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Posts with tag Rare

Virtually Overlooked: Slalom

One of the less famous "black box" early NES games, which falls roughly in the Volleyball/Urban Champion level of fame rather than the Super Mario Bros. level, or even the Hogan's Alley/Donkey Kong Jr. Math level, is an unassuming little game about downhill skiing. Slalom was video game consoles', and America's, introduction to a company who had already risen to relative fame in Europe for their computer games: Rare.

They would later become a fixture on Nintendo systems, providing many of the most memorable games for the NES (and also stuff like Beetlejuice) for various publishers before becoming a Really Big Name for their N64 games. It's a good thing they went on to become the Rare we all know, because even their reputation for googly eyes, collectathons, and endless delays beats being known as the company responsible for making thousands of gamers play a game about staring at some guy's butt.

Continue reading Virtually Overlooked: Slalom

Free Radical asks us to vote on TimeSplitters 4 platform


Free Radical, the folks behind the TimeSplitters games and former Rare employees responsible for GoldenEye 007, have tossed up a poll on their website asking one and all which platform they'd like to see TimeSplitters 4 release on. We all know it's coming, they know we know and now are asking us which system we prefer? At the time of writing this post, it looks like more people would like to see the thing release on PS3, but the system isn't winning by that much.

If you want TimeSplitters 4 on Wii, we'd suggest you head over there and make your voice heard. If you don't know what TimeSplitters 4 is, then we suggest you play all of the previous games or, in the least, the best title in the series. We just hope the new game still has a level editor.

Oh, and they also have some artwork up on their site, featuring a cat on wheels and one hot chainsaw-toting nun.

[Thanks, hvnlysoldr!]

Top 5: Nintendo's Biggest Surprises


This week's press conference from Nintendo was like Reggie himself coming to your door, clutching a bouquet of awesome announcements, and saying "I'm sorry about E3." Indeed, I can't help but think that just one of the awesome titles announced in the past week could have prevented much of the animosity hurled at Nintendo following their ho-hum presentation at the summer exhibition.

But then again, Nintendo has always been one to surprise us. They've made good moves and bad, interesting decisions coupled with utterly clueless assumptions, and made us wonder what the hell they were thinking while amazing us with what they're capable of. Here's the Top 5 biggest surprises unleashed by the Big N.



The Top 5 is a weekly feature that provides us with a forum to share our opinions on various aspects of the video game culture, and provides you with a forum to tell us how wrong we are. To further voice your opinions, submit a vote in the Wii Fanboy Poll, and take part in the daily discussions of Wii Warm Up.

Banjo-Kazooie rewrites history


For those of you that didn't really mind the news that Banjo-Kazooie would be making its way to the Xbox 360's XBLA service and not the Virtual Console, know this: the experience won't be the exact one you remember. In the XBLA version of the game, all references to Nintendo and the N64 have been removed from the game (save for the Game Boy shown), based on the video leaked above. In-game, N64 logos have been replaced with updated Rare logo and Microsoft Game Studios labels. What should be interesting is how TipTup is represented in both games, as Nintendo apparently owns that character.

[Via CVG]

Banjo won't be straying to Virtual Console


Oh, woe is us. Microsoft just dispatched (and then pulled) a press release boasting about the imminent arrival of Banjo-Kazooie on Xbox Live Arcade, describing the game as an XBLA "exclusive." We can safely assume this means the bird and bear won't be made available on the Virtual Console, news that conclusively crushes whatever slim hopes we had for the game appearing on Nintendo's service. We suppose $540 million buys you these kind of perks, eh?

To rub salt in our open wounds, Microsoft also disclosed that sequel Banjo-Tooie would be made available on XBLA early next year, "making Xbox 360 the new home of the beloved Banjo-Kazooie franchise." We think we're going to sigh sadly now, reader. Feel free to join us.

* sigh *

[Via Joystiq]

Rare says Avatars were in production before Wii even launched


Oh Rare. Do you honestly expect us to believe this? Nonetheless, it's their story and they're sticking to it.

The fine folks behind that Banjo & Kazooie business have commented that Avatars are not an attempt to copy the lovable Miis from Nintendo. Head of art, Lee Musgrave, says "It was an idea we had, even before Miis were part of the gaming scene, of putting these characters that you have an affinity with, not necessarily as part of the Xbox dash, but somewhere in the Xbox that you would play multiple games with, that you would have multiple experiences with that same character."

Musgrave further added that "Microsoft did not turn up one day in a speeding car and say, 'They've got Miis - do something!' It wasn't like that at all; it was something that fell into place over a period of time." But was that period of time really the year the Xbox 360 was on the market before Wii's arrival? We're not sure we're willing to swallow the red pill on that one.

Gallery: Mii Spotlight

E. HondaJackie Chan and Bruce LeeNotorious M.I.I. er, B.I.G.Oh Dae-su from the movie OldboySteven Seagal, Quagmire (Family Guy), and Chuck Norris

Red tape preventing GoldenEye revival



Microsoft wants it. Nintendo wants it. Rare has no control over it. Such is the situation with GoldenEye 007, fondly remembered and much-loved N64 shooter of yesteryear.

Speaking to Videogamer.com, Rare senior software engineer Nick Burton said that the bid to bring the eleven-year-old game to either the Virtual Console or Xbox Live Arcade was "locked in this no man's land," and that it was up to the separate license holders to play nice before the greatest Bond game of all time could be made available for download on any service. "The ball's not in anybody at Rare's court really," sighed Burton. "It's squarely in the license holders' courts. It's a shame. There's nothing on LIVE Arcade, there's nothing on Wii."

It's not solely about Microsoft or Nintendo reaching an agreement, either -- the revival of GoldenEye also hinges on those who own the license to the game rights now, the parties that have the licence to Bond as an IP, and "umpteen licensees." Man, looks like eBay is still your best bet if you yearn for some RCP-90 action.

Homebrewer hacks GoldenEye to run on Wii


Sit down if you aren't and don't start taking a sip of something before you click the play button on the video above: someone managed to get GoldenEye 007 to run on the Wii. As evidenced above, the title can be emulated on the Wii, but not in perfect form. There are still some issues with saving and frame rates dipping here and there. But, all in all, pretty impressive and manages to only strengthen our desire to have this one show up on the Virtual Console.

[Thanks, trefox!]

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

How to justify buying expensive SNES games


Do you crave awesome, quite rare SNES games? Do you wish you could buy said games without feeling guilty about coughing up the kind of money that would go a long way on the Virtual Console? Then we have a solution, dear reader -- head over to one of the two auctions we've linked below and bid away on whichever takes your fancy.

The first lot consists of Square duo Chrono Trigger and Secret of Mana auction (current price: $68), while the second consists of Super Mario RPG and Super Mario All-Stars (currently at $57). Even though they lack boxes, all four are quality games, and will serve a worthy cause -- every cent spent will go to Goodwill Industries of Central Indiana-West, a non-profit provider of training, career services, and education for people with disadvantages, including homelessness, lack of education, and physical, mental and emotional disabilities.

Go on, do it! It'll make you feel all fuzzy inside, and may even assuage the guilt of the thousands you wasted on Stadium Events. But probably not.

Read: Chrono Trigger and Secret of Mana

[Via GamerTell]

Wii Fanboy interviews High Voltage on The Conduit (continued)


Stylistically, it's been compared to Half-Life and Perfect Dark. What games have inspired design choices in The Conduit?

Rob: One of our goals from the very start was to make a fast-paced accessible FPS. To that end we looked at and stole shamelessly from mega-hits like Halo and Half-Life, recent titles like Resistance: Fall of Man and Metroid Prime Corruption, as well as classics like Goldeneye for the N64. We wanted to pick the best features from these titles, the things that made them fun and memorable and have features like those in The Conduit.

Matt: We've done art direction for so many different titles, and we've learned a lot about establishing a strong and cohesive visual style. The Conduit's art direction has come mainly from taking real world styles and locations and combining them with our own alien technology concepts and aesthetic design preferences. I suppose that it looks similar to those other games, but in the end it's The Conduit's own unique premise that has largely driven the artistic vision. When combined with the features that are specific to our engine tech, The Conduit will look stunning by the time it reaches the player's hands.

Will there be a calibration option, so we can "aim down the sights?"


Rob: One of the things we learned in our development process was that customization of controls is essential to an enjoyable gameplay experience. To that end, we allow players to customize sensitivity, dead zone sizes, as well as control layouts. But, if you mean, can you actually use the iron-sights of your guns, that answer is "not exactly". The reason being that several of our weapons are alien in nature and don't even have iron-sights... but you will have sort of an alien vision mode with some of the weapons.

Matt: There'll be on-the-fly, in-game look sensitivity adjustments, as well as a fully map-able control scheme, down to the button, in the game's front end UI. Players will be able to map the game's controls completely to their own liking. There'll even be a couple of alternate control methods for those that don't care as much for the Wii pointer style of directional turning. There'll be lots of options for maximum playability.

Gallery: The Conduit



There hasn't been much word on who the publisher for The Conduit is. Rumor has it, Nintendo is actually going to publish the game. Can you comment on that? Can you announce one at this time?


Matt: I can neither confirm nor deny this, senator. ;) All I will say is that thanks to the explosion of interest in this title, we've had a lot of publishers knocking on our door.

Control-wise, will there be options for other methods outside of the Wiimote and nunchuk? Will it support the GameCube controller? Classic controller?

Dan: There are movement and weapon functions in The Conduit that require the Wii Remote's pointer, accelerometer, depth, and cursor rotation functionality in order to perform. The Conduit isn't your standard ported-over-to-the-Wii style of game. Using the Classic or GC controller kind of defeats the purpose of what we are looking to do.

Matt: With The Conduit we want to redefine first person shooter controls. Hard core FPS gamers that have played the game have told me that they are now convinced that Wii is the best system for the genre. When you play it you'll realize very quickly that the Wii Remote is an incredible control device for this type of game. It just feels amazing to play.

Rob: I think if you are buying a Wii, you're buying it to make use of its motion sensitive controls, which are tailor made for an FPS game.


Aside from the controls, what are the game's strengths that separate it from other existing PC/console FPSes?

Rob: I would say that would be the ASE or "All Seeing Eye" device. In game, this piece of hardware allows a player to adjust the "phase state" of things. This makes invisible enemies and hazards not only visible, but able to take damage. It also makes invisible cover and platforms become solid, leading to more gameplay. We also reveal secret puzzle locks that must be solved to get to special weapons.

Dan: We've put a solid amount of effort into enemy AI for The Conduit. A pet peeve of mine is single player FPS games where the enemies just stand there getting blasted, and don't seem to be reacting to the world around them. In The Conduit, our bad guys can hear and see, understand the use of cover, have variable levels of aggression, use grenades effectively, advance and retreat, and can determine when the player is susceptible to attack (i.e. reloading, exposed and moving in their firing cone). I think focusing a higher than normal amount of the dev time on AI makes our single player experience better than most other FPS titles out there. Of course, the overall look we're able to achieve with our advanced engine tech is also something the makes The Conduit a superior FPS game IMO.

Matt: I think that going back to the Wii Remote, The Conduit has a unique control system that feels more like a VR experience than the typical spring loaded joystick controlled videogame. I also agree that the ASE device offers a unique style of gameplay that hasn't really been seen before in other games. Having the ability to discover and phase useful objects into the environment to assist with combat is a lot of fun. Beyond that, it's just rock solid action all throughout the game. There'll be fierce enemies, bad ass weapons, and white knuckle battles. It's going to be a hell of a lot of fun.

Does the game run at 60fps? 30fps?

Matt: If we can hit closer to 60, then that will be great! But for right now we are shooting for a steady 30fps, with zero drops in framerate. The whole team swears by the fact that a solid 30fps still feels great. Even our studio's most hard core PC FPS gamers think that The Conduit feels just right at 30fps. The quality will be there, and the game will look and run amazing by the time that it ships.

Dan: The game will run absolutely solid at 30fps. For HVS, choice is either to have less visual splendor and run at 60fps or achieve the look we want for the game and run at 30fps. 30fps is a frame rate that is plenty responsive for FPS gaming and we are valuing the increased visual detail we can offer over the slightly smoother gameplay we might otherwise get by scaling this back.

High Voltage has made an adventure game/minigame collection for the Xbox (Leisure Suit Larry: Magna Cum Laude, also on PS2 and PC), and now they're making an FPS for the Wii. Is this ironic or strategy?

Rob: I like to think it's beautiful strategy. At the time Magna Cum Laude came out, the Adventure game market was woefully barren. So we found a title and a publisher willing to take the risk to revitalize that genre. Now we're trying to do the same thing with FPS's on the Wii. We feel that The Conduit will be like rain in the desert, which seems to be the case judging by the online response.

Matt: Diversity is key. We don't like to sell ourselves short by sticking with one genre or style of game. High Voltage knows that it's okay to try new things. We've learned a lot after 15 years working with so many different publishers, developers, and licensors. I could go on about how licensed game restrictions, publisher mandates, and drop dead unmovable release dates ultimately affect the quality of your game, but this project is very different. The Conduit is something completely new for our studio. This game will rock!


The company seems very (vocally) confident about the ability of The Conduit to revolutionize Wii gaming. Was it always in the plan to build up so much hype, or was the hype a natural product of enthusiasm? Has the hype been more than expected?

Rob: The hype has certainly been more than I expected and I am grateful for it. However, it is a two-edged sword. While the hype has helped give us the pick of litter for a publisher, it does mean we have a LOT to live up to. But I think we are up for the challenge. =)

Dan: There aren't many large scale multiplayer games for the Wii at this point, nor any that push the Wii graphics HW to the extent we are. So, from these standpoints – The Conduit will be revolutionary for the Wii gaming market. It is HVS's belief that although there are great FPS games on the 360 and PS3 – what they all lack is the kind of unique motion sensing based control schemes that makes The Conduit for the Wii more fun to play. Giving gamers a great looking, great playing, great controlling FPS title is something we feel is worth hyping!

Matt: The plan all along was to maximize the potential of the system, and then build a game that showcases the engine tech and the fun of the Wii Remote. Every developer talks big about their own game, but no one at High Voltage could say for sure how well our audience would react to the screenshots and gameplay video release. We've always just been focused on making a great game, and the result is that The Conduit seems to be building its own hype. And we're very appreciative of all the kind words and support we've received from the Wii community.

Is The Conduit sharing tech with Animales de la Muerte? Where did the concept for that one come from? Is it still on track? Really, anything we could learn about Animales de la Muerte would be wonderful.

Dan: Animales is using the same engine tech as The Conduit, but in a much different way since it's a 'toon shaded game.

Matt: I don't want to say too much more about the title until it's closer to completion, but I will say that it's going to be bloody fun. By the way, much respect to our friends in Mexico. However, screw PETA...no animal in this game is safe!

Anything about multiplayer? Many of the folks interested in the game are looking to have some kind of online multiplayer, preferably something on-par with Medal of Honor: Heroes 2. Are you trying to implement Wi-Fi compatibility? Local multiplayer?


Dan: We are working closely with Nintendo to be able to provide the kind of multiplayer gameplay that we know the market wants.

Matt: Nintendo has been really helping us out with technical support but we still have more questions that will need be answered before we can release any specifics about our multiplayer modes. Obviously we want to be competitive with the other online console games, but we'd rather wait until we've got something great to show off before we make any announcements about this very important feature.

Thank you for taking the time to answer our questions!

When not writing about games, we enjoy talking to the people that make them. Be sure to check out our interview with Wii mastermind Johnny Lee, as well as our chat with Didian Malenfant from Ready at Dawn on Okami for Wii. Oh, and don't forget our chat with Hudson's Mike Samachisa on Deca Sports.

Virtually Overlooked: Wizards & Warriors

Rare made a name for themselves on the NES with completely awesome games like Solar Jetman, Cobra Triangle, and Battletoads, as well as unfortunate stuff like Beetlejuice and Taboo: the Sixth Sense. But of their numerous NES games, perhaps the best is a simple action-platformer about a guy in thick armor who kicks open treasure chests in order to bribe knights.

Wizards & Warriors follows Kuros, a knight of the derivatively-named kingdom of Elrond, as he rescues a series of identical maidens (with names like "Grizelda") strung up in caves. On the way, he fights giant bats, ghosts, stationary birds, animate rocks, and various other nuisances. His journey takes him from a forest, to a cave, to another cave, to a few more caves, to a cave inside a tree, to a (cavernous) castle.

Continue reading Virtually Overlooked: Wizards & Warriors

Buy an actual stadium instead


We're no strangers to collectable NES junk and completely bonkers auctions, but learning about this piece of Nintendo history makes us glance, ever-so-slightly, to our own boxes of dusty cartridges in the hopes that we might one day become millionaires after a forgotten NES relic turns out to be a gold mine.

Stadium Events is apparently the single rarest "officially released" NES cartridge in history. Why? Well, it was first introduced to the USA by Bandai, and the game made use of the Power Pad (formerly known as Family Fun Fitness). Nintendo subsequently purchased the rights to the Power Pad, wanting a piece of the hot sporting action. After the purchase, Nintendo renamed the actual game itself to World Class Track Meet, and copies of Stadium Events were pulled from the shelves. Hence, they are now rarer than a lion's steak dinner.

While the history of such a probably awful game is mind-numbingly complex, Stadium Events goes on existing as a rare collectible. And guess what? You can bid on it here, costing you only a couple ... thousand dollars. Not to worry, the seller is offering a discount on the $7.95 shipping cost if you buy multiple rare games from his collection. Thrifty buyers take note of this saving.

For reference, a sealed copy of the game sold in 2006 for this much.

Mario beheaded by Banjo, everybody freaks



Rare unveiled a trailer yesterday for its forthcoming Xbox 360 vehicle-based platformer Banjo-Kazooie: Nuts & Bolts. It looks very lovely, as Rare games often do, but discussion about the video now seems to be less about the game, and more about a brief cameo from Mario.

Towards the end of the two-minute trailer, the bear and the bird are seen flying a customized plane towards a huge model of Mario, before blasting the revered plumber's head clean off! The cheek! Later versions of the same footage have had the decapitation edited out (there is an unedited version after the break), which suggests that Rare got a slapped wrist over the (hardly scandalous) "scandal."

Anyway, with grim predictability, this scene resulted in the entire internet getting its panties in a bunch. Everywhere one looked, people were speculating boringly over what this could possibly mean. And now, Rare has enlightened us: it means nothing. Zilch. It was all a bit of light-hearted fun. Haha.

MTV's Stephen Totilo spoke to lead software engineer Salvatore Fileccia about the cameo, and came away with the impression that some rascal at Rare had constructed the Mario figure using the game's vehicle editor, and that the scene had been added to the trailer at the last minute, with Microsoft none the wiser. But before you all grab your pitchforks, know that Rare still has tons of respect for Mario, with Fileccia himself commenting at the presentation of the trailer: "Action platformers have gotten a bit stale, except for Mario."

Crisis over, then. Now back to praying for a Banjo game on the Virtual Console.

Continue reading Mario beheaded by Banjo, everybody freaks

Complete 64DD collection up for grabs



The 64DD is unquestionably one of the more obscure footnotes in Nintendo history. The Nintendo 64 add-on sold only 15,000 units (85,000 units were reportedly scrapped), meaning that finding the hardware in good condition can be a tricky task, let alone a complete 64DD collection.

Yet that is precisely what's being offered in this eBay auction from UK seller golly_75. As well as a boxed 64DD unit, golly_75 is also including a Japanese Nintendo 64, a Nintendo 64 keyboard, a RandNet starter kit, and all nine of the 64DD games that were made, including rarities such as a factory sealed Japan Pro Golf Tour 64 (of which only 10,000 copies were made) and Daishuugou (Doshin the Giant 2: More than a Giant, which numbered only 3,000 units). In short, it's the most impressive 64DD collection we've ever seen.

The price so far reflects that, as well -- at the time of writing, the highest bid is $888.

[Via GameSniped]

Man chats about his $15k NES game

James Baker collects games, but probably not in the same way that any of us collect games. Baker recently coughed up $15,000 for one of the 26 gold-colored NES carts that were originally manufactured for the Nintendo World Championships in 1990 (only twelve are still accounted for) -- in fact, we're fairly certain that his is the cart we posted about recently.

Speaking to Edge about his latest acquisition, Baker confesses that spending so much on a single videogame is "pretty crazy," but also says that he "doesn't really see it purely as a videogame."

Not only is the guy richer than us, he's also a lot braver -- when he received the cart, he popped it into his NES to give it a go! "I didn't even need to blow on the end of it to get it to work," he said, nonchalantly. You better believe that playing such a game would be the last thing on our minds. Instead, we'd be handling it very delicately, and then only after washing our hands several times over.

(Fun fact: $15,000 would cover the cost of 1.5m Wii Points, which in turn could be used to purchase the whole of the current U.S. Virtual Console line-up -- more than ten times over.)

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