dinsdag, november 29, 2005

DSmeet



Aan iedereen dat MK DS heeft: hier klikken! ! !

Lijkt me een soort van gamespy-achtig iets...

EDIT: nie zo wijs als ik dacht.... my bad.

Labels:

Alles wat je weten moet:




WAT:
Nintendo’s E3 Media Briefing

WANNEER:
Briefing begint om 9:30 u. op dinsdag, 9 mei, 2006.

WAAR:
Kodak Theatre (home of the Academy Awards)
Hollywood & Highland Center
6801 Hollywood Blvd.
Hollywood
CA 90028


Dit gaat de plees toe bie worden voor hét gaming nieuws van de laatste decennia...!
Volgens Nintendo zelf moeten we ons klaarhouden voor wat komen zal, dat het maar vonken geeft zinne als ze zo beginnen... :)

bron: kotaku.com

Labels:

maandag, november 28, 2005

Mr. Cabdriver? to London city please...





Nintendo trakteert de Londonse Mario-Karters op een gratis taxiritje,
via de krant, maar ook via de games zelf waar dan een gratis taxibonnetje in zit.
Nu nog levensechte karts in de zoals in 't spel zelf en tis compleet... :)




bron: Jeuxfrance.com

zondag, november 27, 2005

A good read...

nog meer uitgevers die stoefen over de nieuwste nintendo-controller, sommigen hebben ook hun bedenkingen bij het het maken van ports...lees het zelf maar hier.

dinsdag, november 22, 2005

de E3 '05 Zelda Koi Pond: tis wel een beetje laat,...

maar voor diegenen die het nog niet hadden gezien of gehoord, Check this out...


Op de Zelda-booth van de laatste E3 was er iets echt cools te zien, op de grond dan wel...
hier een link naar de pdf met wat uitleg over de technologie die er achter schuil gaat, en de link daarna brengt u een filmke vanop de E3 2005-zeldabooth...och wat zou ik daar toch graag eens naar toe gaan...


Hier de PDF en hier de VIDEO

enjoy!

vrijdag, november 18, 2005

Zelda movie? woehoew :)


Dit bericht mag je niet missen...ook de film niet natuurlijk...er staan nog een paar leuke dingetjes in dit artikel, zo hebben ze het ook effe over de mogelijkheid dat er toch nog een film door Nintendo zelf van Metroid zou gemaakt worden... (die rechten hebben ze namelijk terug kunnen kopen van Mr Woo)...go check it out...

Zelda Revolution RPG



Weet u nog wat Mr. miyamoto heeft medegedeeld toen hij het over Zelda had, dat het de laatste versie van Zelda zou zijn zoals we het kenden..wel: hier een eerste aanwijzing in die richting,
Zelda Revolution gaat volgens lik-sang.com een RPG worden, zo staat het toch in de beschrijving...of er iets van waar is, is natuurlijk afwachten...

Hopelijk betekent dit niet dat de acties die Link vroeger uitvoerde nu door de computer gaan gedaan worden, ik wil zelf die foe's hun kop afkappen...als je me begrijpt...

donderdag, november 10, 2005

Odama

...dit is Odama, een wargame in flipperkaststijl!





Een kleine zege voor Entertainment Software Association

die amerikaanse preutse kiekens toch...



Michigan Game Law Temporarily Blocked

The Entertainment Software Association heralded a small victory in court today, as US District Court judge George C. Steeh granted the ESA's request to prevent a Michigan law banning the sale of "ultraviolent" games to minors from taking effect.

The law, which was signed by Democratic Michigan Governor Jennifer M. Granholm in September, would impose fines of up to $5,000 on anyone caught selling or giving violent games to minors. Repeat violators would be subject to up to 93 days of jail time and $40,000 fines per violation.

Although he only issued a preliminary injunction to block the law, and the court battle to decide the law's fate is yet to come, Steeh's explanation of his judgment can only be seen as encouraging to the ESA's case. Steeh said the law would be problematic in practice and was "unlikely to survive strict scrutiny."

In granting the motion, Steeh listed four criteria that have to be considered when ruling on an injunction: whether the party asking for it is likely to prevail on the merits of its case; whether that party would suffer an irreparable injury if the court does not grant a preliminary injunction; whether a preliminary injunction would cause substantial harm to others; and whether a preliminary injunction would be in the public interest.

In his analysis, Steeh went down the list, siding with the ESA on each point. He deferred to the Sixth Circuit Court's ruling that games were protected as free speech under the First Amendment. That was the court's finding when it threw out a lawsuit brought against game manufacturers after a 1997 school shooting in Paducah, Kentucky.

Next he brushed aside the state's scientific research on the subject, stating, "A cursory review of the research relied upon by the state shows that it is unlikely that the State can demonstrate a compelling interest in preventing a perceived 'harm.'" The more apparent harm to Steeh was the irreparable injury associated with losing First Amendment freedoms, even for the limited period of time from the time the law takes effect, to the time a judgment is handed down on the case.

Steeh also saw problems in enforcement of the law, as retailers could not be expected to know what is and isn't covered by the state's definition of ultraviolence. "Without wholesale, indiscriminate refusals to sell video games to minors by store operators it appears impossible to protect sellers from prosecution," he wrote.

ESA president Douglas Lowenstein issued a statement after the judgment, heralding the ruling and asking Granholm to stop her opposition to the lawsuit.

"Rather than continuing to play politics and pursuing this case to its inevitable defeat, further wasting Michigan taxpayers' dollars along the way, we hope the state will start to join us in a common effort to take steps that actually help parents raise their kids in a healthy and safe way," Lowenstein said.

Currently the ESA is involved in lawsuits to overturn game restriction laws in Illinois, California, and Michigan.

posted by Mike

Controllerhistory

Een controller-stamboom die (zoals de maker ervan beloofd) nog verder gaat worden uitgewerkt...
mooi mooi mooi !!!

Hier enkele voorbeeldjes:






hier een vergelijkingske tussen het prototype van de N64 controller...en de uiteindelijke versie





EDIT: de link is dood :(

woensdag, november 09, 2005

Een heleboel Nintendo-nieuws op Gamespot!!!




Vlug checke die handel!!! langs hier naar gamespot .

Won ik nu maar de lotto...

Spaans nintendo filmpje




Ja deze gasten en gastinnen hebben veel plezier met hun nieuw bakske...
Zie hier .

dinsdag, november 08, 2005

nintendowifi.com



Ze gaan het nooit leren hé, dat wij Belgen geen Hollanders zijn....
Kijk hier zelf maar even bij Belgie? wat er dan verschijnt...


WWW.NINTENDO.NL .NL? punt béé éééé verdoeme!!!!

ahum..zennnn.....

EDIT: Die gasten van Nintendo zijn toch brave boelekes hé, probleem opgelost! nu staat er mooi - .be -

maandag, november 07, 2005

verdrinkt Link?



Link die gaat het precies hard te verduren krijgen in z'n volgend avontuurtje,

komt ie op de revolution vast weer tot leven
als hij sterft in twilight...
das toch zeker é...?

'k citeer effe een stukje uit het artikel
"... we know Twilight Princess HAS to end with something like the flooding of Hyrule, or at least something not so "happy". With all the repetition in Zelda, it's time the creators screwed with the fans common beliefs and actually shock us for once."

Good read, zoals ze zeggen...hier de bron

zaterdag, november 05, 2005

anotha wifi gem... (pics only)




vrijdag, november 04, 2005

my freaky cat



en voila ziede ier een groet van onzen kleine sloeber die ze ziet vliegen voor de moment...

woensdag, november 02, 2005

Nintendo Futurna?




op deze link staan een paar foto's waar ik echt wel meer uitleg zou over willen en er is precies al een aangepaste revolution box gemaakt..die waarschijnlijk nog veel zal verranderen...maar die stralen die zo uit de revo komen...wie weet meer?....

bron: Playbomb.com

Interview met Myamoto...


" Meet Mario's Papa
Legendary designer Shigeru Miyamoto talks how he aims to bring the family together around Nintendo's new console

As the brains behind the video games at Nintendo, Shigeru Miyamoto has shown a knack for inventing games that kids would get hooked on. In 1985, his Super Mario Bros. -- the world's hottest-selling game ever -- was the first with a scrolling screen, which expanded the playing space vertically, not just horizontally. The next year, he came up with the labyrinthine fantasy world called The Legend of Zelda, which could take skilled gamers hours, and sometimes weeks, to complete. And in the 1990s, his Super Mario 64 was the first console title with 3D graphics. It even forced him to tweak the standard joystick to handle more complex commands.

Miyamoto, 52, recently spoke with BusinessWeek Tokyo Correspondent Kenji Hall about video games, how they have changed, and what to expect in the future. Edited excerpts of their conversation follow:

What do you think was the biggest innovation in video games since the 1980s?
The biggest change was when 3D graphics came to Nintendo 64 and PlayStation. Before that, arcades had the edge in game technology. In the pecking order, game consoles for homes came last. 3D changed that and made home consoles the front-runner.

But I had no idea how quickly technology would change everything. Economies of scale were allowing game hardware makers to spend lots of money to develop new consoles. Suddenly, we were working with consoles that were 10 times faster than anything I had ever imagined, and the disk-storage space was vast.

What's the secret to creating a hit game?
Whether it's a new game or a sequel, we want anyone to be able to play right away. That's why I think Rubik's Cube was so brilliant. I saw it for the first time at a toy convention in Japan in the early 1980s. The moment you see a Rubik's Cube, you know you're supposed to twist the pieces. And it's beautifully designed. Even if you've never handled one, you want to pick it up and try it. And once you do that, it's hard to walk away until you've solved it.

Supercomputing power has improved game graphics to the point where characters can be made to appear almost lifelike. But the characters in your games are mostly cartoons. Why?
Nowadays, software makers want games to be so realistic, but first and foremost games should evoke emotions. When I made Pikmin, I wanted people to feel a mix of sadness and happiness. The Japanese word itoshii is used when you think fondly of someone. You wouldn't normally feel that when playing games, but that's what I was striving for.

Games aren't just about recreation and getting to the next stage. People often tell me nobody would play a game that isn't that way -- it would be too boring. But I don't agree with them (see BW Online, 10/13/05, "Indie Gamers Hit the Right Buttons").

Does Nintendo target a certain age group with its games?
We want our games to be for anyone from 5 to 95 years old (see BW Online, 10/19/05, "Attack of the Gaming Grannies").

We disagree with people who say, "Nintendo is for kids, and Sony (SNE ) is for adults." There are plenty of 60-year-olds who will play the games we make. Women in their 20s haven't been a major target for game makers. But many young women have found our games fun, especially Nintendogs.

What's the most important ingredient in your games?
The most basic element is fun. Games are interactive. They must challenge you, and reward you when you rise to the challenge. In my view, the game begins the moment a person touches a console -- everything builds from that.

When I first started creating games, I mainly wanted to make something that would surprise people. Actually, I never imagined I would be making video games. I thought I would be designing toys, like Dr. Rubik of Rubik's Cube.

Where do you get ideas for your games?
It's hard to remember. Sometimes I rely on childhood experiences. For instance, what did I find scary? Some ideas are spontaneous, some come from notes I've kept. I used write down things I saw or heard on a Post-it, which I would stick in my scheduling book. It could be a game or something funny on TV I saw, or a story I heard someone tell.

Do you remember how you came up with Super Mario Bros.?
It started with a simple idea. I thought: "I wonder what it would be like to have a character that bounces around. And the background should be a clear, blue sky." I took that idea to a programmer, and we started working on it.

Mario ended up being too big, so we shrank him. Then we thought, "What if he can grow and shrink? How would he do that? It would have to be a magic mushroom! Where would a mushroom grow? In a forest." We thought of giving Mario a girlfriend, and then we started talking about Alice in Wonderland.

How will Nintendo's next-generation platform, Revolution, differ from others?
Most people think video games are all about a child staring at a TV with a joystick in his hands. I don't. They should belong to the entire family. I want families to play video games together. That was the concept behind the Revolution (see BW Online, 10/4/05, "Nintendo's Revolutionary Man").

I also redesigned the Revolution's controller to look more like a regular TV remote, so anyone who saw it would know instantly how to use it, and so they wouldn't think they had to always stash it away.

Do you have a favorite video game?
The only time I play is maybe the 20 minutes I spend testing rivals' new machines. I don't play video games in my free time. On the weekends, I fix things around the house, garden, or play the guitar. Or I'll exercise, go swimming, take the dog for a walk, or go for a hike.

!!!!!!!! In the future, what do you think video games will be like?
It's convenient to make games that are played on TVs. But I always wanted to have a custom-sized screen that wasn't the typical four-cornered cathode-ray-tube TV. I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that. !!!!!!!!!

You've been called the Steven Spielberg of video games. Recently, some gamers have been making movies using game software. Are games and movies converging?
It's a common comparison, but I don't think it's an appropriate one because movies aren't interactive the way games are. Even so, I've learned a lot from movies. For instance, I pay attention to how movies use music to create a mood, how many camera angles there are, or how the director sets up a scary scene. "


bron: businessweek.com

Vooral dit intrigeert me enorm...ik citeer effe: "I've always thought that games would eventually break free of the confines of a TV screen to fill an entire room. But I would rather not say anything more about that."