Nintendo Wii Ware und VC News

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Telltale Says Strong Bad Game Sales Double, More WiiWare Titles Coming

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Telltale Games, the people behind Strong Bad's Cool Game for Attractive People have had great success recently. Does this mean they'll be pushing quality titles?

Nintendo’s SD card update announcement at GDC, evidently, has served more than us fans. Telltale Games recently sent out a press release stating that sales of Strong Bad’s Cool game for Attractive People have “more than doubled” since Iwata's good news at GDC.

Even better news: these increased sales have inspired Telltale Games to continue creating new games. Dan Connors, CEO of Telltale Games, said "this is a major step forward for episodic gaming. We're looking forward to even greater success on WiiWare with Strong Bad, as well as other projects."

What kind of projects are they planning on coming up with? Possibly picking up another iconic internet figure? Let us know your thoughts in the comments!

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Steel Penny Games Update

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Steel Penny Games developer Jason Hughes sets the record straight on what his development squad as been up to since the release of their Bruiser & Scratch WiiWare title.

We haven't heard much from Steel Penny Games lately since the release of their WiiWare puzzler Bruiser & Scratch so it was a bit surprising to see a post from their own Jason Hughes on their web site letting fans know what they've been up to since the release of Bruiser & Scratch.

You can check out the full contents of the post below for some insight into what's in store for Steel Penny Games down the line. There's even an interesting little rant at the beginning to kick things off just right.

Some folks have been asking about Bruiser & Scratch, about what we're up to right now, and about what we're planning to do in the near and far future. Some folks are just complaining that I don't post enough. Given that there's no good way to answer all of this to each person individually, and that I'm pretty sure we can release the information, here's the scoop.

Bruiser & Scratch has been available on WiiWare for a while, and as expected, we haven't been blown away by sales figures. Partly, this is our fault for allowing the game to ship when it wasn't Crash Bandicoot. Oops. I know, I know, we should have made a chintzy 2D version of the game, cut the characters, cut the story, and basically shipped it 6 months earlier. We'd probably have gotten more sales because for some reason, people ignore shitty art when it's "retro styled", but it's flame-on if there's even a whiff of 3D going on. Also, if we'd released earlier there would be less puzzle game exhaustion on the part of the user base.. by the time we came out, there were more than enough puzzle games on WiiWare to go around. The initial reviews skewered us, and that's all she wrote.

So, what have we been doing in the meantime? Jeff and I have been working on Ghostbusters Wii with our friends at Red Fly, doing some heavy lifting tech work for an unannounced title at Red Fly, working on some of our own prototypes, and porting a really cute family-friendly game to the Wii for Conspiracy Games. All at the same time. So, pardon me for being a little lax on the updates.

One cool mention is a dear friend, Will Loconto, was nominated for Best Original Instrumental for The Heist this year at GDC by the Game Audio Network Guild Awards people. He helped us out on Bruiser & Scratch and is doing the remastering for our port work with Conspiracy. Very cool. He was up against Afrika and Little Big Planet, both of which swept awards this year, but to be nominated is quite the feat. Congrats Will!

And that pretty much wraps up our first quarter. On the off-chance you are a publisher looking for a small but talented studio to do a game for you, drop me a line. As busy as we are, I'll make time for you.



We'll have more information regarding any future Steel Penny Games developments as it becomes available, but until then we'd like to hear your thoughts on this interesting Steel Penny Games blog post.

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Konami Driifts on to WiiWare

multi-player racing title entitled Driift (working title), which will be released as a WiiWare title from July.

Viewed from above, Driift is a fast-paced racer that allows up to eight players to race each other, using cartoon-style chars. Featuring twelve different tracks based on four themed environments – cityscape, hills, snow and a desert oasis – players can also select one of 32 vehicles from four categories. Each category is tailored for use within the different environments, with variations of speed, acceleration and handling and grip levels making specific vehicles ideal for particular locations.


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Driift’s multi-player modes allow users to play using combinations of Wii Remotes, Nunchucks and Classic Controllers, and seven game modes are on offer. These range from the single-player and multi-player championships, and Team Race, wherein participants are divided into two teams, with the winner determined by those that accrue the most points. The VIP mode elects one player per team as a VIP vehicle, who must be protected at all costs from the opposition cars, with the removal of the VIP car resulting in a win for the attacking team.




Driift also uses ‘Contamination’ where a player is marked contagious and must contaminate very other player within a set period, while the ‘Cold Potato’ mode charges the user with collecting said vegetable and holding on to it for as long as possible! Finally, the ‘Meteorite’ option sees players embarking on a normal race, while trying to avoid a series of meteors as they fall from the sky.

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“We established our European development studio to create games for mobile phone devices. After a successful start and positive, high-value products, they are now moving to other formats, too,” commented Martin Schneider, European Marketing and PR Director for Konami Digital Entertainment GmbH. “This WiiWare title offers a new approach in a more traditional console business and we are looking forward to this download title and further contributions from our European development studio.”


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Some WiiWare Developers Won't Get Paid

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It seems that being an independent WiiWare developer isn't all it's cracked up to be for some.

According to Gamasutra publisher and Independent Game Festival chairman Simon Carless, Nintendo has a threshold in place that determines whether or not an independent developer is paid for their game release.

Carless goes on to say that this number is in the neighborhood of mid-quadruple digits for America and low-quadruple digits for other regions around the world. If a game fails to sell this required number of units, the developer doesn't see a single penny of their investment back. Ouch!

The explanation given for this threshold is that Nintendo feels this sales requirement will keep developers from introducing a host of shovelware onto the WiiWare service. Of course we can see what a rousing success that's been so far judging from many of the WiiWare release review scores since the service's inception.

While this threshold might seem a bit harsh, some developers have already chimed in regarding their approval of this policy. Of course we're sure there are those opposed to it, but maybe they feel it better to keep that opinion to themselves, since many of them would like to continue to develop WiiWare titles in the future.

We'd like to hear what you all think of this policy that Nintendo has instituted with their WiiWare program.

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Top 20 WiiWare Games in USA (15th Apr)

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Here is the list for the 15th of April:
1 (1) - World of Goo
2 (2) - My Aquarium
3 (3) - Tetris Party
4 (7) - My Pokémon Ranch
5 (5) - Onslaught :goodwork:
6 (6) - Dr Mario Online Rx
7 (8) - Cue Sports - Pool Revolution
8 (10) - Brain Challenge
9 (4) - Bit.Trip Beat
10 (11) - Fun! Fun! Minigolf
11 (12) - Defend Your Castle
12 (9) - Pop'Em Drop'Em SAMEGAME
13 (-) - Bonsai Barber
14 (-) - Equilibrio
15 (13) - Target Toss Pro: Bags
16 (15) - Final Fantasy Crystal Chronicles: My Life as a King
17 (19) - Sandy Beach
18 (16) - Wild West Guns
19 (14) - Midnight Bowling
20 (17) - Bomberman Blast
 
Steel Penny Games Update - Part 2

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Jason Hughes explains what he really meant to say in his last blog entry.

You might remember that we reported on the rant Jason Hughes of WiiWare developer Steel Penny Games went on during his recent blog post. Well Jason just posted a new entry in an attempt to set the record straight as to exactly what he was trying to get across in his last blog post. It seems his rant wasn't a rant after all.

Hooboy... looks like some folks picked up on the last post and got the wrong idea. I want to first be clear to anyone who didn't realize I was taking a poke at ourselves as much as anyone else when expressing disappointment about B&S's performance. We made the game, and in a sense it was an experiment (I'll explain below), but there's nobody to blame for the final product except us. We built something from nothing and shipped it. Whether it was a blockbuster or not, I'm very proud of completing what I started. That's huge.

Anyone who kills themselves for a year or so on a project, of course, will want it to do well and is emotionally invested in the outcome, even if they're just an employee of a big company. To people who buy games, it's just another title on a list, but to the developer it's a piece of your life you will never get back. It's tough to explain to someone who isn't in the industry and hasn't had to make hard choices about how many years they have to invest in each endeavor, because so many games will stretch on for 3... 5... 9 years? And in the end, you hope it wasn't wasted. As a principal of a tiny studio, it's an even bigger part of your life because there's the ever-present guilt of seeing your family (and your partner's family) suffer to chase the dream.

And truth be told, if had the runway left to really polish the game (it's very expensive to fund a game--don't try this at home kids!), it would have been prettier and had a better UI and more gameplay modes and better rendering tech. But it is what it is. Nintendo allows re-releases of titles and if there was any spare time to put into it, I'd be tinkering with the game. Maybe someday... For the time being, we have to pay off our debts and keep clothes on the kids and the wives from leaving us.

As for the grand experiement gone awry, we drank the kool-aid. We were one of the early indie development houses to sign on with Nintendo to do WiiWare, and at the time, nobody knew what kind of crowd would surface to buy games there. It was very exciting, and to know there were 20 million or so Wii units in the world at that time meant that the market had incredible potential. So, we went forward with a design that I thought would appeal to the typical Wii user. In hindsight, to my horror, this was all wrong. The typical Wii user doesn't have any idea that the Wii can connect to the internet. The crowd that gravitates toward WiiWare is actually fairly hardcore, and a very small segment overall. In essence, we're trying to sell lemonaide in a biker bar. Heh.

In a way, I'm thankful we had the turbulence now while the stakes are still small (in absolute terms) and we can recover from it, learn what mistakes we made, and move forward from the experience a richer development house. There's two things that are important in games: shipping and sales. We got one thing right, and that's something. Now to work on the other.

Peace.

We'll have more information on any future Steel Penny developments as it becomes available and hopefully it won't be too long before we hear about their next WiiWare project.

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ONM investigates the new generation of WiiWare developers

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Going to the shops can seem so archaic can't it? What about that long walk back to the car, or that heavy plastic bag containing Nintendo's latest and greatest? Going outside, frankly, can be tiring business. The internet game delivery service that is WiiWare then, alongside its retro-styled brother the Virtual Console, is a godsend.

It simply provides cheap and enjoyable games for download, many of which are of outstanding quality. The thing is though, that it isn't just a boon for Wii owners - the folks making the games are loving it too.

Whether they're already massive developers or a couple of normal guys with an intriguing game concept and mischief in mind, absolutely anyone can create a WiiWare game. This is the primary reason that it's rapidly becoming something of a creative honeypot.

"Working to put a game out on WiiWare means not having to go through a publisher, which to me means getting stuff done much faster without having to siphon through the false promises and blatant lies that you often get fed." Explains Tommy Refenes, a man who describes his previous role in life as "slowly slowly losing my soul to corporate America."

He now makes up a third of the threesome developing Super Meat Boy. Once an internet flash game, the Mega Man-esque adventures of a boy made entirely out of meat has retro stylings that are familiar to all.

In fact if you want to check out the game in its original form then simply visit kongregate.com. "It's Nintendo!" explains Refenes by way of reference. "It's like developing a game for an old friend!"



Dream Machine



Once interested parties are in touch with Nintendo, development kits are available for those who can stump up around $3,000. Quite how people get in touch with Nintendo though, seems to be a varied business. The next third of the Super Meat Boy team, Edmund McMillen - the creator of legendary PC indie game Gish, explains: "We started making games together last year when we released Grey Matter, a hectic 'anti-shooter' we made in Flash. It was around then that I posted a video online in which I showed myself trying to get hold of [American Nintendo boss] Reggie Fils-Aime with no luck. From that Nintendo expressed an interest in a few of my recent Flash games. I then had to scramble around trying to find a quick way to make £3,000 so I could get the dev kit. We threw together a Meat Boy Map Pack, got it sponsored and moved all the money we made over so we could get our hands on one."


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Gravitronix



After the initial sign up, Nintendo operate a very much hands off approach, allowing original ideas to blossom. Medaverse are the developers of the forthcoming Gravitronix, a multiplayer battle game in which players skate around the edge of a circular battlefield - using gravity beams to attack areas guarded by other players by pushing objects within the circle towards their foes with the power of physics.

Medaverse started out as a review site for games and movies, yet the lure of the Wii's unique control system became too much. The company's lead designer Jesse Lowther had always wanted to make games for consoles, but before WiiWare was announced had never thought it possible.

"They gave us the tools we needed and let us run with it," he explains. "There's no creative input from Nintendo, only technical input where the game must meet certain standards to ensure it doesn't brick people's Wiis. It's just a godsend for developers who don't want their ideas compromised. Plus, if the game doesn't sell well, we can generally shrug it off and begin work on the next one."

Super Meat Boy's Edmund McMillen agrees: "Nintendo will never lose money if a game tanks on WiiWare, so they can distribute more risky and experimental games. If you publish a game in physical form and it bombs, your publisher could potentially go bankrupt".

That said, if a developer wants advice then Uncle Nintendo will happily give it. WiiWare developers are all part of a happy community called the Mario Club. Said club (that the entirety of ONM would dearly love to join - especially if you get membership cards and Mario badges) gives WiiWare developers the opportunity to get feedback on their works in progress - from which they receive advice and a thoughtful twirl of the moustache. Whether he's proffered a doleful "Oh dear" or a celebratory "Wahoo!" in their direction however, it's entirely up to them if they want to act on his opinions.

Eduardo The Samurai Toaster

Free Your Mind


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You see, when you venture out and speak to the WiiWare developers, so great is the praise for Nintendo's stance that you worry you've entered a Stepford Wives convention. "There are no suits trying to control your creativity. They want developers to express themselves as freely as possible." underlines Daniel Coleman of Semnat Studios, one of the developers behind the wonderfully named Eduardo The Samurai Toaster - a Metal Slug-inspired shooter featuring a Brazilian bread-cooking appliance with a penchant for violence.

"This creative freedom is vital to the growth of the industry. It encourages experimentation and risk-taking. We are very fortunate to be developing for consoles since we're such nobodies."

In fact, in the entire spectrum of forthcoming WiiWare titles, there can be few greater risky experiments than Butterfly Garden - an insect survival game that will have you share cocoons over WiiConnect 24, dance with other butterflies, avoid predators, match pheromones and flutter over a beautifully rendered garden.

"The emergence of a viable downloadable market like WiiWare is opening the door for a creative revolution where we feel encouraged to take more creative risks and discover more creative layers within game design." explains Shane Guilano, the studio director at the aptly named Autonomous Productions.

"Our company got to where we are today with perseverance, luck and the insight to develop a relationship with Nintendo when everyone still thought it was nuts to release a game system with a controller that looks like a remote control. Nintendo reached out to independent developers before the Wii was even launched in a way that was revolutionary. The whole vision for WiiWare, as Miyamoto has said publicly, is to foster this creative independent revolution. I once sat next to [former Sony exec] Phil Harrison at a Will Wright GDC talk in 2006 and he wouldn't even give me his card."

Winds Of Change

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It doesn't stop here though, there are big fish frolicking in the WiiWare pool alongside the small fry. A glance through the roster will reveal Nintendo themselves, Hudson Soft, Square-Enix... all of them creating gaming gems within the encouraged limit of a 40MB file size.

Lost Winds

One of the first companies to step up to the plate was Cambridge's Frontier Designs - the studio headed up by games development legend David Braben, the creator of the seminal PC title Elite. Frontier's LostWinds, a pioneering WiiWare title, is a platform game in which you control both the main character and gusts of wind that carry him through the level.

"The idea for LostWinds dates from the time that the Wii was first announced privately to developers, when we were brainstorming design ideas that made good use of the Wii controls," explains Braben.

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"Steve Burgess, one of Frontier's designers, was watching the trees and leaves from the window on a windy day. He remembers thinking about how many ways the wind manipulates different things within the world, and if only there was some way to become the wind in a game. He then applied this train of thought to the Wii controller."

A little while later, out of the blue in late 2007, Frontier received a mysterious invitation to a meeting with Nintendo in London. As it turned out, this was a secret gathering where Nintendo could roll out their WiiWare masterplan in front of UK developers.

"We were delighted that their ideals for WiiWare were almost exactly fulfilled by the LostWinds concept that we had already within Frontier," continues Braben, "allowing developers like us to create something innovative specifically for the Wii and, most importantly, its controller."

Knowing something was up, Frontier took a copy of their LostWinds concept document along with them to the London shindig and the rest is history. "We just said 'Sounds great! And this is what we'd like to do.'" laughs Braben, before steadfastly refusing to be drawn on when we can expect a LostWinds sequel.

"We see LostWinds as a trailblazer of a possible future for us, and it's therefore important to us that it isn't a boxed retail title. We don't view the distribution mechanism as defining the effort we put into any game, or the quality that we deliver, and in LostWinds we think we demonstrated that. We view the longer-term significance of LostWinds as revolving around the fact that we've done it all ourselves, and WiiWare has been a big factor in facilitating that."

For us the gamers, for the people that make games and for Nintendo itself, it seems undisputed that the WiiWare shopping channel is an exciting place to hover your Wii Remote cursor. From the all-powerful development champions dancing on the rooftops of gaming, to the newly formed bands of nascent game design heroes lying in the gutters but staring intently at the trademark Nintendo smiley-stars, WiiWare is a hugely exciting new outing for gaming.

And the best thing? This is only the very beginning of the WiiWare revolution - there is much, much more to come...

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High Voltage: No DLC for The Conduit, More WiiWare on the Way

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Looks like gamers looking for additional content in The Conduit will have to wait until a sequel.

In a recent interview with Destructoid, High Voltage Software confirmed that their highly anticipated first-person shooter will not have any downloadable content.

Destructoid: I know the Wii isn’t known for being DLC friendly, however, could we see DLC for The Conduit?

Eric Nofsinger: For The Conduit, there will not be downloadable content, but that’s something that’s definitely on our radar. With the version 4 update to the Wii, it’s incredible. I know for myself, I’m doing a lot more WiiWare right now, now that I have the space to put stuff on there. It’s definitely something we are aware that first-person shooter fans like is being able to download maps, download weapons, download new skins. It’s great for developers, as it’s a steady, incremental revenue streams, and it’s great for players, as it extends the gameplay in new and meaningful ways. All the way around, we are keenly aware, and it’s definitely something to keep an eye out for what we have cooking in the future.

Also worth mentioning is that High Voltage has said to expect some "cool announcements" from them during E3 and that they're busy developing some new WiiWare titles. While we weren't all that fond of the last title they developed, we still look forward to their future WiiWare projects and The Conduit.

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Hudson Launches Official Adventure Island: The Beginning Website

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Hudson's official Adventure Island: The Beginning website is now open for business.

It seems the wait for Hudson's upcoming WiiWare title Adventure Island: The Beginning might be just about over. Hudson has just announced that their Official Adventure Island website is now live.

You can check out the site for some new tidbits of information on the game and don't forget to check out our exclusive Interview with Takahashi Meijin for even more information on the upcoming WiiWare title.

As usual we'll have more information on Adventure Island: The Beginning as it becomes available, as well as a full review when the game hits the WiiWare service. It shouldn't be too much longer now.

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VC Friday: Mixed Messages about whether this is a Rambo game

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This week on the PAL DSi Shop, Vicarious Visions' Mixed Messages allows players to enjoy a game in which ideas become increasingly warped over time. Kind of like what happened to one of this week's Virtual Console games! Sega of Japan made a top-down commando game and called it Ashura. Sega of America heard "Ashura" as "Rambo" somehow, while Sega of Europe heard "Secret Command." For that matter, miscommunication is one of the only possible explanations for Alex Kidd: The Lost Stars, which is almost too freaky to have been made like that intentionally.


Mixed Messages -- DSiWare -- 500 Points -- DSiWare -- 500 Points
Alex Kidd: The Lost Stars -- Sega Master System -- 500 Points
Secret Command -- Sega Master System -- 500 Points

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WiiWare Sales Targets: More Details Emerge

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Solid figures quoted by WiiWare developer

We recently heard about Nintendo’s sales targets for WiiWare games, and it didn’t make particularly pretty reading if you’re a developer.

In a new twist, Kotaku has apparently been contacted by a developer “familiar with the subject” and they’ve given what appear to be fairly solid numbers:

North America

If game is over 16MB - 6,000 units
If game is under 16MB - 4,000 units

Europe

If game is over 16MB - 3,000 units
If game is under 16MB - 2,000 units

Once those goals are met, the developer starts seeing a return (which is based upon every sale, not just those made once the target is reached). And that return is split 65/35 between the developers/Nintendo.

Games have two years to hit their mark. If they haven't hit it by then, sorry, no dice.

Interesting that games are divided according to size, which seems pretty arbitrary. On the bright side, though, that profit split is a healthy one, particularly if a small team is able to create a cheap game that beats the sales targets.

Those numbers certainly don't seem that bad, but a few indie WiiWare devs that we've been speaking to have told us that to date they have only made around 50% of the sales needed - which paints a pretty dire picture of the overall health of the WiiWare market.

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WiiWare games appear on Amazon

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Hot on the heels of moving into the Xbox Live Arcade market, online retailer Amazon has started offering Wiiware games for purchase, as spotted by a savvy shopper on NeoGAF. The first one spotted in the wild is 2D Boy's puzzler World of Goo.

Though discounts were a big selling point for the XBLA portion of Amazon's e-storefront, this first offering is at the full $15 price tag. Here's hoping that's not the case for all Wii releases. This isn't how we want to buy our games, but we could definitely be lured in by the prospect of saving a few bucks.

Update: Just like with the XBLA codes, there are no plans to sell WiiWare codes through Amazon's UK branch, reports CasualGaming.biz.
 
Game Play Trailer - Icarian: Kindred Spirits

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Check out the new game play trailer for the upcoming WiiWare title Icarian: Kindred Spirits!

We just managed to get our hands on the brand new official Icarian: Kindred Spirits game play trailer.

The game follows the adventures of Nyx, an enigmatic winged girl, who must descend from the heavens in search of her missing friend Icarus. The game is controlled using the Wii Remote, by using easy, intuitive movements that will enable you to cast rays, modify the scenery and control winds at your command.

http://www.youtube.com/watch?v=_DTQFaVyRKU&eurl=http%3A%2F%2Fwiiware%2Enintendolife%2Ecom%2Fnews%2F2009%2F04%2Fgame%5Fplay%5Ftrailer%5Ficarian%5Fkindred%5Fspirits&feature=player_embedded
 
New Swords & Soldiers Faction: The Chinese Empire

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The third army of Ronimo Games' upcoming WiiWare epic is revealed

Ronimo Games has announced details of the third faction in its highly promising WiiWare title Swords & Soldiers.

As you may already be aware, Swords & Soldiers is a 2D sidescrolling real-time strategy game. Ronimo has been slowly drip-feeding information about the title over the past few months and with the release only weeks away, this is surely the final piece of the puzzle.

Here's the press release:

Just a few weeks before release of the game, the third faction of Swords and Soldiers, the Chinese is finally revealed!

At long last the veil of secrecy is lifted! Emerging as the third contender for world domination is the CHINESE EMPIRE! Ruled by their child emperor, the Chinese care little for Viking barbecue feasts, or Aztec Vegetable growing contests. The Child Emperor tasks his subjects with gathering the the most exquisite toys from the corners of the world. Of course this will lead the Chinese empire onto a collision course with the other two factions.

To introduce the first Chinese unit: The Rocketeer
Strapping giant firework rockets to your back might not seem like a brilliant idea, but the Rocketeers will do anything to satisfy their emperor's appetite for new toys. Extremely volatile, the Rocketeers are always willing to deliver their beautifull but deadly payload to the opposition. As well as offering a ranged attack, Rocketeers deal damage with final breath, and always go out with a bang, giving the whole battlefield a festive glow!

To introduce the first Chinese spell: Arrow rain
The arrow is a very effective weapon in the Chinese arsenal. They are used to pick off single targets at a great distance. To confront the sturdy Vikings and the fast moving Aztecs, the Chinese have improved their arrows with some burning fire. So if you're fighting the Chinese faction, you'd better hope the heavens don't open. If they do, there's a good chance you're about to be showered with a barrage of flaming arrows.

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Top 20 WiiWare Games in USA

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Here is the list for the 22nd of April:
1 (1) - World of Goo
2 (2) - My Aquarium
3 (3) - Tetris Party
4 (4) - My Pokémon Ranch
5 (5) - Onslaught :goodwork:
6 (6) - Dr Mario Online Rx
7 (7) - Cue Sports - Pool Revolution
8 (11) - Defend Your Castle
9 (8) - Brain Challenge
10 (14) - Equilibrio
11 (10) - Fun! Fun! Minigolf
12 (12) - Pop'Em Drop'Em SAMEGAME
13 (9) - Bit.Trip Beat
14 (16) - Final Fantasy Crystal Chronicles: My Life as a King
15 (15) - Target Toss Pro: Bags
16 (20) - Bomberman Blast
17 (19) - Midnight Bowling
18 (13) - Bonsai Barber
19 (17) - Sandy Beach
20 (18) - Wild West Guns

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Europe Gets Adventure Island: The Beginning On WiiWare Tomorrow

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Master Higgins rides again!

For any of our Euro / Aussie readers who are patiently waiting for Hudson Soft’s Adventure Island: The Beginning we can gladly tell you that your wait will soon be over. It will be on sale in the Wii Shop at midnight tonight for 1000 Nintendo points (GMT of course!).

This installment of Adventure Island will return gamers back to the good old days of platforming action, with a few modern twists of course. There are even a few minigames included for good measure. This looks all set to be an essential WiiWare purchase. Of course if you are in doubt, just wait for our full review which should be ready sometime during the weekend.

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