From: owner-NGamers-digest@lists.xmission.com (NGamers-digest) To: ngamers-digest@lists.xmission.com Subject: NGamers-digest V1 #1837 Reply-To: NGamers-digest Sender: owner-NGamers-digest@lists.xmission.com Errors-To: owner-NGamers-digest@lists.xmission.com Precedence: bulk NGamers-digest Sunday, April 21 2002 Volume 01 : Number 1837 Re: [NG] Treyarch Re: [NG] RE for 39.88 Re: [NG] RE for 39.88 Re: [NG] RE for 39.88 Re: [NG] RE for 39.88 Re: [NG] RE for 39.88 Re: [NG] Are Sales in Japan all that crucial in the console wars? Re: [NG] Are Sales in Japan all that crucial in the console wars? Re: [NG] Are Sales in Japan all that crucial in the console wars? [NG] Japanese console sales Re: [NG] Japanese console sales [NG] wonderswan Re: [NG] Japanese console sales [NG] IGN Cube Insider Burnout Interview Part 1 [NG] OoT Director's Cut? Re: [NG] OoT Director's Cut? ---------------------------------------------------------------------- Date: Fri, 19 Apr 2002 03:59:56 -0700 (PDT) From: Dave Rhodes Subject: Re: [NG] Treyarch - --- "Lloyd Millard Mccoy Jr." wrote: > Xbox beat GC on first level load times? Hmm, > interesting. Now that > Tetrarch has been accustomed to GC hardware I expect > the gap to close > between GCand Xbox Tetrarch games. :) > > > lloyd > > It's "Treyarch" See. TREYarch. Ugh. They stole that name from me. I sure of it. ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity Felt like a bulldozer trying to catch a butterfly. __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 08:34:35 -0500 From: "Eric C" Subject: Re: [NG] RE for 39.88 >From: Vi On >Reply-To: NGamers@lists.xmission.com >To: n64 >Subject: [NG] RE for 39.88 >Date: Thu, 18 Apr 2002 09:37:50 -0400 (EDT) > > >-May 2nd >-Target Stores >-Resident Evil for the GCN $39.88 > >thats exactly 2 days from today thursday. >-Vi > Ugh, and me with a preorder for $50. -_- Oh well, it'll still be worth it. :-) - -Satoshi _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 08:43:13 -0500 From: "Eric C" Subject: Re: [NG] RE for 39.88 >From: Dave Rhodes >Reply-To: NGamers@lists.xmission.com >To: NGamers@lists.xmission.com >Subject: Re: [NG] RE for 39.88 >Date: Thu, 18 Apr 2002 06:54:40 -0700 (PDT) > > >--- Vi On wrote: > > > > -May 2nd > > -Target Stores > > -Resident Evil for the GCN $39.88 > > > > thats exactly 2 days from today thursday. > > -Vi > > > >Maybe 2 weeks? > >===== >** Dave ** Time makes no difference to me. I have to wait three weeks from today to actually play it. :-( - -Satoshi _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 06:54:34 -0700 (PDT) From: Dave Rhodes Subject: Re: [NG] RE for 39.88 - --- Eric C wrote: > >From: Vi On > >Reply-To: NGamers@lists.xmission.com > >To: n64 > >Subject: [NG] RE for 39.88 > >Date: Thu, 18 Apr 2002 09:37:50 -0400 (EDT) > > > > > >-May 2nd > >-Target Stores > >-Resident Evil for the GCN $39.88 > > > >thats exactly 2 days from today thursday. > >-Vi > > > Ugh, and me with a preorder for $50. -_- > > Oh well, it'll still be worth it. :-) > -Satoshi > > Last week I put $10 down on Resident Evil at EB so by May 1st I'll only be paying $40, so it will seem like a bargain. ;-) ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity Felt like a bulldozer trying to catch a butterfly. __________________________________________________ Do You Yahoo!? Yahoo! Tax Center - online filing with TurboTax http://taxes.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 11:34:18 -0400 (EDT) From: Vi On Subject: Re: [NG] RE for 39.88 > Last week I put $10 down on Resident Evil at EB so by > May 1st I'll only be paying $40, so it will seem like > a bargain. ;-) > You can just cancel the preorder and get your money back. I canceled a few times. I'll probably get it at Target or Bestbuy, I have plenty of those $5 off game coupons at bestbuy. Usually Bestbuy has good deals on new games the first week they come out. - -Vi [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 13:01:06 -0500 From: "Eric C" Subject: Re: [NG] RE for 39.88 >From: Vi On >Reply-To: NGamers@lists.xmission.com >To: NGamers@lists.xmission.com >Subject: Re: [NG] RE for 39.88 >Date: Fri, 19 Apr 2002 11:34:18 -0400 (EDT) > > >You can just cancel the preorder and get your money back. I canceled a >few times. I'll probably get it at Target or Bestbuy, I have plenty of >those $5 off game coupons at bestbuy. Usually Bestbuy has good deals on >new games the first week they come out. > >-Vi > Seriously, I'd rather just take the preorder. My mom has to pick it up anyway, and she probably won't take it seriously if it's not ordered. So, it'll be at my house around the first or second..... and I'll be there on the 10th. ;-) Can't wait. - -Satoshi _________________________________________________________________ Send and receive Hotmail on your mobile device: http://mobile.msn.com [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 14:14:50 -0500 From: Thraxen Subject: Re: [NG] Are Sales in Japan all that crucial in the console wars? > But as I asked in the subject line, just how critical > are Japan sales in the console wars? I'm pretty sure > that they mean a lot more to Sony and Nintendo than > they do to Microsoft....but can any manufacturer > afford a dismal showing there? OK...I know I'm responding late, but I've been out of town. Anyway, I think the answer is both yes and no. NO = I think the markets outside of Japan (especially N. America) are large enough to support a console (i.e. produce profit) even with a poor showing in the Asian market...BUT, only if you don't waste too much money in the Asian market trying to push a system that is never going to take off. YES = I think if you want to win the overall "console war" you absolutely MUST have a good showing in the Japanese market. Stryder [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 13:31:11 -0600 From: Don Fentie Subject: Re: [NG] Are Sales in Japan all that crucial in the console wars? I think the main problem here is that a lot of really good developers are japanese and without a good japanese showing, there will be little inititive, if all, from these companies to contribute to your particular console. Thraxen wrote: > > But as I asked in the subject line, just how critical > > are Japan sales in the console wars? I'm pretty sure > > that they mean a lot more to Sony and Nintendo than > > they do to Microsoft....but can any manufacturer > > afford a dismal showing there? > > OK...I know I'm responding late, but I've been out of town. Anyway, I think > the answer is both yes and no. > > NO = I think the markets outside of Japan (especially N. America) are large > enough to support a console (i.e. produce profit) even with a poor showing > in the Asian market...BUT, only if you don't waste too much money in the > Asian market trying to push a system that is never going to take off. > > YES = I think if you want to win the overall "console war" you absolutely > MUST have a good showing in the Japanese market. > > Stryder > > [ To quit the NGamers mailing list, send the message "unsubscribe ] > [ NGamers" (without the quotes) to majordomo@xmission.com ] [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 14:53:33 -0500 From: Thraxen Subject: Re: [NG] Are Sales in Japan all that crucial in the console wars? > I think the main problem here is that a lot of really good developers are > japanese and without a good japanese showing, there will be little inititive, if > all, from these companies to contribute to your particular console. Yes, there are a lot of good developers from Japan, but there are just as many good ones outside Japan, IMO. As I listed before (a week or so ago), between my PS2 and XBOX, I own more games made by companies outside Japan then I do games made by Japanese companies. Then if you consider PC games, it throws it even more in favor of companies outside Japan since nearly 100% of all PC games I have owned came from outside Japan. I think this debate really hinges on what genres you prefer. With the exception of the survival horror genre, my gaming tastes have skewed toward non-Japanese companies over the past few years. The whole Japanese RPG thing (which I used to be a huge fan of) has become extremely stale over the last few years and has resulted in my Japanese RPG purchases dropping off. Stryder > > Thraxen wrote: > > > > But as I asked in the subject line, just how critical > > > are Japan sales in the console wars? I'm pretty sure > > > that they mean a lot more to Sony and Nintendo than > > > they do to Microsoft....but can any manufacturer > > > afford a dismal showing there? > > > > OK...I know I'm responding late, but I've been out of town. Anyway, I think > > the answer is both yes and no. > > > > NO = I think the markets outside of Japan (especially N. America) are large > > enough to support a console (i.e. produce profit) even with a poor showing > > in the Asian market...BUT, only if you don't waste too much money in the > > Asian market trying to push a system that is never going to take off. > > > > YES = I think if you want to win the overall "console war" you absolutely > > MUST have a good showing in the Japanese market. > > > > Stryder > > > > [ To quit the NGamers mailing list, send the message "unsubscribe ] > > [ NGamers" (without the quotes) to majordomo@xmission.com ] > > > [ To quit the NGamers mailing list, send the message "unsubscribe ] > [ NGamers" (without the quotes) to majordomo@xmission.com ] [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 18:38:13 -0700 (PDT) From: Dave Rhodes Subject: [NG] Japanese console sales Week 4/8-4/14, Japan Hardware Sales PS2: 55,000 units (total this year: 1,323,000) GBA: 31,000 units (total this year: 969,000) GameCube: 10,000 units (total this year: 510,000) PS1: 3,000 units (total this year: 74,000) WonderSwan: 2,000 units (total this year: 11,330) Xbox: 1,800 units (total this year: 169,000) Dreamcast: 1,500 units (total this year: 12,000) - ---------------- Gamecube seems to be doing OK. But look! XBOX beat Dreamcast this past week. =) ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity "Oh Benson, dear Benson, you are so mercifully free of the ravages of intelligence." - Evil (Time Bandits) __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 21:39:41 EDT From: LARGEEYES@aol.com Subject: Re: [NG] Japanese console sales - --part1_86.1969e12a.29f220dd_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/19/2002 9:38:39 PM Eastern Daylight Time, super_trey_bros@yahoo.com writes: > PS2: 55,000 units (total this year: 1,323,000) > GBA: 31,000 units (total this year: 969,000) > GameCube: 10,000 units (total this year: 510,000) > PS1: 3,000 units (total this year: 74,000) > WonderSwan: 2,000 units (total this year: 11,330) > Xbox: 1,800 units (total this year: 169,000) > Dreamcast: 1,500 units (total this year: 12,000) > ---------------- > > Gamecube seems to be doing OK. But look! XBOX beat > Dreamcast this past week. =) > What the hell is a WonderSwan - --part1_86.1969e12a.29f220dd_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/19/2002 9:38:39 PM Eastern Daylight Time, super_trey_bros@yahoo.com writes:
PS2: 55,000 units (total this year: 1,323,000)
GBA: 31,000 units (total this year: 969,000)
GameCube: 10,000 units (total this year: 510,000)
PS1: 3,000 units (total this year: 74,000)
WonderSwan: 2,000 units (total this year: 11,330)
Xbox: 1,800 units (total this year: 169,000)
Dreamcast: 1,500 units (total this year: 12,000)
- ----------------

Gamecube seems to be doing OK. But look! XBOX beat
Dreamcast this past week. =)

What the hell is a WonderSwan
- --part1_86.1969e12a.29f220dd_boundary-- [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 19 Apr 2002 23:14:43 -0400 (EDT) From: Vi On Subject: [NG] wonderswan > > WonderSwan: 2,000 units (total this year: 11,330) > > Xbox: 1,800 units (total this year: 169,000) > > Dreamcast: 1,500 units (total this year: 12,000) > > ---------------- > > > What the hell is a WonderSwan > WonderSwan is a portable game unit like gba made by Bandai. It came out about 2 years ago, it's not doing well. It has Square making ff series on the unit. It's as dead as neogeo pocket. - -Vi [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sat, 20 Apr 2002 05:21:19 -0700 (PDT) From: Dave Rhodes Subject: Re: [NG] Japanese console sales - --- LARGEEYES@aol.com wrote: > In a message dated 4/19/2002 9:38:39 PM Eastern > Daylight Time, > super_trey_bros@yahoo.com writes: > > PS2: 55,000 units (total this year: 1,323,000) > > GBA: 31,000 units (total this year: 969,000) > > GameCube: 10,000 units (total this year: 510,000) > > PS1: 3,000 units (total this year: 74,000) > > WonderSwan: 2,000 units (total this year: 11,330) > > Xbox: 1,800 units (total this year: 169,000) > > Dreamcast: 1,500 units (total this year: 12,000) > > ---------------- > > > > Gamecube seems to be doing OK. But look! XBOX beat > > Dreamcast this past week. =) > > > What the hell is a WonderSwan > Bandai's portable game system. It's a 16-Bit color backlit game system that has updated ports of Final Fantasy I, II, and III on it. That's about all I know. Oh, and the WonderSwan was designed by Gumpei Yokoi before he was killed. ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity "Oh Benson, dear Benson, you are so mercifully free of the ravages of intelligence." - Evil (Time Bandits) __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sun, 21 Apr 2002 06:14:55 -0700 (PDT) From: Dave Rhodes Subject: [NG] IGN Cube Insider Burnout Interview Part 1 Just In case anybody wanted to read it. _______________________________________ IGN Cube Burnout Interview Part 1 April 19, 2002 - We had a chance to sit down with the creators at Criterion Games, the team behind the heart-pounding arcade racer Burnout. In the hour-long interview we discussed the design choices that went into Burnout, visual upgrades for GameCube and Xbox, Americans' dislike for difficult racers, and much more. The roundtable interview features comments from creative manager Alex Ward, GameCube lead Hamish Young, and game designer Chris Roberts. The interview has been broken up into several parts due to its impressive length. Following is part one of our revealing Burnout interview. IGNcube: How many people worked on the GameCube version of Burnout? Alex Ward: Oh you'll be amazed at this one. Spill the beans Hamish. Hamish: Two programmers part-time, one programmer full-time, and several game designers. So you're looking at about five people. IGNcube: Can you describe the concept behind Burnout and what the goal of the game design was? Alex: When we first started Criterion sort of had a history of doing PC games. I joined two years ago and that was at a time when Criterion was moving over to the consoles away from the PC. And that was PlayStation 2 and GameCube, we really didn't know about the Xbox at that time. We wanted to do a racing game because we had early access to both of those machines. We looked around at what was happening and we made a big list about what we thought other people were developing. And we decided if we wanted to put a game out, the market is just so competitive, we knew that we had to do something different from what anybody else was doing. So we're huge fans of coin-op games by people like Sega, Namco, and Konami, and we wanted to do very much an arcade style game. We knew we couldn't do a simulation that would beat Gran Turismo. We knew we couldn't do a Driver-type game, although that was very fashionable. And, we were big fans of things from Ridge Racer and Outrun all the way to sort of going back to Need for Speed on 3DO. I was the only person in Europe who bought a 3DO. [Everyone laughs] And, because I bought the game and liked the car crashes in Need for Speed on 3DO that really had a big influence on me. So when I joined Criterion, naturally no one else had seen a 3DO because I had the only machine. So I showed the guys the game and we thought that if we could create a game that had a lot of speed and really cool car crashes, which we figured nobody else was doing for maybe licensing reasons, then we could do a game that was really fun, pick-up-and-play, and fast. We wanted to make a racer that everyone could play. And you just don't get that. Although we're very big Gran Turismo fans, it's a very hard game. It's really good if you're into cars and into games. If you're really into cars and don't play games it's impossible and if you're really into games and hate cars it doesn't work. So, we wanted to make something really fast and really fun. IGNcube: You say Burnout is an arcade racer, but do you think it has any simulation elements? Alex: No, we'd be lying otherwise. As much as we'd like to say it's a complete simulation, it's a complete arcade game. There's a timer, you move through checkpoints, the car magically reforms after a huge pileup. It's so far away from simulation. Chris: I mean, the crashes have some pretty realistic physics in them -- they're never the same. They're pretty close to what a real car crash would look like. But, that's about at far as it goes towards simulation really. IGNcube: In regards to the GameCube and Xbox versions were they strict ports in regards to gameplay? Alex: We don't use the word "port" like any good conversion programmers do because "port" to me implies it's the same thing, quick and dirty. Spy Hunter is a port, Burnout isn't. We're GameCube owners as well and we wanted to make sure that whatever we do on different system we take advantage of the different hardware. But, it has the same brilliant gameplay from the PlayStation 2. You know, if it ain't broke don't fix it. For the timing of the skews it was down to the timing of the hardware launches in Europe. We knew we wouldn't make the Xbox launch, so that's why over here the Xbox and GameCube versions ship at the same time. So, we didn't add any new courses or any new cars because, you know it sounds bad, but we just didn't have time. Hamish: However, there are certain parts we did improve. The handling, for example -- we spent special time making sure the handling for both Xbox and GameCube we took advantage of the controllers as much as possible. We have improved gameplay to that extent. Alex: There's just nothing new. IGNcube: For the idea of burning out, was it really tough to balance that with the idea of using near misses, taking traffic head on, and drifting for boost? Alex: That's a good one. Obviously we're inspired by Crazy Taxi for near misses. I'm a huge, huge fan of Sega Rally. I wanted to put a game out that had a very good drift. Drifting to me is the big thing in Japanese racers and Sega Rally has it in spades. The thing about oncoming traffic, that comes from the fact that when we developed the game, we got to a certain point where it was a very exciting game and very, very fast. But that's pretty much all it was. When we started to talk to people externally, one of the questions they asked was, "You know, you race in traffic, but why do I need to do that because I don't get any reward for it." So, we were huge fans -- Chris in particular was a huge fan of SSX on the PS2. The whole thing from SSX about doing tricks to get the boost, we thought worked really well. So we wanted to apply that to Burnout -- though it wasn't called Burnout, it was codenamed Shiny Red Car. We were really interested in this whole risk-reward dynamic. The original version had a flashing heartbeat on the screen. So the more you drive like a maniac the more you get a reward, the burn or boost. If you drop it all in one go that's a burnout. But it was only when we got that working and starting playing with it we balanced it. Originally the mechanic worked that if you did a drift you got some turbo. But we figured that players would cheat it really badly, driving around the staging doing little bits of turbo. So we wanted to do it in a way that if you were skilled -- you know the courses are designed so skilled drivers can use it to maximum effect. In the classic Nintendo way, you know that every developer will say, we wanted the game to be very simple on a surface level -- you pick up the joy pad, you drive the car, and you can do a crash. But, on a deeper level we wanted to have it beautifully balanced so that the skilled player will always try to drive on the wrong side of the road. Drive into traffic and drift. We designed the courses around the handling, while a lot of other games to it the other way around. So you have nice courses, but the handling still feels good. We spent a lot of time sculpting the courses -- and as one of our artists calls it, massaging the courses. So that the courses would flow, like Japanese games often do and the corners feel good, and you can drive at a really good speed so it's a good experience. Hamish: Another element of the boost is when you are in oncoming traffic and begin to do the near misses and drifts it all multiplies. So, if you do a drift in oncoming it will earn you more. We reward people for as much risk as they want to take, really. IGNcube: Absolutely, we think there's a lot of depth there. Alex: We think there's a lot of depth in a gameplay sort of way, but a lot of people think "depth" is a million features. And, really, it's just not. Burnout was very deliberately developed in the sense that there are a certain number of courses, different times of day, traffic is different on each lap, etc. And we do it really well and balanced the game as much as we could instead of thinking "X game has got 1500 courses we better do 1600." We picked the vehicles in particular because they're the types of vehicles you see every day. But, I think people who've been critical of the title and have said there's not enough of everything, I'd rather be small and perfectly formed. IGNcube: Yes, we're a big fan of that mantra, which is why we liked Wave Race: Blue Storm so much. There's a lot of depth even though it doesn't have 1500 tracks and all the extras. It's a tight package. Tune in for part two of the interview next week. - -------------------------------------------------- ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity "Oh Benson, dear Benson, you are so mercifully free of the ravages of intelligence." - Evil (Time Bandits) __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sun, 21 Apr 2002 13:25:25 -0500 From: "Eric C" Subject: [NG] OoT Director's Cut? Apparently, a Dutch gaming site reported on a possible release of Zelda: Ocarina of Time on the Gamecube. http://www.gamers.nl/nieuws/12760 The translation given at XenGen forums: Zelda OoT Director's Cut!!!!!!!!!! - -------------------------------------------------------------------------------- The Legend of Zelda: Ocarina Of Time Director's Cut Disc1 Zelda OoT Ura Zelda (expansion) unreleased dungeons (to be played individually selected from main menu) Option for Classic overworld or original OoT theme Option for enhanced graphic or original graphic Artworks Disc 2 Making of movie (really professional like Mononoke's making of dvd) Disc 3 Music CD All for Y5800 ($49.99 in USA) Gamecube only Limited edition includes cloth map of hyrule, pocket watch and a 80 pages of artbook. There are 3 types of LE edition. Type A will include Link's figure. Type B, Zelda figure. Type C, Ganon figure. Limited editions are for Japan only, no plan for American Release Price TBA. - ------------------------------------ And, since I'm really lazy, I'll just paste the reply I gave: "Anyway, my thoughts: I'm very skeptical, but I can see it happening. I mean, Miyamoto was going to release the expansion on the 64DD. Too bad about that little ill-fated project. However, now he may have the chance to put it out worldwide. So, I'll hold any excitement until an official announcement. But, if it is indeed true, I'm going to s*** myself. I'd buy it the second it comes out." So, what do you guys think? Would you buy something like this? Do you think it's possible that Miyamoto will do this? Oh, and if you're a member of the XenGen forums (formerly Cloudchaser), be sure to visit the thread here: http://forums.xengen.com/showthread.php?s=&threadid=33054 - -Satoshi _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sun, 21 Apr 2002 12:04:53 -0700 (PDT) From: Dave Rhodes Subject: Re: [NG] OoT Director's Cut? - --- Eric C wrote: > Apparently, a Dutch gaming site reported on a > possible release of Zelda: > Ocarina of Time on the Gamecube. > > http://www.gamers.nl/nieuws/12760 > > The translation given at XenGen forums: > > Zelda OoT Director's Cut!!!!!!!!!! > - -------------------------------------------------------------------------------- > The Legend of Zelda: Ocarina Of Time > Director's Cut > > Disc1 > Zelda OoT > Ura Zelda (expansion) > unreleased dungeons (to be played individually > selected from main menu) > Option for Classic overworld or original OoT theme > Option for enhanced graphic or original graphic > Artworks > > Disc 2 > Making of movie (really professional like Mononoke's > making of dvd) > > Disc 3 > Music CD > > All for Y5800 ($49.99 in USA) > Gamecube only > > Limited edition includes cloth map of hyrule, pocket > watch and a 80 pages of > artbook. > There are 3 types of LE edition. Type A will include > Link's figure. Type B, > Zelda figure. Type C, Ganon figure. > > Limited editions are for Japan only, no plan for > American Release > Price TBA. > ------------------------------------ > > And, since I'm really lazy, I'll just paste the > reply I gave: > "Anyway, my thoughts: I'm very skeptical, but I can > see it happening. I > mean, Miyamoto was going to release the expansion on > the 64DD. Too bad about > that little ill-fated project. However, now he may > have the chance to put it > out worldwide. So, I'll hold any excitement until an > official announcement. > But, if it is indeed true, I'm going to s*** myself. > I'd buy it the second > it comes out." > > So, what do you guys think? Would you buy something > like this? Do you > think it's possible that Miyamoto will do this? > > -Satoshi > I don't believe it. Sure, stranger things have happened, and this year is proving to be pretty odd. But it's from a Dutch site, I mean, can you really trust those people from places like Antwerp? ;-) ===== ** Dave ** super_trey_bros@yahoo.com AIM: Sanrio Velocity "Oh Benson, dear Benson, you are so mercifully free of the ravages of intelligence." - Evil (Time Bandits) __________________________________________________ Do You Yahoo!? Yahoo! Games - play chess, backgammon, pool and more http://games.yahoo.com/ [ To quit the NGamers mailing list, send the message "unsubscribe ] [ NGamers" (without the quotes) to majordomo@xmission.com ] ------------------------------ End of NGamers-digest V1 #1837 ****************************** [ To quit the NGamers-digest mailing list (big mistake), send the message ] [ "unsubscribe NGamers-digest" (without the quotes) to majordomo@xmission.com ]