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  • wraggster

    by Published on December 24th, 2006 16:08

    via engadget

    This latest Wii vid, which we've decided in a completely non-mathematical way stretches those 480p pixels to about one square foot of screen per, just goes to prove what all those Wii fanboys have been politely discussing with the Sony and Microsoft camps all along: pixels don't necessarily equal fun. In fact, we'd like to present another theorem of Wii fun: any game that makes your friends look like total fools -- sort of like they look when they're actually bowling, golfing, boxing or saving princesses -- is a total keeper, and if you can do it while being immersed in a totally sick 344-inch theater screen, with a digital theater projector and homemade sensor bar backing you up, then it's all the merrier. Keep reading for a video of this ultimate in Wii setups, or peep that read link for detailed instructions

    More Info ...
    by Published on December 24th, 2006 16:08

    via engadget

    This latest Wii vid, which we've decided in a completely non-mathematical way stretches those 480p pixels to about one square foot of screen per, just goes to prove what all those Wii fanboys have been politely discussing with the Sony and Microsoft camps all along: pixels don't necessarily equal fun. In fact, we'd like to present another theorem of Wii fun: any game that makes your friends look like total fools -- sort of like they look when they're actually bowling, golfing, boxing or saving princesses -- is a total keeper, and if you can do it while being immersed in a totally sick 344-inch theater screen, with a digital theater projector and homemade sensor bar backing you up, then it's all the merrier. Keep reading for a video of this ultimate in Wii setups, or peep that read link for detailed instructions

    More Info ...
    by Published on December 23rd, 2006 12:43

    via Gamelife

    As we begin the runup to Wired's annual Vaporware Awards, I thought I'd take some time to chronicle the history of one of the most egregious examples of vaporware ever perpetrated on an unsuspecting public: Gran Turismo 4 Mobile.

    Gran Turismo 4 Mobile was one of the first PSP titles ever announced when it was shown off at E3 2004. It was only available as a video demonstration, but Sony gave it special attention. They showed off the game's box and UMD disc, which were emblazoned with the following paragraph:

    "Gran Turismo Anywhere" -- Gran Turismo 4 Mobile, coming from the Gran Turismo series, is the PSP version of the real driving simulator. Its product quality is not at all inferior to its PS2 counterpart, and is compatible to competition over wireless LAN, a unique feature to the PSP.

    They even showed off a special GT4-branded PSP hardware. It's safe to say that GT4 was, at the time, the strongest argument in favor of buying a PSP. Which made it all the more ridiculous that it apparently never existed.

    Typical of the breathless coverage by the games media was this article from IGN, ironically titled "GT4 PSP is Real." And who could blame them? From all appearances, it was real -- as real as anything else on PSP, given that the vast majority of the software was video-only at that point. It was enough to make Nintendo DS look old and busted, no matter how much fun Metroid Prime Hunters was at that show.

    But that was all we ever heard about it. Realizing that they had to say something, Sony's Japan offices kept delaying the game by bits and pieces. First it got pushed back to Spring 2005. Then, after E3 2005 came and went with nary a mention of the game, it got pushed to 2006. Two Tokyo Game Shows came and went with nothing. Meanwhile, developer Polyphony Digital was announcing and shipping other games, like the motorcycle racing game Tourist Trophy, and now Gran Turismo HD for PlayStation 3 (which was cancelled, turned into a downloadable "concept demo" to be released this month, and replaced with Gran Turismo 5).

    1up interviewed the series' producer Kazunori Yamauchi in April 2006 and asked point-blank what was going on. Yamauchi's answer indicated that they weren't anywhere near close to completion on the game, and indeed brought into question whether it was even going to happen at all:

    1UP: Finally, can you give us any update on Gran Turismo PSP?

    KY: We are in the works. It is going forward. It does exist. We're working on it. We don't have a release date, of course. A question for you is do people out there really have high hopes for a GT version on PSP?

    1UP: I think so, yeah. Back when it was first talked about, people got really excited. I guess it's kind of fallen off the map because it hasn't really been talked about since then, but it'll be big news.

    KY: Another question. Which do you think would you or the users would like to have first: a PS3 version of Gran Turismo or PSP version of Gran Turismo?
    That really should have ended anyone's hopes for Gran Turismo 4 Mobile. At this point, Yamauchi's suggestions (and just the fact that they've stopped talking about Mobile) would seem to indicate that if they ever do bring out a Gran Turismo game for PSP, it won't be GT4 Mobile. But the damage has been done, as they say. ...
    by Published on December 23rd, 2006 12:23

    New for the GP2X by Sebastien:

    This is a remake of DopeWars, largely based on dopewars-1.5.12 (http://dopewars.sourceforge.net/). This is not a port, but my own version coded from scratch (that's why it looks kinda crappy).

    I've tried, or am trying, to stay close to the original, like the "antique" mode of dopewars-1.5.12.

    I'd appreciate feedback and comments, because my version is far from finished. The current version is a BETA and not finished by a long shot.

    Controls are quite simple, B is select an option, X is cancel. The joystick navigates you through the menus. You can use left / right in the Buy and Sell menus.

    Download and Give Feedback Via Comments ...
    by Published on December 23rd, 2006 12:20

    News from Unfathomable Depths

    Hello everyone - here are some screenshots of my new game for the GP2X 'Powerslide'. Its top a down scrolling racer with psuedo-isometric graphics. The finished game will feature 8 tracks, 3 levels of difficulty and Ill release the details on how you can put together your own tracks.

    The game code is about 50% finished. I reckon Ill finish it before the New Year, if not just after.

    ...
    by Published on December 23rd, 2006 12:18

    spoyser posted this news:

    Version 1.03
    AKA Christmas 2006 Release

    Virtual Keyboard finally implemented making most games fully playable - YIPPEE
    Keyboard is toggled On/Off with 'Y' button
    Keyboard Controls
    'Joystick' Moves Cursor
    'X' Presses key indicated by cursor

    'Select + Joystick' Moves Keyboard
    'Start' makes keyboard transparent
    'Left Shoulder' presses Enter on keyboard
    'Right Shoulder' presses Clear on keyboard

    Other minor changes

    1. Some games, eg Satellite Attack/UFO automatically map the GP2X joystick to the correct joystick (for those that don't use the 'Switch Sticks' menu item).

    2. Removed mapping some key mappings:
    L Shoulder 0 - Remains
    R Shoulder 1 - Remains
    Y - Removed (Use Keyboard)
    A - Removed (Use Keyboard)
    X - Removed (Use Keyboard)

    3. Executable renamed to o2em_gp2x (ie no extension) to avoid confusion (hopefully) with the supplied scripts (as suggested by ZE_RO)

    Download and Give Feedback Via Comments ...
    by Published on December 23rd, 2006 12:05

    via gamasutra

    Although the question of a Christmas number one has little meaning in Japan, where the main gift giving period occurs later than in the West, the market has nevertheless behaved in a similar manner with older mass market titles reasserting themselves at the top of the charts.

    The week is unusual in that although only one title sold above 100,000 units the sales for the rest of the top ten were remarkably even, with multiple games sharing the expanded business of the week. The top sellers were the two Nintendo DS Pokemon games, with the dual SKU title now having sold around 3.5 million copies in Japan alone.

    Nintendo’s latest Kirby game (to be known in the West as Kirby Squeak Squad) also saw a resurgence in sales, along with New Super Mario Bros. and Sega’s Oshare Majo Love and Berry aimed at young girls. Interestingly this is the only week all year when a Touch! Generations title has not be in the Japanese top ten.

    The highest new entry of the week was a DS entry in ChunSoft’s core Mystery Dungeon series, one of the few games in the franchise which does not use a cross company license from Nintendo or Square Enix. The latest in the Wild Arms role-playing series also performed well at number eight, as did Pokemon Battle Revolution – the first major new release since the launch of the Wii and its first online title.

    Western gamers though may be surprised to find that The Legend of Zelda: Twilight Princess has charted only at number thirty-three, while the only other Wii titles outside the top ten are Wii Play at number twelve, Wario Ware: Smooth Moves at number thirty-six and anime license Bleach Wii at number fifty.

    However, the software to hardware sales ratios still remain largely the same as during the launch week, with Nintendo again only managing to ship around another 100,000 consoles this week. Stock has been similarly limited for the PlayStation 3, which has only two titles in the top fifty: Motor Storm at number thirty-five and Ridge Racer 7 at number forty-nine.

    As is by now commonplace, the Nintendo DS was the best selling hardware of the week by a considerable margin, with a total of 319,866 unit sales. The Wii was next at 108,237 units, followed by the PlayStation 3 at 70,942, the PSP at 48,962 and the PlayStation 2 at 37,730 units. ...
    by Published on December 23rd, 2006 12:02

    via kikizo

    Eager Pokémon fans anxious to taste the first proper DS games in the series may be wondering how long it will be until the new duo arrives. If the latest information out of Nintendo's American arm is anything to go by, they could be in for a wait.

    Nintendo said this week that Pokémon Diamond and Pearl would be out for the DS in North America on 22 April. Tack on a few months for localisation and Europeans could find themselves waiting until summer to see what the fuss is about.

    And there is a lot of fuss. The new instalments in the decade-old series have sold nearly 4 million copies in Japan, bolstering the already impressive momentum of the DS.

    There are questions about how complete the game will be when it arrives here. Wired points out that the press released for the US version of the game goes to pains not to mention anything to do with online play, which is included in the Japanese editions. Despite the omission, Nintendo told Kikizo that it is "a full WiFi game".

    Nintendo will be keeping a keen eye on importers after Easter. Previous Game Boy Advance editions have been too popular with some ardent fans for Nintendo's liking, resulting in the company threatening local importers if they continued to sell it. With a rabid fanbase not satisfied with the piecemeal Pokémon Mysterious Dungeon games for Game Boy Advance and DS, there's every chance that the proper DS instalments could be a big hit before they officially arrive. Nintendo is prepared.

    "We in no way condone the importing of games into territories other than where they are supposed to be sold," Nintendo's Robert Saunders told Kikizo.

    "As in the past, if deemed necessary we will issue cease and desist letters to retailers whom we know are selling imported games not intended for sale within the EEA. Nintendo rigorously protects its worldwide trademarks and in doing so ensures fair play in the market for all retailers." ...
    by Published on December 23rd, 2006 11:58

    via ign

    In a move that is sure to delight and confuse the hell out of a large number of children this holiday season, LucasArts and TT Games have announced that Santa Clause can be unlocked for play in LEGO Star Wars II: The Original Trilogy. There's no word yet on Rudolph.

    We'll let the email from LucasArts speak for itself, because it's awesome. Enjoy.

    Ever wonder how Santa Claus manages to work his way down chimneys way too small for him? Or how he seems to stop time in order to visit all of the world's good boys and girls every Christmas morning? LucasArts and TT Games know the answer: Santa Claus is a Jedi Knight whose amazing Force powers allow him to pull off such spectacular feats. A long time ago, he came to us from a galaxy far, far away to exile himself from the Jedi purge led by Darth Vader. (No... that's not official canon.)

    But what would have happened if jolly ol' Saint Nick had stuck around to assist the Rebellion? Find out by creating him in LEGO Star Wars II: The Original Trilogy. Here's how:

    Step 1: At the Mos Eisley Cantina, enter the following two codes:

    CL4U5H (for Santa hat and red clothes)

    TYH319 (for white beard Extra)

    Step 2: Go to the Character Customizer and create the proper costume. Use a human head, the appropriate red clothing...and don't forget the red cap! Santa can wield the weapon of your choice -- we recommend the green or red lightsaber to seasonally complement his shiny red duds. (Remember, the color of his lightsaber decides whether his Force powers are naughty or nice.)

    Step 3: In the Extras menu, activate Disguise 3.

    Step 4: Enter the character-based level of your choice in Free Play.

    Step 5: Spread holiday cheer to a galaxy in pieces. ...
    by Published on December 23rd, 2006 11:58

    via ign

    In a move that is sure to delight and confuse the hell out of a large number of children this holiday season, LucasArts and TT Games have announced that Santa Clause can be unlocked for play in LEGO Star Wars II: The Original Trilogy. There's no word yet on Rudolph.

    We'll let the email from LucasArts speak for itself, because it's awesome. Enjoy.

    Ever wonder how Santa Claus manages to work his way down chimneys way too small for him? Or how he seems to stop time in order to visit all of the world's good boys and girls every Christmas morning? LucasArts and TT Games know the answer: Santa Claus is a Jedi Knight whose amazing Force powers allow him to pull off such spectacular feats. A long time ago, he came to us from a galaxy far, far away to exile himself from the Jedi purge led by Darth Vader. (No... that's not official canon.)

    But what would have happened if jolly ol' Saint Nick had stuck around to assist the Rebellion? Find out by creating him in LEGO Star Wars II: The Original Trilogy. Here's how:

    Step 1: At the Mos Eisley Cantina, enter the following two codes:

    CL4U5H (for Santa hat and red clothes)

    TYH319 (for white beard Extra)

    Step 2: Go to the Character Customizer and create the proper costume. Use a human head, the appropriate red clothing...and don't forget the red cap! Santa can wield the weapon of your choice -- we recommend the green or red lightsaber to seasonally complement his shiny red duds. (Remember, the color of his lightsaber decides whether his Force powers are naughty or nice.)

    Step 3: In the Extras menu, activate Disguise 3.

    Step 4: Enter the character-based level of your choice in Free Play.

    Step 5: Spread holiday cheer to a galaxy in pieces. ...
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