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April 28th, 2007, 01:23 Posted By: wraggster
Final Fantasy X-2 was a great offshoot to the PS2's first Final Fantasy game thanks to its light-hearted storyline and an exciting battle system where you got to play dress-up with a trio of hot videogame babes. But was this just beginners' luck as Square Enix attempted to take its biggest franchise into the previously unfathomable realm of direct sequels? Final Fantasy XII Revenant Wings is the company's chance to answer that question.
Released to Japan on Thursday, Revenant Wings shares much in common with X-2. It's set after the events of last year's Final Fantasy XII and features many of the old cast members, including Vaan, Panelo and Fran. However, in the first few hours of playtime at least, the connections to the original are kept in the background, with a few vague references here and there. Panelo will, for instance, refer to some great event from some time long ago without going into specifics. This should make the game suitable for FFXII fans as well as for those who've never played the original.
Also like FFX-2, Revenant Wings seems to be a bit light hearted when it comes to storyline. The first few hours have felt like the further adventures of sky pirates Vaan and Panello rather than an epic quest one expects from a real numbered entry in the series. Combine this sense of adventure for adventure's sake with the cute sprite art that's used for the characters, and Revenant Wings feels like it's giving us a glimpse into the childhood of the two heroes rather than the events following FFXII.
As different as FFX-2 was from FFX in terms of gameplay, Revenant Wings is an even greater departure from its predecessor. Aside from the new battle system, which we'll get to in just a bit, Revenant Wings is entirely mission based. You select a mission from a world map, clear the mission, then bounce back to the world map where you can repeat the process. You can also take part in free battles by selecting previous locations.
There doesn't appear to be any actual exploration or adventuring in the game. You have full control over Vann when moving about the world map, although the map is only a few screens wide and appears to exist primarily as a hub for connecting the mission spots. I haven't encountered any towns yet, although if you feel like chatting with other characters, you can board your air ship and walk around as you equip your characters for upcoming battles.
In the few hours that I've played, all the story progression has taken place before and after missions. Even though things have, as mentioned above, been on the light side so far, Square Enix still saw fit to include lots of dual-screened CG footage. The production values are high for these clips -- so high that its a shame to see them spoiled by the DS's choppy, garbled video compression. The CG clips are silent as far as voices are concerned, but this is true of the game as a whole.
The real meat of the game is in its battle system, which brings a new type of gameplay to the world of Final Fantasy. Square Enix has previously attempted to expand the series to new gameplay fronts with varying success, giving us one of the finest Japanese strategy titles around in Final Fantasy Tactics, and... well, Dirge of Cerberus wasn't exactly Japan's answer to Half Life. Revenant Wings tries out something that's a bit rare in Japanese-developed games, and home console games overall: real-time strategy.
The battle system places your party of warriors against enemies spread out over a large field or dungeon. Usually, there's a winning condition -- defeating a certain enemy character, or making your characters arrive at a certain point on the field, for instance. There's also a losing condition, usually the death of all your main party members.
Different from a turn-based strategy game like Final Fantasy Tactics, the enemies in Revenant Wings won't wait for you to move. Thankfully, everyone, enemies and allies alike, move nice and slow, giving you a chance to think.
In addition to your main party of characters, you can summon helper beasts into battle. You start off battle with an initial set of such beasts. Find a summon point on the battle field, and you can replace beasts who've been killed, or simply swap out old beasts for new ones who seem to be more appropriate for the battle at hand.
I've managed to engage in battles with over two dozen units, including main characters, main enemies, and helper beasts on both sides. This may seem like a lot to manage, especially on the tiny DS screen, but the developers have made some effort to simplify management. In addition to selecting individual units by pointing with the stylus, you can also use the stylus to draw a rectangle around groups in order to issue group commands. It's possible to make an entire flock of troops move to a single spot or attack a single enemy with just a couple of motions.
I haven't made much use of this box selection method since I stumbled upon the other way to move units. The creatures that you summon into battle are assigned to one of your main characters. During battle, by simply tapping the character's icon at the top of the touch screen, you can select the character and his full set of up to eight helper troops.
Rather than dealing with individual units, or even entire armies, I've found it easiest to issue commands at the group level. When managed in this fashion, the beasts are like replaceable support units for the main characters, who are really the main focus of the battles. There are some things that only the main characters can do, like flipping switches to open doors and gathering items from treasure chests. The main characters can also be ordered to cast heal and attack spells, something that's necessary when facing off against tougher opponents.
If you use your imagination a bit, it's possible to see how Revenant Wings' combat system resembles that of FFXII, only with helper characters assisting your main party members in the fight. The developers took things one step further by including direct samplings of some of FFXII's more well known gameplay systems.
You'll find a limited version of the "gambit" programmed intelligence system in Revenant Wings. FFXII allowed you to program your party members to automatically perform special moves under particular circumstances. You could equip a set of rules, or "gambits," as they were called, to each character, then let the CPU take care of the rest. In Revenant Wings, the gambit system is limited to selecting a single attack that a character will continue to automatically execute unless commanded otherwise.
Revenant Wings also has something superficially similar to FFXII's licensing system. In FFXII, your characters earned license points in battle, which could be used to unlock new abilities from squares on a checkerboard. Revenant Wings uses a similar system for unlocking new beast forms to add to your party. Beasts are hidden away on a "License Ring," with your initial set of beasts at the center. Using holy stones that you win in battle, you can unlock new creatures from this ring. Once unlocked, creatures can be added to a roster of up to 5, determining your potential arsenal for your next battle.
Based on my couple of hours of playtime, the Revenant Wings battle system seems like it might have the potential to suck up time like Tactics before it. The only thing that troubles me is the lack of difficulty. I haven't felt much of a challenge through what appears to be the first 10% of the game. With zero multiplayer support, I'm hoping things will get tougher and make Square Enix two for two with direct sequels in the Final Fantasy franchise.
via ign
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April 28th, 2007, 01:22 Posted By: wraggster
The Wii has remained a weekly sellout in Japan largely due to two games, Wii Sports and Wii Play. Both crossed the million mark long ago and are easily the biggest Wii titles thus far in Nintendo's home territory, with continued weekly placement in the top 10 while other Wii titles appear one week then are gone forever the next.
It appears that, at long last, those two titles won't be alone. Nintendo's Touch Generations lineup officially hit consoles this past week with the Japanese release of Big Brain Academy: Wii Degree (in Japanese, Wii de Yawaraka Atamajuku). It sold millions on the DS, and if there's a god and his name is Iwata, it will do the same on the Wii.
At a glance, there isn't really isn't too much different between the Wii version of Big Brain Academy and its DS counterpart. Much like the DS version with the stylus, the success of the Wii version depends in part on having a pointing device for selecting answers, something the Wiimote is quite capable of, as owners of the system have probably figured out by now.
The Wii version also adds a new category of question where you do things like whack-a-mole and aiming a flashlight at the screen. I haven't noticed any actual motion-based "mini-game" style questions and answers, but Big Brain Academy isn't meant to be a replacement for Wario.
That speaker that comes built in with every Wiimote is also put to use. As you play, you'll hear occasional comments about your performance directly from the speaker. One of the brain tests even uses the speaker directly. The Wiimote rings and vibrates like a phone. Press A, and a customer issues a food order. You'll have to listen closely and remember the order in order to mark it on the order list and clear a mini game.
Big Brain Academy also taps into some of the Wii's non-Wiimote features. The game makes use of your Mii collection. In addition to using one of your Miis as your in-game counterpart, other Miis from your collection appear in the mode selection screen as other students at the Big Brain Academy. Limited WiiConnect24 support is also included. You can set the game to automatically send your records to friends in your friend list. With your data in hand, your friends can compete against your records in the game's battle mode.
And, of course, the biggest difference of all: the Wii version is played on a large television screen rather than the tiny DS screen, making it perfect for party gaming. In addition to the single player brain test and stretch exercises, the game includes multiplayer modes for up to eight players. Only one mode actually has two players facing off one on one in split screen competitive play. The other modes, including a cooperative survival mode, have players trade off the Wiimote when prompted.
The coolest multiplayer mode is called Doki Doki Panel. Up to eight players group together in up to four teams, then take turns selecting panels from a 4x4 board. Each panel corresponds to a game, although you usually don't know in advance what game you'll be getting, or the difficulty. Once all panels are cleared, the team with the best record wins.
Big Brain Academy has the smooth, stress-free presentation that characteristic of just about any game published by Nintendo. Combine this with the addictive single and multiplayer challenges, and Touch Generations' trip to the home has all the makings for a success. Wii Sports and Wii Play should at long last have some company.
via ign
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April 28th, 2007, 01:06 Posted By: wraggster
New from Sektor:
You have to dig around the map and eat all the emeralds or kill all the hobbins/nobbins to pass a level. I have not added sound to the DS version yet. I think fixing the memory leak that causes the DS to freeze after approx 10 minutes is more important.
If you have a DLDI compatible device, scores will be saved to digger.sco on the root of your card.
Controls:
D-pad to move
A to shoot
Select to pause (I know Start is normally pause, I didn't pick Select, it just worked out that way)
Just for fun, I tacked on motion support. You can connect a DS Motion Card at anytime and use tilt to move instead of d-pad
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April 28th, 2007, 01:04 Posted By: wraggster
DragonMinded has updated DSOrganize, heres whats new:
Fixes found in 2.7
*Massive overhaul to the sound system allowing for vastly superior sound:
*Modules are now played at 44100 instead of 22050 frequency.
*Wav files don't stutter anymore on higher bitrates.
*Oversampling for .mpa/mp2 files brought up to 2x.
*Oversampling for .mp3 files brought back to 4x (streams stay at 2x).
*Sped up .m4a/.m4b decoding so higher bitrates play.
*Oversampling for .aac files brought up to 2x (streams stay at 1x).
*Fixed slight skip heard in some .flac audio files.
*.nsf file are now played at 48000 isntead of 40000 frequency.
*Oversampling for .sid/spc/nsf files is now up to 2x.
*Fixed the weird echo issue with .spc files.
*Overhaul to the HBDB system allowing for much better databases:
*Changed the way that the HBDB sorts files, allowing for categories and more card types.
*Changed the way that the HBDB detects the dsorganize or root directories.
*Changed the downloader system to be more robust.
*Added simple web browser!
*Added eq meters to .flac and .m4a/m4b/aac files.
*Added left and right d-pad support to browser and web browser to act as page up and page down.
*Added ability to edit m3u and pls files on the fly in the text editor.
*Added chishm's DLDI loader to DSOrganize. This fixes booting on MMD.
*Added support for cellspacing/cellpadding in tables (mostly makes fark.com readable).
*Changed </tr> tag to add a line break if not already present.
*Changed the way the HTML renderer recognized header and body positions, fixing several pages.
*Changed IRC button mapping to be more consistent with other apps and stop accidental disconnects.
*Changed local HTML file viewer to show title.
*Changed IRC channel windows to display the number of people in the channel.
*Fixed a wrapping error with long HTML files.
*Fixed <p> rules to reflect optional end tag.
*Fixed <a> tags erasing bold property.
*Fixed underline placement for large font.
*Fixed an error in the html render with scripts containing < in them.
*Fixed HTML pages that use & in the text improperly.
*Fixed <a name> tags to not change the style of text.
*Fixed an issue with <a> tags that didn't contain name or href elements.
*Fixed HTML renderer to properly ignore carriage returns.
*Fixed a bug with homebrew downloader percentages.
*Fixed the major issue with corrupting directories. This does not fix the problems with some M3 devices as the driver is defective for them.
*Fixed bug where html tag properties with > in them would prematurely end the html tag.
*Fixed some memory leaks on the home screen.
*Fixed bad command handling on the IRC windows.
*Fixed an error with bookmarks in HTML local files.
*Removed ninjaDS driver as it can be patched in and has long load times.
NOTE: Since the plugin architecture has been updated in 2.7, please download the latest version of your favorite plugins to continue using them.
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April 28th, 2007, 00:58 Posted By: wraggster
New version from Grizzly adams
Beta5 has been held back some, cause of a bug in the .nds patcher, theres a build available, but its got some issues still.
http://homebrew.thewaffleiron.net/Gr...nels-beta5.zip
http://homebrew.thewaffleiron.net/Gr...els-beta5b.zip
You need both of these, beta5b is a update that disables patching of loaded .nds files.
Beta6 is in the works, with the loader reworked to use chishm's dldi patcher from his loader.
.SC.NDS loading only works on supercards currently, in beta6 i hope to get more cards usable thru the new DLMI interface I'm building.
A feature I want to have soon is the ability to flash gba carts from files on a slot1 card. Example: you have 4mbitcompo.gba on your r4, and your friend has a ezflash card, you can flash the .gba onto their card, and give it back to them.
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April 28th, 2007, 00:26 Posted By: wraggster
via gamasutra
In his latest investor note, Kaufman Bros analyst Todd Mitchell examines Nintendo's latest financial report and concludes that, while they may be bringing new gamers into the industry, the move "not be a positive dynamic for the major video game publishers."
As reported, Nintendo's fiscal 2007 report showed 23.56 million DS units and 5.84 million Wiis sold, with 123.55 million units of DS software, and 23.84 million units of Wii software -- all far above original expectations from the company and analysts alike.
Much of that software success, however, came from Nintendo itself, with New Super Mario Bros. moving 9.5 million copies, Brain Age selling 8.1 million copies and Nintendogs pushing 7.0 million, with newcomers Pokemon Diamond and Pearl already selling 5.2 million in Japan alone. Wii software, too, was similarly first party dominated by The Legend of Zelda: Twilight Princess and unbundled versions of Wii Sports.
All of this, says Mitchell, leads him to believe that "Nintendo's success with the DS and Wii bodes poorly for the publishers."
"Both [the Wii and DS] appear to be bringing new gamers into the market. However, this may not be a positive dynamic for the major video game publishers. Nintendo has not only increased the size of the market, but it has also re-segmented it in its own favor, in our view," he said.
"Nintendo is dominating software sales on its popular hardware platforms, leaving the publishers with a smaller slice of an only somewhat incrementally larger pie," added Mitchell, "Moreover, we feel that the likely shorter product cycles of Nintendo's platforms puts the publishers in a permanent catch-up mode."
Despite the ramp up of various third party publishers turning more development efforts to both the DS and Wii platforms, Mitchell concludes that Nintendo's domination of the software landscape isn't a trend due to end anytime soon, adding, "the upcoming releases of Super Mario Galaxy and Metroid Prime 3: Corruption will highlight this phenomena this holiday season."
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April 28th, 2007, 00:26 Posted By: wraggster
via gamasutra
In his latest investor note, Kaufman Bros analyst Todd Mitchell examines Nintendo's latest financial report and concludes that, while they may be bringing new gamers into the industry, the move "not be a positive dynamic for the major video game publishers."
As reported, Nintendo's fiscal 2007 report showed 23.56 million DS units and 5.84 million Wiis sold, with 123.55 million units of DS software, and 23.84 million units of Wii software -- all far above original expectations from the company and analysts alike.
Much of that software success, however, came from Nintendo itself, with New Super Mario Bros. moving 9.5 million copies, Brain Age selling 8.1 million copies and Nintendogs pushing 7.0 million, with newcomers Pokemon Diamond and Pearl already selling 5.2 million in Japan alone. Wii software, too, was similarly first party dominated by The Legend of Zelda: Twilight Princess and unbundled versions of Wii Sports.
All of this, says Mitchell, leads him to believe that "Nintendo's success with the DS and Wii bodes poorly for the publishers."
"Both [the Wii and DS] appear to be bringing new gamers into the market. However, this may not be a positive dynamic for the major video game publishers. Nintendo has not only increased the size of the market, but it has also re-segmented it in its own favor, in our view," he said.
"Nintendo is dominating software sales on its popular hardware platforms, leaving the publishers with a smaller slice of an only somewhat incrementally larger pie," added Mitchell, "Moreover, we feel that the likely shorter product cycles of Nintendo's platforms puts the publishers in a permanent catch-up mode."
Despite the ramp up of various third party publishers turning more development efforts to both the DS and Wii platforms, Mitchell concludes that Nintendo's domination of the software landscape isn't a trend due to end anytime soon, adding, "the upcoming releases of Super Mario Galaxy and Metroid Prime 3: Corruption will highlight this phenomena this holiday season."
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April 28th, 2007, 00:14 Posted By: wraggster
via joystiq
It may seem like we've been talking about it forever, but it was just a year ago today that Nintendo revealed the console formerly known as the Revolution would henceforth be called the Wii. Immediate reactions ranged from derisive and disbelieving to defensive on the part of Nintendo itself, but by the time Nintendo's E3 press conference rolled around the initial furor had already subsided into a gentle buzz of Internet jokes.
At the time, we confidently predicted that, eventually, "this new name will seem as nifty, familiar and as comfortable as that silly controller once it's all said and done." Well, were we right? Are you able to mention the Wii without snickering like a schoolgirl, or do you still feel vaguely uncomfortable talking about Nintendo's latest console. Lend us your opinion in the comments.
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April 27th, 2007, 23:56 Posted By: wraggster
via engadget
Hey, if white and, um, black isn't your thing for game consoles, ColorWare's ready to step up to the plate and turn your system into something a little more unique. Able to switch up the aesthetics on your controller, system, or both, users can now hit up 30 different shades for all three now-gen systems with prices starting at $100 per job. (Not a bad idea if you're not up to plunking down for, say, an Elite.) ColorWare also hinted at new Zune, BlackBerry, and even iPhone colors in the pipeline for this summer, but right now we're just happy to spend an afternoon re-envisioning our console collection in crazy pastel hues.
More Info
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April 27th, 2007, 23:41 Posted By: wraggster
Donkey Jet (previously known as DK Bongo Blast) may be another GameCube game to have shifted sneakily over to Wii (after Super Paper Mario and Twilight Princess, of course), but it could be good fun.
These latest in-game Wii screens show the bongo-bashing ape flying through volcanoes, jungles and even underwater - taking on a giant octopus as he jets along on his rocket barrels.
Screens Here
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April 27th, 2007, 23:38 Posted By: TeenDev
Here's the info from his blog:
Hey folks. Just popping in to let you know that DSOrganize 2.7 and the source for 2.7 have been released. I gave up waiting for you guys to find the easter egg because noone bothered to try hard enough. Version 2.7 includes a web browser with forms support. As always, get it on http://www.dragonminded.com/?loc=ndsdev/DSOrganize.
To access the easter egg: Make sure you have a proper install, because resource0.bin is required. Edit your sound.dat file so that the only character is a questionmark (?), and then save it. Start DSOrganize up, go to the main screen, and press start (normally pulls up the about screen). I decided to give up waiting for you guys to find it because you were taking so long that its becoming irrelevant.
To compile the source: I don't know why the hell you would need to do this. DSOrganize already includes DLDI support and you know my stance on modifications. If you absolutely must compile it, you need all four libraries off of my site, as well as DKA r17. DO NOT INCLUDE DSORGANIZE IN YOUR FLASHCARD COMMERCIALLY WITHOUT PERMISSION. Basically, do not make me regret putting this out.
For those who had alpha 3, this is what changed on the browser:
- Added link color changing when you click or if it's visited.
- Added very simple utf-8 support for some sites (no extended codepages).
- Added anchors.
- Made links more sensitive to clicking.
- Added forms support.
- Fixed & problem in some URLs.
- Fixed non breaking spaces ( ,   showing up as '?'.
- Fixed bullets and dashes on wikipedia for all fonts.
- Fixed html rendering for sites with bad tables.
Just a reminder...What works:
- Normal HTML rendering
- Clicking links
- Server redirects
- Forward/Back history
- Basic caching
- Forms
What doesn't:
- Cookies
- Images
- Meta Tags
- Javascript and CSS
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April 27th, 2007, 23:37 Posted By: wraggster
Nintendo's hugely successful maths DS game, Big Brain Academy, is on it's way to Wii and, as you can see, it's got all the puzzles you'll need to work that mental matter.
Big Brain Academy: Wii Degree will test your memory, logic and number-crunching skills and rate you at the end. If you're a thickie it will tell you how to improve using simple mind exercises, and seeing your stats improve is what makes this game so addictive.
Nintendo is keen to show it off - they unleashed 127 screenshots of it. But we thought that a tad excessive, so here's the pick of the best ones that show actual mini games in action.
The game is set to hit the US in summer. Hopefully a UK release won't be too far behind.
Screens Here
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April 27th, 2007, 23:36 Posted By: wraggster
The Americans are playing Super Paper Mario (and loving it), but you'll have to make do with these screens at the moment.
In case you aren't aware, Super Paper Mario is awesome. It blends classic 2D Mario platforming with RPG elements from the Paper Mario series, and throws in a unique 3D-switching mechanic for some ingenious puzzles. Check out this preview for more info.
Unfortunately, if you're reading this from anywhere in Europe, these screens are all you'll see of Super Paper Mario for quite a while (unless you import a US Wii and the game) because no PAL release date has been announced - and it's not expected to arrive here until much later in the year.
Screens Here
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April 27th, 2007, 23:23 Posted By: wraggster
Unknowing to most Smash Bros. Brawl director Masahiro Sakurai was hidden in the back row of the recent Snake Vs. Zombie event in Japan, where Hideo Kojima took centre-stage and also managed to get a quick game of Wii Smash Bros in with the designer.
Speaking in a recent podcast Kojima is quoted as saying that the Wii bruiser feels "very complete", "a lot of fun" and claims that it could be released tomorrow, selling millions if Nintendo desired to be so radical (we're not holding our breath).
The two also locked horns in a Smash Bros. Brawl one-on-one, Sakurai as Mario and Kojima as Snake (naturally). According to the MGS creator he went easy on Mario and was unable to chin the friendly-looking plumber, but we reckon he was just rubbish.
There's been no new media in a while so we're hoping for an update soon. We'll keep our eyes peeled for you.
via cvg
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April 27th, 2007, 17:25 Posted By: wraggster
via cvg
Here are the latest screens of THE DS game of the year. Just look at Link's portable quest - is this the best-looking game on the DS so far?
In the screens, you'll see the awesome multiplayer mode in action as well as Link exploring a dungeon, using the new stylus-guided boomerang and speaking to villages in a place that looks rather like outset island.
Screens Via Comments
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April 27th, 2007, 17:11 Posted By: wraggster
Nintendo president Satoru Iwata revealed that the company is currently working on a colossal 44 Wii games and 79 DS games. That's one busy company.
Iwata made the astonishing revelation at a news conference in Tokyo today, according to a Bloomberg report.
Iwata said the next batch of games for its two top-selling consoles is set arrive in "summer". Will it include Super Mario Galaxy? We hope so.
It sounds like there'll be no shortage of Wii games next year.
via cvg
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April 27th, 2007, 17:11 Posted By: wraggster
Nintendo president Satoru Iwata revealed that the company is currently working on a colossal 44 Wii games and 79 DS games. That's one busy company.
Iwata made the astonishing revelation at a news conference in Tokyo today, according to a Bloomberg report.
Iwata said the next batch of games for its two top-selling consoles is set arrive in "summer". Will it include Super Mario Galaxy? We hope so.
It sounds like there'll be no shortage of Wii games next year.
via cvg
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April 27th, 2007, 17:08 Posted By: wraggster
Nintendo president Satoru Iwata has admitted that the company failed to accurately predict demand for Wii, confirming that production of the console is now being ramped up.
As reported by the Associated Press, Iwata told reporters, "We must do our best to fix this abnormal lack of stock. We have not been able to properly foresee demand."
Iwata declined to discuss how many Wii units are being manufactured each month - or figures for increased production. However, he did say that deliveries will be increased by next month, adding, "We will do our best to offer the machine for those who are waiting."
The Nintendo president also confirmed that the company is producing 2.5 million DS units per month - the highest ever rate of manufacture for a Nintendo console.
Iwata's comments came just a day after Nintendo announced record financial results for the year ending March 31. The company posted a 77 per cent rise in profits, which it attributed to high sales of the Wii and DS.
A Nintendo spokesperson yesterday confirmed to GamesIndustry.biz that Wii production is set to increase, stating, "We have put solid production plans in place to ensure a steady flow of product through 2007."
via gibiz
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April 27th, 2007, 17:01 Posted By: wraggster
System 3 today announced the launch of Power Play Pool exclusively the Nintendo DS™ handheld gaming system.
With an ultra-realistic 3D engine, Power Play Pool thrusts players into the highly-skilful world of championship pool. Utilising a super-quick 3D view point, players can view the gaming table from any aspect ensuring fantastic shots and allowing players to examine any angle to get out of snookers.
Power Play Pool supports two players on one or two machines and includes an incredible two-player download play mode wi-fi mode. Take part in cup and league tournaments and chose from 16 world-class players each with their own skill sets and levels of ruthless play. Numerous different game rules can be employed including; UK or American rules, nine and eight ball games and Killer. The game was designed especially for the Nintendo DS and the developers have designed a very intuitive control system.
UK Sales Manager, Luis Ferreira added, "This is a storming little game for the DS and I'm confident it will be a great success for us in 2007. We've seen from previous successes in the handheld market that games that offer something different really work and Power Play Pool hits the spot."
Power Play Pool for Nintendo DS is expected to retail at £19.99
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April 27th, 2007, 16:58 Posted By: wraggster
This week Virtual Console allows you to take on the street thugs of Metro City. Based in the same universe as the Street Fighter games, Final Fight is a much loved side-scrolling beat-em up, originally released on the Super Nintendo Entertainment System. Following the exploits of the Mayor of Metro City, as he takes the law into his own hands to rescue his kidnapped daughter, Final Fight features all the elements of a great fighting title, including sinister bosses to devastating special attacks. Final Fight smashes its way onto the Virtual Console for 800 Wii Points.
Next up among this week’s retro offerings is 1992 action title Mighty Bomb Jack™, originally available on the Nintendo Entertainment System. When the entire royal family is kidnapped and imprisoned within a pyramid by evil demon Belzebut, it is up to Jack to use his powers and set them free. With sixteen levels full of nasty enemies and perilous traps to overcome, Mighty Bomb Jack will keep even the most seasoned gamer perched on the edge of their seat for hours on end. Mighty Bomb Jack is available to own now for 500 Wii Points.
Rounding off this week’s offering is Turbografx title Battle Lode Runner®. This classic game features both a ‘Puzzle Mode’, where players must collect gold bars while avoiding enemies and a ‘Battle Mode’, which can be played by up to five players. With the addition of a level editor, Battle Lode Runner is available for 600 Wii Points.
These great games will join the list of 78 classic titles already available for the Virtual Console in Europe.
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