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18 Feb 08:33

Tag ein, Tag aus / Handy ein, Handy ein

by Felix Knoke
Die Marktexperten von Deloitte haben für eine Studie 2.000 Menschen aus Deutschland zu ihrem Handyverhalten befragt. Und eines der Ergebnisse - oben in der Statista-Aufarbeitung - überrascht mich: Nur sieben Prozent der Befragten gab an,...
15 Jan 16:07

Animatronic-Kopf aus dem FX-Labor ist gruselig einfach (Video)

by Anton Waldt
Der Spezialeffekt-Profi Matt Denton zeigt in einem kleinen Filmchen die Funktionsweise eines Animatronic-Kopfs, der für den Streifen The World's End nach dem Vorbild des Nebendarstellers Greg Townley gestaltet wurde: Der hyperrealistische Kopf...
15 Jan 08:06

Here’s The GoldenEye HD Remake You’ll Never Get

by Nick Thorpe

We’re always a little bit suspicious of remakes. It’s not that we don’t like the idea, it’s just that the execution is sometimes… off. Still, it’s hard to deny that some games desperately need remakes, and GoldenEye 007 is a prime candidate as its low resolution and low frame rate are much more apparent today than they were in 1997 – and that’s to say nothing of the N64’s divisive trident controller.

While Activision did release an updated version of the game a few years ago, it wasn’t a like-for-like remake – plot, level design and more had been changed to fit the modern interpretation of Bond, leaving N64 loyalists somewhat cold. So you’ll be pleased to see Facility in all its glory below, sporting a sparkling Unreal Engine 4 sheen.

Of course, you’ll never get to play this. It’s just a portfolio piece for environment artist Jude Wilson.

13 Jan 08:16

Monday Comics: That's A Lot Of Blood

by Mike Fahey

Welcome to Kotaku’s Monday Comics, your weekly roundup of the best webcomics one day later than usual. The images enlarge if you click on the magnifying glass icon.

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12 Jan 08:17

“Nintendo Was Furious With Us,” Says Sega’s Tom Kalinske

by Josh West

Call him the underdog but when Tom Kalinske became president and CEO of Sega of America, he was determined not to play second fiddle for too long

When did you first become interested in videogames?

I worked at Mattel, and in the late Seventies we started doing handheld electronic games such as Football and Auto Race. They were part of my product group and they were successful, but there were also a couple of very talented guys who had the idea for trying to create a videogame machine that was a bit better than Atari. The board got very excited and they spun that division out to form Intellivision. But, frankly, I was a little annoyed because I was the exec VP of the toy division and this was a good piece of business they were taking away.

Is that why you left Mattel?

When Intellivision declined, it just so happened that most of the other subsidiaries of the company also did poorly and by then I was the president of the toy division. They said I had to save Mattel. We had the choice of filing Chapter 11 bankruptcy or finding financing. We went with very, very high interest debt refinancing but it saved the company. You can imagine that my feelings about videogames were sort of mixed. In a way, videogames had caused all of these problems at Mattel. I kind of blamed the board for taking Intellivision away from me.

What did you eventually do?

I became CEO of Matchbox. I brought it out of receivership in the UK, turned it around and took it public. We had really good distribution in Europe and we were starting to build up the distribution in the US and Australia. And then Hayao Nakayama [the then president of Sega Enterprises] contacted me then said, ‘Talk us through the handling of our 8-bit business in the US. We think you can do a better job, so we would like you to take that on’. And I looked at it – the Sega Master System versus the NES – and I called him back. I said, ‘I don’t think you have enough difference here and I don’t really want to take that on’. So I turned it down.

What made you change your mind?

Eventually we sold Matchbox and I was on a beach in Hawaii on vacation with my young family. Hayao came over and he said I had to see the 16-bit Genesis and I had to look at the handheld that was going to become the Game Gear colour LCD handheld. He was very persuasive and so I went with him. I fell in love with the opportunity of doing much higher quality, better graphics and, in my opinion, better games and that is what got me back into it.

What caught your imagination?

I thought the difference between 16-bit games and NES games was very dramatic and that there was a very real opportunity to market the Genesis. I thought the Game Gear was sensationally different than a one-colour, grey, black, white Game Boy. I was really in love with the Game Gear and I thought, boy, full colour on a handheld machine you can take anywhere with you: that’s fantastic. The only problem was a limitation on battery. If we had been able to solve that problem it would have been a much better product.

What did you initially do at Sega?

I took a couple of months analysing the market and then I went to Japan with a few guys and presented a five-point plan to the board and said, ‘Look, we can really build a business here, but the price of the Genesis is too high and we need to get it down’. I thought we needed to be more competitive and more aggressive with the pricing. We needed to get rid of the software that was included and replace it with our best title, which at that point looked like it was going to become Sonic The Hedgehog.

And what did they say?

The board said, ‘We don’t agree with any of your ideas, you’re nuts, get out of here, go home,’ but Hayao Nakayama turned up at the door and said, ‘Well, I don’t agree either but I promised that you would make the decisions for the US, the areas of software and marketing so therefore go ahead and do what you want to do.’ And so we did. Without his support it could not have happened.

How did you go about persuading people to buy Sega’s machines?

We needed to take Nintendo on in advertising. We positioned them as the little kids brand and us as the big boy, teenage, college-age brand. We also had to develop a lot more software in the United States that was sports-orientated and for older audiences as well as licence software from popular media like movies, TV shows, fighters, NFL or whatever.

PD - Sega Mega Drive - Wikimedia Commons - Evan-Amos

Was it important to open the US market?

Nintendo had 98 per cent of the market – they owned it and they were very comfortable owning it. They dismissed third-parties, which ended up working to our advantage. Eventually the third-party developers got pissed off and they slowly started to come over to our side. The big advantage we had was Electronic Arts. They had reverse engineered the Genesis but we ended up having an extremely close and friendly relationship with them. I think at one point Sega in the mid-Nineties represented about 60% of their revenue and around 80% of their profits.

What were the key moments for the console?

Getting Sonic The Hedgehog in the hardware. No-one had seen a character with that speed, and colours used in that way. Sonic drove massive sales. We were able to introduce Sonic 2, which was probably the best Sonic game. That did more business than the movies of the year and made $300m or $400m.

How did you get the word out?

We had emissaries on campuses in the US – game players who got a free Genesis and free games and just had to go around playing it and talking up Sega. We did a mall tour where we had a NES and a Genesis and asked people to play and tell us which they preferred. We won 80 per cent of the time in every market in the US. Our TV advertising was very aggressive. We made fun of Nintendo and they were furious with us. They threatened to sue a bunch of times.

Sega ended up with a large slice of the market.

We grew to be the market leader. We also had a good relationship with Sony. They had a studio in Santa Monica and they asked for help to make better software. We sent a team and the head of R&D to teach them to make better software. As time went on, we fell in love with optical disc media but it was hard to find anyone interested in doing something with it so we formed a venture with Sony and we supported Digital Pictures and others to jointly develop CD-ROM optical disc games for the Sega-CD. We learned so much.

Megadrivealteredbeast

There was also the cartridge-based Sega 32X…

The 32X was not so much fun. We wanted to keep Genesis alive for longer. We’d argued with Sega Japan about what the specs of the system might be and then out of the blue the 32X appeared as an intermediate step to help keep the Genesis alive. We could make 32-bit claims about the games. As I recall, Sega of Japan was supposed to do six games for it and we were supposed to do six but everyone had problems. We got one game from Japan and a couple ourselves. We didn’t have enough games and the ones we did weren’t good enough. That was a big headache for us.

The CD-ROM-based Sega Saturn launched in the same year. Did it confuse the market?

I didn’t want to bring out the Saturn at all that year. I was open about that and this was the first time I was overruled. I wanted to wait until the following year and introduce it at the same time as the machines being introduced by our competitors. It was too confusing to market all of these systems at the same time. But the machine was introduced even earlier than we thought. We didn’t have enough at the CES show or for the retailers. We could only supply three retailers so the others were pissed off at us and it was just a disaster. It was a really dumb, dumb decision. I blame myself that I couldn’t convince him not to do that.

Sega was also key in setting up E3…

In the early Nineties, CES was huge but it treated the gaming industry poorly. We were put in the back, past the new gadgets, computers, stereos and TVs. One year, we were in a tent and it was raining. Our Genesis machines got wet and I said, ‘That’s it, we’re not coming back’. We set out to form our own show with favoured third-parties. It became E3. I actually went back to E3 this year and it reminded me of the past. It was exciting with the AR and VR stuff.

PD - Sega Game Gear - Wikimedia Commons - Evan-Amos

Before you left Sega in 1996, there was another handheld launch: the Sega Nomad. What happened there?

The Nomad was to be a portable 16-bit system but it was too big. Nintendo would brag that you could put a Game Boy in your pocket and there were a lot of advantages to that.

Is size what damaged the Atari Lynx?

Size and not enough software was an issue – it usually comes down to that. The Lynx never got off the ground.

How was life after Sega?

I did a number of things, including setting up Leapfrog to improve education via the use of technology, whether for young kids, older kids or adults. I also helped start 36 different companies. Some failed but at the end of nine years, we had $2 to $3 billion of revenue overall.

There has been a lot of interest in your story. Were you surprised Blake Harris contacted you for his book, Console Wars?

Very much so. I thought he was nuts. He contacted me at a New York toy fair and I said, ‘Who in the world would care about a six-year time period of the videogame industry?’ And he said I didn’t understand and that a whole lot of people are really interested in Sega, Nintendo, Atari and would like to hear it. He was very persistent and convinced me. I spent so much time with him in New York City and out here. He practically lived here and interviewed everyone I knew – about 200 people – and wrote the book.

And now it’s going to be a documentary and a film…

I am in the documentary a lot, so I’m very much involved there. A lot of it was shot here at my home and in the Sega offices, which was kinda fun. But when you see the documentary, remember I’m not an actor, so you gotta lower your expectation of my performance! But hopefully it will be of interest to a lot of people. It’s in final editing now and Blake says he’s targeting mid-September to finish it.

Who would you like to play you in the film?

I keep hoping it’s someone with an appearance similar to me 30 years ago. My daughters are hoping for a young up and coming actor – Bradley Cooper.

Does your family think it’s interesting?

My daughters were very young when this was all occurring but I guess they remember it fondly with all of the Sonic stuff around here. Everyone is surprised at the interest level. I get a lot of calls from people into retro gaming. They ask if I still have Genesis. I usually do.

Originally published in games™ 165

08 Jan 12:28

A Look At Dream, The Unreleased Predecessor To Banjo-Kazooie

by Jason Schreier

Before Banjo-Kazooie was Banjo-Kazooie, it was Dream, an RPG-adventure hybrid that might have been the best-looking Super Nintendo game ever made.

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08 Jan 12:27

The Best Video Game Concept Art Of 2015*

by Luke Plunkett

I run Kotaku’s daily Fine Art feature, which is about highlighting the work of artists working in the video game business. Which means I’ve showcased thousands of images over the course of 2015, and this time of year—when I’m asked to pick the best of it—is always tough.

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08 Jan 12:25

As Rare continues to roll out behind-the-scenes videos, they’ve now given us a look at the making of

by Patrick Klepek

As Rare continues to roll out behind-the-scenes videos, they’ve now given us a look at the making of Perfect Dark. I didn’t realize how close this game was to being another Bond game, or how the Game Boy Camera was almost used to let players map their faces onto characters! (It was scrapped over fears of dongs.)

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08 Jan 12:24

Sunday Comics: Please Monkeys

by Mike Fahey

Welcome to Kotaku’s Sunday Comics, your weekly roundup of the best webcomics. The images enlarge if you click on the magnifying glass icon.

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08 Jan 12:23

Augmented Reality Fight Changes Office Desk Into Battle Arena

by Gergo Vas

No mercy for the coffee cup. Ádám Horváth is developing a neat little Augmented Reality plugin for Unreal Engine 4, and to demonstrate its capabilities, he dropped the Unreal Engine “Matinee fight scene” demo into a completely different environment.

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08 Jan 12:22

How A Mario Character Was Named After Motorhead's Lemmy

by Patrick Klepek

One of gaming’s better rumors is each koopaling in Super Mario Bros. 3 was named after a celebrity. One of the seven is Lemmy, allegedly inspired by Lemmy Kilmister, founder of the rock band Motörhead. Kilmister died of cancer yesterday. To learn more, I asked the person who named the koopalings.

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08 Jan 09:53

Nintendo NX: Terminspekulation zur Ankündigung, Vorstellung und zum Verkaufsstart aus Japan

Die japanische Analystin Junko Yamamura von Nomura Securities geht laut Barron's Asia davon aus, dass Nintendo das Konzept seiner nächsten Konsole zwischen März und Mai vorstellen, das Gerät selbst im Juni enthüllen und den Verkaufsstart für Oktober bzw. November ansetzen werde. Entsprechend prognostiziere man auch einen Rückgang der 3DS- und Wii-U-Verkaufszahlen, woraufhin Nintendos Aktienkurs in Japan bereits um fünf Prozent nachgegeben habe. Eine Enthüllung im Juni scheint durchaus plausibel, findet dann doch die E3 in Los Angeles statt. Nintendo selbst hat bisher aber lediglich angekündigt, Nintendo NX irgendwann in diesem Jahr vorzustellen (wir berichteten).
06 Jan 15:03

Rare Reveal Unseen Footage Of Cancelled SNES & Nintendo 64 RPG ‘Project Dream’ aka (Banjo Kazooie)

by no-reply@retrocollect.com (Cauterize)

Rare-Reveal-Project-Dream-GameplayLast month the team at Rare were kind enough to dig into their archives to showcase some previously unseen footage of their long lost Twelve Tales Conker 64. Following on with their promotion of the Rare Replay compilation for Xbox One, the British born developers have finally uncovered an even deeper secret - with the first known footage of their cancelled adventure Project Dream surfacing online.

06 Jan 15:03

Super Fighter Team’s Brand New Mega Drive Releases ‘Magic Girl’ and ‘Cascade’ Out Now On Cartridge

by no-reply@retrocollect.com (Cauterize)

Magic-Girl-and-CascadeSuper Fighter Team who previously brought us the likes of Beggar Prince and Legend of Wukong are back with two more titles for the Mega Drive. Although announced over the last few years, both Magic Girl and Cascade are finally available to buy for Sega’s 16-bit juggernaut.

06 Jan 10:49

New Nintendo 3DS: Software-Tüftler lassen alte Windows-Versionen auf Nintendos Handheld laufen

Erst vor kurzem setzte ein Hack die Regionalsperre aller 3DS-Versionen außer Kraft, jetzt ist Software-Tüftlern noch ein weiterer Trick gelungen: Wie Youtube-Videos (unter anderem von shutterbug20001) beweisen, haben einige Nutzer bereits Microsofts alte Betriebssysteme Windows 95 (sowie 98 und 3.1) auf dem New Nintendo 3DS zum Laufen gebracht. Im Forum GBAtemp.net (via PCGamer.com und Nichegamer.com, welches auch ein Image verlinkt) werden nähere Details erläutert. Windows 95 läuft offenbar nicht wirklich fehlerfrei, scheint aber immerhin halbwegs regulär bis zum Desktop hochzufahren.



Zum Einsatz komme dabei eine modifizierte Version von RetroArch DOSBox, dessen Code momentan nur auf die neuen Modelle des 3DS abgestimmt sei. Ob sich auch Spiele von Windows aus starten lassen, sei noch unklar, so Nichegamer, DOS-basierte Spiele sollten in dem Emulator aber keine Probleme bereiten.



Weiter zum Video
05 Jan 14:47

20 Hardware Innovations That Redefined Gaming

by Jon Gordon

For decades, advances in hardware have reshaped our gaming lives – sometimes with great fanfare, sometimes going almost unnoticed. Join us for a look back at 20 innovations with legacies that still impact gaming today

ZX81

1. The first commercial console

Hardware: ZX81 | Year: 1981 | Company: Sinclair Research

The computer that took British homes by storm in the early Eighties did so on account of its price – £49.95 in kit form, £69.95 assembled – and it couldn’t have achieved that without some incredibly innovative hardware design. The computer utilised a mere four silicon chips and no moving parts – even the keyboard was a plastic membrane model. The machine also leveraged household items, using your TV in lieu of a monitor and a cassette player for data storage. Not only did the ZX81 produce a generation of bedroom coders that provided the foundation of the British gaming industry, it set the stage for similarly affordable computers throughout the Eighties.

Coleco

2. Backwardscompatible gaming

Hardware: ColecoVision Expansion Module #1 | Year: 1982 | Company: Coleco

As well as fostering brand loyalty, backwards compatibility can help a new console through the transition between generations. This was something that Coleco recognised when launching its ColecoVision in 1982, and backwards compatibility was provided by way of an expansion module. But Coleco didn’t have a previous console to provide the library, so the ColecoVision Expansion Module #1 allowed the ColecoVision to play Atari 2600 games. It was a bold move – not only was Coleco offering compatibility with a competitor’s machine, but the new Atari 5200 itself completely lacked backwards compatibility. Atari failed to stop the device through litigation as the 2600 could be replicated without infringing on proprietary technologies. Atari was eventually forced to release the Atari VCS Cartridge Adapter for the 5200. Coleco’s device not only proved the value of backwards compatibility, but forced platform holders to better protect their hardware designs from unauthorised cloning.

NES console

3. The chip that saved gaming

Hardware: NES | Year: 1985 | Company: Nintendo

Some innovations benefit players; others are designed to aid businesses. Nintendo’s greatest innovation with the NES definitely fell into the latter category. The NES features the 10NES lockout chip, an addition to the original Famicom design which gave the company a powerful weapon against unlicensed development and piracy, as well as an effective means of regional lockout.

Hardened importers may baulk at the idea of region-locking as a key innovation in gaming history. However, Nintendo’s control over the supply of NES software was one of the key factors which allowed it to prevent the console market from being flooded with low-quality software as it had been prior to the crash of 1983. Without the 10NES, it’s unlikely that Nintendo would have regained the trust of North American retailers and consumers.

Ironically, the 10NES would cause as many problems as it solved, as the chip was central to the machine’s reliability issues. It ultimately didn’t matter, as other platform holders quickly implemented similar lockouts, creating the closed and restrictive console market that has existed to a greater or lesser degree ever since.

NES games

4. Hardware boosting games

Hardware: NES Game Pak | Year: 1985 | Company: Nintendo

The NES wasn’t endowed with a great amount of RAM, so cartridges often supplemented it. But the improvements didn’t end there – on-board memory management controller chips provided capabilities beyond what the stock NES could achieve. Later, cartridge-based systems allowed for similar capabilities, leading to the likes of the famous SNES Super FX chip and the less famous Sega Virtua Processor.

NES controller

5. Controller design

Hardware: NES controller | Year: 1985 | Company: Nintendo

Early consoles had a range of designs, from joysticks to vertically-oriented controllers with over ten buttons. When Nintendo introduced the Famicom in 1983, it came close to standardising console controllers, with two action buttons, two function buttons and the cross-shaped D-pad borrowed from its Game & Watch range. The export NES version further refined the design and competitors caught on – the Atari 7800, Sega Master System, NEC PC Engine and Amstrad GX4000 offered similar pads.

05 Jan 14:46

This Guy Has Completely Remade Mega Man In Super Mario Maker

by Jon Gordon

Super Mario Maker is capable of a lot of amazing things, but we didn’t imagine recreating the entirety of the original NES Mega Man would be one of them.

Shared by KHace on YouTube, this amazing version of the Capcom classic even includes level selection via some classic Mario doors. The stages themselves are amazingly close to the original layouts, albeit with a Mario twist. On a Q&A on the YouTube posting some of the omissions and changes have been explained.

Give it a watch to see what an amazing job has been done. And hit up the page to see the codes for each level so you can search and play them yourself.

05 Jan 14:45

Oooooh Yeeeaahhhh! Macho Man Returns In Fallout 4!

by Paul Walker-Emig

Remember the famous Macho Man Randy Savage Skyrim dragon mod? Well, the man behind that mod has worked his magic on Fallout 4, making a mod that transforms every deathclaw in the game into the Macho Man. Ohhhhh yeaaaahhhhh!

05 Jan 14:43

Wii U: Splatoon Special Edition + amiibo – [Wii U] – 35,00 EUR

by pkde (DVDTiefpreise)
05 Jan 14:42

Super Mario Maker mit Amiibofigur – Artbook Edition – [Wii U] für 40€ *UPDATE*

by Minh

LETZTES UPDATE am 7. Februar 2016 um 19:11 UhrDas Spiel gibt es nun mit Amiibofigur zum Schnapperpreis bei Real.

Amazon hat für Super Mario-Fans ein gutes Angebot parat. Ihr bekommt das Set Super Mario Maker – Artbook Edition für knapp 30€! Woanders kostet es gut 40€.

Super Mario Maker mit Amiibofigur   Artbook Edition   [Wii U] für 40€ *UPDATE* spiele  Super Mario Maker

Die meisten Interessenten wissen bestimmt schon, wie dieses Spiel funktioniert. Für alle anderen hier eine kurze Zusammenfassung: Die Spieler haben die Wahl zwischen vier Super Mario-Welt-Themen mit unterschiedlichen Grafiken und Features. Dazu gehören „Super Mario Bros., Super Mario Bros. 3, Super Mario World und New Super Mario Bros. U.

Des Weiteren gibt es die Möglichkeit, Mario zu kostümieren. Das Item „Mystery Mushroom“ verändert Charaktere nach dem Zufallsprinzip. Die Zahl der spielbaren Figuren lässt sich mit Einsatz von Amiibo vermehren – oder indem man den Modus 100 Mario Challenge meistert. Wer das Wii U GamePad mit dem 8-Bit-amiibo zum 30-jährigen Jubiläum von Super Mario berührt, erhält einen Riesenpilz als Power-up für sein Level.
Auf Amazon.de selbst wurde das Spiel bereits über 60 Male bewertet und kann im Schnitt 4,5 Sterne vorweisen. Die Kunden loben vor allem den hohen Spaßfaktor und die zahlreichen Gestaltungsmöglichkeiten.

Es gibt aber auch viele Kunden, die der Meinung sind, dass die Macher des Spiels nicht das ganze Potenzial ausgeschöpft hätten. Andere schreiben, dass der Spaß nicht allzu lange hält. Zwei zeigen sich sogar maßlos enttäuscht vom Super Mario Maker.

Auf die Schnelle konnte ich sogar einen unabhängigen Testbericht von Computerbild finden. Mit einer 1,75 als Testnote fällt das Fazit ziemlich positiv aus. Ähnlich sieht es auch bei den Metacritics aus. 88 von 100 Punkten konnte das Spiel immerhin für sich verbuchen.
Falls jemand das Spiel kennt, dann darf er uns seine Meinung sehr gerne mitteilen!

Beschreibung:

„Von diesem Mario Bros.-Erlebnis haben Nintendo-Fans schon immer geträumt: Es strotzt nur so vor Kreativität – einschließlich ihrer eigenen! Denn nun können sie sich in einer Vielzahl fantastischer Mario-Level von Spielern aus aller Welt versuchen – und mit dem Wii U GamePad ganz einfach ihre eigenen Level bauen. Das ist so intuitiv, als würden sie Bilder auf ein Blatt Papier malen. Im Spiel können sie Gegner und Hindernisse in dem 2D-Jump & Run so platzieren, wie sie es sich schon immer gewünscht haben. Der Fantasie sind in Super Mario Maker keine Grenzen gesetzt“

Unboxing

04 Jan 15:59

#75: Best of 2015

by Heinrich
MP3-Download "fett" (185 MByte) MP3-Download "light" (92 MByte). Inhaltlich identisch, aber kleinere Filegröße durch reduzierte Audio-Qualität. Besetzung: Anatol Locker, Heinrich Lenhardt, Jörg Langer, Roland Austinat und Stephan Freundorfer Aufnahmedatum: 22.12.2015 Themen: Beim traditionellen Jahresend-Podcast sinnieren fünf Veteranen über ihre Lieblingsspiele 2015 und plaudern auch persönliche Lieblinge in den Kategorien Film, TV, Literatur und Musik vor. Diese monumentale Kultursendung dauert […]
04 Jan 15:58

Rare reveals canned Banjo-Kazooie precursor Dream

Banjo-Kazooie and Donkey Kong Country developer Rare is currently working on the Xbox One and PC pirate adventure Sea of Thieves, but it almost made a completely different pirate adventure nearly two decades ago with a game called Dream: Land of Giants.

Revealed in a new official video, Rare designer Gregg Mayles, artist Ed Bryan, and engineer Paul Machacek take us back through the production of Dream, a title that would later be radically altered into Banjo-Kazooie.

Originally slated to be a fairy-tale inspired RPG for the SNES, Dream was going to adapt the Donkey Kong Country technology to an isometric action-adventure. The game would star Edson, a boy with a sword, and his pet dog Dinger. The baddies were going to be anthropomorphised lizard sky pirates with floating ships.

Read more…

04 Jan 15:47

Game of Thrones (Staffel 1-5) kostenlos als Stream – ab 12.02.2016

by Tilman

Ich habe mich schon häufiger gefragt, wann endlich mal wieder ein großer deutscher Fernsehsender die Knaller-Serien aus den USA über den Teich bringt. Nun ist es mal wieder so weit. RTL II hat gestern angekündigt, dass man ab 12. Februar 2016 alle bisherigen Staffeln von Game of Thrones kostenlos auf RTL2now zur Verfügung stellt.

Game of Thrones (Staffel 1 5) kostenlos als Stream   ab 12.02.2016 geschenktes geld verdienen  game of thrones1

Das Ganze ist nicht wirklich ein Deal im klassischen Sinne, wie sonst auf dem Schnäppchenfuchs. Aber wann bekommt man schon mal die Gelegenheit, eine der vermutlich besten Serien überhaupt vollkommen für umsonst (und legal) zu sehen? Einem geschenkten Gaul, schaut man ja sowieso nicht ins Maul.

RTL II startet ab 31. Januar in den Marathon und zeigt zunächst alle Episoden von Staffel 1 bis 4. Ab 12.02.2016 folgt dann die Free-TV Premiere der 5. Staffel. Ihr könnt alles dann jeweils eine Woche lang gratis in der hauseigenen Mediathek RTL2now sehen.

Zur Staffel: Game of Thrones

„Die Sommer dauern mehrere Dekaden und die Winter können ein Leben lang anhalten in der fantastischen Welt der neuen herausragenden HBO-Serie basierend auf der erfolgreichen Fantasy-Buchreihe Das Lied von Eis und Feuer von George R.R. Martin. Vom ränkevollen Süden bis hin zu den wilden Ostländern, im eisigen Norden und an der uralten Mauer, die das Land von der Dunkelheit trennt, kämpfen die machtvollen Familien der sieben Königreiche verbissen um den Eisernen Thron. Es ist ein hintergründiges und betrügerisches Spiel um Einfluss und Ehre, Unterwerfung und Triumph. Im Game of Thrones, dem Spiel um den Thron, gibt es nur zwei Möglichkeiten: Gewinn oder stirb.“

04 Jan 12:23

Nintendo NX doch kein Hybrid? Koei-Tecmo-CEO spricht von einer klassischen Heimkonsole

by Denis Michel

In den vergangenen Wochen und Monaten wurde bereits viel über Nintendos kommendes Gaming-System NX spekuliert. Unter anderem wird vermutet, dass es sich bei dem Gerät um eine Mischung aus einer Konsole und einem Handheld handeln könnte.

Weiterlesen

04 Jan 12:23

Spieleveteranen-Podcast #75

by Jörg Langer

Runde Folge zum Jahresabschluss: Wie aus den mittlerweile eins, zwei, drei, vielen Vorjahren gewohnt, ziehen die Spieleveteranen in der Zwischen-den-Jahren-Folge einen Schlussstrich unter das Erlebte und lassen euch an ihren Highlights in diversen Populärkultur-Kategorien teilhaben.

Weiterlesen

04 Jan 09:39

Game Room updated!

by stopXwhispering

A lot has been happening this year, both outside the game room and inside! I have gotten myself another arcade machine, a Blast City from Sega. It’s fitted with a 4-slot Neo Geo MVS board, so I have yet another way to play all the MVS games I’ve bought instead of using the converter in my AES. I made room for the candy cab in the game room, and this lead to a bit of re-arranging for it to fit. I’ve also increased the amount of gaming stations, with more TV’s! :D So many TV’s!! There’s a total of 20 in the room right now ^_^

I have updated my video game collection page on here, but here’s most of the new pictures as well! :) The collection keeps growing :D

Heidi stopXwhispering's Retro Game Room

Retro Game Room Setup

Heidi stopXwhispering's Retro Game Room Heidi stopXwhispering's Retro Game Room

Heidi stopXwhispering's Retro Game Room

Heidi stopXwhispering's Retro Game Room setup

Heidi stopXwhispering's Retro Game Room setup

Blast City arcade

Heidi stopXwhispering's Retro Game Room

Blast City arcade Blast City Arcade with Neo Geo

Famicom love

Jeff Minter Games Virtual Boy etc Sega & Nintendo PC engine games Heidi stopXwhispering's Retro Game Room setup Heidi stopXwhispering's Retro Game Room Game & Watch Donkey Kong etc Pacman Castlevania Collection Game & Watch, Zelda etc

Me in my retro game room

I’ve been visiting a lot of gaming conventions this year, which also means acquiring a lot of new retro games ;D I will hopefully have some time this christmas to update the various libraries with scans on the site and perhaps add some new ones :) Meanwhile I am always on instagram posting retro game related stuff whenever I’m gaming or whatever ^_^ Feel free to follow me on there > @retro_gaming

Don’t forget to check out my other site www.geekygals.net where me and my gals post all types of nerdy things! The latest post was about a retro gaming competition I hosted for the first Geeky Gals Gathering which was very successful, we had a lot of fun! ^_^


Filed under: Arcade, Collection, Neo Geo, Retro Gaming
22 Dec 15:35

Gratis: Soundtrack von Star Wars Episode 7 „Das Erwachen der Macht“ – Download möglich

by Minh

Seit Donnerstag läuft Star Wars 7 ja in den Kinos. Passend dazu hat Disney den Soundtrack zum Hören und zum Downloaden freigegeben. Was es sonst noch gratis gibt, findet ihr auf unserer Landingpage zum Thema Geschenktes.

Wer den Soundtrack nur hören möchte, der klickt auf den ersten Link. Es sind 23 Songs, die hintereinander abgespielt werden. Wer ihn hingegen herunterladen möchte, der klickt zunächst auf den einzelnen Link. Es öffnet sich jeweils ein Fenster mit der Play-Leiste. Zum Herunterladen fahrt ihr mit der Maus über die Zeitleiste und klickt die rechte Maustaste und wählt anschließend die Option: „Audio speichern unter“ aus.

Hier sind die Downloadlinks:

01 The Attack on the Jakku Village Part 1
02 The Attack on the Jakku Village Part 2
03 The Scavenger
04 Lunchtime
05 I Can Fly Anything
06 Finn’s Trek
07 Follow Me and The Falcon
08 The Rathtars
09 Snoke
10 You Got A Name?
11 I’m No Hero
12 The Starkiller
13 Kylo Ren Arrives at the Battle
14 The Resistance
15 The Abduction
16 Finn and Poe, United
17 The Bombing Run
18 On The Inside
19 Torn Apart
20 The Ways of the Force
21 The Journey Home
22 Farewell and The Trip
23 The Jedi Steps and Finale

22 Dec 09:03

Sunday Comics: Thanksgiving Leftovers

by Mike Fahey

Welcome to Kotaku’s Sunday Comics, your weekly roundup of the best webcomics. The images enlarge if you click on the magnifying glass icon.

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21 Dec 12:58

Sunday Comics: Barely Half Star Wars

by Mike Fahey

Welcome to Kotaku’s Sunday Comics, your weekly roundup of the best webcomics. The images enlarge if you click on the magnifying glass icon.

Read more...










21 Dec 12:12

Are We Really Going To See A New Coleco Console?

by Nick Thorpe

An iconic retro hardware manufacturer is returning to consoles! No, we’re not talking about the fevered fanboy dreams of a Dreamcast 2 – we’re talking about the return of Coleco, one of Atari’s chief competitors in the pre-crash days of early Eighties gaming.

So what are they bringing to market? That would be the Coleco Chameleon, a piece of hardware that looks like an Atari Jaguar, runs games from cartridges and has no internet connectivity. According to the press release, the machine will play games from classic machines too – although how that will work hasn’t yet been explained. We should know soon enough, as the machine is scheduled for a public debut at the New York Toy Fair in February.

If all this sounds familiar, that’s because this machine is a rebranded Retro VGS – the cartridge-based machine that failed its crowdfunding campaign earlier in the year. And interestingly, the Retro Video Game Systems Facebook page is showing a Kickstarter logo, which means that the Coleco tie-up is likely a branding deal rather than funding.

We’ll be interested to see how this goes, to say the least.

coleco_chameleon