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November 23rd, 2011, 01:01 Posted By: wraggster
Japan's respected Famitsu magazine has slapped a 37/40 score on the end of its Mario Kart 7 review.
The magazine, which has each of its four reviewers individually score games out of 10, ended up with the verdicts 10/9/9/9."The game's made so you're always able to stage a comeback, making it approachable and enjoyable for anyone," noted one reviewer (translation via 1Up).
"Competing for time is also exciting, and there's more than enough room for hardcore play here. The Community feature makes netplay a lot more accessible than before, and finding opponents via Street Pass is also impressive. It's really exciting to think how the community's going to unfold," they said.
Another reviewer noted: "There are a lot of changes here, but play it and it's definitely still Mario Kart," for those worried about the series going off on a tangent.
"That goes to show how complete a game it's become. It's accessible enough that even new players can enjoy it, and when you get into it, you really get into it," they said.
Other reviews of note in the issue were The King of Fighters XIII score of 34/40 (8/9/8/9), Tekken Hybrid's 33/40 (9/8/8/8) and Assassin's Creed: Revelations' 37/40 (10/10/9/8).
Mario Kart 7 out on December 2 in UK and two days later in US. Check out recent gameplay footage here.
http://www.computerandvideogames.com...40-in-famitsu/
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November 23rd, 2011, 00:36 Posted By: wraggster
All 32 Mario Kart 7 courses have been named ahead of its release next month.As is customary, half of the tracks are brand new and half are returning fan favourites.This time round you get two SNES tracks, one from the GBA version, three from Mario Kart 64, two from the GameCube era, four from the DS and four from the Wii.Here's the full list, as revealed by IGN.Mushroom Cup - Toad Circuit
- Daisy Hills
- Cheep Cheep Lagoon
- Shy Guy Bazaar
Flower Cup - Wuhu Loop
- Mario Circuit
- Music Park
- Rock Rock Mountain
Star Cup - Piranha Plant Slide
- Wario Shipyard
- Neo Bowser City
- Maka Wuhu
Special Cup - DK Jungle
- Rosalina's Ice World
- Bowser's Castle
- Rainbow Road
Shell Cup - Luigi Raceway (N64)
- Bowser Castle 1 (GBA)
- Mushroom Gorge (Wii)
- Luigi's Mansion (DS)
Banana Cup - Koopa Beach (N64)
- Mario Circuit 2 (SNES)
- Coconut Mall (Wii)
- Waluigi Pinball (DS)
Leaf Cup - Kalimari Desert (N64)
- DK Pass (DS)
- Daisy Cruiser (GCN)
- Maple Treeway (Wii)
Lightning Cup - Koopa Cape (Wii)
- Dino Dino Jungle (GCN)
- Airship Fortress (DS)
- Rainbow Road (SNES)
http://www.eurogamer.net/articles/20...-list-revealed
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November 23rd, 2011, 00:34 Posted By: wraggster
It's rare for Nintendo to give us advance notice of downloadable games, but the company has done so for some new 3DS eShop content. Metroid II: Return of Samus will arrive on the eShop in both North America and Europe this Thursday.
Nintendo also announced a North American release of Nimble Sakura Samurai(above), the Punch-Out!!-resembling eShop action game shown off last month in its Nintendo Direct presentation. The American version will be called Sakura Samurai: Art of the Sword, and is due in January. Nintendo also reminded us of the December release of puzzler Pushmo.
http://www.joystiq.com/2011/11/22/me...ng-in-january/
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November 23rd, 2011, 00:31 Posted By: wraggster
Japan will know The Joy of playing Metal Gear Solid 3 again on March 8: that's when the wait for Metal Gear Solid: Snake Eater 3D comes to The End. The date was announced at a press event last night and posted to the official Japanesewebsite today, leaving us to feel only The Pain of jealousy.
Of course, given our experience with the 3DS port at E3, it's quite possible that playing the game would only cause The Fury and The Sorrow. The 3DS Circle Pad Pro, which is compatible with Snake Eater 3D, should at least help allay some of The Fear we have about the controls.
http://www.joystiq.com/2011/11/22/me...japan-march-8/
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November 22nd, 2011, 00:53 Posted By: wraggster
Appealing to those of us who prefer not to risk physical harm in order to secure some sweet deals, Toys R Us has announced its plans for Cyber Monday (AKA the Monday following Black Friday) and the ensuing "Cyber Week." For starters, the retailer will actually begin its online discounts beginning on Sunday, November 27 at 6pm Eastern.
There are only a handful of gaming deals, though they are fairly substantial. First up for grabs, a free game, controller or headset ($59.99 or less) with the purchase of a $300 4GB Xbox 360 Kinect bundle. Also, Toys R Us will offer a "buy one, get one 60 percent off" discount on "hundreds of video game titles," though the press release doesn't specifywhich titles are included. Finally, starting on Monday at 8am Eastern, those who pick up the $200 3DS Mario bundle will get a free Skylanders starter pack (normally $70).
http://www.toysrus.com/family/index....oryId=12348517
As the "cyber" implies, these deals will only be available through ToysRUs.com, though store pick up is available on certain items. Shipping is also free on orders over $49.
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November 22nd, 2011, 00:45 Posted By: wraggster
You've seen Nintendo's new 3DS bundles in a few Black Friday ads already, but the company made it official today, detailing the two special holiday packages it plans to release on Thanksgiving Day -- and giving us another opportunity to stare at that Zeldasystem.
The Cosmo Black bundle contains a special Cosmo Black 3DS decorated with Zelda imagery, along with a copy of The Legend of Zelda: Ocarina of Time 3D. The Flame Red bundle contains a plain old Flame Red 3DS with Super Mario 3D Land.
Both are priced at $199.99, but you'll be able to find them cheaper at certainretailers.
http://www.amazon.com/New-Future-Rel...d_i=2622269011
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November 22nd, 2011, 00:05 Posted By: wraggster
On the surface, The Legend of Zelda: Link's Awakening may appear to be an offbeat side-story to the main series. An oddball tale originally released on the Game Boy, it sheds some of the Zelda series' staples and fills the gaps with its own hallucinogenic story that includes more than a few left-field references to the world of Mario.But I didn't know any of that when I first played Link's Awakening. It was my first Zelda and, years before Ocarina of Time defined the series' possibilities for vast 3D worlds, the game's comparatively modest 2D island map offered up an entire continent to me. I would explore every nook and cranny.Link's Awakening launched in the era before mass internet when, for me, games lasted months, gameplay secrets took days to discover and strategies were passed between me and my friends by word of mouth alone.I was helped, quite considerably, by a friend of mine who'd completed the game already. Day after day we'd meet in the playground (I was eight at the time, should you be getting any funny ideas) and he'd guide me through the next section or tell me how to get that one last chest on the dungeon map I hadn't yet claimed as my own.Some elements remain typical of the series. The game's eight dungeons, for example, are standard Zelda fare, each room holding its own ingenious riddle to solve - and later exploits, such as the pillar-demolishing Eagle's Tower puzzle, can still be infuriating on subsequent play-throughs.You can steal items from the Mabe Village shop, but doing so will cause players to be re-named 'THIEF' for the rest of the game (colour images from the DX edition).
But other aspects of the game are markedly different. The setting is away from Hyrule for the first time, and series villain Ganon sits the entire game out. The Master Sword is missing and Zelda is also absent, bar a mention in one initial line of dialogue.While every Zelda game, even the few true sequels, can be played perfectly well as its own adventure, Link's Awakening's story is undoubtedly a standalone episode within the overall saga. The game ditches the standard Princess-getting-kidnapped plot, with Link's Awakening's darker tale proving the series strong enough to exist without such a simple story mechanic.The quest begins with Link sailing alone across a dark and stormy sea, our hero illuminated only by flashes in the lightning-cracked sky above. Shipwrecked, Link washes ashore on Koholint Island, waking in the care of the game's love interest, Marin. But Koholint Island, players quickly discover, is no normal tropical getaway.Guided throughout the game by a mysterious owl character, Link is told he cannot hope to leave Koholint while a creature named the Wind Fish is sleeping. As the game progresses, players discover that the whole island exists only as a dream, a world concocted by the Wind Fish that has been invaded by nightmare monsters Link must defeat in order to leave.His final task is to wake the Wind Fish, but in doing so Koholint Island and all of its inhabitants will cease to be. As mid-game plot twists go, it's an eye-opener.Complete Link's Awakening without dying and Marin will briefly appear.
Throughout the quest, Link is tasked with collecting an orchestra of eight Wind Fish-waking instruments (making it more of a chamber orchestra, really), each recovered after felling one of the game's eight dungeon bosses. You'll have the majority under your belt before the above bombshell is broken to you. Finding out your mini monochrome (until the Game Boy Color remake) world of adventure will be taken away from you when you complete the game leaves a lasting impression as, by this point, players will know the doomed island and its peculiar residents well.Like most Zelda games, it doesn't take long to fall in love with the characters who surround you, each with their own offbeat personality and quirky mannerisms. There's rocking chair-bound old man Ulrira who suffers from shyness in person, but is a reliable source of help when called from one of the island's telephone booths, or loner letter-writer Mr Write who, as part of the game's extensive trading sequence, you help find love with a goat named Christine.Christine, incidentally, tricks Write by sending him a picture of "herself" that actually depicts the Mushroom Kingdom's own Princess Peach. It's one of the countless references to Nintendo's other main series found in Link's Awakening. The aforementioned trading sequence begins when players win a Yoshi doll in a claw-grabbing mini-game; Piranha Plants, Boos and Kirby-like enemies appear in Koholint's dungeons, while a section of the game has you walking a Chain Chomp named Bow-wow.Mr Write is a parody of SimCity's Dr. Wright (a character in turn based on that series' famed creator, Will Wright), while frog-loving nobleman Richard is borrowed from forgotten Japanese Game Boy title, For the Frog the Bell Tolls.Players can craft bomb arrows by equipping the two items separately and hitting the two buttons at the same time.
Meanwhile, some underground sections of the game place Link in Goomba-filled side-scrolling caves reminiscent of the Mario series' underworld levels, which echo with a similar thumping bit-tune bass line.These not-so subtle nods make some sort of sense however, explained away in any questioning player's mind by Link's Awakening's dreamlike setting. They serve as a constant reminder that the world around them is far from real.But the game excels in more than plot-twists and eyebrow-raising references. With the regular cast resting, Link's Awakening sees players get acquainted with the characters of Marin and her father Tarin (predecessors in design to the more famous Malon and Talon found in Ocarina of Time, just as Link's guiding owl is clearly an inspiration for Kaepora Gaebora).Marin is a central figure in Link's Awakening and her relationship with the player is one of the game's highlights. The pair develop a touching closeness that is reminiscent of how Link and Illia interacted in Twilight Princess, but sustained throughout far more of the game's storyline. Marin is always there to visit and, in one of the game's standout moments, briefly accompanies Link on his journey.The photographs included in the Game Boy Color's DX version are a delight to find, although some can be missed entirely.
Here, Marin's character is expanded on in one of the game's only cut-scenes. The tale she tells of her life is achingly sad; of growing up on the island and wanting, like Link, to leave, to be free to soar away from Koholint's shores like one of the island's many seagulls.So when it comes to leaving this vivid land full of character and characters, it is not without sadness the deed is done. As Link plays his collected array of instruments, as the Wind Fish finally wakes and Link's surroundings begin to disappear around him, Nintendo shows you the places and people that you're leaving behind. The kids throwing ball outside of the Mabe Village Library, the spot on the beach where you first picked up your sword, and finally, Marin.More than most games, it was a world I didn't want to leave and where the finality of the ending brought about a feeling of loss. Of course, you could turn it back on again to return to a previous save point, but it was never the same.Despite its bizarre-sounding story and change of setting, Link's Awakening is far from an offbeat handheld spin-off. Its story, heart and humour cements it as one of the series' finest offerings and sets the stage for the games to come. It's the first time you're allowed to fish in a Zelda game, the first time you're sent on a trading quest, and the first time you'll learn songs to play on an ocarina. As my own introduction to the series, Link's Awakening was a great place to start.
http://www.eurogamer.net/articles/20...kening-article
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November 21st, 2011, 23:16 Posted By: wraggster
via http://www.emucr.com/
Project64k v0.33 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.33 Changelog:
In this release I've simplified things some more. Now you have Project64 Auto-loader which auto sets all directories and settings so you can go ahead and refresh rom list and start netplay.
Also the new NetPlay client has a new font that supports the broken characters as seen in the older one.
http://pj64k.blogspot.com/
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November 21st, 2011, 23:14 Posted By: wraggster
via http://www.emucr.com/
Mupen64Plus 20111017 is released. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus 20111017 Changelog:
bugfix issue 468: dlopen problem with OGLFT; the static class object is not initialized when the shared lib is loaded under OSX, so change the api to do it explicitly
http://code.google.com/p/mupen64plus/
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November 21st, 2011, 23:08 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/11/19) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- XAudioJS update
https://github.com/grantgalitz/GameBoy-Online
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November 21st, 2011, 23:06 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2350 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2350
* multitrack recording
* "Superimpose" checkbox (3 states)
* Config->Use 1P keys for all single recordings
* Config->Combine consecutive Recordings
http://fceultra.svn.sourceforge.net/
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November 21st, 2011, 23:02 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...d52114d0acaeb1
Jacob JDL offers the demo of " Dexter's Labyrinth ", like Boulder Dash for the Nintendo DS.
OKAY, so Its Been Almost a year and I have not updated anything. I've been busy Completely, purpose Recently I've Picked up on stuff. - All the Levels are designed. - I've updated the music / sounds Where They're more of a Higher Quality. - Added ending screen. The only thing left to do Is To program the Actual gameplay elements (and then Some Levels redesign if needed).
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November 21st, 2011, 22:51 Posted By: wraggster
Via Nintendomax comes awesome news of a game that was an unreleased commercial game from RareToday we've got quite an interesting one, it's Diddy Kong Pilot. I bought this cartridge from a fellow collector about 3-4 months ago, back then I didn't know it was unreleased nor much beta, I just wanted to obtain some items from Rare. I'm not sure how far it is in development though.
I decided to contact a couple of former employee's I know and hear what they could say about the development cycle of the game. The information is quite interesting as well.
I want to thank both Paul and Jens for sharing the information to go alongside this page. I will update this page throughout the week with screenshots, pictures of the cartridge, etc.
Quote content originally posted by: Jens
The original design brief was a mix between racing and adventure sections, a bit like pilot wings with the flying sections from diddy kong racing. A key feature was going to be the tilt control. You were meant to hold the GBA like a steering wheel, and management was quite keen on doing something like that FMV shooter Iridion 3D that was released on GBA.
We found quite early on that the concept was highly inappropriate for the hardware, and that the tilt control didn't work even remotely as well as management imagined.
It was originally going to use Mario characters as well as DKC characters. 2-3 month in we had a prototype, and while we on the team saw nothing but problems management always insisted that it was going well. Sigh.
Around the time of the Spaceworld version we got feedback from Nintendo which pretty much covered my concerns: Tilt is not working well, a racing game with planes is pointless if you don't have a 3D world, the GBA's LCD is not well suited in situations where the GBA is not held perfectly in line with a light source, etc. Instead of doing the sensible thing of cancelling the game, or allowing us to drop tilt and make a game more in line with the hardware capabilities we got scheduled to get it finished by October. To do that we still needed multiplayer, finish off racing and implement dozens of adventure levels that would all require individual programming. Additionally we had several people from management micro-managing us into different directions, disregarding any hardware or cartridge space limitations.
Around October the first designer and the artists were taken off the team. The artists were merged into the Sabrewulf and Grunty's Revenge teams, the designer was made redundant. The other programmer and me joined the team led by Martin Wakeley, and we continued under his lead. All the adventure elements were dropped, and only the racing sections remained. Additionally we eventually removed the tilt control.
Martin was a lot more senior than the first designer, and was able to deflect a lot of the bullshit and micromanagement. We got most of the game implemented by about May-June the next year. Unfortunately this was when management started to spend most of their time on the sale of Rare to various publishers. Nintendo had a version of the game, but because of all the work involved with the sale of Rare, and with other projects they were involved with, we didn't get a response from them for a long time. They ultimately decided against publishing it.
Around the time when we had to sign new contracts with Microsoft I confronted Chris Stamper about the game and its future, and I was eventually allowed to start a new game (Battletoads GBA) while DKP was waiting for Nintendo's decision.
Martin left Rare around October that year, and shortly after that DKP was shelved. A few months later it was restarted by another team as Banjo Pilot, who went through a total rewrite and a voxel version until they finally took my last version and changed the sprites into Banjo. I hope that helps.
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November 21st, 2011, 22:45 Posted By: wraggster
Via Nintendomax comes awesome news of a game that was an unreleased commercial game from Rare
Now this sort of releases makes all homebrewers and fans very happy, heres the details from rare:
Our next release is Battletoads GBA, going to guess it was the last build ever made. The game doesn't have much content either. We've got Jens back to give us a briefing on this project:Quote content originally posted by: Jens I joined the project when the designer and the artist were already busy with preproduction. I think management (which included the Battletoads creators and artists) was mostly concerned with the concept art for the toads, because it was going to be used for a possible Xbox version as well. Our artist created many variations of them, from typical space marine/knight armour to the heavy metal/S&M leather gear of the original games. It was difficult, because the original creators had sometimes conflicting ideas, but they eventually settled on the casual look used in the final build.
The game design was even more difficult. Half of management suggested to just remake the NES version with fancy graphics, the other half said we can do whatever we want - except that real innovation will have to wait for the Xbox version.
I think we agreed on the team that the ultra-hard NES version would be difficult to sell nowadays, and many sections look very dated by now. We looked at all the other Battletoads games and I think we even had the arcade board running. We wanted to keep many of the features that people remembered positively of the games, while trying to focus the gameplay on some consistent mechanics to avoid frustration. I'm personally not very happy about the tiny sprites in the GBA version, because with the small screen size and the thin character you hardly see any detail. No idea if that was the final approved design. Most of the animations and renders were just done to have something moving on screen, and were far from final. Near the end we showed it to a group who were responsible for publishing and marketing, and we were initially told that they liked it but wanted some changes. Then the meeting to tell us about those changes was delayed over and over until we were finally told that the game was cancelled. Most levels were just blocked out with placeholder art and empty enemy locations, so that more of the engine could be implemented.
The Mode-7 bit was actually reusing DKP graphics but with a completely different engine. My plan for the racing sections was to use a road system like "Lotus Esprit Turbo Challenge III" with hills and tunnels, and using the scaling hardware for fancy texturing effects. I didn't get very far, though. Maybe I'll implement that sometime just to see how it would've looked like.
Overall it was a big relief for me when it was cancelled. Developing on GameBoy while Rare was still owned by Nintendo was hard enough and I often felt like a second class citizen. Getting any resources to make a good GameBoy title would've been even harder as a 3rd party developer for a competing platform. I was a bit disappointed that the designer and team lead was made redundant instead of being moved onto an Xbox project, but in hindsight he probably got the best deal.
http://www.rarewarecentral.com/battletoads-gba
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November 21st, 2011, 22:36 Posted By: wraggster
Via http://www.aep-emu.de/
A new version of the 3Dfx Glide wrapper nGlide has been released.
Quote:
nGlide is a freeware Glide wrapper for Windows and DOS games. It allows you to play 3Dfx games on modern GeForce/Radeon graphics cards. Some of them are Diablo 2, Need for Speed 2-5, Carmageddon 2, Tomb Raider, Turok. All three API versions are supported, Glide 2.1 (glide.dll), Glide 2.4 (glide2x.dll) and Glide 3.0 (glide3x.dll). Glide wrapper also supports high resolution modes.
nGlide 0.98 changelog:
Glide2: - added support for Archimedean Dynasty (with DOSBox + Gulikoza patch)
- added support for Deathtrap Dungeon
- added support for Formula 1
- added support for Gunmetal
- added support for MechWarrior 2: 31st Century Combat
- added support for Pandemonium
- added support for Pył (with DOSBox + Gulikoza patch)
- added support for Severance: Blade of Darkness
- fixed Hardcore 4x4 freeze
- fixed Lands of Lore 2: Guardians of Destiny (with DOSBox + Gulikoza patch) special effects
- fixed Lands of Lore 3 transparency issues
- fixed POD Gold shadows
- fixed V-Rally pause menu
Miscellaneous: - added support for Glide 2.1.1 library (glide.dll)
- 3x faster texture palettes handling
Glide wrapper download
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