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    by Published on March 3rd, 2009 21:12

    Capcom's Keiji Inafune has said that developing titles for the Xbox 360 was the only way the publisher could successfully break Western markets.

    Although the publisher had tried to create more Westernised titles in the past, including Shadow of Rome and the critically panned Without Warning, it wasn't until the current generation that the publisher scored blockbuster hits.

    "I think I can only get away with saying this now, but I really thought that the using the Xbox was only way to break into overseas markets, and I took that hypothesis all the way," said the acclaimed developer.

    Capcom supported the Xbox 360 with two exclusive titles – Dead Rising and Lost Planet – both of which were early hits for the publisher on Microsoft's console.

    "I think the success of these two titles was a major achievement for our company," added Inafune.

    "That the Xbox 360 was such a big hit, and the products that we made for the overseas market were so well received was extraordinary."

    http://www.gamesindustry.biz/article...markets-capcom ...
    by Published on March 3rd, 2009 21:07

    Sony's PS3 shooter Killzone 2 has stormed the UK charts at number one this week, making it the first all-formats number one for the firm in almost two years.

    The title becomes the fourth fastest-selling game for Sony in the UK, and the second fastest-seller on the PlayStation 3 behind GT5 Prologue.

    Last week's number one, Street Fighter IV, saw sales drop 49 per cent as it slipped to number three according to GfK Chart track data, leaving Microsoft's Halo Wars to enter the charts at number two.

    Apart from Professor Layton and the Curious Village at number five, all the other titles in the top ten lost sales for the week ended February 28.

    The only other new entry this week is Konami's Silent Hill: Homecoming, which debuts at a respectable number 11.

    01 Killzone 2
    02 Halo Wars
    03 Street Fighter IV
    04 Wii Fit
    05 Professor Layton and the Curious Village
    06 Sega Mega Drive Ultimate Collection
    07 FIFA 09
    08 Call of Duty: World at War
    09 Ben 10: Alien Force
    10 Mario Kart Wii

    http://www.gamesindustry.biz/article...k-on-top-in-uk ...
    by Published on March 3rd, 2009 21:06

    Microsoft's senior regional director for the Entertainment and Devices division, Neil Thompson, has declared himself happy with the performance of the Xbox Live download service, noting that the "phenomenal" past year for the Xbox 360 has put the company ahead of its own curve predictions.

    "What I can say is that we have 17 million Xbox Live subscribers worldwide that are very active, and all of our download content - especially in the UK - is above where our expectations put us," Thompson told GamesIndustry.biz at the launch of the Microsoft/NBC Universal partnership last week.

    "So we're very confident that these sorts of services that we've announced are proving very popular, and will be very successful. Our consumers are telling us."

    And although he declined to reveal the specific numbers for downloads in the UK, or split them out into proportions of game add-ons versus other content such as film and TV downloads, he does feel that Microsoft is getting the right blend overall.

    "The way I encourage people to think about this is that we're trying to make the Xbox 360 platform as completely compelling as a whole platform" he said. "What we feel you have to do is have a variety of different entertainment experiences that people will want to consume at different times, for different reasons. And different types of people will want to consume them.

    "So we tend not to look at individual pieces and ask if it's doing well as a piece. What we do is look at whether or not the range of what we're offering more compelling than anybody else can offer. If the answer is yes, and when we look at new content we can offer, does it enhance what the range of that offering looks like - and that answer is yes - that's how we think about it and how we focus on it.

    "In today's world consumers are incredibly demanding about what they get out of consumer technology, and technology services. Quite often it's just about having the choice, irrespective of what within the choice they use, they still want to see the choice. That's how I think about it - so therefore, what an individual piece does to the whole is quite difficult to judge specifically.

    "As a proposition as a whole, if you look at Xbox 360 in the past 12, 18 or 24 months - especially in the UK - it's been pretty phenomenal. We think we're getting it right with these sorts of content plays."

    http://www.gamesindustry.biz/article...tion-in-the-uk ...
    by Published on March 3rd, 2009 21:02

    Just like Eye-Fi promised in January, the WiFi SD card maker is adding video sharing to its repertoire. The new Explore Video and Share Video cards bring video sharing and 4GB capacities to the existing photo sharing lineup. The new cards go for $99 and $79, respectively, while the old 2GB Eye-Fi Home and Eye-Fi Share cards have been marked down to $49 and $59 each. The cards can handle uploads to YouTube and Flickr, and are built for HD uploads, and naturally the Explore card adds the hotspot service and geotagging on top of regular service. You can pre-order the cards today, and they should be shipping by the end of the month. Eye-Fi is also releasing a free iPhone app (as promised) this week, which works with your existing Eye-Fi account (yeah, you need to own a card) and allows you to upload iPhone shots to the same 25 services the SD cards work with, along with the computer syncing Eye-Fi is known for.

    http://www.engadget.com/2009/03/03/e...are-video-car/ ...
    by Published on March 3rd, 2009 18:46

    News/release from kkd

    I made a game to help study kanji readings. Below is part of the instructions.

    ===========================

    Gameplay

    Blocks labelled with kanji fall toward the bottom of the screen. The point of the game is to shoot down the blocks with missiles labelled with pronunciations.

    If a missile with an incorrect pronunciation hits a block, the block is not destroyed. If the block reaches the bottom of the screen, it explodes and causes the player damage. When the player's life bar is empty, the game ends.

    In the gameplay menu, the player can control how many blocks there are and how fast they fall.

    ===================================

    Controls

    Move cursor:
    Use left and right on the direction pad, or drag with the stylus.

    Fire missile:
    Press A or tap the space above the cursor.

    Switch missile:
    Press B or tap the space diagonal to the cursor.

    Pause:
    Press Start.

    ===========================

    The nds file is attached, as are two screenshot files. Another copy of the nds file and the source code are here:
    https://sourceforge.net/project/show...kage_id=303600

    The full instructions are at kanjistrike.sourceforge.net/readme_ds.html

    IMPORTANT This must be run on a DS, not an emulator, and there must be a folder called 'ks' in the root of the flashcart. This is to allow save files to be written and stored.

    Thanks very much for taking a look at my game.

    Download and Give Feedback Via Comments ...
    by Published on March 3rd, 2009 18:35

    Nintendo has advised people to buy a Nintendo DSi early, as demand could easily outstrip supply during the busy festive period at the end of the year.

    Recent Christmases have seen Nintendo's hardware top the must-have lists, with stocks of the Wii falling short of demand consistently since its release in 2006 – and it looks like it could be a similar situation with the soon to be released Nintendo DSi.

    "I always advise people to buy early," Nintendo's UK general manager David Yarnton told The Times in a recent interview, picked up by gamesindustry.biz. "One of the things that people don't seem to understand is that factories are producing constantly; they don't peak and trough. So we're producing product all the time, but then everyone wants it all at the one end of the year. It's just so hard to try and keep up."

    Retailers are already reporting huge demand for the new handheld, the third iteration of Nintendo's DS hardware that introduces multimedia capabilities. It's slated for an April 3 release in Europe, with a US launch coming two days after.

    http://uk.ds.ign.com/articles/958/958610p1.html ...
    by Published on March 3rd, 2009 18:29

    news via http://www.drunkencoders.com/

    Jeff Lait, world famous author of Powder, one of the best NDS homebrew games on the DS has recently released a science fiction novel, both in print, and digital form.

    The Moon Books Project has made available a version specifically formatted for viewing on the Nintendo DS, with the blessing of the author.

    Visit the Menoetius website for the physical and digital versions, and the Moon Books Project for the NDS version.

    http://moonbooks.info/moonbooks/news.php?item.45.6 ...
    by Published on March 3rd, 2009 18:19

    News/release from Hell Hibou:

    Wii Homebrew Launcher is an interface similar to that of the Wii menu. It allows you to start homebrew stored on your SD card in the Wii front SD slot. Each program is represented by its own customizable "channel".

    A new version of Wii Homebrew Launcher is available, plus the source code of this project are now available.

    As a reminder, here is a summary of the main functionalized homebrew:

    Launch a homebrew Wii or ELF to DOL from an SD card, an SD-gecko, a DVD or a shared folder (Samba).
    Opportunity to learn the homebrews in sub-folder (allows to set up categories Emulators, Games, eg ....)
    Opportunity to start a ROM directly with an emulator developed for this purpose.
    Launch a Channel on your Wii any area without having to change the area of your Wii.
    Can be installed as a chain or be run directly with the fault Zelda TP (for those who do not want to install in console)
    A mode 'Lite' (a kind of safe mode) is accessible by launching this homebrew from the game in Zelda TP trucsigné autoboot.
    Customizable with themes

    It was some time that he had not been updated and inspiration missing me, so I decided to put the sources online. This allows me to re-do the music (which had been disabled for licensing reasons) and include a loader for homebrew GameCube 'Wii GameCube Homebrew Launcher' to MegaMan. I hope that the dissemination of these inspirational source developers and that the loader will evolve.


    Here is a list of changes in this version that passes for the occasion in version 1.0:

    The file path dol / elf password as an argument to homebrew is correct (he pointed to the parent folder).

    Various changes related to libfat.

    The chain was moving subjects.

    Re-activation of the music font.

    The music is re-refresh when changing theme.

    Pooling of some source files with the library MyFS.

    Inclusion of Wii GameCube Homebrew Launcher to launch GameCube homebrew.

    The GameCube loader tries again to play a DVD GameCube (better compatibility with SD-Boot) and creates a dummy if GameId
    there is not in the drive.

    Dissemination of sources under the GNU General Public License


    Using the loader for GC homebrew


    To launch a homebrew GC, you will need a patched MIOS,

    be included in the 'Wii Gamecube Homebrew Launcher' to MegaMan

    be included in the 'Gamecube Backup Launcher' WiiGator

    Then create a folder GAMECUBE at the root of the SD card, the USB stick, DVD or the shared folder.

    As for Wii homebrew, create a folder for each homebrew

    Place the homebrew GC which must be in DOL only and name it BOOT.DOL

    [Optional] To give a name to hombrew, title.txt create a file, edit it and enter the name you want.

    [Optional] To give a specific icon, create an image 132 pixels wide and the height of which is multiple of 95. The image must be either 24-bit BMP format and named the title.bmp or PNG and appointed title.png. Copy it into the directory homebrew.

    Download Here and Give Feedback Via Comments ...
    by Published on March 3rd, 2009 18:14

    News from Wiibrew:

    Version 3.5 of the System Menu was announced on March 3, 2009, by Nintendo sending notices to the Wii Message Board. (Korean Region Only As Of This Posting)

    Update appears to include IOS52 (used by menu) and IOS254 (a copy of IOS9, to block PatchMii). Along with Updates to all 4X IOS versions (IOS40 IOS41 IOS43 IOS45 IOS46)


    What is affected
    Affected Workaround
    Twilight Hack 0.1beta1 and below? - Status Unknown
    PatchMii - None (yet, but should be easy)
    DVDx - Status Unknown


    http://wiibrew.org/wiki/System_Menu_3.5 ...
    by Published on March 3rd, 2009 18:08

    Saturday night, while many of us were stuffing food into our faces, plenty of folks were still playing Halo 3. At precisely 6:36pm PST, in a three minute and nineteen second game of Infection on Foundry, four players participated in Halo 3's one billionth match.

    One Billion. It's a giant number, one that's difficult to understand without the proper context. Our first thought was to put it into perspective by comparing Halo 3's total games played with its predecessor, Halo 2, a title that we are still super proud of, and one that's topped the original Xbox LIVE Leaderboards since its launch through to present day - over four years of online gaming.

    But there's a problem with that comparison. Halo 2 has yet to achieve one billion games played. As of right now, it's sitting pretty at 798 million total matches played. Surprised? We were.

    Still, we wanted to find ways to help you (and us) better comprehend just what one billion games means in the grand scheme of things.

    If each game of Halo 3 lasted only three minutes and nineteen seconds, mirroring the Infection game outlined above, the total amount of time played would eclipse sixty-three centuries. For those looking for more granularity, that's roughly 630 decades, 6,300 years, or 2,300,000 days.

    But admittedly, that's working from a pretty rough estimate. No worries, we keep tabs on this sort of stuff. We recruited our database guru, RocketMoose, to provide us with some more accurate numbers. The data point he supplies below is a sum total of all player time spent in matchmaking. If ten players completed a ten minute match, the database would log 100 minutes of total playtime. This figure also does not include data from Custom or Offline matches.

    Total Matchmaking Playtime: 2,023,153,340,764 seconds.

    http://www.bungie.net/News/content.a...news&cid=17858 ...
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