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GameCube

This information comes from SEGA’s Osamu Ohashi…

“It might happen, if someone comes up with a brilliant idea that would make both Nintendo and SEGA happy. If there’s a good idea, that will work for both of us, then we might do that. But as far as we know, we haven’t heard of any concrete plan or project that’s going on.”

F-Zero GX was rather difficult, but it was incredibly fun. The title was made by SEGA’s Amusement Vision studio. The actual company no longer exists, though the talent remains in SEGA internally. If SEGA found the right team to make a new F-Zero project, I’d be pleased!

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Much to the delight of Zelda fans, Nintendo released a number of new Ocarina of Time 3D screenshots last night. And just like the last few image batches, a number of comparison photos have already been created. So, what do you think? Are you pleased with the graphical improvements?

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Hideki Konno discussing Nintendo’s interest in 3D…

“[Playing games in 3-D] is something that we’ve been continually testing and working on at Nintendo. We’ve never actually stopped looking at 3-D as a viable product. And it just so happens that the technology in the marketplace now coincides with what we wanted to do. So actually, it was just very fortuitous timing.”

Hideki Konno on the Virtual Boy…

“When we launched Virtual Boy, we thought it would work. It’s trial and error. We made mistakes. And we build on mistakes.”


My story of how I got the GameCube is one of sadness. To begin, I was inside my local Toys R Us (back when they were cool) and was looking around the video game section. Anyone remember how they had you pay for the games in a separate section from the rest of the store? In any case, while I was there, I played a demo station of Soul Calibur 2. It was at that moment I wanted a GameCube.

I quickly returned home to formulate a plan to obtain the system, and, more importantly, Soul Calibur 2. I wanted the GameCube version for two reasons: 1: Most of my friends had that version. 2: Link was an exclusive character. So, sue me! It was also a good excuse to get the new Smash Bros. and Sonic Adventure 2 Battle, which was like the Dreamcast game but with plenty of additional features.


NeoGAF member Mama Robotnik has made some rather neat discoveries on John Dobbie’s Behance profile. Dobbie once worked for Silicon Knights as an Environmental Artist. The first round of art – which can be seen above – shows drawings for the unused endings in Eternal Darkness. Here’s a rundown of each piece:


This information comes from the latest Iwata Asks…

Miyamoto: Yeah. When we tested the game on the Nintendo GameCube system, there was a dog whose hair had grown in…

Iwata: That’s right, you first experimented with it on the Nintendo GameCube console when you first wanted to make a game like Nintendogs. Why didn’t that go anywhere and how was it decided that it would be released for the Nintendo DS system?

Miyamoto: The project started when I thought it would be fun to raise a pet in the television, but I thought the Nintendo DS hardware was much better suited to it.

Iwata: With the Nintendo DS systems, you can use the stylus to pet it.

Miyamoto: But with Nintendo DS, we couldn’t show the character of the coat. We now had more hardware power, so we could go back to that super-soft and fluffy feeling. (laughs) And it’s in 3D, so you can pet around their back.

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3DS region-clock

– Unconfirmed
– Sounds like the 3DS will be region-locked
– DSi was region-locked, DS/Lite were not
– Primary reason Nintendo does region-locking is for piracy

3DS Game Coins

– Shown in screenshots/video
– Different theories about what it actually does


This information comes from the latest Iwata Asks with Satoru Iwata, Shigesato Itoi, and Shigeru Miyamoto…

Iwata: To go back a little further, the Nintendo GameCube12 system actually had 3D-compatible circuitry built in.

Itoi: Huh?

Iwata: It had the potential for such functions.

Itoi: Nintendo GameCube did? And all the Nintendo GameCubes systems around the world?



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