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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 02:03 Posted By: wraggster
It's likely we'll find out for sure what the launch lineup for the Japanese 3DS release will be tomorrow, during the Nintendo World 2011 event. However, Inside-Games claims to know the number of titles launching with the handheld on February 26: approximately 10.
According to Andriasang's translation of the rumor post, third parties have "a large number" of games ready for the launch window, to be distributed throughout February and March. But as for day-one, between Nintendo and third parties, it'll be about 10 games. Expect them all to come from the 15 playable titles at the Nintendo World event.
The site also claims that pricing for 3DS games will run around 1,000 yen ($12) more than the standard 4,800 ($57) yen DS game price, with more expensive games (your Square Enix stuff) running 2,000 yen higher. It's hard to tell how that will translate to American prices, considering the difference in base price between America and Japan.
http://www.joystiq.com/2011/01/07/ru...ound-10-games/
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January 9th, 2011, 01:59 Posted By: wraggster
Remember those all-night Mario Kart DS and Advance Wars marathons? Looking to recreate the magic with the 3DS? Bring a wall charger. Nintendo's just unveiled its best-case scenario figures for the 3DS' battery life, and compared with its predecessors, it ain't pretty. The official numbers are three to five hours playing per game, or five to eight if playing an older DS title (and up to three hours 30 minutes to fully recharge). So... three to eight hours under the most ideal circumstances. Let's look at the family album: the DS is 10 to 14 hours, DS Lite 15 to 19 hours, DSi 9 to 14 hours, and DSi XL 13 to 17 hours (all figures also from Nintendo). Can't say we're entirely surprised; Haus of Mario Chief Satoru Iwata's own words back in October were "it is inevitable that Nintendo 3DS will be a device which requires more frequent recharging than Nintendo DS." Think of it as an extension of the warning label. You can never be too careful, you know.
http://www.engadget.com/2011/01/08/n...me-per-charge/
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January 7th, 2011, 23:24 Posted By: wraggster
News via http://iwataasks.nintendo.com/interv...o-3ds-made/0/1
Iwata:Actually, before we talk about Nintendo 3DS, I’d like to talk about the Virtual Boy system.3
Itoi:Virtual Boy!
3. Virtual Boy™: A home video game system released in 1995. Users looked into an eyepiece with a screen inside and played games displayed in 3D images.
Miyamoto:Whoa. (laughs)
Iwata:In 1995, when the Virtual Boy went out into the world, I wasn’t at Nintendo yet, but one day when I visited Nintendo, then-president Yamauchi said Nintendo had made something and he told me to take a look at it. It was the Virtual Boy system. You were with me that time, Itoi-san.
Itoi:Oh, is that so? (laughs)
Iwata:Virtual Boy was, I think, a commercial failure. Normally, I think it would have been understandable if Nintendo experienced a kind of trauma with regard to the whole 3D genre. But Nintendo continued to doggedly make attempts in 3D technology. And you could say that those attempts have now finally borne fruit. I feel like that is an interesting progression of topics.
Itoi:Nice intro! (laughs) I imagine Miyamoto-san has a unique perspective on this.
Miyamoto:Yeah, I guess I do. But…it’s complicated. (laughs)
Iwata:At the time, I was close to the company, but I was an outsider nonetheless. Miyamoto-san, however, was actually involved with it.
Itoi:It’s complicated?
Miyamoto:Yeah. (laughs) Well, as far as my position went, I wasn’t actually a central player. And that’s a little complicated, too.
Itoi:Oh, right, right. That was (Gunpei) Yokoi-san.4
Miyamoto:Right.
4. Gunpei Yokoi (1941-1997): While at Nintendo, he played a central role in developing such products as the Game & Watch handheld electronic games, the Game Boy™ handheld system, R.O.B. (Robotic Operating Buddy), and the game Dr. Mario™.
Iwata:Central to development of Virtual Boy was Gunpei Yokoi, the father of Game Boy.
Miyamoto:Let's see… To start at the beginning, at the time I was interested in virtual reality, and was one of the staff that went on and on about how we should do something with 3D goggles. I didn't exactly twist his arm, but I would talk with Yokoi-san about how (3D) goggles would be interesting.
Itoi:Yeah.
Miyamoto:But then when development of the Virtual Boy actually began, I was busy developing the Nintendo 64 system.5
5. Nintendo 64™: A home video game console released in June 1996.
Iwata evelopment of the Virtual Boy and Nintendo 64 systems completely overlapped.
Miyamoto:Right. Another complicated thing is that 3D graphics were a major theme for both Virtual Boy and Nintendo 64. Things may have turned out differently if the two devices shared their technology, but they had different purposes. If you think of Nintendo 64 as made to confront 3D head-on, Virtual Boy was using different technology to aim at enjoyment of 3D without rushing in the general direction 3D was headed at the time.
Itoi:Okay, I can see that.
Miyamoto:To be more concrete, Virtual Boy was aiming at using wire frame models6 to simulate a 3D space. If you think about the power of CPUs at the time, that makes sense. But not many games used that method of visual representation. Most of them lined 2D images up at different depths to create a three-dimensional effect.
Itoi:That’s right.
6. Wire frame: One way of achieving three-dimensional graphics. It uses only lines to represent three-dimensional spaces and objects.
Miyamoto:At the time, as I was working on the Nintendo 64 system, part of me thought we should use wire frames to render 3D graphics, but I also thought that wire frame images weren’t terribly appealing.
Itoi laughs)
Miyamoto:If nothing but wire-frame fighter craft had appeared and Mario and other beloved characters had never shown up, that would be a little sad. But if you only changed the depth of a 2D image of Mario, it wouldn’t bring out the real appeal of the Virtual Boy. So the Virtual Boy system was a complicated affair.
Iwata:Anyway, those red-and-black visuals were at a bit of a disadvantage at that time when the graphics for video games were rapidly getting richer.
Miyamoto:Yeah. But I thought of Virtual Boy as a fun toy.
Itoi:Uh-huh.
Miyamoto:It was the kind of toy to get you excited and make you think, “This is what we can do now!” I imagined it as something that people who were on the lookout for new entertainment or who could afford to spend a bit of money could buy and enjoy even if the price was a little expensive. But the world treated it like a successor to the Game Boy system.
Itoi:It’s even got the word “boy” in its name.
Miyamoto:That was also true within Nintendo. Our sales department treated the Virtual Boy as an extension of our licensing business. In other words, we sold it as something like the Famicom system.
Itoi:I see.
Miyamoto:And when you do that, selling 100,000 is just a start. But if you think of it as just a fun toy, it’s a big success if you break just 50,000. If sales generated some buzz, and crossed 100,000, then 200,000, then 500,000—quite a good pattern. Viewed like that, Virtual Boy was, I think, quite an appealing toy. To people who viewed it like that, I think that is still an appealing product. But if you place it front and center and think about the licensing business…
Iwata:In other words, if you think of it as a gaming platform.
Miyamoto:Right. When you think of it as a gaming platform, it becomes a failure.
Itoi:There was no way for Nintendo to escape it. Everyone assumes that when Nintendo puts out a machine, it must be a full-blown gaming platform.
Miyamoto:Yeah. It can’t be helped. Which is exactly why at the time I thought it was extremely important to portray it properly, including advertisements and sorts to the effect that it’s not a full-scale platform.
Iwata:But you weren’t a main player on that device, so you couldn’t say anything.
Miyamoto:I didn’t have the authority.
Itoi:So if I can come up with extremes, it may have been all right if games for Virtual Boy didn't continue to come out for years and years as it would have been an enjoyable toy for what it was.
Miyamoto:I thought that it could be enjoyed plenty enough if there were about five really good games. The most ideal scenario would have been for things from there to catch on to the point where it would be its own market by becoming a licensee business.
Itoi:Hmm. I see.
Miyamoto:Another big problem was how it looked when you played. I myself pushed to make something like it, but you're like this the whole time, peering into the Virtual Boy…
Itoi:Yeah, it’s not very cool.
Miyamoto:I thought we needed to treat it like a niche product.
Itoi:I suppose so. I would be having a hard time to make an advertisement to make it look cool.
Iwata laughs)
Miyamoto:Virtual Boy had two big tasks to accomplish, and it went out into the world without satisfying either one. It’s not so much that the machine itself was wrong as a product, but that we were wrong in how we portrayed it.
Itoi:I’m not sure how to put it, but there was no way for the Virtual Boy game console to permeate daily life. Put another way, Nintendo’s products were entertainments that had always been able to enter into everyday life. There isn’t anything particularly strange about viewing Virtual Boy as a slightly unusual toy that you can enjoy apart from everyday life, but when lined up with Nintendo’s other products, I imagine it didn’t quite fit in.
Iwata:I suppose not. If you think about it, when the Famicom system got its big break with Super Mario Bros.7 game, it was talked about as impacting people’s lives at home. Since siblings and other family members were wrestling over the controller, I guess it was a part of everyday life.
Itoi:Right, right.
7. Super Mario Bros.™: An action game released for the Family Computer (Famicom) system in September 1985.
Iwata:And Nintendo has focused even more on entering into daily life in the last few years with the Nintendo DS and Wii system, so Virtual Boy looks even more out of place.
Miyamoto:A long time ago, we did make out-of-place stuff, though.
Itoi:Yeah. Like the Love Tester.8
Iwata:The Love Tester doesn’t really fit into the family living room. (laughs)
Miyamoto:And the Automatic Ultra Scope.9
Itoi:And that thing like a batting machine…
Iwata:The Ultra Machine.10
8. Love Tester: A toy released in 1969. Released as a machine that would determine compatibility by measuring the amount of electrical current passing through people holding hands.
9. Automatic Ultra Scope: Released in 1971. A toy modeled after the periscope. The periscope runs on electricity and extends and retracts.
10: Ultra Machine: Released in 1968. An indoor pitching machine that would fire tennis table balls that could be hit with a plastic bat. Special curved balls were also used.
Itoi:If you think of Virtual Boy as an extension of such toys, you could say it is quite in keeping with Nintendo’s products.
Miyamoto:I think so too. That's why I think it would have been most ideal if it first started out as a toy, and then organically evolved to a gaming platform. However, ever since Famicom, people tend to think of Nintendo's game consoles as a set with the licensing business.
Itoi:Put another way, certain things are expected of it.
Miyamoto:Yeah, as an industry. (laughs)
Itoi:In other words, Nintendo is a company who, when it hits the mark, sells ten million of something. If you don’t sell that much, it’s considered a failure.
Miyamoto:Man, that’s tough! (laughs)
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January 7th, 2011, 22:47 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
The Dark Master has version 1.0 of "Super Mario Bros DS Galaxy," inspired by the classic Super Mario Galaxy Wii game, not to be confused with the other project Super Mario Galaxy DS.
google translation wrote:
The game consists of exploring the planets and stars gravities own killing enemies, or get coins, or just collecting stars or fragments of them. With the Stars, Mario can continue its journey to other planets.
There are two main types of planets, the planetarium and the normal, the planetarium are not enemies planets or stars to get, but the passages between the planets, the planets are stars that are normal and enemies to conquer.
The game features several densities, from normal to vice and even horizontal, so that levels exceed incredibly interesting.
Mario continue to travel to planets stars need (you can get them in the normal planets), if you come to a planet on which we have not enough stars will return to the other and watch the stars that have not yet.
Currently, there are three ways to get the stars are:
* Find yourself a star, just ****.
* Find a good number of star, in this case, you have to collect 5 parts.
* Defeat all the enemies (excluding Bullet Bill).
* Get all the parts.
The game is not finished, has a planetarium and two normal planets, and for now, Mario has unlimited life.
http://nds.scenebeta.com/noticia/sup...bros-galaxy-ds
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January 7th, 2011, 22:45 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
Owen offers us his version 1.38a rail shooter in 3D, "Newo Shooter".
Version 1.38 - January June 2011
* 2 levels (City Asteroid Field) Score, Level Start, Title Screen and Ending Screen
* Enemies now drop power ups (yellow = weapon upgrade (4), green = santé, white = free life, white = useless)
* Still No Models, Sounds or Music
* Purple Mid-Boss (probationary stops Until Killed)
* Basic particle effects
* GRRLIB example in background plasma.
* New destructible objects, Ground plain, clouds, grass, smoke animation, gravity, death spiral
* New HUD: Your Health Bar is Green. Health Is The Enemy meter of color and The Enemy Is In The Center.
* Blue boxes of course IS end marker
* Improved frame rate, added on screen counter
http://wiibrew.org/wiki/User:Owen/Newo_Shooter
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January 7th, 2011, 22:44 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
Dragonminded offers the Alpha version 0.21 of its audio player for the Nintendo Wii, "DragonMedia Player.
0.21 Alpha
* Added checking for correct name and share names are invalid names share
* Fixed Issues with Inability to load custom cursors
* Fixed memory leak With ym source file
* Fixed crash bug is Ejecting some media types and a song playing near a tracked module
* Fixed seek media rental flying out of whack Occur When abnormal conditions
* No Longer Shares disappear and reappearance if They Can not Be Found
Supported Formats:
Currently, this List is limited, as I Have Tried to Set Up the Application Framework Before porting codecs. I am working is getting more formats Such as aac/m4a integrated, and I am interested in. Many have strange Supporting formats as possible Even Beyond What Is Already Implemented.
Ay * * plop * gbs * gym * hes * it * kss * mod * mp1 mp2/mpa * * * nsf mp3 ogg * * s3m
* Sap * sc68 * sid * snd * * spc * NHRSs vgm * wav * xm * ym
DMP supports aussi A Few types playlist.
* * M3u pls
http://dmp.dragonminded.com/
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January 7th, 2011, 22:41 Posted By: wraggster
For great old hardware products like the MOS 6502 (used in the Apple II, the C64, the Nintendo NES), the details of the designs have been lost or forgotten. While there have been great efforts to reverse engineer the 6502 from the outside, there has not been the hardware equivalent of the source code — until now. As Russell Cox states: 'A team of three people accumulated a bunch of 6502 chips, applied sulfuric acid to them to strip the casing and expose the actual chips, used a high-resolution photomicroscope to scan the chips, applied computer graphics techniques to build a vector representation of the chip, and finally derived from the vector form what amounts to the circuit diagram of the chip: a list of all 3,510 transistors with inputs, outputs, and what they're connected to. Combining that with a fairly generic (and, as these things go, trivial) "transistor circuit" simulator written in JavaScript and some HTML5 goodness, they created an animated 6502 web page that lets you watch the voltages race around the chip as it executes. For more, see their web site visual6502.org.
http://hardware.slashdot.org/story/1...mdash-the-6502
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 00:41 Posted By: wraggster
Quick! Somebody dig up the list of 2010 donors to the American Optometric Association -- and see if Nintendo's on there. The AOA, which represents America's "family eye doctors," has issued a press release to parents in part suggesting that Nintendo's 3DS handled "may actually help uncover subtle disorders" in children's vision when the newfangled three-dee-vice is released this year. "Difficulties with appreciating" 3DS (or other 3D devices and technology), the AOA warns, may suggest something is wrong with your kid -- like, really wrong.
These "subtle problems" could lead to "rapid fatigue of the eyes" and dreaded "loss of 3D viewing," and it could get much worse: "loss of place when reading or copying, reduced reading comprehension, poor grades and increased frustration at school" are all possible nightmares come true if your kids show signs of the "3Ds of 3D viewing" (no, really) -- discomfort, dizziness or lack of depth -- while playing 3DS. How else will you know, if you don't buy one for them immediately?
But what if your kids are too young? After all, Nintendo has warned that children under six shouldn't be playing the handheld in 3D mode. About that ... You see, "children younger than 6 can use the 3DS in 3D mode," the AOA assures, "if their visual system is developing normally." Listen to your family eye doctors, your kids could sure use a 3DS. "In moderation," of course.
http://www.joystiq.com/2011/01/05/no...ders-eye-doct/
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January 7th, 2011, 00:18 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6763
Added a few translatable strings.
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 7th, 2011, 00:18 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6763
Added a few translatable strings.
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 7th, 2011, 00:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...872a5dab945f9c
A flash card game for Nintendo DS showing Kanjis from various JLPT levels including their reading, stroke order and compound examples with English translation. In true flashcard manner, it hides the to be learned parts. The parts like translations and (Kana)-readings can be revealed by holding down a button. A writing module is also included which does basic character recognition of both Kanji and Hiragana/Katakana on the touch screen to write out the 5 example compounds for each Kanji.
http://code.google.com/p/dskanjiflash/
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January 6th, 2011, 19:01 Posted By: Shrygue
via Eurogamer
Atlus has revealed that its 3DS Devil Summoner title is an enhanced port of 2009's Shin Megami Tensei: Devil Survivor, which never made it to Europe but did appear in the US in June of that year.
That's according to a report in Famitsu (where else), translated by Andriasang.
Devil Survivor is a tactical role-playing game set in modern Tokyo, which has been overrun by demons. The centre of the city has been sealed off and you're trapped inside, fighting to find out what happened and simply survive, as the title suggests.
Previously the game had a neat gimmick where the story took place over seven days and the game always ended when that period was over. The 3DS version, Devil Survivor Over Clock, adds an eighth day on top of that.
That's not the only change though – there are now over 150 demons to contend with, new skills, full voice-acting (over 20,000 lines of dialogue), several difficulty levels, new maps, and visuals improved to suit the 3DS' higher-resolution screen (e.g. easier-to-read dialogue boxes and a broader map display).
Devil Survivor Over Clock is due out in Japan this year, although obviously there's no word yet on any western plans for the game.
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January 5th, 2011, 23:54 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...aad40fc61ca924
josebita realize the Beta 3 of " Wii BennuGD "promising tool for compiling games coded Bennu from any platform on Wii. It is used by no cons just like a normal homebrew, I refer you to the tutorial to use (in English).
Bennu language is a language little known in France close to the Fenix . To learn more, go to the French site of the project .
Some I've uploaded binaries I like to call beta 3. Chnage from previous beta include:
* Proper support pour la Wii Balance Board (see here for a usage example). Thanks to the guys from devkitpro for fixing this in 1.8.6 The Latest libogc
* Default sound frequency has-been changed from 32KHz to 48KHz. Had to do it Because newer versions of VLC Refused to resample audio to 32KHz The. Also Many popular Audio Program Seem To handle 48KHz 32KHz sound Much better than ones. Please note That did sound playback OGG Vorbis WAS failing, you are now Encouraged to use MP3 music formats and module INSTEAD.
* Updates from upstream Bennu. I've re-sync'ed Many Things BennuGD from upstream. Please note That this matching to build from SVN revision 146, and Not the current one (190). The Exchange Between this drift version 1.3 Support From The SDL I Added to trunk to gain iOS compatibility and I broke MOST Probably Something So latest IS code not working as expected. I'll fix this soon.
* Bennu Cdn now open websites If The user has installed the (free) internet channel.
* Some bugfixing Other misc.
Hope you enjoy The Changes And The proper balance board support and sorry for Changing the default sound freq. It was just needed.
http://www.bennugd.org/
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