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    by Published on April 28th, 2007 15:05

    Via BBC News




    Computers with wireless internet should not be placed on children's laps, says the head of the government's committee on mobile phone safety research.
    Professor Lawrie Challis told the Daily Telegraph children using wi-fi networks should be monitored until research into potential health risks is completed.

    He says children should keep a safe distance from the embedded antennas.

    The Health Protection Agency has said wi-fi devices are of very low power - much lower than mobile phones.

    Prof Challis, retired professor of physics at the University of Nottingham, said: "With a desktop computer, the transmitter will be in the tower.

    "This might be perhaps 20cms from your leg and the exposure would then be around one per cent of that from a mobile phone.

    "However, if you put a laptop straight on your lap and are using wi-fi, you could be around two centimetres from the transmitter, and receiving comparable exposure to that from a mobile phone."

    'Bigger problem'

    Prof Challis added that children are much more sensitive than adults to dangers such as pollutants like lead and UV radiation.

    "So if there should be a problem with mobiles, then it may be a bigger problem for children.

    "Since we advise that children should be discouraged from using mobile phones, we should also discourage children from placing their laptop on their lap when they are using wi-fi.

    Meanwhile, teachers have called for an investigation into whether there are any health risks from wireless computer networks in schools.

    The Professional Association of Teachers union is writing to the education secretary for a clarification on wi-fi safety.

    Many primary and secondary schools use wi-fi networks - but the PAT believes there is insufficient long-term evidence to demonstrate whether such networks are safe.

    Any Coments? ...
    by Published on April 28th, 2007 01:43

    A lot of you have updated to the recent 3.40 OE-A firmware by Dark ALex but which is the best of the Custom Firmwares for newcomers and experianced users alike.

    Give your feedback and replys via comments ...
    by Published on April 28th, 2007 01:26

    via Wired News

    Nintendo of America likes to be secretive about Virtual Console releases, but their Japanese parent and Hudson's US branch have no such qualms. As such, they've both released the lineups of games we can expect to see from them on Virtual Console in May.

    TurboGrafx (US):

    Ordyne (Namco Bandai)
    Ninja Spirit (Irem)
    Blazing Lasers (Hudson)
    World Sports Competition (Hudson)

    Japanese Virtual Console lineup in full, after the jump.

    All dates "sometime in May" unless specifically noted.

    Famicom:


    Exerion (Jaleco) - May 1
    Super Mario Bros. 2 (Nintendo) - May 1
    Tsuppari Oozumo (Tecmo)
    Challenger (Hudson)

    Super Famicom:

    (none)

    Nintendo 64:

    F-Zero X (Nintendo)

    Mega Drive:

    Bare Knuckle II [Streets of Rage II] (Sega)
    Chameleon Kid (Sega)
    Shining and the Darkness (Sega)
    Hybrid Front (Sega)

    PC Engine:

    Neutopia (Hudson) - May 1
    The Last Ninja [Ninja Spirit] (Irem)
    Out Live (Sunsoft)
    Sengoku Mahjong (Hudson)
    Bravoman (Namco Bandai)
    Bonk 3 (Hudson)
    Battle Lode Runner (Hudson)
    Air Zonk (Hudson) -- delayed from April into May ...
    by Published on April 28th, 2007 00:47

    I was looking for news around the web,and I found over a french site that Z33 and jas0nuk released the new RCO Edit. They found out that the 3.40 has font customization,it looks like the font color can now be changed,and even the visualizer!

    Note: Please be careful. This was only test on firmware 3.40 OE. It could be dangerous on firmwares below 3.40 OE,so don't be dumb.


    Download and Give Feedback Via Comments ...
    by Published on April 28th, 2007 00:38

    Straight from Japan comes another Playable Demo of Locoroco, heres some info about the game:



    features
    Roll, Bounce and Tilt the LocoRoco through a vibrantly animated world.
    Fluidly Morph to the Environment: Stay round to roll, become slim to squeeze through narrow passages, and disassemble into smaller LocoRoco to collectively pass through small crevasses and paths.
    Eat to increase the size and quantity of LocoRoco and to gain access to secret areas and hidden rewards.
    Simple Intuitive Gameplay: Just press the L and R buttons to tilt the landscape or bump the LocoRoco onto higher platforms and up hillsides.
    Over 40 Stages of lush living landscapes: Roll across grassy plains and slippery slopes. Bounce and balance on teetering platforms.
    Six Different Types of LocoRoco, each with unique voices and actions.
    Captivating, light-hearted original songs communicate the joyous world of the LocoRoco.
    Extras features include the customizable LocoHouse, three mini-games, and exciting wireless features.

    Buy from Play Asia

    Download the Fifth Commercial Locoroco Game demo and Give Feedback Via Comments
    ...
    by Published on April 28th, 2007 00:36



    Straight from Japan comes a Playable Demo of Lumines 2, heres some info about the game:

    Lumines II for the PSP® (PlayStation®Portable) system is the highly anticipated sequel to the extremely addictive puzzle-based video game, Lumines. Take control of squares made of four smaller block pieces that are dropped into the playing field one at a time to form same-color rectangles. The vertical "timeline" sweeps across the playing field from left to right and wipes the same-color rectangles from the playing field. Unmatched blocks pile up, and the game ends when the pile gets to the top of the playing screen. Features mind-blowing graphics and some of the hottest artists from today including Black Eyed Peas, Gwen Stefani, The Chemical Brothers, Beck, Hoobastank, and much more!

    Buy from Play Asia

    Download the Game Demo and Give Feedback Via Comments ...
    by Published on April 28th, 2007 00:32

    Heres a video posted of the game Final Fantasy Tactics which will be appearing soon on PSP:

    http://www.square-enix.co.jp/fft/main_fft.html ...
    by Published on April 28th, 2007 00:23

    Final Fantasy X-2 was a great offshoot to the PS2's first Final Fantasy game thanks to its light-hearted storyline and an exciting battle system where you got to play dress-up with a trio of hot videogame babes. But was this just beginners' luck as Square Enix attempted to take its biggest franchise into the previously unfathomable realm of direct sequels? Final Fantasy XII Revenant Wings is the company's chance to answer that question.

    Released to Japan on Thursday, Revenant Wings shares much in common with X-2. It's set after the events of last year's Final Fantasy XII and features many of the old cast members, including Vaan, Panelo and Fran. However, in the first few hours of playtime at least, the connections to the original are kept in the background, with a few vague references here and there. Panelo will, for instance, refer to some great event from some time long ago without going into specifics. This should make the game suitable for FFXII fans as well as for those who've never played the original.

    Also like FFX-2, Revenant Wings seems to be a bit light hearted when it comes to storyline. The first few hours have felt like the further adventures of sky pirates Vaan and Panello rather than an epic quest one expects from a real numbered entry in the series. Combine this sense of adventure for adventure's sake with the cute sprite art that's used for the characters, and Revenant Wings feels like it's giving us a glimpse into the childhood of the two heroes rather than the events following FFXII.

    As different as FFX-2 was from FFX in terms of gameplay, Revenant Wings is an even greater departure from its predecessor. Aside from the new battle system, which we'll get to in just a bit, Revenant Wings is entirely mission based. You select a mission from a world map, clear the mission, then bounce back to the world map where you can repeat the process. You can also take part in free battles by selecting previous locations.

    There doesn't appear to be any actual exploration or adventuring in the game. You have full control over Vann when moving about the world map, although the map is only a few screens wide and appears to exist primarily as a hub for connecting the mission spots. I haven't encountered any towns yet, although if you feel like chatting with other characters, you can board your air ship and walk around as you equip your characters for upcoming battles.

    In the few hours that I've played, all the story progression has taken place before and after missions. Even though things have, as mentioned above, been on the light side so far, Square Enix still saw fit to include lots of dual-screened CG footage. The production values are high for these clips -- so high that its a shame to see them spoiled by the DS's choppy, garbled video compression. The CG clips are silent as far as voices are concerned, but this is true of the game as a whole.

    The real meat of the game is in its battle system, which brings a new type of gameplay to the world of Final Fantasy. Square Enix has previously attempted to expand the series to new gameplay fronts with varying success, giving us one of the finest Japanese strategy titles around in Final Fantasy Tactics, and... well, Dirge of Cerberus wasn't exactly Japan's answer to Half Life. Revenant Wings tries out something that's a bit rare in Japanese-developed games, and home console games overall: real-time strategy.

    The battle system places your party of warriors against enemies spread out over a large field or dungeon. Usually, there's a winning condition -- defeating a certain enemy character, or making your characters arrive at a certain point on the field, for instance. There's also a losing condition, usually the death of all your main party members.

    Different from a turn-based strategy game like Final Fantasy Tactics, the enemies in Revenant Wings won't wait for you to move. Thankfully, everyone, enemies and allies alike, move nice and slow, giving you a chance to think.

    In addition to your main party of characters, you can summon helper beasts into battle. You start off battle with an initial set of such beasts. Find a summon point on the battle field, and you can replace beasts who've been killed, or simply swap out old beasts for new ones who seem to be more appropriate for the battle at hand.

    I've managed to engage in battles with over two dozen units, including main characters, main enemies, and helper beasts on both sides. This may seem like a lot to manage, especially on the tiny DS screen, but the developers have made some effort to simplify management. In addition to selecting individual units by pointing with the stylus, you can also use the stylus to draw a rectangle around groups in order to issue group commands. It's possible to make an entire flock of troops move to a single spot or attack a single enemy with just a couple of motions.

    I haven't made much use of this box selection method since I stumbled upon the other way to move units. The creatures that you summon into battle are assigned ...
    by Published on April 28th, 2007 00:22

    The Wii has remained a weekly sellout in Japan largely due to two games, Wii Sports and Wii Play. Both crossed the million mark long ago and are easily the biggest Wii titles thus far in Nintendo's home territory, with continued weekly placement in the top 10 while other Wii titles appear one week then are gone forever the next.

    It appears that, at long last, those two titles won't be alone. Nintendo's Touch Generations lineup officially hit consoles this past week with the Japanese release of Big Brain Academy: Wii Degree (in Japanese, Wii de Yawaraka Atamajuku). It sold millions on the DS, and if there's a god and his name is Iwata, it will do the same on the Wii.

    At a glance, there isn't really isn't too much different between the Wii version of Big Brain Academy and its DS counterpart. Much like the DS version with the stylus, the success of the Wii version depends in part on having a pointing device for selecting answers, something the Wiimote is quite capable of, as owners of the system have probably figured out by now.

    The Wii version also adds a new category of question where you do things like whack-a-mole and aiming a flashlight at the screen. I haven't noticed any actual motion-based "mini-game" style questions and answers, but Big Brain Academy isn't meant to be a replacement for Wario.

    That speaker that comes built in with every Wiimote is also put to use. As you play, you'll hear occasional comments about your performance directly from the speaker. One of the brain tests even uses the speaker directly. The Wiimote rings and vibrates like a phone. Press A, and a customer issues a food order. You'll have to listen closely and remember the order in order to mark it on the order list and clear a mini game.

    Big Brain Academy also taps into some of the Wii's non-Wiimote features. The game makes use of your Mii collection. In addition to using one of your Miis as your in-game counterpart, other Miis from your collection appear in the mode selection screen as other students at the Big Brain Academy. Limited WiiConnect24 support is also included. You can set the game to automatically send your records to friends in your friend list. With your data in hand, your friends can compete against your records in the game's battle mode.

    And, of course, the biggest difference of all: the Wii version is played on a large television screen rather than the tiny DS screen, making it perfect for party gaming. In addition to the single player brain test and stretch exercises, the game includes multiplayer modes for up to eight players. Only one mode actually has two players facing off one on one in split screen competitive play. The other modes, including a cooperative survival mode, have players trade off the Wiimote when prompted.

    The coolest multiplayer mode is called Doki Doki Panel. Up to eight players group together in up to four teams, then take turns selecting panels from a 4x4 board. Each panel corresponds to a game, although you usually don't know in advance what game you'll be getting, or the difficulty. Once all panels are cleared, the team with the best record wins.

    Big Brain Academy has the smooth, stress-free presentation that characteristic of just about any game published by Nintendo. Combine this with the addictive single and multiplayer challenges, and Touch Generations' trip to the home has all the makings for a success. Wii Sports and Wii Play should at long last have some company.

    via ign ...
    by Published on April 28th, 2007 00:20

    Ah, spring football. It's that innocent time of year when college teams across the country merrily walk through plays in their practice jerseys, the pressures of Division 1 football far behind them. So when we got our hands on NCAA Football 08 for a quick game Thursday, we naturally chose to play the most pressure-packed game out there: Michigan at Ohio State.

    NCAA 08 is still relatively early in development, somewhere in mid-Alpha, EA says. Like most football teams this time of year, NCAA 08 has plenty of apparent flaws that need fine-tuning. But like the Wolverines (stacked again) and the ever-dangerous Buckeyes, NCAA 08 shows a lot of promise too.

    IGN Sports editor Jon Robinson and I jumped right into the Horseshoe and changed the weather to 11 degrees with slight precipitation. That means snow. Now if the console had been hooked up to Xbox Live, the new real-time weather feature courtesy of the Weather Channel would have selected 65 degrees and cloudy, as it was in Columbus on April 26 at 5:30 p.m. But snow is more fun.

    Full article ...
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