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	<title>Kotaku Australia &#187; wii ware</title>
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	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>Mega-Man vs. Concrete Man, Tornado Man, Magma Man</title>
		<link>http://www.kotaku.com.au/2008/08/megaman_vs_concrete_man_tornado_man_magma_man/</link>
		<comments>http://www.kotaku.com.au/2008/08/megaman_vs_concrete_man_tornado_man_magma_man/#comments</comments>
		<pubDate>Thu, 14 Aug 2008 03:00:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[mega man 9]]></category>
		<category><![CDATA[playstation network]]></category>
		<category><![CDATA[wii ware]]></category>
		<category><![CDATA[xbox live arcade]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/08/megaman_vs_concrete_man_tornado_man_magma_man.html</guid>
		<description><![CDATA[The Mega-Man franchise has cool bosses, and Mega-Man 9 is no exception. Bosses include concrete shootin&#8217; Concrete Man, twister spinnin&#8217; Tornado Man, fireball blastin&#8217; Magma Man. Run down of the bosses, screenshots and art after the j-u-m-p!


Concrete Man: Created to construct a dam, Concrete man can actually design a dam and supervise its entire construction. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/images/kotaku/2008/08/Tornado_Blow.jpg"   class="center"/>The <i>Mega-Man</i> franchise has cool bosses, and <i>Mega-Man 9</i> is no exception. Bosses include concrete shootin&#8217; Concrete Man, twister spinnin&#8217; Tornado Man, fireball blastin&#8217; Magma Man. Run down of the bosses, screenshots and art after the j-u-m-p!</p>
<p><span id="more-301825"></span><br />
<blockquote>
<p><b>Concrete Man</b>:<br /> Created to construct a dam, Concrete man can actually design a dam and supervise its entire construction. He has stubborn a stubborn personality and will tell off any lazy robots.</p>
<p><b>Weapon: Concrete Shot</b><br /> Concrete shot creates a temporary foothold as soon as it touches the ground. It can also be used to stop enemies in their tracks.</p>
<p><b>Tornado Man:</b><br /> Works for the Weather Manipulation Office to help control and stop the formation of large storms all over the world.</p>
<p><b>Weapon: Tornado Blow</b><br /> Tornado Blow launches a huge tornado that covers the entire game area. Heavy enemies will take damage, but lighter ones will be blown entirely off-screen.</p>
<p><b>Magma Man:</b><br /> Magma Man serves as the safety control robot at a large geothermal power plant. He is able to work in incredibly hot environments and loves to visit hot spas.</p>
<p><b>Weapon: Magma Bazooka</b><br /> Magma Bazooka shoots a cluster of fireballs that spread out after launching. It can also be charged by holding down the shot button.</p>
</blockquote>
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		<item>
		<title>&#8216;No Plans for Future DLC&#8217; For Final Fantasy My Life As A King</title>
		<link>http://www.kotaku.com.au/2008/08/no_plans_for_future_dlc_for_final_fantasy_my_life_as_a_king-2/</link>
		<comments>http://www.kotaku.com.au/2008/08/no_plans_for_future_dlc_for_final_fantasy_my_life_as_a_king-2/#comments</comments>
		<pubDate>Tue, 05 Aug 2008 11:00:00 +0000</pubDate>
		<dc:creator>Brian Ashcraft</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/08/no_plans_for_future_dlc_for_final_fantasy_my_life_as_a_king-2.html</guid>
		<description><![CDATA[Square Enix really seems to have delivered a quality experience with WiiWare title Final Fantasy Crystal Chronicles: My Life as a King. In April, DLC for the city-building game was first released. DLC items were priced from 100 to 800 Wii Points and included buildings, new dungeons and ways to customise their avatar. Game site [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/images/kotaku/2008/08/final_fantasy_ccmlaak.jpg" class="left"/>Square Enix really seems to have delivered a quality experience with WiiWare title <i>Final Fantasy Crystal Chronicles: My Life as a King</i>. In April, DLC for the city-building game was first released. DLC items were priced from 100 to 800 Wii Points and included buildings, new dungeons and ways to customise their avatar. Game site 1Up asked the game&#8217;s director, Kenichiro Yuji, if there were plans for more downloadable content. He replied:</p>
<blockquote><p> All DLC has been available since May 30. That&#8217;s everything for now, and we have no plans for future DLC at the moment. </p>
</blockquote>
<p>Wonder why that is&#8230;</p>
<p><a href="http://www.1up.com/do/newsStory?cId=3169169">Afterthoughts: Final Fantasy CC: My Life as a King</a> [1Up via <a href="http://www.videogaming247.com/2008/08/05/square-enix-has-no-more-plans-for-life-as-a-king-dlc/">VG247</a>]</p>
<p><span id="more-300480"></span></p>
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		<title>Samurai Shodown II Hits Wii Next Week, Anthology Coming</title>
		<link>http://www.kotaku.com.au/2008/08/samurai_shodown_ii_hits_wii_next_week_anthology_coming-2/</link>
		<comments>http://www.kotaku.com.au/2008/08/samurai_shodown_ii_hits_wii_next_week_anthology_coming-2/#comments</comments>
		<pubDate>Fri, 01 Aug 2008 14:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[samurai shodown ii]]></category>
		<category><![CDATA[snk playmore]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/08/samurai_shodown_ii_hits_wii_next_week_anthology_coming-2.html</guid>
		<description><![CDATA[ Following in the footsteps of the original Samurai Shodown, which hit the Wii in June, SNK Playmore announced today that Samurai Shodown II is coming to the Wii Virtual Console on Aug. 4, aka next week.
The 2D fighter will run you 900 Wii Points and features 16 characters, a two player versus mode and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kotaku.com/assets/images/kotaku/2008/08/SSA_Wii_temp_cover_01.jpg" class="left" style="display:block;" /> Following in the footsteps of the original Samurai Shodown, <a href="http://www.kotaku.com.au/games/2008/06/_fishing_blockbreaking_and_a_samurai_showdown_-2.html">which hit the Wii in June</a>, SNK Playmore announced today that Samurai Shodown II is coming to the Wii Virtual Console on Aug. 4, aka next week.</p>
<p>The 2D fighter will run you 900 Wii Points and features 16 characters, a two player versus mode and tons of silly translations.</p>
<p>The two Virtual Console releases seem to be setting the stage for Samurai Shodown Anthology which is set to hit the Wii in the forth quarter of the year for $US 30. That retail game will include Samurai Shodown, Samurai Shodown II, Samurai Shodown III, Samurai Shodown IV, Samurai Shodown V and, you guessed it, Samurai Shodown VI. Man, that&#8217;s a lot of roman numerals.</p>
<p><span id="more-300062"></span></p>
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		<title>Wii Ware Launching In March?</title>
		<link>http://www.kotaku.com.au/2008/01/wiiware-launching-in-march/</link>
		<comments>http://www.kotaku.com.au/2008/01/wiiware-launching-in-march/#comments</comments>
		<pubDate>Thu, 10 Jan 2008 04:07:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Rumours]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/01/wiiware-launching-in-march.html</guid>
		<description><![CDATA[Could Wii Ware be launching in March? It is if Dutch developers Engine are to be believed, who when sending out press releases announcing their upcoming Wii Ware title, Project Bang, say the service will be launching in March. Which is news to us! They also say Wii Ware games will be purchased with Wii [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="wwmarch.jpg" src="http://kotaku.com/assets/resources/2008/01/wwmarch.jpg" width="463" height="280" class="postimg center" />Could Wii Ware be launching in March? It is if Dutch developers Engine are to be believed, who when sending out press releases announcing their upcoming Wii Ware title, Project Bang, say the service will be launching in March. Which is news to us! They also say Wii Ware games will be purchased with Wii Points from the Wii Shop, just like Virtual Console titles. Nintendo are keeping quiet on the subject, but with February&#8217;s GDC running from February 18-22, it sure would be a good time to announce a service that&#8217;s launching in March. Presser follows if you&#8217;re at all interested.</p>
<p><span id="more-272985"></span><br />
<blockquote>Doetinchem, January 9th 2008 &#8211; Engine Software, developer based in the Netherlands, today announces that it has started its first development project for the Nintendo WiiWare service. The debut title, for now dubbed &#8220;Project Bang!&#8221;, will be a casual game type with very addictive gameplay using the unique Wii Remote controller functionality, and will support a two-player battle mode.</p>
<p>Nintendo&#8217;s WiiWare service is a new downloadable game content service that is scheduled to be launched in March 2008. Players will be able to purchase and download WiiWare games directly from the Wii Shop Channel in exchange for Wii Points. &#8220;WiiWare brings new levels of creativity and value to the ever-growing population of Wii owners.&#8221;, as stated by Nintendo of America president Reggie Fils-Aime.</p>
<p>Ruud van de Moosdyk, VP of Development at Engine Software: &#8220;We are very excited about our first game for the WiiWare service. When we acquired our official Wii license last year we already had several concepts written up that would be ideal for WiiWare, and Project Bang! is the first to actually go into production. We wanted to get rolling on this exciting new platform early on, and I am quite happy we are now on schedule to do just that. &#8220;</p>
<p>In the near future Engine Software will be releasing more information (including the final name), and screenshots of Project Bang!, as well as more news regarding future plans for the platform. Project Bang! is scheduled to be completed early on in the service&#8217;s operational status, but no exact date can be given at this time.</p></blockquote>
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		<title>Kuju Launches Digi-Download Studio</title>
		<link>http://www.kotaku.com.au/2007/11/kuju_launches_digidownload_stu/</link>
		<comments>http://www.kotaku.com.au/2007/11/kuju_launches_digidownload_stu/#comments</comments>
		<pubDate>Wed, 28 Nov 2007 13:40:07 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[kuju]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[playstation network]]></category>
		<category><![CDATA[uk]]></category>
		<category><![CDATA[wii ware]]></category>
		<category><![CDATA[xbox live arcade]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/kuju_launches_digidownload_stu.html</guid>
		<description><![CDATA[UK dev Kuju takes aim at another segment of the gaming industry and a new studio opens. Their new Double Six studio will be dedicated to developing addictive games for Xbox Live Arcade, the PlayStation Network, WiiWare, and PC. The studio is made up of developers from Geometry Wars Galaxies for the Wii and DS [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="doublesix.jpg" src="http://kotaku.com/assets/resources/2007/11/doublesix.jpg" width="200" height="150" class="postimg left"/>UK dev Kuju takes aim at another segment of the gaming industry and a new studio opens. Their new Double Six studio will be dedicated to developing addictive games for Xbox Live Arcade, the PlayStation Network, WiiWare, and PC. The studio is made up of developers from Geometry Wars Galaxies for the Wii and DS as well as Nucleus for PSN, overseen by the new studio head, James Brooksby.<br />
<blockquote>&#8220;We want to become the best, the go-to place, the studio that is known for carving out our own part of the industry. Double Six is going to be the place to go for the absolutely best games on digital platforms&#8221;</p></blockquote>
<p> Speaking to GamesIndustry.biz, Brooksby then goes on to explain that they will be creating games that are sometimes arcadey, sometimes casual, and sometimes quite complex. It&#8217;s really all over the place. Head over there and read their article&#8230;it helps if you imagine him speaking like a breathlessly over-excited kid. Points for enthusiasm!</p>
<p><a href="http://www.gamesindustry.biz/content_page.php?aid=31039">Kuju targets digital downloads with new Double Six studio</a>  {GamesIndustry.biz]<span id="more-267755"></span></p>
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		<title>Nintendo Not Limiting Wii Ware Sizes</title>
		<link>http://www.kotaku.com.au/2007/11/nintendo_not_limiting_wiiware_/</link>
		<comments>http://www.kotaku.com.au/2007/11/nintendo_not_limiting_wiiware_/#comments</comments>
		<pubDate>Wed, 14 Nov 2007 20:36:32 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/nintendo_not_limiting_wiiware_.html</guid>
		<description><![CDATA[Earlier today we directed you to the IGN Wii podcast, which claimed to have details on Nintendo&#8217;s new Wii Ware games download service. In it they detailed the limitations of the system, specifically that games were limited to 40MB, developers would be limited to a game a month, and that they would be determining the [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="wiiwarewrong.jpg" src="http://kotaku.com/assets/resources/2007/11/wiiwarewrong.jpg" width="220" height="164" class="postimg left"/><a href="http://www.kotaku.com.au/games/2007/11/more_wiiware_details_file_size.html">Earlier today we directed you to the IGN Wii podcast</a>, which claimed to have details on Nintendo&#8217;s new Wii Ware games download service. In it they detailed the limitations of the system, specifically that games were limited to 40MB, developers would be limited to a game a month, and that they would be determining the price for there games. Speaking to Eurogamer, Nintendo addresses those claims.<br />
<blockquote>&#8220;I can confirm as we originally said at the announcement of the WiiWare service earlier in the year that WiiWare games will come in a range of sizes but we will encourage smaller, more compact games for the service,&#8221; a Nintendo spokesperson told Eurogamer today.</p></blockquote>
<p>So no 40MB cap, which makes sense considering games like Crystal Chronicles. The Nintendo spokesperson also explains that the one game a month limit is something they are <strong>considering</strong> instituting during the launch window to address volume issues, and that no pricing details have been released. In other words, IGN was mistaken.</p>
<p>Man, give a guy a microphone and they just go crazy.</p>
<p><a href="http://www.gamesindustry.biz/content_page.php?aid=30621">Nintendo refutes WiiWare size cap</a>  [Eurogamer]<span id="more-267127"></span></p>
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		<item>
		<title>More Wii Ware Details (File Size, Budgets, Etc)</title>
		<link>http://www.kotaku.com.au/2007/11/more_wiiware_details_file_size/</link>
		<comments>http://www.kotaku.com.au/2007/11/more_wiiware_details_file_size/#comments</comments>
		<pubDate>Wed, 14 Nov 2007 03:41:01 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/more_wiiware_details_file_size.html</guid>
		<description><![CDATA[Interested in learning a bit more about Wii Ware? Course you are. Keep reading. On the latest IGN Wii podcast, a load of details on how the system will work were revealed, adding to the collective body of WiiWare knowledge. Probably the most important are that game&#8217;s have a size limit: 40mb. How that Final [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="wiiwarelogo.jpg" src="http://kotaku.com/assets/resources/2007/11/wiiwarelogo.jpg" width="463" height="165" class="postimg center" />Interested in learning a bit more about Wii Ware? Course you are. Keep reading. On the latest IGN Wii podcast, a load of details on how the system will work were revealed, adding to the <a href="http://www.kotaku.com.au/games/2007/11/from_drawing_board_to_wiiware.html">collective body of WiiWare knowledge</a>. Probably the most important are that game&#8217;s have a size limit: 40mb. <a href="http://www.kotaku.com.au/games/2007/10/final_fantasy_wii_ware.html">How that Final Fantasy game&#8217;s coming in under that</a>, we&#8217;ve not the foggiest. Apparently most budget sizes are under $US 100,000 (ie peanuts), prices are being set by developers and those devs can only release one game a month. Consider our interested <em>piqued</em>.</p>
<p><a href="http://au.wii.ign.com/articles/834/834465p1.html">Wii-k in Review Podcast: 11/12/07</a> [IGN, via <a href="http://gonintendo.com/?p=29417">Go Nintendo</a>]<span id="more-267110"></span></p>
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		<title>From Drawing Board To WiiWare</title>
		<link>http://www.kotaku.com.au/2007/11/from_drawing_board_to_wiiware/</link>
		<comments>http://www.kotaku.com.au/2007/11/from_drawing_board_to_wiiware/#comments</comments>
		<pubDate>Wed, 07 Nov 2007 17:00:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[nnooo]]></category>
		<category><![CDATA[pop]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/from_drawing_board_to_wiiware.html</guid>
		<description><![CDATA[You&#8217;d better believe there&#8217;s money to be made on Nintendo&#8217;s upcoming WiiWare. An already-massive installed base, cheap development costs and no retail middle-man? It&#8217;s going to be like some kind of gaming goldrush (sans the toothless grins, fightin&#8217; words and corseted lady-folk of questionable morals). Want to know, then, how to get a piece of [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="nicwatt.jpg" src="http://kotaku.com/assets/resources/2007/10/nicwatt.jpg" width="463" height="347" class="postimg center" />You&#8217;d better believe there&#8217;s money to be made on Nintendo&#8217;s upcoming WiiWare. An already-massive installed base, cheap development costs <em>and </em>no retail middle-man? It&#8217;s going to be like some kind of gaming goldrush (sans the toothless grins, fightin&#8217; words and corseted lady-folk of questionable morals). Want to know, then, how to get a piece of the action and get a game on the service?</p>
<p>Nic Watt (pictured above) knows. And he knows that if you&#8217;re an aspiring developer with a big idea but a small bank balance, WiiWare might be just what you&#8217;re looking for. Watt&#8217;s Creative Director at startup Aussie dev Nnooo! Games, who are the team behind the <a href="http://www.kotaku.com.au/games/2007/10/oz_wii_ware_game_pops_up.html">recently-announced Pop for WiiWare</a>. Being the first Wetern game announced for the service, and also being located in Sydney, I caught up with Nic and found out how he and his small team have turned a simple game idea from a lazy daydream into a real, honest-to-God WiiWare title.<span id="more-266761"></span>Turns out the whole thing involved a bit of planning, a bit of know-how and, as is often the case, a bit of luck. Moving to Australia from the UK in 2006 to establish his own studio, but without a platform to develop on, Watt decided to get in touch with an old friend at Nintendo of America. See what was shaking. They got talking, and Watt got to asking about how the Wii was going with regards to an XBLA-ish downloadable games service.</p>
<p>He was told yes, actually, something like that was coming. So the two stayed in contact, and Nnooo ended up pitching a bunch of game ideas to Nintendo.  Some &#8220;very complex&#8221;, others very, very simple. None were functional demos, mind &#8211; they were just very rough, very general ideas. But Nintendo liked what they heard. So on the strength of naught but a bunch of game ideas, Nnooo signed some NDAs, were told about WiiWare and promptly sent a dev kit to get to work on.</p>
<p>Now they just needed a game. Of the 10-15 ideas which they pitched to Nintendo, they settled on Pop, a game Watt describes as drawing from influences like Every Extend Extra, Tetris, Lumines, Geometry Wars and even Elektroplankton.<br />
<object width="425" height="366"><param name="movie" value="http://www.youtube.com/v/gUgnptLjfwM&#038;rel=1&#038;border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/gUgnptLjfwM&#038;rel=1&#038;border=0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="366"></embed></object><br />
&#8220;We are aiming for an experience which is simple to understand but gets under your skin and keeps you entranced for long periods of time&#8221;, he says of the game&#8217;s core ideas. After mocking up a PC version using mouse controls, which helped the team &#8220;get a feel for whether it would be fun or not&#8221;, work began on Pop in April of this year, just before WiiWare&#8217;s official announcement.</p>
<p>So why WiiWare? Easy answer: it&#8217;s low-risk, high-return development. It works for people like Watt, who has a small team and a small budget. &#8220;The great thing about WiiWare and services like it is we can offer titles at a lower cost than their disc based counterparts&#8221; Watt says. &#8220;This means that an apparently simple title like Pop can be sold for a significantly less than the US$40+ one would pay for a disc based game.&#8221;</p>
<p>OK, but why WiiWare specifically? Why not XBLA or PSN? The PlayStation Network especially has shown it&#8217;s willing to take a risk on small games with big ideas. But Watt was sold on Nintendo&#8217;s particular approach to the service. When it comes to WiiWare titles, it&#8217;s ideas Nintendo are focusing on, not names, team sizes or budgets.</p>
<p>After all, Watt and Nnooo were sent a dev kit on the back of nothing more than a handful of game ideas. Not reputation (though the devs have been drawn from Nintendo, Visual Science, Sierra, SCi, EA and Team Bondi), not a large up-front investment and certainly not an expensive, risky and time-consuming demo. &#8220;Nintendo understand not only that small companies like ours cannot afford to create loads of demos in the hope of getting a game signed but also that the Wii is quite unique and you really need to get access to the hardware to be able to make a decent game, demo or prototype.&#8221;</p>
<p>Which doesn&#8217;t sound like the Nintendo we know. But then, Watt says at least some Western WiiWare titles are being groomed and overseen by Nintendo of America. So rather than simply acting as the traditional localiser and distributor for Japanese titles, NoA will be handling the acquisition and publishing of Western WiiWare titles themselves. Giving a non-Japanese division that kind of clout is an uncharacteristic step for Nintendo, and a welcome one for a company still struggling with its Japano-centric business strategies.</p>
<p>Other aspects of the service I asked about were either covered by Watt&#8217;s NDA or are still undecided. They&#8217;re still mulling over whether to include the ability to feature demos of titles, for example, while he couldn&#8217;t tell me a Western release date or pricing structure for the games either (though you can expect the games to be cheap).</p>
<p>As we finish up I let Watt get one final plug in for the game by asking what exactly it&#8217;s going be like. <a href="http://www.kotaku.com.au/games/2007/10/oz_wii_ware_game_pops_up.html">Mostly because their initial description came off sounding a little sparse, and led to a little bit of tongue-flapping</a>.</p>
<p>&#8220;Like Every Extend Extra, Geometry Wars, Tetris and Lumines Pop has waves of gameplay which get progressively more challenging and fast paced&#8221;, he says. &#8220;It also has deep mechanics in its scoring which allow experienced players to not only score high but also jump past easy levels quickly so they can get to the harder ones&#8221;.</p>
<p>That make things any clearer? Pop should be out at, or very close to, the launch of WiiWare in the West. Which will be sometime next year.</p>
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		<title>Paid DLC Coming To WiiWare</title>
		<link>http://www.kotaku.com.au/2007/11/paid_dlc_coming_to_wiiware/</link>
		<comments>http://www.kotaku.com.au/2007/11/paid_dlc_coming_to_wiiware/#comments</comments>
		<pubDate>Wed, 07 Nov 2007 04:48:20 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[bandai namco]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[famitsu]]></category>
		<category><![CDATA[mojipittan]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/11/paid_dlc_coming_to_wiiware.html</guid>
		<description><![CDATA[Yes, not even Nintendo can resist a sip from the fountain of downloadable content. The WiiWare port of Bandai Namco&#8217;s Mojipittan will, according to Famitsu, give players the option of plonking down cash for more levels and themes when it launches next March in Japan. Come on, Nintendo fans. Quit your crying. You knew this [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="mojipittan.jpg" src="http://kotaku.com/assets/resources/2007/11/mojipittan.jpg" width="463" height="319" class="postimg center" />Yes, not even Nintendo can resist a sip from the fountain of downloadable content. The WiiWare port of Bandai Namco&#8217;s Mojipittan will, according to Famitsu, give players the option of plonking down cash for more levels and themes when it launches next March in Japan. Come on, Nintendo fans. Quit your crying. You knew this day would come the second you could point out your credit card details on a Wii Remote.</p>
<p><a href="http://au.wii.ign.com/articles/833/833112p1.html?RSSwhen2007-11-06_144700&#038;RSSid=833112">Paid Downloads for Wii Ware Games</a> [IGN]<span id="more-266753"></span></p>
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		<title>UPDATE: Oz Wii Ware Game Pops Up, Now With Screenshots</title>
		<link>http://www.kotaku.com.au/2007/10/update_oz_wii_ware_game_pops_up_now_with_screenshots/</link>
		<comments>http://www.kotaku.com.au/2007/10/update_oz_wii_ware_game_pops_up_now_with_screenshots/#comments</comments>
		<pubDate>Wed, 17 Oct 2007 01:28:51 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[casual games]]></category>
		<category><![CDATA[nnooo]]></category>
		<category><![CDATA[pop]]></category>
		<category><![CDATA[wii]]></category>
		<category><![CDATA[wii ware]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2007/10/update_oz_wii_ware_game_pops_up_now_with_screenshots.html</guid>
		<description><![CDATA[Shortly after posting the original Pop story, we got in touch with Nnooo for more details and screenshots. Nic Watt, creative director on the game, replied with some happy snaps and the following info:
There is a sophisticated scoring system which includes not only chains, multipliers and power-ups [but] also a series of bonus rounds which [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="new_pop1.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/new_pop1.jpg" width="535" height="301" class="center" /><a href="http://www.kotaku.com.au/games/2007/10/oz_wii_ware_game_pops_up.html">Shortly after posting the original <i>Pop</i> story</a>, we got in touch with Nnooo for more details and screenshots. Nic Watt, creative director on the game, replied with some happy snaps and the following info:</p>
<blockquote><p>There is a sophisticated scoring system which includes not only chains, multipliers and power-ups [but] also a series of bonus rounds which are unlocked and played between stages.</p></blockquote>
<p> Thanks Nic for the clarification. Nic also let me know that the game won&#8217;t launch until Wii Ware hits, which makes perfect sense. Unlike the &#8220;next week&#8221; from my original post. My bad.</p>
<p><b>UPDATE:</b> Luke over at the mothership has <a href="http://kotaku.com/gaming/gallery/first-western-wiiware-game-announced-311669.php">his story up</a>. He&#8217;s also fired off a Q&#038;A to Nnooo, which we should hopefully see the answers to in short order.</p>
<p>Hit the jump for the images.<span id="more-265653"></span><img alt="new_pop4.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/new_pop4.jpg" width="535" height="301" class="center" /><br />
<img alt="new_pop3.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/new_pop3.jpg" width="535" height="301" class="center" /><br />
<img alt="new_pop2.jpg" src="http://media.kotaku.com.au/mt/2007/10/17/new_pop2.jpg" width="535" height="301" class="center" /></p>
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