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Dark Horse shared a public preview of its Hyrule Historia localization. Eight pages from the upcoming book can be found in the gallery above.


Following the announcement of Pikmin 3 at last year’s E3, Shigeru Miyamoto said he wasn’t a huge fan of ditching the timer in Pikmin 2. He hinted that he was pushing for the mechanic’s return with the Wii U game.

In an interview with GamesMaster, Miyamoto once again stated that he wasn’t too big on the idea of removing the timed functionality.

When asked if the Pikmin 3 team had to make some important decisions about the direction of the series prior to development, Miyamoto said:

As part of its send-off festivities, Nintendo Power compiled a list of the top 285 Nintendo games of all time. The magazine specifically chose the number since 285 issues were produced since its inception in 1988.

We have the entire lineup of games below – yes, all 285 games! Head past the break for the listing.

NeoGAF member “Mama Robotnik” has written up a brilliant feature on Silicon Knights. The post goes well into detail regarding the studio’s early times, debacles, and cancelled projects.

Much has been said about Silicon Knight’s Eternal Darkness 2 (perhaps one of the studio’s most-anticipated yet not-officially-announced projects), but we’ve never seen any assets from the game. Screenshots have never popped up online, nor have concept arts of any kind.

Thanks to some findings by Mama Robotnik, we may finally have some renders/art from Eternal Darkness 2. A former Silicon Knights 3D character artist included the images below in a couple of folders that could very well be from the game.

The purple creature in particular was probably created for Eternal Darkness 2 based on the fact that Mantorok was the only surviving ancient. The other ancients were able to create red/blue/green undead monsters, so Mantorok would have likely made his own purple soldiers in the sequel.


Miyamoto talks Pikmin origins

Posted on 4 years ago by (@NE_Brian) in GameCube, News, Wii, Wii U | 0 comments | 0 Likes

Shigeru Miyamoto opened up on the origins of Pikmin in an interview with GamesMaster.

Miyamoto told the magazine that the game wasn’t born from a clear vision. With Pimin, there was “a very vague image” as to what the team hoped to create. Miyamoto added that the idea for Olimar came later on in development.

He said:

“There are a variety of different ways for us to create videogames. Sometimes from the very outset we have some clear-cut goals towards which we start working. On the other hand we have cases when we don’t have any kind of clear-cut image as to what kind of game it will eventually be but rather we have a very vague image of whatever we would like to establish or realise. In the case of Pikmin 1 our original idea was how it would be nice if we would be able to see a bunch of small creatures doing something. Something like, they are protecting their own village and at the same time they are trying to grow and expand that village. Later on we added the feature so that the player character will be there. But at the beginning I thought that it wouldn’t be interesting enough because in that original development mode the Pikmin were used as if [they were] weapons. To be utilised, to be shot by the player themselves.”


In an interview with GamesMaster this month, Shigeru Miyamoto said that it’s “very likely” he’ll return to ideas that weren’t realized with the GameCube – Game Boy Advance link system.

Nintendo originally revealed the functionality at E3 2002. It allowed players to unlock modes, extras, and other content. One of the first games announced to support the functionality was Pac-Man Versus. Miyamoto noted that it was “a really interesting game”, but “it was rather hard for everyone to own four GBAs at the same time.”

Miyamoto told GamesMaster:

“I think it is very likely. I cannot tell specifically what ideas I used to have at the time which might be realized this time around. But as you might recall, at one of the E3 shows several years ago we showcased a game of Pac-Man Versus, which was a really interesting game. Unfortunately however it was rather hard for everyone to own four GBAs at the same time.

“But at that time still it was not very easy or accepted. [Now, with Wii U], it’s not just creators outside the company are finding fascinating possibilities to be able to realize a game dream come true.”

Thanks to joclo for the tip.

Gamasutra published a feature today comparing launch scores for consoles that have hit the market over the past 15-20 years. Take away from it what you can.

First by release:

Next by launch averages:

And here’s one more image comparing launch titles by platform:

Source, Via

Nintendo launched the 3DS worldwide in Q1 2011. That’s less than two years ago. Even though the portable hasn’t been around too long, it’s managed to make some impressive strides on the market.

First, the 3DS has already surpassed lifetime sales of the GameCube. It’s also reached two-thirds of the N64’s total sales, and almost half of the SNES’ sales.

Not bad, Nintendo.


A report surfaced on Kotaku today that paints a pretty bad picture of Silicon Knights, the studio behind Eternal Darkness.

One former employee told the site that the company suffered because of Denis Dyack’s authoritative control. Once ties with Nintendo were basically broken, Dyack was completely in charge of all operations and the Big N wasn’t there to provide any support.

A source said:

“This is the reason for the extremely high quality games that SK built a reputation on. Nintendo was going to put their name on the game, so it had to be ‘Nintendo quality.'”

Can you believe that in around a year from now Beyond God & Evil will be celebrating its tenth anniversary? Time really does fly by!

Ubisoft first teased a sequel, Beyond Good & Evil 2, over four years ago. We haven’t heard much about it since then.

It shouldn’t come as a shock that creator Michel Ancel franchise’s creator still has nothing to say about the project. He was asked for any sort of update in this month’s Nintendo Power, but Ancel was only able to reply with the following:

“[Laughs] I think the Wii U GamePad could be used nicely as a camera… [Laughs] No, to be honest, I’m really focused on Rayman Legends right now. I’m surprised how much of our energy it’s taking because I expected it to be an easier game to make. But because of the Wii U GamePad, we’re really focusing on this one. I can’t talk about what the next game will before us because it’s not set in stone yet, so I guess I don’t have a better answer for you. Sorry! [Laughs]”

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