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April 7th, 2009, 21:51 Posted By: Shrygue
via Kotaku
While we know full well what the Nintendo DSi looks like from the outside, the handy folks over at iFixit have torn one apart to expose its steaming innards.
Not that you'd have any real cause to strip your new Nintendo DSi down to the component level, but just in case the urge strikes you, hit up the link below and watch someone else do it. They walk you through the process step by step, finally arriving at that jumbled pile of parts seen above. According to iFixit, the entire thing can be stripped in 10 minutes, and it's the first Nintendo handheld they've broken down that didn't require the tri-wing screwdriver, so you can just throw that away.
Note that the innards only steam if you do it wrong, which mean taking it apart with the power adapter plugged in. Don't do that. The iFixit team are trained professionals, and not technical hacks like myself who would have gotten halfway through taking the thing apart only to realize that a - I had no idea what I was doing and b - I was actually taking apart my toaster.
More info and pictures at iFixIt
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April 7th, 2009, 21:41 Posted By: Shrygue
via Computer and Video Games
Market research specialist GfK-ChartTrack's told us that DSi shifted 92,000 units in its first two days on sale.
The portable became the fourth fastest-selling console in UK history in the process, and moved more units than all of the other gaming platforms combined over Friday and Saturday, said GfK-ChartTrack's Chris Poole.
DSi senior product manager James Honeywell reacted to the early sales figure by telling our friends at Official Nintendo Magazine: "We are pleased with the initial performance of DSi over its first two days.
"However, a launch is just the beginning and we will continue to work hard throughout the year to try and maintain this positive start for the platform. We were also pleased to see DS Lite maintained strong sales during DSi launch and that people see that both consoles have something to offer them."
The news comes on the back of strongly worded comments from SCEA director of hardware marketing, John Koller, who criticised Nintendo for ignoring "significant gamer demographic groups" by releasing another product supposedly just for kids.
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April 7th, 2009, 13:41 Posted By: wraggster
News via pdroms
Janken is a mulitplayer network only Stone, Paper, Scissor game by Masamune
Revoilou me with a small homebrew rock paper scissors using the multi-lib liblobby (Octopus's Adventure is not dead but paused lol). This is the first version but I have the attention to leave another in a long time not to include a small graphic and other small stuff. Not really need any explanation (which does not play rock paper scissors? Lol), each player starts with 5 points and one that reaches 0 loses. I tried to find as many bugs as possible but it must have therefore still around, feel free to give me the list if you find any, it helps me a lot.
Download and Give Feedback Via Comments
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April 7th, 2009, 12:13 Posted By: wraggster
Newly released:
Prepare for your Kanji proficiency tests with the software or simply learn more about the language itself. See the yomigata of the characters, write it on the DS screen with the stylus and check its meaning through the attached dictionary.
You can adjust the difficulty level and the speed at which you learn. Set it higher if you are cramming for a test and set it lower when your child are learning his first words. Besides Kanji writing, there are trivial tests you can take with the software to broaden your knowledge of the Japanese language.
http://www.play-asia.com/SOap-23-83-...j-70-3a67.html
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April 7th, 2009, 12:07 Posted By: wraggster
Newly released:
features
Everyone's favorite Mama from the best-selling Cooking Mama series stars in the brand's first offshoot
Gameplay in Gardening Mama is very similar to Cooking Mama gameplay--use the stylus as your master garden tool to nuture 35 different flowers, fruit trees and vegetables. Plant, water, fertilize, prune, eliminate pests and then harvest what you've grown!
Growing live products means that you may experience unexpected results based on your care--flowers can bloom different colors, fruit trees can grow different fruits, etc.
Multiple modes of play include: Let's Get Growing!; Decorate the Garden!; Make it Fancy!; Cute Treasure Chest; Let's Play Together.
description
Cooking Mama's stepped out of her kitchen and into the backyard for some gardening fun with Mother Nature! Join Mama from the award-winning, multi-million selling Cooking Mama franchise as she grows, harvests and enjoys a huge variety of fruits, vegetables and flowers in the first ever gardening game.
http://www.play-asia.com/SOap-23-83-...j-70-39de.html
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April 7th, 2009, 11:42 Posted By: wraggster
New from Divineo China
Mario has turned himself into a ghoul in this plush toy collection. Presenting himself as a great white ball with a little puff of a tail and his iconic mustache and cap, he is cuter, funnier than terror inducing. Roll him across the sofa in moments of idleness and throw him as a projectile during pillow fights.
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April 7th, 2009, 11:30 Posted By: wraggster
During a recent interview with Gamasutra, Nintendo's Denise Kaigler spoke about a slew of subjects sensitive to the Nintendo loyal. Core gaming, third-party support, and the new DSi were just a few of the subjects Kaigler touched on. In regards to the core, Kaigler says that developing games for that audience is important for "everybody, the industry, certainly for Nintendo, but most of all, for consumers." She points to Zelda: Spirit Tracks as a game for that audience.
Moving on to third-party support, we're starting to see more and more third parties recognize Nintendo's platforms. Kaigler says that being able to offer that 150 million user base between the two systems is very enticing to those developers. But, she notes that Nintendo wants to impart its own success on the platform and show these developers how it has achieved success (see: characters with floating, circular hands in everything), which might tie into those poor sales figures for the recent original, mature games MadWorld and House of the Dead: Overkill.
Finally, no interview with a Nintendo exec can skip the company's latest handheld, the Nintendo DSi. Some folks (especially commenters on Joystiq) have felt the handheld doesn't improve enough over the DS Lite, especially for the price it's demanding. Kaigler, however, argues that the new handheld has plenty to offer, pointing out the DSi's popularity on Amazon and at GameStop through pre-order figures, as well as the one feature that we think too many people are overlooking: DSiWare.
http://www.joystiq.com/2009/04/06/ni...rties-and-dsi/
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April 7th, 2009, 11:18 Posted By: wraggster
With the PlayStation 3 outselling the Wii in Japan for the month of March, one might think that Nintendo executives are in a panic, concerned this whole motion control thing is a fad. Not so!
Nintendo seems rather nonplussed by the monthly change in console domination on its home turf, which by Enterbrain's figures meant 146,948 PlayStation 3s sold in the five weeks to March 29 versus 99,335 Wii units sold.
Enterbrain's figures are a little different from the Media Create hardware sales data we regularly follow. We have PS3 sales at 116,000 for March, with Wii sales just under 70,000, looking at a four-week period.
"It is still the first few months of the year when sales are slow for the industry, so we are not particularly concerned," Nintendo said.
Nintendo says that the current software slump affecting Wii sales overseas isn't cause for worry, as it hopes "to line up strong software to support hardware sales in the second half of the year". With Wii Sports Resort coming at some unknown point this year, we'd imagine that'd do the trick!
http://kotaku.com/5200968/nintendo-n...sales-in-japan
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April 7th, 2009, 11:17 Posted By: wraggster
As silly/awesome as you think the name "Wii" is, at least it has a meaning. "We". Togetherness. But what about the "DSi"? What does that mean?
You could say it's got something to do with having two cameras, but then, according to Nintendo of America's David Young, it means your DS is "individual". Here he is explaining in detail:
The DSi is really about the "individual" gamers. For instance, the Wii console is really meant to be a shared experience for families and friends, where even while you can share pictures and share the fun with multiplayer on the DSi, it's really designed to be an individual experience. My DSi is going to be different from your DSi — it's going to have my pictures, my music and my DSiWare, so it's going to be very personalized, and that's sort of the idea of the Nintendo DSi. [It's] for all of the users to personalize their gaming experience and make it their own.
He could have said "because the only thing different about this and tens of millions of other DS handhelds are two small cameras and a higher price tag", but then, he'd be pretty sucky at his job.
http://kotaku.com/5201207/so-what-do...-dsi-stand-for
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April 7th, 2009, 11:11 Posted By: wraggster
Making sense of Nintendo before the success of the Wii.
With the wildly successful Nintendo DS and Wii hitting record sales month after month, Nintendo looks like a million bucks. All of Nintendo's well calculated strategies and inventive risks look like--and may very well be--genius.
Going against the grain of more sophisticated machines such as the Xbox 360 and PlayStation 3, in 2006 Nintendo launched the Wii, a console less powerful than the original Xbox, accompanied by an un-tried game controller that smacked of trickery, and a name that sounded so close to urine that it made everyone over 10 years of age giggle.
But it wasn't always that way.
For the last two generations, Nintendo's primary consoles landed second and third in the three-way leg races for console supremacy. The Nintendo 64 and the GameCube each had their moments in the sun--with Mario and Zelda blockbusters and several other big guns in regular intervals--but on the whole, those systems were not the kind of successes Nintendo or its fans were used to--or expected. Nintendo 64 and GameCube made money for Nintendo, but weren't as friendly or as attractive to third-party publishers. Nintendo's storage media proved less easy to use and stored less than competitors' media. And Nintendo, though it was trying, didn't have the means of distinguishing itself enough from its competitors.
1995: The Looming Next Generation Console War
I landed my first job in the game industry with Next Generation magazine in 1994. That was the year of the first big console wars, and the first time I heard about "Ultra 64," which later became Nintendo 64. With Sega having gained significant ground on the Super Nintendo in the 16-bit era due to the Genesis, this new "32-bit era" proved to be a much bigger, more competitive leg race. Nintendo's Herculean and nearly single-handed rebuilding of the game industry from ashes was now being challenged by a small selection of interesting potentials and an even bigger crop of potential vaporware carpetbaggers. Among the crop of consoles were the Atari Jaguar, SNK's Neo-Geo, the first Sony PlayStation, Sega Saturn and the Sega 32X, the CDI, and the 3DO.
If you wanted to simplify gamers and industry thinkers into two camps at the time on the subject of Nintendo, there were loyalists and detractors. The loyalists had been reared on and were delighted by Nintendo games during their youths, and they couldn't see how Nintendo could or would lose to anybody; taking second place wasn't part in the discussion. As it turns out, almost anyone who has played a Mario or Zelda game becomes a loyalist at some level.
But Sega was on the rise. Sonic was more popular than Mickey Mouse. And Sony's machine also had something powerful and exciting about it that wasn’t quite clear yet to anybody in 1995.
Nintendo was late entering in this new race. The Super NES was still chugging along just fine, and Nintendo had fought many battles to become the industry leader. In the US in 1993 the Atari Jaguar and 3DO launched (with weak results), while the Saturn and PlayStation would arrive by winter 1995. Nintendo's system also was originally slated for fall 2005. It was then pushed back to April 1996. And eventually it was pushed back again to be launched on September 29, 1996 in the US. I sat next to Editor-in-Chief Neil West at Next Generation in the Burlingame offices and remember regularly hearing him challenge various news publications and editors on the phone. With great confidence he always said, "Wait for Nintendo." Whether they liked it or not, everyone had to wait for the 800 pound gorilla to arrive, however slow it might be.
The Shoshinkai Exhibition: Brilliance or Bust?
That February 1996 issue of Next Generation, reporting all of the details from Nintendo's Shoshinkai exhibition and with Mario on the cover, was one of the best-selling issues of the magazine during its short life-span. The cover headline read: "Nintendo's Ultra 64, Mario's Brave New 3D World." which ran in maroon and white; and along with it was a strange, strange cover image.
You could make out a multi-tiered ledge on the left, and behind that was an immense blue, cloud-filled sky. From the ledge leapt a smiling, arms-stretched-wide Mario, overalls, white gloves, and red hat in tow. Was he leaping off the ledge or flying past it? What was he doing? Next Gen art designer Richard Szeto had to create the entire cover from scratch, including the cover model of Mario, because Nintendo had provided nothing but screenshots (of Mario's backside), none of which could be used for the cover.
That issue realistically pointed out that Nintendo was still holding its cards close its chest, avoiding issues about the "Bulky Drive" and giving out worrying signs. Ten playable games had been promised at the show, but only two were actually playable. What was worse? "With only three seconds of videotaped, non-interactive 'game footage' on display, one needn't be cynical to work out why these games weren't available," the cover story stated. Nintendo wasn't ready to show its or its partners' games yet.
The Ultra 64 showed up in glass cases, and Next Gen cited Kirby 64 as only "one half of a game," as it was barely playable. But 18 games were previewed in the issue, Nintendo's Shigeru Miyamoto was interviewed, and George Zachary of Silicon Graphics was quizzed about the game's powerful MIPS 64-bit RISC CPU, the "Reality Co-Processor," and the immense level of secrecy around the chips' development.
"…We had to deliberately cut down the level of communication internally [at Silicon Graphics]. No one knew were the Ultra 64 lab was. We had a whole lab of Ultra 64 stuff and 70 people working on the CPU alone--with a big Donkey Kong Country poster on the window so no one could see in!" Zachary said.
What Next Generation Magazine came home with was 11 previews of mostly first-party games for Ultra 64. (I kept the original names in these lists.) Those previews included Super Mario 64, Kirby Bowl 64, Legend of Zelda, PilotWings 64, Star Wars: Shadows of the Empire, Super Mario Kart R, Wave Racer, StarFox 64, Body Harvest, Buggy Boogie, and Golden Eye 007.
Nintendo listed 38 games that were in development for the system (seen here with publisher and developer in parentheses). Those included:
Ace Driver (Namco)
Alien Trilogy (Acclaim)
Blast Dozer (Nintendo/Rare)
Body Harvest (Nintendo, DMA Design)
Buggie-Boogie (Nintendo/Angel Studios)
Creator (Nintendo/Software Creations)
Cruis'n USA (Nintendo/Williams)
Dragon Quest VII (Enix)
FIFA Soccer '97 (EA)
Final Fantasy VII (Squaresoft)
Frank Thomas Big Hurt Baseball (Acclaim)
GoldenEye 007 (Nintendo/Rare)
John Madden Football (EA)
Ken Griffey, Jr. Baseball (Nintendo)
Killer Instinct 2 (Nintendo/Rare)
Kirby Bowl 64 (Nintendo)
Mission: Impossible (Ocean)
Monster Dunk (Mindscape)
Mortal Kombat 3 (Williams)
Phear (Nintendo/H2O)
PilotWings 64 (Nintendo)
Prey (Apogee/3D Realms)
Quake (id Software)
Red Baron (Sierra Online)
Robotech Academy (Gametek)
Star Wars: Shadows of the Empire (LucasArts)
Soul Storm (Virtual Hollywood)
Stacker (Virgin)
Starfox 64 (Nintendo)
Super Mario 64 (Nintendo)
Super Mario Kart R (Nintendo)
The Legend of Zelda (Nintendo)
Top Gun (Spectrum Holobyte)
Turok: Dinosaur Hunter (Acclaim)
Ultra Doom (id Software)
Ultra FX Fighter (GTE)
Wave Race 64 (Nintendo)
Wayne Gretzky Hockey (Time Warner)
A total of 14 games, nearly one half of those listed above, never saw store shelves.
Nintendo's Revolutionary Steps
Less than one year later, the Nintendo 64 launched on September 29, 1996 with only two launch titles, Super Mario 64 and PilotWings 64. From September 29 to December 31, the system saw a steady trickle of games that included Cruis'n USA, Killer Instinct Gold, Mortal Kombat Trilogy, Wayne Gretzky's 3D Hockey, and Star Wars: Shadows of the Empire.
Fans of Nintendo stood by, exhilarated and frustrated. They occasionally paid extra for their games (Turok: Dinosaur Hunter's original MSRP was $79.99), suffered delay after delay for first- and third-party games (Mario Kart, Star Fox, GoldenEye 007), and watched as less than impressive games shipped from Nintendo's so-called Dream Team of Acclaim, Midway, Virgin, Angel Studios, LucasArts, and a few others.
The real Dream Team was Shigeru Miyamoto himself. Super Mario 64 was brilliant, stunning, unbelievable. If ever a game deserved endless layers of praise and hype, this was it. Everything else paled in comparison.
"I was more or less trying to be objective while desperately hiding my fanboy optimism," said Mike Mika, currently head of development at Other Ocean, and then soon-to-be associate editor at Next Generation. "The images we had seen of Mario 64 from Japan were unprecedented. Remember, around this time we had Tomb Raider looming but not released. Mario 64 was the first truly third-person 3D game of its kind. It felt like the lock had been opened, the chains removed, and you could do anything in the game. It wasn’t until GTAIII that I felt anything remotely like it again. Tomb Raider was close, but it still felt constrained. The contrast of Mario’s blue horizons and gigantic landscapes to Tomb Raider’s claustrophobic environment was pretty big. PilotWings 64 was simply a fanboy curiosity compared to Mario. Overall, it felt like the launch of the Super Nintendo – it was a jolt of nostalgia."
Miyamoto's first big foray into 3D was, and still is, a masterpiece of the imagination. It's also one of the best 3D re-visions of an old 2D franchise to date. Super Mario 64 instantly became the definitive 3D platformer; and in one shot, Miyamoto and his team approached, grappled with, and solved nearly all of the 3D camera and geometrical issues that dozens of other publishers, years after, would continue to try and solve in their games.
"I think there were a lot of worried people before N64 launched that were sort of swept away by just how stunning Mario 64 was!" said Chris Charla, currently the VP of business development at Foundation 9 Entertainment, and former editor-in-chief of IGN and Next Generation. "It's hard to even remember now just how revolutionary it was at the time, the first really well done 3D platformer. Nintendo solved so many fundamental 3D issues with that game, and it was just tuned to perfection. Plus it had (at the time) just these incredible draw distances. Overall, the impression when the game launched was just that we were stunned."
Following Super Mario 64 in 1996, it became clear that Nintendo's first-party games were the games one had to have. Nintendo's Mario Kart 64 and StarFox 64 delighted all of Nintendo's fans, but not all of its detractors. Wave Race 64, which was originally called Wave Racer and featured high-powered jet boats, was underrated and underappreciated on the large scale, but was years ahead of its time, delivering superb water physics and never-seen-before jetski races. (Wave Race 64 was the first game to give us the lens flare.).
"Wave Race just did things that no other system did in terms of looks, with its ultra-real water, and the wave action lent a totally new action to racing," said Charla.
Then came Rare's GoldenEye 007, which had seen multiple delays and, on the surface, wasn't expected to be any good because it was a movie licensed title. But in August 1997 GoldenEye 007 arrived and became one of the biggest hits on the system, continuing on the sales charts well after it was supposed to drop off. GoldenEye 007 showed the world that first-person shooters could be really, really good on consoles.
"[GoldenEye 007] was the game that changed my opinion about first-person shooters on consoles," explained Mika. "I’ve clocked in more time on the multiplayer in that game with my friends than probably all of the time I’ve spent with games combined. Well into the PS2 lifecycle I was still finding time to play the game with some friends. It’s hard to believe now looking at it, but it was and remains one of the most amazing game experiences of my career."
Perhaps the most important release on Nintendo 64 was the annually delayed Legend of Zelda: Ocarina of Time. In the same way that Super Mario 64 was revolutionary for 3D games and platfomers, Ocarina of Time was revolutionary for pretty much everything else: game design, story-telling, the adventure genre, menu design, music integration, and, of course, 3D gameplay.
"Zelda... Zelda is Zelda!" exclaimed Charla. "It's one of the few games that not only lived up to the hype, it exceeded it! We [Next Generation magazine] called it 'Game of the Century' back in '98, and we took a lot of flack, but the reality is, it was. Edge Magazine just called it the best game of all time--even standing up against everything on the PS2 and current generation--so I think our call was validated!"
"Legend of Zelda: Ocarina of Time, hands down," said Mika when asked his favorite Nintendo 64 game. "Next Gen printed an exclusive issue for E3 the year of its release, with a bold golden cartridge on the cover. I have two issues signed by Miyamoto, one also has [Konami's Hideo] Kojima and a bunch of other game designers who happily paid tribute. The game was completely immersive. What Mario 64 did for Super Mario, Ocarina went 10 times farther. The haunting melodies of the ocarina still resonate with me."
So what happened? Why did Square and Enix, long-time Nintendo loyalists, switch to Sony's PlayStation? What happened to the "Bulky Drive?" How did Nintendo's cartridge-based system end up driving away third-parties away? Why did Sony take the console crown?
http://www.edge-online.com/blogs/loo...os-fall-part-1
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April 7th, 2009, 11:08 Posted By: wraggster
DSi has become the fourth fastest-selling console in UK history.
Opening weekend sales were behind those of PSP, PS3 and Wii, but ahead of all other platforms, according to stat cruncher GfK-ChartTrack.
The portable's sales exceeded those of all other consoles combined over the weekend.
"It's a very impressive opening couple of days considering the lack of launch software," GfK-ChartTrack's Chris Poole told MCV.
"It's difficult to tell if the momentum will continue into the week, as much of the sales would have been pre-ordered. There was also a slight spike in DS software."
This news comes on the back of strongly worded comments from SCEA director of hardware marketing, John Koller, who criticised Nintendo for ignoring "significant gamer demographic groups" by releasing another product supposedly just for kids.
http://www.computerandvideogames.com....php?id=212603
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April 7th, 2009, 11:06 Posted By: wraggster
You’re looking at a screenshot of a Wii game that was in heavier rotation last month than just about anything else on the system. That’s “Call of Duty: World at War” for the Wii, which was played more than six hours per player in March. Think on that and look below for MTV Multiplayer’s newest listing of Wii game usage. We’re tracking more than 50 games as played by a pool of over two million Wii owners. Forget sales for a moment and find out just how much people actually play these games.
WII SOFTWARE USAGE AS OF APRIL 1, 2009
The following statistics are pulled from the Wii’s Nintendo Channel, which allows users to persistently share their play history for any disc or downloadable games played on the Wii. These numbers do not reflect overall usage of these games on the Wii but instead reflect usage of the more than 2.1 million Americans who are sharing info with the channel (up from 2 million last month). We think that’s a pretty healthy sample size!
Games are ranked in order of average play time. The game we’re tracking that has been played the longest by its average user is at the top of this list.
If there are more games you want us to track, let me know!
http://multiplayerblog.mtv.com/2009/...-usage-update/
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April 7th, 2009, 11:05 Posted By: wraggster
Beating Nintendo to the punch, publisher Ubisoft announced today what may turn out to be the first DS game that includes special features only accessible with a DSi.
***
Last month, the president of Nintendo of America told me that the DSi will be host to DS game releases that include special features accessible just for the DS.
We talked about whether the upcoming “Legend of Zelda: Spirit Tracks” would be one such DSi-enhanced piece of software. He would not confirm.
Today, Ubisoft did confirm the existence of its own DSi-enhanced piece of DS software: the June release of “My Healthy Cooking Coach.” Like Nintendo’s own “Personal Trainer: Cooking,” Ubi’s new release is more of an electronic cookbook than it is a game. Unlike Nintendo’s release, this game has treats for the DSi owners.
http://multiplayerblog.mtv.com/2009/...about-cooking/
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April 7th, 2009, 11:03 Posted By: wraggster
Manufacturing costs for the Nintendo Wii have dropped by 45 per cent since the system's launch in 2006, according to an analyst at Credit Suisse.
Analyst Koya Tabata made the suggestion in a recent note to clients adding that Nintendo had room to cut the price of the Wii to stimulate sales, reports the Financial Times.
Tabata further argued that low-price versions of the Wii could be released for emerging markets.
The PlayStation 3 outsold the Wii in Japan for the first time in 16 months during March 2009, with Sony's console shifting almost 147,000 units compared to just under 100,000 Wii units.
"It is still the first few months of the year when sales are slow for the industry, so we are not particularly concerned," commented Nintendo.
While sales of recent titles such as Wii Music have lacked lustre, Nintendo explained that it hopes "to line up strong software to support hardware sales in the second half of the year".
http://www.gamesindustry.biz/article...wn-45-per-cent
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April 7th, 2009, 11:00 Posted By: wraggster
Sony's John Koller has launched an attack on Nintendo's latest handheld device, suggesting the DSi brings nothing new to the games market and ignores consumer needs
He also claimed that third-party publishers struggle to release successful software on the platform.
"If Nintendo is really committed to reaching a broader, more diverse audience of gamers beyond the 'kids' market that they've always engaged, there isn't much new with the DSi to support that," said Koller in a statement to Engadget.
"Significant gamer demographic groups are being ignored, and there continues to be limited opportunities for games from external publishers to do well on the DSi.
Unsurprisingly, Koller believes that Sony's PSP is a platform capable reaching wider audiences, and providing more consumer choice.
"Compare that with the PSP platform, where we have many blockbuster franchises from our publishing partners launching this year, representing a wide variety of genres and targeting diverse demographics."
Koller cited a number of third-party and first-party releases planned for this year, as well as digital content via the PlayStation Store, as the company makes a renewed effort to push the PSP in 2009.
GamesIndustry.biz has confirmed that the statement from John Koller is genuine.
The DSi went on sale in Europe last Friday, with retailers expecting strong sales following exceptional pre-order interest.
http://www.gamesindustry.biz/article...ring-consumers
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April 7th, 2009, 10:59 Posted By: wraggster
Nintendo legend Shigeru Miyamoto has been voted by industry and media experts as the recipient of the ELANs' inaugural videogames Lifetime Achievement award this year.
The event, which recognises success across the visual arts, will also hand similar awards to Japanese animation icon Hayao Miyazaki and effects guru Paul Debevec.
The ELANs, taking place on April 25 in Vancouver, will also hand out awards across a variety of categories, with Left 4 Dead and Fallout 3 nominated in seven categories apiece, while Gears of War 2 and Fable II are also well-represented in the lists.
The awards, which started in 2006, will this year be hosted by Tom Kenny, who provides the voice of SpongeBob SquarePants.
http://www.gamesindustry.biz/article...is-years-elans
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April 7th, 2009, 10:51 Posted By: wraggster
Nintendo's DSi may have just launched, but if you figured your wallet would be safe from buying any other related hardware in the near future, you clearly aren't in tune with the rabid peripheral market. Our best buds over at Joystiq sat down with David Young, the assistant PR manager for Nintendo of America, in order to talk shop and get a glimpse into the DSi's future. Of note, Mr. Young stated that DSi interaction with the Wii was "certainly a possibility," but he failed to elaborate much beyond that. What he did confess, however, was that the DSi will soon be interacting with a pair of pedometers (or "activity meters"), which will ship with the Personal Trainer: Walking title. We're told that the devices will connect wirelessly with the console, and the game itself will be the first where you can import a Mii character from the Wii. Heck, users can even affix one of the meters to their dog in order to log Fido's exercise habits. Consider us (and our pets) highly intrigued.
http://www.engadget.com/2009/04/06/p...-nintendo-dsi/
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