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Iwata Discusses Revolution Launch

 

Nintendo planning pre-Thanksgiving US release.

 

Following an uncomfortably long silent spell, Nintendo has at last made mention of its upcoming next generation console, still operating under the code name Revolution.

 

Speaking with a Japanese newspaper on Wednesday, company president Satoru Iwata revealed that Nintendo is aiming to release the Revolution in America prior to Thanksgiving. The belief over at the Kyoto-based company is that failure to get the product out by that important date would result in low retailer support.

 

On the topic of price, Iwata states to the paper that we can expect a price that will be easy for consumers to deal with. While he wouldn't give any specifics, he suggested an upper bound, stating that the system probably wouldn't sell if it cost 50,000 yen (about $450 US).

 

The new bits provided by Iwata today aren't much, but they definitely take us a few centimeters down the path towards the Revolution's launch. Of course, all the big revelations will come closer to May's E3 show where, Iwata also revealed to the paper, we'll be seeing the Revolution in near final form.

 

http://revolution.ign.com/articles/681/681783p1.html

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Capcom on Revolution

 

Resident Evil DS producer reveals that the developer is working on Revolution.

 

In a recent interview with overseas publication Jeux-France, Capcom producer Minoru Nakai, current responsible for the DS version of Resident Evil, commented on Nintendo's upcoming home console, codenamed Revolution. He questioned whether or not a future Revolution Resident Evil title, were it to be developed, would require the functionality of the Big N's innovative new controller.

 

"It's certain that the Nintendo Revolution controller is its key element, but the real question is whether the innovation within the Resident Evil series requires the usage of all of this unique controller's functions?" he asked. "We recently redefined the series with Resident Evil 4, in which the camera is repositioned behind the hero and elevated the action and intensity of the gameplay. Even if the gameplay of Resident Evil 4 remains up to my taste, we'd clearly love to exploit the potential of the Nintendo Revolution controller to prevent players tiring of this style of gameplay."

 

That noted, Nakai said that Capcom would prefer to first experiment on Revolution with a different franchise. "I think it be smarter to develop a game other than Resident Evil on Nintendo Revolution first so that we can become familiar with the advantages of this new control concept -- to better benefit from the potential of the controller," he said. "That's what we're working on at the moment."

 

He did not reveal further specifics.

 

http://revolution.ign.com/articles/681/681865p1.html

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Reggie on the Record

Nintendo's VP of sales and marketing talks Revolution price points, launch particulars and more.

 

In a new interview with news.com, Nintendo's outspoken vice president of sales and marketing, Reggie Fils-Aime, chatted about the company's upcoming home platform, codenamed Revolution. We've summarized some key points from the interview below.

 

Fils-Aime said that he had five resolutions for the industry this year, including "keeping [Nintendo's collective] eyes on the prize" of games and entertainment and "keeping the mass in mass audience." According to the executive, competitors like Microsoft are making their products "too exclusive or too expensive" for the mass market to appreciate.

 

"For American consumers to get into the Xbox 360 franchise, with games and extra controllers, they had to spend more than $700, not including an HD TV, which is really the only way to positively experience 360," he said. "We resolve at Nintendo to remain within reach of the vast majority of our consumers."

 

To do that, Fils-Aime admitted that Revolution would launch in 2006 at a price point below $300, although he would not divulge further specifics.

 

Reggie said another of his New Year's resolutions is to "turn game development into a democracy of great ideas," or in other words, make Revolution a developer-friendly console so that innovative ideas are nurtured.

 

When asked, Fils-Aime refused to go into specifics about how many launch titles Revolution would feature. However, he did say that Nintendo would be "showing a lot of titles at this year's E3," which kicks off this May in Los Angeles.

 

Finally, Fils-Aime seemed confident that when Revolution finally does release, it will get off to a better start that Xbox 360 has in America. "We will sell more [Revolution] units than Xbox 360 did here in the United States in our launch window," he said. "I mean, in December, we sold more GameCubes in the United States than Microsoft sold 360s, and Revolution will do better than that."

 

The full interview can be read at news.com.

 

http://revolution.ign.com/articles/681/681870p1.html

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Nintendo at GDC

 

Revolution Wi-Fi Connection details to surface?

 

As the Game Developers Conference nears its March 20 start date, new details about key speakers at the event have started to surface. Apparently Nintendo will have one of its own on hand at the event to talk about its Wi-Fi Connection service, what went right and wrong with its implementation on DS, and how the service might be adapted for Revolution.

 

Mr. Takao Ohara, who has been with the Big N since 1988 and has more recently headed up its Wi-Fi Connection project, will be the guest speaker. Here is the official description of the talk, courtesy the GDC's website.

 

Adding wireless capability to a device is challenging. Nintendo introduced Nintendo Wi-Fi Connection to enable players to play games with people all over the world, was launched worldwide nearly simultaneously. MARIO KART DS, ANIMAL CROSSING: WILD WORLD, and TONY HAWK'S AMERICAN SK8LAND all support Nintendo Wi-Fi Connection and in its first week of availability in the United States, nearly half of all the people who bought MARIO KART DS logged onto Nintendo Wi-Fi Connection to race against people around the world. What does this mean for the future of the service? As project leader of Nintendo Wi-Fi Connection, Takao Ohara addresses what went right and what went wrong in implementing Wi-Fi on the Nintendo DS, and also explores the lessons learned that can be applied to consoles as well, including Nintendo's next-generation console code-named Revolution. Ohara also offers tips for developers who want to make their games Wi-Fi compatible, with the ultimate goal of getting new people involved in playing video games.

IGN will of course be on hand at GDC 2006 with up-to-date reports. Stay tuned.

 

http://revolution.ign.com/articles/681/681915p1.html

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Rumor: Sonic Speeds to Revolution

 

Is SEGA underway with an exclusive new Sonic title for Nintendo's next generation console?

 

Sources close to SEGA have told IGN Revolution that the developer is working on a new entry into the Sonic the Hedgehog franchise for Nintendo's next generation console. The title, purportedly developed by a "top-tier" SEGA team led by Yuji Naka, will not be a port of the Xbox 360 and PlayStation 3 game tentatively dubbed "Sonic the Hedgehog [next gen]." Instead, say insiders, it is an entirely original effort designed from the ground up to take advantage of Revolution's unique controller. No further details are available at this time.

 

While it's easy to shrug this news off as a no-brainer, it is nevertheless an important development because it suggests that powerhouse publishers are thinking about ways to make innovative games on Nintendo's upcoming platform rather than just porting over dumbed down versions of their Xbox 360 and PlayStation 3 projects. Furthermore, one source we spoke with alleged that they have known about a Revolution Sonic the Hedgehog game for at least two months, which indicates that it isn't a freshly hatched concept. We're keeping our fingers crossed that something might show at E3 2006, which explodes this May in Los Angeles.

 

More than a decade ago, SEGA and Nintendo were big rivals, but in recent times the companies have enjoyed a fruitful partnership. Sonic Team chose to make GameCube the official home of its hedgehog mascot, releasing ports of its hit Dreamcast titles as well as wholly original Sonic efforts for the system. Meanwhile, Nintendo contracted SEGA developers like Amusement Vision to co-create GCN efforts such as F-Zero GX. The Big N's own Shigeru Miyamoto even entertained the idea of a mascot cross-over, in which Sonic could partner or square off against stars including Mario or Luigi. It is, therefore, not surprising that SEGA would continue to throw extra support Nintendo's way.

 

When contacted, SEGA would not confirm that such a project is underway.

 

"SEGA has not announced its official plans to support Revolution," a spokesperson for the company told us. "We are committed to creating great game content for all viable platforms, so when Revolution rolls out, it would be a safe bet to assume that we will be there."

 

IGN Revolution reminds readers that this information could not yet be substantiated and therefore should not be taken as an official confirmation.

 

http://revolution.ign.com/articles/682/682320p1.html

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Rumor: Sonic Speeds to Revolution

 

Is SEGA underway with an exclusive new Sonic title for Nintendo's next generation console?

 

Sources close to SEGA have told IGN Revolution that the developer is working on a new entry into the Sonic the Hedgehog franchise for Nintendo's next generation console. The title' date=' purportedly developed by a "top-tier" SEGA team led by Yuji Naka, [b']will not be a port of the Xbox 360 and PlayStation 3 game[/b] tentatively dubbed "Sonic the Hedgehog [next gen]." Instead, say insiders, it is an entirely original effort designed from the ground up to take advantage of Revolution's unique controller. No further details are available at this time.

 

While it's easy to shrug this news off as a no-brainer, it is nevertheless an important development because it suggests that powerhouse publishers are thinking about ways to make innovative games on Nintendo's upcoming platform rather than just porting over dumbed down versions of their Xbox 360 and PlayStation 3 projects. Furthermore, one source we spoke with alleged that they have known about a Revolution Sonic the Hedgehog game for at least two months, which indicates that it isn't a freshly hatched concept. We're keeping our fingers crossed that something might show at E3 2006, which explodes this May in Los Angeles.

 

More than a decade ago, SEGA and Nintendo were big rivals, but in recent times the companies have enjoyed a fruitful partnership. Sonic Team chose to make GameCube the official home of its hedgehog mascot, releasing ports of its hit Dreamcast titles as well as wholly original Sonic efforts for the system. Meanwhile, Nintendo contracted SEGA developers like Amusement Vision to co-create GCN efforts such as F-Zero GX. The Big N's own Shigeru Miyamoto even entertained the idea of a mascot cross-over, in which Sonic could partner or square off against stars including Mario or Luigi. It is, therefore, not surprising that SEGA would continue to throw extra support Nintendo's way.

 

When contacted, SEGA would not confirm that such a project is underway.

 

"SEGA has not announced its official plans to support Revolution," a spokesperson for the company told us. "We are committed to creating great game content for all viable platforms, so when Revolution rolls out, it would be a safe bet to assume that we will be there."

 

IGN Revolution reminds readers that this information could not yet be substantiated and therefore should not be taken as an official confirmation.

 

http://revolution.ign.com/articles/682/682320p1.html

makari file mou,na ginei auto,k eidikotera kapoia stigmi i sinergasia sonic,mario.an k o mario tha prepei na proponithei giati poios painei ton sonic..:mrgreen: skeftomai pws mporei na leitourgisei to controller se ena sonic game.k basika auto einai k to oplo tis Ninty.i fantasia..

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Unlock the Past, Discover a Future

 

Once I used to join in

every boy and girl was my friend.

Now there's revolution, but they don't know

what they're fighting.

Let us close our eyes;

outside their lives go on much faster.

Oh, we won't give in,

we'll keep living in the past.

 

Some psychologists might say that it is dangerous for one to affix his/her mind to the events of the past. Well, psychologists have never had Nintendo as a patient. Nintendo is a company with deep roots, selling products ranging from simple Japanese playing cards, to children's toys, to some of the world's most respected (and criticized) game machines and interactive software; all of this spanning over a century of existence. As one might discern, the past is an important aspect of Nintendo. As is with most all entities in this life, the past molds us into who we are, the present is who we exist as currently and the future is who we hope to become. Nintendo's past is clearly defined; its present lies in murky waters, but what about the future? Is Nintendo's past the key to unlocking the Revolution's potential? Or is it merely the company's crutch? Psychologists, best grab some aspirin; it is going to be a bumpy ride.

 

At E3 2005, Nintendo President Satoru Iwata took to the stage, a small black box adorning his hand in clear view. The enigmatic company leader spoke about Nintendo's next console, revealing a critical component: the ability to download and play 20 years of Nintendo content, now simply known by the press and fans as the Virtual Console service. For some, the notion was immensely exciting. Yet, due to the collosal speculation going on at the time about Revolution being able to fly, shoot laser beams and make waffles, all while outputting graphics superior to the PS3, this particular feature of the console was placed on the back burner of gamer's minds and interest. There were those gamers who did not attribute the appropriate importance to the Revolution’s Virtual Console. With the announcement of the Revolution's unique controller and a number of its possibilities explored, the speculation that once ran so rampant has faded. In some mode of thought, the controller represents the future; more on that in a moment.

Ponder for a moment what it really means to download 20 years of gaming content, perhaps not just from Nintendo, but other console manufacturers (e.g. Sega and SNK) as well. All in all, we might be looking at the maximum possibility of a few thousand games available with the press of a few buttons. Granted, details on the Virtual Console are still scarce. A number of patents and a recent survey have provided clues as to how the setup is set up, how gamers might be charged and how downloaded games might be altered, but few details are yet chiseled in stone. We know Nintendo is reaching into its NES, SNES and N64 libraries to deliver ultimate backwards compatibility. However, is there more to this story than these extraverted details? Yes, but let's make clear a few points first.

 

Just as with a human life, there are three components to the Revolution: past, present and future. As I stated prior, the Revolution controller is the future, or at least a means of progression, of moving an industry forward into a brighter future; such is presumed to be Nintendo's goal with the device. The present, partly fashioned by the events of the past, can be found in Nintendo's more aggressive behavior, in the sleek design of the Revolution console itself (leaps and bounds beyond the rather unattractive GameCube), in the countless speeches of innovation or death, and so forth. The Virtual Console service takes the role of the past. However, is that good? Was it not the Nintendo of the past that, through arrogance, crippled its own third-party relations? Was it not the Nintendo of the past which made the foolhardy decision to side with not Sony, but Philips and its pitiful CD-I, allowing for the creation of what could arguably be its greatest rival?

 

One must note which aspect of Nintendo's past is being focused on, for it is not that aforementioned Nintendo which is being spoken of. No, the Virtual Console represents the power Nintendo once held. In a sense, the service is Nintendo capitalizing on what made the company so successful in its past.

 

So in this moment, we are left with three known components of the Revolution (barring the console's final secret which has yet to be revealed): the controller, the Virtual Console and Nintendo manifesting the lessons learned from its mistakes into physical form (e.g. sleek box, relatively inexpensive price, increased third-party support, etc.). The nature and importance of the first and third have been covered before, so let's commence with the discussion about the Virtual Console.

 

By reaching back into its past, or at least the beneficial aspects of it, what might Nintendo hope to gain? First of all, the Virtual Console is a retro gamer's paradise. Hundreds, if not thousands of fondly-remembered classic titles available at one's finger tips for a presumably reasonable price. Playing host to games that span multiple older consoles would also greatly increase the appeal among brand-loyal retro players. Also, casual and non-gamers can find comfort in having the ability to dive into the pool at a depth appropriate for their skill level. For example, had I never played a Mario game in my life, and I hear my friends talking about this amazing new piece of software called Super Mario 128, I might want to hand over a few dollars to explore Mario’s gaming legacy, beginning with his humble NES roots and building my way up until I feel more comfortable with this notion of playing video games. In addition, through the Virtual Console service, Nintendo can bring 2-D and its accompanying genres back onto the playing field. As can be seen with titles like Viewtiful Joe, there is still life left in the side-scroller genre. By having a mainstream outlet by which people become exposed to the gaming experiences that were, perhaps a reinvigoration of the respect that was once had for the two dimensional space will occur.

There are two more beneficial aspects to this Virtual Console idea, and they seemingly correlate to one another. The first is the fact that through this service, Nintendo can provide a steady stream of content, even when next-gen games are of lessened supply. Nintendo could afford to put out the new Mario, Metroid and Zelda games, have unexciting third-party support befall the machine and still get away with it if consumers are drawn in great enough extent to the Virtual Console. Truly, it will likely be much easier to reach into a game catalogue and make a dozen classic titles available for download than it might be to craft an expensive piece of next-generation software. Of course, this notion not only applies to Nintendo, but other game developers as well. Larger developers—we'll use Sega as an example—can make use of Nintendo's service to deliver older games to consumers and make a quick profit without requiring the involvement of excessive company resources. This process could keep consumers happy while work is performed on more elaborate next-generation games. Speaking personally, it is quite flustering during the summer months when the well of released games runs dry. With the Virtual Console, it may be a few months before the newest AAA title finds home inside my machine, but a trip down memory lane with Chrono Trigger would quench my thirst quite heartily.

Now, I spoke of large developers making use of the Virtual Console service, but what about fledgling ones? What about the indie developers? Might they find this functionality of some use? Quite possibly, yes. Just recently, it was reported that a developer by the name of Super Fighting Team would be bringing a new RPG titled "Beggar Prince" to the Sega Genesis, a system thought to be long deceased. The creation of this game on this platform shows that developers might still be willing to create software titles for older platforms. Should Nintendo capitalize on this notion, not only would it deliver fresh content, but also allow small developers to gain some foothold in the industry. Crafting a game on an older system requires a fraction of the resources needed for a next-generation title, so smaller studios would not be under so great a financial burden. Moreover, if consumers respond positively to the Virtual Console and perhaps new games created for those older systems, these indie developers might have the opportunity to expand and grow, perhaps to the point of being able to deliver their own next-generation gaming experiences.

Also of note is that these small studios are generally more inclined to take risks than an astute company dependant on franchises. Therefore, it is possible that the Virtual Console might allow for more ambitious content than what is perhaps seen of next-generation titles, which by most accounts do not and will not stray from formulaic standards, barring the occasional Katamari Damacy-esque titles. Such a process might, at the very least, slow down the consolidation occurring in the games industry, with larger publishers/developers swallowing hefty amounts of resources, leaving little to nothing for the fledgling studios.

 

Another point of mention, relating more to Nintendo itself, is that the Virtual Console could lead to the production of those game sequels (Kid Icarus and Earthbound, anyone?) fans have been craving for what seems like eternity. Wary of immediately creating, say, a new Earthbound adventure for Revolution, Nintendo could decide to bring over the first games in the series, gauge consumer reaction (read: watch sales charts) and if the downloaded version becomes popular, it would be all the more reason to provide a next-generation sequel. It seems quite ingenious; Nintendo first makes some quick money from voluminous downloads, the game garners an extensive fan base and therefore entice a Revolution sequel, which will then fly off the shelves, filling Nintendo's coffers even more. Everyone wins.

 

Let's recap the positive aspects of the Virtual Console covered thus far:

 

* Attractive to retro gamers

* Older, simpler titles appeal to casual/non-gamers, who might later grow in their affinity for video games and begin to play next-generation titles

* Allows for filler content in games industry's slow periods

* Nintendo and third parties have opportunity to make quick money through relatively inexpensive downloads while developing next-generation games

* Emulating games from Sega's and SNK's old consoles brings in the devoutly brand-loyal and offers greater variety

* Respect perhaps returned to the 2-D games of old

* Indie developers given opportunity to get foothold in market without immense financial burden

* New content can be provided for older consoles by smaller developers

* Popular downloaded titles may receive next-gen treatment

* All inside a little black box. How convenient!

Of course, there's always the possibility that consumers will turn a cold shoulder to the Virtual Console service and its possible copious assortment of games. Perhaps the interest in classic titles is no longer present in contemporary gamers. Maybe non-gamers are referred to as such with good reason, for they never intend to play video games. Hardcore gamers may want only the relish the grandest new technologies and next-generation visuals. Casual gamers could very well pursue what is merely perceived as 'cool' by peers and advertisements. However, are these notions valid? For one, a simple title on the Xbox 360's Live Arcade known as Geometry Wars: Retro Evolved has been downloaded for trial over 200,000 times and purchased by over 45,000 gamers since the Xbox 360's November 2005 launch. The game is inexpensive, yet visually appealing and highly addictive. For retro gamers, it is a fond reminder of old-school gameplay. For casual gamers, the ability to enjoy a game for a few minutes at a low price (around $5) is quite attractive. More experienced gamers can become enveloped in the game's addictive and challenging nature. A non-gamer could very well find a title such as Geometry wars to be unthreatening; therefore, he/she might be more inclined to pick up a controller and give the game a try. Keep in mind, all of this from just one game. Imagine thousands of games, strewn across multiple platforms spanning multiple decades; a game for every skill level and time allowance, variety truly ablaze. The Virtual Console provides all of this and potentially more.

Some may view the Virtual Console in this light: Nintendo is the aged Olympic champion, attempting to run with its younger, sleeker counterparts, its gold medals of yore, now rusted slightly, proudly adorning the old athlete's neck for the public to see and casually admire. However, this is not the case. Nintendo is not running down the same path of its more powerful competitors. The company is pursuing not a wholly different path, just one that veers off course, hoping its choice does not lead to a dead-end. A few rusted medals are not worn memorably around Nintendo's neck; thousands, some with a fresh coat of paint, are wheeled along behind, catching the eye of intrigued onlookers who with curiosity pursue.

 

For Nintendo, the past is not a sad reminder of what used to be, but a method for catching the attention of others who will hopefully follow the company down its less-taken path; a way of leading its marauding band of fans and timid newcomers alike into the future. The Virtual Console is not merely a nice extra feature; it is the necessary component which will provide the stable ground for Nintendo’s path. Should it crumble, Revolution as a whole may very well dissipate accordingly. Not to engender alarm, though; Nintendo knows its past and is presumably quite fond of it. Desecrating it is not a choice.

 

Once I used to join in

every boy and girl was my friend.

Now there's revolution, but they don't know

what they're fighting.

Let us close our eyes;

outside their lives go on much faster.

Oh, we won't give in,

we'll keep living in the past.

~Living in the Past, Jethro Tull

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Killer 7 Producer Starts Revolution Project

Suda 51 holds talk session with Hideo Kojima and Kazutoshi Iida.

 

 

Grasshopper Manufacturer's Gouichi Suda (aka Suda 51) has once again made reference to his support for Nintendo's Revolution console. At the "Hopper's Vol.1 25H Our Party People" event held in Tokyo's Shibuya Ward on a snowy Saturday evening, Suda confirmed that work on a Revolution project has already started at his studio. He would not reveal details beyond this.

 

 

Suda has been pretty vocal about his support for the Revolution. Back in October of last year, he became one of the first Japanese producers to confirm a project for the system, promising an extreme game that makes full use of the system's controller.

The Shibuya event was also attended by Konami's Hideo Kojima, producer of the Metal Gear series, and Kazutoshi Iida, creator of Doshin the Giant. The three developers held a talk event in which Suda revealed that Kojima's Snatcher and games developed by Sega's Yu Suzuki were what got him into gaming. Kojima recalled that people didn't understand why he was spending so much effort creating Snatcher's world, with one superior even confronting him as he headed out to the library to do research. He also mentioned that Snatcher was originally set to be called "Junker," but Konami was unable to use that name because it had already been taken by a mahjong title.

 

The dialogue turned to adventure games in general, with Kojima mentioning that he had previously played Twilight Syndrome, which Suda developed while he was working at Human. Iida, asked if he was interested in working on an adventure game, mentioned that he had already created a title for From Software's Adventure Player for the PSP.

 

The three closed off the talk session by joking about working together on an adventure game. With Kojima himself having previously expressed strong interest in the Revolution, perhaps Nintendo fans can expect a dream collaboration for the new system.

 

http://revolution.ign.com/articles/682/682687p1.html

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Καλά μην λέτε τέτοια πράγματα και τρελαθούμε εδώ πέρα,έχουμε εξεταστική.Θέλέτε να πάρουμε τους δρόμους και τις κιθάρες να ζητιανεύουμε εισητήρια για νσ πάμε στην Ε3;:-D :) :mrgreen: :-D :mrgreen: :) :mrgreen: :) :-D :)

Πάντως όπως και να έχει το πράγμα μας έχει πορώσει πολύ άσχημα,μακάρι να είναι έτσι.Έχουν να πέσουν πολλά 24ωρα προπόνησης...

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Πω πω ρόμπα που έχει να γίνει κόσμος,φανταστείτε να σε δουν οι γονείς/φιλενάδα/περίγυρος να παίζεις με το σπαθί και την ασπίδα λες και είσαι κανένα πιτσιρίκι.Φυσικά αν είναι αληθινό προβλέπω τρελές πωλήσεις είναι όνειρο για πολλούς zelda fans.

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Πω πω ρόμπα που έχει να γίνει κόσμος,φανταστείτε να σε δουν οι γονείς/φιλενάδα/περίγυρος να παίζεις με το σπαθί και την ασπίδα λες και είσαι κανένα πιτσιρίκι.Φυσικά αν είναι αληθινό προβλέπω τρελές πωλήσεις είναι όνειρο για πολλούς zelda fans.

:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:

den exeis adiko...:mrgreen: :mrgreen:

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