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20 Rev launch games
Nintendo Wii News
Written by Alex Terris   
Sunday, 09 April 2006
Nintendo of America's Senior Vice President of Marketing and Corporate Communication George Harrison has announced that there will be approximately 20 games available at launch for the Nintendo Revolution - 1/3 of them coming from Nintendo.
Red Steel a launch title
Nintendo Wii News
Written by Alex Terris   
Friday, 07 April 2006
Red Steel, a Ubisoft shoot-em-up title has been confirmed as a launch title for the Revolution. The first screenshots have also been released! To view them, have a look in the gallery section of the site.
Rayman 4 for Revolution?
Nintendo Wii News
Written by Alex Terris   
Friday, 07 April 2006

Ubisoft, a French publisher, has announced today that they are releasing Rayman 4 during 2006. Could there possibly be a Revolution version? Although they only officially announced it would be released on next-gen consoles, that could indeed include the Nintendo Revolution, and a games site has posted that there will be a Revolution version.

No Rare games on Virtual console
Nintendo Wii News
Written by Alex Terris   
Monday, 03 April 2006
It has been confirmed that games owned solely by Rare will not be available for download on the Revolution's virtual console.
Revolution storage
Nintendo Wii News
Written by Alex Terris   
Wednesday, 29 March 2006
While the Rev will be shipped with only 512mb of Flash memory, gamers will be able to expand this with SD Cards which are upwards of 8 Gigabytes. More exciting is the news that the Revolution will contain 2 USB ports.
Revs games no more than $50
Nintendo Wii News
Written by Alex Terris   
Wednesday, 29 March 2006
Satoru Iwata, who seems to be geting just about everywhere recently, has told CNNMoney that he can't see any first-party Revolution game being priced at more than $50.
No worldwide Revolution release
Nintendo Wii News
Written by Alex Terris   
Wednesday, 29 March 2006
In a recent interview Satoru Iwata has stated that the Revolution will not be released simultaneously worldwide as the Playstation 3 is said to be.
Iwata Keynote Transcript
Nintendo Wii News
Written by Alex Terris   
Tuesday, 28 March 2006

We have Mr Iwata's transcript in full from the GDC, enjoy!

"Thank you so much for giving me the honor of speaking before you again this year. In my job, I have to talk to a lot of people, but as you all know, since I still have the heart of a gamer, I have the most fun talking to you!

Once upon a time, way back in the 1980s, a company became number one because its products meant fun to young people. Then, in the 1990s, a bigger company with a bigger brand name and bigger budgets took away the number one spot.

Fortunately, that first company also had another line of products that let it remain popular and profitable. This company used that threat to reconsider its strategy, and think how it could regain overall leadership. And this is what it decided. It would redefine its own business, and expand its market beyond current core users. Could this strategy work?

Well, we already know the answer. The answer is yes.

Because that first company, Pepsi, has returned to number one in its industry, displacing Coke. Pepsi stopped asking, how can we sell more cola? Instead, it started asking, what else do people want to drink?

Today, Pepsi is number one in bottled water. It is number one in sports drinks. It is number one in health drinks. And, of course, it remains number one in the snacks business that it used to maintain profitability while they executed their disruptive strategy. (As every game developer understands, the three basic food groups are Fritos, Cheetos and Doritos.)

I am here today to share some stories about Nintendo. But, I begin with a story about Pepsi because it demonstrates how thinking differently, and holding strongly to your strategy, can disrupt an entire industry and in a good way.

For some time, we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations.

Several years ago, when I began talking about reaching out to casual gamers and non-gamers, few people listened. Today, Nintendo DS is succeeding in disrupting the handheld market. In fact, you could attribute most industry growth last year to just this one product line. Now, people are listening more closely.

I know many of you smiled when we demonstrated Nintendogs at the GDC last year, but I'm sure not many of you believed it could sell 6 million copies around the world in less than a year.

But the success of DS is not based on just one game; it is the story of several new kinds of software creating brand new players.

Let me explain how disruption is working for us. Most of you are very familiar with the American market, so let me share some information about Japan.

When it launched in 2001, PlayStation 2 sold 6 million units in its first 21 months. Soon after, our Game Boy Advance did even better, reaching 6 million in 20 months. But Nintendo DS is selling at a much faster pace than any game system in Japanese history. We have reached sales of 6 million systems in just 14 months. And, this number would be far higher if production could keep up with demand.

In part, the DS success is due to how we redefine better technology with unique hardware features. But more importantly, the disruption of Nintendo DS comes from how software takes advantage of the hardware.

Over the last year, no software has created more discussion (or more surprise) than our brain games. The first brain training game, which launched 10 months ago, has sold 1.97 million units. The second brain training game, which only launched the last week of last year, has already sold over 1.8 million units.

I have been asked many times how we decided to develop these games so I thought maybe this is the first story I should share with you today. Where did this idea come from? I m sure you can guess it started where all great creative ideas begin, from a board of directors!

When Atsushi Asada was a member of our Executive Committee, he complained that he knew no one his age who played video games. Because Japan is an aging society, he thought a game designed just for seniors might work.

I agreed it was a good start, but I said it might be a mistake to target only seniors. Instead, maybe something that would appeal to other users, as well.

This meeting occurred just after the E3 show two years ago, a very busy time for us. We were finalizing the Nintendo DS hardware, as well as preparing DS launch games. Even so, I asked each of our four main development groups to nominate a few people to serve on a task force.

Some of them did not have much experience making games, so I got to play the role of professor, talking to them not just about games, but about overall product planning. The goal of the task force was to invent a game whose appeal would include everyone from youngsters to baby boomers to seniors.

Our early meetings were just brainstorms and didn't produce any solid ideas. But at that time, people in Japan were beginning to read a new book and do its brain exercises. I noticed this and thought it might be a good game idea. Even Mr. Mori, our chief financial officer, was doing the exercises himself and convinced me to go forward. Then I consulted with Mr. Miyamoto, and when he got excited, too, I asked the task force to tackle the job.


Several of them said that just exercising your brain might not be enough. Could there be a way for players to measure a brain age? I thought this was a great idea. People would be eager to compare their scores. But in fact, no work at all could begin until we came to agreement with the author, Dr. Ryuta Kawashima. Since we were both about the same age, I decided to try to meet with him myself.


His schedule was very busy, but he agreed he could find just one hour on just one day, the very day that the DS was launching in Japan. Not only was his university a long distance from our offices, but the meeting itself lasted not one hour, but three.

We showed him a prototype brain training software and explained how his work might translate to our medium. He was enthused, and we started exchanging ideas. The doctor offered to demonstrate evidence on how the prototype software was stimulating brain activity. He asked if he could borrow one of the team members I had brought along from Nintendo. I said, certainly.

You might find this unbelievable, but his assistant then entered with something that looked like a metal bowl with wires attached to it, and then he turned it upside down, and placed it on my team member s head. It looked like a sci-fi movie from the 1950s. The doctor showed that he could determine that the prototype game was changing the amount of blood moving across the surface of the brain. This was an important moment for all of us.

m sure some people at Nintendo wondered how I could spend so much time on the kind of meeting on the very day of the DS launch, but I think it turned out to be a good idea.

Meanwhile, back at Nintendo, we also benefited from some good timing. Internally, we have one team we call the Development Environmental Group. They had just finished a library of tools for voice and sound recognition for DS. Simultaneously, work on hand-writing recognition was also in progress.

When they began this work, we all thought these functions would be useful for the DS someday, but we had no real idea how. Then suddenly, it seemed to Mr. Miyamoto and me they would be a perfect match for this brain game.

By now, I admit I was getting very enthusiastic about the project. But at first, I don t remember that the development team felt quite the same way. I assembled a group of nine people and told them that since this wasn't a very complicated programming they should be able to finish the first game in just 90 days And that included the year-end holiday period. I could tell they were not happy, but at least with such a short schedule, they couldn't waste much time complaining.

My bigger concern was how the market would react beginning with retailers. Few people inside Nintendo believed they would place very big orders the game was just too different from what they knew. Maybe it wasn't even a game at all. So at this point, one member of the sales team suggested a new rule. When our salesmen showed the software to retailers, even before business was discussed, the first 15 minutes of every meeting must be spent with the buyers trying the brain exercises themselves.

Oh, when they heard this, the retailers hated the idea! They were disgusted, but they had no choice. So they started playing, and we could only wait to see how they would react.

And how did they respond? Well, at this point I think I will take a risk and see if we can reproduce those first reactions right here on stage. In order to do that, I d like to introduce Bill Trinen from Nintendo of America s localization team a person who has spent months with Brain Age. He'll walk us through a demonstration, and invite a few friends.

[Bill Trinen, from Nintendo of America's localization team, demonstrated the unique game play of the new Nintendo DS game, Brain Age: Train Your Brain in Minutes a Day, among a group of volunteers]

Thank you Bill (Trinen), Will (Wright), Geoff (Keighley) and Jamil (Moledina). I think we have now discovered people who are determined to improve their brain age! And of course, that is the secret appeal of this game.

Let me add one more note to this story. Those first retailers, after playing the first game, agreed to buy a total of 70,000 units, which was still more than our domestic sales team expected, but I was not satisfied with that number. But between the launch of the first game and the second, you could see a disruption of the market occurring across Japan. Something had changed. New people were playing.

Seven months later, we returned with samples of the second Big Brain Academy game. This time, no demonstrations were needed. The retailers quickly placed orders for 850,000 units. And even that turned out not to be enough. It recorded the biggest first-week sales for any DS game ever.

As of right now, the three brain games, including Brain Flex, have sold more than five million copies in Japan alone. The moral of this story is pretty clear. If you want to succeed in game development, you need to follow two simple rules: First, listen to your board of directors. And second, listen to your chief financial officer.

The development of this game came from our belief that people wanted something new. In this case, that game took the form of a treadmill for the mind. But we also learned that the only real way to demonstrate the appeal of these games is to have people actually play them. At Nintendo in Japan, we had employees take the game home and show it to family and friends, especially people who weren't t game players.

Quite a few of our employees were surprised that their parents and wives who would never show any interest in gaming were suddenly playing this everyday. That helped to build buzz. So, I decided that the same thing might work here in America. And that the best time to start is right now.

So, when we're finished this morning, I thought you should test your own brain age to play yourself, and to show it to a friend or colleague or even your parents even if they have never played games.


So as you leave my keynote address, please take a copy of Brain Age with you as a gift from Nintendo. Please only take one, and understand that the games are only available to pick up when we finish today.

The second story I want to share with you involves disruption of a different sort not only taking a different approach to a new technology, but also finding a way to make it attractive to everyone and thereby expand the overall audience. The topic was constructing the Nintendo Wi-Fi Connection.

Many of you know that we have been experimenting with networks since the 1980s. Back then, you could use your NES in Japan to trade stocks. We kept working, but never thought the time was right to introduce a game network until Nintendo DS. In 2004, we began considering Wi-Fi gaming. From the start, we had several challenges. First, we knew that both Animal Crossing and Mario Kart would be arriving on the DS the next year, and we wanted them to feature Wi-Fi play. That made the development timetable very short.

Secondly, I insisted that our Wi-Fi interface be seamless. I wanted connecting to someone around the world to be as easy as connecting to someone playing next to you in the same room. As you know, this creates its own problems, because normally making things easier for players, makes things harder for developers.

But the most difficult aspect was deciding who players would be able to connect with. Online gaming normally belongs to the most aggressive players, and they can be a very vocal group. For the casual player, this kind of interaction can be very intimidating. I believed if we catered to only this very vocal group of hard-core players, we could never truly expand the audience.

Originally, we thought Wi-Fi should be set up as a kind of social network, almost a game-play version of My Space. In Japan, we initially referred to the Wi-Fi system as project house party. We had in mind the comfort of inviting friends over to play in your own home. Well, at Nintendo of America this name was not very popular. They told us that this sounded like what you call a Tupperware party. No matter what we called it, I believed the experience must be easy and fun.

What did I mean by easy? It's simple to connect a game on DS locally when you re sitting in a room with your friends. It should be just as easy to find those friends and play with them even if they re thousands of miles away.

But what is fun? That depends on the player. You may want to play Mario Kart only with people you know. Or you may find it more fun to try to defeat total strangers. Sometimes, the choice will be determined by the nature of the game. No one playing Animal Crossing wants someone to come in cut down all their trees and trash their town. What was important to me was that players have the choice, and the freedom to choose which way to play.

For developers, easy and fun doesn't t mean the work will be easy or fun. There were many barriers to overcome. And my colleague, Mr. Takao Ohara, will share those stories with you later here at the GDC.

In the end, it is the freedom of choice, I believe, that has made the Nintendo Wi-Fi Connection so successful. To date, we have surpassed 1 million unique players, totaling more than 29 million play sessions and, this in only 18 weeks of availability.

We reached 1 million players almost five times as fast as the Xbox Live service, which also offered free connections when it began. It took them 20 months to reach 1 million different users. Of course, this has made our Wi-Fi development team very happy as you can see.

What you can t see is that sign they re holding up, a message to all of you. So let me show you what it said: We love the GDC. They all wanted to come, but I told them, Sorry, no. But I did promise I would bring their picture.

As you know, this week we added a new wrinkle to the Nintendo Wi-Fi Connection. Voice over internet protocol arrived with Metroid Prime Hunters. It introduces a new level of fun.

At first, I thought you might like to see a Wi-Fi demonstration of the game. But I know Wi-Fi is nothing new for you. In fact, I imagine many of you have already played Mario Kart DS wirelessly and seamlessly. Instead, I think the true appeal of the game is seen best if we hold our own four-player battle right up here on stage. Again, I d like to invite Bill Trinen to come back on stage to get the battle underway.

[Bill Trinen, from Nintendo of America s localization team, demonstrated the wireless game play capability of the Nintendo DS game, Metroid Prime Hunters, among a group of volunteers]

Thank you, everyone. I know I am much better watching this game than playing it.

When we talk about expanding the market to new players, many times this means new kinds of software, but certainly not always. I hope that Metroid Prime Hunters shows we re not turning our backs on the kind of games that current core players already love. We will serve all tastes.

Our new Tetris DS is something even your grandmother will enjoy. On the other hand, you can compete head to head with nine different people on a local network, or three others via Wi-Fi.

We are also going to bring our first all-new Super Mario Bros. game to the DS in a matter of a few weeks. For those of you who have been waiting for the next great Mario game this is for you. And because you re all such game fans, I've decided to reveal one more brand new adventure for you today

[The audience was shown a demo reel of the The Legend of Zelda: Phantom Hourglass]


The Legend of Zelda: Phantom Hourglass is designed exclusively for the DS. It will launch later this year. It's a product of Mr. Aonuma and the team that has created most of the Zelda hits in the past. You will be seeing and playing Zelda both on DS and Nintendo GameCube at E3.


The third story I have to share is the answer to a question people ask me all the time: how did we get the idea for the Revolution free-hand controller?

Well, we started out with a very simple question: why is it that anyone feels comfortable picking up a remote control for a TV, but many people are afraid to even touch the controller for a video game system? This was our starting point.

Our first controller meetings began early in 2004, and from that initial thought we added two other requirements. First, the controller must be wireless. We need to give players freedom to move. And second, the look of the controller had to be simple and non-threatening. But of course, at the same time, it had to be sophisticated enough to serve the needs of complex games.

And yes, we also wanted it to be revolutionary.

Finding an answer to all of this was not easy. For more than six months, two people at NCL did nothing but produce sketch after sketch with new ideas. Each sketch caused more discussion, and the discussions led us to create dozens of prototype designs. In all, about 15 people were involved trying to figure out an answer.

At the same time, I was considering technologies which would incorporate a direct pointing device, something that would show direct visual contact between the controller and the screen. In fact, many good ideas were floating around, but nothing yet felt revolutionary.

Early last year a young team leader of the controller development group came up with a disruptive idea: what if you could play with just one hand?

Mr. Miyamoto quickly imagined a small, simple, wireless device. That intrigued us, but we realized an immediate problem. Considering our plans, how would we allow backward compatibility to all the previous Nintendo games that required two-hand control?

Again, Mr. Miyamoto had an answer: make the small wireless controller detachable from a larger, traditional controller both using the same wireless interface.

This sounded good, but when we shared the idea with our Metroid Prime producers, they objected. They said their games would not work with what we invented. They added another idea: Why not keep the simple one-hand controller, but also add a secondary device for the other hand if the game required it? Something like a nunchuck device. We think this is something that will entirely change first-person shooter games. By separately using the joystick device to control position and the direct pointing device to target enemies the experience truly feels more intuitive.

Now, we really went to work. There were dozens of models and prototypes fabricated until we came up with the final result.

And what did it look like?

Well, it looked exactly like the same TV remote control that we first imagined more than a year earlier. Sometimes ideas are like good wine in that they just need time. After all the designs and mockups, we were happy with the final result. It met our goals. It was wireless. It was inviting to new players. It offered something brand new for core players. And, it was also a new interface we could offer to every player.

But, it also represented something else. As you can imagine, this was a very expensive process. Not only in terms of the research and development costs, but also the manufacturing expense of producing such an elaborate control system, and including it as part of every hardware purchase.

Some people put their money on the screen, but we decided to spend ours on the game experience. It is an investment in actual market disruption. Not simply to improve the market but disrupt it. We believe a truly new kind of game entertainment will not be realized unless there is a new way to connect a player to his game.

New is good, but there also is an appetite for old. For young players, classic games are brand new. For others, they are a way to feel young again. After we announced the virtual console concept for revolution last year, many people asked me if only games for Nintendo systems would be available. Today, I

have a better answer. I can announce that games specifically developed for both the Sega Genesis and the NEC TurboGrafx system will also be available for Nintendo Revolution via the Virtual Console.

Between them, these systems built a library of more than a thousand different games. Of course, not all of them will be available, but the best of them will.

Thank you for listening to my stories this morning. However, the most important story of all is still to be told. I hope all of you, the creative force of our industry, will help us write it. It is the story of how disruption will help every one of us overcome the growing barriers to game development.

We know what the main barrier is cost. There is one dominant business model for our industry. Publishers work backwards from a console game at retail that sells for $50 or now, even $60. To compete at that level, games must be longer, larger and more complex, which requires bigger development teams. Success is more likely if a strong license is acquired, but even then, huge amounts of money are needed to market that game to a mass audience.

It's understandable that many publishers, in order to reduce risk, feel most comfortable relying on sequels to already successful, high budget games. As a result, our business is beginning to resemble a bookstore where you can only buy expensive, full sets of encyclopedias. No romance novels. No paperbacks. No magazines.

In our business, too often people with a fresh idea don t have a chance. I believe if Tetris were presented today, here is what the producer would be told: Go back give me more levels give me better graphics give me cinematics and you re probably going to need a movie license to sell that idea to the public. The producer would go away dejected. Today, Tetris might never be made.

Nintendo understands the dominant business model. We work with it every day. And future Zeldas and Marios and Metroids are going to be bigger masterpieces than ever before. But, this does not have to be the only business model. We want to help you create a new one. One where your simple Tetris will be made.

With Nintendo Revolution, we offer a combination of opportunities that simply can t be matched. Our controller allows for every existing form of game to take on a new character. It allows for game creation that is not dependent on just the size of the development budget. I consider our virtual console concept the video game version of Apple s iTunes music store.

Since I first announced the virtual console concept last year at E3, other people have become very interested in digital downloads. Others will offer such a service, but it will not be the same. Because for us, this is not just a new business opportunity, for us, this is true innovation true disruption. It is part of our DNA. The digital download process will bring new games to the widest possible audience of new players. Young people, older people, even those who never played video games before. When I think of what faces all of us right now, I imagine what it must have been like for the explorers who first set foot on a new continent. For them, it was impossible to imagine all the adventure that lay ahead.

Our adventure is still ahead of us. Nintendo is committed to creating an environment where all of your work can prosper. I began today saying that disruption is not just a strategy for Nintendo.

Yes, we have already disrupted handheld and it worked. Yes, we have already disrupted Wi-Fi and it worked. We disrupted the very definition of a game and that is working, too. In a few weeks, you will better understand how to disrupt console gaming. You will play, and you will see.

At Nintendo, we do not run from risk. We run to it. We are taking the risk to move beyond current boundaries. It should be our goal, each of us, to reach the new players as well as the current players. Our goal is to show them surprise. Our reward is to convince them that above all video games are meant to be just one thing fun. Fun for everyone.

Thank you again so much for inviting me."


Virtual download news
Nintendo Wii News
Written by Alex Terris   
Saturday, 25 March 2006
Nintendo have announced at the Games Devleoper Conference (GDC) that the virtual console download service will have both Sega's and Hudson's support.
Nintendo on BBC
Nintendo Wii News
Written by Alex Terris   
Wednesday, 22 March 2006
Yesterday I saw a Nintendo representative on the BBC, again stating that the Nintendo was so different from the other two "next-gen" consoles that they weren't even in compeition.
PS3 delay could help Rev
Nintendo Wii News
Written by Alex Terris   
Sunday, 19 March 2006
It's official: The PS3 will be released in November. This means that the Revolution could well hit the shelves before it, which will no doubt help Nintendo in the next-gen market. However, Shigeru Miyamoto has played down the rivalry.
#1 - Diddy Kong Racing
Retro Reviews
Written by Alex Terris   
Sunday, 19 March 2006
Console: N64
Genre: Racing
Release 1997
Developer: Rare

A mainly single-player kart racing game (same idea as mario kart) set with several known characters such as Diddy Kong and Conker (although arguably only well known after the games released). Races on land (car), sea (hovercraft) and air (plane). Single-player connects the tracks together with an adventure mode set on an island.
Blitz games
Nintendo Wii News
Written by Alex Terris   
Sunday, 19 March 2006
Developer Blitz Games have confirmed that they will be creating games for the Revolution, and are said to be "genuinely very excited to be working on the Revolution".
Square Enix
Nintendo Wii News
Written by Alex Terris   
Sunday, 19 March 2006
Square Enix, the developers behind the legendary Final Fantasy series have announced an online Final Fantasy game is in development for the Revolution.

They are also developing a follow up to a DS game which will be playable at E3.
Upstart Studios
Nintendo Wii News
Written by Alex Terris   
Sunday, 19 March 2006
Small developers Upstart Studios have become the latest in a long line of developers to join the Revolution officially by announcing they have two games for Nintendo's new console planned.
Tecmo launches Pangya Golf site
Nintendo Wii News
Written by Alex Terris   
Sunday, 19 March 2006
Tecmo have recently launched a site for their Revolution game "Pangya Golf", a cartoon-based golf sim from what looks like the same mould as Ace Golf.
Zelda will use Revolution controller
Nintendo Wii News
Written by Alex Terris   
Saturday, 18 March 2006
In a recent interview Shigeru Miyamoto - Nintendo's master designer - seemed to confirm that the new Zelda game titled the Twilight Princess will make use of the Revolutions controller.
Midway supports Rev
Nintendo Wii News
Written by Alex Terris   
Friday, 10 March 2006
Midway, a big name publisher, have announced that they expect to release their first next-gen Nintendo game by the end of the year, which backs up the rumour that the Revolution will be released in autumn/winter this year.
Natsume on the Rev
Nintendo Wii News
Written by Alex Terris   
Monday, 06 March 2006
The games developer Natsume, creators of the fantastic Harvest Moon series have confirmed that they will be working on the revolution, and have in fact started a game for it already.
Over the Edge on Gamecube
Nintendo Gamecube News
Written by Alex Terris   
Tuesday, 28 February 2006

Over the Hedge is due in UK cinemas this summer, and Activision has details for the console and PC adaptations of the newest DreamWorks romp.

Over the Hedge is expected to be a return to form for DreamWorks Animation, with a wisecracking cast voiced by Bruce Willis, Avril Lavigne and William Shatner among other recent Hollywood flames. The stars help bring to life a story of cute ’n’ cuddly wild animals coming to terms with American Midwestern suburbia.

In the film, con artist RJ (played by Willis) is a raccoon who encourages a community of peace-loving animals to get more out of life. A neighbourhood of humans has appeared while everyone was asleep for the winter, literally over the hedge, promising fresh food on tap and funky new creature comforts. All this is not without consequences, however... Enjoy the popcorn; try to keep your kids in their seats.

The game is age-rated 3+ by PEGI, intended to provide simple good fun throughout its 30 missions. Most versions (PC, GBA, PS2, Xbox, and GameCube) follow the movie very closely – youngsters taking control of four of the film’s fluffy heroes: RJ the raccoon, Hammy the squirrel, Stella the skunk and Verne the turtle (okay, he’s not fluffy). Everyday human objects become challenging obstacles for these tiny animals as the gang attempts to rescue kidnapped friends, while gathering food to take home.

Players will be encouraged to work with the whole team, making the most of their speciality moves: RJ has a Golf Ball Barrage, for example, while Verne creates havoc with a Spinning Shell Attack. We think our favourite’s going to be Hammy Time (get it?) performed by Hammy, in which the little rodent geezer moves at super speed. Kids, meanwhile, will no doubt find Stella’s Stink to be one of the funniest.

Some missions are geared-up for two-player co-op quests in which friends gather food while dodging the likes of Nugent the dog, trying to avoid triggering the alarms in laser-guarded homes and other crazy domestic settings. More value is offered by mini-games that involve racing golf carts or radio-controlled cars, even a few rounds of Suburban Mini Golf if you fancy it.

The Nintendo DS edition has the advantage of picking up where the film ends: an extended storyline, 10 new locations and a bunch of new characters no less. On DS, the animals aim to protect their home being taken over by another housing development. Plus there is the novel twist of using the DS microphone to distract the enemies, and the added value of playing versus mini-games off one cartridge.

All versions of Over the Hedge will be released in the UK on 23 June, a week ahead of the film.

Last Updated ( Sunday, 16 April 2006 )
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What part of the Wii's online features are you most looking forward too?
New site and forums for Wii gamer by Lange at Wed 18 Jul 15:20

Hello everyone,
Due to the mass bot infestation, and main site being hacked, I made a new site here the forums can be found there as well. So any existing members coming back here please go to the new site. Also with are lack of activity(for a long time lol) in the new forums I hope to get it going again as i've submitted the fourms to search engine services to get new members.

Thanks everyone

Comments 0
Everybody Loves Wii by chad60 at Wed 13 Jun 00:16

Definitely, Wii has become as the most popular and most sought after gaming console nowadays. It is different from the usual gaming equipment that we used to know of. Many factors were given as to the reason for resurgence of this most innovative games machine over a very short period of time. One is the cost which makes it even more affordable to those who are tight on budget. And the other are the games that went along with the product that requires a different method of playing them. It's a fun gaming machine and is the reason why it is very attractive to gamers and non-gamers of all ages.

Comments 2
by Link at Tue 22 May 23:20

Both games look realy awsome. Im looking forward to SSBB more than MP3, but i still will get both.

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Metroid Prime 3 release date by milo at Mon 21 May 11:04

Metroid prime 3 is set for the 20th of august in the usa, much sooner than i expected. Hopefully this dosnt mean they are rushing it. What do you think.

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Win a Wii - With FANTA by tomgman at Sun 13 May 02:45

Hi i found this on and though i would just copy n paste for those who care

Cola-Cola Great Britain and Nintendo UK both have a big surprise to their respective consumers. Beginning May 14 until July 2007, there will be a total of 182 million specially marked packs of Fanta, Sprite, and Dr. Pepper all around the nation. Purchase these drinks and you give yourself a chance to win Ultimate Wii Games Rooms.

Ultimate Wii Games Rooms, just so you know, consists of a Nintendo Wii Console, Wii Sports game, Samsung 26" LCD TV, a mini fridge and a case each of 330ml Fanta, Sprite, and Dr Pepper. Do take note that all through out the promotion, ten of this will be given away - every day

"This promotion marks the start of an exciting summer of activity for our Flavoured Sparkling Beverage brands. The brand aspires to be a credible part of our teen consumers worlds and will reinforce this positioning by giving consumers access to the ultimate Wii experience," remarked Fanta Senior Brand Manager Simon Pick. Nintendo UK's Ben Taylor likewise added:

Wii is already the must have gadget of the year for people of all ages. This activity will re-enforce our message not just with with hardcore gamers but importantly will also reach everyone in the household including the mums and dads we also want to attract to our products.
The promotion was conceptualized with the help of communications agency BD-NTWK. It'll be marketed all around UK including new 20" and 30" TV advertisements, online advertising, and extensive PR activity with a multi-million pound budget.

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