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March 16th, 2007, 17:14 Posted By: wraggster
According to independent sales data released by the NPD Group, the Wii™ from Nintendo was America's best-selling video game console in the U.S. again in February, with consumers snapping up virtually every system available in America totaling more than 335,000 units.
Only one game system sold more in February, the portable Nintendo DS™, with sell-through of 485,000 units.
Together, Nintendo systems represented 54 percent of all hardware sales in February, more than those of all other manufacturers combined.
"We're gratified that the explosive appeal of Wii, in terms of both new players and new ways to play, has created unprecedented demand, substantially beyond supply," says Reggie Fils-Aime, president, Nintendo of America. "But we also understand that there are hundreds of thousands of consumers still waiting to get their hands on the system so we continue to both ship more units to retail every week and work non-stop to build capacity."
Reports from households across the country indicate that Wii has become the centerpiece for weekend parties a new method for improving athletic technique and losing weight, and a landmark product for generating cross-generational fun.
The strength of Wii and Nintendo DS was also apparent in monthly software sales where three of the top four best-selling games for the month (Wii Play™ and The Legend of Zelda®: Twilight Princess for Wii, and Diddy Kong® Racing DS for Nintendo DS) play exclusively on Nintendo systems. In addition, so far this year 10 of the top 20 best-selling games are exclusive for Nintendo hardware.
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March 16th, 2007, 17:13 Posted By: wraggster
This week Wii takes you back to the classic old-school era with a selection of action-packed titles which will have your heart pounding and hands sweating in minutes.
Nintendo fans will remember the charms of Ice Climber™ from the Nintendo Entertainment System. Players take control of a small Eskimo who, armed only with a hammer, must make his way up an icy mountain, breaking blocks to make new routes and defeating enemies which block his way. With perilous black-ice, deviously placed indestructible blocks and challenging time limits, this game will have you on the edge of your seat.
Next in this week’s tour of 1980s culture we travel from the arctic mountains to the sewers of New York where we meet four bright green 80s ninjitsu legends in Teenage Mutant Ninja Turtles®. Again making its debut on the NES, this game requires players to battle through five large stages to foil a criminal plot threatening the city. Players can switch between their favourite Turtles at any time during the game allowing you to pick the ideal pizza-eating reptile for every situation.
Finally, challenge your nerve and take on the game which gave birth to the survival horror genre with Splatter House™ originally for Turbografx. Following a storm, the hero and his girlfriend take shelter in a creepy mansion. When our hero wakes the next morning his girlfriend is gone and a hockey mask is stuck on his head, giving him superhuman strength. Using this new-found power, players must hack and slash their way through seven levels full of undead and save their girlfriend from the evil which has taken control of this house.
These great games join the list of 62 classic titles already available for the Virtual Console in Europe.
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March 16th, 2007, 17:12 Posted By: wraggster
Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that FINAL FANTASY® III will be released on 4th May 2007 exclusively on Nintendo DS™.
Originally available only in Japan for the Famicom (known in Europe as the Nintendo Entertainment System®), FINAL FANTASY III is considered the sole missing title in the world-renowned series in the Western world. Now, 17 years after its Japanese debut, European fans will be able to savour the legendary adventure for the first time.
John Yamamoto, President and CEO of Square Enix Ltd. comments, “The arrival of FINAL FANTASY III on Nintendo DS showcases the power of the hardware and proves that no compromise has to be made in order to create an adventure of this magnitude for a handheld system. With over 1.4 million copies already shipped in Japan and North America, we are sure that FINAL FANTASY III will be a big success in Europe too.”
Hiromichi Tanaka, Director and Executive Producer of FINAL FANTASY III comments, “FINAL FANTASY III has been made anew on the Nintendo DS platform, including new graphics in 3D, rebalanced jobs, and brand new characterisation for the four young heroes. We hope that not only FINAL FANTASY fans, but a wide variety of players in Europe, enjoy the new FINAL FANTASY III.”
With an innovative interface that capitalizes on the Nintendo DS capabilities, players can now experience the title that introduced the popular moogles, summons and the dynamic job system to the FINAL FANTASY series.
About FINAL FANTASY III
-The Story-
Protected by the crystals of light, the once peaceful land has forever been changed by the great tremor. Without warning, the earthquake pulled the crystals into the earth, upsetting the world’s fragile balance. It seems as if all hope is lost – but as the Gulgan prophecy foretold, four souls blessed with the light shall once again restore balance to the world.
Near the small village of Ur, fate guides Luneth to a sentient crystal that changes his life forever. As the light of the crystal fades, Luneth embarks on a journey to seek three others who share his destiny to search for the remaining crystals, and fight the battle of light and darkness.
-Features-
The missing link in the evolution of FINAL FANTASY is unveiled – experience a tale untold
A dynamic job-changing system allows for more than 279,000 party variations
The Touch Screen interface seamlessly utilizes DS capabilities – explore dungeons, dispatch foes and cast spells using the Nintendo DS stylus
A complete visual overhaul breathes new life into a classic with colourful 3D graphics
Take advantage of both DS Wireless Communications and Nintendo Wi-Fi Connection to access the Mognet and communicate with other players as well as NPCs and uncover hidden dungeons, quests and items
Character designer Akihiko Yoshida of the award-winning and critically acclaimed FINAL FANTASY XII lends his talents by designing the four main characters
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March 16th, 2007, 17:06 Posted By: wraggster
press release:
Capcom® , a leading worldwide developer and publisher of video games, today announced its first original title exclusively for the Nintendo Wii™, Project Treasure Island Z (Working Title), an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wiimote and challenges gamers to “play different.” Capcom plans to release Project Treasure Island Z (Working Title) this autumn.
“Innovation has been the cornerstone of Capcom’s successful history ,” said Michael Pattison, Senior Marketing Director, CE Europe. “By introducing a whole new level of interactivity, this title reinforces our commitment to pushing the limits on how people view and play games.
Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.
Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of vast riches and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform items, unlock new pathways and navigate through perilous stages based on a variety of themes including a jungle, ice temple, volcanic caves and more, each with their own sub-areas. Players will rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect Barbaros’ legendary treasures.
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March 16th, 2007, 16:15 Posted By: wraggster
Ferrari and System 3 today announced that System 3 has secured the rights to publish Ferrari licensed games on the PlayStation 3, Wii, Nintendo DS and PSP. Details are somewhat thin on the ground regarding the games at this stage, other than that they'll be based on the Ferrari Challenge series and will feature "real cars, real tracks and true Ferrari racing dynamics".
In terms of each specific version, the PS3 game is apparently being "developed to maximise the technology in the new console format such as a 16-player feature rich simultaneous online mode with elements not yet seen in any race game to-date", while the Wii game will "fully support the unique control system offered by this system, including control by a Wii steering-wheel". No surprises there. As far as the handheld games go, the PSP and DS versions will "feature 4-player wireless play including adhoc play and game share".
While we know next to nothing, the announcement is exciting in and of itself, and we know that a first look at the game is only three months off - System 3 have already announced that international press will be able to attend a preview session at the home of Ferrari, in Maranello, Italy, in late June, which will coincide with the company's 60-year celebrations. The event will also play host to announcements of further System 3 titles, such as "Ferrari Street Racer" which features the entire range.
System 3's CEO, Mark Cale had this to say about the announcement: "Video games and racing have been my two passions during the twenty-five years that I've been in the business. Finally the two have collided and I'm immensely proud to be bringing the Ferrari Challenge to market this year. We have invested in the best development talent in the industry and I'm confident that the game will be even more impressive than the license."
via ign
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March 16th, 2007, 16:15 Posted By: wraggster
Ferrari and System 3 today announced that System 3 has secured the rights to publish Ferrari licensed games on the PlayStation 3, Wii, Nintendo DS and PSP. Details are somewhat thin on the ground regarding the games at this stage, other than that they'll be based on the Ferrari Challenge series and will feature "real cars, real tracks and true Ferrari racing dynamics".
In terms of each specific version, the PS3 game is apparently being "developed to maximise the technology in the new console format such as a 16-player feature rich simultaneous online mode with elements not yet seen in any race game to-date", while the Wii game will "fully support the unique control system offered by this system, including control by a Wii steering-wheel". No surprises there. As far as the handheld games go, the PSP and DS versions will "feature 4-player wireless play including adhoc play and game share".
While we know next to nothing, the announcement is exciting in and of itself, and we know that a first look at the game is only three months off - System 3 have already announced that international press will be able to attend a preview session at the home of Ferrari, in Maranello, Italy, in late June, which will coincide with the company's 60-year celebrations. The event will also play host to announcements of further System 3 titles, such as "Ferrari Street Racer" which features the entire range.
System 3's CEO, Mark Cale had this to say about the announcement: "Video games and racing have been my two passions during the twenty-five years that I've been in the business. Finally the two have collided and I'm immensely proud to be bringing the Ferrari Challenge to market this year. We have invested in the best development talent in the industry and I'm confident that the game will be even more impressive than the license."
via ign
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March 16th, 2007, 08:43 Posted By: Cap'n 1time
Grizzly Adams has released Beta 3 of his DualChannel / DSChannels / WiiCloneDS project (he still hasn't decided on a name).
He has yet to write whats new in this release, but the screenshot looks nice.

Download and Give Feedback Via Comments
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March 16th, 2007, 07:34 Posted By: wraggster
New DS Game released:

Developed by acclaimed game designer Michel Ancel, This new Rayman game features the funniest, zaniest, wackiest antics ever when the world of Rayman is threatened by a devastating invasion of demonic rabbits! With the help of magical creatures, Rayman must battle to save his world from the bunnies.
Tame various creatures such as Sharks, Eagles, Rhinos, Spiders, and Angelfish. Each has their own unique capabilities that Rayman will be able to use to battle against the evil rabbits. Help Rayman save his world from the demonic bunny rabbits. They are nasty, mischievous, insane, and completely out of control. There are several types of rabbits and each has their own whacked-out characteristics.
With huge free-roaming environments and epic landscapes that mix real and cartoon style.
Rayman Raving Rabbids for Nintendo DS™ is shipping today at US$ 29.90 only. This is the Australian release version, labeled as "Asia" version at Play-Asia.com.
Game features:
Take control of Rayman and his knack for attack to help save his world from the mischievous, insane and completely out of control Raving Rabbids
Tame and control various creatures such as sharks, eagles, rhinos, spiders and angelfish -- use their abilities to battle against the devious rabbits
Customize and disguise Rayman - Go punk, pop, rock or hip hop to infiltrate the bunnies and foil their devious plans
Explore amazing free-roaming environments and beautiful epic landscapes that mix real and fantastical styles to create a visually stunning experience
Buy Rayman Raving Rabbids
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March 16th, 2007, 02:42 Posted By: wraggster
via joystiq
Not that Pokémon -- only the second best-selling game franchise evar -- needs any marketing spin to excite sales of its predestined two-headed spawn Diamond & Pearl, but Nintendo does seems eager to herald the game's impending arrival as a sort of "My First Celly" for DS toting youngsters eager for chatter. Of course, this is simply the ability to chat with registered friends using DS's VoIP capabilities, enabled by the new Pokémon game. While it's a far cry from pending productions and possibilities proposed by the competition, VoIP on DS is a little used feature that has the potential to be a unique selling point.
Sure, it's tethered to Wi-Fi hotspots, but the technology offers the promise of safe communication -- in terms of both who your kid be talkin wit' and potential costs (or lack thereof) -- for concerned parents looking to serve their whiny offspring. Then again, DS VoIPin' lacks the much desired 'prank call' feature. With mischief muted, your preteens are gonna have to settle on playground gossip. That, or they could actually engage in some good ol' pocket monster melee. Imagine that.
Pokémon Diamond and Pearl are scheduled for release on April 22.
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March 16th, 2007, 02:15 Posted By: wraggster
While we were surfing the halls at the Moscone Center during the Game Developers Conference in San Francisco last week, game developer Renegade Kid LTD. was out as well shopping around its original IP for the Nintendo DS: a survival horror-style first-person adventure by the name of "The Ward."
The Ward, currently without a publisher, puts players in the role of a man lost inside a mysterious hospital filled with horrifying beings. Players will have to use their smarts to figure their way out of this ward without, you know, dying while trying.
Players will look and aim via the touch screen, offering a similar control scheme to Metroid Prime: Hunters, GoldenEye: Rogue Agent, and Bionicle Heroes on the Nitnendo DS. The Ward will offer advanced 3D graphics and effects, including a real-time flashlight to really set the mood as players investigate the darkness.
Details are light on gameplay mechanics, but the development team hopes to have the game ready to go this fall.
via ign
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March 16th, 2007, 02:14 Posted By: wraggster
via ign
The Nintendo DS continues to prove itself as a hugely versatile platform, and come June in Australia and New Zealand, gamers will get the chance to see another example of what it can do. That's the release month for Anno 1701 - a strategy title set between the 17th and 18th centuries, thanks to a new publishing agreement between German-based Sunflowers and Disney Interactive Studios.
The series originated on PC, and is one of the most successful PC game franchises of all time in German-speaking countries. Anno 1701 is at heart an empire-building sim, allowing players to explore new worlds and interact with a wide array of characters, and the DS version is being developed from the ground up to take full advantage of the system's dual screens, with stylus driven gameplay. Wilhelm Hamrozi, CEO of Sunflowers underlined this, saying that: "When expanding the property onto other platforms, we don't simply port the game design, but we develop new concepts that satisfy the familiar high standards in terms of quality and gameplay appropriate to the platform". In addition to a number of features unique to the Nintendo DS version, the game will also feature multiplayer for up to four players.
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March 16th, 2007, 02:12 Posted By: wraggster
via ign
Last year Majesco gave us Cooking Mama on the DS. It was a killer cooking game, a bit on the shallow side, and a little too simple to be considered one of the best games of the year, but despite our gripes with the game, it was still a ton of fun to play. In fact, along with games like Brain Age and Big Brain Academy, Cooking Mama still remains to be one of the top titles we shove into the face of non-gamers. Cooking Mama doesn't have the speed of Wario Ware or the depth of the brain games, but it does have a simplistic charm and a loveable concept that anyone can - get ready for the pun - sink their teeth into. We couldn't resist.
And after we were done ripping through the DS version in a matter of hours (yes, it was that addicting for a few of us), we eagerly awaited the inevitable Wii announcement that would promise skillet flipping, egg cracking, pot stirring, and chop chopping. As expected, the announcement came, and like many other DS-to-Wii transitions the game stays extremely true to its roots, ups the graphics just a bit, and delivers nearly the game gameplay concepts.
Garnishing the beef broth like a freakin' champ.Now that we've had a chance to take the game for an initial spin, whipping up a couple dozen dishes in the process, we'd be sugar-coating the truth to say we aren't at least a little disappointed. The style is there, the "Engrish" speaking is there, and the cooking is definitely there, but the overall feel of the game is just a bit more detached and less personal than its pocket predecessor. The game is by no means bad (in fact we keep coming back to it; proof that the charm is still there), but the transition from stylus to pointer is a bit too direct for our liking.
In Cooking Mama: Cook Off, players will step into Mama's kitchen, practicing and preparing a variety of dishes from around the world. Whether you take your time in practicing each step before attempting a full serving, or if you're more into the straight-forward improvisational challenge, the ultimate goal is to pick your poison, prepare the food step-by-step, and impress Mama enough to gain access to more dishes. The better you do, the larger your recipe book gets. Simple, but entertaining.
Go flan go!Where Cooking Mama: Cook Off is a bit of a letdown is in the way you interact with the game, as the Wii remote's primary function will be the IR control. In the DS version players would draw to slice food, grab ingredients a physically place them into pots and pans, or trace designs to fold gyoza or stir ingredients in a pot. While there are a few of these actions in the Wii version - players will literally stir with the Wii remote, chop up and down, and saw back and forth through slabs of meat - many of the actions are still done simply with a cursor, so cutting meat is more about tracing a line, and adding ingredients is a click-and-drag movement.
The split between the two types of play (cursor and action) are still about 50/50, so you'll still be mimicking moves to pull off cooking maneuvers quite a bit, but the feeling is just more of a detached experience. Cracking eggs, for example, centered around physically touching the egg on DS, and slamming the stylus down to crack it. Now it's done by moving the Wii remote softly from left to right. Once you make the move, the game interprets it and gives you the outcome. The feeling of cooking is still there, but the tactile experience is lost with the incorporation of IR.
That isn't to say players should write this one off, as there's still a ton of content for us to explore (two-player mode will have to wait for another day), and dozens and dozens of recipes for us to master. In addition, many of the actions - such as coating a pan in butter or whipping a bowl of eggs - feel much better with the Wii controller than they did on DS, and that many of the actions that do support Wii gestures instead of IR add to the overall experience a ton. It's going to come down to how many of those actions are in the remaining parts of the game, and whether or not they make up for the lack of tactile feel during the other portions.
On the presentation side, Cooking Mama's transition is a decent one, and while the graphics aren't meant to be mind-blowing the game displays in 16:9 and 480p, and has a crisp look to it. Icons are large, colors are vibrant, and the audio is still just as lively (and crazy) as it was on DS. The addition of a worldwide theme for the dishes (each region has specific methods for cooking) and the "Everybody Cook" multiplayer mode could go a long way in the end.
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March 16th, 2007, 02:10 Posted By: wraggster
via ign
Less than a month ago, IGN Wii traveled to EA LA to play a near-final version of Medal of Honor Vanguard for Nintendo's new console. You can read our first impressions right here. Now, we've got reviewable code for the game. So the big question is, what's changed, if anything, and on top of that, are the controls improved since we last saw the wartime shooter in motion? Keep reading for an updated look at the Wii FPS complete with new console-specific 480p / 16:9 screenshots.
We've gunned our way through several hours of Vanguard on Wii so far and the shooter successfully throws players into battle-heavy situations complemented by scripted sequences and visuals that, in our estimation, are prettier than anything in Call of Duty 3 for Nintendo's system. The music and audio portions of the game are a cut above most efforts, too.
That being true, Activision's FPS has Medal of Honor beat where movement is concerned. Vanguard brings to the table a variety of Wii-mote options, including the ability to tweak the sensitivity of turning speeds. However, regardless of which setting is chosen, the process of turning around and about in the environments is generally more sluggish - not Red Steel-level bad by any stretch of the imagination, but indisputably slower than Call of Duty 3. The upside is that as soon as you hold the A button, you activate the iron sights - essentially a scoped-in sniper view - where you can very easily and accurately target and shoot down enemies. It feels great and it's very responsive. We actually prefer the iron sights sniper control in Medal of Honor to Call of Duty 3's, even as we prefer the general maneuverability through levels in Activision's shooter.
Vanguard includes what some would call the Holy Grail option for Wii first-person shooters: a fixed-reticule mode. Before you jump up and down and cite the developer as the savior of the genre, though, be aware that its fixed-reticule is essentially a presentation trick and not the real deal. Although the reticule stays centered, the screen doesn't move around with your Wii remote. Actually, it took us only a few moments to determine that the fixed-reticule was still operating within the confined of a typical bounding box; as soon as you drag beyond the box, the screen begins to move -- you merely lose the ability to precisely target enemies and objects within the invisible field.
You move through the battlefields with the nunchuk's analog stick and aim with the Wii remote. EA has more intuitively mapped some functions to the pointer and nunchuk, too. For instance, you can perform a quick 180-degree turn merely by flicking to the left with the nunchuk. Meanwhile, to hurl a grenade, you simply point at the area you want it thrown, press the B button to lock the spot, and then make a tossing motion with the Wii remote. Easily our favorite feature, though, is the ability to target around corners by leaning with analog accuracy using the nunchuk's stick. We find ourselves using it all the time, especially since there are so many situations that require iron sights-enhanced gun battles.
You don't drive vehicles in Vanguard, but you do man turrets and many of the levels begin with a cinematic paratrooper sequence - after all, you are a member of the 82nd Airborne Division. These sub-stages, if you want to call them that, are over far too quickly for our liking because they both break up the monotony of standard run-and-gun gameplay and add quite a bit of atmosphere to the overall experience. You're usually in the air for about 30 seconds before the ground play resumes, but you do have control while you're up there. Pull back on the Wii remote and nunchuk and you'll slow your descent; push forward and you'll speed it up. And you can even steer left or right by pulling back on one controller and pushing forward with the other.
Vanguard boasts much-improved graphics over Call of Duty 3. Not only are the environments more diverse, but the textures that skin the stages are crisper. On top of that, the action is complemented by advanced real-time lighting effects so that when you shoot down an Italian soldier in a darkened alleyway, your gun's muzzle-fire will illuminate the walls in quick, short flashes. It will also highlight other soldiers, which also looks fantastic. The framerate, though, is less fluid than the mostly smooth make-up of Activision's game. In fact, we're currently playing through a level filled with lots of grass and rain where the fluidity dips well below 30 frames per second. Vanguard supports both 480p and 16:9 widescreen modes on Nintendo's console.
We'll have more on the title as we lead up to the review, including a report on the game's multiplayer mode.
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March 16th, 2007, 02:08 Posted By: wraggster
When we first saw Victorious Boxers in action during one of Nintendo's trailers during the Tokyo Game Show last year, we instantly wanted it. The Victorius Boxers series, predominantly a Japanese franchise, has seen a handful of releases worldwide (including the United States and Europe), so while we weren't expecting to see it reach our shores, we remained cautiously optimistic as we witnessed anime brawlers beating the ever-loving hell out of each other.
Now that the Japanese sits has gone live, new details on the series have surfaced along with it, and while there's still no word on a worldwide release, buzz is growing for this action-packed Wii brawler.
On the Victorious Boxers Japanese Website (translated into Hajime no Ippo Revolution), the development team shares a ton of information on the game, including multiple game modes, story tidbits, and specifics of the Wii technology designers are currently working with.
As the main highlight of the site, Japanese-reading fans (or smarty-pants Babel Fish users) can step into the development offices, sharing interviews with the producer Mr. Yoshihara, check out production photos and Japanese screens, as well as a few snippets of flash demos. One of the more interesting facts about the game centers around control, as there seems to be two modes of play. Players can either hold the nunchuk and Wii remote like boxing gloves (similar to Wii Sports Boxing) to deliver blows, with the gripping of shoulder buttons seemingly used for some sort of dodge or parry mode, or the game can be split into a targeting-specific mode, where the Wii remote's onscreen cursor is used to pinpoint where your boxer's intended hit will land.
While there's been no announcement for Victorious Boxers Wii to release outside of Japan, the series has already seen a worldwide release in the form of Victorious Boxers: Ippo's Road to Glory, published in late 2001 by Vivendi Universal for the PS2. IGN contacted Vivendi to get a statement on the status of Victorious Boxers Wii, but it was unavailable for comment at this time.
via ign
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March 16th, 2007, 02:07 Posted By: wraggster
via ign
Capcom has an all new adventure title in the works for Wii, the latest Famitsu reports. Tentatively titled Treasure Island Z (Takarajima Z in Japanese), the game gives players control of a cute little pirate named Zack, who's out to solve puzzles and discover the legendary treasure that was hidden away on Treasure Island by the great pirate Barbaros.
The game is played primarily with the Wiimote. You move a pointer around on screen, pointing and clicking on places of interest. Zack moves to investigate. The pointer turns to a star shape when you're pointing at something worthwhile, like a lever or a tool that's been dropped to the floor.
Solving puzzles requires both finding items and coming up with different ways to use the Wiimote. Let's say you find your path blocked by a tree. Search the area, and you'll find a saw. Once you have this item, you'll have to hold and slice the Wiimote back and forth like you would a real saw. Figure out the correct means of operation, and you'll be able to chop down the tree.
Some of the items provide hints to their proper use. In one area, you'll recover an umbrella. Figuring out how to open the umbrella is one part of the puzzle. There's a button on the umbrella, which suggests that you should press the equivalent button on the Wiimote.
Puzzles start off simple but promise to get tougher as the game progresses. If you're having trouble, you can consult a friend for hints. The goal is to clear the stages without getting any hints. Prior to the start of a stage, the game shares with you the percentage of testers who were able to clear the stage on their own, so you can get a feel for the difficulty.
Treasure Island Z has a colorful, cartoon-style look that could remind some of Power Stone. In fact, the game's director is Eichiro Sasaki, known for his work on Power Stone 2 (as well as Resident Evil Outbreak). The producer is Hironobu Takeshita, who previously worked on the Breath of Fire series.
This original Wii adventure will hit Japan some time in 2007. A US release has yet to be announced.
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March 16th, 2007, 01:54 Posted By: wraggster
yackom has released his port of Quake for the Nintendo DS, heres the full information:
It’s been a long while since an update. I’ve gotten quite a few emails suggesting that the project was dead but no- my intention in going public before was only to find help in developing on this project. I found a person that has been a great help in developing DSQuake, The Lord of the Pings (LOTP), fitting as he did most of the networking code.
With that said I would like to announce a pre-release of DSQuake available to download here. Since this is a pre-release it isn’t in the full state that we wish to have it, things like better hardware support, graphics glitches, missing dynamic lights, better sound and possibly music and of course better optimized code for the DS.
The shareware of Quake is currently all we support. Which isn’t so much of a technical limitation but because the optimization for the DS of the media in the Quake Pak files isn’t fully automated just yet and without the tools we cannot obviously support the full game because distributing the full game isn’t an option.
DSQuake also currently only supports the flashcards that work in the GBA slot of the DS and emulate a GBA cartridge, the Supercard, M3 and so on or are of the older style Flash Linker types. It currently doesn’t support any of the fat only supported devices or any DS slot 1 devices. Sorry to the ones with hardware that isn’t supported, we may be able to support those in the future.
There is another port of Quake to the DS being run by a friend Simon Hall which is a completely separate effort and our projects don’t share some of the same limitations as mine so please check it out!
Basic sound works and now textures work and the game does looks quite good now and the frame rate is quite playable but it does get somewhat choppy in some sections of the game.
Networking is in fact working for those who want to deathmatch but only in client mode we haven’t got a DS to connect to a DS in network mode yet, but connecting two or more DS to a PC host works fine. It works great locally but the original quake protocol wasn’t designed to work behind NATs which are very common these days so LOTP to developed a tunnel program which can sit between DSQuake and the Quake server. So playing on the internet is also possible with this program. It needs to be run on both client and server side so look into the .bat files for more information.
When starting the game you can press up and down to select the level you wish to play or watch the demos, and press start to make the selection. The controls for the game are the touch screen looks around like a mouse, shooting done with the L button, and jump by either double tapping on the screen or pressing R. Changing weapons is done on the very basic HUD we have now on the top of the bottom screen Pressing the weapon number switches to that weapon. To network or for other reasons to operate the game by the text console is done by Hitting select at the start of the game, but make sure to have a wifi connection configured with the DS, then you can telnet into the DS and operate the Quake command console by doing things like “connect x.x.x.x” to connect to an ip address.
Thanks everyone and I hope you enjoy the port so far.
-john
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March 16th, 2007, 01:42 Posted By: wraggster
News from Oxtob:
Sure wireless MIDI is awesome, but it still requires a PC if you want to connect your DS to your MIDI keytar, MIDI modded NES or whatever weird MIDI gear you might have. So far, the solution to this dilemma has been TheRain's DSMIDI. But unfortunately it requires some skill to build and only supports MIDI output.
Now, with natrium42's, DSerial it's possible to connect MIDI devices to the DS easily. This method supports both MIDI in- and output.
So, DSMIDIWiFi has now become DSMI (DS Music Interface) and supports both MIDI over WiFi and DSerial - whichever of the two is available. You can even use both connections at the same time, for example to use the DS as a wireless MIDI bridge.
The example apps are DSerial-ready now as well. The current version is a pre-release that doesn't yet support MIDI input via DSerial, which I will implement once I have the hardware.
NitroTracker will soon get support for MIDI Keyboards and other controllers connected via DSerial. Given sufficient demand, natrium42 can probably be persuaded to mass-produce the MIDI-cables for DSerial as well.
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March 16th, 2007, 01:32 Posted By: wraggster
Fake R4 Flashcarts are popping up, heres some info to make yourselfs aware of the problem:
It seems that fake R4 Revolution slot 1 devices have been released in China, and have been making their way to customers via unreliable online retailers. Unlike the original R4 Revolution, these knockoffs utilize cheap internal flash memory and are basically poor DSLinker/MK5 replicas being sold under the R4 brand name. However, the packaging is near identical as are the devices themselves, although the main difference is the addition of a small blue label on the fake R4 that indicates the amount of internal memory.
The R4/M3 team will obviously not be providing support or replacements to users who purchase the phony devices. Our advice is to be very careful if you’re planning on purchasing a new slot 1 device and to only order from a reputable online retailer.
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March 16th, 2007, 01:19 Posted By: wraggster
via playeradvance
The ex-companion of cell of Yodajr, omg, has just joined the project Super Mario Land Advance. omg was indeed preparing in its corner, its own version of this play, helped of N.Master, a corrupted supervisor. Thus, during the 7 years that they passed to the bagne, and whereas they broke polystyrene stones with length of day, they dreamed each one in their corner to code this play without knowing that the other had the same idea. He results a fusion from it from the engine of play nearly perfect which we owe in Yodajr (if it is not that mario cannot piss) and of incredibly successful graphics of our friend omg, ex-chippendale reconverted as a scrap merchant. As you can note it on the image, the decorations are the faithful retranscription of the original play, it is frankly bluffant and there I stop talking cock. One is in a hurry really to play next version!!!
More info at link above
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