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November 30th, 2015, 20:51 Posted By: wraggster
Wii U owners are finally able to buy the Wii U Gamepad separately from the console.
Kotaku reports that Nintendo Japan has confirmed that the Gamepad can be bought for ¥12,800 (£70) from today in Japan, There’s no word yet of standalone availability in other regions.
Prior to the Wii U’s launch Nintendo had stated that the console would support up to two Gamepads on one machine, although the feature was not ready for the machine’s arrival.
"Games need to be built that can take advantage of the two GamePad controllers," Nintendo America boss Reggie Fils-Aime said at the time. "It's going to be well after launch for those game experiences to come to life.
"Asymmetric gameplay is going to be the next major step forward, just like active play was when we launched the Wii. We think that's where developers will focus first, then there will be multiple experiences that have two GamePads."
It was subsequently predicted that twin-Gamepad titles would arrive the following year, but last year the company changed its mind and said that the functionality would likely never arrive.
The need to buy Gamepads on their own, therefore, is minimal, although those who break their controller would likely welcome the option to buy one without having to buy a whole new system.
http://www.mcvuk.com/news/read/ninte...mepads/0159537
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November 30th, 2015, 20:23 Posted By: wraggster
Every week it feels like a new video game soundtrack gets a vinyl release.Journey, The Last of Us, FTL and Shenmue -- none of these are surprises anymore. So what's next? MiniDiscs? Cassette tapes? Well, some musicians are keen to use cartridges instead. 8BIT MUSIC POWER is a new chiptune album that you'll need to slide into a Nintendo Famicom (Japan's equivalent of the NES) to listen to. Developed by RIKI and manufactured by Columbus Circle, it features 12 original tracks from, among others, former Famicom music composers Yuriko Keino (Xevious, Dig Dug) and Takeaki Kunimoto (Star Soldier).
http://www.engadget.com/2015/11/27/f...sic-cartridge/
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November 30th, 2015, 20:21 Posted By: wraggster
How much of a Nintendo fan are you? Enough that you could spend as much as you would on a car, just to show the world where your allegiances lie? You'll want to talk to luxury watchmaker Romain Jerome, then. It just unveiled a limited edition Super Mario Bros. mechanical timepiece that marks the 30th anniversary of the plumber's adventures in style. And we do mean style: its 46mm case is made out of black titanium, and the three-layer dial is loaded with enamel-coated pixel figurines to remind you of Mario's early days. It's quite posh-looking, then, although the eye-watering $18,950 price will likely rule this out unless you're a high roller with some fond gaming memories. On the plus side, that ultra-rare Nintendo World Championship cartridge suddenly seems like a bargain.
http://www.engadget.com/2015/11/28/r...-luxury-watch/
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November 23rd, 2015, 22:04 Posted By: wraggster
On November 21st, 1990, Nintendo Japan released three amazing things—the first F-Zero, Super Mario World and a console to play them on. It was a very good day.
Releasing a new video game console with only two games to play is unheard of these days (instead we get two GOOD games and a bunch of crap), but Nintendo was setting the trends back in 1990, and it helped that one of the two games released is still considered one of the best of all time.
The fact that Nintendo’s original allotment of 300,000 units of the follow-up to the Famicom sold out within hours is likely largely due to Super Mario World. Still considered one of the greatest games ever made by many, the title brought us a plumber that looked sharper than ever and introduced another iconic Nintendo character in his dinosaur pal, Yoshi.
According to Steven Kent’s The Ultimate History of Video Games, the Wednesday launch of the console caused such a disturbance around shopping areas that the Japanese government asked that future game console releases take place on weekends to prevent weekday chaos.
But let’s not forget the console’s other launch game. Were it not for F-Zero and its Mode-7 raster rotation technique the Mario Kart franchise might have never gotten off the ground, and the world would be a horrible place without the occasional Falcon Punch. That we’ve not gotten a new game in the series since 2004 is a crime.
As with the Famicom before it, Nintendo retooled the Super Famicom for its North American release, re-dubbing it the Super Nintendo Entertainment System. The “Super” branding caused the stable of third-party developers from the original NES to release a slew of titles with the word “Super” in the front, which was just fine.
The Super Famicom and its Super Nintendo brothers will never die—the this day my original Super Nintendo is running and turning it on is always a good time. The 16-bit era was a sweet spot in gaming, more intricate and detailed than the primitive 8-bit days and better looking than the foggy, muddy and just plain ugly early 3D era. The Super Famicom spearheaded that era, and it will always have a place in our hearts and entertainment centres.
Go on and share your favourite Super Famicom/Nintendo stories in the comments.
http://www.kotaku.co.uk/2015/11/21/h...om-and-friends
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November 11th, 2015, 21:06 Posted By: wraggster
The next Nintendo Direct takes place on November 12th at 2PM PT (10PM GMT), and it promises news and trailers for a slew of Wii U and 3DS games. This is Nintendo's first live-streamed news program since April -- and it's the first since the death of Nintendo President Satoru Iwata. For many viewers, Iwata encapsulated the appeal of Nintendo Direct, as he helped the companyhave fun in delivering its news (and appeared to have an adorable banana fetish). Former Nintendo of America and Pokémon USA President Tatsumi Kimishima is now the head of Nintendo. For its Thursday show, Nintendo promises updates on coming Wii U and 3DS games, and it says this Nintendo Direct will not feature news about its coming console, the NX, or its mobile endeavors. Catch region-specific streams of Nintendo Direct on Twitch (US,UK).
http://www.engadget.com/2015/11/10/n...-12-wii-u-3ds/
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November 11th, 2015, 21:06 Posted By: wraggster
The next Nintendo Direct takes place on November 12th at 2PM PT (10PM GMT), and it promises news and trailers for a slew of Wii U and 3DS games. This is Nintendo's first live-streamed news program since April -- and it's the first since the death of Nintendo President Satoru Iwata. For many viewers, Iwata encapsulated the appeal of Nintendo Direct, as he helped the companyhave fun in delivering its news (and appeared to have an adorable banana fetish). Former Nintendo of America and Pokémon USA President Tatsumi Kimishima is now the head of Nintendo. For its Thursday show, Nintendo promises updates on coming Wii U and 3DS games, and it says this Nintendo Direct will not feature news about its coming console, the NX, or its mobile endeavors. Catch region-specific streams of Nintendo Direct on Twitch (US,UK).
http://www.engadget.com/2015/11/10/n...-12-wii-u-3ds/
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November 9th, 2015, 21:06 Posted By: wraggster
[Samuel] is working on one of the most important electronics projects of our generation. He’s building a device for the Game Boy that will allow Pokemon trades between generation II and III. Yes, This means bringing your Charmander from Pokemon Red to your team in Pokemon Ruby, Sapphire, or Emerald. and finally completing the National Dex you’ve been working on for 20 years. Before he gets to designing this system, he first needs to listen in on the Game Boy Link Cable, and that means creating a breakout board.
The Game Boy Link Cable – sometimes inaccurately referred to as the Zelda cable – is a special proprietary connector. The design is well documented, but unlike the Wii Nunchuck controller, there’s no readily available breakout board available for this piece of obsolete technology.
Together with a his friend [David], [Samuel] loaded up a copy of Eagle and designed a board that will fit on a small piece of copper clad FR4. This design was then sent over to a small CNC mill, The traces were machined away, and a sextet of pins were soldered into the holes.
With a breakout board for the Game Boy Link Cable, [Samuel] now has a great platform for peering into the strange and magical world of Pokemon. He’ll be using a Teensy microcontroller for his trading device, and with several similar projects already completed by others around the Internet, the potential for a Gen II to Gen III Pokemon trader is palpable.
https://hackaday.com/2015/11/07/brea...oy-link-cable/
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November 9th, 2015, 20:52 Posted By: wraggster
The incredibly rare hardware collaboration between two of the industry’s giants has seemingly been proved real.
The ‘SNES PlayStation’ was re-discovered back in July after a Reddit user posted images of the long-lost prototype unit, of which only 200 were made.
Created before the original PlayStation, the machine was the fruit of a partnership between Nintendo and Sony, and featured both a SNES cartridge slot and a CD drive.
Infamously, before the machine was released to the public, Nintendo backed out of the deal by revealing at the 1991 CES event that it would instead work with Phillips – which eventually gave rise to the CDi.
Although pictures of the SNES PlayStation (also known as the ‘Nintendo PlayStation’) appeared to confirm its existence, the console was not shown actually working, leading to some questions over whether it could be an elaborate fake.
Now, Engadget has confirmed the legitimacy of the hardware, interviewing the owners of the machine, Terry and Daniel Diebold, and actually turning it on.
“[It’s] definitely rare in the sense that I got to confirm its existence amid its controversy because word on the street is that this doesn't exist,” said Daniel.
“But today, I got to see the real deal so I can't discredit it. And there's even an OS. You can't question it. It can't be fake. [Regarding] the chips we saw earlier on the logic board: NEC used to make gaming consoles, and Sony also participated here. And with Nintendo as part of this team, you just can't discredit this.”
Although the SNES portion of the console is shown to be operational, with the father-son pair sticking in a copy of Super Bomberman 5 to prove it, the CD half of the machine has apparently been disabled.
Daniel and Terry say they are working with Daniel Cheung of Restart Workshop to try and repair the machine.
All pictures below via Engadget http://www.mcvuk.com/news/read/snes-...orking/0158791
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November 6th, 2015, 22:52 Posted By: wraggster
When a mysterious "Nintendo PlayStation" prototype with both an SNES cartridge slot and a CD drive made the rounds back in July, many remained skeptical. Not even Sony PlayStation's head of Worldwide Studios, Shuhei Yoshida, wanted to confirm its authenticity. Or perhaps he just didn't want to bring up the bad blood between his company and Nintendo over this failed collaboration.
Back in 1988, Sony inked a deal with the legendary gaming giant to add its then new CD-ROM technology to the upcoming SNES console. But when it came to money, they couldn't reach an agreement: Sony allegedly wanted to keep all the money from CD licenses and then figure out royalties with Nintendo later. As you'd imagine, Nintendo didn't take to this arrangement too kindly. Eventually, just a day after Sony unveiled this "Play Station" at the Chicago CES in 1991, Nintendo retaliated with a surprise move by publiclybreaking up with Sony in favor of Philips. Well, that partnership didn't work out for Nintendo, either. But this infamous rupture did lead to the birth of Sony's very own PlayStation, which went on to become one of the company's most profitable assets today.
The "Nintendo PlayStation" is now the stuff of gaming legend, with reportedly only about 200 prototypes ever produced. But, as luck would have it, one of those systems fell into the hands of a father and son: Terry and Dan Diebold. We met up with the Diebolds in Hong Kong, where they were in town for a retro gaming expo, to hear how it ended up in their possession. Most importantly, we got to turn the "Nintendo PlayStation" on, play a couple of SNES games on it, and even take it apart to see if we could fix the dormant CD drive.
http://www.engadget.com/2015/11/06/n...-and-it-works/
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November 2nd, 2015, 21:22 Posted By: wraggster
Still laser cutting all of your parts in 2D? Not the folks over at [Just Add Sharks]. With a few lines of code and an in-tact Wii-Mote, they’ve managed to rig their laser cutter to dynamically refocus based on the height of the material.
The hack is cleanly executed by placing the Wii-Mote both at a known fixed distance-and-angle and within line-of-sight of the focused beam. Thankfully, the image-processing is already done onboard by the Wii-Mote’s image sensor, which simply returns the (x,y) coordinates of the four brightest IR points in view. As the beam moves over the material, the dot moves up or down in the camera’s field-of-view, triggering a refocus of the laser as it cuts. Given that the z-axis table needs to readjust with the contour, the folks at [Just Add Sharks] have slowed down the cutting speed. Finally, it’s worth noting that the Wii-Mote was designed to detect IR LEDs, not a 10600-nanometer laser beam, but we suspect that the Wii-Mote is receiving colors produced by the fluorescing material itself, not the beam. Nevertheless, the result is exactly the same–a dynamically refocusing laser!
Now that [Glowforge] has released a continuously-refocusing laser cutter implemented with stereoscopic cameras, it’s great to see the community following in their footsteps with a DIY endeavor. See the whole system in action after the break!
http://hackaday.com/2015/11/01/wii-m...oured-cutting/
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November 2nd, 2015, 21:09 Posted By: wraggster
The Japanese version of Wii U title Xenoblade Chronicles X features a 13-year-old girl in some of skimpiest clothes you’ve ever seen. The Western release, fortunately, will not.
As reported by Eurogamer, the original game sees Lin in a black-strap costume, complete with crotch window and underboob. In case you missed it in the first sentence, Lin is 13. One three. The European release, however, is not revealing.
As you might imagine forums are awash with cries of censorship, although as some point out, Nintendo’s decision to tailor its release for markets where child erotica is rightfully frowned upon can only be described as smart. Surely the next stage is for these companies to perhaps consider toning down the child sexualisation in the Japanese releases in the first place?
Last month it was revealed that Nintendo has also seen fit to tone down the overt skimpiness for the Western version of Project Zero: Maiden of Black Water.
http://www.mcvuk.com/news/read/ninte...cles-x/0158361
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October 25th, 2015, 20:22 Posted By: wraggster
Right now, fans are taking to social media and begging Nintendo with a single word. “Direct.”
It’s all over Twitter. You see it whenever Nintendo posts something new. It doesn’t matter what the subject is. From posts about Splatoon to images of the new Zelda, people are either asking about Directs, wondering about Directs, or telling other people to stop asking for more Directs:
This response, while hilarious, isn’t a surprise. Directs became a staple for Nintendo devotees—some enthusiasts even liked staying up late or waking up early, just to see a Direct whenever it went live. But it’s been months since the last Direct. For years now, fans have never had to wait very long to hear all about the cool new stuff coming to Nintendo consoles—in a format that was free of fluff or PR. That’s what made Directs so awesome to watch. They had substance and charm.
But Nintendo is in a weird spot right now. For many, the late Satoru Iwata was practically the lifeblood of Nintendo Direct. Fans remember Nintendo Directs fondly because of Iwata’s goofy antics. After he passed away, fans often shared GIFs, images, and artwork that riffed off of Iwata’s Direct appearances. Nintendo has said that Directs will still continue without Iwata, yes, but it’s not clear when, exactly, that will be, nor who will be coming in to replace Iwata. I imagine it’s a big decision, given that whoever presents the major Directs will probably also become the face of the company.
More than that, it seems like Nintendo doesn’t actually have much to show off for its winter releases in 2015. There’s Mario Tennis and Animal Crossing: amiibo Festival, and...not much else! Have a look for yourself here. What, exactly, would Nintendo even show off in a new Direct?
The rumour floating around right now is that whatever Direct happens next, it’ll likely be for DLC of already-existing games. Smash Bros. held a ballot earlier this yearwhere fans could vote for a new DLC character—and the winner hasn’t been announced yet. That could easily be a Direct announcement. And for months,Splatoon fans have been expecting the announcement of a playable Octoling race, especially since Nintendo seems to keep teasing it on social media. It’s also worth remembering that Splatoon has spent the last few months giving out a bevy of free downloadable goodies, too. Is it likely that Nintendo will end that run by announcing some upcoming paid content, too?
Who knows. What’s clear is this: until Nintendo dishes on the future of Directs, fans will try to vent their frustrations and hype however they can. Even if it means yelling into the Twitter void.
http://www.kotaku.co.uk/2015/10/23/f...intendo-direct
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October 25th, 2015, 14:25 Posted By: wraggster
Nintendo has revealed a new Yo-Kai Watch-themed 2DS bundle set to arrive in North America next month.
The hardware package – priced at $100 – is set to hit shelves on November 6th, the same day Yo-Kai Watch itself arrives on 3DS in the region.
The game will also launch later next month in South Korea, while an Australian release is planned for December and Europe remains stuck with a 2016 release window.
Yo-Kai Watch has been out in Japan since July 2013, where it's sold more than 8m copies.
http://www.mcvuk.com/news/read/ninte...bundle/0157869
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October 5th, 2015, 21:54 Posted By: wraggster
Bitmap Books has announced a new hardback book that celebrates a niche aspect of game history. In this case, it's the box art of old SNES games. Going by the American name for the console, Super Famicom: The Box Art Collection collects together pictures of some 250 SNES games and surrounds the images with critiques of the art and interviews with people who collect the games as a hobby.
According to the announcement post on Bitmap Books, all the pictures are of copies of games in Stuart Brett's collection. You might know him better as Super Famicom Guy. He often writes about Nintendo's consoles and collecting as a hobby over onMedium.
Bitmap Books hasn't got a firm release date for the book, saying only that it will be out early in 2016. Just take a look at it, though. It's a beautiful-looking book:
http://www.kotaku.co.uk/2015/10/05/d...s-game-box-art
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October 4th, 2015, 14:00 Posted By: wraggster
As another week draws to a close, our regular guide to the best games writing around is here to help out.
[h=2]Hey, You Should Read These[/h]
With games like Super Mario Maker, Nintendo’s seemingly discovered Wii U’s potential late in the game. Super Mario Maker wouldn’t be as effective without the GamePad. Rich Stanton played through Year Walk on the Wii U, experienced a similar revelation, and spent a long time thinking about what Nintendo’s intentions with Wii U must have been and why it didn’t really work out. Long story short, predicting the future is hard, and you’re often going to get it wrong.Saying that Nintendo designed a device with multiple screens, for an age of multiple screens, is no great shakes. Anyone can understand that argument and see where it’s coming from. But feeling their device slot into that groove of your brain where the smartphones and tablets normally sit, in essence taking advantage of a modern routine, is something new.
Now that its commercial failure is confirmed, few have a kind word for the Wii U concept and any internet commenter can explain why it was always doomed. Which is all fair enough, but Year Walk made me realise what Nintendo was going for all along. After making the definitive living room console in Wii, the successor was planned for a new kind of living room - one where the monolithic family television was now surrounded by smaller competitors, and people were not only comfortable with but enjoyed jumping between screens.
The business of games is often a black box that precious few are allowed to peer into. But Frictional Games, developers of Amensia: The Dark Descent and SOMA, have always been unusually transparent. This hasn’t changed with the launch of SOMA, in which creative director Thomas Grip revealed the game’s sold 90,000 copies so far, which is a little less than what Amnesia: A Machine for Pigs sold in its first week. Still, it’ll keep the lights on for the next two years, while Frictional Games works on whatever’s next. The whole post is worth a read.One reason this was so is probably due to expectations. While we’ve tried to be very clear that SOMA will be a different game from Amnesia: The Dark Descent, we have still used the name “Amnesia” as a way to grab attention. This sends a bit of a mixed message, as people might simply assume that because we say “from the creators of Amnesia”, a similar experience will be provided. One idea would have been not to mention the studio’s heritage, but that feels stupid from a PR perspective. Another idea would have been to tone it down a bit, but it’s hard to say exactly how to do that. The fact of the matter is that SOMA, just likeAmnesia, is very much a horror game. It’s just that it is presented in a different manner, using slower build-up and more focus on the psychological aspects.
Another reason why some people felt it was not scary enough is because horror is extremely subjective. The reactions to how scary SOMA is range from “not at all” to “the scariest game I have played”, and some of the people in the latter camp are survival horror veterans. We had this sort of reaction to Amnesia: TDDas well, but it feels even more spread out for SOMA. When we released The Dark Descent, horror with no combat was still a very fresh concept, but five years later that is no longer the case, and it has lost its impact for some people. SOMA also employs a riskier approach to monster AI that assumes the player will act in certain ways and reach a certain understanding about how the creatures work. If players don’t do this the experience might suffer. Above all, the main horror inSOMA is supposed to come from the existential dread that’s slowly unveiled as the game progresses. And in order for this to work properly, a lot of pieces need to align, and it will not work for everyone.
http://www.kotaku.co.uk/2015/10/02/f...-predict-wii-u
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