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April 3rd, 2009, 13:50 Posted By: wraggster
The gaming giant told MTV Multiplayer what is true about the “Bob’s Game” story and what it recommends other amateur developers should do.
***
For the last few months, amateur game developer Robert Pelloni has made an Internet sensation of his quest to make an official Nintendo DS game. Pelloni claimed to have spent five years, on his own, developing a role-playing game for the DS. He called his work “Bob’s Game,” and posted video clips on his site to show how much he had accomplished.
Late last year, Pelloni let the world know that he was frustrated with Nintendo. He said he contacted the gaming company to obtain a DS development kit, so he could release his game officially. But, he claimed, the company reneged in providing him one.
In December he began a dramatic locked-room protest. His protest proved popular on gaming blogs and message boards. But the 100-day protest ended weeks early. After it ended, he wrote a creed on his website against Nintendo of America president Reggie Fils-Aime and other company officials, threatening to reveal secrets.
None of this elicited public comment from Nintendo, whose representatives declined requests I made during the protest for the company to explain its side of the story.
Pelloni also appeared uninterested in talking to the press, as he and I failed to schedule an interview despite repeated attempts. In January, he noted in our last e-mail exchange about setting up an interview that he had been “abducted by aliens.”
With neither side commenting, it’s been hard to figure out what really happened with “Bob’s Game.”
Last week, just days before Pelloni released a downloadable demo of his game (available through his website), I brought the matter up to Fils-Aime.
MTV Multiplayer: Since you were talking about hate that you get, I have to ask you about Robert Pelloni, maker of “Bob’s Game.” Did he actually contact Nintendo for a development kit? Did you guys just not fulfill his legitimate request for one? Or is there some other part of the story we’re not getting?
Fils-Aime: He did submit to be a licensed developer. We have an evaluation process. We evaluated the opportunity. We decided at this point in time that he did not meet the requirements to be a licensed developer.
MTV Multiplayer: Here’s a guy who programmed a game on his own and appeared to be developing a game he poured a lot of himself into. He seemed to be trying to go through just that one last hurdle to take his dream — to get a development kit and put his game out. Can other people who are inspired by that part of his story think that, if they pursued things that way, that they might have a shot? Or is there something about the basics of what I just described that would be the wrong path for an amateur developer?
Fils-Aime: My hope is that people would be inspired by the story of 2D Boy and “World of Goo“: professional developers knowledgeable about their craft who shared their vision with us and have seen tremendous success as a WiiWare title. I think that is the model for how knowledgeable developers should think about the opportunity with Nintendo. We love taking big ideas with small budgets and bringing them to life.
MTV Multiplater: So what did they do that…
Fils-Aime: We, unfortunately, cannot get into the details of Bob …
MTV Multiplayer: I understand that, and I’m not trying to corner you into details that you can’t share about what was wrong with [Pelloni's situation]. But I’m trying to clarify, for people who have a dream for a DS game, what path they might take. Kyle Gabler of 2D Boy was an ex-EA guy. So he had EA on his resume. Their game was a nominated for the Independent Games Festival. Those were some of the credentials they had going in. They weren’t a garage developer.
Fils-Aime: There are a ton of stories. “Tetris.” Just a guy out of Russia. “Pokemon” is another example. Before that was published in Japan, what was “Pokemon”? I think it’s fair to say that Nintendo has a history and a legacy of bringing novel, unique ideas to the marketplace.
MTV Multiplayer: So if I’m someone doing homebrew DS programming, I shouldn’t feel that my options are out?
Fils-Aime: My hope is that any developer who has a compelling idea will reach out to our licensing organization and share their idea and go through the process of becoming a licensed developer for the Nintendo platform. And we have a legacy of supporting that type of development.
http://multiplayerblog.mtv.com/2009/...-on-bobs-game/
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April 3rd, 2009, 13:49 Posted By: wraggster
Nintendo's DSi Shop launches today in Europe, offering five games and the free Opera-based web browser.
The five games are WarioWare: Snapped!, Pyoro, Paper Plane, Art Style: AQUITE and Art Style: CODE.
Before accessing the shop, DSi owners must download a system update, and as part of a launch promotion receive 1000 free DSi Points.
Games are in three different pricing categories – 200 Points (GBP 1.80), 500 Points (GBP 4.50) and Premium, and can be accessed through the main menu.
The DSi goes on sale today in Europe, with retailers across the UK expecting strong sales over the launch weekend.
http://www.gamesindustry.biz/article...live-in-europe
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April 2nd, 2009, 19:41 Posted By: wraggster
Atlus U.S.A., Inc. today announced that Steal Princess, the genre-bending puzzle-platformer for Nintendo DS, has been delayed until May 19th. Unrelated to the delay but serving as a special treat to fans that either pre-order or pick up the game at launch, each and every copy of Steal Princess will include a special mini-poster with beautiful art inspired by the game.
"Releasing a few weeks later gives us more time to familiarize gamers with this creative, original title," stated Tim Pivnicny, VP of Sales and Marketing at Atlus. "Because Steal Princess will be available through fewer sales channels and in smaller quantities than other Atlus releases, finding the optimal launch conditions is critical to ensuring that this daring new release avoids getting lost in an already busy April."
The mini-poster extra, selected by fans through online voting, will be tucked behind the cover art, ensuring it reaches pre-order and launch date customers in perfect condition. This continues the Atlus Spoils program that provides fan-favorite extras with many Atlus games at launch.
For more information, visit the official website: http://www.atlus.com/stealprincess
Key Features
3-D puzzle platformer -- Dive into a playing field of simple design, but deceptively complex challenge, that combines action elements with puzzle-solving skills on a 3-D, isometric plane. Jump, swing, climb, and attack as you search for the key to complete each level.
Over 150 levels to beat -- Levels spanning different geographies and requiring different strategies deliver on the promise of true breadth. Play them again to beat your best times, earn higher rankings, earn better endings, and collect more gems to unlock items.
Create and trade custom levels -- A robust custom map maker lets you construct levels with any enemies, items, and victory conditions you want. Trade maps with other players over Nintendo Wi-Fi Connection and local wireless for a never ending challenge!
Steal Princess has been rated "E10" for Everyone 10 and older with Language, Mild Fantasy Violence, and Suggestive Themes by the ESRB.
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April 2nd, 2009, 19:40 Posted By: wraggster
On April 5, Nintendo launches Nintendo DSi, the third iteration of the best-selling portable video game system and the latest evolution in hand-held gaming. Nintendo DSi gives new and veteran gamers the ability to customize, personalize and share their experiences with friends and family. Two built-in, interactive cameras let people snap and modify photos, while recorded sounds can be played and manipulated in interesting and imaginative ways. Also on April 5, Nintendo will launch the Nintendo DSi Shop, a new online storefront where users can redeem Nintendo DSi Points to download an ever-growing variety of inventive games and applications. Nintendo DSi will be available in the United States in Blue or Black at an MSRP of $169.99.
"The concept of entertainment is clearly expanding to enable self-expression and creation in ways never before possible," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "Nintendo DSi is loaded with software to help people do exactly that. It's not just about the cameras or audio playback, but what people can do with these features that makes Nintendo DSi such an enjoyable game system."
Beyond the creative user experience, these features also give developers the tools to create new games and applications not previously possible. In the same way that WiiWare has given developers big and small a way to deliver their most original games directly to Wii users, Nintendo DSiWare provides access to the latest and most inventive hand-held games from a variety of studios and genres. Here are the Nintendo DSiWare titles that will be available when the Nintendo DSi Shop launches:
- WarioWare: Snapped! - Using the built-in Nintendo DSi camera, this outrageous title puts players right at the center of fast-paced mini-games, challenging them to race the clock and get a peek at Wario's photo album.
- Bird & Beans - Using an elastic tongue, players must scramble to collect falling beans. The harder a bean is to catch, the more points it's worth.
- Brain Age Express: Math - In this math-focused edition of the popular Brain Age series, players can enjoy a mix of new and familiar training exercises. A new Themes mode also lets Nintendo DSi users experiment with images and voice recordings in fun, unusual ways.
- Master of Illusion Express: Funny Face - This game uses your Nintendo DSi as a prop in a card trick. Draw a face on the touch screen and astound your audience as the face tells them which playing card they picked.
- Art Style: AQUIA - The newest addition to the eye-popping Art Style series, this mesmerizing underwater puzzle game challenges players to help a scuba diver reach the ocean floor by matching a series of colored blocks.
In addition to a diverse, constantly expanding lineup of DSiWare game titles, visitors to the Nintendo DSi Shop can also download the free Nintendo DSi Browser to enjoy portable access to the Internet. Powered by Opera, this simple-to-use application makes use of the Nintendo DSi system's dual-screen display to provide fast, intuitive Web browsing.
As an incentive to get people connected and enjoying the online content, consumers who buy a Nintendo DSi system and connect it to the Nintendo DSi Shop by Oct. 5, 2009, will automatically receive 1,000 Nintendo DSi Points. (Visit dsioffer.nintendo.com for more details.) Software in the Nintendo DSi Shop will be available at four price points: free, 200 points, 500 points and 800+ points. Users can purchase additional Nintendo DSi Points in the Nintendo DSi Shop or via a Nintendo Points Card sold at retail locations. Nintendo DSi Points will be available in increments of 2,000 at an MSRP of $19.99.
Nintendo DSi allows users to create and share unique moments using a number of distinctive features. Two cameras - one pointing at the user when the system is open, one facing away - let people take photos and manipulate them with 10 built-in "lenses" including Distortion, Graffiti and Mischief. The cameras inspire creativity by letting users personalize their photos and trade them wirelessly with friends and family. The Nintendo DSi Sound application lets people put their own spin on their music with the ability to play and manipulate AAC sound files accessed from an SD card. These sonic tweaks are not saved or stored – they're meant for having fun on-the-fly, changing the pitch or playback speed of a clip with a simple touch of the stylus.
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April 2nd, 2009, 19:31 Posted By: wraggster
FluBBa is back with another arcade emulator for the GBA, nice to see the GBA get some loving
Yet another arcade emulator which uses the M6809 cpu, this time from Konami.
This one has sound as well, though no speech.
*Pretty much everything works except speech.
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April 2nd, 2009, 19:26 Posted By: wraggster
Yossi has released iiii v1.0.
Rules
The rules are simple. You take turns with another player to drop red or black pieces into the board. Pieces fall in from the top and slide down to stack up on top of each other. The goal is to get 4 of your pieces touching in a straight line (diagonals also count) before your opponent does. This is similar to Tic-Tac-Toe.
Details
This is a 2 player game. Unless you have a split personality, you will need to install a second player (not included) somewhere near your wii.
By default the game only uses one wiimote. If you want the added convenience of a second wiimote, or if the other player has snot on his hands, you can set control TWOWIIMOTES in the settings.ini file.
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April 2nd, 2009, 19:23 Posted By: wraggster
chris has released Playstats v1.0:
A utility to analyse the play history on the Wii (shown under Today's Accomplishments on the Wii Message Board). Show such stats for each game/channel, including total time played, total number of times played, average time played, first and last time played.
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April 2nd, 2009, 19:11 Posted By: wraggster
Publisher Detn8 Games Ltd. and developer Awesome Play Ltd. announce the upcoming release of Speed Zone, a graphically-stunning, futuristic racing game for the Wii home video game system.
Set for North American release in late May, 2009, Speed Zone breaks new ground for graphics on Wii with game play to match. Furiously fast and silky smooth, the game runs at a bar-raising 60 frames per second. Stunning terrains are set on colorful planets, floating asteroids, and space stations. Speed Zone features three core game modes - Solo, Race, and Battle – each with multiple goals and a progressive, level-unlock structure.
Multiplayer options in Race and Battle modes break new ground as well, allowing for up to eight players (split screen) using four Wii Remotes and any combination of four Nunchuks, Classic Controllers, Nintendo GameCube controllers, or Logitech Speed Force Wireless force feedback racing wheels. Speed Zone is the first Wii game to support up to four of the Speed Force Wireless wheels.
A 3D, three-sided pyramid menu provides access to the game's 30 levels. The pyramid menu displays 10 Solo tracks, 10 Race tracks, and 10 Battle arenas. Initially, only the lowest-tier levels are unlocked. Players need to achieve a number of goals to unlock level links to the more challenging levels above on the pyramid menu.
In Solo mode, players try to ignite jet thrusters with boost pads to accelerate "into the zone," with phantom cars and racing lines to help set lap records. When a player beats the targeted Zone-Time, the next level unlocks. Players can find secret pickups and shortcuts and earn bonus rewards by setting new best times. Bonus rewards can be used to buy new cars, skins, aerodynamic aides, and performance upgrades, which give the player the opportunity to go even faster when revisiting levels.
In Race mode, players compete against seven computer-controlled AI cars. Players unlock the next level by finishing in the top three (or better, depending on the difficulty level).
Battle Mode is an all-out, futuristic demolition derby, using some spectacular weapons. Players can fry opponents with a lighting gun or shatter them with an overactive chain-gun complete with flying shells – not to mention a plethora of other weapons, including rockets, missiles, lasers, and mines. Defensive pick-ups include shock-jumps, shields, and a stealth cloak.
Speed Zone comes from UK-based Awesome Play Ltd., a studio headed by renowned developer Archer Maclean. Archer Maclean has a 30-year track record of award-winning hits, including the seminal PSP launch title "Archer Maclean's Mercury." Among Maclean's other acclaimed works are Pool Paradise, World Karate Championship (a US #1 hit in 1986), IK+, andthe classic Dropzone.
Awesome Play Ltd. is a console game developer located in Banbury, UK (www.awesomeplay.co.uk). Detn8 Games Ltd. is a console and handheld video game publisher located in the Chicago suburb of Glenview, IL (www.detn8games.com).
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April 2nd, 2009, 19:03 Posted By: wraggster
News via aep
JMEBoy is a Game Boy emulator available for mobile phones using J2ME.
Quote:
Release Name: JMEBoy 1.3
Notes:
The jar archive contains the compiled code of the JMEBoy project. The jad file contains a decription of the contents of the jar file and is needed on some devices.
This release is only for usage on mobile devices supporting J2ME with MIDP 2.0. Use the latest Android release for a version that can be used on Android-based mobile devices.
After uploading the jar file to your mobile device, you should be able to run the emulator. On some devices the jad file is also required to be transferred to the mobile device.
You may optionally execute the following steps to include Gameboy programs into the archive, prior to transferring it to the mobile device:
- Rename the .jar file replacing the .jar by a .zip
- Add the Gameboy ROMs (.gbc,.gb,.cgb) you want to be able to run to the programs folder and add these programs to the programs.txt file.
- Rename the archive replacing the .zip by a .jar
If your device supports the FileConnection API, then you may omit this step and instead transfer the programs to the file system of your mobile device and use the "Search Programs" menu entry to make these programs available to the emulator.
In case that you modify the jar archive as described above, you may not use the downloaded jad file as the file size information it contains is then incorrect!
The javadoc zip file is meant for those who are interested in the class structure of the application, i.e. rather developers than end users.
If you would like to support this project, please donate at https://sourceforge.net/donate/index...roup_id=219240
Changes:
1.3 (based on rev. 267)
- added MIDI-based sound implementation that should make sound work on most modern mobile devices
- show a progress bar when loading a game
http://sourceforge.net/project/showf...roup_id=219240
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April 2nd, 2009, 11:04 Posted By: wraggster
Nintendo has been focusing on New Play Control games of late, but that's going to change shortly. The latest Shounen Jump offered up first solid details on Takt of Magic, a first party Wii game that's now set for May 21 release in Japan.
In Takt of Magic, you take control of Orwell and Sharlot, two childhood friends who, for a reason that's currently unclear, face off on the battle field against monsters and enemy soldiers.
Jump promises an in-depth look at the game's "new style battle system" and "deep story" in its next issue, but this issue provides a couple of hints about the game. You hold the Wiimote like a wand and draw out shapes to perform magic. The game includes over 100 spells. In addition to casting magic, you also control a battle party, whom you direct on the battle field from an overhead perspective.
A May 21 Japanese release means further online details should be on the way shortly. Stay tuned!
http://uk.wii.ign.com/articles/968/968795p1.html
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April 2nd, 2009, 11:02 Posted By: wraggster
The latest issue of Nintendo Power published with the first story on Silent Hill: Shattered Memories for Wii. This is not an April Fool's joke. Rumors floating around the Interweb previously suggested the title might be a remake of the original PlayStation game, but according to the magazine, the WIi title is far removed from its predecessor. In fact, Konami describes it as a "re-imagining" of the original game.
Excerpts from the article itself have also made it online, and reveal a great deal about how the new game will look and feel.
"This is a reimagining of the first Silent Hill," says producer Tomm Hulett in his Nintendo Power interview. "It's not a remake or a port. That's an important distinction. It really feels like a new game."
Other aspects of the game have also hit the Net, including some interesting pieces based on the story itself, as well as the game's ability to "watch" users as they play. Hulett mentions that characters will be playing different roles in the game, and events won't necessarily carry out in the same order or how they did in the original project. Fans of the main character Harry Mason will be happy to hear that the title still revolves around his search for his daughter, though.
Another major element within the game is that it watches you, and will actually react to how you play. Your behavior dictates the action, so to speak, with the game always aiming to not only get into the protagonist's head, but "Your head" as well, according to Hulett. The remote itself is also being used to interact directly with the environment, rather than just having button presses dictate specific actions. As Hulett puts it, "You're not just hitting buttons to choose things." It also seems there will be a larger emphasis on streamlining the whole process, with a few minor details suggesting that there's a way through every door in the game, and a whole lot less backtracking overall.
Details beyond that are sparse, but IGN can confirm that this is in fact not an April Fools joke, and that Shattered Memories is a very real, very anticipated Wii offering from the folks at Konami. As for the Nintendo Power issue, more information has yet to break, though you can expect more news to hit through us very soon, with coverage on Konami's take on Wii's darker side ready to begin.
Be sure to check back soon, as we'll have a whole lot more on what is sure to be an impressive, mature offering for the devoted "core" Nintendo fans.
http://uk.wii.ign.com/articles/968/968741p1.html
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April 2nd, 2009, 10:30 Posted By: wraggster
Know what little kids love more than playing the Nintendo DS Lite? Playing the DS Lite for long periods of time and holding it close to their face.
To prevent that, there this: the Health Control Game Timer. The ¥3,990 (US$40) doohickey has a timer with settings for 30 minutes, 60 minutes, 90 minutes and 120 minutes. If a player goes over the allotted time, the DS switches off automatically.
There's also a sensor that can gauge how close the player. If the player gets too close, an LED light illuminates, the DS Lite vibrates and makes a beeping noise.
The Health Control Game Timer fits directly in the DS Lite's Game Boy Advance slot. Shame the DSi doesn't have a GBA slot.
http://kotaku.com/5194746/ds-lite-ti...screen-staring
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April 2nd, 2009, 10:21 Posted By: wraggster
DS Month: As part of the ongoing DS Month on CasualGaming.biz, we’ve spoken to some of the key figures in the UK games industry about their thoughts on Nintendo’s device ahead of its arrival in the UK on April 3rd.
Here, CG.biz talks to Zushi Games’ marketing manager Chris Brown.
CG.biz: Why do you feel the DS has such mass-market appeal, and what has been key to its ability in expanding the industry's customer base?
CB: There are a number of factors involved, such as the Touch-screen & Stylus interface, which makes the console more accessible to a new audience who would maybe feel alienated in the past by an abstract input such as a Joystick and a multitude of buttons.
This coupled with the fact that the initial software line-up and TV advertising strategy had games such as Nintendogs and Brain Training that would appeal to a wider female audience and an older demographic that would not have played games in the past.
This broke down previous perceptions of videogames being a younger male dominated market and opened up the door for your younger sister, mum, dad and even grandparents to take the plunge and have a go.
Since its launch back in 2006, the phenomenal success of the Nintendo DS Lite® worldwide has allowed publishers to create dynamic and creative games reaching much wider target audiences and establishing themselves what is now becoming known as the emerging casual games market!
Nintendo’s foresight, dedication to its brand and strategic positioning of both the DS and Wii consoles, has allowed publishers like ZOO to become more innovative and focused on their business and product development strategies.
At Zoo we continue to look into our New Product Development Strategy and adopting licenses that will attract the mass-market buyers out there for the DS and now DSi platforms.
This year we’ve self funded a number of games, making sure we drive our product development programmes, both in the UK and overseas to target the individuals and families that enjoy gaming In all its varied genres.
For example, take our upcoming licenses; Love Is…, SmileyWorld® and Jelly Belly®, all of which have mass-market appeal across a wide variety of target audiences. From parents, kids to teenagers, there is something for everyone in the ZOO DS and DSi line up this year!
Zoo have the following games based on their new licenses ready for release in the upcoming months.
Love Is…® in bloom – Take control of the popular Love Is…® characters in their first ever videogame outing as they plant, grow and collect flowers to make beautiful bouquets to sell in their flower shop.. Full of the same endearing charm as the original cartoons you get to work on a blossoming relationship as well as growing a thriving business. There are 12 varied and unique arcade-style games to choose from with user-friendly controls using the DS stylus!
SmileyWorld® Island Challenge - Join Smiley and friends in this exciting adventure game. Marooned on a desert island the only way to escape is by completing each of its challenges while avoiding the perils and dangers ahead, and collecting rewards and treasures along the way. With 14 actioned packed games, trophy rewards for replay value and head-to-head 2 player duel mode using the Nintendo DS Wi-Fi technology to keep players of all ages entertained for hours on end!
Jelly Belly®: Ballistic Beans – Now lovers of the Jelly Belly beans brand can indulge themselves in this official licensed video game with 8 thrilling themes and 5 maniacal modes of bean blasting fun and dazzling power-ups aplenty!
Is it pinball? Is it breakout? No! It’s Jelly Belly Ballistic Beans for the Nintendo DS!
Enrichment and diverse game play entertainment is what we are striving for within our products this year and these all hit the nail on the head when it comes to bringing gaming to life on the DS platform.
All 3 licenses combine vibrant visuals with a real sense of fun and entertainment value, to provide a feel-good factor to the individual and family audiences - the whole essence of what casual games should be about!
CG.biz: What is next for the DS? What can the DSi bring to the table that's not currently there?
CB: As a UK publisher the DSi has made the DS more personal and wants to let avid gamers and people into social networking, keep, swap and edit music and photos wherever possible. It also gives publishers the added security from piracy because of the removal of the physical media cart and GBA slots. We’ve welcomed the transitional move to paid-for downloads of demos, entire games and other content, which we’ll also be focusing a great deal in the upcoming year! There is enough onboard memory and a SD card slot to let enthusiasts take full advantage of sharing content too.
The 0.3 megapixel camera is sufficient although we would have liked to have seen this added feature fully integrated with the device for gamers to use and promote their own bespoke ‘user generated’ content within games and online communities within Social Networking sites. We are definitely excited about the added functionality and the DSi’s potential to broaden players horizons even further and we are currently looking into all possibilities with our developers.
http://www.casualgaming.biz/news/283...y-on-DSi-Zushi
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April 2nd, 2009, 10:17 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime covered a broad range of topics withe me during our interview at GDC last week. In the first of a series of posts, check out our conversation about all things DS, including his hands-on impressions of the new “Zelda” and his expectations for the DSi gaming market.
***
I conducted the following interview with Nintendo of America president Reggie Fils-Aime in his hotel suite in San Francisco last week. I’ve interviewed Fils-Aime several times, which allowed the mood to be light, the banter to be quick and for a lot of ground to be covered.
First, here’s the DS-centric part of our interview:
MTV Multiplayer: What’s the DSi software landscape going to be like once the system is out? Will there be DSi-exclusive games? Will there be DS games that have DSi-exclusive features?
Reggie Fils-Aime, president, Nintendo of America: The short answer is “Yes.” There’s going to be both. Our expectation is that most of the content will be, call it, DSi-enhanced vs. DSi-exclusive. Why? One hundred-million installed base of DS. Developers are going to want to leverage that installed base and yet they’ll want to provide extra content via the features of the DSi, like the camera. That’s my expectation as to how it will play out.
MTV Multiplayer: You guys didn’t announce any hybrid games like that.
Fils-Aime: Correct.
MTV Multiplayer: When could we hear about that?
Fils-Aime: It would be reasonable to talk about that after we’ve launched. Part of it is, we want to make sure people understand some of the core functionality. Down the road is when we’ll start talking about DSi-enhanced or DSi-exclusive content.
MTV Multiplayer: “Zelda”? DSi-enhanced?
Fils-Aime: Wouldn’t that be nice?
MTV Multiplayer: Yeah. Now, when you guys were thinking of the subtitle for the new “Zelda” ["The Legend of Zelda: Spirit Tracks"], did you start with my initials and go from there?
Fils-Aime: That was not the driver.
MTV Multiplayer: Ok. Because the “Halo 3” spin-off was originally “Halo 3: Recon.” They changed it to “Halo 3: ODST. And you guys? “The Legend of Zelda: ST”!
Fils-Aime: I have to say that, as we were doing all the naming, and working with NCL [Nintendo's Japanese main office], we were not in the background saying, “It’s gotta be Stephen Totilo somehow!”
MTV Multiplayer: It should be. But that’s a tentative title, right? So people shouldn’t get too attached to it?
Fils-Aime: Correct.
MTV Multiplayer: Can people assume that this game puts a new 2009 “Zelda” game on or off the table, because maybe there can’t be more than on new “Zelda” for the year?
Fils-Aime: What we’ve done is we’ve announced a great “Zelda” game for the DS — one I’m looking forward to. But reading anything more into that would be a mistake.
MTV Multiplayer: Have you had a chance to play it yet?
Fils-Aime: I did play a little bit of “Spirit Tracks.”
MTV Multiplayer: How is it?
Fils-Aime: I love it.
MTV Multiplayer: How does it compare to you as a player?
Fils-Aime: I’ll tell you what I love about it. It takes some of the things I liked about “Phantom Hourglass” to the next level. Example: I thought tracking the path of the boomerang was nice in “Phantom Hourglass.” But the way you use [the stylus] to solve puzzles with “Spirit Tracks” is really provocative. I think the “Zelda” fan will really enjoy it… You do more in tracking and outlining. We showed it in the trailer. You move [an extra] character to a spot in order to unlock puzzles. I really like that. I think it adds a level of gameplay which, for me, hearkens back to some of the classic “Zelda” puzzles.
MTV Multiplayer: If you can have trains in the “Zelda” universe, can you have planes in the “Zelda” universe? How advanced is this universe?
Fils-Aime: ["Zelda franchise director] Mr. Aonuma must answer those questions. I cannot answer those questions.
MTV Multiplayer: Another DS question: “Grand Theft Auto: Chinatown Wars” — there was a lot of skepticism about the M-rated market for the DS. What have you been able to determine about whether the market is there for that game?
Fils-Aime: The market is absolutely there. Look at it from a US perspective. Here’s a fun ST-factoid. Fifty-two weeks into the marketplace, the installed base in the U.S. for the DS is larger than the installed base for the PS2 at the same time. And yet there was no concern or disagreement that PS2 had an M-rated consumer they could sell to.
MTV Multiplayer: Well, they launched with fighting games. You guys had a dog game.
Fils-Aime: We didn’t launch with a dog game. [laughs]
MTV Multiplayer: No, you launched with “Mario 64″…
Fils-Aime: Which is still selling exceptionally well.
MTV Multiplayer: Have you seen what the ordering pattern has been?
Fils-Aime: I have not talked to the folks from ["GTA" publisher] Take-Two. We certainly believe that there’s an 18-and-above consumer opportunity with DS, just as we believe there’s an 18-and-above consumer opportunity with Wii.
MTV Multiplayer: One of the things that struck me while playing “Chinatown Wars” was the amount of resources put into it. There was so much effort put into it. Outside of Nintendo and maybe Vicarious Visions, I can’t think of any development studios that have exhibited the ability to put so much time and so much talent into a DS game. I see it as a pro and a con. It’s disappointing that it took five years to happen. What could this developer and publisher been doing on this platform all this time? So what is there about the DS market — and what you guys are doing with it — to ensure that that effort and top-of-the-line quality of “Grand Theft Auto: Chinatown Wars” is not a fluke?
Fils-Aime: There are two things we do. The first is to make sure we drive the installed base. Just to put it in perspective, since October — and I use October because that’s when the financial crisis came to ground — we’ve sold over six million pieces of DS hardware. Our job is to create the installed base for the opportunity to be leveraged. The second thing is to work with publishers and to give them technical knowledge and insight to create a stellar game and we do that as well. From there it really is the job of the independent publishers to jump on it and bring the ideas to life.
MTV Multiplayer: So, you can’t pick up the phone and call Blizzard or Valve and say, “You guys are some of the best people out there? We want to have you on this platform.”?
Fils-Aime: We have conversations with western publishers about supporting our platforms. We have a licensing organization that has those types of conversations all the time. All the time.
MTV Multiplayer: Last fall, when Mr. Iwata was holding a press conference, he talked about a piece of software called “Girls Mode,” which is a girls fashion game. And he said this would be big in other territories. One would assume, since we have a lot of girls in the United States, that this is one of the territories he was talking about…
Fils-Aime: And the fact that we had almost a 50-50 split on DS sales, male-female.
MTV Multiplayer: What more can you say about “Girls Mode” for the U.S.?
Fils-Aime: I have nothing to share today.
MTV Multiplayer: Can you talk a little more about what it is, since he said it’s coming to other territories?
Fils-Aime: I’ll describe what it is as it exists in the Japanese execution. The proposition is creating store concepts and clothing that is sold in this game environment, and as you sell more it gives you more resources to put back into the experience. It’s akin to running your own girl-oriented department store. Neat, neat concept. Very well done. Very Japan-centric in its initial execution.
MTV Multiplayer: Circling back to DS and DSi, do you see the DSi becoming the de facto DS for this market in 2009?
Fils-Aime: We will let the marketplace decide what happens between DSi and DS Lite. My belief is that, in the Americas, given the pricing differential and given the current economic environment that these two products will live side-by-side for quite some time.
http://multiplayerblog.mtv.com/2009/...acks-and-more/
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April 2nd, 2009, 10:16 Posted By: wraggster
I should warn fans of the Japanese Game Boy Advance game “Mother 3” that this post may make you sad, but, still, the Nintendo of America president had something to say about the much-heralded role-playing game.
***
The following is an excerpt from my interview with Nintendo of America president Reggie Fils-Aime. The first part of our interview ran earlier today, covering the Nintendo DSi, the new “Zelda” and some other stuff.
And then, this came up:
MTV Multiplayer: We used to talk about “Mother 3” [the highly-regarded 2006 Japanese role-playing game that has never been released in America, despite a fervent Internet fan movement]. And then I stopped asking you about it after a while.
Fils-Aime: I’m a big “Mother” fan. I have to set the record straight on this topic, because I have seen all of the hate comments. I’m a big “Mother” fan. Huge “Mother” fan. I would love to see “Mother” localized in our market. In fact, I’ve talked to [Nintendo president] Mr. Iwata about it because this is a game he has some history with. [pauses] But it is not on our announcement schedule. [laughs]
MTV Multiplayer: How can that be? [laughs]
Fils-Aime: I am a fan of a lot of different products that aren’t on our announcement schedule.
MTV Multiplayer: How could there be something you like, but it’s not on the announcement schedule? Take me into the psychology of that.
Fils-Aime: Maybe I’m going to burst some people’s bubbles, but just because I’m the president of NOA doesn’t mean that every game that I love gets published in our territory. We run a business. And so, in order for a title to be published, the development, localization, launch, volume, all needs to make economic sense.
MTV Multiplayer: Does DSiWare [the downloadable gaming service for the DSi] open you guys up to being able to release, for example, a much-anticipated, much-desired Game Boy Advance game — that’s pretty small — digitally, where you wouldn’t have to market the same way?
Fils-Aime: Let me answer the question a different way. We have seen effective sales taking content that only launched in Japan and launching it on WiiWare.
MTV Multiplayer: “Sin and Punishment.”
Fils-Aime: Exactly. So it’s certainly something we look at and, for the right titles, we’ll bring to bear.
MTV Multiplayer: What did Mr. Iwata say when you started badgering him about “Mother 3″?
Fils-Aime: [laughs] It was a fun conversation.
http://multiplayerblog.mtv.com/2009/...bout-mother-3/
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April 2nd, 2009, 00:45 Posted By: wraggster
News/release from backtothefuture
This is my meditation timer/guide for the DS. It's based off of a character from the Earthbound series.
Here's a video of it:
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April 1st, 2009, 23:59 Posted By: wraggster
Flubba is back with a new emulator for the GBA:
Yet another arcade emulator which uses the M6809 cpu.
Should be fairly playable, even has working screen flipping.
I have one more arcade emulator coming up, though I can't find why the music doesn't play.
*Pretty much everything works except sound.
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April 1st, 2009, 23:51 Posted By: wraggster
Raz0red has released WiiHandy/SDL v0.3:
Handy is software dedicated to emulating the Atari Lynx hardware on a standard PC. The software was originally developed by Keith Wilkins and was released under the GPL on 14th April 2004.
Handy/SDL is a port of the WIN32 sourcecode so that it can be used with the GCC compiler and the Simple Directmedia Layer (SDL) library. The Handy/SDL port was developed by the SDLEMU crew
WiiHandy/SDL is a port of the Handy/SDL sourcecode to the Wii developed by raz0red
0.3 - March 31, 2009
Ability to enable/disable vertical sync (NTSC/PAL60 only)
Ability to set the gamma level of the display
Added option to load Lynx boot ROM from the root directory
Gamecube controller support
Fixed a couple of buffer overflow issues causing periodic crashes
Refactor of the source code
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April 1st, 2009, 23:44 Posted By: wraggster
WiiNewz have posted a warning about some idiots posting dodgy file on the net:
It has come to our attention that there are numerous "joke" or otherwise dangerous files currently in circulation. These include preloader 0.29, several "channel" versions of the USB Loader, etc. that contain "Rick rolls" or otherwise malicious code. Sorry... this is not funny to most of us.
The majority of the apps are originating from GBAT3mp. The administrators there can no longer keep up with the massive amount of lameness that emanates from their forum. As a result, we are no longer allowing hotlinks to their site.
Do not install anything on your Wii until has been confirmed legitimate by more than one user!!!
Well seems that the piraters of the Wii Scene and indeed those with no brain are tainting what should be the best console homebrew scene, thankfully DCEmu is keeping to just legitmate homebrew and not the recent releases that just makes everyone look like pirates
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