Saturday, 17 December 2011

Classic Video Games: What's Hot Now: Fusajiro Yamauchi - Nintendo

Classic Video Games: What's Hot Now
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Fusajiro Yamauchi - Nintendo
Dec 17th 2011, 11:03

Who would have thought one of the most important figures in the world of gaming would have passed away 12 years before the first video game was even invented?
  • Name: Fusajiro Yamauchi
  • Birth: 1859
  • Death: 1940
  • Mark In Gaming History: Founder of Nintendo

By the end of the 19th century the citizens of Japan had just about had it with card games. Since 1633 the Japanese government had put a ban on all foreign playing cards and games to try and deter illegal gambling, and continued to do so with just about every other card game for the next 250 years. Finally a game was developed in Japan that the government would accept, Hanafuda, a card game using illustrations instead of numbers for the gameplay.

With the constant banning of card games having taken their toll on the public, Hanafuda released to lackluster results. When it looked as though the game would be all but forgotten a young entrepreneur, Fusajiro Yamauchi, came up with a new approach to increase the games popular. Instead of just making general illustrations for use with the game, he would develop unique hand crafted artwork that would drive the sales of the cards. In 1889 he opened the doors to his first Hanafuda card shop, Nintendo Koppai, a name that would change simply to Nintendo as the company grew and evolved.

The Nintendo hand-painted Hanafuda cards were a hit and not only spun the newly formed company into success, but grew the card game in popularity as well. With their Hanafuda cards now in demand Nintendo quickly became the top game company in Japan, and over the next 40 years Fusajiro's small store expanded into a major corporation adding an expansive library of original card games developed specifically for Nintendo.

In 1929, at the age of 70, Fusajiro finally retired, leaving his company in the charge of his adopted son-in-law Sekiryo Kaneda (who changed his name to Sekiryo Yamauchi).

For the next 11 years Fusajiro remained out of the gaming business until his passing in 1940. Fusajiro would never know that the company he founded would expand to break new ground for a different kind of game four decades later with the Nintendo Entertainment System.

Today Nintendo is one of the dominating forces to the worldwide video game market. Their latest home console the Nintendo Wii was the first home video game system to sell over 10 million consoles in a single year.

Although he would never see or know of video games, without Fusajiro Yamauchi revolutionizing the gaming market in Japan, Nintendo would never have had the opportunity to do it again 120 years later.

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Friday, 16 December 2011

viedogame: Wii | Oregon Trail Review

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Wii | Oregon Trail Review
Dec 17th 2011, 03:52

In the 1800s, settlers gathered in Independence, Missouri. They sold their belongings, piled into a wagon, and then headed west across 2,000 miles of rough terrain before finally arriving at the verdant valley of Oregon City. Their adventures changed the course of American history, and eventually, those brave men and women were immortalized in computer game form. For years, students have learned about that famous journey by playing video games. Now they can do so in Oregon Trail for the Wii. Unfortunately, the new update is a visually unappealing, shallow, and repetitive mess of a game that is likely to leave older players pining for the days when a few minutes on the computer with virtual pioneers was the highlight of their school day.

The Oregon Trail is structurally faithful to its predecessors. As in the history books, you start in Missouri and from there head west along the familiar route. You can stop to trade with Native Americans and other travelers, purchase supplies at forts, and hunt for food, but you can also lose your belongings to robbers and fall victim to illnesses brought on by a grueling pace and harsh conditions. There are tweaks to the familiar formula that help to make things more active and contemporary, however.

The most obvious tweak is the manner in which you progress along the trail. Early versions of the game found students staring at a monitor while oxen slowly plodded from right to left, with occasional prompts when something occurred that required input. It was possible to speed things up, if a wagon party could handle the rougher pace, but mostly there was a lot of waiting. On the Wii, that waiting has been mostly eliminated. The wagon and oxen are controlled with the analog stick. There are obstacles such as rocks and mud bogs, so you need to steer around those and avoid falling trees and boulders as you collect horseshoes, wagon wheels and crates. Such resources might restore health to the oxen, prevent the wagon from taking critical damage, and perhaps even add some supplies to your waning stock.

There are enough obstacles along the trail that it's difficult to avoid everything, so picking up lots of wheels and horseshoes becomes necessary. However, it can be difficult to tell if you're properly lined up with the loot. If you misjudge, no amount of analog stick nudging allows you to correct your path sufficiently. If you want to reach the end of the trail ahead of winter, you also have to move pretty quickly by periodically swinging the remote as if cracking a whip. Then, because you're moving so swiftly, any mistakes you make have a more significant impact. You have to spend a lot of time resting, and that consumes food that you then must replenish by hunting.

Periodically, you come across welcome diversions. Sometimes you find a wagon that you can scavenge for vitals, and occasionally you locate a berry patch that you can potentially raid for enough berries that you won't have to worry about hunting for a little while. The amount you obtain really comes down to luck, since you merely have to indicate that you'd like to search, and then the game tells you if that search yielded anything of value. The same is true if you invest money to try your hand at prospecting for gold.

Hunting and fishing require more of your attention. The former is viewed in a first-person perspective. You look off to the side of the trail, and animals run back and forth or toward you. There are trees and bushes that can prevent you from firing a clean shot, but mostly it's a low-stress shooting gallery. You have plenty of time to bag a bunch of animals (if you brought enough bullets), and there's no limit to the number of times you can hunt. If you stop near a fishing hole, you can try your hand at that sport instead. You simply toss your lure into the water, let it bob around until some fish find it, and then try to reel them in without letting the line get too tense and snap. It's about as involving as the fishing in Animal Crossing.

The hunting game sounds fine on paper, but it's a dreadful bore. There are a few buffalo and deer throughout the game, but mostly you're shooting arthritic rabbits and wild turkeys. Sometimes they head into view from the sides of the screen, but often they appear out of nowhere. If you're lucky, you have two or three rabbits limping comically toward you at once. If you're less fortunate, there are one or two, or you just stare at the bland environments for a few seconds before a turkey suddenly materializes. In addition, you're deprived of the morbid satisfaction of watching animal corpses pile up; any woodland creatures you shoot vanish amid a burst of stars. Sometimes you kill a critter and receive credit for the kill, but it keeps moving around the screen, freshly invincible.

The presentation leaves a lot to be desired. The Oregon Trail looks like it might have been released during the late Nintendo 64 era. The wagon itself is detailed (with an appearance that you can eventually customize), and the oxen are well animated, but the environments are barren and uninteresting, and there are draw distance issues. Forts look like they were assembled out of building blocks, and you see the same few traders and Native Americans a couple of dozen times between Independence and Oregon City. The game shows its roughness in other ways, as well. There are 20-second load screens before each leg of the journey (and even before the title screen). Options must often be confirmed by clicking on-screen arrows, rather than with a simple button press. Dialog boxes sometimes require multiple pages where only one should be necessary, and tutorial tips are obnoxiously prevalent (though you can disable them).

As a result of the disappointing production values and the awkward gameplay, reaching the end of the trail even once feels a lot like work. Some memorable vistas, a greater variety of critters to kill, more unique characters to meet on the trail, and a smoother menu interface could have gone a long way toward producing a compelling experience. Instead, you're expected to head along the trail multiple times so that you can unlock new chapters in brief plots that are interesting only when they're bizarre (such as when the journal repeatedly discusses not telling the children about mating dragonflies). Additional gear, score tallies, and alternate routes don't do enough to add life to an adventure that should be full of it. Perhaps the franchise would have been better left as it was. Dying from dysentery never used to be this dull.

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viedogame: Minecraft creator unleashes Cobalt

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Minecraft creator unleashes Cobalt
Dec 17th 2011, 01:09

Mojang-published Oxeye platformer now available, mimicking Minecraft release strategy with paid alpha release.

Mojang would love for its second title, Oxeye Game Studio's Cobalt, to follow in the successful footsteps of its first. That title, Minecraft, employed a pre-release sales model that saw the game spawn a dedicated fan convention before it even officially launched, and Mojang's next title will see if that approach can work again.

Available as an alpha release today via the game's website, Cobalt is a platform game that provides users with a toolset to create new levels and even all new games. Features are being added over time, with the final version offering a single player campaign, local multiplayer, world/level editors, and in-game level sharing.

Much like Minecraft before it, Cobalt can be purchased now at a discounted price of $13, half of what the final game's $26 (€20) price point, and the price will increase 25 percent when it goes into beta.

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viedogame: PlayStation Vita | Stretching and Squeezing Katamari Onto the Vita

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PlayStation Vita | Stretching and Squeezing Katamari Onto the Vita
Dec 16th 2011, 22:07

The upcoming portable Touch My Katamari will let you adjust the size of your katamari to get into those hard-to-reach places

When launching a console, it's always important to have games that showcase the new hardware. In the case of the PlayStation Vita, most games being released around the time of the launch are using the unit's features to various degrees, and Namco Bandai is doing just that with Touch My Katamari. Not only can you play the game using touch controls, but you can also stretch your katamari vertically or horizontally, which opens the door to some really interesting gameplay choices.

This quirky Trailer shows off the new stretching mechanic.

Touch controls make a lot of sense for the Katamari series because it has always been a game about interaction. The front touch screen lets you control the katamari ball the same way you would when playing with two analog sticks in its console counterparts. Your left thumb controls left movements and your right controls the right side. Moving both thumbs up on the screen causes the katamari to travel forward, while pressing in opposite directions turns the katamari around.

The big new addition to the controls is the ability to adjust the length of your katamari, which is done by using the pad on the back of the Vita. In Touch My Katamari, there are areas in each stage where the katamari's spherical shape just won't fit. By pulling your index fingers on the back pad closer or farther apart, you can adjust its length. Pulling your fingers farther apart will cause the katamari to flatten like a pancake, which allows for easier travel under desks, chairs, and other low-hanging objects. Conversely, if you move your fingers closer together, the Katamari will become thinner, allowing you to get behind objects that are close to the wall or other tight spots.

Because you can now elongate the katamari, in some cases, you may want to keep it flat to cover more surface area. On top of that, being long and tall can help the katamari reach higher spots that were previously inaccessible. During our time with the game, we tended to lean toward keeping our katamari in a shape other than the normal sphere because it allowed us to grab more objects in less time. Thankfully, though, the levels we got to play around with are designed in such a way that you will need to change shapes to reach certain areas.

The use of touch controls is extremely easy to grasp, and the new stretching ability gives the series something fresh and different. For those who fell in love with the Katamari series back in day but felt that it lost its way since then, you may want to consider Touch My Katamari when it's available during the PlayStation Vita's launch.

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viedogame: PC | Anno 2070 Review

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PC | Anno 2070 Review
Dec 16th 2011, 23:06

With Anno 2070, a well-regarded series of strategic city builders goes rushing headlong into the future. No longer do you produce spices and dates, or ivory and jade. Such notions seem almost quaint in Anno 2070, where fancy health drinks and microchips are in high demand, and submarines scan for anomalies near underwater islands. The game's appealing futuristic vibe is apparent from the main menu screen, where you view the rotating Earth as if through a satellite feed, scan lines and static occasionally disrupting your view. But the joy goes far beyond the superficial. Anno 2070 is a detailed and daunting game that lures you in with its attractive trappings, and then hooks you with its interwoven social and economic structures. Sandbox urban planning and structured missions are combined effortlessly. It's a one-two punch of game addictiveness: "Slowly expand and improve my growing civilization" and "I'll do just one more quest before I turn in."

That addictiveness is further heightened by Anno 2070's persistent nature, in which a metagame of sorts keeps the rewards coming the more you play. Your main structure is the ark--a floating base from which your helpful AI companion intones advice and updates. You can upgrade the ark with various modules you earn, research, and purchase over time. Modules have a variety of effects: increase transport ships' cargo space, enable offshore windmills, and so forth, and once you find them, you get to keep them. Another metagame feature: when you log in to the game, you and other players might get an opportunity to vote for the faction leader of your choice, in an effort to reap the potential rewards he or she might offer. Note the "log in" part, however. To begin playing--and obviously, to participate in online features like voting--you must be connected to the Internet. You can continue playing a single-player game should you lose your connection, though that could cause you to lose your persistent ark upgrades.

The need to be online to start playing isn't ideal on those uncommon but annoying occasions when Ubisoft's servers shut you out. Whether or not you see the online persistence as a clever "gamification" of the Anno series or a veiled method of justifying stringent digital rights management, however, there's no denying that the city builder underneath is fun and rewarding even without all the metagame embellishments. You begin with your ark, a modest cargo ship, some currency, and the basic necessities for founding your first city. From your little harbor grows a metropolis, new buildings becoming available to you as you meet your population's evolving needs. They might want only fish and tea at first, but give them time, and they'll be whining for communication centers and fancy pasta dishes. And delivering the goods means exploiting the map, setting up trade routes, and sometimes even fending off the rivals who stand in your way.

It seems simple at first: place structures to get a supply of basic building materials flowing into your warehouses, keep everything connected with roads, and so forth. But before long, your list of considerations grows, and you must make crucial decisions on how to expand, what to purchase, and how to transfer the flow of goods. In Anno 2070, you don't need to manually set up transport routes between warehouses; once a resource makes its way into a warehouse, it's available in every warehouse on that island. Don't take that to mean this game feels dumbed down as a result. Once you expand to multiple islands, or even encounter other arks--whether they are controlled by the AI or by other players in online games--you can and should set up automated trade routes using any available vessels. If you're producing a superfluous amount of fish but constantly running low on tea, trading with others or redistributing these items across multiple islands can keep your income flowing.

Speaking of tea, your citizens drink a lot of it, though eventually, their tastes become more refined. But watch out: they might demand health food, which means you must grow both rice and vegetables. And thus you might have a problem on your hands, since the soil may not support those veggies. Or coffee. Or another supply you need. Solving such problems get your creative juices flowing, for without that health food, you can't attract the next level of citizen. And without those citizens, you aren't getting cooler structures to play with, and your little empire grinds to a premature halt.

Not that everyone likes health food, though the game's Eco faction sure wolfs it down. The Tycoons, other playable faction, aren't so environmentally conscious, preferring champagne to biodrinks. There's an interesting dynamic here representing a very modern conflict: environmentalism versus industry. Depending on your own views, you might see the Ecos as green warriors or voodoo climatologists, but either way, Anno 2070 embraces the relationship between population, food supply, and pollution. The Tycoons aren't as concerned with protecting the ecology as are the Ecos, but both factions must monitor rising levels of environmental contamination, and each possesses a structure to purify the air. But these structures--like those that produce power--must be spaced out properly to maximize their effectiveness.

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viedogame: Modern Warfare 3 update adds Community Playlists, new mode

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Modern Warfare 3 update adds Community Playlists, new mode
Dec 16th 2011, 18:43

Activision opening up popular Call of Duty private matches to public; Drop Zone match type lands; Hardcore modes tweaked to counter team killing.

Activision Blizzard hasn't offered a specific time for when Call of Duty: Modern Warfare 3's first batch of downloadable content will hit. However, the publisher has provided word on the game's next title update, announcing that as of today, gamers answering the call of duty will find updated playlists as well as new and updated game modes in Modern Warfare 3.

Community Playlists are the most prominent change made to Modern Warfare 3's multiplayer. This feature allows Infinity Ward to take popular private match modes and make them available for public play.

Modern Warfare 3's new mode is titled Drop Zone, and it sees players rushing to secure an area in an effort to accumulate 7,500 points. As an added wrinkle, a care package lands in the drop zone every 15 seconds, and whichever team controls the area gets control over the bonus--so long as it isn't stolen. The mode sees all point streaks disabled.

As for tweaks made to existing playlists, Infinity Ward has added Hardcore Headquarters to the Hardcore Team Tactical playlist. The studio has also said that it is implementing Ricochet rules to all Hardcore modes to counter team killing. Ricochet rules dictate that friendly fire damages the attacking player, not the victim.

For more on Modern Warfare 3, check out GameSpot's previous coverage.

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viedogame: Zynga stumbles on IPO

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Zynga stumbles on IPO
Dec 16th 2011, 22:53

Casual game maker ends trading down 5 percent to $9.50 after initial jump gave way to daylong slide.

Tech industry IPOs have proven to be hostile territory this year, with companies like LinkedIn, Groupon, and Pandora all trading significantly lower than their opening valuations. Today, casual gaming kingpin Zynga made its much-anticipated debut on the NASDAQ, and with trading now closed, the company has joined the IPO losers crowd.

Following its first day of trading, Zynga finished at $9.50 per share, a 5 percent decline on its $10 opening price. The stock fluctuated wildly out of the gate, rising to as much as $11.50 before bottoming out at $9.00 in the early afternoon.

Yesterday, Zynga announced that it would begin trading on the NASDAQ today, pricing 100 million shares at $10 per. That figure came in on the high side of company expectations, after Zynga said in a Securities and Exchange Commission filing earlier this year that the IPO price would be set between $8.50 and $10.

"Our approach has always been to focus on the longterm," Zynga CEO Mark Pincus told Reuters regarding the drop. "We thought this was the right time to go public. We're going to focus on the products and business results we deliver in the next four to eight quarters and hope the stock market values and appreciates that as they see us deliver it."

Zynga has faced substantial criticism going into its IPO. Analysts and industry watchers have noted the company's over-reliance on the Facebook platform, which plays host to some 95 percent of traffic for Zynga's games. Four of the top five games on Facebook are from Zynga, according to AppData, with the sole exception being EA's The Sims Social.

The company's growth prospects have also been questioned, as the company struggles to increase profits while also building on its already-substantial player base. Zynga attracts some 227 million monthly and 54 million daily active users, with top games such as CityVille, FarmVille, CastleVille, and Texas HoldEm Poker.

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viedogame: Court overturns decision in Ubisoft-THQ labor dispute

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Court overturns decision in Ubisoft-THQ labor dispute
Dec 16th 2011, 20:55

Saints Row publisher is once again free to recruit employees from competitor's Montreal studio as Superior Court of Quebec reverses lower court's decision.

In a matter of months, THQ lured away Assassin's Creed creative lead Patrice Desilets and three other key Ubisoft Montreal developers. Concerned with the defection of talent, Ubisoft pursued--and was granted--a court order preventing THQ from further recruiting from within the studio's walls. That ruling has now been overturned, and THQ is again free to hire as it pleases.

THQ today announced that the Quebec Court of Appeal for the District of Montreal has unanimously struck down a provisional injunction that prevented it from soliciting employees from Ubisoft's Assassin's Creed studio. This ruling pertains to THQ specifically recruiting individuals that it knew were under non-compete provisions.

The court determined THQ's solicitation of Ubisoft employees did not amount to unfair competition. Citing the principle of liberty of commerce and trade, the ruling stated the solicitation was not illicit, as THQ itself was not previously bound by any non-competition restrictions.

Ubisoft's original provisional injunction was granted in January 2011 following THQ's hiring of Patrice Desilets and subsequent public boasting of grabbing other key Ubisoft team members. Desilets resigned from Ubisoft on May 28, 2010, and was bound to a one-year non-compete provision that prevented the creative director from releasing a project or recruiting employees.

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viedogame: The Louvre teams up with Nintendo for 3DS guides

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The Louvre teams up with Nintendo for 3DS guides
Dec 16th 2011, 02:02

The world's most visited art museum has taken a step toward a more tech-savvy future with a plan to gradually replace traditional audio guides with Nintendo 3DS consoles.

Agence France-Presse (AFP) is reporting that starting March 2012, the Louvre museum in Paris will begin using 5,000 of Nintendo's stereoscopic handhelds--supplied by the publisher--to guide some of its 8.5 million annual visitors through the roughly 35,000 art objects housed in the museum's vast palace.

According to the AFP, the partnership with Nintendo comes as part of a new strategy to ramp up digital incentives. Agnes Alfandari, the Louvre's head of multimedia, told the AFP that Nintendo developed the content for the consoles, with the museum remaining in editorial control of the program.

The museum consoles will reportedly allow visitors to locate themselves within the museum's grounds, choose themed itineraries tailored to adults or children, and listen to recorded commentaries about the works on display in seven languages.

According to the AFP, the Louvre believes the 3DS scheme will appeal to both console gamers and those comfortable using a touch screen. The museum is reportedly also planning smartphone and iPad applications that will allow visitors to preplan their visits.

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viedogame: 3DS Ambassador GBA games released

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3DS Ambassador GBA games released
Dec 16th 2011, 16:48

Early adopters for Nintendo's handheld can now download second batch of free games including Legend of Zelda: The Minish Cap, Fire Emblem: The Sacred Stones.

When Nintendo cut the price of the 3DS by one-third within six months of launching the handheld, it offered consolation for early adopters by promising they would be able to download 20 free games for the system by year's end. The company made good on that promise today, launching the second wave of 10 titles on the 3DS eShop.

Today's wave of games was pulled from the Game Boy Advance catalog and spans the publisher's most famous franchises, including Mario, Zelda, F-Zero, and Kirby. Unlike the first wave of 3DS Ambassador games, which will eventually be made available on the system's eShop, Nintendo has said there are no plans to put the GBA titles up for purchase on the downloadable storefront.

The first wave of 3DS Ambassador games featured 10 NES games, from classics like Super Mario Bros. and The Legend of Zelda to lesser known offerings like Wrecking Crew and Balloon Fight. Those games were made available for Ambassadors in September.

For those who joined the 3DS Ambassador program by accessing the eShop before the price cut (or filling out an online form before September 30), the games are available in the system account's section of previously purchased titles. To find the list, enter the eShop, open the "Settings / Other" menu on the far left of the interface, and scroll down to select "Your Downloads." The games will be listed there, and players can download them using the "Redownload" option.

A list of the 10 newly added titles with links to their original GameSpot reviews follows below:

Fire Emblem: The Sacred Stones
F-Zero: Maximum Velocity
Kirby & The Amazing Mirror
The Legend of Zelda: The Minish Cap
Mario Kart: Super Circuit
Mario vs. Donkey Kong
Metroid Fusion
Super Mario Advance 3: Yoshi's Island
Wario Land 4
WarioWare, Inc.: Mega Microgames

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Classic Video Games: What's Hot Now: Classic Games on the PS Store

Classic Video Games: What's Hot Now
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Classic Games on the PS Store
Dec 16th 2011, 11:03

While the Wii Virtual Console centers on downloadable classic console games, and Xbox Live Arcade offers classic coin-op and console originals, remakes and remixes, the PlayStation Network's PlayStation Store specializes in full downloads of classic PlayStation One titles for both the PlayStation 3 and PSP. Yes, there are a few non-PSOne classics, but the original titles from Sony's inaugural system are its specialty. These are the classic video games available on the PlayStation Store.

2 Xtreme

Original Platform: PSOne
Original Release Date: 10/31/1996
ESRB Rating: E for Everyone

Castlevania: Symphony of the Night

Original Platform: PSOne
Original Release Date: 10/02/1997
ESRB Rating: T for Teen

Cool Boarders

Original Platform: PSOne
Original Release Date: 12/31/1996
ESRB Rating: E for Everyone

Crash Bandicoot

Original Platform: PSOne
Original Release Date: 08/31/1996
ESRB Rating: E for Everyone

Crash Bandicoot 2: Cortex Strikes Back

Original Platform: PSOne
Original Release Date: 10/31/1997
ESRB Rating: E for Everyone

Crash Bandicoot 3: Warped

Original Platform: PSOne
Original Release Date: 10/31/1998
ESRB Rating: E for Everyone

Destruction Derby

Original Platform: PSOne
Original Release Date: 11/1995
ESRB Rating: E for Everyone

Gauntlet II

Original Platform: Coin-Op Arcade
Original Release Date: 1986
ESRB Rating: E for Everyone

Hot Shots Golf 2

Original Platform: PSOne
Original Release Date: 02/29/2000
ESRB Rating: E for Everyone

Jet Moto

Original Platform: PSOne
Original Release Date: 10/31/1996
ESRB Rating: E for Everyone

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Thursday, 15 December 2011

viedogame: Star Wars: Clone Wars Adventures ‘Battle of Umbara’ Now Available

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Star Wars: Clone Wars Adventures ‘Battle of Umbara’ Now Available
Dec 16th 2011, 04:40

Calling all Jedi!

The Republic needs your help! The brand new open world Combat environment in Star Wars®:Clone Wars Adventures™ (CWA), is now available.

The new world features a large battlefield including a mission instance featuring the "Umbaran Airfield" (as seen on the show), multiplayer aspects, and various rewards and collections.

CWA’s Combat zone is based on the Shadow People’s planet Umbara, and for the first time allows players to work together and engage in direct combat. Players will battle Separatists and Umbaran forces using customizable weapon attacks, Force attacks and a new mount.

Combat features include:

  • Combat Abilities:
    • Weapon Attack: Players can use their existing weapons to combat the Separatists in an open world Umbaran environment with other players.
    • Force Push: Jedi Members are able to tap into the Force to unleash the Force Push ability â€" allowing them to damage groups of enemies at range. It is a much more powerful attack, and requires the use of Force Energy Points and is only available to Jedi Members.
  • Mission Instance: Players will be faced with a thrilling new mission in an instanced Umbaran Airfield zone that they can experience with up to three of their friends.
  • Multiplayer: Over-world zone will allow players the ability to tackle the droid threat together, letting in multiple people simultaneously.
  • New Mount: Available for purchase in the marketplace, the introduction of the new AT-RT mount will allow players to quickly navigate through the Umbaran battlefield.
  • Jumping: Players are now able to jump in combat areas, player housing, and the Jedi Temple!
  • Collections: Combat introduces collections. By finding all the collection items in a set, players will obtain one piece of a unique zone-themed gear set (e.g., feet, body, hands, head or weapon).

Star Wars: Clone Wars Adventures‘ Combat zone is available now. For more details on Clone Wars Adventures, please visit: www.clonewarsadventures.com.

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viedogame: Nintendo eShop, DSiWare, WiiWare Downloads for Week of December 15

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Nintendo eShop, DSiWare, WiiWare Downloads for Week of December 15
Dec 16th 2011, 04:32

This week’s Nintendo Download includes the following featured content:

Nintendo eShop
Blaster Master: Enemy Below - Using the strong weapons and high jumping power of his legendary battle vehicle, Jason must explore a subterranean region where a sinister life form resides. (For Nintendo 3DSâ„¢)

Nintendo eShop / Nintendo DSiWareâ„¢
Elite Forces: Unit 77 - Drive armored trucks and tanks, defuse mines, locate explosives and rescue hostages. Gather your forces into a crack squad or control a single game character based on the strategic requirements. (For Nintendo 3DS /Nintendo DSiâ„¢)

WiiWareâ„¢
Carmen Sandiego Adventures in Math: The Lady Liberty Larceny - The Statue of Liberty has vanished! The Chief wants ACME’s best agent on the case. Carmen Sandiego is back, and only you can foil her V.I.L.E. plans. (For Wii™)

Also new this week:
• WordJong Arcade (Nintendo eShop / Nintendo DSiWare)
• Just SING! Christmas Vol. 3 (Nintendo eShop / Nintendo DSiWare)
• Paint Splash (demo version) (WiiWare)

In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new titles to the Nintendo eShop for the Nintendo 3DS system, to the Nintendo DSi Shop for the Nintendo DSi system and to the Wii Shop Channel for the Wii console at 9 a.m. Pacific time on Thursdays.

The Nintendo eShop is a cash-based service and features games, applications and videos in both 2D and 3D. Users can add money to their virtual wallets using a credit card or by purchasing a Nintendo 3DS Prepaid Card at a retail store and entering the code from the card.

The Wii Shop Channel offers games and applications and uses Wii Pointsâ„¢, which can be purchased via the Wii Shop Channel. The Nintendo DSi Shop offers games and applications and uses Nintendo DSi Pointsâ„¢, which can be purchased in the Nintendo DSi Shop. A Wii Points Cardâ„¢ and Nintendo DSi Points Cardâ„¢ can be purchased at retail locations. All points from one card must be redeemed in either the Wii Shop Channel or the Nintendo DSi Shop, respectively. They are not transferable and cannot be divided between the two systems.

Remember that Wii, Nintendo 3DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. For more information about this and other features, visit http://www.nintendo.com/wii, http://www.nintendo.com/3ds or http://www.nintendo.com/ds/systems/dsi.

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viedogame: Naruto Shippuden: Ultimate Ninja Storm Release Date Announced for March 2012

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Naruto Shippuden: Ultimate Ninja Storm Release Date Announced for March 2012
Dec 16th 2011, 04:44

The Ultimate Clash of NARUTO Generations Coming March 13, 2012 for PlayStation 3 and Xbox 360.

SAN JOSE, Calif., (December 15, 2011) â€" Leading video game publisher NAMCO BANDAI Games America Inc. today announced that the next installment in the storied NARUTO SHIPPUDEN video game series, NARUTO SHIPPUDEN: Ultimate Ninja Storm Generations, will launch on March 13th, 2012 in North America for the PlayStation®3 computer entertainment system and Xbox 360® videogame and entertainment system from Microsoft. The game is based on the popular animated NARUTO SHIPPUDEN series from VIZ Media (from the manga created by Masashi Kishimoto), and will offer a vast selection of playable & support characters spanning every generation of the NARUTO saga.

Developed by CyberConnect2, NARUTO SHIPPUDEN: Ultimate Ninja Storm Generations is the latest title in the smash hit NARUTO SHIPPUDEN: Ultimate Ninja Storm franchise. The title will revolutionize online play and ramp up the number of playable and support characters beyond any previous NARUTO SHIPPUDEN game.  Players will compete in a huge variety of online battle modes with their favorite characters including Naruto, Sasuke, Zabuza and Haku â€" two ninja characters fans have been waiting to see more of since the launch of the original manga â€" and many more new ninja appearing in the game.

In a first for the NARUTO SHIPPUDEN: Ultimate Ninja Storm series, NARUTO SHIPPUDEN: Ultimate Ninja Storm Generations will feature an innovative system that integrates real-world collectible cards with the in-game universe.  The next generation of NARUTO SHIPPUDEN collector cards will each carry a code allowing players to unlock corresponding artwork for their in-game profile and engage in a special mini-battle to unlock a bonus skill and gain an advantage in the main fight.

NARUTO SHIPPUDEN: Ultimate Ninja Storm Generations will be available on March 13th, 2012 in North America.

For more information on NARUTO SHIPPUDEN: Ultimate Ninja Storm Generations please visit http://www.namcobandaigames.com. For more information and to view free streaming episodes of NARUTO and the uncut NARUTO SHIPPUDEN (both rated TV-14), please visit www.naruto.com or www.VIZAnime.com.

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viedogame: Child's Play nears year's goal of $2 million

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Child's Play nears year's goal of $2 million
Dec 16th 2011, 01:06

Penny Arcade-founded charity raises $351,000 at annual gala as total donations close within $50,000 of total goal.

The Child's Play Gala and Auction has become an annual event to encourage end-of-the-year donations to benefit children's hospitals. This year's affair helped raise almost a fifth of 2011's total goal.

Proceeds from the Sixth Annual Gala and Auction raised $351,000 for sick children around the country, bringing the charity's donation total to $1.95 million for the year. This figure is just shy of the year's donation goal of $2 million, and $250,000 short of last year's total.

Among the highest bid items in the auction were a Half-Life Gravity Gun replica, which went for $21,000, and a copy of Nintendo World Championships Grey #60 that sold for $11,500. One winner also secured a guest role to be drawn into a Penny Arcade comic strip. The price? $10,000.

Those wanting to donate this year can still do so by texting "GAMERS" to 50555 for a one-time direct $5 donation. For more on the organization or to donate, visit the official Child's Play website.

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viedogame: Streaming video consumption up on consoles - Nielsen

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Streaming video consumption up on consoles - Nielsen
Dec 16th 2011, 00:58

Research firm reports time spent with 360, PS3, Wii on the rise due to increasing use of Netflix, Hulu, more services.

Consoles have become more than game-playing devices over the past few years. A recent report indicates that while gaming is still the predominant activity on the boxes, streaming video consumption during the first part of 2011 rose compared to the same period of time a year ago.

According to Nielsen's survey, streaming video consumption was up across the Xbox 360, PlayStation 3, and Wii. The study, which was conducted in October, covered the first six months of 2011.

Nintendo's console saw the biggest jump during the first six months of the year, rising to 33 percent of time spent watching streaming video. The Xbox 360 saw a 4 percent year-over-year increase in time spent streaming video, rising to 14 percent this year, while the PS3 jumped from 9 percent to 15 percent.

The report states that usage was up largely due to the wide availability of streaming services such as Netflix, Hulu, MLB Network, and ESPN3. Nielsen also stated that this increase in streaming video consumption was not completely at the expense of other console activities, as total console use was up 7 percent.

Time spent playing online was also measured in the report, with Xbox 360 online play up over 2010 numbers, but PS3 and Wii seeing declines. Disc-based video consumption was down across supported platforms, as well.

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