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These come straight from their Facebook page…

-VOIP in MP Lobby
-Unlockable MP Perks
-Unlockable MP Weapon upgrades
-Weapons are saved within a level
-AI react to sound
-Knife – secondary weapon
-Throwing Knife Mechanic
-Penetratable Material (thin wood, metal, etc) – Does partial damage
-Commander (Battle Action Event)
-Instant Lobby for Quick Match MP
-Join in progress for Quick Match MP
-SP Zombie Mode
-Co-Op Zombie Mode
-Selection of Spawn Location in MP
-Manipulation of Camera during Spawn Location Selection in MP
-Button Controls
-MP Player Titles
-Player Online Status
-Join Friend Server from Online Status Info
-Nintendo Leaderboards for online stats
-Player controlled aircraft
-Updated Menu System
-Updated UI
-Updated Radar Display (Agents only appear when moving or firing)
-Revision of the Crouch/Run mechanic
-Collectibles can be touched/shot
-Max Friend list (64 Friends)
-33 Player weapons
-Removal of Latency check in MP
-Return of Snipers in MP
-12 MP Maps
-4 Zombie Maps
-24 SP Challenges
-101 Awards
-Switching weapons during a match
-Switching perks during a match
-Can select weapons for both weapons slots in MP

Holy crap, I am left incredibly impressed. I may actually have to pick up the DS version of Black Ops! AND it includes zombies? That’s just plain awesome.

Via n-Space’s Facebook

– Make a new “Bonne Mecha” for the game
– Bonne Mecha are mechs controlled by the Bonne Family:

– Fans can’t make them from scratch
– Need to follow design documents that were at a staff meeting:

– English version of the contest not up yet
– Winning idea will be used in the game
– Winner gets his name in the credits
– Earn Dev Room Zenny
– Dev Room Zenny probably for the upcoming Dev Room SNS update
– Recap of the Bonne family:


NORTH BEND, Wash.–(BUSINESS WIRE)– With the busy holiday season approaching, Nintendo of America was looking to find new ways to improve speed and efficiency at its always-busy distribution facility in North Bend, Wash. In the past, the company has tried a number of solutions, including having Donkey Kong™ roll packages down a set of girders into waiting trucks or expediting deliveries through warp pipes.

This year one of the suggested innovations included the use of wind-up Mini Mario toys. These tireless mechanical toys are featured in Mario vs. Donkey Kong™: Mini-Land Mayhem!, a new game launching for the Nintendo DS™ family of systems on Nov. 14.

Initially the use of the helpful Mini Marios seemed like a good idea. Unfortunately, they were not guided appropriately and soon marched non-stop throughout the entire building, climbing girders, riding conveyor belts and causing a bit of mayhem. They overran Nintendo’s facility for a short time, but operations have since been returned to normal.

Source: Nintendo PR

Hey guys. Wanted to give you all a quick update about the GoldenEye 007 contest, since quite a few have been asking me about it! Of course, Game Night is finished, and we’ve chosen the random comment winner as well. So, that only leaves us with one more thing – The features submissions. Austin and I are currently looking all of them (we’re very impressed, I might add!), and I’m hoping that I’ll be able to make an announcement about all of the winners either tomorrow night or Wednesday. Also worth noting, we’ll be posting our Okamiden interview sometime over the next few days. Thanks for your patience!

Miyamoto on how Mario become a character…

“If you look at the technology we have now we obviously have a bigger screen and there is a lot more space and you can do a lot more detailed artwork. But if you go back to (1981’s) Donkey Kong, it was a 16-by-16 (inch) screen area. The character I came up with to fit that best was this small little guy with a big nose and a mustache, the characteristics that would stand out in that medium. We created the game design first and then we put the characters in to fit that. With Donkey Kong, we have this gorilla who grabs this gal and runs away with her and you have to go chase the gorilla down to save the lady. And the game’s stage was a construction site, so we made him into basically a carpenter. …. With (1983’s) Mario Bros., we brought in Luigi and a lot of the game was played underground so we made him to fit that setting and, we decided he could be a plumber. The scenario dictates his role.”

Miyamoto on whether or not Mario has a hat because it was difficult to draw hair…

“The technology of the time really dictated how we did character design. If I gave Mario a lot of hair you have to animate it or it doesn’t look right. By giving him a hat we didn’t have to worry about that. We also didn’t have to draw his eyebrows, his forehead or any of these other things. It was just a really useful tool to help us emphasize what we were trying to do on this small screen.”

Over the past several weeks, we’ve been discovering all sorts of facts about Mario. Shigeru Miyamoto recently shared an additional nugget regarding the plumber’s origins at the Nintendo World Store event for Super Mario Bros.’s 25th anniversary. Have you ever wondered why Mario is Italian? Well, according to Miyamoto, the idea came from his interest in foreign comics, as well as the fact that Mario Bros. was set underground.

“As a kid, I was a big comic fan and I liked foreign comics as well. So I drew some characters that had more western type features with a little bigger noses and what not. Now with Mario, I think with Mario Bros. we had a setting of course that was underground, so I just decided Mario is a plumber. Let’s put him in New York and he can be Italian. There was really no other deep thought other than that.”



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