Oxygen Games presents Challenge Me Maths Workout, a fun & challenging game to help you relax & improve your mindNORTHAMPTONSHIRE, UK Thurs 29th January 2009: Oxygen Games™ introduces the next in a new range of games designed to relax and stimulate your mind; Challenge Me: Maths Workout!
Relax, Play and improve your mind. Challenge Me: Maths Workout, with its extended gameplay and variety of features, gives you the chance to test yourself while having fun. Guaranteed to stimulate and surprise with hours of gameplay to keep you entertained, Challenge Me: Maths Workout is a relaxing and entertaining way to keep your mind challenged and stimulated.
Prepare for Evasive Action Beginning February 16 on WiiWare
CHICAGO – Jan. 29, 2009
Akinai Games, the downloadable games division of leading videogame publisher, YUKE’S Company of …
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SAN DIEGO (Hollywood Reporter) – Steven Spielberg and Electronic Arts are teaming for the second game in their partnership, “Boom Blox Bash Party,” which will be available in the spring …
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Despite nearly unprecedented strength of the yen against major foreign currencies, Nintendo Co., Ltd. on Thursday (Japan time) reported 9-month (April to December 2008) global sales of 1,536 billion yen, an increase of nearly 17% over the same period in 2007, along with 501 billion yen of operating profits, up 27% from a year ago. This marks the fourth consecutive year that Nintendo Co., Ltd. has exceeded the previous results for the same nine month period. At the same time, recurring and net profits for the same nine month periods each declined about 18% due to 174 billion yen of foreign currency reevaluation losses from assets held in currencies other than Japanese yen (such as bank deposits without forward exchange contracts).
For the full fiscal year ending March 31, 2009, the company revised its unit sales forecast for the portable Nintendo DS™ system upward by 3% to 31.5 million globally, while the DS software forecast was lowered by 7% to 193 million. For the Wii™ system, with softness in the Japanese consumer market, full year global unit sales estimates for both hardware and software were revised downward by 3%, to 26.5 million systems and 193 million games, respectively, in spite of the overall robust sales outside Japan.
01. [Wii] Wii Play: Mario Tennis (Nintendo) 31,000 / 88,000 02. [WII] Fragile (Namco Bandai) 26,000 / NEW 03. [WII] Taiko no Tatsujin Wii (Namco Bandai) 25,000 / 316,000 04. …
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IRVINE, CALIFORNIA – JANUARY 28, 2009 – Atlus U.S.A., Inc., the only publisher that makes it look oh-so-Ys-ee, today announced that Legacy of Ys™: Books I & II for Nintendo DS™ will ship two weeks later than originally scheduled, now slated to bump into retail stores on February 24, 2009. This was of course immediately accepted because this delay would allow for each and every launch copy of the game to magically transform into a premium boxed release, with the soundtrack CD-formerly intended as a pre-order bonus-to physically be included with each and every copy of the game’s first print run.
This unexpected upgrade signals the return of Atlus Spoils, a fan appreciation campaign intended to give a little extra something to the company’s faithful followers as a thank you for their continued support. The program is planned to remain active indefinitely during 2009, meaning fans can expect additional bonuses and extras in future Atlus releases throughout the year.
We used to think of everything in terms of being tangible. Nobody thought of how you could possibly download anything. So if you buy a book in a bookstore, you’re …
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So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”
And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”
Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.
It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.