This September, Square Enix is releasing the Famicom and Super Famicom versions of Dragon Quest I, Dragon Quest II, and Dragon Quest III as part of a single set.
The first Dragon Quest was released on the Famicom and MSX in Japan in May 1986 and later for the Super Famicom. The game was finally released in the West as Dragon Warrior in 1989.
Pricing is to be announced. If you haven't picked up these games in their countless re-releases, here's your chance.
Wii専用ソフト「ドラゴンクエスト25周年記念 ファミコン&スーパーファミコン ドラゴンクエストⅠ・Ⅱ・Ⅲ」発売決定のお知らせ [Square Enix]
I don't normally pay much heed to Guinness' video game world records, because for the most part they come off as little more than paid promotions for upcoming or newly-released titles. But this one, I can dig.
That's composer Hideki Sakamoto, who has worked on games from the Yakuza and Castlevania series, with a very special award. It's for the "longest piece of original music scored for a video game", and was awarded for his composition Prime #4507, which appeared on PlayStation 3 title Echochrome II.
How long does a track have to be to be certified a world record? Over seventy-five minutes long, that's how long. If you'd like to listen—and it's as great as it is long—you can check it out here.
Hideki Sakamoto [Eastern Mind]
At a little over five feet and weighing a mere 110 pounds, twenty-six year-old Moeka Haruhi (above, boot to face) is a star in Japanese women's pro wrestling. Her anime and game-themed ring gear have made her a fan favorite. But one fan took things too far.
Haruhi is an anime diehard, but has been known to enter the ring to Dragon Quest music. She writes an anime-geared blog, where she also comments on video games and other interests. In women's wrestling, Haruhi is more of an idol, fan service character. She cosplays in anime-themed outfits and wears colorful "panties" that are flashed during scissor kicks and piledrivers.
A six year veteran, Moeka Haruhi didn't get her start in wrestling, but in Japanese teen fashion mags. Haruhi is the youngest member of ladies wrestling promotion Pro Wrestling Wave, a real life Rumble Roses. Her ring name "Moeka Haruhi" is the otaku equivalent of something like "Candy Delight", pushing all sorts of cutesy otaku buttons.
News source Kanaroko reports that earlier this week that a 34-year-old unemployed male from Osaka's Izumiotsu City was arrested after sending threatening emails to Haruhi. "I have to kill you, I won't forgive you," he wrote. "I want to kill you."
This same individual is a member of Haruhi's fan club and apparently met her at a fan event in November 2009, when he demanded to touch her breasts. Haruhi refused. From then, the suspect repeatedly sent her emails, sending at least 500 emails.
On Haruhi's blog, there's a listed email address so fans could get in touch for wrestling tickets. Grass roots promotion like this isn't uncommon for up-and-coming idols. Groups like AKB48, with their "handshaking events", are breaking down the wall that separates fans and idols. Sometimes that's good, and sometimes it's very, very bad.
There are too many damn zombie games. But no matter how many there are, if one can come along and offer something new, then it'll get noticed. And Dead Block is getting noticed.
Why? Because it's not just another shooter. Instead, its got as much to do with strategy and cunning as it does reflexes, as your band of survivors has to lay traps and construct defences to keep the undead at bay, not just...shoot at them all the time.
The characters look great (especially Mike, the fat boy scout), and if the trap-setting can stay fresh over the game's various stages, then Dead Block might be worth putting your zombie fatigue on the shelf for one more game.
It'll be out later this year on PC, Xbox Live Arcade and PlayStation Network.
[via Rock, Paper, Shotgun]
European clothing giant TopShop ran a little test in a Moscow store recently: hook a Kinect camera up to a mirror and let the ladies try on clothes without having to actually try them on.
It sounds good in theory, and in some instances looks good in theory, but its practical use is limited somewhat by the fact they're at an actual store. With change rooms available, and the clothes actually in their hands. Why see a poorly-fitting virtual representation of an outfit when you can walk ten metres and see what it looks like in the flesh?
Still, it's a neat idea!
[via TDW]
Over the decades, there were plenty of kooky Game Boy games released in both Japan and the West. Plenty of strange accessories, too, from cameras to printers to blood glucose monitors. But 2001's Mario Family was especially kooky.
Why? Because it was a cartridge designed not to be played, but to be plugged into a sewing machine. So the machine could spit out cute little stitchings of Nintendo characters. How...quaint.
Mario Family was a Game Boy Color title designed to work exclusively with the Jaguar JN-100, a $600 sewing machine released a year earlier, in 2000. Jaguar, formerly known as Maruzen Mishin Company (and first opened in 1949), is no niche, hobbyist firm; it's Japan's biggest sewing machine manufacturer, so this was a genuine offer aimed at mainstream customers, not something you'd find in the back alleys of a gaming show.
It worked like this: the JN-100 shipped with a special link cable allowing a Game Boy Color to be attached to the sewing machine. Users would couple their handheld to the JN-100, insert the cartridge and then, by "playing" it, could access dozens of Nintendo designs which the sewing machine would then replicate on material.
The video to the left shows the variety of designs available, which users could further customise by altering the colour of each component (changing Mario's overall colours, for example). Up to three of the template designs could be placed next to each other to create little stitched dioramas.
And if you didn't like the included designs? You could use primitive editing tools on the cartridge to create your own.
The JN-100 was released in international markets as the Singer IZEK (in case you've ever seen one and you don't live in Japan), and was followed a few years later by the JN-2000, an improved model which, with the use of an external embroidery attachment (as seen in the top image), could get the work done faster than the JN-100.
All models were, of course, incredibly niche products. I've only ever seen one in the flesh once (and it wasn't working at the time), and as you could probably guess by the lack of follow-up products boasting DS and 3DS compatibility, it was an idea that never took off.
Oh, and sewing enthusiasts (I know you're out there!) should also note the JN-100 was the first machine featuring computerised design inputs to be available at a mass-market price. If you want to pick one up, it was discontinued in 2006, but eBay or other similar markets should be selling one from time to time (Mario Family, on the other hand, might be a little harder to find).
Atlus is bringing The Cursed Crusade, a dark, combat-heavy medieval adventure, to the PlayStation 3, Xbox 360 and PC this fall. And if you enjoy cooperative splitscreen combat, start paying attention to Kylotonn Entertainment's violent way of doing things.
The co-op offerings on hand include holds, finishing moves and player revives, done so with both horizontal and vertical splitscreen views for the discriminating two-player fan. You want more details, splitscreeners? Head over to the official Cursed Crusade web site for more.
Good evening, Kotaku readership. What say we wrap up Tuesday with some off-topic conversation, discussion that might be about the things we're listening to, from music to podcasts to audiobooks to whatever is affecting your eardrums right now.
I've been picking up a little music lately, grabbing the new Fleet Foxes album, listening to new Beastie Boys and recent releases from Panda Bear and Kurt Vile. I've also been listening to Anamanaguchi's "UNME" over and over again, which I'll request be played during the credits of my life, and various newsy podcasts.
Got any album recommendations for someone like me? Or your fellow music-loving Kotaku readers?
http://www.cnn.com/2011/WORLD/asiapcf/05/10/japan.nuclear/index.html
The next big Rockstar Games release may be hopping on the "online pass" bandwagon, with word of the "L.A. Noire Rockstar Pass" coming from Microsoft today. The 800 Microsoft Point purchase gets you... well, we're not quite sure just yet.
The latest Xbox LIVE Newsbeat e-mail newsletter pegs the release of the "L.A. Noire Rockstar Pass" for May 17, the same day L.A. Noire hits the Xbox 360 and PlayStation 3. That ten dollar add-on will "take your 'L.A. Noire' experience to the next level" according to Microsoft. Not very descriptive.
If I was guessing though, it might provide access to some or all of those retailer specific pre-order goodies—detective cases, outfits, weapons—or a stream of post-launch downloadable episodes. Rockstar promised just recently that we wouldn't have to wait for much of that content to be made available to L.A. Noire buyers who aren't fans of retailer pre-order exclusives.
One thing's for sure, Rockstar Games wants you to buy Team Bondi's L.A. Noire new or pay an extra fee to get that digitally delivered content. EA's doing it. THQ's doing it. Warner Bros. is doing it. Soon, every publisher will do it.
Kotaku has reached out to Rockstar for comment on the "L.A. Noire Rockstar Pass." We'll let you know what they have to say.
Valve is opening up Portal 2 to the community today with the beta release of the game's authoring tools—the same tools Valve uses—a chance for you to get cracking on new maps, puzzles and more.
Specifically, the Portal 2 Authoring Tools lets players make single-player and co-op multiplayer maps, character skins and models, music and sound effects—basically everything you'd need to help make our copies of the game feel fresh and regularly updated with community-made content. PC gamers can grab the tools via Steam as of right now.
Now, no one said making custom Portal 2 content was going to be easy. I'm just encouraging you to get started now before Valve drops its first batch of downloadable content. Chop chop!
More information at the official site about what's included and how to get started.
Authoring Tools Beta Release [Official Portal 2 Site]