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THE LATEST NEWS BELOW
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May 13th, 2006, 10:52 Posted By: wraggster
Bronto has again updated his Mail app for the Nintendo DS:
Heres whats new:
- correctly converts some tags like line breaks, so mail/feed display is a lot nicer.
- file writing probably did not work at all in 0.40
- better error handling / access point reconnect
- default settings in nds file, so users without filesystem support can hex-edit their settings
For those who are waiting for SSL, it will not happen before the release of a new version of dswifi.
As always, I'm working on cool new features, stay tuned 
If you find any feeds that do not work with NDSMail or just feeds you would like to share, please post them in comments.
Download and Give Feedback Via Comments
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May 13th, 2006, 10:31 Posted By: wraggster
Via IGN
One of the first titles to fully demonstrate the functionality of Nintendo DS was the unlikely hit Nintendogs, a game that let players care for and train their very own virutal puppy. The title used the stylus with great results and so many felt that the franchise would also perfectly suit the Wii's console, whose innovative remote is in many ways similar to the stylus.
We chatted with Nintendo EAD's general manager, Takahashi Tezuka, about a possible Wii sequel to Nintendogs and although he was careful with his words, he suggested that the Big N has already thought of the idea. Here's an excerpt from our interview:
IGN Wii: Will you bring Nintendogs to Wii?
Tezuka: It's definitely a property that we're looking at because it was so well received and it did so well for us. There are definitely conversations about where we can take it next. Nothing specific yet, but it's definitely something that's in our minds.
More as it develops.
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May 13th, 2006, 10:29 Posted By: wraggster
Via Revfanboy
Encouraging gamers to slice people open with a scalpel and prod at their various internal organs, Trauma Center: Second Opinion (cool title!) clearly fits in well with Nintendo's all-inclusive family strategy for the Wii. Okay, so it's a sequel to last year's DS doctor sim, Trauma Center: Under the Knife, meaning that you're generally gutting people for their own good. I managed to track down Tomm Hulett of Atlus USA and, after threatening him sufficiently, managed to extract the following information:
The game should be released within the Wii's "launch window" (i.e. before the end of the year).
Two playable characters will be available, each one following a different path in the story.
Unlike Derek (the original game's main character), the new doctor will not possess the "Healing Touch", instead boasting some other, sure to be wacky power.
The game was almost called Trauma Center: Relapse.
Thanks to the wiimote, Second Opinion will be much more intricate than the DS version and allow you to use more surgical tools.
The nunchuck analog stick is used for selecting tools.
The game will not be fully voice-acted. Only a couple of voice samples will be matched to on-screen text, much like the Legend of Zelda titles.
Tomm hinted that you'd be able to use the wiimote and nunchuck as a defibrilator.
Speaking of which, the Atlus meeting rooms just happened to be situated right next to the wall mounted defibrilator pictured to the right. Must be one for the fanboys.
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May 13th, 2006, 10:28 Posted By: wraggster
Via Revfanboy
Having spent two days now with Nintendo's Wii controller, here's what we think up to this point. We'll have to see a little more (sorry Reggie, I mean play) before fully believing, but we're glad you'll keep using a traditional control scheme through the GameCube's controller on new games.
Pros:
Solid hardware design. The controller(s) have added weight and feel very good in your hands. Nice plastic, yo!
Built-in speaker value add. While Zelda fishing, the reel audio sample was a nice touch.
Works well with certain games, i.e. tennis, baseball, Zelda (spin attack) where stroke motions are, would be similar to real life ones.
Cons:
Doesn't work well with certain games, i.e. Madden where stroke motions differ than real life ones (you don't pass a football by flicking your wrist).
Rumble feature feels weak. Nuff said.
If no real-life motions are associated with a game, does motion control add value to the gaming experience? (undetermined)
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May 13th, 2006, 10:26 Posted By: wraggster
Via Revfanboy
Hudson has announced that, barring unforeseen nuclear disasters or time-travel mishaps, they'll be releasing 100 different titles on Nintendo's virtual console service. The only name we have for now is Bonk's Adventure which, given the absence of the other 99 titles, doesn't leave us feeling particularly informed. Games like Lode Runner are most certainly destined for Wii emulation, but which other, more obscure Hudson games should we be getting excited about experiencing again?
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May 13th, 2006, 10:15 Posted By: wraggster
Looking back at the history of Nintendo, you can see that every video game console which they released was priced at $199. Even when the PlayStation, PS2 and XBOX came out at $299, Nintendo kept their launch price at $199.
It is probably safe to assume that Nintendo will keep the same price strategy for Nintendo Wii, and analysts seem to agree. Nintendo has lost a great deal of market share over the past few years, especially with the GameCube. However, with the release of Nintendo Wii, they have a chance to win back some of this market share, and the pricing of the console is probably going to be on of their biggest strategies. With the lower end XBOX 360 and PS3 systems starting at $299 and $499 respectively, a price of $199 will drive a lot of sales for Nintendo.
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May 13th, 2006, 09:48 Posted By: wraggster
New Product from Success HK, heres the details:

Unou no Tatsujin Ganbare Trainer combines the mini games of Namco's Gun Bullet (Point Blank) arcade series with the brain training of Namco's Unou no Tatsujin (Right Brain Master) series. The game includes over forty mini games from Gun Bullet, with the focus primarily on using the touch pen to shoot targets. The brain training takes place in Brain Massage mode, where you go through a series of four tests and have your concentration, reaction, accuracy and judgment levels reported on a graph. The game also includes an arcade mode and a mode for two player competitive play.
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May 13th, 2006, 09:45 Posted By: wraggster
New Product from Success HK, heres the details:

Design escpecially for NDS with high clarity materials to protect your game screen from dirt and scratches. The double layered design protects your game screen from dust and grime.
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May 13th, 2006, 09:39 Posted By: wraggster
Via Spong
Well, we couldn’t really resist this one. The queue for the Wii earlier this morning was around a four-hour wait. An E3 record, so SPOnG were informed. Check out these pics we just took of the guys patiently waiting in line to experience Nintendo’s new toy.
Also check out what was perhaps one of the coolest stand features we have seen at this year’s show. To entertain, titillate and flirt with the guys in line, Nintendo has employed a number of people to sit behind the wall and have a video image of themselves projected out to the patiently waiting gamers in the line. Also, impressively, some of these people happened to be very hot models.
One poor fella had been there so long it seems that he has fallen asleep against a wall, as you can see from the pic on the right. SPOnG spent some time speaking to one young lady (pictured right) who gave away the fact that she was a model from Los Angeles by asking us “so, have you guys played this game yet?”.
No love. We haven't yet. That’s why we are in the lengthy queue to wait to play it. Doh! We’ll let her off for her LA dizziness though. She did have cracking legs.
The unprecedented demand for the chance to have the first go on a new Nintendo console speaks volumes. The Wii, so it would seem, is the not-so-surprise hit of the show this year. SPOnG has, annoyingly, been too busy running around meeting PRs, developers and publishing execs in an effort to get a good overview of everything that’s on show this year.
Unlike many other gaming sites, rushing to upload a million news stories about new screens of every single new game announced at the show this week (we actually overheard one of our peers earlier in the media room bragging about how “we’ve put up 200 news pieces man!”), SPOnG is going to take a novel approach to telling you all about the good, the bad and the ugly coming out of E3 2006.
Instead of bombarding you with screenshots and copy/pasted press release overload, we are going to take a stand back and digest what we’ve seen, before we tell you everything you need to know about the main highlights of the show and the best games we’ve seen whilst we’ve all been running around the convention centre this week.
And we have seen some of the greatest videogames yet known to man, so watch this space over the coming days and weeks to find out more about what you are going to be playing in six month’s or a year’s time. The future is bright. We expect the Wii queues at a game store near you to be equally as long as they were in the West Hall this morning. For anybody who cares in the slightest about videogames, or just about having fun one thing is sure from E3 this year. This winter is going to rock.
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May 12th, 2006, 19:52 Posted By: wraggster
Via Gamespot
The registry information for wii.com shows that it was originally registered by timber and paper firm Willamette Industries, Inc. in 1994, a time when Nintendo's Super NES was duking it out with Sega's Genesis and Saturn. Just to put things in context, the original Sony PlayStation wasn't even out on the August day that Willamette Industries snapped up wii.com--it wouldn't hit shelves until the end of the year.
A lot of things have changed since then: two console generations have come and (almost) gone, and Willamette Industries is no more. The company was gobbled up in a hostile takeover by forest product behemoth Weyerhaeuser in 2002. Along with Willamette's plants, real estate, and equipment, Weyerhaeuser also gained ownership of its intangible assets--like the wii.com domain name.
Registry information shows that Weyerhaeuser is doing a good job of maintaining its claim to the domain: its registration fees are paid until 2009. The only way that Nintendo might be able to obtain the domain for its own use is by buying the domain outright from Weyerhaeuser.
Will Weyerhaeuser sell wii.com if the house of Mario comes knocking? GameSpot contacted the company to ask exactly that question. but Weyerhaeuser's legal department had not responded as of press time.
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May 12th, 2006, 19:06 Posted By: wraggster
Via CVG
Grip your shaft firmly with both hands. Head down, knees bent, draw back, then let rip! Tecmo's Super Swing Golf Pangya will be encouraging Wii gamers to do just that when it tees off on Nintendo's next-gen console next year.
Wii's motion-sensitive controller is to be exploited to the max in this "casual" golf diversion - as the player holds it just like a golf club, the backswing dictates the shot's power, while the rotation at the point of impact defines the amount of hook or slice on the shot.
It's based on the downloadable PC game Pangya (www.pangya.com/english/index.asp). Curiously, while much of PC Pangya's appeal was its focus on social online multiplayer rounds, Tecmo's Wii interpretation concentrates on single-player modes (including Story, Freeplay and Challenge) and offline party-style multiplayer modes. The game is also going through a major graphical overhaul to bring it in line with next-gen expectations, with improved character textures and more detailed models, new costumes, and redesigned courses.
Super Swing Golf PANGYA is on course for an early 2007 release.
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May 12th, 2006, 19:02 Posted By: wraggster
Via CVG
Yesterday we brought you the fantastic trailer, today we bring you 28 eye-caressing Super Smash Bros. Brawl screens, featuring Snake, Mario, Zero Suit Samus, Kirby in his fetching chef's hat, Link and Wario (in evil pre-fart pose) among others. Gaze at them with love and hold them close to your heart forever.
Oh, and if you missed the Super Smash Bros. Brawl trailer, you can find that right here.
Screenshots Here
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May 12th, 2006, 19:00 Posted By: wraggster
Via CVG
As much as we love the idea of the tiny speaker built into the Wii controller, we wonder just how far some game developers will go in terms of realism. Take Red Steel for example, the lush new Ubisoft game in which you get to wield the Wii controller like a ceremonial katana. Will the controller gurgle as you slash your opponent's jugular, or maybe emit a nice squelchy noise as you poke them in the kidney? We can but hope.
Sadly no word from Ubisoft on controller death-throw noises to date, but what we have learned is that the game centres around the murder of a Japanese Yakuza big-wig and the kidnapping of his daughter. You get to travel from Los Angeles to Japan in an effort to unravel the mystery and rescue the girl.
Judging by these screens, the first-person slashing, running and gunning action is spectacular to say the least, and another reason why the Wii launch line-up is starting to look very exciting indeed. You get to replicate slashing and shooting movements with your revolution controller, as well as executing deadly combos with multiple swords.
You'll probably have to pinch yourself hard to remind yourself you're not in a John Woo movie. Oh, and there's talk of freezing time, and split-screen multiplayer options and apparently you can even choose to spare your enemies if they beg. We won't be doing that.
Screenshots Here
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May 12th, 2006, 18:52 Posted By: wraggster
Via Gamesindustry
Nintendo's Shigeru Miyamoto has stressed the importance of forging a link between the DS handheld and the new Wii console, stating that the technology for interconnectivity is already in place.
Speaking to gaming blog Kotaku, the legendary games designer said that the option for consumers to connect the two 'disruptive technology' platforms has already been implemented in the Wii console - but that Nintendo has yet to cement plans with regard to how best to utilise it.
Using the DS touch-screen and microphone input to affect Wii gameplay as well as downloading content from Wii to be edited and then uploaded back to the console from the DS were just a couple of the suggestions presented, but no firm announcements have been made thus far.
Miyamoto stated that the connectivity functions for the two devices would likely be available by the time the Wii launches during the fourth quarter of the year, or very soon afterwards.
Central to Nintendo's next-gen strategy is the expansion of the gaming audience and a move away from 'core gamers' to a broader demographic, who will want to play the Wii regardless of age, gender and previous experience of videogames.
Software innovations aside, the company believes that its revolutionary motion-sensing controller is key to breaking down the barriers and encouraging a new, non-gaming audience to join in.
Miyamoto hopes to further encourage this expansion of the consumer audience by offering a personal attachment to the new controller. Effectively, each person in the household could have their own controller, which is tied to their own gaming preferences and will ensure that the Wii automatically customises the look or settings of various games, depending on which controller is used to switch the machine on or join a new game.
Whilst Microsoft already offers a personalised gamertag and user profile for it's Xbox 360 console (with similar plans announced for the PS3), Nintendo appears to be taking the idea a step further, offering a personalised controller that enables the console to instantly recognise personal preferences and game settings - a move which could prove to be exceptionally useful in helping the company achieve its ambitions in the next-gen market.
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May 12th, 2006, 07:42 Posted By: wraggster
Via Engadget
When we found out Shigeru Miyamoto wanted to give us a second round to ask him about the latest in the world of Nintendo here at E3, I found that same inner-child fanboy Peter reminisced about when we last interviewed him start to emerge. Suddenly I wanted to play all those games I grew up on again, but we had to know how he thinks the Wii is going to change the future of gaming. Vlad Cole and I somehow managed to pull ourselves together long enough to ask him about whether the sedentary gaming world is ready for full-body frenetic gameplay, how he's influencing the next generation of Nintendo games and game designers, the media agendas of the 360 and PlayStation 3, and even a little on HD gaming.
So, thank you very much for meeting with us, I really appreciate it. The Wii represents a major step forward for Nintendo in terms of functionality and capabilities. One of the things we're really curious to know is what Wii is going to enable you as a game maker to create that you've never been able to create before.
Well, I think the greatest strength of the Wii is that it allows you to create games that are very intuitive and very easy to pick up and play, such that people who've never played a video game before can easily pick up the controller and start playing. And that's kind of the concept behind the games like Tennis and Golf and Baseball and the Wii Sports Series, and these are really kind of the very basic games that we're looking at doing.
And then of course thinking about the types of games that the gamers have come to know and play over the years, the unique features of the Wii controller, such as the direct pointing device on the Wii Remote will allow gamers to now more directly interact with the types of game screens that they've seen, where they're pointing directly at a place on screen to interact with it.
Is there a type of game that even now you still can't or for whatever reason create?
I can't think of any off the top of my head. I don't really have any ideas that stew in my brain for long periods of time. I really just focus on what I'm working on at the moment.
The one thing that I have been thinking about for a long time is this problem we've had with 3D games, where as we've been making 3D games, 3D worlds and the control schemes have becomes so complicated. People who don't play games can't easily jump into those interactive worlds and experience them. And I think we've been able to overcome some of that difficulty with the functionality of the Wii controller. So now as we go forward and create software I have to continue to think of ideas of how to take advantage of that to overcome that barrier.
When it comes to designing these games, specifically with regard to the Wii controller, what kind of role is it that you play now within Nintendo, and how do you oversee the process of game design?
Well, I am overseeing a large number of games at one time. But at the same time, out of that large number I always try to choose maybe two or three games that I focus on, and that I try to involve myself directly in.
So then that would beg the question, which games specifically bear your mark? Which two or three of the most recent spate of games show your signature on them?
Well, obviously I have to kind of take responsibility for Super Mario Galaxy, and Zelda: Twilight Princess, as those are two of my most important franchises, so I'm always involved in any new development on those. On top of that I'm also working on the Wii Sports games. We have a number of very young directors, about six of them, each of whom is responsible for one of these sports games. So they're all working underneath me, and I'm giving them quite a bit of direction as well.
Being that there's some delegation of game design to other people, what is it that you think is really the hallmark of your contribution to these games?
Well, game development takes a very long period of time to complete. And over that period of time you experience any number of elements that you devote a lot of time to -- and maybe you make some mistakes on and you have to go back and redo. So I think my biggest contribution is to be able to step in and try to pinpoint where those types of errors might occur before a lot of work is done on them; to keep that type of effort at a minimum. It would be best have those young directors kind of experience those mistakes for themselves and learn from them, but at the same time, in the idea of trying to keep the development time lines down it's also important for me to step in and kind of point them out, and help them overcome those mistakes.
And then on top of that, I think something else that's very important is bringing all those directors together and communicating with them in a group, so that the other directors can also learn from the experiences that everyone else has had, and learn from the mistakes that they have made.
I would love to have a specific example of a mistake that was corrected by you; you stepped in and you made some changes, and you taught others what not to do in that situation. Can you think of a good example?
This is a kind of a slightly different case then what I just explained, but one example I can give would be with The Legend of Zelda: Twilight Princess, which as you know takes advantage of the Wii remote for aiming with the bow. Some people found that when they were aiming with the bow, as they release the button to fire the arrow your aim would move slightly, and that would make it more difficult to hit the enemy. So the natural thinking was that maybe on the software and programming side we could make it so that even if your aim moves just a little bit as you release you'll still hit the target, kind of almost like an auto-aim type of feature. That was kind of the natural thinking in terms of how we could improve that.
But I went back to the team and I said, well, you know, if you think about it though aiming a bow is not something that's very easy to do. So the fact that you have to be very precise adds reality, it adds realism to the game. So rather than try and take that type of aiming system and change it into something that's more along the lines of a shooting game, it's better to retain that type of realism and challenge the player to really kind of get into the feeling of shooting a bow. I think often times people kind of have these old habits in creating games, that they always tend to try and resolve issues in the same way, even though resolving that issue may not be the best solution for that particular piece of software.
It's interesting that you talk about the experience of actually using a bow and this kind of kinetic movement, because one of the things we wanted to know was how essential to the experience of using the Nintendo Wii is this full body motion that we've been seeing with a lot of the titles that are on display here?
I think what's really important is to think of how the player feels while they're playing. For instance, with the Tennis games, you don't necessarily have to do big swinging motions to play it, you can actually make just very simple motions; you could even just tap the controller back and forth on your hand and still execute the actions on the screen. But in fact for most players getting a good swing in and actually playing the game with those sweeping motions is a lot more fun. Simultaneously, something else that we've tried to think of is, as we're creating the games is does the game look like it's fun to play when you see someone else playing it? I think that's very important, this idea of when other people are looking at the player are they being encouraged to actually try and play the game as well. And so really it's a balance between these two, and I think that's something we'll be working on going forward.
So yeah, there's a plane demo out on the show floor that you can control just holding your controller like that and tilting a little bit, but we find that holding it like an airplane and doing the dives yourself and pulling up and doing loopty-loops is much more fun.
This more active gaming style is a departure from today's gaming, which tends to be sedentary. What's the backup plan if gamers aren't willing to follow into that more active sort of gaming? Do you see more games being made for the classic controller?
Of course we will have games that will be functional with the classic controller as well. And in fact if you try Zelda in the living room setting on the show floor you'll see that you can actually sit back and with very little motions play Zelda and have a very good time with it. Those gamers who aren't interested in doing those very sweeping motions, they don't have to. But in fact, I think, they're going to find as they're playing that they're gradually going to start doing those motions because it's so much more fun to actually be that involved in what is going on the screen and it adds that much more realism and I think there a large number of players out there that are really excited for that type of control scheme.
Even when you're just sitting there with this more laid back style of gameplay, I think everyone's going to find that just using the pointer in and of itself is very convenient and a very good addition to the control experience as well.
Your chief competitors are adding multimedia experience to their consoles -- movies, downloads -- a lot of different experiences that aren't gaming related, and yet they plan to mix those with gaming. How do you plan to address if the gamer thinks this is important? Will the Wii console, by comparison, look less attractive to the gamer?
As we see the other consoles get more and more PC like in their nature, it's only natural to try and use more PC-like functions in terms of downloads and things like that. You know, Nintendo really focuses on entertainment and we've really created the Wii to be this entertainment device that couples with your television set that anyone in the household can find entertainment value in. So in that sense we're not focusing so much on extemporaneous functionality so much as what kind of core entertainment value we can include in the hardware that everyone in the household will be able to enjoy.
One of the functions that we've added to the hardware that we think will really add to this is the Wii Connect24 feature, where Wii is the only hardware system that is connected to the internet 24 hours a day, that also means your television will then be connected to the internet 24 hours a day and that would allow for different types of functionality and different types of entertainment for everyone in the household. Additionally, we're not looking at including unnecessary types of functionality that would unnecessarily increase the cost of the system, we want it to be very affordable so everyone can really enjoy it and then will take advantage of these functionalities. Wii Connect24 will not necessarily allow for the downloading of massive content, but rather using that functionality allowing for packets of data to be traded back and forth between different players, and having that give birth to different styles of gameplay.
How do you think high definition will change gaming?
I think at some point there will be a point down the road where most everyone does have an HD TV. But right now I don't think that what gaming needs is more high definition graphics, I think what's more important is the interface for how you interact with your games, how your games connect to the internet and take advantage of that functionality, and even more simply just how everyone in the household is able to interact with the hardware itself and find entertainment value in that, thereby allowing us to increase the people who are engaging the game. I think these are far more important issues for us to be thinking about rather than simply prettier graphics for the same games that people have seen.
As a possible counterpoint to that, what about the idea that the DS itself is an portable HD device? You had just one screen initially and then you add another screen and look at all the gameplay possibilities that extra screen real estate opened up to you. And that's what HD gaming can do to an extent: it gives you all this extra area to display other information, so it's not necessarily prettier graphics, but extra space for more of the same fidelity graphics.
I think that in the future there is definitely a possibility to take advantage of that type of functionality, but what I think is more important right now is reinventing the interface. The reason that I say that is because if we continue to do the same type of things we've been doing with gaming with the same interface, and we simply take advantage of the new capabilities that HD would allow us to take advantage of, that's not going to expand the audience, it's just going to be the same people playing video games that have always played video games. And if we continue to go down that path, we're just going to see the video game audience shrink, as we've seen elsewhere. Really, what we need to do is take advantage of this opportunity to reinvent the interface, use that opportunity to welcome more people into gaming, expanding that audience, and then later on perhaps going down that road and taking advantage of the types of advances that HD technology would allow at a time when everyone has an HDTV.
I think what was more important to the DS' success was the implementation of these new interfaces like the touch screen -- being able to interact directly with the game simply by touching the screen – or the voice input using the built-in DS microphone. Or being able to display larger fonts on the screen so that people who haven't been playing video games before can actually pick up the DS, make it feel like a book, and feel more natural interacting with this technology device that normally they wouldn't. Coupled with that is the idea that the software is very appealing as well to people who haven't played video games before: things like Nintendogs and the Brain Training games. I think it's this combination that has really contributed to the success of the DS rather than just the improvements in graphics or the area of the screen.
So what non-Nintendo-platform games are you most looking forward to playing on either the Xbox 360 or PS3? I assume as a gamer and designer you play all sorts of games.
I actually haven't had a chance to even be out on the show floor so I don't even know what's available to play. Although I do want to see how Sony's little sensor is working. (Laughs)
What do you like better: E3 or the Tokyo Games Show?
(Laughs) I haven't been to Tokyo Games Show in many years and we haven't shown any software at Tokyo Games Show in many years, so I actually prefer E3.
Thank you for your time, Miyamoto-san!
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May 12th, 2006, 07:38 Posted By: wraggster
Via CVG
After months and months of agonized waiting, we've finally managed to get our hands around Nintendo's hugely unconventional new controller for its next-gen console, Wii - and OMFGetcetc, it's a brilliant, phenomenal bit of kit. Everything you've heard and hoped for is true - you ain't seen nothing quite like this before sunshine. We'll go through the ins and outs of the Wii-mote elsewhere and hop straight to those all important games. First up, the most accessible - and damn, if it's not the single most concentrated pile of immediate fun we've ever had in a game - Wii Sports.
You'll have seen this already if you were watching Nintendo's media event on Tuesday - it's the game Uncle Reggie, Mister Iwata and King Miyamoto challenged one lucky winner to, in the form of Wii Tennis. Also bundled in with Wii Sports - already confirmed as a launch game - you'll find Golf and Baseball. Nintendo's also suggesting there might be a couple of additions to the sports package - potentially Airplane, which is showing under the Wii Sports umbrella here at E3.
We've got some first hands-on impressions below, as well as a couple of screens snapped directly from the show floor. It's worth pointing out that Wii Sports is in no way indicative of the power of the console from a graphical perspective. They've all been designed to be simple, stylised and approachable. As with all the Wii games on display, everything ran at a constant 60 fps - and when you see the gorgeous Mario, Zelda and Metroid in action, you're going to be mighty impressed.
TENNIS
Undoubtedly the jewel in Wii Sports' crown is Tennis, which sees up to four players wielding the Wii remote in wholly intuitive racket stylee. Like all of the offerings in the package, it's a doddle to pick up and play, but it's incredibly basic as far as a sports game goes. Although you can perform all the usual tennis tricks like forehands, backhands and serves (by flicking the remote upward then volleying it as hard as you can), your onscreen representations will find their own way to the ball automatically, meaning you don't need to worry about positioning. Really, all you're tasked with is deciding how to hit the ball and how hard, with the remote detecting the speed of your swings.
Despite it's simplicity though, it's a brilliant piece of design as far as introducing the world to Nintendo's new philosophy goes - and it's incredible how unintrusive the Wii remote actually is, fitting snugly into your hand. Of all the game's we've played so far, this is the one most likely to convince you of Wii's brilliance, in the shortest amount of time. As far as longetivity goes, it's a bit questionable, but as a party game, it promises to be a ball.
GOLF
Admittedly we're less convinced by Golf and Baseball - both are even further simplified versions of the sports, without the thrill of the simultaneous multiplayer hijinx found in Tennis. It's hard to talk about Golf without pointing out that we're absolutely rubbish at it in the real world - so it probably speaks highly of the Wii remote's ability to replicate real-life activities when we say we were shit at Wii Golf too.
Having selected whether you're right or left handed, you're presented with a traditional behind-character view of the golf course. Next, unsurprisingly, you adopt your favourite golfing posture and swing away. Initially, you can take as many practice swings as you want - hold down the trigger or top button though and its the real deal. As you'd imagine, the remote senses your swing speed, effortlessly - and utterly intuitively - translating all that into how far the ball travels and where it ends up. Adjusting your intended path is a bit more old-skool though, achieved by pressing the d-pad either left or right.
From what we've seen, it's not the most sophisticated thing in the world and is probably best described as Monkey Golf with a fancy controller. That's not necessarily a bad thing, but it's probably got limited appeal.
BASEBALL
Same story here too - although it's worth pointing out that Nintendo's deliberately marketing its Wii Sports package as a mass-appeal arcade style diversion with sporting allusions, rather than anything resembling a sim.
You can probably guess what Baseball entails by now: Use the remote as if it's a bat and swing away. Again, simplifying matters hugely, the game measures the speed of your swing and converts it into distance on the screen - the further you thwack it across the field, the more likely you are to score a home run. There're no fancy complications or cut-scenes if you do though - it's simply a case of the onscreen HUD marking one of your ten innings with the appropriate icon and you're off again. Your longest strike and number of innings is recorded at the end of the game and that's it.
AIRPLANE
Finally, Airplane stands as the oddity in Nintendo's Wii Sports line-up. Although it's collected alongside Tennis, Baseball and Golf on the show floor, it doesn't really bear much resemblance to the games currently confirmed for the Sports label. In fact, Airplane plays more like a Wii-enabled version of Pilotwings - which should be plenty to make fans clamouring for the classic franchise's return get at least slightly damp. The demo sees you guiding a plane through the skies over a sparsely rendered island, skirting through hoops for points in time honoured fashion.
Despite the lack of graphical lustre - especially compared to the genuinely sumptuous and next-genny Super Mario Galaxy, Zelda and Metroid - Airplane plays brilliantly, demonstrating yet another means of utilising Nintendo's curious controller for an entirely new way to play. Holding the remote between your thumb and index finger like a paper airplane, you steer by tilting to the left and right and rise and fall by dipping back and forward. You can even perform a barrel-roll by tilting one way then quickly snapping back in the opposite direction. Although it's slightly awkward and alien at first, it soon feels like second nature. In the short time we had, we managed to skirt under bridges, scale mountains and brush rooftops with ease.
If Nintendo fleshes this one out, it'll be a damn fine and genuinely engaging addition to Wii Sports. Of course, if they opt to turn it into a fully fledge Pilotwings game, we won't be complaining either.
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May 12th, 2006, 01:30 Posted By: wraggster
Globoeil: has updated His Game Maker, heres whats new:
Updates in v.0.28:
===================
-Scrolling works!! (But with a graphical bug that I will fix in a next version)
-Added a third BG; over the 2 first. You can now do beautiful maps!
-All the BG elements have changed
-Added water(just graphics, not animated)
-Corrected bugs
-Now you can choose width and height of your map (in elements) when creating new map
-Corrected a display bug when adding element with the Stylus
-increased compression of maps
-Increased max size of maps by 33% (512*384>>>512*512 like in RM2K!)
-increased saving/loading speed of maps
-Added security in VGMDS for disk access
-Now all element are configured "blockers" by default.
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May 12th, 2006, 01:21 Posted By: wraggster
Liranuna posted this news:
I was more then bored. This started as a fun “Competiton” between me and laZmike (#dsdev) And ended with a fun game! Poke the Bunny. Danger! It bites!
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May 12th, 2006, 01:17 Posted By: wraggster
lazmike posted this news:
The Second tutorial is up and features 2 scripts: the first is to export multiple selected meshes with the same texture map applied and the second will export a separate function for each selected mesh.
Some people were asking about exporting custom models, so here's a starting point. The next one will include exporting the ST texture coordinates.
More Info --> http://lazmike.nintendev.com/
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