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FREEZE
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It's possible to freeze the game by spinning right at the beginning of the final boss level
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It's possible to freeze the game by spinning right at the beginning of the final boss level
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Ninja Gaiden II
In Chapter 4: A Captive Goddess, there is a room with some boards on one of the walls. If you slash at the boards, they will fall to reveal a DirectXbox, which is the original design for the Xbox.
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The fictional village of Hanuda, the setting of the game, is based on an actual abandoned Japanese mining town in Chichibu, Saitama.
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The Locusts were originally going to be called "Geist". Epic had a hard time shipping this, however, because Nintendo previously had a game using the same name.
Non lo sapevo, era meglio usare il termine Geist perché Locuste fa proprio schifo al cazz, non hanno niente in comuneCambio di nome
Molto, molto generic.Non lo sapevo, era meglio usare il termine Geist perché Locuste fa proprio schifo al cazz, non hanno niente in comune
Gioco e colleziono la serie dal primo gioco e negli ho cercato di capire il perché dell'utilizzo di questo nome... Fallendo, perché al massimo possiamo un po' trovarlo nel numero ma, per dire, sono ben lontani dagli Zerg di StarCraft giusto per citare quella tipologia di mostroMolto, molto generic.
Posso capire un'associazione con l'aggressività ed il divorare tutto ma again, generic.
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Mario & Yoshi
The Game Boy version of Yoshi has an unused Bullet Bill piece. It is not present in the NES version.
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In the beta videos and screenshots, the game had an over the shoulder camera, similar to that of Resident Evil 4.
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Professor Layton Vs Phoenix Wright
Despite its status as a crossover game, both Level-5 CEO Akihiro Hino and Ace Attorney series creator Shu Takumi view Professor Layton vs. Phoenix Wright: Ace Attorney as a legitimate installment in their respective series, rather than as a simple spin-off. In an "Iwata Asks" interview, when asked if the game was ideal for those who hadn't played either series, Hino specifically said:
"Yes, I think so. This title is not a spin-off from either series. When we were working on the game, we always had the image in mind that it was a fusion of the two. As a result, I think this title outdoes both original series in terms of volume and quality. In that sense, I think that even people who don’t own a Nintendo 3DS yet have to get hold of this game. I’d consider it a “must buy”. (laughs)
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The song, "Wintery Mist", sounds almost identical to "Winter Tundra" from Spyro 2: Ripto's Rage.
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In the Japanese version of Crash Bash, in Battle or Tournament mode, hold down R1 + R2 + Left + Down at the same time on the character select screen to unlock Fake Crash as a playable character.
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Soul Calibur II
Each of the characters that didn't appear in the arcade release of the game are paired up against one of the four newcomers for their destined battle.
- Heihachi/Spawn/Link are paired against Raphael
- Necrid is paired against Talim
- Sophitia is paired against Cassandra
- Seong Mi-na is paired against Yun-seong
The rest are mutual battles between arcade version characters.
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In the "On Track" mission, in the town square there is wanted poster for Jimmy Patterson in a German disguise, complete with reward for his capture.
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In its early stages, when it was a GameCube title being published by Nintendo, Kameo was meant to be a Pokémon-style game where the player could collect hundreds of baby creatures and nurture them to adulthood, utilizing their unique abilities. However, when the game's development was shuffled over to the Xbox platform as a result of Microsoft's purchase of Rare in late 2002, it was decided somewhere along the way to retool the game in an attempt to make it fit the new Xbox demographic, removing the Pokémon aspect and repurposing some of the monsters as additional forms that the protagonist Kameo could take on. In light of this, Rare had also attempted to disguise the fact that Kameo herself was a fairy, as they felt that fairies were too soft for the Xbox demographic, by repositioning her as more of an elf.
It was a direction that creative director George Andreas felt was fruitless in hindsight, and he ultimately now believes that the game should have just been scrapped entirely.
Considerando le ultime news facciamo un saluto alla RARE degli anni '90, ma lo sapevo già, la software house morì 20 anni fa, quando la prese MicrosoftUn titolo completamente diverso
Indimenticabile ed immortale nei nostri ricordiConsiderando le ultime news facciamo un saluto alla RARE degli anni '90,
La Rare di Nintendo rimane uno delle mie software house preferite. L'unica capace di creare un platform ai livelli di quelli della grande N.Considerando le ultime news facciamo un saluto alla RARE degli anni '90, ma lo sapevo già, la software house morì 20 anni fa, quando la prese Microsoft
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Donkey Kong
The game opens with remakes of all four levels from the original 1981 Donkey Kong arcade game. These are not direct remakes of the original levels; they were made easier and some of the stage designs had to be scaled back to fit the Game Boy's smaller screen. There was a back and forth argument within the development team over where to place these levels in the new game, as they did not want it to be mistaken for a remake. While they initially planned to make the original levels post-game content, they were ultimately placed at the start of the game. According to director Takao Shimizu, this placement was not intended to give players expecting a remake a surprise (akin to a "bait & switch"), but was rather meant to cater to nostalgic fans of the original Donkey Kong.
Sono del parere che tante SH Senza Nintendo non sarebbero/sarebbero state quello che sono/erano, RARE Senza Nintendo è finita malissimo, Silicone Knights peggio mi sento, ma pure i Retro ultimamente, spero che Prime 4 li abbia rimessi in carreggiata... E Nintendo in rigaLa Rare di Nintendo rimane uno delle mie software house preferite. L'unica capace di creare un platform ai livelli di quelli della grande N.
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Non un semplice remake:
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According to senior producer Noah Heller and creative lead Rich Farrelly, Call of Duty 3 had a development time of only eight months. The game was likely rushed out that fast so that it would be available as a launch title for both the Wii and PlayStation 3 in November 2006, but it resulted in a hand-to-hand combat feature being scrapped due to time constraints. Farrelly said of it that "while it was probably a good idea at the time maybe we didn't have enough time to develop it."