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#126 Message par RainMakeR »

bon v aller me coucher donc je newserai demain



News: CFJ AM show info

Capcom has made the disappointing announcement that they've already revealed all of the CFJ characters. There will be no additional characters in Capcom Fighting Jam, and the game will be relegated to the 16 already announced. Find the full character list on the mmcafe front page.

http://www.insertcredit.com/news/092004/progear.gif
Progear no Arashi has been released for cellphones. Lock up your daughters!


Ridge Racer : deux titres mystères - le : 02-09-2004 à 23:43:36

Namco a déposé depuis quelques semaines maintenant deux noms qui ont l'avantage d'attirer l'attention des fans de cette série (dernier opus mis à l'écart) : Ridge Race Wireless et Ridge Racer Access.
Pour le moment aucune fuite ne peut nous renseigner sur les futures machines qui accueilleront ces deux titres. Le premier nous donne un indice, à savoir qu'une notion de jeu sans fil sera de la partie. Devons-nous en déduire que ce volet sera destiné aux consoles portables dernières générations et leur technologie permettant de jouer à plusieurs à distance ? Quant au dernier, mystère et moule de gomme...
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#127 Message par RainMakeR »

yes 2e episode de boulette tv

http://bdf.tibone.com/article.php?id=90&theme=5

faut vraiment kon fasse des tests comme ca
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#128 Message par RainMakeR »

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#129 Message par RainMakeR »

image de l'am show

http://www.riverservice.co.jp/040902jamma/index.html
http://nfg.2y.net/games/amshow2004/gall ... ?pic=1.jpg
http://esprade.hp.infoseek.co.jp/ams2004.htm


video mk6
http://www.gameinformer.com/News/Media/ ... C744F5D4C6}


• Game Watch reports that Hitoshi Hamada, who has worked on the original Raiden, Raiden II, and Raiden DX, will act as supervisor for the development of Raiden III.
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#130 Message par RainMakeR »

September 05, 2004 - Sega made many a hardcore fighting fan's day with the news that Virtua Fighter 2 would be seeing re-release as part of the Sega Ages lineup of title. However, it seems that those looking for a sixty frames per second version of the game will have to look elsewhere. A recent interview with Sega's Kagasei Shimomura (manager of the Sega Ages project) and Sega-AM2's Hiroshi Kataoka reveals that the Sega Ages version of VF2, set for Japanese release on 10/14, will run at 57.5 frames per second.
For an explanation, let's turn to Kataoka, whose comments are featured in the October issue of Japan's Dorimaga videogame magazine. Says Kataoka, "Model 2 is an old board, so its method of displaying polygons is old and it uses technology and techniques of the time. It was tough for the staff to reproduce it on the PS2." He continues, referring to how the version handles combos, "Outside of displaying polygons, the game's program is basically the same [as the original], so reproducing [combos] shouldn't be a problem. We were able to recreate the 57.5 per second frame rate of the original, after all."
So, it turns out, that a VF2 running at less than 60 frames per second makes for a more perfect version of VF2. As a result, and because the part of the game program that handles gameplay is being brought over almost directly from the arcade version, combo and move purists will probably have a lot to like in the Sega Ages version of VF2.
Dorimaga also reveals in this issue a few new details on the port. Sega initially revealed that the game would combine VF2 and its arcade upgrade VF2.1 in the same package. The game will actually default to version 2.1, but users can change to version 2 in the options menu.
The packaging for the game has also been decided and will feature Akira and the VF2 logo against a white background. Nobutaka Arii, the designer of the publicity imagery for AM2 at the time, and now an employee of Sega's Hitmaker division, has overseen the package for the game.
Finally, it seems that Sega is indeed sticking close to the arcade version -- very close. The game will feature the bare minimum of modes, with plans for an arcade mode, versus mode and the arcade version's hidden ranking mode (this latter mode is available from the start without inputting special commands). You won't even be able to set the game's time limit to infinity! One change, which we welcome, is the option for the arranged music that was originally used in Saturn version of the title.
Early impressions of Sega-AM2's work on the title seem to be impressive. Dorimaga comments, as part of a tiny blurb, that its editors along with the editors of sister PlayStation 2 magazine The PlayStation, couldn't get enough of the remake. This includes, apparently VF2 junkies from the time and newbies.
Elsewhere in the October Dorimaga, Kataoka and Shimomura address the possibility of Sega doing more Model 2 re-releases. "We'll first look at sales of VF2," comments Shimomura. Kataoka continues, with a smile, "We did VF2, so we won't say it's not a possibility. If we do, I'd like to do Desert Tank." Desert Tank is one of Kataoka's own titles.
The list of Model 2 games, at more than twenty-five titles, is huge compared to other Sega boards. The games include the likes of Sonic Fighters, Fighting Vipers and Daytona USA, titles which we'd all like to see ported as perfectly as VF2 to the home.
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#131 Message par RainMakeR »

Besides the FMV intro, which is excellent, there's another cool video that shows in 4 different windows the various modes of play (Arcade, Chess, Puzzle, and Konquest). It's a change from the Katas that Deadly Alliance ran.
The coolest stage has to be the Dark Prison stage. Here is a list of all the prisoners (at least, the ones that they had enabled in this build): Cyrax, Sektor, Kai, Kung Lao, Stryker, Mokap, Jax, Sonya, Drahmin, Quan Chi, Shang Tsung, Frost, Kano, Hsu Hao, Mavado, Johnny Cage, Kung Lao, Kitana, Goro, Kintaro, Nitara, Rain, Reiko, Shao Kahn, Shinnok, Fujin, Sareena, and get this: Reptile is in the Prison, in both his MKII and MK4 costume.
As far as the game's engine is concerned: It is well documented that it's very similar to MK: Deadly Alliance. The main engine tweaks are well documented (speed increase, deathtraps, stage weapons, display lights, etc.) One key difference, though, is that there are no longer Taunts, Reversals, or Neijins. In their place are Breakers, which prove to be much easier to actually use in battle. These are not Killer Instinct-type Combo Breakers, where you need to perform a special move to escape a player performing a combo on you. Instead, you can block during the middle of the combo, and that will break you out of it. At this point in time, you could also hold down the block button and if the player attempts to combo you, you will break out of it. Important to note, is that it does not actually damage the other player if you perform one.
Another difference is that right now, if your characters wins while in his weapon stance, his weapon suddenly disappears. This has changed since Deadly Alliance, where they would still hold their weapon in their hands for their victory pose. This, along with many other details pointed out here, could change by the game's final release date.
A really cool detail (as you may have seen from some of the MSGD videos) is that every character has their own unique animation for getting up after they have lost a battle. Scorpion pulls himself up using his spear, Ermac uses telekenesis and levitates himself up (with green energy), Mileena crawls around before getting up and then growls, Baraka gets up by sticking his blades into the ground and using those to support his weight, Sub-Zero leaves a trail of ice behind him to get up, and Bo Rai Cho... farts his way up.

The backgrounds are one of the coolest things about the game. Obviously, with backgrounds being multi-tiered and having death traps as well as stage weapons, they can affect the outcome of the fight for the first time in an MK game. Old school backgrounds that were exclusive to Chess Kombat in previous builds of the game (such as The Portal, The Pit, The Courtyard, The Living Forest, and The Dead Pool) are now available in Arcade Mode as well. They're also extremely detailed, as there several backgrounds that have flying birds or a flock of albatrosses in the background. In the Yin/Yang stage - which is known for flickering from night to day - there are other changes as well. In daytime, there is a boat in the background, but at night it's a more sinister looking ship (resembling Shang Tsung's old ship, but presumably not the same one). The cocunut trees in that background become giant snakes at night, as well. The cocunuts (which fall on your head if you get slammed into one!) become human skulls at night. The coolest feature in any background is in one stage where the floor is made almost entirely out of glass. When someone is knocked onto the floor, it leaves a big crack in it, for the rest of the match. This level of realism is unbelievable, and certainly raises the bar for any future Mortal Kombat games.

This level of detail is present in Chess Kombat as well. In the Pit background, if you rotate the camera around the chessboard, you can actually see Dead Bodies lying down in the spikes underneath. Very cool, and staying true to the Pit design from MK1. The Portal (which is a mixture of various portal backgrounds from previous MK games) has Shadow Priests like in the previous games. The Shadow Priest in front of the altar is wearing darker robes than the two guarding the portal - suggesting that he may be their leader.

Noob-Smoke is the sub-boss right now. As you can see from the videos, he actually functions as a tag team. When he switches styles, he switches from Noob Saibot to Smoke - their styles change as well, as Noob always uses Monkey, and Smoke always uses Mi Tzu. They do not appear to have a weapon.

As is well known by now, The Dragon King (also known as Onaga) is the final boss. He no longer is the narrator, apparantly; when we wins he doesn't say "I Win" anymore. The text says "Onaga Wins" but the audio says "Dragon King wins". In his stage (exclusive to him only) there are about 8 giant dragon claws that stick out of the ground. Each one is of a different color and holds a different icon (like a yin yang, or a skull). If you walk into one, you will shatter it, and this hurts the Dragon King. It's as if the claws hold the secret to the Dragon King's power. This doesn't actually take any damage off his life meter, but it leaves him stunned for a few seconds. This is the most opportune time to attack him - but be careful, because some attacks (like high fireballs) might miss him, and then your opportunity is lost. Better to wait a few seconds before using some moves, to make sure you that you time it so that it hits him. You don't have to ruin any of the claws in order to win, but it does make it easier. But be careful - each of these claws is set precariously close to a death trap and you will lose the round instantly if hit into of them. (Of course, with the Dragon King's size, he cannot be knocked into these traps himself). There doesn't appear to be any sort of reward for destroying all the Claws in the stage, although perhaps there may be, if they were destroyed in the proper order?

Because of his massive size, he doesn't get knocked down completely in a fight. Some moves, like Sub-Zero's freeze, have no effect on him. Scorpion's Spear actually does get stuck in him, but it won't pull him over to you. Instead, he fights for a few seconds with the Spear still in him until it eventually disappears. When you've beaten him completely he dies in a fiery explosion - a mess of claws and unrecognizable body parts are all that remain, until his head comes down a few seconds later. The game says you did a Fatality when this happens, too.

There's a couple other noticeable changes in this build, such as the Sky Tower glitch at E3 (where both players walked on thei air) has been fixed. Also, if both players fall victim to the death trap in that stage, the person who had more energy is now the winner. Nightwolf's arrow still impales you, but it doesn't actually reduce your health as Impale moves in Deadly Alliance did. Certain special moves being used in 2 specific stages did lock up the game, however, and there were several people on staff to reset the game when this occured. Rest assured that this will be fixed in the final release.

Some other cool details are that there's an Area 51 demo accessible right from the main menu. Another cool feature is that you can listen to the various to the different tracks from the game. Each one contains information (such as who composed it) as well as their comments on what went into making that particular tune. There are also bonus tracks, songs they felt were really cool but just didn't fit in with any particular stage.

Puzzle Kombat - a truly addictive little puzzle game, this is really progressing nicely. For starters, the old Random Select (Up + Start) trick works in here, as well as in Chess Kombat. There is no longer a Fatality after every round, like at E3. Now, they only do Fatalities on the final round, as a true MK game. They are still done automatically for you (at least for now). There's still some tweaking to be done, as the "Time Playing" always displays 00:00 no matter how long you've played. Now, there is a battle plan, complete with MKII style mountain, and you actually fight different characters. The computer gets much smarter as you progress, and the pieces fall faster, too - a double challenge.

Puzzle Kombat has a lot of cool (funny) details, too - in their version of the Slaughterhouse stage, there is a little piece of meat thrown into the meat grinders on the side before every round. Another stage has a bird flying around that gets smushed by one of the pillars.

One of the better aspects of Puzzle Kombat, and one that sets it apart from Super Puzzle Fighter II Turbo, is the Super Moves. After doing enough combos and building up your super meter, doing another large combo will result in your character performing a Super Move on your opponent, which is different for each player. The coolest is easily Sub-Zero's (no pun intended!) - his "Freeze" Super turns all of the blocks on your screen into Ice Blocks, and you can't use any of them until they thaw out after a few seconds. Baraka's "Edger" Super fits him quite well, as 2 long blades pop up and remove the left and right columns of blocks on his screen. This changes your strategy when playing as Baraka, as you would not want to put any Dragon Koins into the 2 corners. Sindel has a "Rearrange" Super, in which all of the blocks in her screen are sorted by color (making it super easy if she gets a dragon koin). Nightwolf has a nasty one that makes all of your Dragon Koins disappear, which can ruin it for you if you were planning any intricate combos. Mileena's "Driller" is kind of like Baraka's, only it removes the blocks in the middle of her screen as opposed to the corners.

Overall, the reaction from the British crowd was very positive. Many of the people I spoke with hadn't played Mortal Kombat in years, indicating that they missed Deadly Alliance. However they seemed very excited about the game, particularly with the Death Traps. The release date in the U.K. (but not all PAL countries) is November 14, 2004. (Other countries may take longer as the game has to be translated into different languages.) This is for both the PlayStation 2 and X-Box, as there is currently no GameCube version being worked on in Europe.
http://www.mortalkombatonline.com/conte ... _fight.mpg
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#132 Message par RainMakeR »

http://outrun2.sega-europe.com/fr/base.html <- site euro de outrun 2

Image




Sega announced today that it has hired on famous Korean "unit" Sugar to be their "promotion character" for Sega Superstars, due out November 11 in Japan. The four-girl group was previously hired on to be the "image character" for the company's arcade division.

These four girls are named (left to right in the photo) Jung-Eum, Soo-Jin, Hye-Seung and Ahyoomi, and they're all very pretty, I guess, but I really don't know what qualifies this group to be image characters, or promotion characters, or any sort of characters, really, other than the kind that serve me 600-yen iced coffees at cafes in Shibuya. Sega says that they had two albums in 2003 "that both entered the top ten in Korea's hit charts and won several awards," but as far as I can tell, playing assorted characters for everyone's favorite Japanese games maker is their first major work outside of their native country.

I sort of get the idea that Korean pop groups can be had for cheap if you're a Japanese company lookin' for something a little tarty to spice up your ad campaign but too poor for the local talent. Sugar's site claims in an English subhead that the band "has an image of innocent and pure Through their image of sweet sugar Sugar want to sing their songs for you," but I wonder if I can hire them to hang out with me during TGS in a couple weeks? I need something to advertise my freelance services, and business cards are kind of expensive these days.

Speaking of which, I received the suggestion that I join the Writer's Guild and get dental insurance from them. Well, I had joined a similar institution -- one for the self- employed -- and I only got health insurance them, opting out of dental to save money. So the real moral is: Don't cheap out!

(My teeth are doing much better today, by the way, and thank you for your concern. Now back to endless holiday game reviewing...)

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http://www.e-starworld.co.kr/sugar/



progear sur portable -> http://wahrun.proboards16.com/index.cgi ... 1094645855
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#133 Message par RainMakeR »

- Taito will release Psikyo Shooting Collection Vol. 2 Sengoku Ace and Sengoku Blade for PS2 in Japan in December.

- Sega will release a soundtrack album in Japan called Sega Ages Sound Track: The Best Plus in Japan on October 20, which features both original and remix tunes from the Sega Ages series for PS2.

Taito announced its Tokyo Game Show lineup:
Kyoushuu Kidou Butai: Kougeki Helicopter Senki (PS2)
Psikyo Shooting Collection Vol. 2: Sengoku Ace & Sengoku Blade (PS2)
Psikyo Shooting Collection Vol. 3: Sol Divide & Dragon Blaze (PS2)
Rakugaki Oukoku 2 (PS2)
Ultra Puzzle Bobble Online (Xbox)
Usagi: Yasei no Topai (PS2)
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#134 Message par RainMakeR »

IGN has posted three new bios, this time for Ashrah, Kira and Bo' Rai Cho. From Kira's bio:
Kira is the first recruit of the new Black Dragon. Kabal saw in her a calculated ruthlessness that the clan had previously been lacking. Kira will help the clan bring the world to its knees, but first, she must travel to Outworld to test her might against foes of the Dragon King.
Of other interest, four new fatalities between the three fighters have been revealed. Ashrah mutilates her foe by means of a voodoo doll in one, while using her elemental power to dismember them in another; Kira slits her opponent's neck, followed by a swift, mutilating kick to the torso, and Bo' Rai Cho finishes his opponent with a deadly case of gas (flammable, might I add).
http://media.ps2.ign.com/media/552/5522 ... gamefinder


tekken 5
http://www.tekken-official.jp/creators-r/
http://www.tekken-official.jp/gallery/



Sega And Red Develop Fighting Game

New title to be based on Japan's Shinsengumi.

September 09, 2004 - Sega and Red Entertainment, whose collaborations have resulted in the likes of Sakura Taisen and Gun Grave, are teaming up again for another anime-influenced title. The new game is titled Shinsen-Gumi Gunrou-Den and, as the name may suggest, is based on Japan's Shinsengumi fighting force.
The Shinsengumi is a group of samurai who served as a police force in Kyoto during the mid 19th century. The group has appeared in other games before, most notably Genki's PlayStation 2 Fu-un Shinsen-Gumi from last year.
Details on the group's latest adventure are scarce, but the title is known to be a fighting game of some form. Perhaps of more interest to the legions of Red fans out there are details on the game's artistic side. Character designs are being handled by Nobuhiro Waduki, a Japanese artist with DVDs and comics to his name along with strong ties to the huge Jump Magazine line of comic books.
With Red and Waduki working on the title, we have a feeling it will end up being quite different from Genki's take on the period.
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#135 Message par RainMakeR »

- Sega announced there will be 12 different mini games in its first PS2 EyeToy game Sega Superstars, including: Sonic The Hedgehog, Virtua Fighter, Chu Chu Rocket, Billy Hatcher & The Giant Egg, NiGHTs, Virtua Striker, Crazy Taxi, Puyo Puyo, Space Channel 5, Samba de Amigo, The House of the Dead and Super Monkey Ball. The game is scheduled to release in Japan on November 11.

- SNK Playmore mentioned that they are planning to reveal new PSP titles at Tokyo Game Show, and the company is still researching on the Nintendo DS platform. In addition, SNK Playmore also plans to reveal a new 3D Metal Slug titles at Tokyo Game Show.


http://games.kikizo.com/features/snk_in ... _sep04.asp
SNK Interview with Shinya Morishita

putain un slug en 3d oO



video de combo de kof mi
http://www.fileplanet.com/dl.aspx?/plan ... kof-mi.avi
http://homepage.mac.com/michaelbae/PhotoAlbum7.html


Autre star de la WWE au cinéma, The Rock lui a commencé le tournage de l'adaptation du jeu vidéo Doom en Europe.
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#136 Message par Wovou »

In addition, SNK Playmore also plans to reveal a new 3D Metal Slug titles at Tokyo Game Show
:twisted: :twisted: :twisted:
MON CAUCHEMARD !!!
J'espere que c'est pas le numéro 6 mais bien un slug à part comme maximum impact pour les kof !

:sick:


:arggg:

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#137 Message par Amaunator »

http://www.xbox-mag.net/article6007.html
HOHOHO !!!
l'un des seuls jeux game cube qui m'interessaient ( sans compter les jeux nintendo bien sûr ^^ )
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#138 Message par Wovou »

ben merde, la cube perd une exclu :(

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#139 Message par RainMakeR »

http://www.tradu-france.com/compatibili ... ang=fr&c=0


la liste officielle des compatibilites :)
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#140 Message par RainMakeR »

morceau choisi de l'interview Morishita


Morishita: Yes, King of Fighters we're continuing to develop new versions every year. Maximum Impact is just for the consumer business and not arcades



Morishita: Well, there are many opinions from the fans! The traditional fans hate our 3D King of Fighters, but they are also saying that it does look graphically really beautiful, as they would expect when we release these games.


Morishita: Maybe this year's TGS. Maybe we're going to make some announcements there. [Smiles] (en parlant de jeux psp)


Kikizo: Piracy has been quite an issue on SNK's agenda lately, where do you think this issue is going, and will it get worse?

Morishita: Really we are affected on the arcade side, it's one of the reasons we have kind of given up on arcade developments by ourselves; now we're continuing to release arcade games, but not for our systems - now we're making games for the Atomiswave from Sammy. We used to make games using our MVS System, but whenever we released a new game, just one week later, pirate copies would be coming onto the market.


Kikizo: So there are other original console titles in the
pipeline? A 3D Metal Slug maybe?

Morishita: A lot of people are asking about a 3D Metal Slug, especially when they see our 3D King of Fighters. But I can't say anything about that right now, but maybe, when you're at TGS you can see a lot of things there...

Kikizo: So we're both going, will we able to play the 3D Metal Slug?

Morishita: Well... yeah - maybe it's possible, yes! [Nods and smiles]


naaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaan
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#141 Message par RainMakeR »

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#142 Message par Omega Kyo »

Ca me fait penser qu'Offr a un gros dossier en cours sur Garou :D

Alors bon courage :P
the dream match will never die....

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#143 Message par RainMakeR »

http://homepage.mac.com/michaelbae/.cv/ ... i-link.avi <- les video des fatalites de samourai.


Sinon on newse l'interview ou pas ? paske ca fait un peu maigre comme news.

Pi bon apres l'am show c un peu la misere nivo news :cry:
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#144 Message par Omega Kyo »

RainMakeR a écrit : Sinon on newse l'interview ou pas ? paske ca fait un peu maigre comme news.
Pi bon apres l'am show c un peu la misere nivo news :cry:
Ben, faudrait au moins newser les nouveaux tests Online, ça meublerait déjà un peu d'espace :D

( Dolphin Blue, Puzzle Bobble 2 et peut être ton world Heroes :lol: )
the dream match will never die....

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#145 Message par RainMakeR »

toi aussi si t'a pas de vie (nan je parle pas de toi Kiri) oue avec le blocnote

http://madroms.free.fr/saturn_complete_database.htm
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#146 Message par RainMakeR »

abus j'allais newser pi Wovou m'a grille...

Bon pas grave je garde ca de cote ;D


[s]Chankast[/s]

Qui ne connait pas cet émulateur Dreamcast ? Pas vous en tout cas si vous lisez régulièrement nos News :)
Et bien figurez vous que des passionnés ont eut le courage de recenser tous les jeux compatibles ou non avec Chankast.

La Page de Tradu-france.
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#147 Message par RainMakeR »

Game Informer reveals MK: Deception Finisher Combinations!
Posted at 9:45 PM EST by Scott-Howell

The October 2004 issue of Game Informer magazine is starting to make its way into subscriber's mailboxes now. Revealed in this issue are five exclusive finishing move combinations in their Secret Access column. Though we've heard of most of these descriptions before, this is the first time we learn of Kobra's Heart Rip Fatality, taking Kano's old classic to a fresh new level. The following is the list of Fatalities and Hara-Kiris in the article:
Baraka's Decap Hara-Kiri - Down, Away, Up, Away, Attack 4
Jade's Spear Fatality - Away, Towards, Up, Towards, Attack 1
Kobra's Heart Rip Fatality - Down, Away, Towards, Down, Attack 4
Nightwolf's Axe Throw Fatality - Away, Towards, Away, Towards, Attack 1 (must be far away from opponent)
SubZero's Head Rip Fatality - Towards, Away, Down, Towards, Attack 2



Tekken 5 Location Test In Chicago (http://www.tekkenzaibatsu.com/news/inde ... newsid=352)


Starting this thursday Tekken 5 will be at Norridge Cyberstation and remain there through the weekend or longer.
The game will be in a next generation prototype cabinet that has the card system in place but no PlayStation2 controller ports. A feature that will be included on the final cabinets. The game itself is also a newer version of what was recently seen at the AM show in Tokyo.
Norridge Cyberstation
Harlem-Irving Shopping Center
Norridge, IL 60706

Hours of operation for Norridge Cyberstation are 10:00 to 21:00 every day.


(mb)
- SNK Playmore will release The King of Fighters 2003 for PS2 in Japan on October 28, for 6800 yen. The PS2 version will have 3D backgrounds and seven game modes: Arcade Play, Team Play, Single Play, Team Survival, Single Survival, Practice and Gallery.....
http://www.the-magicbox.com/0409/game091304a.shtml



Responsable entre autres de Space Channel 5 et de Rez avant son départ de Sega, le créateur Tetsuya Mizuguchi a fait savoir sur son blog qu'il donnerait des précisions sur son prochain projet lors du Tokyo Game Show. Mizuguchi avait indiqué à l'E3 qu'il souhaitait donner une suite à Rez, et qu'il se sentait prêt pour les consoles portables, DS et PSP. Affaire à suivre.
http://mizuguchi.biz/
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RainMakeR
HBK is god
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#148 Message par RainMakeR »

http://www.mortalkombatonline.com/ <- jaquette des jeu


Presentation de neowave a mexico
For the KOF fans of Mexico, the show actually started one day before, as lots of fans were in line one day prior to the show to be the first persons to play The King Of Fighters NeoWave. And it appears that their wait was not in vain, since SNK Playmore succeeded to impress the KOF players.

The speed issue that most players faced in KOF2002 was fixed, and it was pretty evident that the game has been slowed-down almost to its roots of KOF98 speed. Most players found it to be "an excellent KOF with good graphics, nice music and excellent mobility".

The game has three different kind of combat systems with an innovative Heat Mode. The roster is also pretty good with some returning characters from the past.

Although the fans were not in thousands like previous KOF shows, but it was good since the KOF Neowave machines were limited to 50 only. And fans did not have wait long to get their turns to play. The show also had two big projectors, where you get to play the game on fairly huge screens and check out minute details of the game.

The only downside of the show was the presentation movie (see last video). It did not show anything new, and was just an amalgam of previous KOF intros. It was a bit disappointment since the KOF2002 presentation movie was far better, though Neowave is superior game to KOF2002.


[22:54] <RainMakeR> September 15, 2004 - It's been rumored for well over a year now, but it's now official: Sega Rally is coming to the PS2. The upcoming issue of Japan's Weekly Famitsu game magazine is expected to contain first details on the game, which is titled Sega Rally 2005. As suggested by the title, the game is not expected to hit retail until next year.
[22:54] <RainMakeR> We'll be back with more details on the revival of this classic Sega arcade series shortly.
[22:54] <RainMakeR> Au vu du nom ce sera un nouvel opus, il faudra attendre le prochain Famitsu pour en savoir plus si l'on en croit la news. Prévu seulement sur PS2 on dirait.
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RainMakeR
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#149 Message par RainMakeR »

(puissance nintendo)
Chaos Field : Un nouveau shoot'em up sur GameCube !
Nintendo

Mile-Stone et Able Corporation sont actuellement en train de convertir Chaos Field sur consoles de salon. A l'instar d'Ikaruga, le titre est apparu sur la carte d'arcade Naomi et sortira comme ce dernier, sur Dreamcast et GameCube. Voici d'ailleurs une image de la version Arcade :
Le titre sera édité par Sega et présenté durant le Tokyo Game Show. C'est d'ailleurs le seul titre GC de la firme d'Haneda annoncé pour l'instant.
Chaos Field sera disponible en Février 2005. Nous espèrons qu'il suivra le modèle d'Ikaruga (décidément!), et que le titre arrivera en Europe.
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G A M E C U B E
- Sega announced they will release the arcade 2D vertical shooter Chaos Field for both GameCube and Dreamcast in Japan. The Dreamcast version will be released in December, while the GameCube version will be released in February 2005.



(jeux france)
Le retour d'un roi : Sega Rally 2K5
Si des années et des années de spéculations sans rien de concret au bout n'ont pas réussi à altérer votre foi, vous avez eu raison. Le site 1up.com rapporte que le dernier numéro du Famitsu Weekly se fait le porte parole de Sega pour annoncer officiellement le développement de Sega Rally 2005 ! Troisième épisode de la populaire simulation de conduite de référence. 10 ans après l'inoubliable premier épisode, cette troisième itération sera vraisemblablement la seule à ne pas être conçue au préalable pour l'arcade puisque annoncée pour sortir courant 2005 directement sur nos PlayStation 2. Hier encore nous vous parlions des projets de MIZUGUCHI Tetsuya, le créateur de cette série, qui a quitté Sega l'année dernière. Ce Sega Rally 2005 sera donc le premier à être développé sans son géniteur, à ne pas être crée pour l'arcade et à sortir sur une autre console que celles de Sega. Faute d'informations supplémentaires, nous nous en remettons une fois de plus au Tokyo Game Show !
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Omega Kyo
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#150 Message par Omega Kyo »

RainMakeR a écrit :(puissance nintendo)
Chaos Field : le titre est apparu sur la carte d'arcade Naomi et sortira comme ce dernier, sur Dreamcast et GameCube. Voici d'ailleurs une image de la version Arcade :
:ola: :party1: :fete: :dunce: :antitrust:
the dream match will never die....