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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Yes it was -
Say goodbye to the clutter of cables Xbox 360 Wireless Gaming Receiver for Windows make unsightly cables a thing of the past OUT NOW SYDNEY 15 February 2007 - The convenient, wireless gaming experience that you enjoy on your Xbox 360â„¢ is coming to the Windows® gaming platform with the Xbox 360TM Wireless Gaming Receiver for Windows, available today for just $29.95 RRP. The receiver simply plugs into your home PC and lets you take advantage of the stand alone freedom of Xbox 360 accessories such as the Wireless Steering Wheel, Wireless Controller and Wireless Headset. Eliminating the need for additional accessories, the receiver will be an affordable way of enjoying all your current Xbox 360 accessories, whether you want to dabble in a spot of PC gaming one day or console gaming the next. The Gaming Receiver is also not just limited to using one accessory at a time. You can use up to four Wireless Controllers and four Wireless Headsets simultaneously, and the receiver will also work with unreleased Xbox 360 accessories in the near future. With a simple, self powered USB 2.0 connection, the set up is straightforward and easily integrated into PC gaming scenarios. The 30 foot range of the Wireless Gaming Receiver allows for wireless gaming freedom. Jeremy Hinton, Product Marketing Manager Xbox Australia and New Zealand, says, “We are now offering consumers the opportunity to tidy up their PCs at an affordable price. PC gaming is more popular today than it has ever been, and bringing the wireless freedom of the Xbox 360 to the Windows platform makes the gaming experience even more enjoyable.â€
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
New VC game now added to the OFLC Australia -
id Software Confirms Enemy Territory: QUAKE Wars SANTA MONICA, Calif., Feb 13, 2007: The war between the GDF and Strogg will soon be igniting on next-generation consoles as id Software and Activision, Inc. (Nasdaq:ATVI) today confirmed that Enemy Territory: QUAKE WarsTM, the team-based first person action title, and already one of the most anticipated new properties of 2007 is coming to next-gen platforms. In this epic multiplayer-focused game, players can choose to defend humanity as a part of the Global Defense Force (GDF) or destroy it as a merciless Strogg alien invader. Under the executive production of id Software, Nerve Software is developing Enemy Territory: QUAKE Wars for the Xbox 360TM video game and entertainment system from Microsoft, while Z-Axis is the developer for the PLAYSTATION®3 computer entertainment system. "We're pleased to be working with Nerve and Z-Axis to bring the highly-anticipated gameplay from Enemy Territory: QUAKE Wars to the Xbox 360 and PLAYSTATION 3 system," said Todd Hollenshead, CEO, id Software. Winner of more than 15 awards in 2006 and already selected as one of the most anticipated new titles in 2007 by more than eight publications, Enemy Territory: QUAKE Wars is being developed for the Windows PC by Splash Damage - the Nerve Software and Z-Axis console versions will also feature strategic team play, persistent character promotions and online stats tracking. Players choose to battle as one of five unique classes in either the conventionally armed GDF army or the futuristic Strogg invasion force, each outfitted with specialist weapons and combat hardware. In this adrenaline pumping fight for survival, warring forces utilize a variety of different vehicles, deployable structures, and defense systems including quad-bikes, tanks, and alien walkers for epic ground assaults; or helicopters and anti-gravity ships to unleash airborne attacks. Throughout each battle, teams establish bases, deploy defense structures, artillery, radar, and advanced forward-command systems into enemy territory while constructing and demolishing obstacles to speed progress and gain a tactical advantage over the opponent. Enemy Territory: QUAKE Wars features 16-player battles on the console systems, delivering the ultimate team-and objective-based multiplayer experience. gamepress
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Nintendo Entertainment System Super Nintendo Entertainment System PAL VS NTSC PAL VS NTSC Nintendo 64 All coming to the Virtual Console -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
WII-KLY UPDATE: THREE NEW CLASSIC GAMES ANNOUNCED FOR WII SHOP CHANNEL Feb. 12, 2007 Today Nintendo adds three new classic games to the popular Wii™ video game system's Wii Shop Channel. The games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are: Kirby's Adventure™ (NES®, 1 player, 500 Wii Points): Not everything is well in Dream Land. For some mysterious reason, the Dream Spring, a magical well that is the reservoir for all the dreams of the citizens of Dream Land, is no longer working. Everyone is being subjected to their worst nightmares every time they go to sleep. Upon reaching the Dream Spring, Kirby finds out that evil King Dedede has stolen the Star Rod, thus depriving Dream Land of the magical energy that feeds its spring. Using 20 unique tricks and the ability to steal enemies' powers by swallowing them, players have to make their way through a horrific land filled with all kinds of nightmares. Recover the broken pieces of the Star Rod and everyone in Dream Land will sleep peacefully once again. Fail and the citizens of Dream Land will be subjected to a lifetime of terrible nightmares. Ice Climber™ (NES, 1-2 players, 500 Wii Points): As Popo, players use a trusty mallet to work their way up the mountain. They chip away at the blocks overhead, then jump up through the resulting hole to the mountain's next level. Once Popo reaches the top level, he enters a fast-moving bonus stage in which he can pick up veggies and, hopefully, reach the summit for a big point payoff. Of course, not everyone's supportive of Popo's pastime. Toppies fill Popo's holes, so players must jump through the gaps quickly. It's easy to slip off some of the icy levels, as Polar Bears, Toppies and other ferocious fauna don't want players up there. There are 32 challenging peaks to scale – players can face them alone or with a friend. Kid Icarus™ (NES, 1 player, 500 Wii Points): In a time when men and gods lived in harmony, the kingdom of Angel Land was ruled by two goddesses: Palutena, the Goddess of Light, and Medusa, the Goddess of Darkness. Unlike Palutena, Medusa despised all humans and enjoyed destroying their crops and turning them into stone. One day, Palutena decided to punish the evil Medusa and banished her after turning her into a hideous monster. But Medusa would not go without a fight. She created an army of monsters and evil spirits and captured Palutena. Players play as Pit, a young angel trapped in the Underworld, and Palutena's only hope. They use a magical bow to retrieve the Sacred Treasures, defeat Medusa and restore peace to Angel Land. -
You can find the very first two gameplay videos right : Insects & Machines D3Publisher of Europe Ltd. a publisher and developer of interactive entertainment software, is out to save the world by recruiting gamers across the nation to ward off enormous, ravaging space invaders in Earth Defence Force 2017, coming exclusively to the Xbox 360™ video game and entertainment system from Microsoft in Spring 2007. The action packed arcade-style third-person shooter equips players with an extensive arsenal of diverse weapons, vehicles to pilot and loyal team mates in order to defeat a wide variety of attackers ranging from gigantic ants and spiders to robots and monsters standing more than 20 stories tall. “2007 promises to be a booming year for D3PE, and we’re excited to start it off quite literally with a bang with Earth Defence Force 2017,” said Suzanne Sutton, PR & Marketing Manager, D3PE. “Sandlot has created an explosively fun game in EDF 2017, and we look forward to astounding gamers with the sheer scope and size of the game’s colossal enemies and expansive environments.” Developed by Sandlot (Japan), Earth Defence Force 2017 lands players on the front lines of an onslaught of extraterrestrial invaders, with non-stop swarms of hundreds of enemies on screen at once. Gamers aren’t alone. Not only do they have more than 150 weapon variations to choose from—including assault rifles, rocket launchers and flamethrowers—but they have the support of AI-controlled Earth Defence Force team mates who battle beside them throughout the game. Players can also join forces with live team mates in co-op mode and battle together. Fighting within a wholly destructible environment where bridges, skyscrapers and other structures can just as easily be destroyed by friend or foe, players can either save their world or demolish it in the process. With more than 50 missions to complete and a seemingly endless barrage of attackers, the Earth Defence Force has their work cut out for them.
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English Voice Actors Jaleel White as Steve Urkel Sonic the Hedgehog The Adventures of Sonic the Hedgehog (1993-1996) Sonic the Hedgehog (1993-1995) Sonic Christmas Blast (1996) Sonic Underground (1998-1999) ---------------------------------------------------------------------------------------------------------- Ryan Drummond bottom middle Sonic the Hedgehog The possibility of Drummond returning to voice Sonic the Hedgehog was hinted at during the Digital Life Expo in New York City, by a Sega representative, who claimed that Sonic X was finishing its run, and that Sega would have "no reason" to use the 4Kids cast anymore after Sonic and the Secret Rings. Nothing further has been confirmed by Sega or any other entity. Drummond has stated that he has emailed Sega about this, and has yet to update on the status of this email. Sonic Adventure : (Sonic the Hedgehog) Sonic Shuffle : (Sonic the Hedgehog/Knuckles the Echidna) Sonic Adventure 2 : (Sonic the Hedgehog) Sonic Heroes : (Sonic the Hedgehog / Metal Sonic) Sonic Battle : (Sonic the Hedgehog) Sonic Advance 3 : (Sonic the Hedgehog) ---------------------------------------------------------------------------------------------------------- David Humphrey Shadow the Hedgehog He was casted to play Shadow in Sonic Adventure 2 in 2001, by his Forever Plaid colleague and friend Ryan Drummond who played Smudge in Forever Plaid and who was the voice of Sonic the Hedgehog at the time. Many Sonic fans were very grateful with his performance as Shadow. He would voice Shadow for the next few years in the Sonic games such as Sonic Heroes and Sonic Battle. However his time as Shadow was cut short when Sega decided that the voices on Sonic X and in the games should be the same starting with Shadow the Hedgehog (video game). Humphrey was replaced by Jason Anthony Griffith who also replaced Ryan Drummond as Sonic. Sonic Adventure 2 : (Shadow the Hedgehog) Sonic Adventure 2 Battle : (Shadow the Hedgehog) Sonic Battle : (Shadow the Hedgehog) Sonic Heroes : (Shadow the Hedgehog) Shadow the Hedgehog Game : (Shadow the Hedgehog) ---------------------------------------------------------------------------------------------------------- Jason Anthony Griffith Sonic and Shadow the Hedgehog He started doing the voice of Sonic and Shadow in the Sonic X television series. He was later hired by Sega to be the official voice of Sonic and Shadow in the Sonic game series. He began his work in the games in Shadow the Hedgehog and Sonic Rush. In Sonic Riders, Griffith provided the voice for Jet. Griffith's character voices have been negatively viewed by fans of the old voice cast of the Sonic series ----------------------------------------------------------------------------------------------------------
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GT video interview
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Yojiro Ogawa at the Wii House blog.sonic-city : SEGA Europe's PR guys teamed up with Nintendo this week to give a handful of journalists a hands-on preview session with Sonic and the Secret Rings. The event was held at Nintendo'€™s neat Wii House, a smartly decorated town house right in the heart of London. In attendance was Secret Rings' creative director Yojiro Ogawa, on hand to talk to journos and show people just how very, very good he is at the game. He really is. Very. See him pictured above playing the game (flawlessly, naturally) for Olly, a producer at Gamer.tv. We're not entirely sure what the look on Olly's face means - we'€™re going with "coo, fast"€Â. Ogawa-san was playing the game in order that Olly could capture the footage for his TV show, Gamer.tv, which you can catch every week in the UK on Bravo. And if you miss that, they put loads of clips from the show here, too: http://bravo.gamevideovault.com. Also at the event were guys from the likes of CVG, GameSpot, IGN and TotalVideoGames, so keep an eye on those sites for write-ups. And, of course, I was there. But I was late. So late, in fact, that I missed out on the tea and biscuits. I had been given some distinctly wayward directions. To save embarrassment I'â„¢ll mention no names, but the map given to me by SEGA'€™s usually-brilliant European PR executive, Al Hatch, indicated that the Wii House was actually a pub a mile down the road. Al Hatch may like the pub -€“ it may be the coolest pub in London! - but it contained neither a Wii nor a Yogiro Ogawa, or for that matter any biscuits. In the end the ever dependable Svend Joscelyne of Sonic Stadium fame was able to guide me in by phone. [Playing Sonic and the Secret Rings mini-games] Too late by then to grab a chat with Ogawa-san, I was nonetheless able to get stuck into some Secret Rings mini-game action with Svend -€“ who was actually there representing SPOnG - as well as guys from TotalVideoGames and IGN. I was rubbish. Svend wiped the floor with everyone. See us at it in the picture above, with yours truly failing to glean much advantage from standing up. Pointing the Wiimote away from the sensor didn't seem to help either, amazingly. I'â„¢m sure you'â„¢ll do better when the game arrives in March. Check out Svend's detailed impressions of our time with the mini-games at the Wii House over at the Sonic Stadium here. Rom - SEGA
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IGN.Wii : Lifting the lid on Sonic's Secret Rings It's been a difficult time for Sonic the Hedgehog over the past few years. There have been lacklustre responses to his 3D adventures, Shadow did some real damage to his reputation and the less said about his next-gen efforts the better. Ever since the Dreamcast days he seems to have been running into more and more trouble. But perhaps that's all about to change. Built especially around the Wii's motion-sensing controls, Sonic and the Secret Rings is a very different outing for SEGA's iconic hedgehog, with players tilting, shaking and waving the Wiimote in a bid to restore the sandy world of the Arabian Nights to its former glory. As Sonic gears up for his March release we spoke to Secret Rings director Yojiro Ogawa about giving the little blue dude a new lease on life and the influences that have affected the direction of the game. IGN: When was it decided to create a Sonic title for Wii? Yojiro Ogawa: As a company we have to develop for multiple platforms. So although Sonic was already being developed for PS3 and 360 we were told to release something close to the launch of Wii. I felt that we had to create something very different that felt new. IGN: Did you considering porting the 360 or PS3 version? Yojiro Ogawa: If we had done that the game would have been delayed by quite a long time. We would have needed to wait for the PS3 and 360 teams to finish their development. Since we knew that we had to release the game sooner, we realised we had to create something different. Looking at the Wii remote we saw that we could create a unique game. Also, because the game was coming out near the console's launch we knew that we had to use the Wii remote in a fun and interesting way. For example, when the DS launched we had a game called Project Rub that used all the different functions of the console to create a fun experience. At one point we were going to release a similar party game-style title starring Sonic but we thought it would be better to create a new Sonic adventure game instead. IGN: Sonic and the Secret Rings does feature some mini-games; are any of those based on the party game you originally planned? Yojiro Ogawa: No, the mini-games in Sonic and The Secret Rings are completely different to the ones we originally thought of. We have 40 different party games though, it's almost like two games in one now. IGN: How hard was it to make a platform game using the Wii's motion-sensing abilities? Do you think some people may think it's more like a driving game rather than a platformer? Yojiro Ogawa: We did look at different control options. At one point we considered using the Nunchuk attachment in a standard way, similar to most other platform games. We also looked at holding the Wii Remote vertically [rather than horizontally] but the controller didn't pick up the thrusting movements players are required to do when trying to defeat enemies. We realise that now it may look a little like a driving game [because of the way you hold the controller]. But it's actually a combination between action and driving - like most of the Sonic games. IGN: Do you think the control method works well? Yojiro Ogawa: Looking back at the game, it's very close to what we wanted. We wanted to make the control method extremely simple and base it around the movement of shaking. But it was very hard to get the sensor to detect the different ways people shook it. There is not a standard style of shaking, so some people may do it harder or hold the controller a different way. It was actually very challenging to implement the control method. IGN: Are you surprised at the problems you had with the controller? Yojiro Ogawa: In terms of detecting degrees and angles it is very good but the shaking or thrusting movement is very hard for the remote to pick up. Trying to make the sensor detect a downward thrust was difficult because people may hold it higher than others, so it would interpret their movements in different ways. IGN: Do you think fans of more traditional Sonic titles will enjoy the Wii version? Yojiro Ogawa: The people that have played Sonic Adventure may be surprised because this is new but we have not taken the traditional core Sonic elements away. People will be able to recognise those elements. IGN: At its heart this game is more about running very fast and jumping, almost like the first game. Did you want to create something that was more like the original 2D Sonic titles? Yojiro Ogawa: I did not think about going back to the past but perhaps somewhere in my mind there was some influence. I wanted a game with simple controls, so perhaps that's where the similarities between Secret Rings and the original are. But I did not intend to have it like the first Sonic game, no. IGN: From what we've played Secret Rings seems like a particularly hard game. Is the learning curve quite steep? Yojiro Ogawa: Some stages that we showed off today are from later on in the game and they're meant to be hard. But in the game you will learn all of Sonic's different moves as you progress. So hopefully by the time you get to the later stages you'll have mastered the controls. Sometimes you have got to make sure things aren't easy though. IGN: The art style is very different from most Sonic titles and almost looks like Prince of Persia. Why did you decide to go down this route? Yojiro Ogawa: In terms of art style the reason why it may look similar to Prince of Persia is because at the time when we were creating the concept I had been playing a lot of God of War, Shadow of the Collossus and Prince of Persia. Actually, the creators of Shadow of the Collossus got some of their ideas from Sinbad and Sonic is based upon Arabian Nights, so the two are quite similar. But really we needed to differentiate it from the PS3 and 360 versions, so that was the main reason for the change in style. I think God of War may have been an influence because I like it so much. At one point I wanted Sonic to perform a move where he would jump off the back of a bird and start ripping its feathers out. But people thought it was too violent for a children's game, so I wasn't allowed to do it. I think they thought I had gone crazy! I'm really looking forward to playing God of War 2 though. IGN: Do you think SEGA would ever make a more mature game like God of War and would you like to work on it? Yojiro Ogawa: Oh yes. I think there are a lot of developers that want to make something like God of War. But I don't think SEGA would ever make anything like it, perhaps because it doesn't sell very well in Japan. We do have Golden Axe though and I have been looking at that. IGN: Do you think it's time for Sonic to change or maybe even retire completely? Yojiro Ogawa: It's very hard to change Sonic because there are still a lot of fans that look forward to a new Sonic game. But with this release we've tried to change it a little and we'll have to see how people react to it. Although we chose not to port the Xbox 360 or PS3 versions, Sonic and the Secret Rings wouldn't have been possible without them. Because we needed to think about how to make the game stand out from the next-gen game, we approached it differently. If players like the changes we've made then SEGA might consider following a similar path with future Sonic games. I don't think it's time for Sonic to retire.
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Destructoid.com : Booty-touching Kevin Pereira and Attack of the Show held a mini-debate last night on The Loop to discuss the PlayStation 3's status among the ranks. Before you say, "Oh, but I'm tired of this debate," just hang on a sec. Watch the vid, digest the info, and weigh in on your thoughts. My thoughts: Let's all calm down and wait a year or two before we declare anything a failure -- even my greatest love, the Wii. What do you think? Are you tired of the "PS3 is dead" mantra as well?
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New gameplay trailer
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News has filtered in about Tecmo's Super Swing Golf Pangya for Wii heading to Europe. According to sources it has been picked up for release by Nintendo and renamed 'Pangya! Golf with Style' for this territory. cubed3
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I was posting it up at the same time but had to do something then posted it :P so who cares who was up first just read it
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Secret Rings: First Impressions By: Dreadknux, 06th February 2007 The Wii House is nice. A little semi-detached house in London, it's essentially a marketing apartment by Nintendo for their latest console. Today, SEGA took over, with playable demos of Sonic and the Secret Rings plus a rare visit from Director Yojiro Ogawa (more on our interview with the Ogawa of Power soon). We played the first two stages of what essentially is the final version of the game. Sand Oasis is as you all have seen it in screenshots - Sonic dashes through a desert with platforms over streams and spikes. Dinosaur Jungle has Sonic running through caverns, being chased by Triceratops and facing a massive purple dino trying to eat your face off. Nice. Control of Sonic is simple really. The blue blur is constantly going; you simply tilt the Wii remote left or right to move the hedgehog the corresponding direction. Pressing '2' will make him jump, while holding the button down can make you leap higher. This will come at a cost though - Sonic slows down, and if you're running at full pelt you'll need to hold the button down real early to brake in time to make the jump. Enemies can be attacked by flicking the remote forward when a red target surrounds them. Button '1' halts Sonic and can be used to cancel a charging jump, while holding the remote backwards can make Sonic do a moonwalk to pick up medals and items you just missed. Enough about what you know already, what don't you know? Well, the cutscenes are very artistic. The intro movie is your obligatory CG Sonic intro, with cheesy rock and great graphics. Inbetween levels, you're going to see these kinds of storyboard scenes (see above). This one is after Sand Oasis, where you meet King Shahryar only to find it's Dr. Eggman. The voice acting isn't nearly as annoying in this game. Probably because you're too busy trying to engage in the game, but perhaps because the dialogue is that much more sharp. In-game voices aren't always telling you to do this, that or the other like in Sonic Heroes - although Sonic's guardian fairy Shahra does say to Sonic "it'll be cooler inside" on Sand Oasis. Followed by Sonic replying with "Eh, are you sure about that?" after seeing flamethrowers on the floors and ceiling. Speaking of which, the difficulty in this game is unique for a Sonic game. We say unique because it takes some getting used to before you can really adjust to the control system. Yet it doesn't suck royally like Sonic 06. There are times where Sonic can't reverse effectively when you're holding back on the remote, but besides that it's all intuitive. There are 12 missions per stage, SEGA tell us; 6 of these must be cleared before progressing to the next level, and as you may know they all feature different challenges. Some are level specific - Sand Oasis has an alternative mission where you cannot run into any vases. This is where it gets interesting - variations on the 'Story Mission' level path (or a different level path entirely) can be experienced through different missions, requiring you to keep on your toes. Dinosaur Jungle places you in an area where springs are available to send you to the next platform; in an alternative mission the springs need to be activated using timed switches. Each mission gets more difficult than the last and we're told the later levels get very hard indeed - this is hardcore territory. Yet despite the number of times we cacked up and fell to our death in a bottomless pit, we still managed to keep on trying the same bit over and over. You see, Sonic and the Secret Rings doesn't have a lives system, per se. If you muff up and die, you simply restart the section again until you get it right. This can be obviously infuriating if you're really cackhanded, but it's a godsend (and a middle finger) to the mach-speed killathon in Sonic 06, which included the nerve to limit lives you you had to restart the entire stage all over again. Difference is you want to play Secret Rings until you beat it. The amount of unlockables appear to be vast as well. The 'Special' section of the game is a massive gallery of movies, illustrations and BGM from the game (and possibly Sonic's back catalogue of 15 years) that you can earn by collecting Silver and Gold medals. SEGA weren't kind enough to let us see any of the unlockables, but believe us when we say there are loads - there are at least ten tabs selectable at the top, with the last being '???'. So we're not even given a hint as to what that is. Still, the many abilities you can earn and equip to your rings (on your finger, dirty boy) are just as cool. They include making Sonic jump higher, running faster, getting a better head start and more control when jumping. The Party mode is a collection of 40 unlockable minigames, and although we know that Shadow, Cream, Silver and Blaze are a number of the 8 selectable characters, only Sonic, Tails, Knuckles and Amy were available for us. Myself, IGN UK, Total Games Net and Rom from SEGA all got together for a quick bash (I was Sonic, obviously). We will be adding all the games we played to the Secret Rings Game Archive tomorrow, but here are a few examples: "Spot! Pitch Black!" has all four characters holding torches/flashlights in the dark. Four near-identical panels slide across and players have to look at the panels with their torches and select the picture with the difference. It can range from something as silly as Knuckles with Tails ears to a minute difference in a Sonic picture that neither of us still understood what the alteration was. "Look Up! Skydiving!" featured players falling from the top of the screen, with angel wings attached to their arms. With the Wii Remote pointing upwards, flicking the 'mote up and down will make your character flap their wings to avoid thunderclouds on the way down. First to the goal wins. "Seek! Edge Race!"......... That little git is back. Yes. Omochao. Only thankfully he keeps himself to aiding your Party games and this minigame. All characters are blindfolded and YOU control your associated Omochao, using the A button to direct your character through a maze full of pitfalls to the goal first. We also managed to see the final level of Sonic and the Secret Rings - the name of which is currently being kept a secret. What we can tell you is that the difficulty curve is ramped supreme. Sonic is seen running through falling platforms in outer space, and mid-level has to survive being poisoned by noxious gas. One point sees you warped to a large room full of gas that rapidly depletes your rings - you will need the help of some of your equipped ring abilities to get out fast enough. Another point in the final stage has Sonic running through glass in a space environment. The graphics are really gorgeous here. We only managed to find one image of it (and it's not one we took unfortunately, it's from Famitsu) so take a peek at that for the time being. So first impressions? All looking super. Of course, whether the challenge within will be sufficient, whether it will wear thin or whether this will be another broken game remains to be seen. Although we have to say, after playing this for about two hours it looks ten times better than Sonic 06 did. We're not saying this is your miracle game just yet, but... a Story with a decent challenge and a 'Sonic Shuffle 2' party mode with tons of extras. All we're saying is keep those fingers crossed. sonicstadium
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Yes i do own a 360 and have been on XBlive for over 3yrs now Xbox Live: Aussie Gamer Also can't wait for Banjo as i have always had alot of fun playing that series back on the N64 so lets hope it works out good on 360 for this series :P
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it's real not fake - Atari Australia
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Nintendo press release : WII-KLY UPDATE - THREE NEW CLASSIC GAMES ANNOUNCED FOR WII SHOP CHANNEL Feb. 5, 2007 Today Nintendo adds three new classic games to the popular Wii™ video game system's Wii Shop Channel. The games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are: Super Mario World™ (Super NES®, 1-2 players, 800 Wii Points): During a vacation in Dinosaur Land, Princess Toadstool gets kidnapped and a spell is cast on the inhabitants of the island. When they stumble upon Yoshi™, a young dinosaur, Mario™ and Luigi learn that Bowser is responsible for the terrible misdeeds. Now, all Yoshis are trapped in magical eggs that Bowser has hidden throughout seven castles. Many hidden paths aid Mario in making his way to Bowser's castle, completing 74 areas and finding all 96 exits. Discover items, including a feather that gives Mario a cape that allows him to fly, or a flower that shoots fireballs in layers upon layers of 2-D scrolling landscapes. Players can even ride Yoshi and swallow their enemies. VIGILANTE™ (TurboGrafx-16, 1 player, 600 Wii Points): Brave the streets of New York City in this side-scrolling beat-'em-up game. Thugs kidnap the beloved Madonna, and it's up to players to become vigilantes. Players fight their way into enemy territory to get her back. Enemies attack with weapons like iron pipes, chains, guns and motorcycles. To fight back, players can punch, kick or use the "nunchaku" item that appears in the stage. Players must use each of the attacks effectively to defeat their enemies. To clear a stage, defeat the boss that waits at the end. Players fight their way through exciting stages that include the City Streets, Junkyard, Brooklyn Bridge and the Backstreets. Gain Ground™ (Sega Genesis, 1-2 players, 800 Wii Points): It's the 31st century, and science and technology have progressed to the point that the human race is approaching perfection: no war, no poverty and no conflict. With nothing to worry about, the human race seems destined to live forever in harmony. But what if Earth came under attack? By this point in time, people did not know how to cope with problems or conflicts, and had completely lost their survival instincts. In response to this, the United Earth Government created the Gain Ground system, a war simulator that would help humans rediscover their lost instincts. After several terrible malfunctions, the creators became prisoners in their own creation. Now it's up to players and two courageous comrades to go into the Gain Ground system, rescue their fellow humans and destroy the system. Players battle through different periods in history as they revive their survival instincts, while trying to live. -
Are the good old days really gone for onetime Nintendo developer Rare? Rare downgraded to making Xbox Live Arcade games? 360-gamer.com : The Microsoft-owned UK developer Rare is currently working on an as-yet unannounced Xbox Live Arcade title to be released later this year. According to UK magazine Edge, the title will be a completely original offering and is being worked on by Kameo and Starfox Adventures developer Nick Burton, as well as a team of ten others. And unfortunately that’s where the details end – we’ll have to just wait and see what sort of quirky cuteness Rare comes up with for its first Xbox Live Arcade offering. So on that note, let’s just make some wild speculation about why Microsoft is willing to let a developer who it paid $377 million for sit about making Xbox Live games… could it be that Microsoft is disappointed with Rare’s output, which many would argue hasn’t quite justified the money spent, or is it simply something to waste away their lunch times while they work on the next Perfect Dark title?
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Two new trailers + UPDATED : Extended trailer
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Australian release dates Wii Virtual Console
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
PS: this is not taken from vooks. More Australian Virtual Console hints Here's a hint of what's set to land on the Virtual Console in the weeks to come. Plus, Nintendo Australia speaks out about the service.