La de los zeldas
http://gba.gamespy.com/gameboy-advance/the-legend-of-zelda-gba-2004/513366p1.html
It was quite a surprise when Nintendo announced two new Zelda adventures for the Game Boy Color back in 2001, and even more so when it was revealed that they would be developed by none other than Capcom ... or a Capcom studio called Flagship, anyway. A non-Nintendo Zelda game? Blasphemy! Of course, Oracle of Ages and Oracle of Seasons turned out extremely well, and life went on. Just recently, Nintendo sprang another surprise on the world (or at least a small room of ten or so gaming journalists) when it revealed the existence of a new Nintendo-Capcom Zelda collaboration called The Legend of Zelda: The Minish Cap.
The Minish Cap is an all-new adventure made exclusively for the GBA. In it, Link gains the ability to make himself (and this clothes, thankfully) shrink down to a miniscule size. Why would he want to do that? To have grand, miniature adventures, of course! I dunno. I don't think he thinks these things through sometimes.
Anyway, I got to check out a special demo version that'll be playable on the E3 show floor, and came away rather entertained. The first half of the demo threw me right into the beginning of the adventure, and Link was soon shrunk down to micro size, thanks to a magical tree stump. Link's newly miniaturized sprite took up only a handful of pixels, and a little arrow floated above his head and provided a magnified view to show that yes, this blob of color was indeed the Hyrulean hero. I maneuvered my little blob onto a quickly moving lily pad, and crossed a small pond to reach the next screen.
This area was zoomed-in ... that is, Link looked normal sized, but blades of grass towered above him, while insects provided a larger-than-life threat. Heading north brought me to the entrance to the first labyrinth. It had looked tiny when glimpsed before, but now that Link was also small it was as imposing as a dungeon can be. Heading inside, I found the dungeon was only a few rooms long -- this was a demo, after all. I got a cool item that let Link vacuum or blow air, which we could use to pull items or shoot them away. A number of puzzles involved this, and it was also necessary to topple the huge boss and throw him into damaging spikes.
A short cut to mushrooms
The boss ended up killing me, so then I tried the other half of the demo: A small town area. This highlighted another new feature of the game: kinstones. Basically, each kinstone you find will have a matching half, usually in the hands of another person. Find the person and reconnect the two stones and something wonderful may happen ... you might find an item, open a cave, or something entirely different. This little innovation might actually make towns interesting to explore, again, as you scour every inch for more kinstone halves.
That was about it for the demo, and I walked away with the feeling that another solid Zelda game was headed our way. Between this, Four Swords Adventures, and whatever other Zelda surprises Nintendo might unveil at E3, fans of the storied series should have plenty to keep them busy well into 2005. And that's a secret to nobody.
la de kameo
http://www.mundorare.com/juegos/kameo/
El juego fue presentado por primera vez en el E3 2001 como uno de las novedades del catálogo de GameCube. Por aquel entonces aún se encontraba en un estado muy primitivo de desarrollo, aunque pudo jugarse a él durante el show; de hecho, Rare admitió que si se había mostrado, a pesar de estar tan 'verde', era para apoyar a la consola de 128 bits de Nintendo (algo que ahora suena irónico).
komo siempre kontrastad pero kreo ek son esas