Possible NiGHTS box art revealed

If you’re like us Sega Nerds, you can’t wait for even the slightest news about NiGHTS: Journey of Dreams, and it seems that GameCrazy can’t either as the videogame rental chain has posted up the possible box art for the game.But is it the official cover? I have not seen this NiGHTS photo before, so as far as I know it looks legit. The only thing that throws me off is the Rating Pending symbol. However, it’s possible this was sent out by Sega as a place holder for now.

Here are some interesting things I found in the cover. First of all the Wi-Fi logo. Do games that use the 24 Connect feature and Forecast channel get the Wi-Fi logo?

The cover deplicts the jester in Bellbridge (the town the two kids are from). You can tell it’s Bellbridge cause of the clock tower in the back that resembles the one in London. Does this mean that the Jester leaves the dream world or is it just box art?

Nintendo Wii Software Sales Soar

The results are in for retail sales of console games for the month of June.  I have to say, it’s an interesting lineup.  According to market research firm NPD Group Canada, Nintendo held 10 out of the top 12 games sold for the month.

Here’s a list of the top 12 games for June, with publisher and platform:

1. Mario Party 8 (Nintendo of Canada, Nintendo Wii)

2. Wii Play (Nintendo of Canada, Nintendo Wii)

3. Pokémon Diamond (Nintendo of Canada, Nintendo DS)

4. Forza Motorsport 2 (Microsoft Game Studios, Xbox 360)

5. Pokémon Pear (Nintendo of Canada, Nintendo DS)

6. Guitar Hero 2 (Red Octane/Activision, Xbox 360)

7. Resident Evil 4: Wii Edition (Capcom, Nintendo Wii)

8. Legend of Zelda: Twilight Princess (Nintendo of Canada, Nintendo Wii)

9. Super Paper Mario (Nintendo of Canada, Nintendo Wii)

10. New Super Mario Bros. (Nintendo of Canada, Nintendo DS)

11. Big Brain Academy: Wii Degree (Nintendo of Canada, Nintendo Wii)

12. Pokémon Battle Revolution (Nintendo of Canada, Nintendo Wii)

It looks as if Pokémon and Mario are as popular as ever while the big-name franchises for both Xbox 360 and PS3 are conspicuously absent.  Actually, the PS3 is completely absent, but I don’t think that will hold true for too many more months.

Wii + Second Life = New Training Simulator

Nintendo games have made the Wii controller a satisfyingly realistic controller for pretend tennis, golf and baseball. But how about using it to practice doing surgery, applying pesticides or operating a nuclear power plant?

Real-world simulations like these are perfectly suited to Nintendo’s Wiimote, says MIT research fellow David E. Stone. In fact, he claims the motion-sensitive controller is “one of the most significant technology breakthroughs in the history of computer science.” Say what?

For Stone, the Wiimote is the key to building realistic training simulators within the virtual world of Second Life. He is helping companies and universities do that through his WorldWired consultancy. Clients include a company interested in training workers for its power plants, a manufacturer of medical devices and pest-control firm Orkin.

Orkin, for example, has hired Stone’s firm to create training simulations, which might involve inspecting a house for moisture and heat sources or mixing chemicals and loading them onto a truck.

“This isn’t the kind of technology, or model, that this industry — or Orkin — is used to considering,” notes David Lamb, Orkin’s vice president of learning and media services. He’s working with senior officers in the company to build a business case for such training, and, given the potential savings the company could eventually realize across its 400 branch offices, “there’s a very high probability we’ll move into this arena.”

One of the attractions of Stone’s approach is the low cost. In Second Life, it’s relatively easy to build chairs, buildings and other objects for avatars to sit on or walk through. Tools like wrenches or manual controls are also easy to build and, with a little tweaking, users can control them with a Wiimote.

“This may be one of the most significant things about Second Life,” says Stone. “It is a world of abundance. People share. What would the real world be like if your house and car and all your furniture, et cetera, was available for free or for pennies?”

Real-world training and certification will always be necessary, Lamb notes, but — especially in the early stages of training — real savings could be seen through a virtual online environment.

As for the Wiimote, Lamb says, there are “a lot of different pieces of equipment that (trainees) need to use. Those things that are hands-on, that require picking something up and manipulating it, then I think the Wiimote is a good tool for that.”

Orkin isn’t alone. Among Stone’s other clients are a medical-devices firm and a global-energy company focused on power-plant training — both looking to reduce training costs. Prospective additional clients include a private research foundation looking into driver safety and a consortium of European universities interested in a virtual cancer lab.

Representing something as delicate as surgery is a tad more challenging than building inspection. But Stone believes Second Life is potentially up to the task and suggests the software interface might be dynamically adjusted so even the smallest movements can be displayed, perhaps by zooming in to a full-screen grid. And he notes that Second Life worlds can incorporate video, which could help in cases where the graphics are simply too crude to simulate something effectively.

He’s not the first to consider using the Wiimote as a virtual scalpel: A video game for the Wii called Trauma Center: Second Opinion is a primitive example of how the Wiimote might be used in medical training.

The success of virtual training programs, of course, depends on how good the training scenario is. The Wiimote, for all its ingenuity, is just an input device. “It does not help the user learn anything,” says Michael Goodman, a research director at the Yankee Group. “It is the software that serves this function. The Wiimote might make it a little more intuitive, but that’s it.”

Then again, in the corporate-training industry, “a little more intuitive” might go a long way.

“The training world in particular has been struggling to find effective mediums to deliver training via technology that engages the user,” says Paul Terlemezian, president of iFive Alliances, a consulting firm in Atlanta. “How do we get people to embrace it? How do we get people to practice what we’ve trained them on?”

The advantage of the Wiimote is that it’s a “human-centric device,” says Eric Klopfer, a professor at MIT. A gyroscopic mouse, by contrast, “maps well onto the computer’s interface, but not to the person’s. The Wiimote fits the user. ? People know intuitively what to do with it when they pick it up because we use it like devices we are familiar with — bats, rackets, wands, etc.”

Stone has delivered a driving simulation using the Wiimote snapped into a plastic steering wheel accessory for a major logistics company.

Using products like Google Maps and Google Earth, Stone’s simulation can represent actual streets on-screen, so that not every trainee in America has to drive down the “same mythical Maple Street,” Stone says. “We would include those intersections and locations where there is a history of accidents.”

Such explorations are likely just the beginning. More specialized virtual worlds and input devices are likely to crop up in the future, independent of Second Life or the Wiimote.

The point, says Stone, is that “the ability to easily integrate a wide range of psychomotor activities with simulations running on standard computer platforms will change the ways people interact with computers.”

And, just maybe, help people learn how to do a better job in the real world too.

Blog Post: The Four best genres for the Wii Balance Board

Sure, Wii Fit looked nice, but most of us were thinking up entirely different uses for the Wii Balance Board the moment we laid eyes on it. Here’s the four best uses for the intriguing new accessory.

I’ll be honest. In my humble opinion, Nintendo’s E3 press conference this year wasn’t really what I had hoped it would be. Instead of new game announcements and/or trailers, we were treated to a ton of gloating from Reggie. Not that they don’t deserve to gloat … just they could have kept it a little shorter in the interest of keeping the people at the event awake.

However, regardless of the fact that the conference didn’t live up to my hopes, two things are clear. The first: Nintendo got the most applause from the audience despite the fact that it was filled with journalists instead of fanboys. Second: Wii Fit looks awesome. Nintendo has mentioned that third parties are already trying to work in Balance Board support. Here’s the four kinds of games we think will make the best use of it:



Rhythm-based games:

DDR is the most obvious game one could think off with the Wii Balance Board in mind. Heck, Nintendo featured a dumbed-down dancing minigame in Wii Fit! It would eliminate the need to buy extra Wiimotes and have to strap them to your arms and legs. The Balance Board is a far cheaper solution, and it would most likely adhere to the traditional DDR control scheme, keeping a lot of fans happy. Come to think of it, there’s room in Guitar Hero, too…

Pros: No need for additional Wii remotes. Familiar gameplay.

Cons: Currently, no one is aware whether or not the Balance Board merely senses shifts in balance or also consists of multiple touch-point sensors. Balance Board might be too small for DDR-like hopping.



Skateboarding games:

Another obvious use for the Balance Board. I’ll bet EA is already looking into exploiting the board’s technology to see if they can’t crank out a Tony Hawk game that beats Skate. Truth be told, a skateboarding game could be rather fun and intuitive once balanced and polished to perfection.

Pros: About as intuitive as you can get for pulling off simpler skateboarding tricks.

Cons: But, how would you pull off the more advanced tricks? It’s quite likely that you would need to use a Wiimote along with the board. Not that that’s a bad thing … it just makes developing the game that much harder and the risks of it sucking that much higher.



Fighting games:

Not quite something most people would expect to see on this list. However, if you think about it, the shifts-in-balance-sensor could be used for adding entirely new gameplay mechanics to the fighting genre. Leaning back to dodge blows, leaning forward to add more power to your blows … there are a ton of uses you could think up, if you put your mind to it.

Pros: The possibility of offering entirely new gameplay mechanics in a fighting game. The thought of actual body language affecting gameplay is orgasmic.

Cons: Getting people to stay on the board would be a bit of an issue.



Minigames / party games:

Looking to some of the stuff featured in WarioWare for the Wii, I’d say this is probably where the Balance Board’s largest potential lies. I can just see a gazillion companies (Ubisoft and SEGA for starters) who would like nothing better than to shower us with more minigame compilations that are even crazier than the stuff we’ve seen in recent times.

Pros: Tons of crazy mini-games requiring you to hop all over a Balance Board sounds fun.

Cons: Unless it was a first-party game, would anyone buy a minigame compilation that wasn’t bundled with the Balance Board?


While these are all baseless predictions, we’re playing it rather safe in this article by only including some of the more obvious uses that come to mind when one thinks of the Balance Board. Developers on the other hand … they’ve got some crazy ideas.

Square Enix, for example, is interested in developing a role-playing game that makes use of the board. While I can imagine how this would help in some ways (eliminating several extra buttons and menu navigation for one), I really have no idea what they could possibly have in mind that has got them so excited about this.

As always, where there’s Nintendo, there’s innovation. When I heard about the rumored “hardware announcement at E3″, I just figured it would be the Blaster (now the Zapper once again). I don’t think anyone saw the Balance Board or Wii Fit coming. However, now that it is out, what does everyone else think as far as incorporating the board into other games is concerned?

http://www.games.net/blog/29093/the-four-best-genres-for-the-wii-balance-board/

Rockstar’s Table Tennis headed for Wii

http://i8.tinypic.com/4orcj0w.jpg
That’s right, you read the title correctly, Rockstar’s Table Tennis game is getting a Wii version this fall, the Wii version of the game is rumored to use the Wiimote as a table tennis racket.

Sam Houser, the co-founder and president of Rockstar Games has said “Ever since we released Table Tennis, fans have been asking us to create a Wii version.”, For more details on Table Tennis, check out their official website.

Three New Classic Games Added To Wii Shop Channel

Three new classic games go live at 9 a.m. Pacific time. Nintendo adds new games to the Wii Shop Channel every Monday. Wii™ owners with a high-speed Internet connection can redeem Wii Points™ to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week’s new games are:

Paper Mario® (Nintendo® 64, 1 player, Rated E for Everyone—Comic Mischief, 1,000 Wii Points):
Paper Mario is a graphically innovative game that breaks from the confines of the RPG genre. Now slimmed down, everyone’s favorite plumber flips, spins, jumps and hammers his way through scads of exotic worlds that teem with a huge and hugely entertaining supporting cast. Players control numerous old and new characters in a complex, nonlinear story that follows different scenarios depending on player choices. A dizzying collection of spells, attacks, skills and special items can be collected by players willing to thoroughly explore the lush 3-D environments.

Balloon Fight® (NES®, 1-2 players, Rated E for Everyone, 500 Wii Points): Control a character to pop your opponents’ balloons before they pop yours. Sounds easy, doesn’t it? Don’t be fooled by this game’s simple premise or cute exterior. Underneath you’ll find a surprisingly addictive game with strategy to spare. After mastering the easy-to-learn controls, you still have to get a grip on the game’s impressively realistic physics. And if that’s not enough, there are the ever-increasing enemies and environmental hazards like lightning and water. Try the game’s second mode, Balloon Trip, if you feel like taking a break from the action and just want to see how long you can stay aloft. And hey, who doesn’t like popping balloons sometimes?

Silent Debuggers (TurboGrafx16, 1 player, Rated E for Everyone—Fantasy Violence, 600 Wii Points): Make your way through a dungeon-like space station and defeat the prowling monsters in this real-time first-person shooter. You’re a member of the elite Debuggers, a group of warriors who are jacks-of-all-trades. Assigned to inspect an unmanned space station, you have exactly 100 minutes to get in, destroy the monsters lurking in each block, make your way to the lowest level and deactivate the automatic detonator placed there. With each monster that slips by you, the core block becomes harder to survive in, so speed is key in preserving the facility and each separate block. Experience the thrill of survival as the timer ticks away and you uncover the truth of the events that occurred.