Nintendo Gaming / RE: Wii Messenger - One step closer to LIVE
« on: June 07, 2006, 05:16:18 PM »With that said, I think they will, but I'm not going to use this patent as proof.
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First off, the Opera Browser for DS has been delayed a month until July. They also talked more about the "Touch Generations" line and how the company is stressing a balance between traditional games and "non-games." Finally, they revealed that Pokémon Diamond/Pearl for the Nintendo DS will feature voice-chat over Nintendo Wi-Fi Connection.
They then went on to elaborate more on their new console, Wii. Nintendo plans to ship 4 million systems by the end of the calendar year. Exactly when the Wii will launch is still a mystery, but Iwata promised that a date will be announced "before September."
A new game, Pokémon Battle Revolution, will be available for Wii and is releasing a few months after Pokémon Diamond/Pearl and the two games will interact much like prior Pokémon games linked up with Pokémon Stadium.
Other features involving the DS-Wii connectivity include the ability to use the DS as a touch-screen control for Wii games and the Wii acting as a DS download station for game demos. Iwata also said that DS games could be "expanded" via Wii.
Regarding the virtual console, Iwata said that games, including new ones, will be made available for the VC at prices between ¥500 and ¥1000 ($4 and $9).
Nintendo also offered some sales figures, including the tie ratios of some of their more popular DS games in Japan. 32% of DS users bought Animal Crossing: Wild World, 23% bought Mario Kart, 14% bought Tetris DS, and 20% bought New Super Mario Bros., In addition, ten titles have shipped over 1 million units.
Thanks to Jonnyram of the NeoGAF Forums for the translation!

In less civilized areas of the world, such as Oregon, people are often mauled by bears. Evan's not here this week, I'll leave you to figure out why. Thankfully, our good friend Chris Kohler from Wired's Game|Life blog offered to fill his shoes for this week's Radio Free Nintendo.
As it always is now, the AAC version of this podcast is enhanced. What that means is that all you lucky people out there using iTunes or an iPod get extra goodies with your podcast. These goodies may include, but are not limited to, chapter marks, images, links to informative articles, and a smug sense of superiority.
Episode 4: Rumorton
You can also stream it via Odeo
With Evan gone, we got a lot more done this week. A whole bunch of topics are covered, mostly related to a myriad of rumors surrounding Wii. You might learn a little bit about the Virtual Console, launch date and price, and character mapping, but only if you pay attention. In addition, we also go on for a few minutes about how awesome Rhythm Tengoku is going to be.
If you have any comments, complaints, criticisms, or concerns please send them in to or drop them in the talkback thread. Oh, and don't forget questions for listener mail!
For those of you not in the know, The Wizard is a 1989 take-off on The Who's Tommy that followed a pair of brothers (one played by The Wonder Years' Fred Savage) on a journey to California to the Nintendo World Championships. Along the way, they meet a girl (played by a very young Jenny Lewis, now singer for indie-rock band Rilo Kiley) and get into some trouble with a kid named Lucas who is way too into his Powerglove. In the end, it turns out the whole movie is a commercial for Super Mario Bros. 3, but you won't really care.
Episode 1: Snappy Title Coming Soon
AAC Format (13.37MB)
MP3 Format (13MB)
You can also stream it via Odeo
This episode covers a variety of topics. Among them are our general impressions of E3, opinions on Nintendo's press conference and booth, thoughts on the Wii's unique controller, and of course what we think of all the Wii games that were on display. If you're looking for DS impressions, those are coming in our second episode. There was simply too much to talk about to fit into one episode.
You'll have to excuse the slight audio issues with this first episode. An error on my end caused me to record with the wrong microphone, creating some background white noise in the audio. This won't happen next time. We're also looking into making the AAC version of this podcast enhanced, complete with chapter marks and images to serve as a companion to the audio portion, though we can't promise that will happen any time soon.
If you have any questions, complaints, complements, or criticisms please send them to our new podcast email address:
The games that make up WiiSports all make use of Miis, caricatures that can be created in the Mii Channel of the Wii hardware. If you want to make a Mii version of yourself, you can put it in the game and use it as your on-screen character. As you encounter more Miis, created by yourself or from friends that play on your system, more of them will show up in the background of the games while you play. Apparently, using the same Mii over and over again will increase its “skill level," which may affect the game in some way. The fact sheet that mentions this doesn't explain much past that, although it could just as well be a useless statistic showing how much you've used that particular character.
Here's a rundown of the five games included in WiiSports:
Tennis - 1-4 Players Simultaneous, Uses Wii Remote Only
Your character will run toward the ball automatically, so all you do is swing the Wii Remote like a tennis racket when the ball comes in your general direction. The remote makes it possible to make every kind of tennis shot imaginable: forehands, backhands, lobs, volleys, slices, overhead smashes and every combination thereof. The angle that you hold the remote with as you swing and how much power you put into it determines what type of shot you fire back across the net.
Baseball - 1-2 Players Simultaneous, Uses Wii Remote Only
Although there is base running and fielding, it's all done automatically. If you take that stuff out of baseball, all that's left to do is pitch and bat, which is what WiiSports Baseball is all about. The pitching player motions with the remote to “throw" a pitch (presumably with the ability to throw curve balls). The batter needs to swing the Wiimote with good timing and bat speed to try to hit it out of the park. It is the least complex game of the lot.
Golf - 1-4 Players Alternating, Uses Wii Remote Only
Like with Tennis and Baseball, the remote acts as the object with which you play the game. Swing it like a golf club to hit a golf ball, but be careful you don't put too much into it. If the controller isn't held steady as you follow through, it will put slice on the ball and cause it to curve out of control. Once you land on the green, you can try to get it into the clown's mouth with a smaller putting stroke.
Bowling - 1-4 Players Alternating, Uses Wii Remote Only
If you can pretend your controller is a bowling ball, you will know how to bowl in WiiSports. To start bowling, hold the controller in the same position you would normally hold a real ball. Press and hold the B Trigger to begin the approach, pull the remote back, fling it forward and then release the button to let her fly. It's possible to apply spin to the ball by twisting the remote as you release it so you can bag strikes like the pros. Or to shank it into the gutter like you normally do.
Boxing - 1-2 Players Simultaneous, Requires Wii Remote and Nunchuk Controllers
The game we thought would need two remotes to work apparently can be done with the Nunchuk analog stick attachment just fine, but you won't be using the stick as you duke it out. Each piece of the controller represents a corresponding fist. To deliver a left jab, jab out the nunchuk in your left hand. If you're looking to punch your buddy in the gut, do a low blow with the Wiimote. It's also possible to block high or low by pulling both controllers up against you, but who ever won a fight by curling up into a ball? Be like Little Mac and sidestep attacks by thrusting both controllers to the left or right.
All of the WiiSports games are designed to be multiplayer affairs, but remember that you're only going to get one controller in the box the game and Wii console come in. If you want to spread the fun to your entire four-member family, you'll need to spend more than $140 for three extra Wii remotes and another nunchuk attachment (for two-player Boxing). Not a very cheap proposition for a “free" pack-in title. Still, the game will be the best showcase for the unique properties of the Wii controller, and will definitely help everyone understand how it works.
The characters in Wii Sports are look almost like Play-mobile dolls. They are simple bodies and heads, with small floating circles representing their hands. Players will be able to choose from a few different character faces, or create their own unique face through a set of pre-defined images that can be placed and moved around. These faces are stored in the Wii’s internal memory and can be accessed by other titles. No other titles using these features are known, but it’s a safe bet to say that other “simple" Wii games such as Wii Sports and Wii Music, which was shown at E3 but not confirmed to be an actual game, would use these faces as well.
Tennis lets up to four players play a match against each other. Characters automatically move towards the ball. Swinging is accomplished by swinging the controller. Players can swing forehands and backhands, and even add spin to the ball. The game is always doubles, and if only one player is a team, swinging the controller swings both teammates’ rackets. The first team to three points wins the match.
The E3 version of Golf presented two types of gameplay. The first, teeing off, is a challenge to get a hole-in-one. Players have to put enough force on the ball to make it all the way. The other mode of play is putting, which requires aiming and restraint to make sure you don’t send the ball flying.
Baseball is set up as a home-run derby. A pitcher sends a ball at the player, who has to send it out of the park. Accuracy is not a problem, as there is no way to get a strike unless the bat is swung too early or too late. However, timing is very important. The bat must be swung at the proper time, and with enough force, to get the ball out of the park.
The flight game is very reminiscent of the Nintendo classic Pilotwings. Players are given control of a bi-plane, and hold the controller like a paper airplane. By moving the controller, they can move the plane on screen. Rings are scattered about an island environment, and flying through them accrues points.
Wii Sports is a simple title with a simple goal: it is designed for everyone to play. All the games are extremely approachable, and their simple controls take almost no time to learn, though a little time to perfect. Nintendo is very concerned that the Wii Sports games be as non-intimidating as possible. The title will be available at launch, and though Nintendo specifically mentioned Baseball, Tennis, and Golf would be included, they neglected to mention whether the Flight game would be included.
Just follow this link to learn now.
Thanks to Jonnyram on GAF for the tip.
As with many rhythm games, the premise of Elite Beat Agents is quite simple. A song plays and the player must tap the screen in specific locations at the right time, in sync with the game’s beat. In Elite Beat Agents, there are three different interactions possible. The most common interaction is tapping the screen. Bubbles pop up on the screen with circles closing in on them. The bubbles must be tapped when the circle reaches the bubble. These bubbles are often strung together, and have numbers on them so the player can keep track of which bubble to hit next. Next are dragging areas. Long, and often oddly shaped, bubbles appear on the screen with a ball on one end of them. To complete these, the player drags the ball from one end of the path to the other, and sometimes back again. Finally, there are spinners. These show up infrequently, and only require that the player spin a disc, which takes up the entire touch screen, as fast as humanly possible.
Completing these tasks keeps a meter at the top of the screen full, and also helps the characters in the story out. Yes, that’s right, this game has a story. The Elite Beat Agents are a squad of people that go and help people out by cheering them on (in the original Japanese game, they were male cheerleaders). Each story has a different song to go with it. One of the songs available for play on the show floor was Steriogram’s “Walkie Talkie Man." They story associated with it was one of a girl who wants to ask her football player boyfriend to be her steady. However, when he comes over, she gets trapped into playing babysitter. She’s too busy with the kids to ask her boy-toy to go steady, so the Elite Beat Agents come in to help. They cheer her on and help her take care of the kids. If you play well enough, she succeeds, and with the help of her boyfriend, takes care of the kids. Playing poorly means the two will mess up. If you complete the song, she finally asks her boyfriend to go steady, and he says yes.
If you can’t tell from that description, Elite Beat Agents is a hilarious game. The premises for the stories are outlandish, and what happens in them is even more insane. The game is so incredibly quirky, it’s impossible not to find it humorous.
The games, of course, are very fast paced. Some of the ones I played include swatting-flies, lifting weights, slicing objects, and shredding paper. There’s really not much to WarioWare. Just like its predecessors, it’s totally frantic and a ton of fun. The Wii remote opens up a whole new realm of crazy gameplay options.
The game’s controls are split between the nunchuk analog attachment and remote controller. Moving the control stick moves Mario, while moving the remote around points the game’s cursor at different points on the screen. What’s radically different about Super Mario Galaxy is that you are controlling both Mario and the star cursor at the same time. Most of Mario’s standard moves all seem to be in place. He can single, double, and triple jump, do back-flips, long-jumps, and wall-jumps. The A button (on the remote) makes Mario jump, while the B button triggers the cursor. Giving the remote a quick shake back and forth will cause Mario to do a spin attack, which replaces his punch/kick attacks from prior 3D Mario games. This attack can stun certain enemies (most are defeated with jumps), fire “star cannons" (more on those in a bit), break boxes, send objects flying, and do a couple other things too.
The star cursor interacts with the game world. The Wii’s remote moves the cursor around, and pressing the B button triggers it. Star Pieces, which are scattered all over the world, can be collected by pointing the star cursor at them and triggering it. Pointing the cursor at small blue stars and triggering them pulls Mario up to them, and floats him in a bubble for a few seconds. These blue stars are strung together across gaps between planets, and triggering them in order will bring Mario from one end of the chain to the other. Another way to travel between planets is star cannons. Large stars float just above the surface of the planets. When Mario steps in one and does a spin attack, the cannon will fire him to another planet. The third way shown to travel between areas are “sticky trees." When Mario runs into a sticky tree, he sticks to it. With the star cursor, the player can pull the stick tree back and sling-shot Mario across a distance.
All of the planets are totally different. They are all fairly small, and each feature different environments. For example, the starting world is a pretty traditional grassy field, but others include fire-environments, ice-environments, and mechanical worlds. One world had large pits that revealed the planet’s core. Falling into the core kills Mario. Another had a lower level entrapped under ice. The moons were very small and mostly barren, serving more as stopping points between distant planets.
The E3 demo includes three different bosses, each accessible by taking a different path through the level. On the way to each boss, Mario will learn the skills necessary to defeat it. At the end of the “sticky tree" route, Mario finds a large spider. The spider’s lair is surrounded by stick trees, which Mario must use to launch himself into the Spider’s weak spots. One another route, Mario learns that he can lead Bullet Bills into glass cages, thus shattering them. This skill is used to defeat a humongous mechanized monster at the end of the path. The third boss is reminiscent of Link fighting Gannondorf. Mario must use his spin attack to reflect a large lava-squid’s attacks back at him. The fight requires a little bit of bouncing the attack between Mario and the Boss before it hits.
It takes a little time to get used to the controls, obviously, but they work very well once you do. It was actually more difficult to get used to the fact that there is no way to fall off the worlds (and other objects like large blocks floating in space). Moving on a spherical object is slightly different than movement on flat areas.
Graphically, Super Mario Galaxy looks good. It certainly won’t wow people like the PlayStation 3 and Xbox 360 do, but the game is crisp, with smooth graphics and lots of color. It’s a step above Super Mario Sunshine, for sure.
Super Mario Galaxy is one of the biggest games at Nintendo’s booth, and rightfully so. It’s a fresh spin on the Mario world, and not just because of its new control elements. The outer-space theme is totally new and also very cool.