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Gaijin Games Interview - Bit.Trip Beat

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Bit.Trip Beat looks set to be one of the most original and fun games of 2009 on WiiWare. It’s a clever blend of Atari 2600 visuals, Pong gameplay and a slamming chiptune soundtrack.

Intrigued by this mysterious looking game we contacted the developers Gaijin Games to find out more. Thankfully the head honcho, Alex Neuse agreed to spill the beans on their upcoming game so you lucky readers can be in the know in this exclusive interview:

WiiWare World: Can you tell us a little about how Gaijin Games came to be? What different talents are represented in the Gaijin team?

Alex Neuse:
Gaijin Games started when I left my last job looking for a change of pace. I felt that my career had started down a path that I wasn’t as interested in walking. I hungered for greater creative freedom. So, after some soul searching and much needed travel, I returned to Santa Cruz and reconnected with some former coworkers. As it turned out, they too had been looking for a change of pace as well and I told them that I was thinking of starting my own studio. To make a long story short, we decided that the creative freedom we wanted could best be realized through our own venture. And Gaijin Games as you know it was born.


The team at Gaijin Games is pretty well rounded.

Our Engineer, Chris Osborn brings a passion for games as well as a passion for Engineering to the table. He has a perspective that’s bigger than just the task at hand and pushes me to be a better Designer. He’s also very interested in streamlining the development process and is spearheading our development methods.

Mike Roush, our Artist, has an “out there” creative style and a can-do attitude that inspires the team. He has pushed me as a Designer and our game is better because of it. Mike has also worked on high-end projects, low-end projects, and everything in between. He brings an artistic knowledge base to the team that is invaluable to a new development studio.


I bring the Design and leadership angle to the team. I’ve been in the industry since 1997 and have learned a lot during my tenure. I had tried to start Gaijin Games back in 2004 and failed once, so I know a lot of pitfalls to avoid. I like to think that I have a strong design sense, and the other guys continually challenge that, so I’m always learning.

The best thing about our team is that we are committed to maintaining a learning attitude and we believe that this commitment will make our games better and better as time goes on.

WW: Who is this CommanderVideo chap we keep hearing about?

AN: CommanderVideo is only a man. But which man, we’re not yet sure. I’m certain that his story will be revealed over the course of the BIT.TRIP series.

WW: Can you tell us a bit about your viral marketing and what response you got?

AN: The viral marketing campaign got more of a response than we were expecting, and we were quite pleased with the results. As a small developer, we don’t have a lot of marketing muscle, so we wanted to do something within our means - hence the viral video. There were a lot of lovers and a lot of haters of the campaign and all of them taught us what we did right and what we did wrong. Overall, I’d say it was a success, because people now know about our game.


WW: What inspired you to create a game with a retro Atari 2600 style?


AN: The Atari 2600 is one of my favorite consoles. It’s a system that dates back to an era where games were just that. Games. It seems more honest, more happy-go-lucky. Because of these nostalgic feelings that I have, I’ve always wanted to make a 2600-era retro game. It wasn’t until I started getting into the chiptune scene that the idea seemed feasible. As the chiptune genre started getting legs, I saw a window of opportunity to make the game I’ve always wanted to make - something with 2600-style gameplay. The Gaijin team then worked out how to give it a much needed modern flair while retaining the simplistic gameplay. That’s how we settled on a Pong-inspired gameplay mechanic mixed with music/rhythm gameplay using chiptune-inspired tunes.

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WW: Which games inspired you to try your hand at the rhythm / music genre?


AN: This is a good question, because I think that music/rhythm games are underappreciated and I want to call out my favorites. Even before Guitar Hero and Rock Band, there were a lot of music games that inspired me to make a game in the genre. And while Guitar Hero and Rock Band are great games, they are not the ones that speak to me. My music/rhythm game inspiration comes from the following games:
Parappa the Rapper & Um Jammer Lammy
Bust a Groove (1 & 2)
Space Channel 5
Rez
Gitarooman

The games above are much more imaginative than the rhythm games of late. I enjoy them because of their original compositions and crazy storylines. Once you accept that you’re on a wild ride of synesthesia, you can let go and enjoy it. I can only hope that BIT.TRIP BEAT ends up living up to its inspiration.


WW: The basic idea of the gameplay seems to be to return the pixel blocks. What makes this so challenging and fun?

AN: The same thing that made Pong fun is hopefully what makes BIT.TRIP BEAT fun. I have found that if you get in the zone and allow yourself to get lost in the music, you sort of get into a meditative trance that just feels good. Putting my finger on why it’s fun is kind of difficult. There are different kinds of “pixel blocks”, which we call Beats, that have different behaviors. Predicting the behaviors of the Beats is part of it. Also, I think there’s something to be said for a simple challenge (you only move up and down), and mastering that challenge which is exciting and engaging. And let’s not forget the music interaction. While you’re not creating the music as such, you are playing with it, which feels good.


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WW: We understand that the paddle is controlled by twisting the Wii Remote. Won’t that get tiring? Do you offer a D-pad option as an alternative?

AN: You are correct; the game is controlled by holding the Wii Remote sideways like an NES controller and tilting it forward and backward. I’ve been playing the game every day over the course of development and it hasn’t gotten tiring for me yet. During our preproduction phase we tried out various options and kept returning to the Wii Remote tilting. It feels the most like a spinner controller and offers much more precise navigation of the play field than the +Control Pad ever could so we decided not to support it. I’m a big fan of “paddle” games like Super Breakout, Kaboom!, Arkanoid, etc., and on the consoles with D-pad controls none of them feel right. We chose to go with the control scheme that felt the most “right”, knowing that we couldn’t get a true spinner controller.


WW: When returning the blocks the sound they make becomes part of the tune. Did games such as Rez inspire this neat idea?

AN: Games such as Rez most certainly did inspire this idea. Rez was a big influence for us. It’s one of my favorite games of all time, and I’ve probably beaten it over 100 times - maybe 200. I play a LOT of Rez.

The sounds the Beats make in BIT.TRIP BEAT don’t always contribute to the tune, but they always feel like they are in the same world as the tune. Much like Rez or Lumines, the player isn’t altering the music, but instead is playing with sounds in parallel to the music in a way that fits the overall soundscape.

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WW: Are there any consequences to playing badly other than getting a low score?


AN: Getting a low score is the ultimate consequence, as our game is high-score based. However, there are many other effects to playing poorly before your score is recorded. If you play poorly, you won’t experience the entirety of the story told through the background imagery in each level. You won’t hear all the layers of the music. You will fall into the Nether Mode, which is a realm devoid of color and sound, like the original Pong. Conversely, if you play well, you will layer the music, progress the story, and remain in the highest of the Modes, Mega Mode, where visual effects bombard you and the music really gets pumping.

WW: What can we expect from the end of level boss battles?

AN: Each of the boss battles is unique from the other and without giving too much away, I will suggest to you that they may feel more familiar than you’d expect.

WW: Can you tell us how the four player co-op mode works?

AN: I can! The four player mode is entirely cooperative. Players work together to repel Beats, just as in single player, but in order to keep the challenge alive, we’ve made some mild alterations. In one or two player, the paddles are full size, but in three or four player, the paddles are shrunk slightly. If you can get in a good co-op zone with your buddies, you’ll have a great time passing juggle beats from one player to another and trying for that elusive “perfect” score.


WW: Can you tell us more about the chiptune inspired music in the game? Did you do it in-house or outsource?

AN: Initially, we had wanted to do a straight-up chiptune soundtrack, with 2D, 2600-style art. After talking to more and more people and getting more perspective on the project we realized that for the year 2009, we would have to make everything across the board more accessible to today’s eyes and ears. It was because of this that we decided to go chiptune-inspired rather than chiptune proper. We outsourced the music composition and worked with a video game composer who used 2600 and NES samples as well as original vibes to create a sound that’s both retro and modern.

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WW: Might you release the Bit.Trip soundtrack in some shapeor form one day?




AN: We would love to release the BIT.TRIP soundtrack. We’re not sure how or when, but it is in the plans.

WW: Who are some of your favorite chiptune musicians?


AN:
Bit Shifter is one of my favorites, and in fact, we’ve licensed two of his songs for use in the game. You’ll be rocking out to the Shifter during the Main Menu and Credits. We wanted something truly chiptune to bookend the game and since Bit Shifter is the chiptune artist who got me into the scene, it seemed appropriate to incorporate some of his tunes.

Bubblyfish is another favorite as of late. I’ve only recently gotten into her tunes and it’s a great vibe.

Nullsleep is another artist that I enjoy quite a bit.

There are a number of other chiptune artists that I like, but for now I’ll leave it at that.


WW: We understand you have another 5 games planned for the Bit.Trip series. What other game styles are you considering? Could we see an Atari 2600 style platformer such as Pitfall perhaps?

AN: For the other games in the series, we’re definitely keeping a 2600 vibe going strong, and while I don’t want to give too much away, we might have some kind of side scrolling adventure - although it might be more akin to Jungle Hunt than Pitfall!. All the games in the series will be music/rhythm based, of course.

WW:
How did you come to find Aksys Games as a publisher? What put you off publishing yourselves?

AN:
I have known Akibo Shieh, the President of Aksys Games, for years. He and I have wanted to work together and this seemed like the right time to give it a shot. Gaijin Games has a value of only working with people we like and trust. Aksys fits the bill, so it seemed like a good angle to try out. Since moving forward with BIT.TRIP they have been nothing but professional and supportive. They are a great cohort to have in this industry.


While someday we’d like to go self-published, for our first game as a new developer, we wanted to minimize our risk so we went with the publishing angle - a process that the Gaijin team is familiar with - instead of trying yet one more thing new, like self-publishing.

WW: The dreaded question! When do you expect that Bit.Trip Beat be released in North America and how much will it cost roughly? Do you know if Aksys are planning a European release?

AN: BIT.TRIP BEAT is going through the approval process as I type this, and I would expect it to be released in North America before March (knock on wood). There will also be a European and Asian release soon thereafter. The game will cost less than 1000 Wii Points. After picking it up, drop us a line and let us know what you think!

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Bubble Bobble Plus Gets Rated for Western Release

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We’ve slowly been getting more and more excited about Taito’s WiiWare update of its classic Bubble Bobble coin-op, but so far our anticipation has been checked by the fact that the game looked destined to remain a Japan-only release.

Thankfully our scepticism was unfounded as the game has just been rated on the German USK database, making a Western release a formality. It's also gained a shiny new title for its Western debut - Bubble Bobble Plus.

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Sega: Let's confirm Let's Tap for Europe

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Let's consider, for a moment, the immense and stalwart dedication exhibited by one Jem Alexander, our man at an ongoing Sega event in a snow-encased London. Despite being in the magnificent company of games featuring a certain sword-wielding hedgehog, this blogger deliberately looked away from the screen (reminder: featuring a hedgehog wielding a sword!) to send us an important email from his iPhone. Which he briefly confused with his iPod Touch -- a notable hazard for those eccentric and loaded enough to own both. What's up with that, Jem?

Anyway, he says Sega's rhythmic finger bash, Let's Tap, has been announced for European release. With the party game's undoubtedly arduous localization confirmed, it probably won't take too long for Sega of America to drum up a press release of its own. We'll point out (and at) any updates as we receive them.

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Hudson's Upcoming WiiWare Games Revealed

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Our contact at Hudson who represents the European region has been kind enough to confirm the WiiWare lineup for the next few months. It should come as no surprise that Snowboard Riot has been penciled in for a February release, as this is now already out in North America.

The games for March and April might come as more of a surprise however:

Onslaught (Due March in Europe)
Onslaught is a first person shooter which focuses on blasting a massive number of enemy creatures to feel the exhilaration. The story is based on the outer planet in the near future. The massive number of enemy creatures will try to attack the player. In the game you use various types of weapons and battle against it to complete the mission and proceed in the story. Also, there is a mode that uses the Nintendo Wi-Fi connection to compete against the players, up to 4 players, all around the world.

Adventure Island WiiWare (Due April in Europe)
Master Higgins is back with whole new actions and elements in Wii! Gather the Gold Melon hidden in the stages, get the new actions, and explore the Adventure Island. Also, there are mini-games to have fun with your friends. Adventure Island WiiWare has all new updated graphics, not retro style!

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Eduardo the Samurai Toaster - First Look Video

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Eduardo the Samurai Toaster is one of the most interesting WiiWare titles we've seen in a long time; at its core this is an incredibly fast and frenetic side-scrolling, run‘n’gun 2D shooter, featuring visuals drawn and scanned in from several different art mediums such as pen & ink, acrylic paint and charcoal.

After reading our recent interview with Semnat Studios if you are anything like us you will be itching to see more of this intriguing game. Worry not friends, for we can unveil the first video ever seen to the interwebs for you to feast your eyes upon:

http://www.youtube.com/watch?v=BdXeljR74B4&eurl=http://www.wiiware-world.com/news/2009/02/eduardo_the_samurai_toaster_first_look_video

Please let us know your thoughts below as always. As soon as we know any news about the release date and price we'll be sure to let you know.
 
Dev Box Interview: Evasive Space’s Associate Producer Keith Hladik

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It usually takes a small army to create the video games that we play, and, most of the time, all of the focus gets put on the game itself, and not on the people that came together to make it. Our Dev Box interview feature takes a look at some of the unsung heroes that have committed their lives to entertaining all of us. This week we are giving High Voltage’s Keith Hladik a chance to answer some of our burning questions.

Name: Keith Hladik
Title: Associate Producer
What you do: My main responsibilities are to coordinate with publishers and ensure the game is on the right path and gets finished on time.
Most recent game worked on: “Evasive Space,” “High Voltage Hot Rod Show”

1. What game has most influenced you, and why?
If I think back, the one game that has influenced me most could probably be “Snatcher” for the Sega CD. It is the perfect example of a game ahead of it’s time. As games have matured, we’ve seen them take place of movies. “Snatcher” has been a game I’ve come back to time and time again as an example of the pinnacle of story telling in videogame format. The same could be said for “Metal Gear Solid” for the Playstation, which along those lines was a big influence on me.

2. What are you playing right now?

For which system!? I’ve run into a problem where I have a backlog of games and now I’m trying to breeze through them in order to buy any new games that come out. But right now I’m playing “Moon” for DS.

3. What’s the biggest lesson you’ve learned about game development?
Maintain a high level of persistence. I started out as a tester, and the old cliché of starting out in the mail room and moving your way up in a company can be true. I’ve worked hard, and was persistent and eventually worked my way up to where I am today. When making games, everyone has to have the same persistence to work towards that goal at full bore.

4. What’s the best advice you’ve ever gotten?

Apply yourself. I got this nugget of advice when I was in 8th grade from a concerned teacher. I’m not sure why it has stuck with me all these years, but it is something I think about once and awhile. I have a strong determination to see things through to the end; which I think really helps when working in the game industry.

5. What do you think is the biggest problem current games suffer from?
This is a tough call. But I think the biggest problem is pandering to the ‘casual crowd’. I know there is a big boom in ‘casual’ games right now and they are definitely making money. But personally, I think they are diluting the market and are often labeled as ‘shovelware’. Now I’m not saying ‘casual’ games are bad as there are plenty of gems out there. But you look at the glut of games that end in a ‘z’ on the Wii and DS and you have to wonder if people buy them and enjoy them. I’m not a 6 year old girl, so I can’t really know for sure.

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Top 20 WiiWare Games in USA (4th Feb)

1 (2) - Tetris Party
2 (1) - World of Goo
3 (3) - My Aquarium
4 (4) - Cue Sports - Pool Revolution
5 (5) - Dr Mario Online Rx
6 (6) - Fun! Fun! Minigolf
7 (8) - Target Toss Pro: Bags
8 (9) - Brain Challenge
9 (10) - Midnight Bowling
10 (7) - Sandy Beach
11 (11) - My Pokémon Ranch
12 (13) - Defend your Castle
13 (14) - Wild West Guns
14 (12) - Tiki Towers
15 (15) - TV Show King
16 (16) - Mega Man 9
17 (18) - Bomberman Blast
18 (17) - Frat Party Games - Pong Toss
19 (19) - Final Fantasy Crystal Chronicles: My Life as a King
20 (N) - High Voltage Hot Rod Show

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First Impressions: Pole's Big Adventure

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I have a confession to make. I hate platforming games. I think outside of sports games they must be my least favourite genre. So why would I be interested in a game like Pole's Adventure, which is very much a mishmash of 8-bit platformers? Well, because it takes the piss out of them fantastically of course!

I think it's safe to say that if you aren't familiar with 8-bit games from the Nintendo Famicom or Sega Master System days you aren't likely to get as much out of this. Indeed my lack of Japanese knowledge probably means I'm missing out on a lot of the humour, but the video game nature of the gags are clear enough that I've still had plenty of chuckles and full on Laughs Out Loud in my hour-plus of play.

Control is available with wiimote on its end, classic controller or Gamecube controller. Given the controls consist of d-pad and two buttons (jump/shoot), I prefer the old school controller on the side method. Options are sparse, but outside of being able to play with the BGM volume I didn't play with them to decipher them and they're in Japanese; so beyond my comprehension at present.

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The intro will be familiar to any old-timers out there. Still screens with large pixellated figures looking like digitised photos and giant text-filled bubbles passing for dialogue. Our hero is a butch cowboy up against a green bull-man with some mustachioed cigarette-smoking man in the middle. Basically get your girl back from bull-man and kill the baddies on the way!

There are six levels all told with four stages each. It plays very much like an old 8-bit platformer with lots of jumping, but instead of jumping on your enemies heads you shoot them with a shotgun (not terribly sporting since they're unarmed, but you're a cowboy, so I guess it's okay), oh and you can eat apples on the way, lots and lots of apples. The game doesn't take too long to get through and it's not very difficult, but that's not really the point, the point is to see the jokes -- in fact if you still have jokes unseen after reaching the end the game simply starts over again! Apparently there are 100 in all, which are counted in the lower right corner as they're encountered.

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The levels all echo games from the 8-bit era whether it's the green square hills of Mario, the jungles of Jungle King/Hunt, the medieval Japanese/Chinese setting of games like Kicker or the surface of the moon, you're covered. The tropes are all there from the opening "Say-gah" to power ups and one-ups to slowdown and video glitching lovingly rendered for the modern era.

Some of the gags will kill you like the mushroom that makes you grow until you fly off the screen or the background object that turns out to be in the foreground and decapitates you. Others are juvenile like the mushroom that gives you an erection for most of the level. And then you have the bizarre happenings like zoo animals in the arctic or irritants like the down pipe that takes you back near the start of the game which then means playing through the middle of the game again.

If I could compare it to anything it would be Jeff Minter's Llamatron, where the point was also to see what bizarre stuff is coming next rather than have any real challenge. The humour is great, the gameplay is fun and I think the 500 points is quite reasonable for what is a unique experience on any system.

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I'm sure some of you will say "who cares?" but equally many must be wondering when you can get your hands on this. Will it get localised? Well, Sega is putting out Let's Tap! in Europe and North America and I never thought that would happen, so who knows? I do know that if it is localised for PAL I'll happily buy it again just to get more of the jokes. Now all we need is for Konami to do Parodius ReBirth to make sure shooters get theirs...

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Hudson Releases Onslaught Screenshots

WiiWare fans who've been aching for a first-person shooter experience are in for a treat with Hudson's upcoming WiiWare title Onslaught. Combining intuitive FPS controls using the Wii Remote with intense shooting action, Onslaught looks to be just the WiiWare title action fans have been waiting for.

Being the first FPS on WiiWare, Onslaught gives shooter fans the action you’ve been waiting for. Taking advantage of the precise motion controls of the Wii Remote™, you’ll be in full command of your soldier as you tread through treacherous terrain. The action stays tight by aiming with the Wii Remote. You'll need steady hands if you're going to survive the horrors that await. When running low on ammo, give the Wii Remote a shake to get back in the game. When the odds get overwhelming, a supply of grenades will keep enemies at bay by throwing them using the Nunchuk™. Get set to play an FPS unlike any you’ve ever played before!

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Bubble Bobble Plus Out On WiiWare Next Week

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...If you are in Japan of course! Yes that’s right, no sooner than Bubble Bobble Wii was announced now it is dated for release on Tuesday, 10th February on Nintendo of Japan’s website.

The game will have 200 maps, 100 for the original game and another 100 in the arrange mode. Taking into account the two difficulty settings this makes a mighty 400 maps. Four players are also supported, Bub and Bob are joined by Bab and Bib in their eternal quest to defeat the nasty Count Von Blubba. There are also online leaderboards available - all this for just 800 Wii points.

Being a Square Enix / Taito game it would not be complete without a smattering of DLC to mop up any spare Wii points you might happen to have. The two ‘expert’ packs will be priced at 200 Wii points each and both offer 50 more stages and a new boss to defeat.

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Even More Onslaught Screens Break Cover

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Hudson certainly doesn’t waste any time when it comes to promoting its upcoming games; we only dropped the news bomb on the company’s impending FPS title Onslaught a few days ago, closely following with 6 screenshots which we nabbed off Hudson's website.

It doesn't stop there folks as our pals at Hudson sent over a whole lot more images today for you to marvel at. Our Onslaught gallery has been completely updated with 46 lovely new shots.

For those of you that don’t know, Onslaught is a FPS title that bears more than a passing resemblance to Microsoft’s Halo and Sony’s Killzone, and will feature 4-player online modes. True to form, it will make use of the Wii Remote and Nunchuk controllers to offer an interface that simply isn't possible on rival machines like the 360 and PS3, so it's fair to say we're pretty interested in this one.

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Japan: Neue Virtual Console-Titel

Nintendo hat sein japanisches Virtual Console-Lineup für den 10.02.09 vorgestellt.

Super Famicom für je 800 Wii-Punkte
- Tactics Ogre (Square Enix)

Mega Drive für je 600 Wii-Punkte
- Dragon Slayer: Eiyuu Densetsu II (Sega)

PC-Engine ab 600 Wii-Punkte
- Winning Shot (G Mode)
 
Animales de la Muerte Officially NOT Coming To WiiWare

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The cat is finally out of the bag! High Voltage’s Animales de la Muerte is officially NOT coming to WiiWare anymore. For those not in the know this game is a bloodthirsty comic shooter set in a zoo of all places. Check out the interview we did last year with High Voltage for more info.

The fact that it is no longer planned for WiiWare comes as no surprise to us. Our internal source at High Voltage had said just as much almost 3 months ago, but would not make an official statement. Apparently there was still a glimmer of hope that it would be a downloadable title as opposed to a full blown disc release (suicide for this type of game methinks!).

Nintendo World Report recently caught up with Eric Nofsinger, Chief Creative Officer at High Voltage Software in regards to The Conduit, but finally he came out and admitted that Animales would not squeeze into WiiWare’s tiny 40MB file size limit due to the ‘focus on comedy and its accompanying large quantity of audio’. The project is on hold for now, but perhaps one day you'll see on the shelves of your local videogame store?

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New Cave Story Graveyard Screenshot


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As usual, Nicalis is releasing Cave Story screenshots one at a time. This time we get a look at one of the graveyard shots of the game. Once again the game looks fantastic and our anticipation level for the game is at an all-time high.

Tyrone Rodriguez, of developer Nicalis, has recently flown to Kyoto to meet with Pixel about something top secret. While there's already been rampant speculation regarding his visit, it looks like we'll just have to wait to see what all the fuss is about.

You can take a look at this riveting new screenshot below. We'll have more information on Cave Story as it continues to slowly leak out of Nicalis.

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Meet Jake from LIT in and pictures

LIT is a new Wiiware title coming soon in Europe. The main character is Jake who is looking for his girlfriend Rachael which he lost in school usign his pocket lamp. The school is now full of darkness and you will see what happens in darkness...

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LIT-Movie 1

LIT-Movie 2
 
VC Tuesday: Bubble Bobble Wii rises to the top

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There's a lovely selection of retro gaming available on the Japanese Virtual Console today, including Ogre Battle and one of Falcom's myriad Dragon Slayer games, but the real retro hotness is found on WiiWare. Lucky Japanese Wii owners will get to play Bubble Bobble Wii, and we certainly hope it isn't terrible. The last Bubble Bobble on Nintendo hardware wasn't so great, but that was back when Taito was licensing their properties out to whomever. We also hope Okiraku Slot Car Racing isn't terrible, if only because a game about slot car racing sounds kind of hilarious. After Family Glide Hockey, we're not holding out too much hope.

Virtual Console

-Tactics Ogre (Super Famicom, 1-2 players, 800 Wii Points)
-Dragon Slayer: The Legend of Heroes (Mega Drive, 1 player, 700 Wii Points)
-Winning Shot (PC Engine, 1-4 players, 600 Wii Points)

WiiWare:

-Okiraku Slot Car Racing (1-2 players, 500 Wii Points)
-Let's Play with Kappa: Kappa and the Three Kittens (1 player, 600 Wii Points)
-Board Warriors (1-4 players, 1,000 Wii Points)
-Bubble Bobble Wii (1-4 players, 800 Wii Points)
 
Top 20 WiiWare Games in USA (11th Feb)

Here is the list for the 11th of February:

1 (1) - Tetris Party
2 (3) - My Aquarium
3 (2) - World of Goo
4 (4) - Cue Sports - Pool Revolution
5 (5) - Dr Mario Online Rx
6 (9) - Midnight Bowling
7 (6) - Fun! Fun! Minigolf
8 (7) - Target Toss Pro: Bags
9 (8) - Brain Challenge
10 (10) - Sandy Beach
11 (11) - My Pokémon Ranch
12 (12) - Defend your Castle
13 (13) - Wild West Guns
14 (N) - Snowboard Riot
15 (15) - TV Show King
16 (14) - Tiki Towers
17 (16) - Mega Man 9
18 (17) - Bomberman Blast
19 (19) - Final Fantasy Crystal Chronicles: My Life as a King
20 (18) - Frat Party Games - Pong Toss

* (N) - Denotes a new entry on the Top 20

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