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Eric S., (right) 8, assists his brother Ethan, 6, both of Miami, Florida in a Fossil Fighters video game tournament at the La Brea Tar Pits Thursday, August 6, 2009 in Los Angeles. Fossil Fighters for the Nintendo DS and Nintendo DSi portable video game systems launches on August 10, 2009. (Photo by Nintendo, Bob Riha, Jr.)

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Sebastian M., 12, of Los Angeles (center) joins other video game fans to dig for ‘Vivosaur’ puzzle pieces at the La Brea Tar Pits, Thursday, August 6, 2009 in Los Angeles. The puzzle pieces represent dinosaur-like fossils from the new Fossil Fighters game for the Nintendo DS and Nintendo DSi video game systems, where players unearth, clean and do battle with more than 100 unique fossilized creatures based on real dinosaurs. The new game launches on August 10, 2009. (Photo by Nintendo, Bob Riha, Jr.)


– Scanner functions:
bottom screen shows different enemies
weaknesses, skills, stats and more will also be shown

– Demonica Suit: more applications

Gate Search
Enemy Search
Forma Search
Space Search
search results will display on map as icons

– Kudlak is in the game

Source 1, Source 2


First day sales in Japan

Posted on 14 years ago by (@NE_Brian) in DS, News, Wii | 0 comments

G Generation Wars (PS2) – 136,000 (73%)
Tales of VS (PSP) – 89,000 (49%)
Blood of Bahamut (DS) – 25,000 (22%)
Kamen Rider (PS2) – 25,000 (71%)
Magna Carta 2 (360) – 22,000 (41%)
G Generation Wars (Wii) – 21,000 (53%)
Winning Eleven (PS2) – 19,000 (19%)
Irodzuki Tincle (DS) – 18,000 (19%)


Did you know that the original Punch-Out!! has a 22-year-old secret? Well, apparently it does, and Nintendo is finally ready to share it with gamers. Makato Wada, who was part of the development team that ported the arcade versions of Punch-Out!! to the NES and SNES, took part in the latest Iwata Asks interview and spoke about the secret.

Wada
This is a great opportunity, so I have something I’d like to say. In Punch-Out!!, the game gives you a lot of hints about effective timing of punches. There is a big boxer called Bald Bull in the NES version as well and a light flashes to the right in the audience when he charges. If you punch when it flashes you will land a body blow.

Tanabe
What? Really?

Wada
No one has known about that for about 22 years…

Everyone
(laughter)

Wada
I was wondering when I would have a chance to tell people that.

Iwata
You’ve been holding that information for 22 years since the release. (laughs)

Wada
Now that I had the chance. (laughs) There are a lot of hidden elements in the NES version.


Media Create has published the latest hardware sales figures from Japan. The results are below.

Wii – 95,357
DSi – 73,710

PSP – 33,049
DS Lite – 12,027
PS3 – 8,760
PS2 – 3,617
Xbox 360 – 3,552

For comparison’s sake, here are the numbers from the week of July 20th (last week).

DSi – 80,362
PSP – 30,523
Wii – 23,995
DS Lite – 12,385
PS3 – 8,997
PS2 – 3,305
Xbox 360 – 3,080


[flashvideo file=http://www.nintendoeverything.com/wp-content/uploads/2009/08/NintendoEverything-NewSpyborgsComboGameplayVideo814.flv /]


Shadow Tower scans

Posted on 14 years ago by (@NE_Brian) in News, Wii | 2 Comments

Thanks to Jake for the news tip!


A number of Wii owners who have downloaded Tales of Monkey Island off of WiiWare have been experience different technical issues. In particular, frame rate and output glitches have been reported by multiple gamers. However, one Telltale Games developer has provided a large response regarding the issues with the title and hopes that the next episode will at least be free from hitching.

“Just for the record, it doesn’t matter whether or not you are running from the HD or SD. When you “run from the SD card, the wii is actually taking the game and copying it to the hard drive before you even get into the game. That’s why you always need to have the full game’s worth of space available on your wii, even when playing from the SD card.

As for different SKU’s, there’s only the one (or at least as far as anyone can tell). I don’t believe they’ve changed it at all since launch.

Now as for the actual problems, it’s definitely a topic of discussion around the office, so I don’t want anyone to think we are just ignoring it and hoping it will go away. We definitely aren’t happy with the fact that not everyone is having an enjoyable experience.

I’m personally really bummed about the voice quality. Obviously the game was pretty rigorously scoped for the 40mb filesize, but no matter how much you plan in advance little things creep in and add up. So when all was said and done we had to make a choice of either cutting content or compressing the voice more than usual. It was a pretty damn hard decision, but the last thing we wanted to do was cut out dialog from the wii version that was in the PC version. In the end I feel we made the right choice.

Obviously, that’s not something we want to happen again, so we are working hard on 102 to make sure it doesn’t.

As for the hitching, it’s a frustrating problem, but both internally and externally (nintendo’s lot check) it was agreed that it was within the standards. Which is never a good answer but in a choice between delaying the game a few more weeks or getting it in the hands of the public, we chose the latter. I’m fairly confident that everyone is seeing the exact same level of hitching, but obviously it bothers some people more than others. Unfortunately, exacting standards doesn’t mean that everyone will be equally satisfied.

Now, we have an idea as to what’s causing the majority of the hitching, so we are designing around it for the second episode, but there was no easy way to fix it for the first one.”

Thanks to Jake for the news tip!



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