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Portable GameCube hack brings Sunshine everywhere it goes
The disc drive out back may be a bit precariously placed, but 'Hailrazer"'s portable "NCube" reeks of everything we'd want in a handheld version of the last-gen Nintendo console (except for wireless multiplayer, of course). Engadget spotted the 90-hour-in-the-making portable GameCube over on – surprise, surprise! – the Ben Heck forums. A breakdown of the construction process can be found just after the break in video form, though you may want to set up the drool tray now before proceeding.
All set? Alright, now go ahead.
[Via Engadget]
All set? Alright, now go ahead.
[Via Engadget]
Gallery: 5 Great GameCube Mods
Resident Evil Archives: Resident Evil Zeroes in on Dec. 1

We assume the December release is entirely a marketing decision, as there is already a localization of Resident Evil Zero, made for the identical GameCube game, which means it probably didn't take too long to prepare this, which adds controller support for the Wiimote/Nunchuk and Classic Controller, for North America.
The 'control' in New Play Control Chibi Robo
The next title to get the New Play Control treatment from Nintendo is Chibi Robo, and in being overhauled for Wii, players can expect new point-and-click-based controls, Siliconera reports. Gone are the analog controls of the original GameCube title, as not only will you guide your robotic munchkin around now by pointing your Wiimote where you want him to go, but you will also be tasked with finishing some of Chibi's chores through motion-based gestures. And the shooting scenes from the original? They've been replaced with light gun-like segments, further taking advantage of the Wiimote's ability to point at things.
The game is set for release in Japan on June 11, and no North American release has been mentioned.
The game is set for release in Japan on June 11, and no North American release has been mentioned.
Resident Evil Archives staggers toward June 23 release
Fans of Resident Evil (and buying the same game multiple times) will be happy to know that Resident Evil Archives -- the official title for the Wii port of a GameCube remake of a PSOne game -- is slated for a June release, Eurogamer reports. Featuring enhanced Wiimote controls and ... enhanced Wiimote controls, the new-for-Wii version of the game will debut in the US on June 23 for $29.99.
Gallery: Resident Evil
Adapter turns Classic Controller into GameCube controller
From the "ridiculous level of customization" department: a new device from EMS that removes one small deficiency in the Wii Classic Controller's capabilities: the ability to use it on GameCube games. EMS's Classic Linker allows users to plug a Classic Controller into the GameCube controller slot, allowing it to be used as a GameCube controller. As an added bonus, it also allows the use of PlayStation or PS2 controllers! The Wii angle is nice, but where we see this being most useful is in an actual GameCube. The Classic Controller's button layout makes it superior even to the Hori Digital Pad for use in the Game Boy Player.
It had better have a longer cord than most controller adapters, because the Classic Controller's little cord doesn't exactly span a room. This accessory is available through Play-Asia for $16.90.
[Thanks, dreganfyre!]
GameCube era even depressed Miyamoto
Sometimes, one might assume that super-genius game developers don't think the way that you do, but it's just not so! Take, for instance, Shigeru Miyamoto, who you might know for his work on pure undiluted joy. He recently told Japanese mag Famitsu that several aspects of the way Nintendo operated during the N64 and GameCube years made him "very sad." Hey, Shiggy, us too!Of course, we probably have slightly different reasoning. Miyamoto complained about the company trying to follow its competitors during that era, saying, "I was endlessly fascinated with 3D worlds, but what with all the issues I had to tinker with in terms of rendering and processing speed, it got to the point where I didn't know who was making the games any longer." We would have more simply said that "a lot of games for those systems were very, very bad," but it's nice to know the big guy gets where we're coming from.
Wii on track to beat PS2, PS3 selling like GameCube
The fine folks at Venture Beat have been pouring over NPD data and have discovered one universal truth: Nintendo has sold a lot of video game consoles. Crazy, huh? We thought the same thing.
A closer dissection of the numbers shows the Wii is on pace to topple the PS2, as the Wii has outsold the PS2's comparable initial sales by 10 percent in its first 26 months of availability. In layman's terms, that means that the PS2's first 26 months on store shelves saw it unloading 15.9 million units in the U.S., whereas the Wii has sold 17.5 million here. If these sales continue, the Wii could sell 55 million consoles in America by 2014 and 154 million units worldwide. When you count up the money, that's like 257 hojillion dollars.
On the reverse side, the PS3 is performing much like Nintendo's last console did, the GameCube. The PS3 has sold 6.79 million units in the U.S. in its first 26 months, which is a hair more than the 6.75 million GameCubes that were unloaded on consumers. Of course, Nintendo finished in third last generation with that console, which made them rethink their approach and, inevitably, succeed this generation.
A closer dissection of the numbers shows the Wii is on pace to topple the PS2, as the Wii has outsold the PS2's comparable initial sales by 10 percent in its first 26 months of availability. In layman's terms, that means that the PS2's first 26 months on store shelves saw it unloading 15.9 million units in the U.S., whereas the Wii has sold 17.5 million here. If these sales continue, the Wii could sell 55 million consoles in America by 2014 and 154 million units worldwide. When you count up the money, that's like 257 hojillion dollars.
On the reverse side, the PS3 is performing much like Nintendo's last console did, the GameCube. The PS3 has sold 6.79 million units in the U.S. in its first 26 months, which is a hair more than the 6.75 million GameCubes that were unloaded on consumers. Of course, Nintendo finished in third last generation with that console, which made them rethink their approach and, inevitably, succeed this generation.
Patent shows Wiimote was originally a GameCube peripheral
Some new images and details on Nintendo's patent for the Wiimote have surfaced on the net and they show that the original idea was planned for the GameCube. The Wiimote was to attach to the console via an adapter, much like the WaveBird's. But, as you all know, the GameCube ended up going the way of the dodo, and so the Wii was born. The image to the right shows Mario playing tennis, which is where Nintendo originally got the idea for Wii Sports, we assume, but there's more. Past the break, you can see more diagrams showing how the Wiimote would work with the GameCube, if you're into that kind of thing.
Gallery: Wii remote peripheral diagrams
Patent reveals Wii Remote began life as GameCube add-on

What's so interesting about the above image? Is it that the man (?) has no eyes? Is it that he's not using the strap on the Wii Remote? No: it's that this isn't a patent drawing for the Wii Remote at all -- it's for a GameCube controller. The original Japanese patent was submitted by Nintendo in 2006, around the time Shigeru Miyamoto admitted, "[Wii] is based on GC."
Now we know its controller was, too, by way of the US Patent and Trademark Office's database, which also contains related drawings. One shows what this line-art person is playing (a tennis game with Mario) and the other is the proverbial smoking gun: a Wii remote and receiver connected to a GameCube, which is, in turn, connected to a TV with sensors attached. Check them out after the break.
[Via Siliconera]
Now we know its controller was, too, by way of the US Patent and Trademark Office's database, which also contains related drawings. One shows what this line-art person is playing (a tennis game with Mario) and the other is the proverbial smoking gun: a Wii remote and receiver connected to a GameCube, which is, in turn, connected to a TV with sensors attached. Check them out after the break.
[Via Siliconera]
Born for Wii: Mario Sunshine
Now that 2008 is tightly packed away into our memories and the glorious new year is unfolding before our very eyes, we're caught between looking backwards at what 2008 imparted upon us and anticipating what 2009 has to offer. Even though Born for Wii is all about looking backwards, it's hard not to be excited about what this year is bringing to the Wii: in just a couple months, the New Play Control version of Pikmin will be hitting the States, and it will be good times. But we've still got awhile to wait until then, and this week we're highlighting a sorely underappreciated Nintendo game of last generation: Super Mario Sunshine.Mario Sunshine was released in 2002 as the first real successor to the groundbreaking Mario 64, and it was clear from the beginning that things were going to be a little different. For starters, Mario was on vacation on a tropical island, and soon found himself equipped with a water pack for cleaning up sludge. Though it was generally well-reviewed, Mario Sunshine has since become somewhat of a whipping boy in the fan community, and many claim that it didn't live up to groundbreaking pedigree Mario 64 established years earlier. Mario Galaxy managed to exceed its predecessors in virtually every way possible, but in the end, Sunshine still has things worth going back for. The wonderful tropical locale, the FLUDD-less levels, and some fun water pack puzzles all made Mario Sunshine a worthwhile endeavor, and a New Play Control version would give Nintendo the chance to polish its shortcomings and give Mario the vacation he deserved.
Gallery: Born for Wii: Mario Sunshine
Nintendo serves up Mario Tennis trailers
Over at the official site for the Wii de Asobu (Play on Wii, or NEW PLAY CONTROL!) series, there's a pair of Japanese commercials for the Mario Power Tennis remake, as well as a far lengthier gameplay trailer.The adverts we can take or leave, consisting as they do of the usual telegenic Japanese families bouncing around their pristine living rooms. The gameplay clip is worth watching, as it displays the various shots that can be achieved through a well-timed flick of the wrist (top-spin, side-spin, slices, drop shots, etc.). We hope mixing up our shots actually has an effect on the game, because we always found Wii Sports tennis to be not-quite-as-advertised in this respect (though we're willing to accept we just may be rubbish at Wii Sports tennis).
Oh yes, and these are non-embeddable, so you'll have to go to the site to watch them. And they call this 2009!
Source: TV commercial 1
Source: TV commercial 2
Source: Gameplay trailer
[Via NeoGAF]
New Play Video: Pikmin
We're way into the New Play Control version of Pikmin. Even eight years after its original release, Pikmin remains one of the fresher and more unusual Nintendo franchise games, and the Wii version only improves on it!
In this video, Wii Folder's Josh Thomas (standing in front of the screen like a weatherman) introduces the game in a manner appropriate for people who have no idea what Pikmin is. While that means a lot of explanation of stuff you know, it also means a ton of game footage (worth seeing even with a dude in front of it), and all the new Wii content is highlighted.
While you're watching previews of Wii remakes on Wii Folder, check out the Klonoa footage!
New Play Control! New-ish boxart!
The packages for the Japanese Play on Wii series feature the original boxarts for the GameCube games framed in a new white border, with a blue bar at the bottom explaining that the games have new Wii Remote-based controls. According to teensy preview images found on GameStop.com, the North American New Play Control! versions of Pikmin and Mario Power Tennis, officially announced just yesterday, will employ the same strategy. As in, exactly the same.
The only difference (aside from the language stuff and the fact that the North American boxart images are used) is that the Play on Wii boxes feature a curved top border in the blue area. If we're lucky, the covers will be reversible like the Japanese ones. We probably won't be that lucky!
We have yet to see the box designs for the European NEW PLAY CONTROL! series. We'll keep you updated, because we love pointing out that the European title for the series seems to officially be NEW PLAY CONTROL! in all caps.
Source: Pikmin
Source: Mario Power Tennis
The only difference (aside from the language stuff and the fact that the North American boxart images are used) is that the Play on Wii boxes feature a curved top border in the blue area. If we're lucky, the covers will be reversible like the Japanese ones. We probably won't be that lucky!
We have yet to see the box designs for the European NEW PLAY CONTROL! series. We'll keep you updated, because we love pointing out that the European title for the series seems to officially be NEW PLAY CONTROL! in all caps.
Source: Pikmin
Source: Mario Power Tennis
Watch how Jungle Beat (Play on Wii) plays on Wii
Donkey Kong: Jungle Beat (Play on Wii) released today in Japan. As such, first footage of the game has hit the internet. We hear you like that sort of thing? Well, after watching the stage above, we're excited for the game. We've had our fair share of qualms with Play on Wii, that's for sure, but Jungle Beat looks so fun. We'll keep an eye out for other videos showing off the new game, so you keep an eye here for those as they make their way onto the intertron. Because we can't resize the embeddable player, you'll have to head past the break for the video.
Oh, and it should be noted that the game apparently released with a reversible cover, providing Japanese consumers with a chance to improve on that fugly boxart Nintendo went with. You may also check that out past the break.
Pikmin just got a little more perfect
It seems we were hasty when we wrote that the "Play on Wii" version of Pikmin would feature "no new content, the modified control scheme aside." The latest Famitsu, as translated by IGN, reveals that the game's save mechanism has also been updated, and now allows you to restart play from any day you please. So, if 98 of your 100 precious plant warriors get singed by a troublesome Fiery Blowhog, you can avert disaster by turning back time. Nice to see Nintendo adding some worthwhile changes to more and more Wii de Asobu titles!



















