal with THQ will allow us to strengthen our industry positioning and bring more games to market,” said Don Ryan, senior vice president of publishing, Oberon Media. “Both Elephant and THQ are led by very talented teams and I look forward to working more closely with them as we move forward together.”    


In 2007, the worldwide casual game market totaled $2.25 billion and is expected to grow 20% year-over-year in established markets (source: Pearl Research, Screen Digest CGA.) Terms of the transaction were not disclosed.


331
TalkBack / THQ Announces Construction Combat: Lock’s Quest
« on: April 02, 2008, 11:02:18 AM »
Create and defend your own virtual world in this upcoming Nintendo DS strategy game from the creators of Drawn to Life.
 http://nintendoworldreport.com/newsArt.cfm?artid=15683

 5th Cell, the creative forces behind the original Drawn to Life Nintendo DS title, are currently developing a brand new title for THQ, Construction Combat: Lock’s Quest. Similar conceptually to Drawn to Life, the player is once again given the role of the creator. With the ability to create a whole world this time, the player can design their own personal homeland. In addition to the creation aspects, the player will have to defend their creations from robotic invaders.    


Construction Combat combines the action/adventure, life simulation, strategy and puzzle genres to offer a unique and customizable experience. In addition to a single player offering, Construction Combat will offer modes to battle with friends either through multi-card local play or over the Nintendo Wi-Fi Connection.    


The Creators of the Top-Selling Drawn to Life(™) Set to Deliver a New Adventure in THQ's Upcoming Construction Combat(™): Lock's Quest(™) for Nintendo DS(™)    


Original Title will Challenge Players to Create and Defend a Virtual World One Building Block at a Time
   


AGOURA HILLS, Calif., Apr 02, 2008 (BUSINESS WIRE) -- THQ Inc. (NASDAQ:THQI) today announced that Construction Combat(™): Lock's Quest(™), a new original adventure title, is currently in development exclusively for Nintendo DS(™). Construction Combat: Lock's Quest is the only game where players create a virtual world block-by-block to defend their homeland against invading enemies. With the innovative use of the Nintendo DS stylus in Construction Combat: Lock's Quest, players will be able to immerse themselves into the building and creating process. The game is being developed by 5th Cell, the creators of Drawn to Life(™), which was one of the top selling original properties developed for Nintendo DS in 2007.    


In Construction Combat: Lock's Quest, players will assume the role of young hero Lock as he defends his homeland from the imminent attack of robotic invaders. As an Archineer -- part architect, part engineer -- Lock uses his skills to build new structures around the sacred Source Artifacts with the ultimate goal of protecting them from infiltrators. Players can utilize different materials such as stone, metal, or wood to create and design defense towers in the battle field. There are also quirky weapons such as quicksand traps and glue cannons that the player can use to attack enemies. Construction Combat: Lock's Quest combines the action/adventure and life simulation genres in a fast-paced broadly appealing game consisting of successive waves of building and battling. Elements of strategy and puzzle-solving are also incorporated to reward more sophisticated players. Players will be able to battle with friends through multi-card play or Wi-Fi.    


Construction Combat: Lock's Quest is expected to be available this fall. For more information on this game, as well as additional THQ titles, please visit www.playthq.com.


332
TalkBack / Wireless Nunchuck Solution Released in UK
« on: April 02, 2008, 10:56:05 AM »
Unhook your Nunchuk from your Wii Remote in the UK now with this simple £19.95 kit.
 http://nintendoworldreport.com/newsArt.cfm?artid=15681

 The new Nunchuk Wireless Kit from Zappies will allow you to use your existing Wii Nunchuk peripheral, unlike other wireless Nunchuk adapters that require a separate peripheral. A wireless receiver plugs into the rear of the Wii Remote and the Wii Nunchuk is simply attached to the transmitter of the kit, allowing for wireless transmission of Nunchuk data.    


Running on 2 AAA batteries, the Wireless Nunchuck Kit will last for about 20 hours and is synced with the Wii Remote power button. The Zappies Nunchuk Wireless Kit is available in stores in the UK now for £19.95.    


Go Wireless - Unleash Your Nunchuk    


No more messy wires – just gaming full on    


Maximise your Nintendo Wii gaming experience
   


Zappies Ltd is proud to be releasing, exclusively in the UK, for Nintendo Wii gamers the ultimate wireless gaming weapon – The Nunchuk Wireless Kit, which allows you to play your favourite games without being limited or restricted by the Remote to Nunchuk cable.    


The easy to install procedure takes seconds……simply snap the wireless receiver to the bottom of your Wii Remote, insert your Nunchuk into the wireless housing, press the synch button and you are away… ready for hours of wireless, unhindered, unobstructed play!!    


Ergonomically moulded, an integrated LED status indicator lets you known when you are connected, synched and ready to go and there is no need to buy another Remote or Nunchuk for this kit is all you will ever need to take your gaming to another level.  4 player compatible with Remote power button shut off, the unit is power by 2 AAA batteries which provide 20 hours of non stop gaming!    


- Safe, secure and easy to set up  - No more tangling up when stored away or whilst playing!  - Automatically switching – a greener product    


Coming with a lifetime warranty, more peripherals will be released in the coming months from Zappies Ltd.    


www.zappies.com


333
TalkBack / Emergency Heroes Exclusive to Wii, Coming May 2008
« on: April 02, 2008, 02:47:51 AM »
Pilot a variety of rescue vehicles with the Wii Remote to explore and protect San Alto city.
 http://nintendoworldreport.com/newsArt.cfm?artid=15680

 Emergency Heroes is a new Ubisoft intellectual property made specifically for the Wii. The game puts at your disposal a variety of rescue vehicles including police, fire and EMT vehicles all operated with motion control using the Wii Remote. Featuring two player co-op, you will also be able to protect the city of San Alto with a friend.    


Emergency Heroes will be availble in North America this May.    


  Ubisoft Announces Emergency Heroes For The Wii    


SAN FRANCISCO – March 31, 2008 – Today Ubisoft, one of the world's largest video game publishers, announced that it will publish Emergency Heroes exclusively on the Wii™ home video game system from Nintendo. Developed by Ubisoft Reflections and Ubisoft Barcelona, Emergency Heroes is an open world rescue driving game. Young rescuers can jump into 16 different variations of next-generation rescue vehicles as a police officer, firefighter or EMT and navigate through the sprawling streets of San Alto, keeping citizens safe along the way. Emergency Heroes will be available in North America in May 2008.    


Key Features:    


  - Drive the next generation of rescue vehicles. Pilot and command numerous hi-tech rescue vehicles designed specifically for ultra-high-risk, high-speed navigation. Choose between police, fire and EMT vehicles.  
 - Explore and protect the entire city. As an emergency hero, your mission is to protect the peaceful city of San Alto. Drive through stunning free-roaming open environments, rescuing the city from imminent danger at every turn.  
 - Two Player Co-Op. Challenge your friends or combine forces to form the ultimate rescue hero team to protect your city.  
 - Fun for the whole family. Making full use of the Wii Remote™, everyone in the family can enjoy being an emergency hero.  
 - Fast-action gameplay. Take advantage of Hero Mode and play like you mean it – the faster you drive, the faster you rise and gain access to powers of invincibility.


334
TalkBack / Square Enix's Chocobos Invading Wii July 8 for $39.99
« on: April 02, 2008, 02:41:54 AM »
Featuring a classic RPG experience, custom Wii controls, a brand new job system, and card battle dueling over the Nintendo Wi-Fi Connection.
 http://nintendoworldreport.com/newsArt.cfm?artid=15679

 Final Fantasy Fables: Chocobo's Dungeon, released last year in Japan, is now set to be released in America this Summer on July 8th. Chocobo's Dungeon features the Final Fantasy staple character, the Chocobo as the protaganist for the story.    


Chocobo's Dungeon will feature a multifaceted RPG experience that includes turn based battling, a new Job System, hidden collectibles, and arcade style mini-games made specifically for use with the Wii Remote. The game will also feature an online, two player card dueling system.    


Final Fantasy Fables: Chocobo's Dungeon will be available July 8, 2008 for $39.99.    


  Uncover Lost Memories With Final Fantasy Fables: Chocobo's Dungeon    


March 31, 2008 - Square Enix, Inc., the publisher of Square Enix interactive entertainment products in North America, announced today that it will launch Final Fantasy Fables: Chocobo's Dungeon for the North American market on July 8, 2008. Coming exclusively to Wii, the game brings a loveable cast featuring Chocobo and his friends to the next-generation platform for the first time.    


Veteran character designer Toshiyuki Itahana delivers a uniquely compelling visual world in which a cast of beloved Final Fantasy characters leads players through an immersive storyline. With a carefully crafted narrative and a grand mystery to unravel, Final Fantasy Fables: Chocobo's Dungeon will captivate gamers looking for a multifaceted RPG experience.    


Players of all skill levels will appreciate everything this game has to offer, from the intuitive Wii controls and adorable characters, to the intricate story and versatile job system. Chocobo, a Final Fantasy fan favorite, takes on trademark job classes from the franchise such as black mage, knight, and scholar. Players can unlock more jobs as they progress through the game. The ever-changing dungeons and unexpected twists and turns offer hours of engrossing gameplay as players explore the newest adventure in one of the world's most popular RPG franchises.    


STORY    


Chocobo and Cid, Final Fantasy mainstays-turned-treasure hunters, are magically transported to a mysterious town whose people's memories are lost with each bell toll of the clocktower. One day, a strange boy named Raffaello arrives and creates dungeons of memories to help the townspeople remember who they are. Now it's up to Chocobo to journey through the dungeons and retrieve everyone's memories!    


FEATURES    


A charming, vibrant game world coupled with an engaging storyline and challenging turn-based battles to create a fun and entertaining RPG environment    


A compelling gaming experience utilizing a variety of classic Final Fantasy job classes such as the knight, black mage and white mage to aid Chocobo in his fight against evil    


Character designer Toshiyuki Itahana, from the Final Fantasy Crystal Chronicals series and Final Fantasy Fables: Chocobo's Dungeon, lends his trademark art style    


Duel against friends via Nintendo Wi-Fi Connection in addictive card battles featuring popular Final Fantasy creatures in a unique 3D pop-up book style    


Collect hidden letters throughout the adventure and form special phrases to unlock secret dungeons and job classes    


The signature Mog House offers arcade-style mini-games that can be played with intuitive Wii Remote controls    


Final Fantasy Fables: Chocobo's Dungeon has not yet been rated. Please visit the Entertainment Software Rating Board website at www.esrb.org for more information about ratings. Final Fantasy Fables: Chocobo's Dungeon will be available in North American retailers for the suggested retail price of $39.99 (USD). The official website can be found at http://na.square-enix.com/fffcd


335
TalkBack / MYST Goes Gold, Release Set For May
« on: March 31, 2008, 02:28:34 PM »
The classic adventure game will soon grace the Nintendo DS, featuring the brand new Rime Age.
 http://nintendoworldreport.com/newsArt.cfm?artid=15670

 The best selling PC game of the 1990s has just gone gold on the Nintendo DS. MYST DS is officially completed and will now be sent off for production.  

 MYST has seen release on a variety of platforms over the years. The DS version will feature the original MYST, as well as the Rime Age, introduced in the Real Myst re-release. In addition to the inclusion of the Rime Age, this release includes an optimized interface for the DS touch screen and new tools such as the magnifying glass, camera, notebook, and map.  

 The DS version of MYST will be available on May 13.  

 EMPIRE INTERACTIVE'S MYST DS GOES GOLD  
 Classic Adventure Game on the Horizon for Nintendo DS™
 

 AUSTIN, Texas - March 31, 2008 - Empire Interactive, a leading publisher of interactive entertainment software, today announced that development for MYST is complete. Just in time for summer vacation, MYST allows players to take their eerie adventures on the road, in the sky, to the beach or wherever their travels may lead. The game takes full advantage of the DS' touch-screen technology, seamlessly incorporating new tools for a greater challenge.  

 Developed by Hoplite Research, LLC, MYST packs in every bit of the original game's engaging and mysterious adventuring goodness - more than 40 hours of gameplay - and adds to it. The experience has been enhanced and recreated for Nintendo DS™, including an all-new interface, a new set of mini-tools, re-mastered soundtrack and video, and the Rime Age, a new world not included in the original MYST.  

 "Nintendo DS has provided us an amazing, yet challenging opportunity to bring the MYST franchise to a huge and diverse audience - more than 65 million units have sold since the system's launch in 2004," said Karim Farghaly, vice president of sales, Empire Interactive. "MYST has been around over a decade, and it is an absolute pleasure to reintroduce the game to long-time fans and first-time adventure seekers."  

 "MYST is one of the greatest interactive casual games ever created and we are proud to work closely with the creators of the original to bring this experience to all Nintendo DS players of all ages." said Manny Granillo, president and chief designer, Hoplite Research, LLC.  

 Uniting adventure gamers new and old, MYST DS is expected to ship to North American retail stores on May 13, 2008 with an ESRB rating of "E" for "Everyone."


336
TalkBack / REVIEWS: DK Jungle Climber
« on: March 30, 2008, 05:48:13 PM »
DK is back for some more swingin' action.
 http://nintendoworldreport.com/reviewArt.cfm?artid=15663

 Recently, Donkey Kong has become a guinea pig of sorts for crazy new Nintendo ideas and innovations. From playing the bongos, to racing with Wii remote waggling, to unique bongo platforming, DK has seen it all.  

 On the Gameboy Advance DK made a return to his simian roots with the swinging platformer DK: King of Swing.  Nintendo had DK swinging around with only the use of the L and R buttons; each button controlled one of DK’s hands, allowing him to grab pegs and swing himself in every imaginable direction while working towards a level’s exit.  Paon has taken this formula one step further on the DS with DK: Jungle Climber.  

 The premise of this DK adventure is simple: King K. Rool has once again stirred up trouble, this time at Sun Sun Beach. While DK is on vacation there, he discovers that Rool has stolen 5 Crystal Bananas from Xananab, the banana-shaped alien who possessed them. According to Xananab these Crystal Bananas hold mythical powers which Rool hopes to harness. DK, with Diddy and Cranky by his side, decide to help Xananab retrieve the Crystal Bananas from the many island locales bordering Sun Sun Beach.  

 Jungle Climber is a truly unique blend of platforming, trajectory physics, and puzzle solving.  Like King of Swing, DK is controlled with only the L and R buttons. The L button makes DK grab with his left hand and the R button makes him grab with his right. A simultaneous tap on the L and R buttons allows DK to perform a standard jump. However, unlike the original game, you can use the A button to perform an attack. When DK doesn't have Diddy by his side, the A button simply makes DK perform an attack in the direction he’s pointed. If Diddy is on hand, the player can tap the A button twice consecutively to hurl Diddy, performing a secondary attack. The controls present a slight learning curve, although after about an hour of playtime players should be zipping around the pegboards with ease.  

 The graphics presented in DK Jungle Climber should look familiar to anyone who has played the SNES Donkey Kong Country games. Similar sprites are used for the Kong family and many of the locales have a familiar look to them.  Other relics from the DKC series have made their way into Jungle Climber as well.  The patented DK barrel is back, which stores Diddy when he is not in use. The life system is also similar to the DKC games; DK dies in a single hit, and the assist character (in this case Diddy) serves as a second hit point. DK Coins, five banana coins, the K-O-N-G letters, and bananas all make a triumphant return.  

 Jungle Climber also adds an Oil Drum to each level that is used to fuel Funky's plane and grant access to a secret level found on each island. You can only take the flight to the secret level if you have collected every oil drum on the island, giving players incentive to find them all.  Jewels are another new addition; these can be collected from enemies upon defeating them, and they are also found scattered throughout each level. Collect enough of these jewels and the player earns a crystal star which, when activated by a tap on the touch screen, gives DK the ability to fly invincibly through the air. This is a useful tactic for completing a particularly hard section of a level, or grabbing that hard-to-reach item.  Up to three crystal stars can be kept at a time.  

 If you are familiar with the Donkey Kong Country series, you’ll know that collecting items never becomes a collect-a-thon. Jungle Climber is no different.  All items are placed with careful intent and require you to either solve a puzzle to reach a particular item, or perform a set of motions with absolute precision. Because it is easy to miss items on your first run through, the game encourages you to replay the level to collect all of the missed items.  

 Item collection invites the player to make use of an interesting play mechanic that involves remotely controlling Diddy Kong with the actions and movements of DK. When you toss Diddy Kong onto a platform that DK cannot reach, Diddy Kong will not automatically come back to DK as he normally does.  Instead, he continues on his own path while mimicking DK’s movements.  This can get tricky, primarily due to the fact that DK must control Diddy within a very small area while avoiding the normal hazards of the level.  

 DK: Jungle Climber starts off nice and easy, but as you progress through the game its difficulty increases significantly. Thankfully it’s a gradual curve; never once does the game feel too hard or too easy.  Like many of Nintendo’s other games, collecting items becomes the most challenging aspect of later levels.  The average player will most likely not concern themselves with collecting all of the items, but those looking for the ultimate challenge of finding everything will definitely get their fix. Finding each island’s secret level also provides extra challenge for the advanced player.  

 A series of mini-games allow you to further perfect your skills in Challenge Mode, including speed climbing, speed banana collection, banana juggling, and barrel-jumping.  These challenges also cater to the advanced player, giving them the ability to max out high scores and race ghost data to achieve the best possible run. These mini-games are a nice compliment to Adventure mode, providing the perfect solution for those looking for a fun way to truly master Jungle Climber’s wacky control style.  There is also a fun single-card four-player race mode.  

 DK: Jungle Climber is another unique entry in the long line of Donkey Kong offerings from Nintendo.  While technically the sequel to DK: King of Swing, in many ways Jungle Climber feels like a spiritual successor to the Donkey Kong Country series, featuring many of its staple designs, characters and items. If you’re a fan of unique platforming and are willing to take a chance on a very original title, you can't go wrong with DK: Jungle Climber.  With an Adventure Mode chock full of unlockables, a well-implemented Challenge Mode, and four-player single-card multiplayer, it’s bound to keep you coming back for more.

Pros:
       
  • An extremely unique experience
  •  
  • Lots of unlockables and replay value
  •  
  • Single-card, four-player multiplayer
  •  
  • Significant upgrade from its predecessor


  •        Cons:
           
  • Can be a very challenging at times
  •  
  • Might be too unconventional for some gamers


  •                Graphics:  8.0
           Jungle Climber’s graphical presentation is reminiscent of Donkey Kong Country, but while its characters look similar its worlds and backgrounds are far more vibrant and colorful.  Its overall look definitely fits the mood of the game. It’s a significant departure from the style of King of Swing, but it hasn’t done any harm.  The use of both screens gives you a larger view of the world.

                   Sound:  6.0
           The music in Jungle Climber is ultimately forgettable. It has some decent sound effects but nothing spectacular.

                   Control:  9.0
           The unique control of the game is obviously its main attraction.  It will remind gaming veterans of Clu Clu Land, but it’s used to much better effect here. The controls feel very natural once you get over the learning curve, and they suit the game perfectly.

                          Gameplay:  9.0
           Though challenging at times, Jungle Climber is very rewarding. Completing some of the later levels and the hidden levels definitely gives one a feeling of accomplishment.  Item collection is handled well, providing extra challenge rather than just a checklist of things to collect. Challenge mode is a good way for the beginner to hone their skills and the expert to test their mastery.

     


           Lastability:  8.0
           The lengthy single-player mode, Challenge mode, multiplayer mode, and  collectibles, ensure that Jungle Climber will not be finished quickly. Once you complete the game once, you may be compelled to beat it again simply because you can finally enjoy the levels that were previously a learning experience.

     


           Final:  8.5
           DK: Jungle Climber definitely belongs in your collection if you’re looking for a high challenge factor along with good replayability, but more casual gamers might want to steer clear.  Regardless, this DK entry is unlike anything you’ve played before, and once you get the hang of it you’ll be coming back for more.      


    337
    TalkBack / Paramount Setting Their Sights on the Game Industry
    « on: March 28, 2008, 08:59:54 AM »
    Plans to expand their games and interactive division will lead to casual and handheld oriented games based on their movie properties.
     http://nintendoworldreport.com/newsArt.cfm?artid=15641

     Sandi Isaacs, Senior Vice President of Paramount’s Games and Interactive Division informed Variety yesterday that they are "entering into deals now where [they] will be publishing games this year."  

     According to Isaacs, Paramount currently feels it is necessary to create a flexible business model, and entering the game publishing business is just the way to start. Paramount will focus on publishing casual, handheld, and mobile games due to lower production costs.  

     Overseeing the process, as a new Vice President, is ex-Activision employee Matt Candler. Part of his responsibilities will be keeping track of the development houses and keeping a watchful eye as they convert film properties into games. A former Sega executive, Luke Letizia, will also be joining the team as a director for projects assigned to external publishers.  

     This news comes just a few months after Warner Bros. made a similar move in acquiring Traveller’s Tales to develop their primary properties into games.


    338
    TalkBack / EA Announces Zubo, Coming to DS This Fall
    « on: March 28, 2008, 08:17:07 AM »
    A quirky music-based Rhythm-Action Adventure geared towards children.
     http://nintendoworldreport.com/newsArt.cfm?artid=15640

     EA ANNOUNCES ZUBO - A NEW CHILDREN'S VIDEO GAME EXCLUSIVE TO NINTENDO DS  
     Original Nintendo DS game features collectable characters in a music-based rhythm-action adventure
     

     Guildford, U.K. - March 28th, 2008 - The EA Casual Entertainment Label today announced the development of a new wholly-owned, original intellectual property, created for 7-11 year old boys and girls. Zubo is a music-based rhythm-action game featuring a unique set of characters that is scheduled to ship worldwide later this year, exclusively on the Nintendo DS handheld system.  

     "Zubo represents the culmination of a dedicated incubation project, which specifically sought to develop a new videogame property for boys and girls under 12," said Harvey Elliott, Head of the EA Bright Light studio in Guildford, UK. "The team here has designed a rich, immersive and, above all, enjoyable experience - one that will live in the schoolyard, at home or on the move."  

     Players enter the world of Zubalon to help the colourful and zany inhabitants, the Zubos, defeat an evil force which is bent on world domination. Players can befriend the Zubos they meet along the way, feed and nurture them, help them gain skills and strength, and assist them in their battles with the enemy, the dastardly Zombos.  

     A key element to Zubo is music, which is intrinsic to Zubalon from its tuneful plant life through to its currency of musical notes. The player will use the music to drive the battles forward, synchronising their stylus action and tapping in time with the musical beats to win!  

     With 55 Zubos available to find and recruit to a player's squad, plus a wealth of interactions and mini-games, and the world of Zubalon to explore, Zubo offers a deeply rewarding Nintendo DS experience.  

     Zubo is developed by EA Bright Light studio in Guildford, UK and it will be available on the Nintendo DS this autumn.


    339
    TalkBack / Midway Launches TNA iMPACT! Website
    « on: March 28, 2008, 08:13:17 AM »
    Features screenshots, videos and the most up-to-date information on the upcoming game based on Spike TV’s flagship wrestling program.
     http://nintendoworldreport.com/newsArt.cfm?artid=15637

     Midway Launches Website For TNA iMPACT!  
     Today Midway announced the launch of the TNA iMPACT™ Web site www.tnagame.com. The Web site is packed with the newest videos, screenshots and up-to-date information on the highly-anticipated game based on the fastest-growing professional wrestling brand in the world. The TNA iMPACT! video game is scheduled to ship this summer for the Xbox 360™ video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, Nintendo Wii™ and PlayStation 2.  

     TNAgame.com will also be home to the official TNA iMPACT™ forums that will give TNA fans a behind-the-scenes look into the making of the game. Look for more information about the TNA iMPACT! video game to be unveiled soon at Midway's annual Gamers Day event in Las Vegas.  

     About the TNA iMPACT! video game
     The TNA iMPACT! video game is the exclusive total nonstop action wrestling game based off the fastest growing professional wrestling brand in the world and its flagship program TNA IMPACT!. You are able to choose your wrestling style, custom move set and clothing to construct the ultimate champion. The game also features top wrestling talent such as Abyss, Kurt Angle, Christian Cage, Rhino, Booker T, Samoa Joe, AJ Styles, Sting and more to deliver all of the excitement and action of the television show!


    340
    TalkBack / Take Two Asks Shareholders Not to Sell Shares to EA
    « on: March 27, 2008, 09:24:52 AM »
    Expresses to shareholders that the "offer price is inadequate and substantially undervalues the company."
     http://nintendoworldreport.com/newsArt.cfm?artid=15628

     The Wall Street Journal informed us earlier this month that Electronic Arts, making no progress with the Take-Two board, would be proposing the same offer made to the board, directly to the shareholders. This bid valued each share at $26, a 64% premium on the current value of the stock.  

     Take-Two has responded to EA's offer by asking their shareholders to hold onto their stock. Take Two backed their request with a list of ten key factors detailing why the offer was not good enough. The board detailed in the list that the EA offer is "opportunistic", due to being "timed to take advantage of the upcoming release of Grand Theft Auto IV."  

     In addition to the stockholder request, Take-Two took their own preventative measures to avoid an EA hostile takeover. A "poison pill" clause was instated to remove control of the company if any one party gained control of 20% of the company. Within the next 180 days, if any one party gains 20% or more of the available Take-Two shares, new shares are to automatically be created to dilute the percentage of shares controlled by that one party. Along with the "poison pill" plan, a severance package plan was set up for executives if termination were to occur following takeover. Presumably, this would create a higher cost for EA to gain control of the company.  

     Senior analyst for Wedbush Morgan, Michael Pachter, weighed in on the situation. He expressed that Take-Two's efforts to push the hostile takeover past the release of Grand Theft Auto IV is a mistake and believes that negotiating a friendly takeover before the release of the game will net them a better value on the price of their stock. He also expressed that Take-Two is foolish to believe that there will be another suitor willing to pay more than the offer already presented by EA.


    342
    TalkBack / Famitsu Reveals New Square-Enix IP, Sigma Harmonics
    « on: March 27, 2008, 12:07:05 AM »
    The Adventure RPG-Murder Mystery comes to Japan this summer for DS.
     http://nintendoworldreport.com/newsArt.cfm?artid=15622

     According to this week’s Famitsu, a brand new Square-Enix intellectual property, Sigma Harmonics, will be making its way to the DS this summer in Japan.  

     The title is an Adventure RPG which revolves around a collection of murder mysteries and is presented in a chapter format. With each progressive chapter a new mystery is revealed and solved within the scope of the chapter. Interestingly, the game requires you to hold the DS like a book to play, similar to the two DS Brain Age titles.  

     The game is being directed by Hiroki Chiba, known for his work with Dirge of Cerberus: Final Fantasy VII and character design will also be handled by a member of the Dirge of Cerberus team, Yusaku Nakaaki. Currently the game is about 60% complete with no discussion of release in any other territories.


    343
    TalkBack / Professor Layton Weekly Puzzles Already on Cartridge
    « on: March 25, 2008, 09:13:58 AM »
    DS hacker reveals a total of 27 weekly puzzles, unlocked by downloadable key.
     http://nintendoworldreport.com/newsArt.cfm?artid=15607

     Due to the work of some clever DS hacker, it has been revealed that the weekly downloadable Professor Layton puzzles are not really being downloaded. These bonus puzzles are actually already contained on the cartridge. Every Sunday, when the weekly puzzle is released, only a simple key must be downloaded to unlock the weekly puzzle on the cartridge.

    It has also been discovered that the cartridge is only holding 162 puzzles. If we subtract the number of puzzles that can be unlocked by playing the single player adventure, 135, and the number of puzzles that have already been downloaded, 6, this leaves us with a total of 21 more puzzles before all of the puzzles on the cartridge have been exhausted. By these calculations, August 17, 2008 will reveal the final weekly puzzle for Professor Layton and the Curious Village.

    Readers should be warned that although the linked source is spoiler-free, the link included in that source displays a list of all the puzzles in the game, and their solutions.


    344
    Reader Reviews / DK Jungle Climber Review
    « on: March 25, 2008, 06:49:41 AM »
    DK is back for some more swingin’ action

    Recently, Donkey Kong has become a guinea pig of sorts for crazy new Nintendo ideas and innovations. From playing the bongos, to racing with Wii remote waggling, to unique bongo platforming, DK has seen it all.

    Back on the Gameboy Advance, DK made a return to his simian roots with a swinging platformer; however, his adventure was anything but typical. In DK: King of Swing, Nintendo had DK swinging around with only the use of the L and R buttons. Each button controlled one of DK’s hands and allowed him to grab pegs and swing himself in every imaginable direction toward the exit of the level. Now that DK is back again, Paon has taken the formula one step further on the DS for Nintendo, with DK: Jungle Climber.

    The premise of DK's adventure is simple; King K. Rool has once again stirred up trouble, this time at Sun Sun Beach. While DK is on vacation there, he discovers that Rool has stolen 5 Crystal Bananas from Xananab, the banana-shaped alien who possessed them. These Crystal Bananas, according to Xananab, hold mythical powers, which Rool desires to harness. DK, with Diddy and Cranky by his side, decide to help Xananab retrieve the Crystal Bananas back from King K. Rool. DK’s decision will carry him across the many island locales bordering Sun Sun Beach.
     
    DK: Jungle Climber is truly a unique experience that melds together advanced platforming, trajectory physics, and puzzle elements. As mentioned earlier, DK's adventure requires the player to control DK with solely the L and R buttons. The L button will make DK grab with his left hand, and the R button will make DK grab with his right. A simultaneous tap on the L and R buttons will allow DK to perform a standard jump. However, unlike it’s predecessor, you can now take use of the A button to perform an attack. When DK doesn't have Diddy by his side, the A button will simply make DK perform an attack in the direction he is pointed. If Diddy is on hand, the player can tap the A button twice consecutively to hurl Diddy, performing a secondary attack. There is a slight learning curve on the controls, although after about an hour of playtime, players should be zipping around the pegboards with ease.

    The paint job on DK Jungle Climber should look familiar to anyone who has played the SNES Donkey Kong Country games. Similar sprites are used for the Kong family and many of the locales have a familiar edge to them. The graphical depiction of the game is not the only piece brought back from Donkey Kong Country, many other relics from the series have made their way into Jungle Climber. The patented DK barrel is back, which will store Diddy when he is not present with DK. The life system works the same in Jungle Climber as it did in the series of DKC games; DK dies in a single hit, and the assist character, in this case Diddy, serves as yet another hit point. DK Coins are also back in each level for pick up, along with 5 Banana Coins, the K-O-N-G Letters and of course, bananas. Jungle Climber also adds in an Oil Drum to each level that is used to fuel Funky's plane in order to gain access to the secret level found on each island. You can only take the flight to the secret level if you have collected every oil drum on the island. This gives the player an incentive to put the effort forth to find the oil drum in each level. Along with the Oil Drum, jewels have also been added to the game. These jewels can be collected from enemies upon defeating them and are also found scattered throughout the level. Collect enough of these jewels and the player will earn a crystal star which, when activated by a tap on the touch screen, will give DK the ability to fly invincibly through the air. This is a useful tactic for completing a particularly hard section of a level, or grabbing that hard-to-reach item.  Up to 3 crystal stars can be housed at a time.

    If you are familiar with the DKC games, you should know by now that item collection in the games never devolves into a collect-a-thon. All items are placed with careful intent and require you to either solve a puzzle to reach a particular item, or perform a set of motions with absolute precision. Because it is easy to miss items on your first run through, the game encourages you to replay the level to collect all of the missed items.

    Item collection forces the player to take use of an interesting play mechanic that involves remotely controlling Diddy Kong with the actions and movements of DK. When you toss Diddy Kong onto a platform that DK cannot reach, Diddy Kong will not automatically come back to DK as he normally does. In this case he will continue on his own path, mimicking the motions of DK. Essentially, DK will act as a remote control for Diddy Kong. Often times this gets tricky due to the fact that DK is forced to control Diddy within a very small area, all the while avoiding the normal hazards of the level. The controls of both DK and Diddy could’ve easily been unlinked; thus granting the player direct control of Diddy, but clearly this would ruin the fun of the concept.

    Thankfully, with the extremely unique and unconventional style of the DK: Jungle Climber control scheme, the game starts off nice and easy. Though, as you progress through the game, the difficulty increases significantly. Although the difficulty definitely ramps up, it does so nicely; never once does the game feel too hard or too easy.

    Like many of Nintendo’s other games, collecting the items becomes the higher difficulty level of the game. The average player will most likely not concern themselves with collecting all items, yet those looking for a greater challenge can definitely take use of those presented by item collection to get their fix. In addition, the secret level on each island will really test the skills you've learned and provide another challenge for the advanced player.

    If you are unable to hone your skills with the offerings in adventure mode, an array of mini games are offered to perfect your skills in the Challenge Mode. These include speed climbing, speed banana collection, banana juggling, barrel jumping and others. They are the perfect solution for those looking for a fun way to truly master the wacky control style of Jungle Climber.

    The challenges also cater to the advanced player, giving them the ability to max out high scores and race ghost data to achieve the best possible run. The challenge mini games are a nice diversion from the adventure mode and compliment the game well.
     
    Along with a solid single player offering, DK Jungle Climber offers a fun, race style multiplayer mode. With single card, 4-player download play, it should be no problem at all to get together 4 friends to enjoy the multiplayer offerings of DK Jungle Climber.

    Closing Comments
    DK Jungle Climber is another unique entry in the long line of DK offerings from Nintendo. Though a direct sequel of DK King of Swing, in many ways, Jungle Climber spiritually feels like a successor to the Donkey Kong Country series, featuring a number of it's staple designs, characters and items. If you’re a fan of unique platforming and are willing to take a chance on a very original title, you can't go wrong with DK Jungle Climber. From an Adventure Mode chock full of unlockables, to a well-implemented Challenge Mode, and the 4-player, single-cart multiplayer, there is plenty to come back to in DK Jungle Climber.

    Pros:         
    •   An extremely unique experience
    •   Lots of unlockables and replay value
    •   Single Card, 4-player Multiplayer
    •   Significant upgrade from its predecessor


    Cons:
    •   Can be a very challenging at times
    •   Might be too unconventional for most gamers

    Graphics:  8.0
    The graphical presentation of the game seems to bring back memories of Donkey Kong Country. All of the characters look very similar, however the worlds and backgrounds are far more vibrant and colorful than they are in DKC. It definitely gets the job done and fits the mood of the game. It is a significant departure from the style of King of Swing, but isn’t any better or worse. Fortunately Paon took use of both screens to give you a much larger view of the world.

    Sound:  6.0
    The music in Jungle Climber is ultimately forgettable. It has some decent sound effects but nothing spectacular. It isn’t necessarily bad, but it is a far cry from being good.

    Control:  9.0
    The control of the game is obviously the main attraction of the game. It will remind the veterans of Clu Clu Land, but applied much better. Once you get over the learning curve for the game, the controls will feel very natural. If they operated in any other fashion, the game wouldn’t be the gem it is.

    Gameplay:  9.0
    Though challenging at times, the game is very rewarding. As you get to the end of some of the later levels, or the hidden levels, you definitely feel as if you have completed a true feat. Collecting is done well, providing extra challenge rather than just a checklist of things left to collect. Challenge mode is a nice practice ground to build your skills, or another set of mastery exercises for the expert gamer.

    Lastability:  8.0
    All of the collectibles, the challenge mode, the multiplayer and the lengthy single player, this game will not be finished quickly. Once you complete the game once, you may be compelled to beat it again simply because you can really enjoy the levels that were previously a learning process.

    Final:  8.5
    This DK entry is definitely one of a kind. Its platforming action is unlike anything you have played before, and once you get the hang of it, you’ll be coming back for more. With tons of replayability, and a certain level of challenge, it would definitely make a great addition to your game collection. Casual gamers beware though; this one might not be up your alley.


    345
    TalkBack / Rock Band Coming to Wii June 22
    « on: March 24, 2008, 08:08:11 AM »
    Wii version to feature 63 songs, with five exclusive bonus songs; no word on downloadable content.
    http://nintendoworldreport.com/newsArt.cfm?artid=15599

    Wii Will Rock You!   

    MTV Games, Harmonix and EA Announce Rock Band™ for Wii on June 22, 2008


    The number one selling game in February 2008 is coming to Wii!

    Cambridge, MA - March 24, 2007-- Harmonix, the leading developer of music-based games, and MTV Games, a division of MTV Networks, which is a division of Viacom (NYSE: VIA, VIA.B), along with distribution partner Electronic Arts, Inc. (NASDAQ: ERTS), today announced plans to release the award-winning music video game Rock Band on the Wii™ home video game system from Nintendo in the U.S. and Canada on June 22, 2008 for the suggested retail price of $169.99.

    Rock Band for Wii will be released as a Special Edition bundle including the software, drums, microphone and a wireless guitar. Stand alone instruments will also be available on June 22nd for people who want to build their band one instrument at a time or want to play the drum versus drum game mode. The game will feature 63 songs including five bonus songs for Wii gamers to enjoy.

    "The Wii's success among casual and core gamers of all ages makes it an ideal match for the cross-generational appeal of the music featured in Rock Band," says Bob Picunko, Vice President of Electronic Games and Interactive Products, MTV

    "The social interaction and addictive nature of the Rock Band experience is a perfect fit for the Wii and will undoubtedly be fun for the entire family," says Steve Singer, licensing VP from Nintendo.

    Rock Band is an all-new platform for music fans and gamers to interact with music like never before. The game challenges players to put together a band and tour for fame and fortune - all while learning to master lead/bass guitar, drums and vocals. Featuring the most master recordings of any music game ever by the world's biggest rock artists, Rock Band includes tracks that span every genre of rock ranging from alternative and classic rock to heavy metal and punk. Rock Band has garnered over 40 awards this year including Game Critics Award: Best of Show E3 2007 and three awards at The 11th Annual Interactive Achievement Awards including Outstanding Innovation in Gaming, Family Game of the Year, and Outstanding Achievement in Soundtrack.

    Rock Band is rated "T" for Teen (lyrics, mild suggestive themes) by the ESRB.

    346
    I think it's fair to say that if Nintendo is going to put some sort of super secret character in a game you can count on it being R.O.B.. What the ****? Who the hell cares about ROB? I don't unlock that dickface and think "AWESOME, I love ROB he is the coolest Nintendo character ever!!!1!" OH WAIT, ROB ISNT A FUCKING CHARACTER, HE'S A GODDAMN NES PERIPHERAL. **** ROB.

    He shouldn't be so awesome in Brawl

    347
    Nintendo Gaming / Moveset Swapping
    « on: March 05, 2008, 09:43:24 PM »
    Has anyone seen these videos? Through some menu it looks like they are mapping the moveset from other characters onto the character they are currently playing as. Is this a hack, or a feature in the practice mode? (Please say feature, because this is pretty cool)

    348
    General Chat / What do you do for a living?
    « on: February 29, 2008, 04:06:15 PM »
    I've been curious to know what everyone here does for a living (or what they are going to school for)? Be as broad or specific as you like. I'll start.

    I am a programmer for the SUNY system in New York state. I am one of 4 programmers who write the human resources applications that many of the individual campuses use to manage their staff. We provide these applications as Java web apps.

    349
    Nintendo Gaming / Resident Evil Zero
    « on: February 27, 2008, 09:43:33 AM »
    According to Famitsu, Capcom is porting RE0 to the Wii and adding waggle. Hooray for more waggle.

    350
    NWR Forums Discord / Someone needs to start a Game Buyers Anonymous
    « on: February 21, 2008, 07:20:33 AM »
    I just impulsively bought Ouendan 2 for $32.50. I think I need some sort of rehab so I can not buy games when I see good deals.

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