Archive for July, 2009

The Wiire Podcast 143

Somehow comparing video games to rap music

Chris Holzworth joins the panel as a guest to talk about his recent editorial, Zelda's Re-Awakening, and discuss why he thinks the Zelda franchise has become stagnant and what could be done to revitalize it. Plus, Guitar Hero baffles John Mayer, Reggie tries making sense of the vitality sensor, Mario Galaxy 2 goes "next level", and more. Don't miss out, download this episode today!

Topics covered in this week's episode:

Runtime: 0:57:51

 

A New Starfox Game On The Way

But not from Nintendo....

Besides a new Kid Icarus game, Nintendo fans may have been clamoring the most for a new Starfox game. Not since 2005 has there been a Starfox game released on a Nintendo console (with the exception of Starfox Command on the DS in 2006), and many would love (perhaps pray) for Nintendo to revisit the franchise. Nintendo has yet to announce anything, and a group of devoted fans (Team SoL) got tired of waiting. They have taken it upon themselves to release a brand new Starfox to help appease those whose prayers have yet to be answered.

 

starfoxshadowsoflylat

 

The game is called Shadows of Lylat, and it is created using the FreeSpace Open engine (FreeSpace is an open source game engine), which, yes, does mean we won't be able to play it on our Wiis, but fear not. Anyone who runs a decent Windows, Mac, or Linux setup will be able to play.

 

Shadows of Lylat falls into the Starfox timeline, snugly between Starfox 64 and Starfox Adventures. Seeking to return to the Starfox roots, the game mirrors a lot of gameplay from previous titles. Shadows of Lylat also boasts many impressive features, including a range of vehicles (the primary of course being the Arwing), multiplayer, and plenty of recognizable enemies from older titles (no Andross however).

 

There will also be a high-end version of the game, for those of you with true gaming rigs. This pack will feature hi-res shaders and graphics, so you can truly enjoy blowing things up in space.

 

On the plus side, the game will be free, but unfortunately that means the team cannot provide a release date for the title, as they are completely self-funded. They are promising to get a demo out as soon as possible though, so we can all try out the game for ourselves to see what we think.

 

Keep a close eye on this one, and hope Nintendo doesn't attempt to shut down production.

 

Check the trailer below, and be sure to also check out their site for even more goodies.

 

 

Via Kotaku

No Planned US Release For Wii Colors

Ninty has 'no plans' to release any outside of Japan

See that shiny nice black Wii down there? See how sleek and cool it looks? Do you want to buy it? Well too bad. Unless you live in Japan, you may not ever be buying a black Wii, or any other colors for that matter.

 

blackwii

 

Recently GameDaily sat down with a Nintendo rep, and asked Nintendo about the possibility of a black Wii coming stateside. The Nintendo rep had little else to say other than to state that there are "no plans to have other colors of Wii in the U.S."

 

Do not lose all hope yet if you truly want a colored Wii. Joystiq is quick to point out that Nintendo has been less than forthright when it comes to PR speak, and references Nintendo's denial of a new DS the day before the DS Lite was announced.

 

If colors had been available when you bought your Wii, what color Wii would you be most likely to buy?

How (Easily) The Conduit Was Hacked

One person behind the dreaded Wi-Fi hacks for The Conduit says Nintendo may ban online cheaters across the Wi-Fi Connection.

 

While The Conduit may be mature gamers' shining star on top of the Wii tree this year (at least, we think so), many are reporting that cheaters and glitches are abundant in the game's popular online multiplayer section.  And while many are finding this to be a game-breaker, the person who broke the game isn't too worried.

 

An infamous code breaker (arguably, game hacker) by the handle "hetoan2" discovered The Conduit's infinite HP and ammo codes recently, in addition to other Wi-Fi hacks like rank modifier, being hidden on radar, and "moon jumping."  Some dirty players may be scrambling for any modification system to play the game with these codes on (as many work for single player as well).

 

The Wiire reached out to hetoan2 to find out what is going on behind the scenes for The Conduit.  The gritty details may cast a shadow on the game darker than its own storyline.

 

The Wiire: First, how did you discover these loopholes in the game? How easy was it to modify the game?

 

hetoan2: I discovered these loopholes in the game by using a device to dump the data from the wii, remote debugger, and GeckoOS (a homebrew program) to search and create the codes. The process is simple really, just using a bunch of searches on changes on in-game variables, and once you find where they're stored you can rewrite the code to make it do what you want, or you can write your own code to make it do what you want.

 

It isn't that simple with every game, as he notes, "sometimes you can't write your own code," with the important qualifier, "but not for the Conduit."  This is where gamers have every right to be nervous about how the game was developed.

 

hetoan2: Everything is virtually unprotected. All values can be edited fairly easily, and there's virtually no sign of an attempt at hiding values, fixing bugs, or preventing online hackers. The online codes are identical to the offline versions because the offline game is the same as the online version. The only difference is in the online mode the game sends the variables in real-time to their server. Keep in mind that there are NO server checks. (If the value instantly changes abnormally, usually the server will boot you from the game or make you desync from the other players.)

 

conduit_multiplayer

 

You've claimed that the codes you released "don't work." Why did you release them, then?

 

hetoan2: Actually, the first codes I released that I urged users to not use would actually cause all their save data(s) to become corrupted once they entered the online play to try and use them for cheating online. This was just an attempt at cleaning out the potential online hackers before they got the real codes.

 

At this point in our conversation, I began doubting hetoan2, thinking it "a likely story."  That is, until I was shown assembly code and was informed a bit about conversation between him and High Voltage employees.

 

Making his more "noble" intentions even more apparent is the faked code itself:

 

hetoan2: In the beginning when I did say that the codes didn't work I had posted this code:

 

Infinite HP, Ammo, and NO Reloads [hetoan2]:
42000000 80000000
047587FC 6675636B
04769478 20796F75
E0000000 80008000

 

If you look into the code it actually says to do ram writes to 807587FC and 80769478 which if edited will brick the save files.

 

There's a bit of a message to users of the hack hidden in the code itself.  If you convert the Hex code to ASCII, you'll see two words directed to the cheaters hetoan2 is claiming to prevent from cheating in the game, "f*** you."

 

Can you elaborate on what you've learned about High Voltage's online system for The Conduit?

 

hetoan2: I have learned that the online system is identical to the offline version besides the fact that data is sent and received from the server. Other than that there are no online server checks except for the exception with the player run speed being fixed at 80 when online.

 

This is what's causing online spawning glitches because the spawning points can't be modified in single player (without hacks), but in the online they are dynamic and practically randomly generated. There is no protection on this area and a slight desync during the loading of the level can create this annoying glitch.

 

What have they told you about what they are doing regarding it? Has Nintendo themselves seemed to be interested in combating the issue?

 

hetoan2: HVS has not told me exactly what they plan to do in their future games, but I have given them some suggestions for online checks and a couple of different banning methods (for future online hackers) that are different from Nintendo's.

 

Currently, they are looking out for online hackers using codes and are tracing MAC addresses that are sent by the game that will be collected, sent to Nintendo, and eventually banned.

 

Nintendo doesn't really seem interested with online hacking in non-Nintendo and their less popular games. Right now they seem to be primarily concerned with Mario Kart Wii and preventing homebrew all together with future updates and removing videos on YouTube for new exploits (like bannerbomb).

 

If you need proof they're neglecting their online system in older games. I'm striker of the day in Mario Strikers Charged with very obvious hacked stats. [Here's proof] that they don't and won't look, even though they did in the past (since inappropriate names were allowed before):

 

strikers_hacked

 

In your opinion, what do you think High Voltage can do about cheaters in The Conduit?

 

hetoan2: Right now HVS cant do anything about the cheaters except log them and have Nintendo ban them. I would not be worried if you are going to buy the game. There are very few cheaters (people using hacks) so far in the Conduit. The severity of the codes is pretty high though, which makes them very easy to track. I have given HVS specific values and addresses to look for in the game, so even if you have ANY codes on, they will know, even if you don't use them. They can track these on the server and easily get your Wii's MAC address (better than IP banning because IPs are dynamic) and they will ban you. They can also see users using a modified version of the game (so that they can get the debug menu) they will ban you also. That's probably even easier to trace.

 

It sounds like High Voltage is more "hopeful" that this will happen. As you said, Nintendo doesn't seem to care about hackers in the online community. Do you think Nintendo will actually go through with banning based on MAC addresses?

 

hetoan2: Nintendo has already started banning MAC addresses with the 20102 error code which is basically a ban from all wifi games.

 

HVS is collecting MACs (which they can do) but it's 100% up to Nintendo with the execution of the bans. It seems as if people will be banned from 3rd party games not soon, but probably either in the next 3 and 4 banning waves (the last one being on July 2nd). So right now it could be going either way. Doesn't look like its going to happen since I've hacked highscores in CoDWaW and Megaman 9 and they either haven't noticed or haven't cared to tell Nintendo. So that could be how this could go. It just depends.

 

To be fair, hetoan2's blog points out a way to dodge Nintendo's 20102 error code, so some diligent players may be able to skirt this problem.  Even so, it seems that everything depends on Nintendo.  At least this hacker is hopeful.

 

hetoan2: I hope they do ban the cheaters on The Conduit. Even though I've made *some* codes, it's gone too far, I haven't released all of the good codes I have, but the cheaters are out there and banning them is the only thing that's going to stop them. I'm sure if Nintendo releases another console they've learned alot from the whole Mario Kart Wii experience at least.

 

Pointing the finger here could be so easy.  What makes things worse is that hetoan2 is likely not the one releasing the legit codes, as he explains.  And what is incredibly unsettling is that The Conduit was a door left wide open.  In fact, it reminded me of Game Shark or Game Genie hardware that could search for and change a game's values, similar to this process.  Except those were on systems like the Nintendo 64, which should be archaic by today's standards.

 

It seems that even with working codes and working save files, cheaters will wind up finding themselves disconnected.  And for the sake of gamers hoping to have a good online shooter on the Wii, let's hope so.

Club Nintendo Rewards Announced

Fight Doc Louis or wear Mario's hat

After all the talk and wonder about what Nintendo would hand out as rewards for those achieving the Club Nintendo Gold and Platinum membership status, the results are in.

 

Nintendo doesn't seem to be giving back much this time around.  Platinum members have the option between "Doc Louis' Punch Out!!" or the Mario hat that Japan has received in the past as rewards.

 

club_platinum

 

Doc Louis' Punch Out!! is a WiiWare game based off the retail title, where players can control Little Mac and take on Doc Louis himself.  That's right, Little Mac's mentor steps into the ring to show you how it's done.  Players don't need to own the retail version of the game to play this, it's a stand-alone product.  Nintendo is simply giving you the code to download it for free, and is only being offered in US and Canadian territories.

 

club_platinum2

 

The Mario Hat is supposed to be a real-life replica of what Mario wears on top of that mop of brown hair while he back-flips onto platforms.  Except, this one won't likely stay on if you do that yourself.  It is wear-able, and perfect if you plan on being Mario this Halloween.

 

club_gold

 

Gold members get a 2010 Nintendo calendar.  Each month of the year features artwork from a different Nintendo game in this original calendar.  In fact, this is the only option Gold members have, so they better enjoy it.

 

How completely underwhelming.  After seeing Japan get the same prizes in the past, with the addition of things like controllers and Wii Wheels, Nintendo of America got us this time.  The Doc Louis WiiWare game will probably feel useless after 15 minutes of play, when you finish memorizing all of the single-enemy's moves.  Even so, that still seems to appeal to me the most.

 

What are you going to pick up?  According to the Club Nintendo site, you have until August 11, 2009 to redeem your reward.