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guidono123 Blog

Finally....

OMG... I cant believe it!!! Its in my hands.... Guitar Hero 3 for Wii!!!!!!! And i simply adore this franchis, and i was hoping it will come to a Nintendo console sometime.. and it finally has! Im so excited about this game that you should expect my review and a Video of me playing soon!

P.S: For some reason my guitar heor plays stereo soound!!

P.S.S: Stereo means that sound comes out of both speakers, right?

Smash Bros Update no7 By Guidono

Wow. I mean, the people doing this game have really tought of everything. Yeah, If it was this polished to come out on december third, imagine how it will be on february 10. Just imagine...

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This is the main menu!

Here you can find these six areas.

  • Group
  • Solo
  • Nintendo Wi-Fi Connection
  • Vault
  • Options
  • Data

Today, I'm going to introduce Options.

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All options are colored purple.

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Choose between graphics that are razor sharp
or nice and smooth.

This is... Well, it's sort of hard to explain using only static shots, but try toggling it on and off on your own TV. Play with the setting that fits your taste.

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Set rumble separately
for Gamecube Controllers and Wii Remotes.

Toggle the proverbial buzz-buzz on your controllers on and off.

Just remember, the ****c Controller doesn't have rumble, so don't get too carried away.

You can also set rumble preferences for each logged name.

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The slider goes left and right.

You can use this to adjust the balance between the game's music and sound effects.

Oh, a sound test is also available from the first time you power the game on!

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Flip through by title or category.

There's quite a few songs available, so I've decided to also divide things up by category this time.

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You mean I can listen to sound effects from my favorite character all I want?

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This is by far the most dangerous of the option modes.

Yeaaah... Don't fiddle around with these options.

I mean it now. Don't mess around on this screen.

Seriously now. I'm not playing here.

And that's not all.

Screen

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Controls

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My Music

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For more about these three, you can go over and check out their individual pages.

Each of these modes is designed to let you tweak the game to match your own preferences, but obviously you don't have to mess around with these options if you don't feel like it.

Relax and enjoy.

Smash Bros Update no6 by Guidono

Bonsly

ItemsToday´s Update is about a new pokemon. Enjoy

Bonsly

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Bonsly walks around.

Why is this Pokémon named Bonsly? Those familiar with the world of Pokémon understand that while it appears to be a bonsai tree, Bonsly's body is made up of rocks and stones.

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It's pretty heavy!

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When you throw it at someone, it won't fly far...

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But it sure does hurt!

Even if an opponent's damage meter is below 50%, this thing packs enough power to potentially knock him or her off.

You may only get hit once in a great while, but if you do, watch out!!

screenshotOh, and it's not like it can't be reflected.

Guitar Hero 3!!!!!

I have Guitar Hero 3!!!but.... I cant open it till christmas... Anyway, Im so excited I have this game, the first day I play Im gonna do it online!! Let me know of you will like to play

Making FPS work ( news from IGN)

Here are some news about how FPS should me made on the Wii. Enjoy

Working at IGN isn't just about playing games early and attaching numbers to final products. Throughout each wave of gaming goodness, we have a chance to meet up with developers, form bonds with publishers, and step further into the industry than most people have the honor of doing. Most often the best information we obtain on a given game or series isn't found in press releases, but during casual chat over lunch or when killing time at events. As part of what we hope can be an ongoing feature here at IGN Wii - "Industry Insight" - we've taken the opportunity to open things up a bit, giving industry members a chance to not only give us the scoop so we can then relay it to all of you, but actually let our fan base hear directly from the people we talk to on a weekly basis.

For our first Industry Insight feature, Lead Designer and Producer for Medal of Honor Heroes 2 Matt Tomporowski has written a postmortem on Heroes 2, outlining exactly what the team went through in achieving the final control setup in its first Wii - and console - effort.

Enjoy. ( Hey, IGN just stole my word!)



Overcoming FPS Control Design Challenges on Wii
By
Matt Tomporowski
Lead Designer and Producer, Medal of Honor Heroes 2



Overview

When we started developing Medal of Honor Heroes 2 for the Wii, we recognized that great FPS controls were key in order to create an awesome game experience. The original Medal of Honor Heroes for the PSP received critical-acclaim for its solid FPS controls and we viewed this as a considerable achievement given that the PSP hardware is limited with only a single analog stick.
Medal of Honor Heroes - PSP, 2006
Although we proved that excellent shooter controls could be delivered on PSP, the Medal of Honor Heroes 2 team felt that it was an even greater challenge to create exceptional controls on the Wii. We found that the early shooter games for the Wii were more difficult to play than we'd like and we set out to improve and simplify the game and make it accessible to both casual and hard core gamers.

In addition to designing solid core FPS controls, we wanted to focus on adding innovative new Wii gesture-based gameplay that would make Medal of Honor Heroes 2 stand out from the other FPS games out there. The challenge was to create a Wii FPS game that didn't feature gesture gameplay that would feel forced or gimmicky. We asked ourselves, does a World War II shooter really benefit from a gesture for climbing ladders, rowing boats, or digging ditches? The answer we came to was "No! Shooters are about action and shooting!", so ultimately, our gestures had to be a core part of our action.

Now, the real challenge, of how exactly to accomplish this began...

ustomizable Controls and Learning from PC Shooters

Although we aspired to create awesome controls from the beginning, we actually started out with a false assumption. We assumed that our game would likely ship with two control schemes, one called "Elite", intended for hardcore FPS gamers, and another that we called "Easy" that would be used by casual gamers. We got to work and we found it actually very difficult to come up with a so called "Easy" control scheme and you'll notice that in the end we didn't actually ship a control scheme called Easy in our final game! Ultimately, we learned that we would need to take much more dramatic steps with our controls (and game modes) if we were going to make an experience that was easy for casual Wii gamers to pick up and play.

Although progress was painstakingly slow for the Easy scheme, we got to our core Elite controls fairly quickly. The problem became one of tuning these controls for both the single player and for our 32-player multiplayer online play. We quickly recognized that controls optimized for the single player campaign are not necessarily ideal for multiplayer. This is because in single player you're fighting against AI enemies that have programmed speed and tactics, while in multiplayer, you're fighting against human opponents who are capable of constantly surprising you with ever-evolving tactics.

The core of elite customization: The bounding box.
Ultimately, we found that our core Elite controls would work for most gamers in a single player campaign. However, we felt it would be impossible to come up with one "perfect" control setting that would work for the challenging and highly variable competition that players would face in 32-player online multiplayer matches. This is where we started to look at other very successful online multiplayer shooters and see what they did to make their control schemes work for hardcore gamers who took online competition extremely seriously.

One thing we discovered was that there seemed to be a false assumption that PC gamers could handle lots of options and were more willing to tweak their controls, while console gamers were somehow better served with fewer customization options. In practice, we found that no matter what we chose as our "default" setting, everyone who played Medal of Honor Heroes 2 in multiplayer basically had their own preference on how the controls should be tweaked and we realized that we weren't going to satisfy anyone if we shipped only our "default" single player Elite controls with only a few customizable options..


That's when we really started exploring how many options would be meaningful to open up to the player. It helped that in terms of a FPS, the type of precision you get from the Wii Remote is closer to a PC's mouse than a standard dual analog stick controller, and so it was logical for us to allow the player very similar tuning options to what we would give him if we were making a PC shooter. We took this to the extreme when we added the option that allows the player to resize the dead zone that controls how sensitive and fast the player can look around. After we added this, we found that the serious online gamers in our multiplayer matches quickly sized this down to the minimum in order to give themselves the absolute fastest reactions and pinpoint accuracy.

The final controls in Medal of Honor Heroes 2 achieved a uniquely rare result as we managed to create controls that appealed to hardcore shooter fans who traditionally were PC FPS gamers and that were accessible to casual gamers. That broad appeal came out of our drive and focus on creating best-in-****/u> controls on Wii.

What About Casual Gamers?

However, all this work we were doing to make our multiplayer controls appeal to online gamers wasn't helping us solve our other big challenge: a lot of casual gamers that owned a Wii also wanted to play our game and wanted easy and instantly-graspable controls.

Midway through the project our progress on our Easy controls for casual gamers had stalled and we were unsure how to progress. From our experience working on the controls up until this time, the Medal of Honor fan feedback we gained from online message boards, plus our own internal focus testing, we now had the following conclusions to work from:

(a) For a casual or first time gamer, learning to move through a 3D game environment is highly complex.

(b) For a casual or first time gamer, learning to aim and shoot at objects in a 3D game environment is highly complex.

(c) It is a highly frustrating experience for casual or first time gamers to try to learn to do two highly complex activities at the same time when all they really want to do is pick up their game and instantly start having fun!

At the same time we were also looking at prototypes for the Wii Zapper and the idea of our casual "Arcade Mode" came to mind. What the team realized was that although moving and shooting in a 3D environment can be equally complex, the shooting part is the most fun! We concluded that we should experiment with letting the game take care of movement for casual players and let the player concentrate on the fun shooting action.



The Medal of Honor Heroes 2 casual appeal wasn't about an "easy button mapping" but rather it was about simplifying the experience and boiling it down to the essence of what a shooter game is about: aiming and shooting. This experience was greatly helped by the intuitive feeling of the Wii Zapper as a very natural toy for aiming and zapping based gameplay. Although you can play the Medal of Honor Heroes 2 Arcade mode without the Wii Zapper, we find that the mode really achieves a greater level of interactivity and immersion when played with the Wii Zapper.

Meaningful Wii Gestures

While we were solving our control challenges to satisfy both casual Wii owners and the hardcore FPS gamers that would be playing our game, we were also facing the challenge of how to design unique Wii gestures that we wanted to include in Medal of Honor Heroes 2.

We felt that some shooter games for the Wii didn't take advantage of gestures that were really meaningful to the core shooting experience. What helped us overcome this pitfall was that we created the rule that in order be a part of Medal of Honor Heroes 2, a gesture had to be "easy, relevant, and fun."

By easy, we meant that after a simple tutorial, players could correctly perform the gesture 100% of the time. Also, it meant that a player couldn't accidentally trigger one gesture while he was trying to perform a different one. We called these "gesture conflicts" and we cut many gestures that happened to conflict with the better ones.

Pump that shotty.
By saying our gestures must be relevant we meant that the gesture actually needed to relate to our core shooting experience. For example, we cut "digging a hole" from our gestures because although soldiers in the war often had to dig, digging wasn't something we felt added in any way to the shooting action. However, we left in the "holding the Bazooka over your shoulder" gesture because we recognized that this gesture was a really fresh, yet authentic way of using the Bazooka and firing the weapon is clearly a major part of our shooting action.

We asked ourselves would it actually be fun for a player to perform this gesture over the length of the game. The shotgun is my favorite example of this. In coming up with the shotgun pump gesture, we thought about how awesome it was to see an action movie hero pumping a shotgun as he blasts the way through bad guys. We had never really felt that same feeling of power from a shotgun in a video game, and once we put in the pump gesture, we felt the same satisfying and powerful feeling in our game that was there in the action movies.

These basic guides allowed us to create the gestures that we finally shipped. We found that there was also a lot of variation needed because some gestures that felt natural with our "Elite" control scheme didn't feel natural while playing with the Wii Zapper. We did a lot of modification and customization to tailor each gesture to work for both the Wii/Nunchuck and Wii Zapper control schemes. In the end, our team felt really satisfied because our gestures became a major part of our gameplay and make Medal of Honor Heroes 2 a very fresh and uniquely interactive experience as a Wii first person shooter.

Conclusion

We are very happy with what we achieved with innovative controls for a FPS shooter for the Wii with Medal of Honor Heroes 2. Ultimately, we learned that the challenges we faced were actually terrific opportunities for our team to be creative. We also learned that the uniqueness of the Wii Remote, Nunchuck, and the Wii Zapper really lend themselves to creating fresh and highly intuitive FPS game experiences. This is an exciting time to be developing FPS games. As people who love games, we're really grateful that with Medal of Honor Heroes 2 we were able to do our best to develop great FPS controls on the Wii!

Too much demand means less ads

Nintendo has stopped advertising its in-demand Wii console in the UK, replacing planned ads with ones for the DS instead, according to Marketing Week.

In the run-up to Christmas, advertising is usually frenzied for video games and consoles, but Nintendo has decided that since the console is in short supply, there is no point in promoting it.

A Nintendo spokesman explained, "We have been running the campaign all year round, but we want to take a responsible stance this Christmas and not fuel demand."

Nintendo is currently producing 1.8 million Wiis a month, reports Marketing Week, although the company has still been unable to meet the demand for the console, which remains in short supply at many retailers.

At least one person is quite pleased about the Wii scarcity. Sony's Howard Stringer recently said in an interview that he believed it was "fortuitous" for the PlayStation 3 that Nintendo was running out of stock.

Well, this further proves that Wiis are selling like crack

Smash Bros Update no5 by Guidono

Today featuring the with anyone online mode, which seems to be very, very polished. Enjoy

Join a quick and simple brawl against someone, somewhere! If you're not going to be playing with a friend, this is the mode you'll tend to use.

This time, we'll take a look at how it flows.

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The Wii is trying to connect in earnest! And it succeeds!

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Here you choose With Anyone.

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You could also choose Team Battle,
but we'll choose Basic Brawl here.

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You go straight to the character-selection screen.

Huh? We're already at character selection? That's right. You don't make any rooms.

At this point, you're already requesting a match. If you connect to someone, you'll see their status at the bottom of the screen.

Character selection is limited to 45 seconds. If time runs out, your character will be chosen for you at random, so make your choices quickly so as not to make others wait.

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Then you go to stage selection.

You can cast one vote for the stage you want to play. A stage is chosen by lottery from among those voted on by the players.

Also, the items that are turned off in the item switch are also determined by lottery.

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Practice on Sandbag while you wait...

Then just wait until you get everyone together.

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Then the match begins!!

Isn't that simple? You don't have to trouble with any settings. You just choose characters and stages.

Names won't be shown and messages won't be sent. Neither your identity nor your opponents' will be known, so you can play without any worries.

By the way, have you ever had an experience in which your opponent was disconnected, and the match never came to fruition? Like when you started with four players, but ended up with only one?

I don't like that feeling, so I've tried to counter it.

If you get cut off, your character will get taken over by the CPU without your opponents even knowing-it pinch hits for you!

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Hold on! You can't tell it's a CPU!

That's epic! Can we really do this? Wouldn't you say it's way better than having all your opponents drop out?

However, we won't be swapping in CPU characters when you're playing With Friends. Sorry about that.




And there is one more important thing...

When you have a battle mode that runs online like Basic Brawl, the problem of what to do with hidden characters arises. If one of your opponents chooses a character you haven't unlocked yet, it will be spoiled for you immediately.

But even without this mode, given the proliferation of the Internet these days, the existence of hidden characters is going to get exposed anyway.

So, this time I'm moving in the direction of not being too hung up on hidden characters.

You can earn most characters by playing through Adventure Mode: The Subspace Emissary. For those of you who look forward to those encounters, I recommend you clear this mode before playing Basic Brawl.

And as the case has always been, I've made it so you can play the characters you unlock in battles.

Smash Bros Update no4 by Guidono

Today the update is about King dedede´s final smash. Enjoy

King Dedede's Final Smash is a mountain of Waddle Dees called the Waddle Dee Army!

Hmm. I guess it's in his character to leave the work to someone else.

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Everyone in formation!

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Clompity-clompity-clompity-clompity!

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Hup! Hup! Hey! Ho!

You can't tell from a picture, but the speed of these Waddle Dees is quite a bit faster than the ones he normally calls. You need to watch out to make sure you don't suddenly get swept off the screen.

But the most dangerous thing of all is that the spike-headed Gordos are also mixed into the crowd.

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Owwwwwwww!

Disturbing News About Gamespot!!!! Read

Speaking with a Gamespot employee yesterday who asked not to be named for this story, we've learned that, despite the neutral nature of the Gamespot news item on the matter, the editorial staff is said to be "devastated, gutted and demoralized" over the removal of former editorial director Jeff Gerstmann. While the termination of Gerstmann, a respected fixture at Gamespot, was pitched to his remaining colleagues by management as a "mutual decision", it was anything but, we're told.

The confusion over the reasons for Gerstmann's termination, compounded with a lack of transparency from management has created a feeling of "irreconcilable despair" that may eventually lead to an exodus of Gamespot editorial staffers. "Our credibility," said the source, "is in ruins." Over the course of the previous days, a "large number of Gamespot editors" have expressed their intentions to leave. Tales of emotionally deflated peers, with no will to remain at the site, were numerous.

Unless cooler heads prevail or concerns are addressed, Gamespot could see "mass resignations", our source revealed.

Rank and file employees of the Gamespot organization are unaware of the real reasons behind Gerstmann's termination. Our source admitted that Eidos was less than pleased with the review scores for Kane & Lynch: Dead Men, but the team has "dealt with plenty of unhappy publishers before." Our contact stressed that "Money has never played a role in reviews before" and that "[Gamespot] has never altered a score." No pressure from management or sales has been exercised to remove or alter content, the source reiterated.

However, the source did speculate that disagreements between Gertsmann and VP of games Josh Larson may have been the root cause of the former being terminated. Larson, successor to former editor in chief Greg Kasavin, was described as out of touch with the employees who report to him. The VP is the one allegedly responsible for telling Gamespot editorial staff that it was Gerstmann's "tone" that was at the heart of his dismissal.

"People used to think of Larson as a sort of non-intrusive cousin of Bill Lumberg from Office Space-an empty suit who was more of an annoyance than a liability," our source told us. "Now, people are referring to him as the moron lieutenant from Aliens who sits around stunned, doing nothing as everyone drops dead around him."

The source also indicated that Larson's paraphrased assertion that "AAA titles deserve more attention" was not necessarily a hint that Gamespot's reviewers be more lenient to those titles. Instead, in light of some rather controversial review scores-for example, the 7.5 for Insomniac Games' Ratchet & Clank Future: Tools of Destruction-the editorial team needed to be more conscious of accuracy and impact of its scores.

As for the now-pulled video of review, it appears the reasons for it's removal are less nefarious than assumed. "Jeff showed up late. It was thrown together quickly, the sound sucked, there was only footage from the first level of the game-it was a mess," our source said. We were told that the redacting of the clip was based on a producer's decision and not a demand from upper management.

However, rumored perception from management that Gerstmann's work had become sloppier, more flippant and smacked of a celebrity attitude may have only been solidified by the questionable quality of the review.

And the removal of the Kane & Lynch site ads, following initial reports? A reflexive action taken by the sales team, a move that may have been executed too late.

What was accurate, according to the Gamespot staffer, was the account of user "gamespot" at sister site Valleywag. The anonymous blow-by-blow "could have been written by a stenographer", indicating that it perfectly captured the sequence of events and emotional landscape at the company-one of confusion, fear and anger.

The overflowing emotions, combined with a lack of transparency from CNet and Gamespot management has lead the full-time editorial staff to near mutiny. Some feel the site's brand has been irrevocably tarnished, that the controversy is "a cataclysmic event in Gamespot history."

At this point, editors at Gamespot seem most frustrated that CNet management isn't listening to their concerns. Poor decision making has been and continues to be a sore spot, with a CNet internal investigation into Gamespot's review practices and code of ethics-one handled by outsider Jai Singh, editor in chief at News.com-adding to that frustration.

Our Gamespot source pointed out that during the course of the week, we may see a more human, more revealing version of the story, as editorial staff will address the situation in podcasts and videos. If parent company CNet will respond to editorial requests for greater transparency of the situation, a move that may help repair the mental health of staffers and the bruised credibility of Gamespot itself, remains to be seen.

Omg... I hope I dont get banned for this...

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