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<channel>
	<title>shigeru-miyamoto &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://en.wordpress.com/tag/shigeru-miyamoto/</link>
	<description>Feed of posts on WordPress.com tagged "shigeru-miyamoto"</description>
	<pubDate>Sun, 29 Nov 2009 18:19:37 +0000</pubDate>

	<generator>http://en.wordpress.com/tags/</generator>
	<language>en</language>

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<title><![CDATA[Mycket intressant intervju med Eiji Aonuma]]></title>
<link>http://carrotgames.wordpress.com/2009/11/28/mycket-intressant-intervju-med-eiji-aonuma/</link>
<pubDate>Sat, 28 Nov 2009 12:47:35 +0000</pubDate>
<dc:creator>Peter</dc:creator>
<guid>http://carrotgames.wordpress.com/2009/11/28/mycket-intressant-intervju-med-eiji-aonuma/</guid>
<description><![CDATA[IGN har gjort en intervju med Eiji Aonuma om Zelda. Det diskuteras bland annat Ocarina of Time och o]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>IGN har gjort en intervju med Eiji Aonuma om Zelda. Det diskuteras bland annat Ocarina of Time och om han ger sina tankar om en remake av Ocarina of Time till Wii. Och det bästa av allt. Han snackar om nästa Zelda till Wii. För det första bekräftar han det som vi redan visste att de kommer att implemnetera Wii Motion Plus i spelet. Men så nämnde han också en ny sak som vi inte tidigare har vetat om (Tror jag i alla fall).</p>
<p>Och det är det att de arbetar med att förändra själva flowet i spelet. Som det har varit i tidigare spel i serien så har man varit i en öppen stor värld och sen gått in i en dungeon, för att sedan gå tillbaka till den stora världen. Det har varit som två olika världar liksom. Men om jag har fattat det rätt så arbetar de nu på att integrera dessa två olika världarna så att de skall smälta samman lite mer än de tidigare har gjort.</p>
<p>Det är en mycket intressant intervju och han berättar och lite mer om hur han arbetar med Miyamoto och lite allmäna tankar om Zelda-serien i helhet.</p>
<p>Du ser intervjun genom att klicka<a title="Interjvu IGN" href="http://ds.ign.com/dor/objects/14333936/the-legend-of-zelda-spirit-tracks/videos/Zeldacut_1.html" target="_blank"> på den här länken.</a></p>
<p>Dessutom så har han gett en antydning om en eventuell flygmekanism i nästa Zelda. Men det är ingenting som är bekräftat och det är mycket möjligt att han bara skämtade om det. Men du kan i alla fall läsa exakt vad han sa genom att följa <a title="Zelda" href="http://gonintendo.com/viewstory.php?id=105744" target="_blank">den här länken.</a></p>
<p>Ps.. Är det någon som vet hur man embeddar en video ifrån till exempel IGN?  Det funkar lätt med youtube-klipp men jag får det inte till att funka med andra filmer. D.S.</p>
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<title><![CDATA[Miyamoto Shigeru Agrees with Me]]></title>
<link>http://ogiuemaniax.wordpress.com/2009/11/27/miyamoto-shigeru-agrees-with-me/</link>
<pubDate>Fri, 27 Nov 2009 16:05:29 +0000</pubDate>
<dc:creator>sdshamshel</dc:creator>
<guid>http://ogiuemaniax.wordpress.com/2009/11/27/miyamoto-shigeru-agrees-with-me/</guid>
<description><![CDATA[I previously made a post positing that one of the big changes that occurred in video game graphics a]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>I previously <a href="http://ogiuemaniax.wordpress.com/2009/10/25/relating-to-nes-sprites/">made a post</a> positing that one of the big changes that occurred in video game graphics around the NES era was that character&#8217;s began to have faces. Their eyes and mouths (or approximations thereof) made the characters more relatable.</p>
<p>While I thought it made perfect sense, I realize that aside from my visual analysis there wasn&#8217;t a whole lot of record and evidence to back it up. But then recently while reading the <em>New Super Mario Bros. Wii</em> interview, the creator of Mario himself Miyamoto Shigeru said something which helped support my theory immensely.</p>
<blockquote>
<div>
<div><span style="color:#000000;"><strong>Iwata</strong></span></div>
<div><span style="color:#000000;">Mario&#8217;s trademarks are his moustache, his hat and his overalls. Why did you decide to give him this look? I have no doubt you&#8217;ve spoken about this many times before, but I&#8217;d like to take this opportunity to ask you to tell us about it one more time.</span></div>
</div>
<p><!--int-box end--></p>
<div>
<div><span style="color:#000000;"><strong>Miyamoto</strong></span></div>
<div><span style="color:#000000;">Certainly. <a title="The original Mario" href="http://us.wii.com/iwata_asks/nsmb/slideplayer.html?width=320&#38;height=320&#38;id=002"><img src="http://us.wii.com/iwata_asks/nsmb/images/movie_link.gif" border="0" alt="" width="15" height="11" /> The original Mario was a 16 X 16 pixilated image</a>. At that time, when games made overseas used human characters, they were always rendered with life-like proportions.</span></div>
</div>
<p><!--int-box end--></p>
<div>
<div><span style="color:#000000;"><strong>Iwata</strong></span></div>
<div><span style="color:#000000;">It felt as if the developers weren&#8217;t happy unless they&#8217;d drawn a figure that was eight-heads tall.</span></div>
</div>
<p><!--int-box end--></p>
<div>
<div><span style="color:#000000;"><strong>Miyamoto</strong></span></div>
<div><span style="color:#000000;">Or sometimes it would be six-heads tall. But actually, the number of pixels we were able to use was so limited that, if we did that, we&#8217;d only have had a couple of pixels for the face.</span></div>
</div>
<p><!--int-box end--></p>
<div><span style="color:#000000;"><strong>Iwata</strong></span></div>
<div><span style="color:#000000;">With two pixels, you wouldn&#8217;t even have been able to draw eyes. You&#8217;d basically have ended up with a matchstick figure. In early video games from overseas, that kind of figure often featured.</span></div>
<div><span style="color:#000000;"><br />
</span></div>
<div>
<div>
<div><span style="color:#000000;"><strong>Miyamoto</strong></span></div>
<div><span style="color:#000000;">And as they just didn&#8217;t resemble human figures, I was absolutely convinced that they&#8217;d been designed by people who couldn&#8217;t draw!</span></div>
</div>
<p><!--int-box end--></p>
<div>
<div><span style="color:#000000;"><strong>Iwata</strong></span></div>
<div><span style="color:#000000;">(laughs)</span></div>
</div>
<p><!--int-box end--></p>
<div><span style="color:#000000;"><strong>Miyamoto</strong></span></div>
<div><span style="color:#000000;">I thought it was most likely that it was the programmer who was drawing these figures. But I thought: &#8220;I know how to draw!&#8221; I mean, I&#8217;m not saying I can draw as well as an artist, but I was confident that I was better at drawing than a programmer. That&#8217;s why I started by saying: &#8220;Right, let&#8217;s draw something that actually looks like a person&#8217;s face!&#8221; So I drew the eyes, the nose, the mouth and…</span></div>
</div>
</blockquote>
<div>Miyamoto goes on to talk about how in creating the face, it left him with very few pixels to actually design a body, and that Mario&#8217;s look was essentially dictated by function (Mario has a mustache so that they didn&#8217;t have to draw a mouth). What&#8217;s important in Miyamoto&#8217;s words is that he saw how most of the characters in games abroad were attempts to replicate a &#8220;realistic&#8221; human figure, and he still made an effort to give his character Mario some semblance of a personality by giving him facial features, even if those features were the result of limitations.</div>
<div></div>
<div>Certainly it wasn&#8217;t impossible or uncommon for games prior to Donkey Kong to have personality of their own, and Miyamoto certainly wasn&#8217;t the first to give facial features to his characters (Pac-Man being the most obvious example), it does show the kind of thinking that would go on to implicitly influence generations of gamers.</div>
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<title><![CDATA[Grandes games necessitam de grandes mulheres]]></title>
<link>http://girlsofwar.wordpress.com/2009/11/26/games-e-mulheres/</link>
<pubDate>Fri, 27 Nov 2009 00:42:53 +0000</pubDate>
<dc:creator>Bruna Torres</dc:creator>
<guid>http://girlsofwar.wordpress.com/2009/11/26/games-e-mulheres/</guid>
<description><![CDATA[Por Girls of War Desde o início da produção de jogos, os games sempre estiveram em um universo mascu]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p style="text-align:justify;"><strong> </strong></p>
<p style="text-align:justify;"><em><strong><a href="http://girlsofwar.wordpress.com/files/2009/11/unidas-e-nunca-vencidas.jpg"><img class="alignnone size-full wp-image-9442" title="Unidas e nunca vencidas" src="http://girlsofwar.wordpress.com/files/2009/11/unidas-e-nunca-vencidas.jpg" alt="" width="482" height="153" /></a></strong></em></p>
<p style="text-align:justify;"><em><strong>Por Girls of War </strong></em></p>
<p style="text-align:justify;"><strong> </strong></p>
<p style="text-align:justify;">Desde o início da produção de jogos, os games sempre estiveram em um universo masculinizado, totalmente cinza-Metal Gear, às vezes com um toque de alguma mulher, mas que infelizmente não tinham tanto reconhecimento. Com o passar dos anos, e principalmente nos dias atuais, as mulheres dominam mais a produção de games e se destacam cada vez mais com trabalhos notáveis.</p>
<p style="text-align:justify;">Mulheres, sejam ocidentais ou orientais, estão por trás de grandes produções de games. E não são joguinhos fofinhos e meigos, como muitos preconceituosos pensam, e sim, jogos como Assassin’s Creed, Phoenix Wright, Altered Beast, Mirror’s Edge e muitos outros.</p>
<p style="text-align:justify;">Para provar a força da feminilidade nos games, a revista inglesa Edge publicou, no ano de 2006, uma lista com as 100 mulheres mais influentes na indústria dos games. São figuras que vão desde escritoras de histórias e designers até produtoras. Separamos algumas que estão presentes na listagem, e outras que ficaram conhecidas nos anos seguintes.</p>
<p style="text-align:justify;">Conheça um pouco das mulheres que trabalham nos bastidores das empresas de games:</p>
<p style="text-align:justify;"><!--more--><strong>Rieko Kodama – Saúdem a Primeira Dama do RPG!</strong></p>
<p style="text-align:justify;"><a href="http://girlsofwar.wordpress.com/files/2009/11/rieko-kodama.jpg"><img class="alignleft size-full wp-image-9435" title="Rieko Kodama" src="http://girlsofwar.wordpress.com/files/2009/11/rieko-kodama.jpg" alt="" width="275" height="344" /></a>Esta grande designer é conhecida no mundo gamer como a “Primeira dama do RPG”. A japonesa, nascida no dia 23 de maio de 1963 e natural da cidade de Kanagawa, já atuou na produção de games do “alto escalão” da Sega, como: Phantasy Star, Sonic e Alex Kidd. Mas é claro que ela não parou por aí! Rieko também é famosa por muitos outros jogos como Shinobi, Altered Beast, SpellCaster, Ninja Pincess, Deep Fear e muitos outros. A designer já atuou como diretora no game Magic Knight Rayearth, para o falecido Sega Saturn. Um fato interessante na vida dessa designer de games foi ela ter começado a carreira com a arte e a arqueologia.</p>
<p style="text-align:justify;">E, para provar que todo conhecimento adquirido é válido, muito sabiamente a japinha poderosa tratou de adaptar seus estudos &#8211; bem ao estilo Tomb Raider de ser &#8211; ao seu trabalho com games, quando, em 1984, um amigo a convidou para trabalhar na Sega (amigo bom!!!). As influências arqueológicas de Reiko podem ser percebidas em games como Phantasy Star e Skies Of Arcadia, por exemplo. Neles, os jogadores quase sempre têm que viajar e descobrir civilizações antigas.</p>
<p style="text-align:justify;">Já trabalhando diretamente com games, Kodama começou como designer de personagens em títulos como Champion Boxing (1984) e Ninja Princess (1984). Ela também arrasou no saudoso Master System com jogos como: Alex Kidd in Miracle World (1986) e Quartet (1987). Como ela teve a sorte de ser uma das poucas designers da companhia, naquela época, ela passou a trabalhar em vários títulos ao mesmo tempo, o que a fez ficar conhecida e ter seu trabalho respeitado muito rápido. No entanto, o grande “boom” na carreira de Reiko aconteceu quando a artista teve a oportunidade de trabalhar em grandes projetos, como Phantasy Star, que foi lançado para concorrer com o também famoso Dragon Quest. Como a designer principal do games, Kodama foi a responsável pela criação do desenho de todos os personagens, dos mapas em 2D, das cenas de guerra em background, das pessoas da cidade, dentre outras coisas.</p>
<p style="text-align:justify;">Agora vocês devem estar se perguntando. O que essa japinha genial está fazendo agora? Bom, rumores dizem que Reiko Overpower Kodama estaria desenvolvendo um RPG, 7th Dragon &#8211; para Nintendo DS, em parceria com Kazuya Niinou (Trauma Center, Etrian Odyssey) e o lendário compositor Yuzo Koshiro. 7th Dragon foi lançado em março de 2009. O boato se confirmou!</p>
<p style="text-align:justify;">
<p style="text-align:justify;"><strong> </strong></p>
<p style="text-align:justify;"><strong>Jade Raymond – A caloura mais bonita dos games</strong></p>
<p style="text-align:justify;"><a href="http://girlsofwar.wordpress.com/files/2009/11/jade-raymond.jpg"><img class="alignleft size-full wp-image-9437" title="Jade Raymond" src="http://girlsofwar.wordpress.com/files/2009/11/jade-raymond.jpg" alt="" width="261" height="346" /></a>No meio de um grande império de produtores orientais e ocidentais e suas obras-primas nos games, eis que começam a surgir os primeiros vestígios femininos, mesmo que eles não sejam notados em suas obras em si.</p>
<p style="text-align:justify;">Assassin’s Creed não deixa nem um pouco à mostra que a novata – mesmo com 10 anos de carreira e um curto currículo, mas já invejável – Jade Raymond, uma mulher determinada e com uma personalidade cativante, está por trás desse novo game que foi lançado para PS3 e X360.</p>
<p style="text-align:justify;">Jade Raymond, nascida em 28/08/1975 no Canadá, começou no mundo dos games aos seis anos de idade quando jogou Pong pela primeira vez no computador de seu primo. A partir daí seu gosto por games só foi crescendo, especialmente com a ajuda de tio que comprava games para a pequena Jade e a enfrentava, tentando fazer com que ela o derrotasse nos jogos.</p>
<p style="text-align:justify;">Após longos anos, uma das novas “musas gamers” tornou-se bacharel em Ciência da Computação e seu primeiro emprego na área foi na IBM como programadora de jogos educacionais, e logo depois foi consultora no Grupo de Pesquisas Avançadas da Microsoft.</p>
<p style="text-align:justify;">Seu primeiro trabalho na indústria dos games foi na Sony, cujos jogos Jeopardy! e Trivial Pursuit tiveram Jade na equipe de programação. Nesse período, ela começou a produzir um game do filme As Panteras (Charlie’s Angels), mas não deslanchou. Após esse período na Sony, Jade foi para a EA Games e tornou-se produtora, desenvolvendo aplicativos de recursos online e acabou produzindo The Sims Online. Um ano depois foi para There Inc e foi Produtora/Arte do game “There”, um mundo virtual em 3D, concorrente do famoso Simple Life.</p>
<p style="text-align:justify;">Quatro anos depois de trabalhar na There Inc, Jade Raymond aparece nos créditos de Assassin’s Creed &#8211; um de seus trabalhos mais reconhecidos pelo enredo, gráficos e jogabilidade, e lançado para dois consoles de última geração &#8211; ganhando um reconhecimento merecido e a surpresa dos gamers por se tratar de uma mulher produzindo um game de tamanha grandiosidade. Dizem que Jade é responsável pela roupa de Altair presente em Metal Gear Solid 4.</p>
<p style="text-align:justify;">Claro que, mesmo com a falta de tempo, ela não deixou de ser gamer. Resident Evil 4 é o seu game preferido e no lançamento de Everquest ela passou 10 horas por dia durante 3 meses só jogando esse game. Ela também adora games que têm macacos, tanto que seu personagem favorito é o Donkey Kong. Além de produtora de games, Jade também é co-apresentadora do programa The Eletric Playground, do canal G4.</p>
<p style="text-align:justify;">
<p style="text-align:justify;"><strong>Minae Matsukawa – A feminilidade da Capcom</strong></p>
<p style="text-align:justify;"><a href="http://girlsofwar.wordpress.com/files/2009/11/minae-matsukawa.jpg"><img class="alignleft size-full wp-image-9438" title="Minae Matsukawa" src="http://girlsofwar.wordpress.com/files/2009/11/minae-matsukawa.jpg" alt="" width="302" height="226" /></a>No Japão é raro ver uma mulher trabalhando em desenvolvedoras de games, especialmente na produção de um game, e pode-se dizer que Matsukawa é uma das japonesas mais bem sucedidas na área. Ela é responsável pela série Phoenix Wright: Ace Attorney para Nintendo DS.</p>
<p style="text-align:justify;">Essa japonesinha tímida é a única mulher desenvolvedora presente na Capcom. As outras são artistas e designers. Antes de entrar para o time da Capcom, Minae Matsukawa trabalhou em uma empresa de segurança. Logo depois esteve nos escritórios da Nintendo, onde conheceu Shigeru Miyamoto, e tempos depois trabalhou na IT, em departamentos de distribuição de jogos online até que em 2001, foi para a Capcom.</p>
<p style="text-align:justify;">Miane está presente na Capcom há seis anos, onde começou com Breath of Fire V. Logo em seguida ela produziu a série Magical Quest da Disney, Disney Aladdin, Capcom Classics Collection, Mega Man X, participou nos Street Fighter, e por fim, em The Darkstalkers para PSP e a série Phoenix Wright, onde ficou conhecida.  Na verdade, Minae sempre foi uma assistente de produção. Ela só se realizou como produtora com esses dois últimos jogos citados.</p>
<p style="text-align:justify;">
<p style="text-align:justify;"><strong>Rhianna Pratchett – A autora de Mirror’s Edge</strong></p>
<p style="text-align:justify;"><a href="http://girlsofwar.wordpress.com/files/2009/11/rhianna-pratchett.jpg"><img class="alignleft size-full wp-image-9440" title="Rhianna Pratchett" src="http://girlsofwar.wordpress.com/files/2009/11/rhianna-pratchett.jpg" alt="" width="257" height="359" /></a>Nascida em 1976, na Inglaterra, Rhianna Pratchett é uma escritora de roteiros de jogos, designer e jornalista. O pai dela, Terry Prachett é um dos maiores autores de histórias de fantasia e ficção infantil. Rhianna se especializou em desenvolver histórias, humor e caracterização dos games.</p>
<p style="text-align:justify;">Pratchett é bastante conhecida por ser escritora da história de Heavenly Sword, Overlord e Dungeon Hero. Mas agora ela é responsável pelo enredo do jogo Mirror’s Edge. Rhianna buscou semelhanças em um seriado da TV, o Prison Break. Em ambos os casos, tanto o jogo quanto o seriado, o objetivo principal é resgatar o irmão/irmã, através de qualquer meio necessário. A história que gira em torno da cidade também tem bastantes similaridades, onde os governantes querem o melhor para a população, conquistando-a, também, custe o que custar.</p>
<p style="text-align:justify;">E o que a inglesa está fazendo atualmente? A Electronic Arts fechou parceria com a DC Comics, responsável pelas histórias do Batman e Super Homem. Por esta razão, Rhianna Pratchett está ultimamente se dedicando aos quadrinhos sobre Mirror’s Edge. A coleção de HQ será composta por seis edições que prometem contar detalhes da história da protagonista Faith.</p>
<p style="text-align:justify;">
<p style="text-align:justify;">É o que sempre falamos: Por trás de um grande game, sempre existe uma grande mulher!</p>
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<title><![CDATA[News Round-Up 11/25/2009]]></title>
<link>http://lvls.wordpress.com/2009/11/25/news-round-up-11252009/</link>
<pubDate>Thu, 26 Nov 2009 02:52:48 +0000</pubDate>
<dc:creator>Wildcat-Lvl</dc:creator>
<guid>http://lvls.wordpress.com/2009/11/25/news-round-up-11252009/</guid>
<description><![CDATA[I&#8217;ve got four bits of news, and I figured I&#8217;d just lump them together. Shigeru Miyamoto ]]></description>
<content:encoded><![CDATA[I&#8217;ve got four bits of news, and I figured I&#8217;d just lump them together. Shigeru Miyamoto ]]></content:encoded>
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<title><![CDATA[Nintendo: Super Mario 64 Used To Have A Multiplayer Mode]]></title>
<link>http://sickr.wordpress.com/2009/11/25/nintendo-super-mario-64-used-to-have-a-multiplayer-mode/</link>
<pubDate>Wed, 25 Nov 2009 19:17:46 +0000</pubDate>
<dc:creator>sickr</dc:creator>
<guid>http://sickr.wordpress.com/2009/11/25/nintendo-super-mario-64-used-to-have-a-multiplayer-mode/</guid>
<description><![CDATA[During a lengthy Q&amp;A session on Nintendo&#8217;s official website Shigeru Miyamoto revealed that]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://sickr.wordpress.com/files/2009/11/mario64.jpg"><img class="alignnone size-full wp-image-3987" title="mario64" src="http://sickr.wordpress.com/files/2009/11/mario64.jpg" alt="" width="405" height="303" /></a></p>
<p>During a lengthy <a href="http://us.wii.com/iwata_asks/nsmb/vol1_page6.jsp">Q&#38;A session</a> on Nintendo&#8217;s official website <a href="http://kotaku.com/5412516/mario-64-used-to-have-multiplayer">Shigeru Miyamoto revealed</a> that the critically acclaimed <a href="http://uk.ign64.ign.com/objects/000/000606.html">Mario 64</a> initially had a multiplayer mode, but it was <a href="http://www.vooks.net/story-18655-Super-Mario-64-had-multiplayer-at-one-point-but-the-N64-couldnt-handle-it.html">sadly scrapped</a> due to hardware restraints.</p>
<blockquote><p><strong>Iwata</strong>: Ever since Mario Bros., you&#8217;ve had your heart set on making a multiplayer Mario game. You&#8217;ve tried each time, but it&#8217;s never quite come together… Even with Mario 64, it started with Mario and Luigi running around together, didn&#8217;t it?</p>
<p><strong>Miyamoto</strong>: That&#8217;s right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.</p>
<p><strong>Iwata</strong>: Yes, that&#8217;s right.</p>
<p><strong>Miyamoto</strong>: That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off…</p></blockquote>
<p><a href="http://kotaku.com/5412516/mario-64-used-to-have-multiplayer">Source</a></p>
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<title><![CDATA[Otro 40/40 de Famitsu, esta vez se lo lleva New Super Mario Bros [Wii]]]></title>
<link>http://assonfire.wordpress.com/2009/11/25/otro-4040-de-famitsu-esta-vez-se-lo-lleva-new-super-mario-bros-wii/</link>
<pubDate>Wed, 25 Nov 2009 19:17:11 +0000</pubDate>
<dc:creator>CesarInnMEX</dc:creator>
<guid>http://assonfire.wordpress.com/2009/11/25/otro-4040-de-famitsu-esta-vez-se-lo-lleva-new-super-mario-bros-wii/</guid>
<description><![CDATA[Parece ser que en este año 2009 a Famitsu se le sorprende muy fácilmente o&#8230; ¿Será verdad que B]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://assonfire.wordpress.com/files/2009/11/nsmb.jpeg"><img class="aligncenter size-full wp-image-371" title="nsmb" src="http://assonfire.wordpress.com/files/2009/11/nsmb.jpeg" alt="" width="450" height="246" /></a></p>
<p>Parece ser que en este año 2009 a Famitsu se le sorprende muy fácilmente o&#8230; ¿Será verdad que Bayonetta es tan maravilloso como lo pintan?</p>
<p>Ahora toca el turno a New Super Mario Bros exclusivo de la consola de Nintendo; llega esta nuevo juego que mantiene la misma dinámica del original Super Mario Bros de NES y la verdad se ve genial, te hace recordar esos buenos tiempos cuando recién empezaste a jugar con el NES&#8230;</p>
<p>Aquí les dejo un video para que chequen este grandioso juego, [por si no saben de que hablo <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> ]:</p>
<p><!--more--><br />
<span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/GpcJNEWKzCY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' /><param name='allowfullscreen' value='true' /><param name='wmode' value='transparent' /><embed src='http://www.youtube.com/v/GpcJNEWKzCY&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;hd=0' type='application/x-shockwave-flash' allowfullscreen='true' width='425' height='350' wmode='transparent'></embed></object></span><br />
Quiero un Wii&#8230; <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Fuente &#124; ºecetia.comº</p>
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<title><![CDATA[The best of the best]]></title>
<link>http://tiamatini.com/2009/11/24/the-best-of-the-best/</link>
<pubDate>Wed, 25 Nov 2009 02:35:26 +0000</pubDate>
<dc:creator>Tiamatini</dc:creator>
<guid>http://tiamatini.com/2009/11/24/the-best-of-the-best/</guid>
<description><![CDATA[So I arrived home from work today and checked my post, and sure enough sitting there, in my mailbox,]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>So I arrived home from work today and checked my post, and sure enough sitting there, in my mailbox, was the latest issue of Game Informer &#8211; the 200th issue no less.  In honour of their 200th issue, the team over at Game Informer decided to publish their list of the top 200 games of all time, so I thought I&#8217;d share some of the results with you.</p>
<p>Don&#8217;t panic, I&#8217;m not going to list all 200 with their reasoning, you&#8217;ll need to buy the magazine if you want that, but I thought I&#8217;d pull out a couple of highlights&#8230;</p>
<p>So, let&#8217;s begin at the beginning&#8230;  The top game of all time, the ultimate in gaming, the best there ever was?  Read on to find out&#8230;</p>
<p><!--more-->Taking the top spot and pushing out all the rest was, from 1987, arguably unsurprisingly, <span style="color:#0000ff;"><em><strong>The Legend of Zelda</strong></em></span>.</p>
<p><a href="http://tiamatini.wordpress.com/files/2009/11/legend_of_zelda_nes_screenshot3.jpg"><img class="aligncenter size-full wp-image-114" title="Legend_of_Zelda_NES_ScreenShot3" src="http://tiamatini.wordpress.com/files/2009/11/legend_of_zelda_nes_screenshot3.jpg" alt="" width="256" height="224" /></a>I realise there may be many cries of &#8220;Oh but we&#8217;ve come so far since then!  What about X, Y or Z?!&#8221; but they make some pretty good points in their justification.  As they stated, the Legend of Zelda is responsible for the creation of many lifelong gamers, not to mention future game developers.  This blast from the past may seem primitive in its style now, but it provided the starting point for many future developments, and for the 80&#8217;s it was pretty impressive! Shigeru Miyamoto can rest easy knowing that he did indeed create a level of greatness in the gaming industry that others could at that time barely aspire to, and that many have since credited this game as their inspiration.</p>
<p>So what else made it?  In their top 5 are others such as <span style="color:#0000ff;"><em><strong>Super Mario Bros</strong></em></span> (#2), <span style="color:#0000ff;"><em><strong>Tetris</strong></em></span> (#3), <span style="color:#0000ff;"><em><strong>GTA III</strong></em></span> (#4), and <strong><span style="color:#0000ff;"><em>Half Life 2</em></span></strong>(#5) &#8211; all very well known and pretty well respected games &#8211; it&#8217;s almost enough for me to have another bash at Half Life 2, which if I&#8217;m honest, never really grabbed me.  &#8220;But,&#8221; I hear you wail, &#8220;where is <span style="color:#0000ff;"><em><strong>Mass Effect</strong></em></span>?!?!&#8221;  I know, I know, that was my response too!  So I scoured the lists, I turned page after page until I found it, and they do indeed bill it as &#8220;one of the greatest interactive tales we&#8217;ve ever experienced&#8221; but sadly, and clearly in an horrendous misprint, it only comes in at number 58!!  Despite my now clear disagreement with their positions, I read on anyway to see what else they had come up with&#8230;</p>
<p>Perhaps somewhat oddly, given their reasoning for Zelda winning overall, <span style="color:#0000ff;"><em><strong>Ms Pac-Man</strong></em></span> made it into the top 10, whereas <span style="color:#0000ff;"><em><strong>Pac-Man</strong></em></span> itself was held back at a mere 52nd place.  The various Final Fantasies pretty much all made it in, with <span style="color:#0000ff;"><em><strong>FFIII</strong></em></span> the best of the bunch apparently at #8.  The various Mario games all seemed to rank pretty high, with good ol&#8217; Sonic not getting a look in til #34.  Otherwise there are very few surprises, though one or two did make me raise an eyebrow&#8230;</p>
<p>Perhaps the biggest shocker personally (other than ME&#8217;s clearly incorrect placement) was <span style="color:#0000ff;"><em><strong>Batman: Arkham Asylum</strong></em></span>.  Yes, I know it&#8217;s Batman, and yes, I realise to those who are not very discerning that automatically makes it super cool, and yes, the graphics were fantastic, but dear lord the gameplay is shocking.  One button takes out 5 enemies, and to me, that&#8217;s just not what this sort of game should be about, so seeing it at #104, above the much loved (by some) <span style="color:#0000ff;"><em><strong>Borderlands</strong></em></span> for instance was a bit of a surprise.  <span style="color:#0000ff;"><em><strong>Modern Warfare 2</strong></em></span>, for all the hype, only made it in at #181, and <span style="color:#0000ff;"><em><strong>Mike Tyson&#8217;s Punch-Out!!</strong></em></span> was in the top 20!?!</p>
<p>So there you have it, a very brief summary of a very lengthy article.  I have no doubt that others will have their opinions on where things should or should not have been included, and which games should have been higher than others, so buy the magazine, read the full article and feel free to let me know what congratulations or exclamations I&#8217;ve overlooked, but don&#8217;t think you&#8217;ll change my mind on poor old Shepard&#8230;</p>
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<title><![CDATA[Nintendo: Shigeru Miyamoto Says "I Wouldn't Get A Job At Nintendo Now Days"]]></title>
<link>http://sickr.wordpress.com/2009/11/23/nintendo-shigeru-miyamoto-says-i-wouldnt-get-a-job-at-nintendo-now-days/</link>
<pubDate>Mon, 23 Nov 2009 19:33:46 +0000</pubDate>
<dc:creator>sickr</dc:creator>
<guid>http://sickr.wordpress.com/2009/11/23/nintendo-shigeru-miyamoto-says-i-wouldnt-get-a-job-at-nintendo-now-days/</guid>
<description><![CDATA[Shigeru Miyamoto has confessed to Edge Magazine that he doesn&#8217;t believes in this day and age t]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://sickr.wordpress.com/files/2009/11/toad1.jpg"><img class="alignnone size-full wp-image-3981" title="toad" src="http://sickr.wordpress.com/files/2009/11/toad1.jpg" alt="" width="405" height="304" /></a></p>
<p>Shigeru Miyamoto <a href="http://www.eurogamer.net/articles/miyamoto-i-wouldnt-get-a-job-here-now">has confessed</a> to Edge Magazine that he doesn&#8217;t believes in this day and age that he would get accepted at Nintendo with his current academic qualifications.</p>
<blockquote><p>&#8220;Nintendo has become one of those companies that graduates from colleges and good universities really want to work for.&#8221;</p>
<p>&#8220;Because of that, the competition&#8217;s really become so fierce for positions. And that means that a lot of the recent recruits for Nintendo have tended to have the higher degree from the prestigious colleges and universities and whatnot.</p>
<p>&#8220;I often say to Mr Iwata: &#8216;If I was applying for a job here today, I, with my actual college degree, would probably not have been employed by Nintendo!&#8217;&#8221;</p>
<p>- Shigeru Miyamoto</p></blockquote>
<p><a href="http://www.eurogamer.net/articles/miyamoto-i-wouldnt-get-a-job-here-now">Source</a></p>
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<title><![CDATA[Shigeru Miyamoto:"Nosotros no miramos hacia el futuro en una sola dirección"]]></title>
<link>http://universonintendero.wordpress.com/2009/11/23/shigeru-miyamotonosotros-no-miramos-hacia-el-futuro-en-una-sola-direccion/</link>
<pubDate>Mon, 23 Nov 2009 18:43:23 +0000</pubDate>
<dc:creator>marconintendo</dc:creator>
<guid>http://universonintendero.wordpress.com/2009/11/23/shigeru-miyamotonosotros-no-miramos-hacia-el-futuro-en-una-sola-direccion/</guid>
<description><![CDATA[Shigeru Miyamoto, un genio en el entretenimiento electronico. Shigeru Miyamoto, el director creativo]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><div class="wp-caption aligncenter" style="width: 390px"><img title="Shigeru Miyamoto" src="http://i449.photobucket.com/albums/qq216/mariobrothers/miyamoto.jpg" alt="" width="380" height="307" /><p class="wp-caption-text">Shigeru Miyamoto, un genio en el entretenimiento electronico.</p></div>
<p>Shigeru Miyamoto, el director creativo de Nintendo, ha sido entrevistado por la Official Nintendo Magazine y ha opinado diversos aspectos actuales y futuros.</p>
<p>Primeramente, habló de un tema muy discutido hoy en día, los sensores de movimiento de Sony y Microsoft para quitarle un pedaso de pastel a Nintendo; Shigeru Miyamoto una vez más, se muestra orgulloso de que la competencia, siga sus pasos en la industria, pero que no sabe si eso sea bueno o no.Pero afirma, que de eso no hay que preocuparse, ya que en Nintendo &#8220;no miramos hacia  el futuro en una sola dirección&#8221;.</p>
<p>Y no esta de menos, ya todos sabemos que Nintendo con todas sus consolas, como sea, siempre tratan de innovar, independientemente si sea positivo o negativo, ya hemos visto como innovan el mercado y sus diferentes tacticas a través de los años, vimos como revoluciono los videojuegos con Nintendo 64, como invento una forma de juego con GameBoy, o innovo con Nintendo DS,  y actualmente ha revolucionado el concepto de una videoconsola con Wii.</p>
<p><em>&#8220;Bueno, yo diría que puede ser tomado como un cumplido si otros están siguiendo tu ejemplo, afirmando que Nintendo tenía razón en la elección de una determinada dirección. Pero si me preguntas si eso es bueno para el negocio, yo realmente no lo sé. Si todo el mundo hace exactamente lo mismo, por desgracia en este negocio del entretenimiento, significa menos originalidad, y la originalidad es lo que Nintendo ha intentado realizar.</em><strong> –Shigeru Miyamoto</strong></p>
<p>añade:</p>
<p><em>&#8220;Nosotros no miramos hacia el futuro en una sola dirección. Cuando usted dice que un elemento de nuestra originalidad podría haberse perdido, usted realmente no tiene de qué preocuparse, porque Nintendo siempre trata de buscar cosas nuevas&#8221;. </em><strong><em>-</em> Shigeru Miyamoto</strong></p>
<p>Unas palabras muy interesantes por parte de Miyamoto, y si nos ponemos a analizar, sin Nintendo no tendriamos los videojuegos tan evolucionados como son hoy en día, ¿cual sera el proximo paso de Nintendo, ¿como innovaran?, tal vez, despues de estas declaraciones, sea más díficil pensar cual sera el siguiente paso de la &#8220;gran N&#8221;.</p>
<p><strong><em>Marconintendo</em></strong></p>
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<title><![CDATA[Where Are You Going, Miyamoto?]]></title>
<link>http://mertesgameblog.wordpress.com/2009/11/22/where-are-you-going-miyamoto/</link>
<pubDate>Sun, 22 Nov 2009 17:50:56 +0000</pubDate>
<dc:creator>Merte</dc:creator>
<guid>http://mertesgameblog.wordpress.com/2009/11/22/where-are-you-going-miyamoto/</guid>
<description><![CDATA[There is a new Zelda game in the works, but that wasn&#8217;t really that big of a surprise. What is]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone size-full wp-image-81" title="miyamoto" src="http://mertesgameblog.wordpress.com/files/2009/11/miyamoto.png" alt="" width="600" height="387" /></p>
<p style="text-align:justify;">There is a new Zelda game in the works, but that wasn&#8217;t really that big of a surprise. What is interesting is that developer Shigeru Miyamoto&#8217;s has recently revealed that the new Zelda will be a &#8220;new experience&#8221;, whatever he might mean by that.</p>
<p style="text-align:justify;">Nintendo has realised that the Zelda games&#8217; game mechanics are pretty much recycling of the previous game in a new wrapping. This is, of course, something any player with a bit of a mind of his own has spotted a long time ago. Miyamoto wants to <a href="http://www.joystiq.com/2009/06/02/miyamoto-zelda-wii-coming-in-2010-at-the-earliest/">re-invent Zelda for 2010</a>; taking the game in a new direction and, as he puts it, surprise the player.</p>
<p style="text-align:justify;"><strong>Question is: do players really want Zelda re-invented?</strong></p>
<p style="text-align:justify;">The Zelda formula is definitly a good one, and it works perfectly still after all these years. It is the same old formula, and has been so since the very fist Zelda game was released, and in my opinion it is a formula that really works for the game. It has polished <a href="http://no.wikipedia.org/wiki/B._F._Skinner">Skinnerian</a> game mechanics, perhaps one of the very first games that really understood the concept of <a href="http://www.betabunny.com/behaviorism/Conditioning.htm">game psychology</a>.</p>
<p style="text-align:justify;">I have to admit, I&#8217;m not sure Nintendo wants to tinker with the basic game mechanics here. If it ain&#8217;t broke, don&#8217;t fix it, as the saying goes.</p>
<p style="text-align:justify;"><strong>What might this new approach to Zelda be? Are we speaking more role playing elements? Zelda as a more defined action RPG witht he infamous leveling and loot mechanics? Or is it simply a matter of game control, where the Wiimote is used in a more intelligent way than was the case with Twilight Princess?</strong></p>
<p style="text-align:justify;">Your guess is a good as mine, but I doubt we&#8217;ll actually recognise any major changes in the core game design. That would be too dangerous for a market where Zelda is not only the name of a game series, but a trademark of a certain type of gameplay. Does Zelda really need to be re-invented?</p>
<p style="text-align:justify;">If it ain&#8217;t broke, fixing it could ruin it.</p>
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<title><![CDATA[Nintendo: Miyamoto Says Not Everything Needs To Be In 3D]]></title>
<link>http://sickr.wordpress.com/2009/11/21/nintendo-miyamoto-says-not-everything-needs-to-be-in-3d/</link>
<pubDate>Sat, 21 Nov 2009 19:38:30 +0000</pubDate>
<dc:creator>sickr</dc:creator>
<guid>http://sickr.wordpress.com/2009/11/21/nintendo-miyamoto-says-not-everything-needs-to-be-in-3d/</guid>
<description><![CDATA[Whilst the majority of next generation titles have embraced 3D, Shigeru Miyamoto still believes that]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://sickr.wordpress.com/files/2009/11/shigeru_miyamoto_stencil.jpg"><img class="alignnone size-full wp-image-3971" title="shigeru_miyamoto_stencil" src="http://sickr.wordpress.com/files/2009/11/shigeru_miyamoto_stencil.jpg" alt="" width="405" height="304" /></a></p>
<p>Whilst the majority of next generation titles have embraced 3D, Shigeru Miyamoto <a href="http://wii.qj.net/Miyamoto-Not-everything-needs-to-be-in-3D/pg/49/aid/136068">still believes</a> that two dimensions can still provide the player with equally as engaging game worlds.</p>
<blockquote><p>I don&#8217;t think everything needs to be 3D, or that just because we&#8217;re seeing more 2D games now, that everything&#8217;s going to shift back to 2D. I think that what&#8217;s going on is that people are realizing the benefits of a 3D game, and at the same time, remembering what the benefits of 2D games were. When going to 2D, you need the courage to not be so attached to visual appearance of the games and to really pursue the gameplay experience.</p>
<p>- Shigeru Miyamoto</p></blockquote>
<p><a href="http://wii.qj.net/Miyamoto-Not-everything-needs-to-be-in-3D/pg/49/aid/136068">Source</a></p>
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<title><![CDATA[Działo się – szybki przegląd newsów]]></title>
<link>http://peacegrenade.wordpress.com/2009/11/21/dzialo-sie-%e2%80%93-szybki-przeglad-newsow/</link>
<pubDate>Sat, 21 Nov 2009 17:22:43 +0000</pubDate>
<dc:creator>cascad</dc:creator>
<guid>http://peacegrenade.wordpress.com/2009/11/21/dzialo-sie-%e2%80%93-szybki-przeglad-newsow/</guid>
<description><![CDATA[Czas na śledzenie newsów związanych z grami mam tylko w weekendy, co sobotę „przysiadam” z rana do p]]></description>
<content:encoded><![CDATA[Czas na śledzenie newsów związanych z grami mam tylko w weekendy, co sobotę „przysiadam” z rana do p]]></content:encoded>
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<title><![CDATA[Not All Games Have to Be 3D]]></title>
<link>http://nintendo-okie.com/2009/11/20/not-all-games-have-to-be-3d/</link>
<pubDate>Fri, 20 Nov 2009 20:47:59 +0000</pubDate>
<dc:creator>Tony Miller</dc:creator>
<guid>http://nintendo-okie.com/2009/11/20/not-all-games-have-to-be-3d/</guid>
<description><![CDATA[The following statement is why Mr. Miyamoto is revered as the brilliant game designer he is: “I don’]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>The following statement is why Mr. Miyamoto is revered as the brilliant game designer he is:</p>
<p><strong>“I don’t think everything needs to be 3D, or that just because we’re seeing more 2D games now, that everything’s going to shift back to 2D. Instead, I think that what’s going on is that people are realizing the benefits of a 3D game, and at the same time, remembering what the benefits of 2D games were. When going 2D, you need the courage to not be so attached to visual appearance of the games and to really pursue the gameplay experience.” </strong></p>
<p>I also think that&#8217;s a big reason Nintendo has been as successful as they have.  They have always put game play first and attempted to make the game as fun as it could possibly be.  If a title isn&#8217;t fun gamers won&#8217;t continue to put it in their systems.  I loved the days of 2D gaming and have been overjoyed at the resurgence it&#8217;s experienced lately.</p>
<p><strong>Source:</strong> Nintendo D Pad</p>
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<title><![CDATA[La noticia de la semana de mi nevera: Aniversarios Nintenderos.]]></title>
<link>http://lajoyadelacorona.wordpress.com/2009/11/19/la-noticia-de-la-semana-de-mi-nevera-aniversarios-nintenderos/</link>
<pubDate>Thu, 19 Nov 2009 02:37:48 +0000</pubDate>
<dc:creator>capitanameba</dc:creator>
<guid>http://lajoyadelacorona.wordpress.com/2009/11/19/la-noticia-de-la-semana-de-mi-nevera-aniversarios-nintenderos/</guid>
<description><![CDATA[Jugador y videoconsola Nos encontramos en una semana realmente interesante en cuanto a celebraciones]]></description>
<content:encoded><![CDATA[Jugador y videoconsola Nos encontramos en una semana realmente interesante en cuanto a celebraciones]]></content:encoded>
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<title><![CDATA[Super Mario Bros! Per Wii!]]></title>
<link>http://francescopiccinelli.wordpress.com/2009/11/18/super_mario_bros_per_wii/</link>
<pubDate>Wed, 18 Nov 2009 17:21:18 +0000</pubDate>
<dc:creator>Francesco Piccinelli</dc:creator>
<guid>http://francescopiccinelli.wordpress.com/2009/11/18/super_mario_bros_per_wii/</guid>
<description><![CDATA[Che emozione vedere il nuovo supermario Bros per Nintendo Wii in bidimensionale con yoshi e tutti qu]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p>Che emozione vedere il nuovo supermario Bros per Nintendo Wii in bidimensionale con yoshi e tutti quei personaggi che hanno popolato la fantasia di noi gamers pre-PS (in un apparente suicidio spettacolare mi feci regalare il <a href="http://it.wikipedia.org/wiki/Super_Nintendo">Super Nintendo</a> pochi mesi prima che unscisse il <a href="http://it.wikipedia.org/wiki/Nintendo_64">Nintendo 64)</a> che mi conforta nel ritenere Super Mario World del 1990, una tra le ultime creature 2D della Nintendo, il gioco più bello degli ultimi 20 anni.</p>
<p><a href="http://www.repubblica.it/2008/12/gallerie/tecnologie/torna-supermario/1.html">Dalle foto postate su Repubblica.it</a> si vede come, in realtà, solo il gameplay sia bidimensionale, mentre la grafica è sostenuta da un bel motore 3D. Però, tornare a vedere Mario e Luigi tornare a passeggiare da sinistra verso destra tendtando di superare improbabili ostacoli che nella vita normale (tridimensionale) basterebbe aggirare mentre  esplorano mondi dalla fisica improbabile scalda il cuore. Grazie,<a href="http://it.wikipedia.org/wiki/Shigeru_Miyamoto"> Shigeru Miyamoto</a>. Ti vogliamo bene anche noi.</p>
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<title><![CDATA[Shigeru Miyamoto sigue en pie con Wii Music]]></title>
<link>http://universonintendero.wordpress.com/2009/11/17/shigeru-miyamoto-sigue-en-pie-con-wii-music/</link>
<pubDate>Tue, 17 Nov 2009 20:13:42 +0000</pubDate>
<dc:creator>marconintendo</dc:creator>
<guid>http://universonintendero.wordpress.com/2009/11/17/shigeru-miyamoto-sigue-en-pie-con-wii-music/</guid>
<description><![CDATA[Ya  todos sabemos de Wii Music, título presentado en aquella &#8220;satisfactoria&#8221; E3; dicho t]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p style="text-align:center;"><img class="aligncenter" title="Shigeru Miyamoto" src="http://img.mundogamers.com/noticias/6a00d8341bfb1653ef00e553a22b818833-800wi_thumb350x198.jpg" alt="" width="350" height="260" /></p>
<p>Ya  todos sabemos de Wii Music, título presentado en aquella <em>&#8220;satisfactoria&#8221; E3; </em>dicho título no estaba nada mal, no obstante las ventas no fueron del todo aceptadas para Nintendo.</p>
<p>Pese a eso, Shigeru Miyamoto, director creativo de Nintendo, ha declarado que Wii Music no vendió lo esperado, pero es un título único y le gustaria continuarlo.</p>
<p><em>&#8220;Sí, vendió menos de lo que esperábamos, pero por otra parte, es un juego realmente único, tengo que decir.&#8221;</em></p>
<p><em>Agrega:</em></p>
<p><em>&#8220;A día de hoy, seguimos recibiendo multitud de ofertas diferentes de gente interesada en el campo de la educación musical, así que, en lo que se refiere a <strong>Wii Music</strong>, creo que aún tiene mucho potencial por descubrir, y podría haber nuevos desarrollos en el futuro.&#8221;</em></p>
<p>Desde aquí confieso que a pesar de que Wii Music no es mi juego preferido, apoyo a Miyamoto en esto, aunque el juego no haya tenido las ventas previstas no deberian dejar al lado un proyecto por tal motivo, que el exito no llega de la noche a la mañana.</p>
<p><strong><em>Marconintendo</em></strong></p>
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<title><![CDATA[Δύσκολο το Super Mario Galaxy 2]]></title>
<link>http://xollothnews.wordpress.com/2009/11/17/%ce%b4%cf%8d%cf%83%ce%ba%ce%bf%ce%bb%ce%bf-%cf%84%ce%bf-super-mario-galaxy-2/</link>
<pubDate>Tue, 17 Nov 2009 10:42:49 +0000</pubDate>
<dc:creator>xollothnews</dc:creator>
<guid>http://xollothnews.wordpress.com/2009/11/17/%ce%b4%cf%8d%cf%83%ce%ba%ce%bf%ce%bb%ce%bf-%cf%84%ce%bf-super-mario-galaxy-2/</guid>
<description><![CDATA[Δύσκολο το Super Mario Galaxy 2 | byteme O Shigeru Miyamoto ανακοίνωσε πως το επερχόμενο Super Mario]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://www.byteme.gr/news/games/dyskolo_to_super_mario_galaxy_2">Δύσκολο το Super Mario Galaxy 2 &#124; byteme</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://cache.g4tv.com/ImageDb3/155894_S/Super-Mario-Galaxy-2-E3-2009.jpg&#38;imgrefurl=http://g4tv.com/thefeed/blog/post/696523/super-mario-galaxy-2-to-be-light-on-story.html&#38;usg=__ESmQ6NAbHsFNDz34s1QyLYdMRH8=&#38;h=330&#38;w=578&#38;sz=117&#38;hl=en&#38;start=3&#38;tbnid=ajdJtvFUrXl-rM:&#38;tbnh=77&#38;tbnw=134&#38;prev=/images%3Fq%3DSuper%2BMario%2BGalaxy%2B2%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;vertical-align:bottom;" src="http://t1.gstatic.com/images?q=tbn:ajdJtvFUrXl-rM:http://cache.g4tv.com/ImageDb3/155894_S/Super-Mario-Galaxy-2-E3-2009.jpg" alt="" width="134" height="77" /></a>O <a class="zem_slink" title="Shigeru Miyamoto" rel="lastfm" href="http://www.last.fm/music/Shigeru%2BMiyamoto">Shigeru Miyamoto</a> ανακοίνωσε πως το επερχόμενο Super Mario Galaxy 2 θα είναι «πραγματικά δύσκολο». Δύσκολο ως προς τι; «Γενικά». Τόσο δύσκολο ώστε να ενσωματώνει τελικά το Super Guide που υπάρχει και στο New Super Mario Bros. <a class="zem_slink" title="Wii" rel="homepage" href="http://wii.nintendo.com">Wii</a>; Και πάλι ο Miyamoto δεν ήταν βέβαιος: «Θα δείξει, νομίζω ότι θα θέλουμε να ενσωματώσουμε το συγκεκριμένο στοιχείο οπουδήποτε και οποτεδήποτε ταιριάζει αλλά δεν μπορώ να γίνω πιο συγκεκριμένος για την ώρα».<a href="http://www.byteme.gr/news/games/dyskolo_to_super_mario_galaxy_2">[next]</a>
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<title><![CDATA[Shigeru Miyamoto confirma que Super Mario Galaxy 2 sera más díficil]]></title>
<link>http://universonintendero.wordpress.com/2009/11/17/shigeru-miyamoto-confirma-que-super-mario-galaxy-2-sera-mas-dificil/</link>
<pubDate>Tue, 17 Nov 2009 02:00:36 +0000</pubDate>
<dc:creator>marconintendo</dc:creator>
<guid>http://universonintendero.wordpress.com/2009/11/17/shigeru-miyamoto-confirma-que-super-mario-galaxy-2-sera-mas-dificil/</guid>
<description><![CDATA[Y referente a la super Guía no confirma que vaya a ser función en el juego Varias dudas estan  en ju]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><em>Y referente a la super Guía no confirma que vaya a ser función en el juego</em></p>
<p style="text-align:center;"><em><img class="aligncenter" title="SMG2" src="http://mm.consolas.com/%2FEspa%C3%B1ol%2FOcio%2FConsolas%2FWii%2F68364/super-mario-galaxy-2.jpg" alt="" width="454" height="258" /></em></p>
<p>Varias dudas estan  en juego, y no es sino la <em>Official Nintendo Magazine</em> quien  ha entrevistado a <em>Shigeru Miyamoto</em> sobre su proximo título del fontanero<strong>: Super Mario Galaxy 2.</strong></p>
<p>Miyamoto en la entrevista, nos da una buena noticia a todos los jugadores de Nintendo, tal parece que Super Mario Galaxy 2 tendrá una dificultad más elevada que el primer Super Mario Galaxy, dicho título lanzado en 2007 fue todo un boom en cuanto a criticas en los medios especializados, y parece que este seguira el mismo camino, enseguida las declaraciones de Miyamoto:</p>
<p><em>Bien, en lo referente a los desafíos de Super Mario Galaxy 2, realmente creo que va a ser un juego muy difícil, pero si vamos a incorporar la Super Guía, es algo que no puedo decir. En general, siempre y cuando sea apropiado, creo que voy a querer incorporar ese tipo de cosas, pero ahora no puedo comprometerme a nada en concreto.</em> <strong>- Shigeru Miyamoto</strong></p>
<p>Sin duda palabras interesantes, aunque esa duda sigue en juego, suponemos que todo se dara según las aceptaciones de la Super Guía en <strong>New Super Mario Bros.Wii</strong></p>
<p><strong>Marconintendo</strong></p>
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<title><![CDATA[MAP Episode 38: Your First Giveaway]]></title>
<link>http://lusipurr.com/2009/11/09/map-episode-38-your-first-giveaway/</link>
<pubDate>Mon, 09 Nov 2009 05:00:31 +0000</pubDate>
<dc:creator>Lusipurr</dc:creator>
<guid>http://lusipurr.com/2009/11/09/map-episode-38-your-first-giveaway/</guid>
<description><![CDATA[2009.11.09 -- Your first giveaway! Produced 2009.11.08 Lusipurr.com announces its first-ever game gi]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><div id="attachment_1748" class="wp-caption alignleft" style="width: 238px"><img class="size-full wp-image-1748 " title="King of All Cosmos Cosplayer" src="http://lusipurr.wordpress.com/files/2009/11/king.jpg" alt="2009.11.09 -- Your first homosexual cosplayer image!" width="228" height="378" /><p class="wp-caption-text">2009.11.09 -- Your first giveaway!</p></div><br />
<a href="http://mapodcast.com/podcasts/map.xml"><img src="http://mapodcast.com/podcasts/FeedIcon.gif" alt="The Megaphones Ahoy! Podcast" /></a><br />
<a href="http://mapodcast.com/podcasts/map20091108.mp3">Produced 2009.11.08</a></p>
<p>Lusipurr.com announces its first-ever game giveaway and the result of its first-ever plebiscite. Dragon Age: Origins, Final Fantasy XIII, Left 4 Dead 2, Trine, and Tales of Vesperia all make headlines&#8211;and so does Oliver Motok&#8217;s love for the ladyboys!</p>
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<title><![CDATA[Η Nintendo θα προσφέρει WiiWare demos]]></title>
<link>http://xollothnews.wordpress.com/2009/11/06/%ce%b7-nintendo-%ce%b8%ce%b1-%cf%80%cf%81%ce%bf%cf%83%cf%86%ce%ad%cf%81%ce%b5%ce%b9-wiiware-demos/</link>
<pubDate>Fri, 06 Nov 2009 04:57:21 +0000</pubDate>
<dc:creator>xollothnews</dc:creator>
<guid>http://xollothnews.wordpress.com/2009/11/06/%ce%b7-nintendo-%ce%b8%ce%b1-%cf%80%cf%81%ce%bf%cf%83%cf%86%ce%ad%cf%81%ce%b5%ce%b9-wiiware-demos/</guid>
<description><![CDATA[Η Nintendo θα προσφέρει WiiWare demos &#8211; Gameover.gr Το IGN αναφέρει πως ο Satoru Iwata -CEO τη]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><a href="http://www.gameover.gr/articles/%CE%97-Nintendo-%CE%B8%CE%B1-%CF%80%CF%81%CE%BF%CF%83%CF%86%CE%AD%CF%81%CE%B5%CE%B9-WiiWare-demos.10302.html">Η Nintendo θα προσφέρει WiiWare demos &#8211; Gameover.gr</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://www.kombo.com/images/content/features/wiiware.jpg&#38;imgrefurl=http://www.kombo.com/article.php%3Fartid%3D12496&#38;usg=__PbKRVbwXnrR1eYoVZwjEKjbEFRs=&#38;h=417&#38;w=590&#38;sz=218&#38;hl=en&#38;start=11&#38;tbnid=mDG7iLrlW6DD_M:&#38;tbnh=95&#38;tbnw=135&#38;prev=/images%3Fq%3DWiiWare%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t3.gstatic.com/images?q=tbn:mDG7iLrlW6DD_M:http://www.kombo.com/images/content/features/wiiware.jpg" alt="" width="113" height="80" /></a>Το <a class="zem_slink" title="IGN" rel="homepage" href="http://www.ign.com/">IGN</a> αναφέρει πως ο <a class="zem_slink" title="Satoru Iwata" rel="wikipedia" href="http://en.wikipedia.org/wiki/Satoru_Iwata">Satoru Iwata</a> -CEO της Nintendo- αποκάλυψε ότι η εταιρεία θα ξεκινήσει να προσφέρει WiiWare demos αργότερα αυτό το μήνα. Πρόκειται για ένα δοκιμαστικό πρόγραμμα -το οποίο θα καλύπτει ορισμένους τίτλους- που σκοπό έχει να ενθαρρύνει περισσότερους χρήστες <a class="zem_slink" title="Wii" rel="homepage" href="http://wii.nintendo.com">Wii</a> να χρησιμοποιήσουν το Wii Shopping Channel.<a href="http://www.gameover.gr/articles/%CE%97-Nintendo-%CE%B8%CE%B1-%CF%80%CF%81%CE%BF%CF%83%CF%86%CE%AD%CF%81%CE%B5%CE%B9-WiiWare-demos.10302.html">[next]</a>
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<title><![CDATA[news from games]]></title>
<link>http://xollothnews.wordpress.com/2009/11/04/news-from-games-26/</link>
<pubDate>Wed, 04 Nov 2009 11:38:12 +0000</pubDate>
<dc:creator>xollothnews</dc:creator>
<guid>http://xollothnews.wordpress.com/2009/11/04/news-from-games-26/</guid>
<description><![CDATA[Grand Theft Auto: Chinatown Wars &#8211; Gameover.gr Μοιάζει σαν να μην έχει περάσει ο χρόνος από τη]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><div><a href="http://www.gameover.gr/articles/Grand-Theft-Auto-Chinatown-Wars.10282.html">Grand Theft Auto: Chinatown Wars &#8211; Gameover.gr</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://www.videogamesblogger.com/wp-content/uploads/2008/07/grand-theft-auto-china-town-wars-ds-logo.jpg&#38;imgrefurl=http://www.videogamesblogger.com/2008/07/16/grand-theft-auto-chinatown-wars-announced-for-ds.htm&#38;usg=__TOGB6cjvsBEsKJaQCS65UiIlVa8=&#38;h=313&#38;w=335&#38;sz=57&#38;hl=en&#38;start=8&#38;tbnid=9eC8y-ZTGYy39M:&#38;tbnh=111&#38;tbnw=119&#38;prev=/images%3Fq%3DGrand%2BTheft%2BAuto:%2BChinatown%2BWars%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t0.gstatic.com/images?q=tbn:9eC8y-ZTGYy39M:http://www.videogamesblogger.com/wp-content/uploads/2008/07/grand-theft-auto-china-town-wars-ds-logo.jpg" alt="" width="119" height="111" /></a>Μοιάζει σαν να μην έχει περάσει ο χρόνος από την ημέρα που το GTA Chinatown Wars κυκλοφόρησε για το DS και πραγματικά κατάφερε να μας εντυπωσιάσει. Η Rockstar, με μοναδική μαεστρία, &#8220;στρίμωξε&#8221; μια δημιουργία του συγκεκριμένου βεληνεκούς σε ένα απλό cartridge και σαφέστατα τράβηξε για ακόμα μια φορά τα βλέμματα επάνω της.<a href="http://www.gameover.gr/articles/Grand-Theft-Auto-Chinatown-Wars.10282.html">[νεχτ]</a>
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<p><a href="http://www.gameover.gr/articles/%CE%9A%CE%BB%CE%B9%CE%BD%CE%B9%CE%BA%CE%AE-%CE%B1%CF%80%CE%BF%CF%84%CE%BF%CE%BE%CE%AF%CE%BD%CF%89%CF%83%CE%B7%CF%82-%CE%B3%CE%B9%CE%B1-%CF%84%CE%BF%CF%85%CF%82-gamers.10285.html">Κλινική αποτοξίνωσης για τους gamers &#8211; Gameover.gr</a></p>
<blockquote><p><a class="highslide" href="http://www.gameover.gr/uploads/Image/Videogame_Addict.jpg"><img src="http://www.gameover.gr/uploads/Image/Videogame_Addict-thumb.jpg" alt="" hspace="15" vspace="5" width="113" height="113" align="right" /></a>Μία νέα κλινική αποτοξίνωσης με σκοπό την υποστήριξη και τη βοήθεια ανθρώπων που αντιμετωπίζουν σοβαρούς εθισμούς στα βιντεοπαιχνίδια, έκανε τα εγκαίνιά της στην Αγγλία. Το όνομα της κλινικής είναι Broadway Lodge και βρίσκεται στη δυτική παραλιακή πόλη Western-super-Mare. Η συγκεκριμένη κλινική, εκτός από εθισμένους gamers θα φιλοξενεί ανθρώπους με έντονους εθισμούς στο αλκοόλ, τα ναρκωτικά και τον τζόγο<a href="http://www.gameover.gr/articles/%CE%9A%CE%BB%CE%B9%CE%BD%CE%B9%CE%BA%CE%AE-%CE%B1%CF%80%CE%BF%CF%84%CE%BF%CE%BE%CE%AF%CE%BD%CF%89%CF%83%CE%B7%CF%82-%CE%B3%CE%B9%CE%B1-%CF%84%CE%BF%CF%85%CF%82-gamers.10285.html">[next]</a>
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<p><a href="http://www.gameover.gr/articles/%CE%A5%CF%80%CE%BF%CF%83%CF%84%CE%AE%CF%81%CE%B9%CE%BE%CE%B7-%CF%84%CE%BF%CF%85-MotionPlus-%CF%83%CF%84%CE%BF-%CE%B5%CF%80%CF%8C%CE%BC%CE%B5%CE%BD%CE%BF-Zelda.10283.html">Υποστήριξη του MotionPlus στο επόμενο Zelda &#8211; Gameover.gr</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://www.themarriedgamers.net/wp/wp-content/uploads/2009/03/link-zelda-tp.jpg&#38;imgrefurl=http://gokug8.webs.com/&#38;usg=__H7yYfYDSqXj52VbPHHdjbd-sXbc=&#38;h=800&#38;w=800&#38;sz=201&#38;hl=en&#38;start=6&#38;tbnid=z_3KdV5k8OSqCM:&#38;tbnh=143&#38;tbnw=143&#38;prev=/images%3Fq%3DZelda%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t2.gstatic.com/images?q=tbn:z_3KdV5k8OSqCM:http://www.themarriedgamers.net/wp/wp-content/uploads/2009/03/link-zelda-tp.jpg" alt="" width="143" height="143" /></a>Σε μία διαδικασία “ερωτοαπαντήσεων”, που διεξάγει στην Ιαπωνία, ο διάσημος δημιουργός, <a class="zem_slink" title="Shigeru Miyamoto" rel="lastfm" href="http://www.last.fm/music/Shigeru%2BMiyamoto">Shigeru Miyamoto</a>, δήλωσε πως ο επόμενος τίτλος της σειράς <a class="zem_slink" title="The Legend of Zelda" rel="wikipedia" href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda">The Legend of Zelda</a>, θα εκμεταλλεύεται τις δυνατότητες του <a class="zem_slink" title="Wii" rel="homepage" href="http://wii.nintendo.com">Wii</a> MotionPlus -του νέου περιφερειακού της <a class="zem_slink" title="Nintendo" rel="geolocation" href="http://maps.google.com/maps?ll=34.9699694444,135.756202778&#38;spn=1.0,1.0&#38;q=34.9699694444,135.756202778%20%28Nintendo%29&#38;t=h">Nintendo</a>, που αυξάνει την ακρίβεια της κίνησης του Wii Remote- με σκοπό τη βελτίωση της εμπειρίας κατά τη ξιφομαχία[<a href="http://www.gameover.gr/articles/%CE%A5%CF%80%CE%BF%CF%83%CF%84%CE%AE%CF%81%CE%B9%CE%BE%CE%B7-%CF%84%CE%BF%CF%85-MotionPlus-%CF%83%CF%84%CE%BF-%CE%B5%CF%80%CF%8C%CE%BC%CE%B5%CE%BD%CE%BF-Zelda.10283.html">next]</a>
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<p><a href="http://game20.gr/news/brink-dedicated-servers-5684/">To Brink θα υποστηρίζει dedicated servers στο PC &#124; Game 2.0 blog</a></p>
<blockquote><p><a href="http://images.google.com/imgres?imgurl=http://www.digitalbattle.com/wp-content/uploads/2009/05/brink_1998.jpg&#38;imgrefurl=http://www.digitalbattle.com/tag/bethesda/&#38;usg=__Q_5FpKgBZm3A-78WI5nu_8JQOV0=&#38;h=477&#38;w=265&#38;sz=33&#38;hl=en&#38;start=2&#38;tbnid=WRcVRgKRgH7PvM:&#38;tbnh=129&#38;tbnw=72&#38;prev=/images%3Fq%3DBrink%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t1.gstatic.com/images?q=tbn:WRcVRgKRgH7PvM:http://www.digitalbattle.com/wp-content/uploads/2009/05/brink_1998.jpg" alt="" width="72" height="129" /></a>O χαμός που προκλήθηκε με την αποκάλυψη της <a class="zem_slink" title="Infinity Ward" rel="homepage" href="http://www.infinityward.com/">Infinity Ward</a> ότι το <a class="zem_slink" title="Modern Warfare 2" rel="wikipedia" href="http://en.wikipedia.org/wiki/Modern_Warfare_2">Modern Warfare 2</a> για PC δεν θα υποστηρίζει dedicated servers, δεν άφησε τους άλλους developers ασυγκίνητους. Μετά την DICE, και η Splash Damage έσπευσε να δηλώσει ότι το παιχνίδι της θα υποστηρίζει την χρήση dedicated servers, αντίθετα με το «μεγαθήριο» της IW.[<a href="http://game20.gr/news/brink-dedicated-servers-5684/">next]</a>
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<p><a href="http://game20.gr/news/wallace-and-gromits-grand-adventures-20-years-6492/">Oι Wallace και Gromit γίνονται 20 χρονών &#124; Game 2.0 blog</a></p>
<blockquote><p>20 χρόνια συμπληρώνονται από την πρώτη εμφάνιση των Wallace και Gromit και γι αυτό η Telltale το γιορτάζει. <a href="http://images.google.com/imgres?imgurl=http://www.mygamer.com/news_images/3290SquallSnake7.jpg&#38;imgrefurl=http://www.mygamer.com/index.php%3Fpage%3Dglobalnews%26mode%3Dviewnews%26game%3D%26developer%3D%26id%3D3290%26publisher%3D&#38;usg=__xuMH0trDl2UXp4UUDi1BGIsyCzo=&#38;h=1124&#38;w=1417&#38;sz=123&#38;hl=en&#38;start=4&#38;tbnid=dw2bqluVpakTmM:&#38;tbnh=119&#38;tbnw=150&#38;prev=/images%3Fq%3DWallace%2B%25CE%25BA%25CE%25B1%25CE%25B9%2BGromit%26ndsp%3D18%26hl%3Den%26lr%3D%26sa%3DN%26start%3D1"><img style="border:1px solid;" src="http://t3.gstatic.com/images?q=tbn:dw2bqluVpakTmM:http://www.mygamer.com/news_images/3290SquallSnake7.jpg" alt="" width="150" height="119" /></a> Πρώτον, μέχρι τις 9 Νοεμβρίου μπορείτε να κατεβάσετε δωρεάν ένα από τα επεισόδια του <a class="zem_slink" title="Wallace &#38; Gromit's Grand Adventures" rel="wikipedia" href="http://en.wikipedia.org/wiki/Wallace_%26_Gromit%27s_Grand_Adventures">Wallace and Gromit’s Grand Adventures</a>.  Δεύτερον, μέχρι τις 9 Νοεμβρίου και ολόκληρη η σεζόν του Wallace and Gromit’s Grand Adventures (τέσσερα επεισόδια) κοστίζει $20.[<a href="http://game20.gr/news/wallace-and-gromits-grand-adventures-20-years-6492/">next]</a>
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<title><![CDATA[Miyamoto: New Zelda to Use WiiMotionPlus]]></title>
<link>http://goonlinegames.net/2009/11/04/miyamoto-new-zelda-to-use-wiimotionplus/</link>
<pubDate>Wed, 04 Nov 2009 09:44:43 +0000</pubDate>
<dc:creator>Jonathan Cullen</dc:creator>
<guid>http://goonlinegames.net/2009/11/04/miyamoto-new-zelda-to-use-wiimotionplus/</guid>
<description><![CDATA[Speaking in a Q&amp;A from last week (via Wired), Shigeru Miyamoto has revealed that the new Legend ]]></description>
<content:encoded><![CDATA[Speaking in a Q&amp;A from last week (via Wired), Shigeru Miyamoto has revealed that the new Legend ]]></content:encoded>
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<title><![CDATA[Next Zelda game to use Wii-motion plus]]></title>
<link>http://thenerdnerve.wordpress.com/2009/11/03/next-zelda-game-to-use-wii-motion-plus/</link>
<pubDate>Wed, 04 Nov 2009 01:27:53 +0000</pubDate>
<dc:creator>Joe Sinicki</dc:creator>
<guid>http://thenerdnerve.wordpress.com/2009/11/03/next-zelda-game-to-use-wii-motion-plus/</guid>
<description><![CDATA[When the as of yet untitled new Zelda game was announced at this year&#8217;s E3, Nintendo&#8217;s S]]></description>
<content:encoded><![CDATA[When the as of yet untitled new Zelda game was announced at this year&#8217;s E3, Nintendo&#8217;s S]]></content:encoded>
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<title><![CDATA[Motion carried]]></title>
<link>http://backfortwoseconds.wordpress.com/2009/11/04/motion-carried/</link>
<pubDate>Wed, 04 Nov 2009 00:15:13 +0000</pubDate>
<dc:creator>hootymcboob</dc:creator>
<guid>http://backfortwoseconds.wordpress.com/2009/11/04/motion-carried/</guid>
<description><![CDATA[The half-announced second helping of The Legend of Zelda on the Wii will make us feel as if we]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="aligncenter size-full wp-image-765" title="The Legend of Zelda - she's behind you Link!" src="http://backfortwoseconds.wordpress.com/files/2009/11/zelda2_wii.jpg" alt="The Legend of Zelda - she's behind you Link!" width="500" height="234" /></p>
<p>The half-announced second helping of <em><strong>The Legend of Zelda</strong></em> on the Wii will make us feel as if we&#8217;re in the pointy shoes of Link by means of the Wii MotionPlus reveals Shigeru Miyamoto. <a href="http://www.wired.com/gamelife/2009/11/zelda-wii/" target="_blank">GameLife</a> translated notes from a Japanese Q&#38;A session where Miyamoto said the following:</p>
<p><strong>“In this [version], we’re using MotionPlus to make you feel much more like you’re actually fighting while holding a sword in your hand. [As for targeting enemies] in the previous game, you aimed at things by pointing at the screen, but this time we’ll use MotionPlus to create a much more convenient targeting system and a more pleasurable playing experience.”</strong></p>
<p>I&#8217;m in two minds about this one. While playing <em><strong>Twilight Princess</strong></em> I always felt that the combat would have been more enjoyable and responsive it were done with button presses rather than waggling. Using Wii MotionPlus may add another level of precision to the Wii remote but it could still so very easily become a nuisance. On the other hand, Swordplay was one of the best events in <em><strong>Wii Sports Resort</strong></em> so if Nintendo can produce something similar for the next <em><strong>Zelda</strong></em>, we could be onto a winner.</p>
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<title><![CDATA[Nintendo Wii: Miyamoto Talks Wii MotionPlus For Zelda Wii]]></title>
<link>http://sickr.wordpress.com/2009/11/03/nintendo-wii-miyamoto-talks-wii-motionplus-for-zelda-wii/</link>
<pubDate>Tue, 03 Nov 2009 19:27:53 +0000</pubDate>
<dc:creator>sickr</dc:creator>
<guid>http://sickr.wordpress.com/2009/11/03/nintendo-wii-miyamoto-talks-wii-motionplus-for-zelda-wii/</guid>
<description><![CDATA[The next iteration of the Zelda franchise for the Nintendo Wii will fully utilise the Wii MotionPlus]]></description>
<content:encoded><![CDATA[<div class='snap_preview'><p><img class="alignnone size-full wp-image-3900" title="zeldawii" src="http://sickr.wordpress.com/files/2009/11/zeldawii.jpg" alt="zeldawii" width="405" height="576" /></p>
<p>The next iteration of the Zelda franchise for the Nintendo Wii <a href="http://www.n-europe.com/news.php?nid=13650">will fully utilise</a> the Wii MotionPlus peripheral <a href="http://www.officialnintendomagazine.co.uk/article.php?id=12942">according to</a> legendary games designer, Shigeru Miyamoto.</p>
<blockquote><p>&#8220;About MotionPlus. We&#8217;re implementing it so that players can feel like they themselves are holding the sword. In the previous Zelda (Twilight Princess) the targeting was based on the IR pointer. This time however, we&#8217;ll be using MotionPlus for a variety of more convenient targeting systems that will allow for more pleasant gameplay.&#8221;</p>
<p>- Shigeru Miyamoto</p></blockquote>
<p><a href="http://www.n-europe.com/news.php?nid=13650">Source</a></p>
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