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Tagged games:

What would you give for Nintendo to be #1 again this gen?

500 dollars
Kidney
Soul
virginity
Your favorite puppy
Your 1,000 dollar copy of Xenoblades
An hour of your time
Other ( post below)
....Left testicle....
Pezus's freedom
Is that a new WiiU game?! Cuz if it is that graphic rocks! ;D those bees looks damn real to me, but them eyes ain't too good looking... But I guess it's a work in progress - kinda like NSMB2 ;)

I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

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I guess I should have been more specific in my poll....

 

 

Nintendo patent application tech tracks your DS from above, serves as tour guide

Image

Nintendo is already guiding you through the Louvre with a 3DS, but a newly published US patent application takes that kind of tourism to a very literal new level. Legend of Zelda creator Shigeru Miyamoto's concept describes a way to direct lost tourists by beaming position information through an overhead grid of infrared transmitters to a mobile device (portrayed as a DS Lite) held by the confused visitor below. The handheld then talks wirelessly to a server that lights up floor displays with maps and directions, and a helpful app on the device lets visitors pick their route while they read up on sightseeing tips. Like with any patent, there's no certainty that Nintendo will act on the idea and start wiring up museums with IR blasters, but the January 2012 patent may still be fresh in a frequently inventive mind like Miyamoto's.



 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...

That cradle is visible in the videos from last years E3. It allows you to have a menu placed near you like a real life HUD in a car or whatever... I think its pretty cool for various games. Leaves your hands free to control while you have that secondary screen on the table in front of you for a map or alien detector... etc

superchunk said:
That cradle is visible in the videos from last years E3. It allows you to have a menu placed near you like a real life HUD in a car or whatever... I think its pretty cool for various games. Leaves your hands free to control while you have that secondary screen on the table in front of you for a map or alien detector... etc


Just reminds me of the same thing they did with Kid Icarus. Which I do not use to be honest.



 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...

spurgeonryan said:
superchunk said:
That cradle is visible in the videos from last years E3. It allows you to have a menu placed near you like a real life HUD in a car or whatever... I think its pretty cool for various games. Leaves your hands free to control while you have that secondary screen on the table in front of you for a map or alien detector... etc


Just reminds me of the same thing they did with Kid Icarus. Which I do not use to be honest.

Have a video? I don't think I know what you are relating to.



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superchunk said:
spurgeonryan said:
superchunk said:
That cradle is visible in the videos from last years E3. It allows you to have a menu placed near you like a real life HUD in a car or whatever... I think its pretty cool for various games. Leaves your hands free to control while you have that secondary screen on the table in front of you for a map or alien detector... etc


Just reminds me of the same thing they did with Kid Icarus. Which I do not use to be honest.

Have a video? I don't think I know what you are relating to.

Just the little stand that comes with Kid Icarus: Uprising. Not really related, just reminds me of it. To help with the pain factor of holding the 3DS with one hand.



 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...

Wii U Designed to Do The Impossible

Posted Tue, 01 May 2012 | 23:00 BST by James Newton

Try doing this on Wii

Try doing this on Wii

Nintendoes what Nintendidn't

While Nintendo may have struggled to explain adequately the Wii U's unique charms at E3, the machine was created with one principle in mind: to do what Wii can't.

Nintendo president Satoru Iwata told investors that while being an improved Wii — it does full HD output for a start — it's designed to be a brand new experience, saying:

We have designed and developed the Nintendo 3DS and the Wii U so that each of them is able to realize what has been impossible with the existing systems, and we believe that these systems will be able to offer consumers unprecedented experiences, in addition to providing them with improvements from the Nintendo DS and the Wii.

A 6.2" touch screen in a motion-sensing controller should take care of that nicely.

 

[via http://www.nintendo.co.jp/ir/en/library/events/120427qa/index.html" rel="external" href="http://www.nintendo.co.jp/ir/en/library/events/120427qa/index.html" target="_blank">nintendo.co.jp]

 

 

 

 

                                 

 

 

 

Wonder Boy Double Dose Hits North America's VC Next Week

Posted Fri, 04 May 2012 | 11:00 BST by Marcel van Duyn

Soon to be in English

Soon to be in English

Two long overdue games are finally coming

With the release of Super Hang-On on Wii Virtual Console this week, SEGA has announced on its blog that it will be releasing the other two games announced last year soon as well. Very soon, in fact — both of them will see the light of day next week. Yes, that means there will be two new Wii Virtual Console games in a single update for the first time in... well, a very long time.

Wonder Boy in Monster Land is already available on Wii VC in its Master System incarnation, but if for some reason you want to experience the arcade original with better graphics and sound, then now is your chance. There's not much else to say about this one.

Of course, the big one is Monster World IV. This will be the first time the game is released anywhere other than Japan, and it's not like any other import title — it will actually be fully translated into English so you can understand every little thing about the game. Fans of the series often praise it as being one of the best Wonder Boy/Monster World games, so you're in for quite a treat. Of course, since it's an import title, prepare to pay 900 Points rather than the usual 800 for Mega Drive/Genesis games.

While this announcement is specifically for North America, in the comments a SEGA representative has stated that Europe should be receiving both of them next week as well, so let's hope it's true.

 

[via http://blogs.sega.com/2012/05/03/more-sega-classics-for-virtual-console/" rel="external" href="http://blogs.sega.com/2012/05/03/more-sega-classics-for-virtual-console/" target="_blank">blogs.sega.com]

 

 

 

 

 

 

 

 

                                                                

 

 

 

Interview: Peter Ong - Disney Epic Mickey: Power of Illusion

Posted Fri, 04 May 2012 | 17:00 BST by Jon Wahlgren

 

We have a chat with the game's director about Mickey's handheld odyssey

Peter Ong, co-founder/creative director of DreamRift and director of Power of Illusion

Peter Ong, co-founder/creative director of DreamRift and director of Power of Illusion

We're suckers for retro here at Nintendo Life, and we certainly found our interest piqued when Disney Interactive revealed that it's upcoming portable title Disney Epic Mickey: Power of Illusion was to be a 16-bit-style sequel to the Mega Drive's Castle of Illusion Starring Mickey Mouse. We tracked down Peter Ong, co-founder and creative director of DreamRift and game director on the Mouse's upcoming outing, to get the lowdown.

Nintendo Life: How did you find yourselves working with Disney?

Peter Ong: DreamRift had just finished our Nintendo DS game, Monster Tale, and I began to brainstorm with our co-founder/technical director, Ryan Pijai, to discuss what we’d like to make next. One of the ideas that we were excited about was a Nintendo 3DS concept where the player could paint or draw objects on the bottom screen, which would then change into beautiful images that become an interactive part of a game-play environment. With that concept in mind, we began to talk to different publishers including Disney Interactive…whom we had a great relationship with. We were always very interested in collaborating in the future.

Miraculously, everything aligned more perfectly than we could have imagined.

By coincidence, Disney was also interested in bringing the Disney Epic Mickey experience to the 3DS, which greatly excited us, being huge Disney fans, and having much respect for industry legend Warren Spector and his team’s very passionate approach to the first Disney Epic Mickey game. To our delight, they expressed that their top priorities in bringing Disney Epic Mickey to the 3DS were to make the highest quality game possible, and also for it to be a unique experience rather than a port of the console version. Miraculously, everything aligned more perfectly than we could have imagined. It just so happened that the central mechanic that we had been prototyping was a great fit already for the idea of bringing Disney Epic Mickey to the 3DS, since in the console version, the core mechanic involves empowering the audience to control Mickey and paint objects into reality within your interactive environment. It was immediately apparent to us that our fledgling game concept was a fantastic fit for bringing Disney Epic Mickey to the 3DS.

Expect lots of influences from Disney's rich history.

Expect lots of influences from Disney's rich history.

NL: The Disney Epic Mickey titles on Wii are 3D platformer affairs, whereas Disney Epic Mickey: Power of Illusion has a retro pixel look. What led you down this path?

PO: Our approach with this game was to use traditional hand-drawn 2D visuals in order to closely capture the essence of Disney’s amazing historic imagery, which was also traditionally created and animated in 2D. One thing that pleasantly surprised us while working on a 3DS game with traditional 2D art, is that we found that the stereoscopic 3D effect to be most striking when paradoxically it’s combined with 2D visuals. I think that players are quite used to polygon-based 3D games on the 3DS. It’s just taken for granted and expected that those games be portrayed in stereoscopic 3D since they are meant to convey a pseudo-3D experience in the first place. However, when our 2D visuals are combined with stereoscopic 3D, the effect is something that people may not expect on the 3DS. You never really see that kind of thing in the real world, and therefore it really stands on when it’s in front of you on the 3DS.

NL: How does the portable game fit with the console entries?

PO: This game takes place within the Castle of Illusion, and it also takes place within the universe of Disney Epic Mickey. Power of Illusion’s story begins with the Castle of Illusion from the classic Sega Genesis/Mega Drive game having appeared in Wasteland, which players of Disney Epic Mickey will be familiar with.

In what has become something of a signature element for DreamRift, your actions on the bottom screen influence the main platforming on top.

In what has become something of a signature element for DreamRift, your actions on the bottom screen influence the main platforming on top.

NL: How are you dabbling with touch or motion controls?

PO: We’re utilising the bottom screen in a unique matter. The game empowers the audience to create and define their interactive platforming environment on the top screen by using the stylus and touch screen to paint objects that upon completion, cross from the bottom screen into the top screen and become an interactive part of in-level gameplay. Furthermore, based on how well a player performs in using the painting mechanics on the bottom screen, the objects created by the player will have different properties and effects within the action-platforming gameplay on the top screen.

NL: Dubbing it an "Illusion" title tickles our 16-bit nostalgia, and going in has certain expectations on it. Name aside, what makes Power of Illusion a Castle of Illusion game? Is there anything from the 16-bit games that you're hoping to preserve?

PO: We’re huge fans of Castle of Illusion Starring Mickey Mouse, so we also put big expectations upon ourselves as we work on this game. It’s a mind-blowing opportunity to be able to share our appreciation for how incredible Castle of Illusion was. With the way that Power of Illusion looks, sounds and plays, we’re looking to do honour to the spirit of the classic game. For example, in terms of gameplay, the audience may notice moves that are familiar to Castle of Illusion such as Mickey’s ability to jump into the air and bounce off enemies. DreamRift’s art director, Michael Veroni, also grew up with a deep appreciation for Castle of Illusion, and it’s evident throughout this game’s environments.

One of the amazing things in the original game was that each level was a surreal illusion featuring different imagery and settings from Disney masterpieces. In our game, we’re also drawing inspiration from famous Disney works in celebration of Disney’s universally cherished history.

NL: How big an influence have previous Mickey games been on the development of this title?

PO: This is a Disney Epic Mickey game that draws inspiration from many places. While Castle of Illusion remains the primary classic influence for this game, we are also fans of other Mickey games.

WhhhooooaaAAAaoaooaooo

WhhhooooaaAAAaoaooaooo

NL: Many at DreamRift worked on Henry Hatsworth in The Puzzling Adventure for EA and your first release as a studio was Monster Tale, both rather lovely 2D platformers, and now you've got Mickey Mouse in the house. How are you finding working on a well-established license compared to your own original creation?

PO: Thank you for the kind compliment regarding both Hatsworth and Monster Tale. I guess you could say the protagonists from those previous titles, Henry and Ellie, are in good company with Mickey! Historically, DreamRift’s core members have thrived on creating original properties, so we always knew it would take something really special in order for us to tackle our first game within an existing universe. We often pinch ourselves to remind us that it’s not a just a dream that we are actually working with not only Mickey Mouse, but the Castle of Illusion, and a ton of other amazing Disney classics such as Beauty and the Beast, Peter Pan and Alice in Wonderland — all at the same time!

So far, the biggest differences we have encountered between working on an original property and an existing universe are the audience’s prior awareness of the property, and the absolute need to maintain the integrity of a pre-existing universe.

Thanks to Peter for his time.

 

 

 

 

                                          

 

 

 

 

 

LEGO Zelda Concept Nets 10,000 Supporters

Posted Fri, 04 May 2012 | 15:00 BST by Thomas Whitehead

We'd have to get a set for Nintendo Life Towers

We'd have to get a set for Nintendo Life Towers

Toys could enter production

A while ago we became aware of an intrepid fan's campaign to persuade LEGO to produce a series of figures based on The Legend of Zelda. By entering their designs on LEGO CUUSOO, a site that allows people to submit ideas for the famous toy brand, the user known as Mingles set out on a quest to accumulate enough support to become eligible for review and, potentially, production.

This designer's range has enjoyed an explosion of interest in the past couple of days with news of the designs spreading around the web. They've now surpassed 10,000 votes, which means that LEGO is likely to formally review the project. In an official communication on 8th February LEGO said that if the collection reached that many votes it would raise the idea with Nintendo as the rights owners. Could LEGO Zelda become a reality? It just might.

Things could get very interesting for Mingles and, of course, LEGO fans. We'll keep an eye out for any further developments.

[via http://lego.cuusoo.com/ideas/view/6809#" rel="external" href="http://lego.cuusoo.com/ideas/view/6809" target="_blank">lego.cuusoo.com]

 

 

 

 

 

 

 

 

                                                   

 

 

 

 

 

 

 

Video Game Commercials That Celebrities May Want to Forget

Posted Fri, 04 May 2012 | 12:30 BST by Thomas Whitehead

Mario before he was cool

Mario before he was cool

Before they were famous, of course

Many of you probably know the drill with 'before they were famous' shows, where long-lost advertisements or TV appearances featuring well-known stars are put on display for our amusement. Video game historian Patrick Scott Patterson has compiled a collection of video game commercials featuring some celebrities in their younger days, though some are far more famous than others.

There are some Atari gems thrown in for those of us old enough to remember, while Nintendo features with an atrocious cereal advert and a rather epic Super NES production. Check out the video below.

 

 

 

 

 

 

GameCube is Ten Years Old Today in Europe

Posted Thu, 03 May 2012 | 18:00 BST by Thomas Whitehead

(Image: brides.com) That's right, this is a wedding cake.

(Image: brides.com) That's right, this is a wedding cake.

Time for some celebratory cake

We celebrated the ten year anniversary of the Nintendo GameCube last year, including a rather fond retrospective on the console with the coolest handle. That was the North American anniversary, but today the console turns ten in Europe.

Although the GameCube wasn't Nintendo's greatest success in the home console market, easily eclipsed by its successor, it still had a loyal and passionate fan-base along with some stand-out game titles. For those of you who patiently waited for the European release back in 2002, we'd love to hear all about it in the comments below. You can also check out our picks for the top ten GameCube games and see how many you agree with.

Now, where's that cake.



 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...

In case there are some noobs to the Nintendo News thread and you want to catch up on the rest of the years news, here is this.

 

 

 

Locked: "The Official Nintendo News Thread" Thread might be locked for good. If not, you can only view it with your pages turned to 25 posts per page. Thread Under Construction. Pages: 1  2  3  4  ...  26  27  28  29  30 

 

 

 

The original. Would have almost been at 100,000 views if Machina had not locked it....



 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...

spurgeonryan said:
superchunk said:
spurgeonryan said:
superchunk said:
That cradle is visible in the videos from last years E3. It allows you to have a menu placed near you like a real life HUD in a car or whatever... I think its pretty cool for various games. Leaves your hands free to control while you have that secondary screen on the table in front of you for a map or alien detector... etc


Just reminds me of the same thing they did with Kid Icarus. Which I do not use to be honest.

Have a video? I don't think I know what you are relating to.

Just the little stand that comes with Kid Icarus: Uprising. Not really related, just reminds me of it. To help with the pain factor of holding the 3DS with one hand.

That's not the same thing.

This is a stand so you can have it on a table or whatever for a second screen and thus no need to open up a map or some other item to take you away from the game as well as keeping your hands on the controls.



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Time for your weekend edition!

 

 

Kingdom Hearts: Dream Drop Distance - more info on stage design
- Prankster’s Paradise begins, if you play as Riku, inside Monstro
- Gepetto calls out for Pinocchio and Riku in the distance
- climb ladders and leap from ledge to ledge
- avoid stomach acid pools
- walk on barrels and roll them as well
- Jiminy Cricket is there as well
- Jiminy asks Riku if they've met before and how he knows him before joining Riku
- a hooded man captures Pinnochio
- Prankster’s Paradise is designed with vertical depth and big drops
- there are trampolines in the area
- Popping Bubble seals enemy Dream Eaters in bubbles
- ride these bubbles for a few seconds and spring off them before they pop
- hit tonsil-like triggers to flip the stomach upside-down
- Flowmotion system allows for infinite wall jumps
- press B right after you bounce off a wall to make Sora or Riku jump off invisible ground
- the boss at the end of Prankster's Paradise is a shelled Dream Eater
- hit a switch on the stage to flip the arena upside down, which stuns the boss

Link
                                                   
The 25 coolest moments in Kid Icarus: Uprising

How to maximise the joy from Nintendo's angel delight...

Share this

The new issue of Nintendo Gamer is on sale now.

It wasn't easy whittling down a game so crammed full of secrets as Kid Icarus: Uprising down to just 25 moments, but that's exactly what Nintendo Gamer has done. Without further ado...

1. TWO MORE HEROES

No More Heroes voice talent reappears in Uprising

Kid Icarus: Uprising Screenshot With a smart-mouthed protagonist, a gleefully iconoclastic streak of humour and a twisted, twisting plot, Kid Icarus is like a PG-rated No More Heroes. But it shares more than just a few DNA strands with the anarchic slice-em-up. Listen carefully and you'll recognise a pair of familiar voices: Fred Tatasciore (who played Dr Shake in the Wii game), lends his vocal talents to both Magnus and Poseidon, and you may remember the voice of Gaol, Kari Wahlgren, as the equally troubled Jeane, Travis Touchdown's half-sister.

2. HEAD COUNT

How not to get ahead in life

Kid Icarus: Uprising Screenshot The order you shoot off Hewdraw's heads in chapter three dictates which noggin becomes the chapter boss. In a brillianttouch, each brings their own personality to the party. The left head thanks Pit for freeing him from his brothers, the right head parts in an enigmatic manner and the central head... turns out to be a really nice bloke. It's almost a shame tovanquish him.

3. DODGY CUSTOMER

For those of you not born slippy

Kid Icarus: Uprising Screenshot While Uprising's dodge mechanic makes for balletic play, you'd need atriple jointed thumb to survive higher intensity onslaughts. Alas, we have to rely on dodge tokens instead. The power-up gives Pit his own 15-man wirework team to turn him into Keanu Reeves in The Matrix. With not so much as a prod he scoots around projectiles with the ease of socks on a marble floor.

4. MAKING A DRAMA OUT OF A CRISIS

The smart way to defeat a boss in Crisis mode

Kid Icarus: Uprising Screenshot Pit jokingly rates the underworld areas of the NES original among his trickiest tests to date ("yeah, the difficulty level was brutal"), but if anything, Uprising's fiercest challenges are even tougher. Of all the objectives in Palutena's Treasure Hunt, beating bosses in Crisis mode (in other words when Pit's energy bar has visibly drained) are the ultimate tests of concentration and nerve. Or you can take the easy way out: allow the boss to smack you about a bit on minimum intensity and a couple of shots should be enough to nab the reward. Sneaky.

5. THE PHOENIX WRIGHT CONNECTION

Ace Attorney composer goes from courtrooms to cloudscapes

Kid Icarus: Uprising Screenshot Sakurai pulled together an astonishing team of composers for Super Smash Bros Brawl, so it's no surprise that he repeats the trick for Uprising, nabbing five of Japan's finest musos for stave- scribbling duties. Particularly welcome is Ace Attorney scorer Noriyuki Iwadare, whose best contribution here is the bold Space Pirate theme. It's a lively number that happily reverberates around the ship's interiors while sounding like it would be equally at home in a courtroom, accompanied by plenty of finger-pointing and shouts of "OBJECTION!"

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Bird Mania 3D - a pair of reviews


 

 

 

Nigoro blames themselves for La-Mulana cancellation, want to work on 3DS
A portion of an IndieGames interview with Nigoro's Takumi Naramura...

IG: Did anyone neglect their duties as developer or publisher?

TN: We have responded quickly and in good faith, while we are puzzled that the matters pointed out received a lot of checks. NOA and NOE are different from Nintendo Japan. I believe Nicalis had a sense of responsibility as a publisher in good faith, too.

Unfortunately we wanted to release DLC, but we were supposed to cancel the DLC because of a number of factors and Nicalis's request. If there is a person who has neglected their duties, it would be us. We are sorry that we could not publish any information for several months because of the contract and circumstances with Nicalis.
It has happened like this, and we should have talked to fans about it all sooner. In this regard we want to apologize obediently. We must keep an NDA (non-disclosure agreement) with Nintendo and Nicalis, naturally, so we could not speak details even if you wanted to talk about it.

IG: Are you developing or considering a game for 3DS/eShop or Vita/PSN?

TN: I want to do so, if possible. It is very difficult for a game development team of three people to make consumer games. I should be very grateful if there is a publisher who says, "We want to port NIGORO's games to the consumers and publish them!"

Full interview her




                                     





RUMOR - EB Games Canada lists New Play Control: Pikmin 2 as a Nintendo Selects
Now this is a really interesting find. Reader ToadT found that his local EB Games has a listing for New Play Control: Pikmin 2 that puts the game out on June 10th. Even more interesting, the SKU classifies the game as a Nintendo Selects title for $20.
                                      
Is Frontier working on a Wii U project?
Here's a little blurb that just hit my radar now, albeit a few days late. Rumor has it that Frontier, the developer behind the LostWinds series, is working on a project for the Wii U. They supported WiiWare right out of the gate with stellar content. I'd love to see what they can do for Wii U!

Link


 Bananaking was right, I was wrong. Like he always is. About the 3DS not selling at least 19.999 million in 2013...