Archive for the ‘WII’ Category

LEGO Star Wars Wii Goes Public

Monday, October 29th, 2007

LucasArts publically unveils Wii lightsaber game at Nottingham Game City, alongside a handful of new content details.

Having dithered in the shadows since E3 earlier this year, LucasArts finally unveiled its Wiimote-as-lightsaber game, Lego Star Wars: The Complete Saga, to the general public in playable form at Nottingham Game City on Friday last week.

legostarwarslogo.jpgIt was obvious something was up from the moment Stormtroopers appeared outside the festival venue to escort Darth Vader to a tea party across the road earlier in the day. What’s more, strains of various Star Wars tunes could be heard all around the Broadway Cinema, where the unveiling itself was taking place. In the screening room itself, Imperial Pilots, Stormtroopers and Scout Troopers rubbed shoulders with members of the public, and even a few Jedi, before Darth Vader settled into a seat right at the front (although to be honest, he seemed a little short for a Dark Lord of the Sith).

Then, Jonathan Smith, head of production at developer Traveller’s Tales, finally publically unveiled the game itself and, more importantly, the new control scheme. In case any members of the audience might struggle to get their head round the new controls, Smith initially jury-rigged a lightsaber peripheral by using duct tape to attach his son’s toy lightsaber to the Wiimote.

We’ve already taken a look at the mechanics of the lightsaber controls before but, as a refresher, they work as follows: a simple sideways slash performs your character’s basic attack move, while a downward cut produces a power slam and both moves can be strung together into combos. Meanwhile, you can hold the Wiimote pointing up to deflect blaster fire, and flicking it up in the air beneath a grappling hook enables Jedi to rappel skyward if you’ve selected the relevant cheat from the game’s plentiful selection.

New controls aside, The Complete Saga is, of course, a glorified port but there are plenty of additions which might help justify a new purchase. Improved levels include the pod race, one of the few elements of the original games that met with any criticism. It’s now been reworked to make it more fun to play - and you can also go back and play it again in Free Play mode, enabling you to take on Tatooine’s finest in a selection of other ships, including the Millennium Falcon. New levels, as already revealed, include Anakin’s flight to the Trade Federation Droid Control Ship at the end of The Phantom Menace, and his pursuit of Zam Wesell during Attack of the Clones.

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No More Heroes for Europe

Monday, October 29th, 2007

Suda 51’s salacious Wii extravaganza coming to Europe in February 2008, courtesy of Rising Star Games.

 

We love Killer7. Mainly because we’re slightly weird and faintly masochistic. That and we adore Suda 51’s relentless inventiveness, jet black humour and creative sensibilities. Needless to say, we’re giggling like a bunch of school girls on nitrous oxide following the news that spiritual successor No More Heroes is set for European release on Wii in February 2008, courtesy of Rising Star Games.

“Rising Star Games is very excited to be bringing this latest project from Suda 51 to the European market,” enthused Martin Defries, managing director of Rising Star Games. “He is without doubt a legendary creative powerhouse within the gaming industry. No More Heroes is shaping up to be a widely anticipated Q1 title for both the trade and consumers alike. It’s a massively engaging and immersive gaming experience for the Wii.

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Iwata: No Wii Price Cut Planned

Friday, October 26th, 2007

Not when the console continues to sell so well.

wii_big1.jpgNintendo Co. Ltd.’s president, Satoru Iwata, on Friday announced that the publisher has no plans to cut the price of its popular Wii home videogame console.

“We’re still focusing on how to meet booming demand,” Iwata said. “We’re absolutely not considering a price cut.”

Nintendo has sold more than 13.1 million Wii systems worldwide since the console launched. Iwata told the Associated Press that the company is shipping out 1.8 million new systems per month, but that a holiday drought was still a possibility.

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EA Playground Ships

Tuesday, October 23rd, 2007

We’ll probably still get picked last.

EA Playground, a family-friendly party game for the Nintendo Wii and DS, has shipped to retail stores.

The games take advantage of the unique Wii and DS controls to try new twists on playground and casual games like dodgeball, slot car racing and darts.

The Wii version includes games and activities like:

  • Dodgeball - Take on your opponents in an attempt to knock them out of the game in this fast paced multi round experience.
  • Paper Racers - Throw and navigate your paper airplane through challenging playground courses, collecting power ups and other bonuses along the way in a race to the finish line.
  • Kicks - Take on your opponents in this fresh new experience where Soccer meets volleyball and goals are the result of spectacular aerial kicks!
  • Dart Shootout - Test your accuracy skills in this exciting game that has your shooting and blocking your way through the playground to the final boss battle.
  • Wall Ball - Fast-paced game of wall ball where the speed of the ball increases with each powerful shot. Strategically choose where you want to hit the ball and watch it rapidly ricochet by your opponent.
  • Slot Car Racing - Take on up to three opponents in this speedy slot car racing experience that has you flying through ramps, landing mega jumps and zapping your opponents off course!
  • Tetherball - Go head to head against your opponents in this tension mounting experience. Try to wrap the tetherball around the pole before your opponent does.
  • Freethrows - While exploring the playground world, see how many baskets you can sink in 30 seconds and earn marbles.
  • Bug Hunt - During your world exploration if you see a bug, take out your net and give chase. Successfully swat and catch the bug and earn some rewards.
  • Dribbling - Pick up a basketball and bounce it in rhythm for a defined number of times before the clock runs out.

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Super Smash Bros. Brawl Hands-On Update

Sunday, October 14th, 2007

After filing our initial impressions on the playable demo of Super Smash Bros. Brawl, we went back into the ring (several times) and spent a fair chunk of time with Nintendo’s anticipated fighter. While the version of the game only offered a tiny sample of the dense gameplay offerings to be found in the final game’s many modes, it was well worth the time.

The demo let four players choose from a roster of Mario, Donkey Kong, Link, Samus, Fox McCloud, Pikachu, Diddy Kong, Pit, Meta Knight, Ike (from the Fire Emblem series), Peach, Yoshi, Sonic, and Bowser. The battle option was a simple two-minute KO fest on one of the available stages which included the classic battlefield, along with stages inspired by classic games such as Super Mario Sunshine, Twilight Princess, the Kirby series, Yoshi’s Island, Metroid, Star Fox, Pokemon, Kid Icarus, and Fire Emblem,

The game’s fighting system is in line with the fast and furious system used in the GameCube’s Super Smash Brothers Melee. You’ll have the same assortment of attacks that break down to normal, strong, and smash. You’ll be able to string together combos and bust heads pretty easily once you dive in. Better still, you’ll be able to charge up some moves and dole out a painful kick into the background.

To supplement your physical attacks, you’ll be able to collect all manner of items that can help you deliver a beat-down on your opponents. As before, the assists range from familiar Nintendo characters who come out and wreak havoc to weapons such as fans, bats, and firearms. The various items, which break down to normal, assist trophies, and the ever plentiful Pokeballs, are nearly always useful and showcase a goofy sense of humor. You’ll see everything from pixelated Advance Wars characters to metroids, and Mr. Resetti of Animal Crossing fame pop up. In addition, a new item called the smash ball–awesome when you collect it but completely hateful when you can’t–will appear on the field. The new item will enable the character who knocks it open with a series of blows and collects its power boost to unleash a unique, powerful special attack that’s basically death on a large blunt stick for any foe it connects with. The interesting thing is it’s possible to steal the special attack from an opponent if you knock them around enough just after they collect it.

Control in the game is, as we mentioned in our last piece, flexible, although the demo we played only offered two of the four control schemes. After spending more time with the classic and Wii remote control schemes we got used to them but they didn’t quite hook us. The remote didn’t feel quite right in the heat of battle, moves were a little tough to pull out consistently, while the classic controller was more promising and felt a bit better. However we have to admit we’re creatures of habit and just don’t feel right playing Smash Brothers without a GameCube controller. We reckon with the game’s extensive control customizations, aspiring brawlers will be able to make anything work in the end.

The visuals in the game are clean, detailed and, most importantly, speedy. The Wii’s added power has afforded a higher level of fine detail on the characters that can support it. So, for example, you’ll notice detail on Mario’s clothing, Samus’ armor, and Pit’s clothing and wings. Other characters such as Yoshi, Pikachu and Sonic aren’t quite as showy but still look good. Animation is smooth and helps give the action its fast-paced feel. Right now the characters don’t appear to be a quantum leap over the last game, but that’s fine. The environments, on the other hand, are quite a bit livelier and feature various interactive elements that you’ll come to both love and hate over the course of a fight, depending on how the tide of battle is going. You’ll have to contend with elements such as flowing lava, breakable platforms, and all manner of environmental effects that you’ll have to avoid or use to your advantage during battle. Some stages have more subtle effects like the Animal Crossing-inspired Smashville stage which changes depending on the time and date of the Wii clock. Finally, the various assists, pitfalls and the new smash ball effects give the game some showy visuals as all manner of lunacy makes

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Soulcalibur Legends Hands-On: Ivy Crawls the Corridors

Saturday, October 13th, 2007

That bladed whip’s sting is as potent as ever on the Wii, as we found out in our recent playtime with this third-person action game.

We knew that Namco Bandai’s upcoming action adventure game Soulcalibur Legends would feature Ivy, a lovely lady known to Soulcalibur fans the world over. But until now, we never got to see her in action. Thankfully, we recently played through several levels of the game, which features plenty of smooth moves from our famed heroine.

Soulcalibur Legends begins with a stunning cutscene that introduces players to the legend of the sword Soul Calibur, as well as its evil counterpart, Soul Edge. Soon after this brief intro, the game’s protagonist, Siegfried, encounters Soul Edge on a ghost ship. The sword speaks to him and promises ultimate power. Thus follows a short gameplay sequence that introduces you to the basic mechanics of combat. Using the Nunchuk analog stick to move, we fought some skeletons on our way through a series of corridors. Standard attacks are performed by swinging the Wii Remote, either horizontally for a slash attack, or vertically for an upward or downward swing. You can also lock on to targets by pressing the A button, and you can jump with the B button. Once we dispatched all the skeletons, we encountered the level’s boss, a ghoulish pirate who warned Siegfried of Soul Edge’s terrible power. The pirate went down easily, thanks to a newly introduced mechanic: knockdown attacks, achieved by thrusting the remote forward.

Not that Siegfried heeds this cautionary tale. Soon the world is plunged into chaos, Soul Edge is shattered, and the world is dominated by spirits known as Evils. We then catch up with Siegfried five years later. Implored by the Holy Roman Masked Emperor, it’s up to him to find the remnants of Soul Edge, defeat the Ottoman Emperor Barbaros, and save the Empire. The Masked Emperor also hires court jester Iska to guide you on your journey. The first step on the journey is the Pyrenees, the mountain range that separates Spain from France, where a test–and a traveling companion–await.

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Harrison: No Wii price drop for now

Friday, October 12th, 2007
Soon-to-be-ex Nintendo executive says scarce console will bear $249 tag for the “foreseeable future.”

With all three next-generation consoles in play, many are looking to this holiday season as nintendo-wii-thumb.jpga good indicator of the future of the console race. Looking to get a leg up on the competition, Microsoft and Sony have undergone much-publicized price jiggering and repackaging in recent months to help lure frugal shoppers to their console.

However, that won’t be the case for Nintendo’s Wii. Speaking to Reuters, Nintendo senior marketing VP George Harrison said that the Wii’s price isn’t budging, at least for now. “We’ll stay at $249 for the foreseeable future. We are still selling everything we can make,” he said. Of course, Harrison’s “foreseeable future” may be skewed, given that the long-time exec announced last month that he would be parting ways with the Mighty N this December.

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Iwata Claims Over 100 Wii Ware Proposals

Wednesday, October 10th, 2007

Lots of downloadable games on the way.

If you’ve been keeping up with our news updates since yesterday, you might have noticednintendo-wii-thumb.jpg a sudden burst in games being designed for Nintendo’s Wii Ware download service. Following Nintendo president Satoru Iwata’s detailing of the service at a press conference held in Japan yesterday, Nintendo and its 3rd parties have been flooding the channels with announcements for new downloadable titles.

It turns out that there are indeed quite a few Wii Ware games in development. According to the Kyoto Shimbun, Iwata told the gathered press at the event, “We’ve already received proposals for over 100 titles from software development companies. We’ve made a platform for developing software at low cost, and would like to offer a new business chance based around a battle of ideas.”

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Mario & Sonic jump gun to Nov. 6

Wednesday, October 10th, 2007
Sega again revises street date of iconic mascots’ Olympic showdown on the Wii; Miis playable in-game, new modes revealed.

mariosvssonic.bmpSega seems to be having trouble deciding which heavyweight to match up against this November with its Mario & Sonic at the Olympic Games. Initially slated for November 13–putting it in the crosshairs of Crysis, Super Mario Galaxy, and Army of Two–the game was bumped by Sega a week to November 20 at the end of September. That date, of course, put it in line to compete for gamers’ dollars with the likes of Kane and Lynch: Dead Men, Mass Effect, Uncharted: Drake’s Fortune, and Rock Band.

Taking a second false start, Sega today announced that Mario & Sonic at the Olympic Games will square off against the likes of Lego Star Wars: The Complete Saga, Call of Duty 4, and BlackSite: Area 51 on November 6. Confident of its new footing, Sega also noted that the game had gone gold and was being shipped to manufacturers for mass production.

Along with an updated release date, Sega also noted a few as-yet-unannounced new features. In addition to Mario’s and Sonic’s respective posses, gamers will be able to compete against the iconic mascots using their own created Miis. Miis will be playable in all of the game’s Olympic events, as well as in the newly announced dream events.

In the dream race, virtual athletes can zoom through a course filled with power-ups in single- or multiplayer competition for up to four. Dream platform is similar to skydiving, and players must perform aerial maneuvers while soaring through hoops and avoiding obstacles. Dream fencing lets players match steel in a jungle world. Finally, dream table tennis serves up ping pong in a fantastical setting.

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Nintendo intros free Wii Remote jackets

Tuesday, October 2nd, 2007
Controller sleeves to come packed in with new systems; existing owners can order up to four online.

With the Wii, Nintendo has made a concerted effort to improve its relations with third-wiijacket903_screen.jpgparty software manufacturers. However, third-party peripheral manufacturers may be another story.

For the second time in less than a year, Nintendo is giving its customers for free a Wii accessory that other companies have been selling separately since before the system hit shelves. After anecdotes of snapped Wii Remote wrist straps and shattered flat-screen TVs made the rounds, Nintendo packed in new and improved wrist straps with the hardware and offered to give them away to all existing Wii owners who requested them.

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Wii continues Japanese dominance

Monday, October 1st, 2007
Enterbrain figures for past six months say Nintendo sold about 1.6 million systems in Japan, with Sony coming up short of 400,000.

wii_big.jpgAlthough the Wii is topping US hardware sales charts on a regular basis, its hold on the region is not as dominant as in Japan. Reuters reported today that magazine publisher Enterbrain’s latest sales figures show that the Wii has outsold the PlayStation 3 in a ratio of 4-to-1 over the last six months.

From April to September, Nintendo sold about 1.6 million Wii systems in Japan, whereas Sony’s PS3 managed to sell a little more than 385,000. Reuters did not cover sales figures for the Xbox 360, but in April the system’s Japanese sales were dramatically outstripped by the competition, roughly 5-to-1 by the PS3 and nearly 25-to-1 by the Wii.

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The ‘unhackable’ Wii gets hacked

Sunday, September 30th, 2007

 

30 WIRES - that’s right 30 WIRES

“We have received a tip that a European online retailer is to commence selling the first and only mod chip for the previously ‘unhackable’ D2C chipset Wii. It will reportedly go on sale in 10 days time but there is a huge catch, it requires a 30 WIRE installation. The features it boasts are as follows: ”

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Mario & Sonic Events Revealed

Thursday, September 27th, 2007

How will the two mascots settle their differences?

SEGA has disclosed the full list of events Mario and Sonic will be competing in this holiday season in Mario & Sonic at the Olympic Games. The tie-in for the 2008 Winter Olympics will be the first time the Nintendo and SEGA mascots have appeared in a game together.

Mario and Sonic will settle their differences with:

  • Fencing
  • Archery
  • Shooting - Skeet
  • Gymnastics - Trampoline
  • Gymnastics - Vault
  • Field - High Jump
  • Field - Pole Vault
  • Field - Long Jump
  • Field - Triple Jump
  • Field - Javelin Throw
  • Field - Hammer Throw
  • Rowing - Single Sculls
  • Table Tennis - Singles
  • Aquatics - 100m Freestyle
  • Aquatics - 4×100m Freestyle
  • Track - 110m and 400m Hurdles
  • Track - 4×100m Relay
  • Track -100m and 400m

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Nominees Revealed for Videogame BAFTAs

Tuesday, September 25th, 2007

Wii Sports dominates the field, with nominations in seven categories.

nintendo-wii-thumb.jpgWii Sports is leading the pack of potential winners for this year’s British Academy Video Game Awards, with nominations in seven different categories, including Best Game.

Over the past few months industry specialists have been discussing what titles should be shortlisted, before the final winners are crowned in October. Wii Sports has the most nominations of any game, although it’s closely followed by Guitar Hero II with four entries and Crackdown, Gears of War, Okami and God of War II, each with three.

You can peruse the full list of 43 games below before heading down your local bookies to bet on who’s going to win.

Action and Adventure

Crackdown (Xbox 360)
Gears of War (Xbox 360)
God of War 2 (PS2)
Orange Box (PC)
Ratchet and Clank: Tools of Destruction (PS3)
The Legend of Zelda: Twilight Princess (Wii)

Artistic Achievement

Bioshock (Xbox 360)
Heavenly Sword (PS3)
Okami (PS2)
Ratchet and Clank: Tools of Destruction (PS3)
Skate (PS3)
Viva Pi¿ata (Xbox 360)

Best Game

Bioshock (Xbox 360)
Crysis (PC)
Gears of War (Xbox 360)
Guitar Hero II (PS2)
Kane & Lynch: Dead Men (Xbox 360)
Wii Sports (Wii)

Casual

Big Brain Academy for Wii (Wii)
Cake Mania (DS)
Guitar Hero II (PS2)
More Brain Training (DS)
SingStar (PS3)
Wii Sports (Wii)

Gameplay

Crackdown (Xbox 360)
Gears of War (Xbox 360)
Sega Rally (PS3)
The Legend of Zelda: Twilight Princess (Wii)
Warhawk (PS3)
Wii Sports (Wii)

Innovation

fl0w (PSN)
Okami (PS2)
Super Paper Mario (Wii)
The Eye of Judgement (PS3)
Trauma Center: Second Opinion (Wii)
Wii Sports (Wii)

Multiplayer

Battlefield 2142 (PC)
Crackdown (Xbox 360)
Guitar Hero II (PS2)
Wii Sports (Wii)
World in Conflict (PC)
World of Warcraft: The Burning Crusade (PC)

Original Score

Final Fantasy XII (PS2)
God of War 2 (PS2)
Lair (PS3)
Okami (PS2)
The Legend of Zelda: Twilight Princess (Wii)
Viva Pi¿ata (Xbox 360)

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Force being Unleashed on Wii next spring

Tuesday, September 18th, 2007
Following months of rumors, LucasArts confirms its first game featuring Wii Remote-enabled lightsaber combat.

nintendo-wii-thumb.jpgAfter using the Wii Remote as a virtual sword in The Legend of Zelda: Twilight Princess, many gamers had one question on their minds: “When can I use this thing as a lightsaber?” Today, LucasArts had an answer: Spring 2008, when the publisher of all things Star Wars will release its first game for Nintendo’s wildly popular console.

Contrary to some rumors, the game in question will not be an all-new title; rather, it will be a port of Star Wars: The Force Unleashed, also due for the PlayStation 3, PlayStation 2, PlayStation Portable, Nintendo DS, and Xbox 360. Unlike its siblings, the Wii edition will have an emphasis on lightsaber combat via an exclusive duel mode. The mode will allow two players to face off in head-to-head matches using Wii Remotes as if they were the energy blades favored by the Jedi Knights.

The Wii edition of The Force Unleashed is being developed by Austriam_work4.jpgalia-based Krome Studios (Viva Piñata: Party Animals; The Legend of Spyro: The Eternal Night). All versions of the game will put players in the shoes of an as-yet-unnamed Force-adept character toiling secretly under the auspices of none other than Darth Vader to seek out and destroy the Jedi stragglers who could threaten the Empire’s power.

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Four Players Online in Brawl

Tuesday, September 18th, 2007

Nintendo confirms Super Smash Bros. Brawl will use Wii’s Wi-Fi Connection.

Nintendo has smashed fears that the eagerly-awaited Super Smash Bros. Brawl won’t make use of Wii’s Wi-Fi Connection by announcing a four-player online battle mode and saying that more Wi-Fi modes will be revealed in the weeks to come.

Within the battle mode there are two options - fight friends (who you’ve exchanged Friend Codes with) or scrap with anyone across the globe. When taking on pals you can check if they’re playing online, request a match and enter short pre-set messages after brawls by using the d-pad.

Meanwhile, if you’re friendless you can choose to duke it out with anyone. In this mode you won’t know the name of the person you’re battling, you can’t send messages to each other and your scores won’t be recorded - unlike when scrapping against mates online.

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Super Paper Mario: CVG Review scores 8.8/10

Saturday, September 15th, 2007

If you’re wondering what the hell we’re doing stamping a sub-90% score on a Mario game that looks like it should make the clouds part and a choir of harp-strumming Yoshis flutter down from heaven… well, think GameCube’s Super Mario Sunshine.

Just as that game left us with a sense of slight dissatisfaction we weren’t used to from Mazza’s usual ceiling-shattering spectaculars, so Super Paper Mario gives us the vague feeling that we’ve left the table having not eaten a big enough dinner.

Still. 88 points means a brilliant game, and Super Paper Mario is exactly that - brilliant. It’s shaped around a remarkable idea that we can barely believe no one’s thought of before. 2D worlds that aren’t actually 2D. With a press of the A Button, the camera swings round for a side-on 3D view - revealing all the platforms and staircases and enemies as the cardboard-thin bits of stand-up scenery they really are, and letting you run behind, around and under things that were previously hidden or in the way. The first ‘wow’ moment is a seemingly miles-away 2D background of rolling hills suddenly being exposed as a hump-backed 3D bridge across the back of the level - but there are 100 moments like this to give you the same stomach-lurch you get when you spot the dalmatian in the seemingly random pattern of dots.

Caught in the action
The game itself is more of an action-RPG than the platformer you might be expecting: you’ll mostly be puzzling and searching for items rather than hauling Mario’s ‘mushroom belly’ safely across platforms. It’s a consistently superb adventure - turned into something approaching Zelda or Metroid by your ever-growing collection of item-chucking, ladder-revealing, info-providing, wall-bombing Pixl helpers.

That’s not to say it’s as mind-reelingly imaginative as our old friend Twilight Princess: there are too many ‘open this door by running somewhere and coming back’ moments and there’s enough meandering room-mazes to make you eat your own trousers in befuddle-wandering frustration. But it’s the gratifying RPG-like adventure feel that makes this the perfect complement to New Super Mario Bros’ (and, hopefully, Super Mario Galaxy’s) purebred platforming: progress is often only by genuine brainwork; finally stepping through the door to the next chapter always feels like a job well done and worthy of a biscuit.

And, naturally, we have a few standout moments: the fluffy cloud world of Chapter 7-3 that’s the perfect antithesis of today’s waves of po-faced super-brown next-gen mud-worlds (and looks fantastic in 3D); the bit where Luigi is thrown so far up in the air by a bouncy platform that he briefly ends up in space; stumbling upon lady-loving geek-frog Francis’s huge treasure trove of videogame memorabilia - guarded by a robot in a French maid outfit, worryingly.

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Pre-TGS 2007: Nights Playable at TGS

Friday, September 14th, 2007

Plus, a Japanese release date!

The sequel we’ve all been anticipating for over a decade now is almost set for release! Sega Japan’s website now has a 12/13 release date listed for Nights: Journey of Dreams, the Wii sequel to the classic Sega Saturn fan favorite. The game will cost 6,800 yen in Japan.

But the news gets even better, if you find yourself in Japan next week at least. Sega will have a playable build of Nights at the Tokyo Game Show! That’s right, we’re going to get our undeserving paws on Sonic Team’s purple jester in less than a week!

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Japan-only Titles Hit PAL Virtual Console

Friday, September 14th, 2007

Sin and Punishment and Mario Lost Levels part of Nintendo’s Hanabi Festival.

 wii_logo.jpgNintendo has revealed that, over the next three weeks, its set to bring a series of retro titles previously only available in Japan to the PAL Virtual Console, including the excellent Sin and Punishment.

It’s all part of the special Hanabi Festival (a Japanese firework celebration) and will see six Japanese titles released to PAL markets in total. Sadly, you can expect to pay slightly more for the titles than is usual on Virtual Console, with the finger pointing firmly in the direction of translation costs.

Each week sees the release of two games based around a particular theme - Mario, ninjas and blowing stuff up. Interestingly, Nintendo has teased that this might not be the last Hanabi Festival so, hopefully, the likes of Chrono Trigger, Bangai-O and, when pigs fly, the Mother series might join us one day.

For the full rundown of the next three week’s releases, cast your eyes below:

September 14 - Mario Week

Super Mario Bros.: The Lost Levels (NES)
Mario’s Super Picross (Super NES)

September 21 - Ninja Week

Ninja Gaiden (NES)
Ninja JaJaMaru-kun (NES)

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NeoGeo games coming to US Wii

Wednesday, September 12th, 2007
SNK Playmore confirms Fatal Fury, Art of Fighting, and World Heroes for the Virtual Console, with more to follow in coming months.

Earlier this year, Nintendo of Japan signaled its intention to host classic SNK NeoGeo games on the Wii’s Virtual Console downloadable gaming service. However, there was no word on whether or not such offerings would be made available internationally until now.

SNK Playmore today announced that it would indeed be bringing NeoGeo games to the worldheroes549_screen.jpgNorth American Virtual Console, beginning with a trio of the system’s earliest fighting games. Fatal Fury is the first installment in the brawling Bogard brothers’ saga, which has recently seen a rash of rereleases with Fatal Fury Battle Archives on the PlayStation 2 and Fatal Fury Special on the Xbox 360’s Live Arcade.

The other two announced games–Art of Fighting and World Heroes–are a little less frequently revisited. Art of Fighting was included in the PS2 Art of Fighting Anthology earlier this year, but apart from that hasn’t seen the light of day in more than a decade. World Heroes was included in a similar PS2 collection in Japan, but the franchise has been dormant in North America for about a dozen years.

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