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Nintendo serves up Mario Tennis trailers

January 6th, 2009 by Chris Greenhough

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Over at the official site for the Wii de Asobu (Play on Wii, or NEW PLAY CONTROL!) series, there’s a pair of Japanese commercials for the Mario Power Tennis remake, as well as a far lengthier gameplay trailer.

The adverts we can take or leave, consisting as they do of the usual telegenic Japanese families bouncing around their pristine living rooms. The gameplay clip is worth watching, as it displays the various shots that can be achieved through a well-timed flick of the wrist (top-spin, side-spin, slices, drop shots, etc.). We hope mixing up our shots actually has an effect on the game, because we always found Wii Sports tennis to be not-quite-as-advertised in this respect (though we’re willing to accept we just may be rubbish at Wii Sports tennis).

Oh yes, and these are non-embeddable, so you’ll have to go to the site to watch them. And they call this 2009!

Source: TV commercial 1
Source: TV commercial 2
Source: Gameplay trailer

[Via NeoGAF]

Nintendo serves up Mario Tennis trailers originally appeared on Nintendo Wii Fanboy on Mon, 05 Jan 2009 21:00:00 EST. Please see our terms for use of feeds.

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Surprisingly rare and expensive GameCube games

November 22nd, 2008 by David Hinkle

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We love a lot of GameCube games. In fact, when Play on Wii was announced, it felt like a dream come true. See, we imagine many GameCube games being retooled for Wii. Now, we’re glad its actually happening for some of those games.

But, not all titles are destined to get that touch of Wii magic. And, what if you never had a chance to try some of them? Well, unless you’ve got a suitcase buried in the back yard, there are a few titles that might be a bit out of reach, according to the list over at Video Game Price Charts.

Of all of them, which would you say is the “must own” title?

[Via digg]

Surprisingly rare and expensive GameCube games originally appeared on Nintendo Wii Fanboy on Fri, 21 Nov 2008 19:10:00 EST. Please see our terms for use of feeds.

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ScummVM now has limited GameCube and Wii support

September 3rd, 2008 by David Hinkle

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The homebrew community is the best. Not only have they allowed us to do things that we never thought possible on the Wii (like play GoldenEye 007 and watch our favorite movies), but now they’re hard at work coming up with ways for us to enjoy classic point-and-click adventure games on the platform. While we won’t be able to, say, play Sam & Max Hit the Road yet, the current release (version 0.12.0) has support for 5 games. These include:

  • The Legend of Kyrandia: Book Two: Hand of Fate
  • The Legend of Kyrandia: Book Three: Malcolm’s Revenge
  • Lost in Time
  • The Bizarre Adventures of Woodruff and the Schnibble
  • Drascula: The Vampire Strikes Back

Sure, it’s no Secret of Monkey Island or anything, but progress is being made so that we need not rely entirely upon Telltale for our point-and-click fix. We’re excited for a future where we can enjoy all of those classics on our Wii.

[Via Slashdot]

The homebrew community has been hard at work creating wonderful experiences for you to enjoy with your Wii. Did you know about homebrew game Masteroids? Or how about the shmup OpenTyrian? Outside of games, people have been using the Balance Board to come up with some really neat stuff. Keep up with the homebrew scene by staying current with our Homebrew category!
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Mega Man 9 gets even more authentically retro

August 2nd, 2008 by Chris Greenhough

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Mega Man 9 will feature the graphics, sounds, and gameplay of yesteryear, and Capcom has now confirmed that it will be playable with virtually any old controller that can be slotted into the Wii.

This means that the Classic Controller and GameCube pad are both fair game, but here’s the best bit: purchase the appropriate adaptor, and you’ll be able to die repeatedly while using an original NES controller. As if Mega Man 9 wasn’t already looking like the kipper’s knickers, it just found a way to get even better.

Gallery: Mega Man 9

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Some Nintendo controllers could get yanked from store shelves

July 22nd, 2008 by David Hinkle

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Remember that recent lawsuit that didn’t work out in Nintendo’s favor? Then they tried to appeal and failed? Yeah, things aren’t looking so hot for Nintendo right now. And the latest on this debacle, courtesy of Bloomberg, doesn’t look good for the house that Mario built.

U.S. District Judge Ron Clark denied Nintendo’s appeal for a new trial. In Lufkin, Texas, Clark said that he planned to ban further sales of Nintendo’s Wii Classic Controller, WaveBird controller and Nintendo GameCube, but must wait for another appeal from Nintendo (this one is headed to the U.S. Court of Appeals for the Federal Circuit) to go through. Judge Clark is set to issue this ban tomorrow, unless Nintendo posts a bond or puts royalties into an escrow account, which will then stop the ban.

Thankfully for Nintendo, the Wiimote and Nunchuk controllers both have been recognized as not violating Anascape’s patent. So, sales of each of these peripherals should not be affected by all of this.

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Born for Wii: Beyond Good & Evil

July 8th, 2008 by Wesley Fenlon

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When Friedrich Nietzsche wrote his famous philosophical work Beyond Good and Evil in the late 19th century, odds are he didn’t think that it would be a source of inspiration for video games over a century later. Namco proved him wrong with their trilogy of Xenosaga RPGs, each of which had a subtitle referencing a Nietzsche work (such as “Jenseits von Gut und Böse”). But it’s another wannabe trilogy that owes its moniker to Nietzsche that’s up for recognition.

Beyond Good & Evil was published at the height of the Christmas rush in December 2003, and despite its war-on-all-fronts release on the GameCube, PS2, Xbox, and PC, it simply failed to sell. The game received widespread critical acclaim, but competition from other games caused it to be given a jarring price drop mere weeks after its release. Even so, those in the know played Beyond Good & Evil and saw it for what it was — a fantastic adventure with a unique world and an appealing cast of heroes. And though it took four years, Ubisoft finally gave a sequel the green light — so it’s time to show the original game some much-deserved love.

Gallery: Born for Wii: Beyond Good & Evil

The adventure begins with a bang, as the world of Hillys comes under yet another attack from a rather nasty alien race known as the DomZ. A group of soldiers known as the Alpha Sections have occupied Hillys in the name of protection, but they can’t be everywhere at once, so when our protagonist Jade’s lighthouse-orphanage comes under attack, it’s up to her to defeat the DomZ single-handedly. One of the things that “makes” Beyond Good & Evil is Jade herself — though she can hold her own in a fight, Jade is by no means a warrior. In fact, she’s a photojournalist, and when she discovers that the Alpha Sections are up to no good, she takes camera in hand and sets out to uncover their shady dealings with the DomZ.

The plot of Beyond Good & Evil manages to take a cliché story arc and make it fun and engaging by tackling it from a new angle and striking a balance between lightheartedness and the occasional dose of drama. Instead of taking on wave-after-wave of baddies and defeating them like a one-man-army to save her planet, Jade must sneak around Alpha Section facilities and use her trusty camera to expose their betrayal in an attempt to enlist the citizenry in an uprising. The cast of characters play a large part in Beyond Good & Evil’s success — the population of Hillys is made up of an odd mixture of humans and anthromorphic animals, ranging from Jade’s uncle Pey’j, a boar, to the owners of the Mammago garage, a family of Jamaican Rhinos. The game is largely voice-acted, and the cast is incredibly colorful. The aforementioned rhinos are lovable, as is Peyj’s heavy drawl; it’s Jade’s latin AI-assistant, Secundo, who steals the show whenever he speaks. Beyond Good & Evil’s animation is top-notch, and the combination of a solid vocal cast and creative characters really helps bring the cutscenes to life.

The multicultural variety exemplified by the population of Hillys extends to Beyond Good & Evil’s gameplay, as well. It’s easy to draw parallels to the Zelda franchise – Beyond Good & Evil’s camera automatically locks onto approaching enemies in a manner that emulates Zelda’s targeting system, and Jade moves and fights much like Link. Jade is also surprisingly nimble and has a wide range of abilities — aside from her combo-based attacks, she can dodge, sneak, auto-jump (again, like Link) and shimmy across ledges and through tight spots. Jade gets around Hillys with a zippy hovercraft that is a blast to drive, and features in several of Beyond Good & Evil’s minigames — there are several races and cavernous obstacle courses that extend the game’s main quest and replayability. The camera also features prominently in the gameplay, as Jade can earn money by cataloguing the species of Hillys, and the ultimate goal of each mission is to uncover whatever particular treachery the Alpha Sections are committing.

Overall, Beyond Good & Evil wouldn’t need a radical makeover for a Wii port. Graphically, it’s still competent, and it supported 480p way back in 2003. In fact, the main reason it deserves to be reborn for the Wii isn’t for a unique new control scheme or a new take on a classic game — it’s simply a great adventure that deserves to be played by a wider audience. However, given how slick Twilight Princess is on the Wii, there are a few easy modifications that would make a port Beyond Good & Evil a blast.

Much like Twilight Princess, the nunchuk’s analog stick would control player movement and shaking the Wiimote would be used for combat. The nunchuk’s trigger would control Jade’s dodge move, and shaking it would activate her special attack, which was performed on the original controllers by holding down the attack button. The C button would bring up Jade’s Camera, which could be zoomed with the analog stick and aimed with the Wiimote. The Wii remote’s D-pad could take over the camera control once operated by the right analog stick; A would function as the main action button, and B would function as the Item button. Cycling through items is occasionally important in Beyond Good & Evil (gotta eat those K-Bups when you get hurt!) and could be handled by the Minus button, while the Plus button issues commands to Jade’s companion (Pey’j or her fellow insurgent Double H). Finally, the 1 and 2 buttons are there for the classic Map and Start Menu functions.

With Beyond Good & Evil 2 in development, Ubisoft needs to give Michel Ancel’s original another chance to make a buck. Beyond Good & Evil has very few faults — the story is wonderfully told, the characters are fantastic, the score is top-notch, and the gameplay is tons of fun. The stealth segments and puzzles never get frustrating, the hovercraft is a blast, and the combat is good enough to be engaging. The game’s only real fault is its length; it can easily be finished in about 10 hours. Still, with a sequel on the way and no 100% reliable confirmation on what platforms it’ll hit, we can hope that it’ll see the light of day on the Wii. But in the meantime, Ubisoft — give the first game another chance!

Every week, Born for Wii digs into gaming’s sordid past to unearth a new treasure fit for revival on the Nintendo Wii. Be sure to check out last week’s entry in the series, Castlevania, and for more great titles that deserve your attention, take a look at Virtually Overlooked.
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Review: Geist

February 21st, 2008 by gamecu374

Super Mario Galaxy Versus Super Mario Sunshine video comparison

November 24th, 2007 by supadupagama

Super Mario Galaxy for WiiSuper Mario Sunshine for GameCube
Try and spot the graphical and sound differences between Super Mario Galaxy for the Wii (2007) and Super Mario Sunshine for the Gamecube (2002).

Does the Wii really outmuscle the GameCube? This Versus (HD) video puts it to the test.


Ignoring controls and gameplay, it looks to me like on the Wii lighting, colors, and textures have improved a lot.

The GameCube’s advantage: old beverages

November 19th, 2007 by JC Fletcher

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This morning, we proclaimed that the Wii was totally superior to the GameCube based on a comparison of each console's first year. But now we aren't so sure. While the Wii has enjoyed mainstream attention, a mega-hit pack-in game, and a fantastic early lineup, the GameCube had Gamer Ade.

Can the Wii compete with a console with its own energy drink? We don't see how. Gamer Ade was handed out to "Nintendo publication employees" (which we think must mean Nintendo Power) and no one else, presumably because too much Ade could be dangerous.

Luckily, the Wii is not hopeless. One lucky Wii owner (or non-Wii owner, eBay doesn't care!) can harness the power of one long-expired can of this limited-edition drink, for only 99 cents (as of right now!)

[Via GameSniped]
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Year one: GameCube vs. Wii

November 19th, 2007 by David Hinkle

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We imagine the GameCube isn't all that fond of the Wii, as the Wii managed to do everything the GameCube wished to do, only better. And, with the Wii having a year under its belt now, we figured it would be interesting to go back and look at the GameCube's first year and see how the two stacked up.


Hardware sales
Now, it doesn't take a team of rocket scientists to know that the Wii did a much better job from a sales standpoint in its first year. Selling 13.87 million units worldwide, the Wii is the hottest item this side of bread in slices. The GameCube, which launched in September 2001 in Japan, only sold around 4.7 million units. A lot of different things played into the sales of each console, including buzz in both the mainstream press and gaming community (the Wii was a hit at E306, undoubtedly fueling demand come time for launch), target audience and, of course, launch line-up.

The console is its games
Between the Wii and GameCube, both consoles came to launch with several friends in the form of first and third-party releases. For the GameCube, titles releasing in the launch window ranged from third-party ports like Batman Vengeance to first-party titles such as Wave Race: Blue Storm and Luigi's Mansion. By the end of 2001, Pikmin and Super Smash Bros. Melee would help ease the drought of games on the system, but would not be enough. Criticized for its lack of games, the GameCube did not have a very good launch window in the eyes of most.

The Wii, however, did things differently. Nintendo made sure that the console had more third-party support, as it launched with over double the amount of games available during the GameCube's launch window. Also, Nintendo made sure they came out swinging by launching the system with one of its most-anticipated games in one of its biggest franchises, The Legend of Zelda: Twilight Princess. Other third-party gems such as Elebits and Rayman Raving Rabbids would ensure that gamers had plenty to play on their Wii.

Throughout each console's first year, they each had their fair share of big first-party (and second-party) titles, which are essential to the life of a Nintendo system. The GameCube saw the release of Metroid Prime (a little over its first year, but close enough for us), Super Mario Sunshine, Eternal Darkness: Sanity's Requiem and Japan received The Legend of Zelda: Wind Waker. Combined with the exclusivity deal to have all of the Resident Evil action you could want, on paper it seemed like the GameCube might be set up to do right by us and by itself. While big titles in their own right, they wouldn't be enough to keep gamers playing as the periods between releases were just too long.

For the Wii, big releases in its first year have been more plentiful. We got Metroid Prime 3: Corruption, WarioWare: Smooth Moves, Super Paper Mario, Mario Party 8, Fire Emblem: Radiant Dawn, Battalion Wars 2 and the bundled Wii Sports game, which has been the driving force behind a lot of the console's success. Let's not forget everyone's drug of choice right now, Super Mario Galaxy.Did Nintendo learn their lesson? You bet they did!

The emergence of online gaming
During the GameCube's generation, online gaming on consoles was starting to be a big deal, thanks to Sony and Microsoft's support through their own systems. The GameCube, which could allow the player to take the game online in a select number of titles through an adapter (sold separately), hardly supported the feature. Some say this is just another reason why the console had the least amount of market share during its generation.

The Wii, which is doing a bit better in allowing gamers to get online and does so through built-in wireless (or an adapter for a hard line connection), is still not where the company needs to be in order to actively compete in the online arena, however. The convoluted Friend Code system that Nintendo employs is disliked widespread throughout the community, but still does what the GameCube did not: allow gamers to actively enjoy games online.


What other features does my console have?
Outside of the realm of games, the Wii and GameCube are very different. More technologically advanced, the Wii can do more than the GameCube's measly ability to play your games and ... uh, well the GameCube can only do that. So, aside from playing games, the GameCube makes for a good paperweight.

The Wii utterly crushes the GameCube in this area, allowing gamers to download older titles through the Virtual Console service (which helps ease the pain during the weeks between anticipated retail releases), access the internet through a built-in Opera web browser and check the news and weather. The Wii can also utilize SD cards to check out photos (which can be shared through a built-in messaging feature).

GameCube and Wii: Endgame
As you can see, the GameCube and Wii are two very different systems, focusing on different things and succeeding in different areas. The Wii took a lot of the same ideas and improved them, delivering an experience that everyone and their mother is into. From a first-year analysis, the Wii has destroyed all expectations and succeeded to heights not imaginable by us and, we're pretty sure, even Nintendo. One thing is for certain: the Wii isn't going to die the slow, horrible death the GameCube did and it certainly looks like 2007 (and, hopefully, 2008) was the year of the Wii.
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