Time for me to shuffle off to bed. I had a great night off, and it seems like you guys had a great time with Deux. Now that my house-hunting issues are settled, I can rest a little easier, and get back to having a permanent smile on my face! That is, right after I get some sleep. See you guys in a few, short hours! I don’t know, is it too early to be claiming a Rinry video as her best work yet? If not, then I have to give this latest feature my biggest nod of approval! As you guys know, I’m a huge fan of boxart. I often talk about how important I believe boxart to be, and how not enough people pay tribute to the hard work that goes into these creations. Little did I know that Rinry was working on a video about this very subject! She takes us through the history of boxart, and shows us just how important it is. We also get to see some of the best…and worst boxarts from the past 30 years. That’s enough chatter from me. Time to let you guys enjoy the video! Please make sure to share your thoughts with Rinry in the comments below! Direct link here

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GoNintendo ‘End of Day’ thoughts - Rinry takes us through the history of video game boxart

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Don’t you get tired of hearing the same PR spin on every game announcement? The press releases are filled with tons of buzz-words…terms that won’t stick with the industry for more than a few months. Then when you try to get a developer interview, they spout the same type of nonsensical rhetoric. Wouldn’t it be refreshing to hear game developers speak to us like we are people, instead of mindless consumers? Article here

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Ditch The Script — The Art Of Developer PR

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I’ve noticed an up-tick in traffic lately. I’m guessing this has a little something to do with E3 coming up! I’d just like to send out a warm ‘Hello!’ to all those that are visiting the site, but don’t come around all that often. Thanks very much for stopping by. I hope we can offer you plenty of reasons to stick around! Of course, I have to tip my hat to the regular readers of GoNintendo as well. It’s always a pleasure to see you guys hanging around! The pleasure is all mine. And with that note, I am off to bed! I’ll see you guys in just a few, short hours. We made it to Friday, gang! Get ready for some rest and relaxation! Yesterday, as I showed you guys, was my first chance to check out Personal Trainer: Walking. I set the game and pedometer up, and then tried the software out while making a quick trip out to the mall. Hopefully that post helped explain the basic idea of Personal Trainer: Walking. Today I actually got to try out the pedometer/software alongside the daily walk I started doing this past Monday. As promised, I took pictures of the walk to prove that I really did head out and about, pedometer in pocket. Here’s where it all begins… Top of the hill and around the first bend.

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GoNintendo ‘End of Day’ thoughts - My first real day with Personal Trainer: Walking

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This is not a confirmation of functionality, but Capcom is considering it… “We are taking a look at Wii MotionPlus right now. We have some ideas of what we’d like to do with it. At the very least, we know how we could enhance the core combat system that is well-designed around the regular Wii motion right now and we’re looking at some things that we could unlock that would be specifically designed around Wii MotionPlus.” - Daryl Allison, Senior Producer over at Capcom Doesn’t sound like it could hurt to include the functionality, so why not go for it?! Link

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Capcom elaborates on what Wii MotionPlus integration for Spyborgs could mean

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Nintendo Wii - Japanese Wii no Ma Channel Walkthrough WarioWare Myself - Japanese Banhammer Creation Gameplay

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GameTrailers updates

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Just letting you guys know, we’ll be doing a Friday podcast at around 6:00 PM EST. Hope to see you guys in the IRC/watching the show live! On that note, I’m off to bed. I’ll catch you all in a few, short hours. Namco Bandai took me/us under their wing this past Tuesday night to both announce and show off quite a few games. While none of them support the Nintendo handhelds, their Wii support was pretty strong, covering quite a few bases around the system’s demographics with five retail titles. I’ll keep the pagination to a minimum, as well as my lame one-sided banter. Hope you enjoy.. feel free to ask any questions in the comments; I’ll do my best to answer what I can! —cortjezter Klonoa The Munchables We Cheer 2 The Food Network: Cook or Be Cooked Active Life: Extreme Challenge Klonoa I’ve always been a huge fan of platformers, although the third dimension hasn’t always been kind to the genre, and in some ways has probably a major component of its decline. That’s why Klonoa ’s approach always felt very appropriate, using rails and intersecting two-dimensional planes to make clever use of the third dimension’s depth. I got to play Klonoa in its Japanese form at Namco Bandai’s TGS booth (proof) when it had the subtitle “Door to Phantomile”, a name which was smartly truncated for its US release because it’s for all practical purposes a ground-up remake of the original Playstation game of the same name. What’s new is that the game has been completely rebuilt with all new enhanced visual elements which really dazzle on the Wii hardware, unlockables such as the Reverse Level mode which contain super-difficult, expert player bonus levels, and more. The game also includes the original Phantomile language present from the original PSone version. Feed me, Seymour! The first hands on experience at TGS included one of the first levels (mountain) and its boss fight, complete with narrative in Japanese. This time, I went hands on with one of the later levels (jungle/treetop) and the English story. The Wii motion controls are responsive and intuitive, but if that’s not your bag, snag your Gamecube, Classic or simple Wiimote NES-style controller for a more traditional experience. I never got to play much of the original PSone version for comparison, but taking control of Klonoa on screen feels a bit floaty, arguably appropriate for a hand-tastic ear-winged Animaniac . Not enough to ruin the experience by any means, but landing jumps on small ledges does get a little tricky; I couldn’t imagine things working at all without the rails. It’s a beautiful game with a lot to offer players of all experience levels; releases next week here in the US, so check it out!

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GoNintendo ‘EoD Thoughts’: Cort’s Namco Bandai Editor’s Day impressions

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Cort’s got quite the treat for you today. We have the pleasure of seeing a ’second opinion’ on Rhythm Heaven, and Cort comes to a bit of a different conclusion than I did. Please don’t attack him in the comments too badly! You enjoy his article while I slip off to bed. See you all in a few, short hours. —RMC Thanks, RMC. So the other day RMC posted his review of Rhythm Heaven for the DS, presumably the copy from Iwata’s post-keynote GDC ‘09 giveaway extravaganza. I also grabbed one on my way out, totally jazzed because money is tight for me since moving to Cali, and I’d otherwise have no chance to get my hands on it. The gist of his review: excellent . I’ve had some time to dig in, and while I can agree it’s a great concept and game have a pretty different perspective on the it overall. Don’t worry, I’m not going to bash it or sensationalise coverage for page views, because aside from this freebie handout, I get zilch from Nintendo or compensation from this site, so there’s really no incentive other than being completely honest, which you deserve regardless. Anyway, as I was saying, being one of the lucky jerks who scored a gift copy from the post-keynote stampede, I couldn’t wait to crack it open, give it a whirl and share my experience. That was why Iwata wanted to give them out, so we could evangelise the game and help it be as successful as the Japanese release. So here’s my evangelism: From the moment I popped this wafer into the backside of my DS, my mouth was climbing Mt. Smirk and my eyes beaming with delight. The bleeps, bloops, chirps and sprites are as a whole more than the sum of their parts. It’s such a charming game. The first couple levels cemented that delight by exploring a wild new universe revolving around rhythm; each level a solar system of 4 levels with a mashup remix at its centre. The remix is a brilliant concept and elegant solution for a “boss” in a game like this. The only catch is that for most levels (but expecially the remixes) it’s a bit like racecar driving: you will never excel at a track the first time. It’s only after you’ve run a few laps to memorise its details and anticipate certain parts like so much Jedi foresight that earning Superb or Perfect medals will be within reach. Speaking of which, it took me about 8-10 attempts to score my medal on the first remix. Being the OCD gamer that I am, that meant simply passing with an OK wouldn’t suffice. That only took me two tries, so the actual skill difficulty is completely acceptable. But what happened immediately after that remix completely changed me, and my opinion of the game. It’s also where my opinion and RMC will differ on one major point: controls. As anyone who’s played the game will know, the first game after that remix is Ping Pong . What can only be described as Rhythm Hell is the experience I had. Why? After a solid 60 tries, I was nowhere near accomplishing even a passing OK rating. So stepping back and pausing for a few days to contemplate the culprit, it came down to one realisation: the “flick”, while admittedly easy to learn, is simply insufficient and for all practical purposes in a rhythm game like this, fundamentally broken as-is. Let me explain. Every ounce of this game relies on extremely precise timing. So much so that it actually amplifies the imperfections of the human body. Rhythm is a concept of science, based on numbers and math; things machines and software can do with great precision, but that we can only approximate with our faulty internal mechanisms. Compound that with a mechanic like the flick which is very vague: press, hold, and slide the stylus in an unspecified direction for an unspecified distance at an unspecified speed. Doesn’t quite add up to the definition of accuracy if you ask me. So we’re left with a game expecting robotic exactness from a wholly imperfect source using an equally imprecise method. Love it. Love it. Love it. Love it. Love it. Love it. Love it. Kill me now.

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GoNintendo ‘EoD Thoughts’ - Cort’s Rhythm Heaven (DS) Second Opinion coverage

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Cort’s got quite the treat for you today. We have the pleasure of seeing a ’second opinion’ on Rhythm Heaven, and Cort comes to a bit of a different conclusion than I did. Please don’t attack him in the comments too badly! You enjoy his article while I slip off to bed. See you all in a few, short hours. —RMC Thanks, RMC. So the other day RMC posted his review of Rhythm Heaven for the DS, presumably the copy from Iwata’s post-keynote GDC ‘09 giveaway extravaganza. I also grabbed one on my way out, totally jazzed because money is tight for me since moving to Cali, and I’d otherwise have no chance to get my hands on it. The gist of his review: excellent . I’ve had some time to dig in, and while I can agree it’s a great concept and game have a pretty different perspective on the it overall. Don’t worry, I’m not going to bash it or sensationalise coverage for page views, because aside from this freebie handout, I get zilch from Nintendo or compensation from this site, so there’s really no incentive other than being completely honest, which you deserve regardless. Anyway, as I was saying, being one of the lucky jerks who scored a gift copy from the post-keynote stampede, I couldn’t wait to crack it open, give it a whirl and share my experience. That was why Iwata wanted to give them out, so we could evangelise the game and help it be as successful as the Japanese release. So here’s my evangelism: From the moment I popped this wafer into the backside of my DS, my mouth was climbing Mt. Smirk and my eyes beaming with delight. The bleeps, bloops, chirps and sprites are as a whole more than the sum of their parts. It’s such a charming game. The first couple levels cemented that delight by exploring a wild new universe revolving around rhythm; each level a solar system of 4 levels with a mashup remix at its centre. The remix is a brilliant concept and elegant solution for a “boss” in a game like this. The only catch is that for most levels (but expecially the remixes) it’s a bit like racecar driving: you will never excel at a track the first time. It’s only after you’ve run a few laps to memorise its details and anticipate certain parts like so much Jedi foresight that earning Superb or Perfect medals will be within reach. Speaking of which, it took me about 8-10 attempts to score my medal on the first remix. Being the OCD gamer that I am, that meant simply passing with an OK wouldn’t suffice. That only took me two tries, so the actual skill difficulty is completely acceptable. But what happened immediately after that remix completely changed me, and my opinion of the game. It’s also where my opinion and RMC will differ on one major point: controls. As anyone who’s played the game will know, the first game after that remix is Ping Pong . What can only be described as Rhythm Hell is the experience I had. Why? After a solid 60 tries, I was nowhere near accomplishing even a passing OK rating. So stepping back and pausing for a few days to contemplate the culprit, it came down to one realisation: the “flick”, while admittedly easy to learn, is simply insufficient and for all practical purposes in a rhythm game like this, fundamentally broken as-is. Let me explain. Every ounce of this game relies on extremely precise timing. So much so that it actually amplifies the imperfections of the human body. Rhythm is a concept of science, based on numbers and math; things machines and software can do with great precision, but that we can only approximate with our faulty internal mechanisms. Compound that with a mechanic like the flick which is very vague: press, hold, and slide the stylus in an unspecified direction for an unspecified distance at an unspecified speed. Doesn’t quite add up to the definition of accuracy if you ask me. So we’re left with a game expecting robotic exactness from a wholly imperfect source using an equally imprecise method. Love it. Love it. Love it. Love it. Love it. Love it. Love it. Kill me now.

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GoNintendo ‘EoD Thoughts’ - Cort’s Rhythm Heaven (DS) Second Opinion coverage

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None Author: Eledan91 Keywords: nintendo wii final fantasy crystal chronicles the bearers trailer echoes of time website Added: April 7, 2009 5 Vote(s)

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Final Fantasy Crystal Chronicles: The Crystal Bearers - Delusions of Grandeur

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