<![CDATA[Kotaku: Majesco]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Majesco]]> http://kotaku.com/tag/majesco http://kotaku.com/tag/majesco <![CDATA[ Gardening Mama Blooms Stateside This Spring ]]> It's time to drag Mama kicking and screaming out of the kitchen and into the back yard as Majesco Entertainment announces Gardening Mama for North America.

Taking the same simple, charming, and addictive stylus that made Cooking Mama an international hit, Gardening Mama takes the fun outside, where players will be able to grow fruits, vegetables, and flowers. Sound exciting? But wait, there's more! Gardening Mama also features creative uses for the things you grow, such as carving jack-o-lanterns or making jam. Players will be able to compete for the biggest harvest, share items they've grown online, and dig holes to bury the ones who have failed Mama in the past.

Majesco plans on bringing Gardening Mama to North America DSes this Spring, just in time for whatever it is gardening folks do in the spring. Tilling or something. I don't know.

MAJESCO ENTERTAINMENT ANNOUNCES 'GARDENING MAMA' FOR NINTENDO DS

New Handheld Game Stars Mama from the Multi-Million Selling Cooking Mama Franchise

EDISON, N.J., December 2, 2008-Rising out of the rich soil sprouts Gardening Mama, a new Nintendo DS™ gardening simulation that was announced today by Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market. Developed by Cooking Mama Limited, the team that created the award-winning Cooking Mama franchise that has sold 2.5 million units domestically, Gardening Mama brings back the beloved matron to cultivate a cornucopia of fruits, flowers and vegetables in her backyard.

"Mama has become a certifiable icon since her original introduction in Cooking Mama DS," said Jesse Sutton, Chief Executive Officer, Majesco. "Her first brand offshoot captures those features that made the Cooking Mama series a best seller-an innovative concept, full Touch Screen control, approachable gameplay for everyone and, of course, a charismatic mentor who pushes you in her own endearing way to give a gold medal performance every time."

Gardening Mama transforms the DS stylus into a universal gardening tool that players will use to plant, nurture and harvest flowers, fruits and vegetables. Gamers can manage their garden through the seeding, blooming and maturation phases, and then produce items from the plants they've grown (i.e. grow strawberries to make jam or raise pumpkins and then carve a jack-'o-lantern). A robust multiplayer mode lets up to four friends compete to grow the biggest harvest and Treasure Box mode lets players share items they've grown with online friends. Gamers can also decorate various gardens while creating goods like pergolas and hanging baskets. In addition, players can change Mama's outfit to their liking while customizing the screen design to their preference.

Just as millions of players enjoyed slicing and dicing with Mama in the kitchen, they can now move to the great outdoors-planting, pruning, picking, and creating-in Gardening Mama!

Gardening Mama for DS is expected to release in Spring 2009. For additional information about Majesco's exciting line of products, please visit www.majescoentertainment.com.

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Kotaku-5100875 Tue, 02 Dec 2008 10:40:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5100875&view=rss&microfeed=true
<![CDATA[ Eat That PETA - Majesco Launches Cake Mania ]]> Oh please, PLEASE let there be a meat loaf level...

The animal-hating carnivores (kidding!) responsible for Cooking Mama have broken with tradition and released a game that involves the death of ZERO animals.

As well as (hopefully) pacifying PETA, Cake Mania: In the Mix! also manages to hit the ever growing zone on the Venn diagram of life where Games meet Cakes.

In what sounds like a sort of cake-based Tapper! meets Pizza Tycoon, players must make cakes.. then sell them. Wonderfully, 'unique cakes' can be produced and shared via WiiConnect. Potential GOTY, you heard it hear first.

Majesco ships Cake Mania: In The Mix for Wii [GamePro]

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Kotaku-5097944 Mon, 24 Nov 2008 14:20:00 MST Stuart Houghton http://kotaku.com/index.php?op=postcommentfeed&postId=5097944&view=rss&microfeed=true
<![CDATA[ Cooking Mama Responds To PETA ]]> Mama just wants to make the nice people happy! This is the gist of a press release issued by Majesco Entertainment on behalf of Mama herself in response to PETA's recently released flash game, Cooking Mama: Mama Kills Animals. The release highlights the more than 25 vegetarian-friendly recipes available in Mama's latest game, Cooking Mama World Kitchen, out this week for the Nintendo Wii.

"I would never put rat in my Ratatouille," said a feisty Mama while beating some eggs. "Like any accomplished cook, I create my recipes to appeal to a broad range of tastes and preferences. My only goal is to ensure you leave the table well fed."

The release goes on to state that Mama, while not a vegetarian herself, fully supports the humane treatment of animals, with her new doggy friend Max making his game debut in the new title.

You callous, cold-hearted PETA bastards. You made her upset. She just wants to fill our tummies with goodness, and this is the thanks she gets? That's it. From now on I am going out of my way to eat animals. *eyes his cats*

Cooking Mama Responds to PETA by Highlighting Vegetarian Offerings in Latest Wii(TM) Videogame Release - Cooking Mama World Kitchen

EDISON, N.J., Nov 19, 2008

Food lover and culinary cutie Cooking Mama is a virtual chef who believes that good home cooked food, properly prepared from the best ingredients, can bring people together around the table and make the world a happier place. That's why Mama is taking a stand with oven mitts raised high against the latest PETA objection targeting her freshly released videogame, Cooking Mama World Kitchen, that shipped this week for Wii(TM) from Majesco Entertainment Company (Nasdaq: COOL). Mama wants people to know that World Kitchen includes 51 recipes from around the world, ranging from vegetarian fare like miso soup and rice cakes to international delicacies like ginger pork and octopus dumplings.

"I would never put rat in my Ratatouille," said a feisty Mama while beating some eggs. "Like any accomplished cook, I create my recipes to appeal to a broad range of tastes and preferences. My only goal is to ensure you leave the table well fed."

Cooking Mama World Kitchen includes more than 25 vegetarian-friendly recipes including delicious breakfast, dinner, dessert and snack options. And, while Mama is not a vegetarian, she fully supports the humane treatment of animals, particularly for her canine protege Max who makes his doggie debut in World Kitchen.

About Cooking Mama World Kitchen

Developed by Cooking Mama Limited, the second installment of the fan favorite Wii series is filled with new features including kitchen mini-games, 3D graphics, chef customization and 2 player cooperative cooking. In the game, players use the Wii Remote as a universal cooking utensil to chop, grate, slice and stir their way through 51 all-new recipes, ranging from parfait to Ratatouille to pancakes and French fries. A range of modes lets players cook for Mama's approval, their friends' picky palates or together as a team to create dishes in a new cooperative mode. A bonus hidden mode will even surprise gamers with competitive play against the original "master cook!" In World Kitchen, preparation mistakes are events unto themselves since new mini-games add hilarious fun with Mama's lovable canine, Max. Finally, a new customization feature lets players create their own personal chef or even an adorable mini Mama!

Cooking Mama World Kitchen for Wii is rated E for Everyone and available now for the suggested retail price of $49.99. To watch the official trailer and find out more, please visit www.cookingmama.com.

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Kotaku-5093315 Wed, 19 Nov 2008 12:30:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5093315&view=rss&microfeed=true
<![CDATA[ Cooking Mama Kills Animals - Happy Thanksgiving From PETA ]]> It's Thanksgiving time here in America, and you know what that means - millions of dead turkeys! Delicious dead turkeys, mind you, but the folks at PETA (People for the Ethical Treatment of Animals) don't appreciate that at all, and once more they dig out an iconic video game character to try and get their message across. Cooking Mama: Mama Kills Animals is actually not a bad flash version of Majesco's cooking franchise for the Wii and DS. It's just a bit twisted. Behead, gut, and stuff a turkey while attempting to get the coveted "Even Meaner Than Mama" score.

Don't fret though, Mama fans. There's redemption in store for the titular hero, and by the end of the game it's all turkeys and rainbows for our tiny, sexual stereotype.

Cooking Mama: Mama Kills Animals [PETA]

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Kotaku-5090512 Mon, 17 Nov 2008 08:20:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5090512&view=rss&microfeed=true
<![CDATA[ First Cooking Mama, Now Gardening Mama ]]> Cooking Mama is a hit. Not just the gamer, either; Mama herself is a bonafide gaming starlet. So it's with little surprise that we hear Majesco are taking the short-tempered lass out of the kitchen and throwing her in the garden for another Mama series, with Gardening Mama due for release on the DS at the end of the year (in Japan, at any rate). Mama's fiery temper was a perfect fit for the kitchen in these Gordon Ramsey-heavy times, but gardening's always been a more relaxing pursuit. Wonder how she's going to adjust.

First there was Cooking Mama, now there's Gardening Mama? [Pocketgamer]

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Kotaku-5054504 Thu, 25 Sep 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5054504&view=rss&microfeed=true
<![CDATA[ You've Been Sent a FITNESS ULTIMATUM ]]> Alright, well, if Wii Fit wasn't badass enough for you, now you can sign up to have your ass kicked by Jillian Michaels, whose "Fitness Ultimatum" for Wii (out next year) apparently involves an invisible Wiimote and a completely unforeseen monkey-bars peripheral. Graphics look a little clunky, but if you're dripping as much sweat as this thing promises, you probably won't care. But then, if you buy this thing, your priorities are probably way different from a standard gamer's.

Jillian Michaels Fitness Ultimatum 2009 Wii Trailer [YouTube, via Nintendo Wii Fanboy]

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Kotaku-5052718 Sat, 20 Sep 2008 18:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5052718&view=rss&microfeed=true
<![CDATA[ Math Blaster Brings Edutainment to this Generation... Finally ]]> Classic edutainment franchise Math Blaster is making its way to the DS this fall thanks to a publishing deal with Majesco Entertainment.

Math Blaster in the Prime Adventure combines adventure gaming with mathematical puzzles that has you fighting off an army of robots... robots with math skillz. The game will put your addition, subtraction and multiplication skills to the test and includes four player battle mode and challenge and adventure modes.

I applaud this, seriously. Just the other day, while attending a dinner with Ken Levine and some other folks during PAX, I got into a discussion with a group of them about educational games for next gen consoles.

I think that the three platform owners should get behind bringing a few educational games to their various downloadable game systems.

They should do this for two reasons.

If you can load a few of these games, games like Reader Rabbit or Math Blaster, on your console you can convince schools that perhaps they're worthy learning devices. Don't laugh. The fact is that most schools currently use those games to train kids on computers. Tristan has Computer Lab one week a month at his school. For second graders, computer lab means getting on a computer and playing educational games. The local library has these same games set up on their public computers. So they're OK with the notion that gaming can be educational.

Now look at what Apple did in the 80s, donating computers to schools across the country (or selling them at absurdly low prices). Sure it was good for their image, but more importantly it won over a whole generation of computer users. The same could be true for console gamers. If you hook a 5-year-old, and more importantly their parents, on the Wii or the PS3 or the 360, then you've got them for life. Or at least a better chance of that, I think.

You also can't overlook the fact that these are three huge corporate entities making, at least in one case, obscene amounts of money off of the games they sell. Why does the notion of being a good corporate citizen in this industry always have to step outside the arena where these companies make their money? Why not give back to gamers in a way that we can all appreciate? Take a loss on a few educational games and watch as older, parent gamers glom onto the consoles that take that first step.

I can't tell you how many times I have parents ask me which system they should buy for their kids, which one has the opportunity not just to entertain, but educate. I can't tell you how many hours I've spent looking for those few and far between educational games for this generation of consoles.

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Kotaku-5046742 Mon, 08 Sep 2008 14:30:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5046742&view=rss&microfeed=true
<![CDATA[ Knowledge Adventure Enters Console Market With Majesco ]]> Things are really looking up for parents who want to buy their children video games for Christmas but don't necessarily want to buy them games they'll enjoy, as venerable PC edutainment software creator Knowledge Adventure partners with Majesco in order to bring their properties to the console and handheld market. “This partnership is part of our strategic vision to transition the company from educational software to a multi-faceted kid’s entertainment company,” said Knowledge Adventure president & CEO David Lord. “Expanding our product footprint into this new category will enable us to create a market for future products—including our leading JumpStart® brand—on console and handheld platforms and capitalize on the increasing popularity of these platforms.” The first product of this union will be Math Blaster in the Prime Adventure for the DS, introducing the 21-year-old franchise to a whole new audience. Do you smell that? That's the smell of children's tears on Christmas morning. It's intoxicating!

Knowledge Adventure® Enters Console/Handheld Game Market; Signs Deal with Majesco
Award-Winning Math Blaster® Games Available on Nintendo DS in time for Holiday

TORRANCE, Calif.—(BUSINESS WIRE)—Knowledge Adventure®, the leader in adventure-based 3D virtual worlds for 3-to-10 year olds, today announced it will be launching its award-winning Math Blaster® brand product on the Nintendo DS platform. Knowledge Adventure has entered into a partnership with Majesco Entertainment Company to launch the Math Blaster DS product. This marks Knowledge Adventure’s first entry into the Nintendo DS and extends the proven Math Blaster brand into an age-appropriate handheld platform. Math Blaster in the Prime Adventure will be available at major retailers this holiday season.

“This partnership is part of our strategic vision to transition the company from educational software to a multi-faceted kid’s entertainment company,” said Knowledge Adventure president & CEO David Lord. “Expanding our product footprint into this new category will enable us to create a market for future products—including our leading JumpStart® brand—on console and handheld platforms and capitalize on the increasing popularity of these platforms.”

The Majesco partnership is the next strategic step in establishing Knowledge Adventure as a market leader. The launch of Knowledge Adventure’s popular Math Blaster games on the Nintendo DS platform creates a significant opportunity for Knowledge Adventure to capitalize on a growing market and increase market share for all of its leading brands within their product categories.

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Kotaku-5045339 Thu, 04 Sep 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5045339&view=rss&microfeed=true
<![CDATA[ Majesco *Might* Get Kicked Off The Stock Market ]]> Cooking Mama sure can cook. Might want to get her to cook your books, Majesco, as the company today received a formal warning notice from the NASDAQ Stock Exchange. The exchange has rules, and one of those rules is that shares in a company can't trade at under $1.00 for 30 days in a row. Majesco's have been trading at under $1.00 for 30 days now, so they've got this warning, along with a condition that if they can't get it back over $1.00 by February 2009, they might get themselves delisted from the stock exchange. A fate which is probably a lot more awful than it sounds.

Edison, NJ - August 28, 2008 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the family-friendly mass market, announced today that on August 22, 2008, it received a letter from The Nasdaq Stock Market, Inc. ("Nasdaq") notifying the Company that for the 30 consecutive trading days preceding the date of the letter, the bid price of the Company's common stock had closed below the $1.00 per share minimum required for continued inclusion on the Nasdaq Capital Market pursuant to

Nasdaq Marketplace Rule 4310 (c) (4). The letter further notified the Company that, in accordance with Nasdaq Marketplace Rule 4310(c)(8)(D), the Company will be provided 180 calendar days, or until February 18, 2009, to regain compliance with the minimum bid price requirement. Compliance is achieved if the bid price per share of the Company's common stock closes at $1.00 per share or greater for a minimum of ten consecutive trading days prior to February 18, 2009.

If the Company does not achieve compliance within the required period, the Company will be reevaluated to determine whether it meets The Nasdaq Capital Market's initial listing criteria as set forth in Marketplace Rule 4310(c), with the exception of the bid price requirement. If the Company meets the initial listing criteria, which differ from the continued listing criteria, the Nasdaq staff will notify the Company that it has been granted an additional 180 calendar day compliance period. If the Company is not eligible for an additional compliance period, the Nasdaq staff will provide written notification that the Company's securities will be delisted. In that event and at that time, the Company may appeal the Nasdaq staff delisting determination to a Nasdaq Listing Qualifications Panel.

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Kotaku-5043336 Fri, 29 Aug 2008 07:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5043336&view=rss&microfeed=true
<![CDATA[ Majesco Hits Facebook With Bananagrams ]]> Majesco's getting on board the Facebook game craze with Bananagrams, an anagram game hitting the social networking site for free on August 18th.

The game starts you off with a batch of selected tiles, and then players have to make up as many words as possible, as quickly as they can, from the available letters. Friends can compete against one another live, and the person to use up all his or her tiles first is the winner.

Facebook users can play alone or with up to eight friends at a time. The single-player mode provides a timed race for users to try and beat their own best time.

Full announcement after the jump:

MAJESCO ENTERTAINMENT ANNOUNCES "BANANAGRAMS"
GAME FOR FACEBOOK

Award-Winning Word Game Coming To
Popular Networking Site
EDISON, N.J., July 24, 2008 -Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced that the popular anagram game, Bananagrams, will be available August 18 as a free Facebook Application. Developed by Large Animal Games, Bananagrams ignores all the rules of traditional board games in favor of an every-player-for-themselves approach that delivers lightning-fast puzzle play guaranteed to get the mind moving and drive players "bananas."

"Casual gaming applications have exploded on social networking sites like Facebook and Bananagrams is an ideal fit for the demographic," said Gui Karyo, Executive Vice President of Operations, Majesco." With its fast-paced action and addictive but simple gameplay, we believe this game has potential to become one of the most popular gaming applications on the site."

The object of Bananagrams is to create as many words as quickly as possible from an initial batch of selected tiles. Unlike other turn-based games, Bananagrams has players simultaneously playing to form interconnected words. Once the tile pile is depleted, the player who is able to use all of his or her tiles first wins.

Facebook users will have the option to play alone or online against up to four or eight friends. The game will offer two single player modes - Banana Solitaire and Single Player Banana Café - in which players compete in a timed race to place letters in order to beat their own or their friends' best times. After honing their anagramming skills in the single player modes, Facebookers will be able to compete against friends in one of two multiplayer modes — the Classic Multiplayer Game, with up to four players, or the Banana Café, where they can race against time and up to seven other players to take first place! All game modes will let players chat online during gameplay and compare their results against each other via the Bananagrams Leaderboard.

Bananagrams will be available August 18 as a free Facebook Application. After the initial launch, new features will be introduced on a regular basis. For additional information about Majesco's exciting line of products, please visit: www.majescoentertainment.com.

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Kotaku-5028758 Thu, 24 Jul 2008 19:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5028758&view=rss&microfeed=true
<![CDATA[ Fist Pumping Through Major Minor's Majestic March ]]>

On its surface Major Minor's Majestic March is very simplistic, but then again so was Parappa the Rapper. And that's an apt comparison. Both games were created by Masaya Matsuura and both feature bright cartoon characters drawn with bold, clean lines.

Instead of tapping out a rhythm on a controller, as players did with Parappa, Major Minor's Majestic March has players setting their own tempo as the Drum Major of a marching band. That may not sound like a big difference but what it means is that it takes the control away from the game and allows gamers to dictate how they want to play. The key to the game isn't rhythm as much as it is consistency.

To play the game you hold the remote facing you and then pump it up and down in your hand as if you were holding a baton. The faster you pump it the faster your band moves and the faster the music plays. As you march along predetermined routes special power-ups and negative items pop-up on the screen. To grab them you have to swipe your controller left or right as you pass the items. You also pass a number of would-be band mates who can be tagged into your band.

The key to te game is to keep your rhythm steady while paying attention to what you want and sometimes have to swipe.

If you march too fast some of your band members might get exhausted and mess up your music and if you go to slow you might not make it up the steeper hills.

The final game will ship with seven levels, each broken up by rest periods, and additional modes including a straight forward multiplayer mode and a father and son mode which allows one player to keep the temp and another to swipe for people and items.

The game will also support bands of up to 80 members, which each of their instruments playing on a separate track.

Playing around with an early build of Major Minor's Majestic March was fun for a time, though also fairly wearing on the arm. The one issue I did have with the game was that the swiping recognition didn't seem as tight as it should be. I was told that they developers were still working to finesse those controls and recognition.

This is one of those titles that could get the sort of fan base that Parappa landed, but I think it's far to early to tell.

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Kotaku-5026484 Thu, 17 Jul 2008 17:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5026484&view=rss&microfeed=true
<![CDATA[ Major Minor's Majestic March E3 Trailer ]]>
You'll probably need a refresher on this one. Major Minor's Majestic March is a Wii game currently in development at Majesco. It's being designed by Masaya Matsuura, with art duties being handled by his old Parappa buddy, artist Rodney Alan Greenblat. It plays a little like Space Channel, except you're conducting an animal marching band. Read those last two sentences over again, let them sink in for a second, and you'll see why this might be one of the quietest, yet most pleasant unveilings of the show.

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Kotaku-5026109 Thu, 17 Jul 2008 07:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026109&view=rss&microfeed=true
<![CDATA[ Majesco's E3 Lineup - AWAY With Major Minor ]]> Majesco is bringing it's 'A' game to E3 this year, with a strong line up of titles for the Nintendo Wii and DS ranging from the quirky and curious to the deep and involving. By far the most intriguing game in my opinion is Major Minor's Majestic March for the Wii, which reunites the Parappa the Rapper team of Masaya Matsuura and Rodney Greenblat. Along with Major Minor, Majesco's Wii line up includes Cooking Mama World Kitchen, the house remodeling title Our House, and Zoo Hospital, which is a bit like Trauma Center for the arguably less-evolved set.

On the DS they'll be showcasing the recently announced Mistwalker RPG AWAY Shuffle Dungeon, featuring the combined talents of famed RPG creator Hironobu Sakaguchi, character designer Naoto Oshima and composer Nobuo Uematsu. Trying desperately to outshine that title on the DS will be Wonder World Amusement Park, Babysitting Mania, and physics-based puzzler Marker Man Adventures.

Between Major Minor and AWAY, this is shaping up to be the most exciting Majesco line up in years. Hit the jump for more info.

MAJESCO ENTERTAINMENT ANNOUNCES LINEUP FOR 2008 ELECTRONIC ENTERTAINMENT EXPO

EDISON, N.J., July 9, 2008 - Majesco Entertainment Company (NASDAQ: COOL), today revealed its product lineup for the 2008 Electronic Entertainment Expo (E3) in Los Angeles from July 15th - 17th at booths #421 and 423. Featuring Wii and Nintendo DS games that offer fun for the entire family, the lineup reinforces Majesco's position as an innovative provider of video games for the mass market.

"Majesco's 2008 E3 lineup is filled with fun games that capitalize on the broad appeal and reach of casual games platforms like Wii and DS," said Gui Karyo, Executive Vice President of Operations, Majesco "We are showcasing the sequel to our best-selling original cooking franchise, Cooking Mama World Kitchen, as well as featuring strong new IP including Our House and Major Minor's Majestic March from the creative team behind PaRappa the Rapper. In short, we have something for the entire family."

Below is additional information on Majesco's E3 2008 lineup:

Major Minor's Majestic March

Release date: Holiday 2008

Platform: Wii

Designed exclusively for Wii, Major Minor's Majestic March marks the return of the creative team behind the renowned PaRappa the Rapper franchise-legendary game designer and multimedia musician Masaya Matsuura and famed New York artist Rodney Alan Greenblat. This innovative rhythm-based music game turns the Wii RemoteÔ into a "magic" baton that bandleader Major Minor uses to keep tempo, recruit new band members and pick up valuable items. Players can add up to 15 different instruments to their dynamic procession-including brass, woodwinds, and percussion-to alter its composition and resulting performance.

Cooking Mama World Kitchen

Release Date: Holiday 2008

Platform: Wii

The best-selling, award-winning cooking franchise returns! In Cooking Mama World Kitchen, Mama brings a lot more to the table, including all new 3D graphics, all new recipes from parfait to shrimp au gratin, comedic kitchen mini-games, new gameplay modes and much more. Cook with Mama and her friends by using the Wii Remote as your universal cooking utensil in this fun, family-friendly sequel to last year's Cooking Mama Cook Off.

Our House

Release Date: Q1 2009

Platform: Wii

Our House is the only game that lets players build and remodel their homes into their own unique customized creations. Players use their Wii Remote to hammer, saw, paint, tile and much more as they assemble and decorate their family dwelling. Compete with friends in the four-player "build-off" mode or share creations with others via a WiiConnect24 community-building feature. If you dream it, you can build it!

Zoo Hospital

Release Date: September 2008

Platform: Wii

Zoo Hospital is the first game of its kind on Wii that lets players experience a veterinarian's job. Players use the Wii Remote in surgical procedures to eliminate parasitic pests, perform dentistry, and remove foreign bodies like gallstones to restore the health of 48 ailing zoo mammals, reptiles and birds. Soothing and feeding each animal while following up on post surgical patients in their enclosures is as important as precise operations, since happy, healthy animals increase the Zoo Rating which in turn affects the number of visitors patronizing the zoo.

AWAY Shuffle Dungeon

Release Date: Fall 2008

Platform: Nintendo DS

Featuring creative contributions from RPG creator Hironobu Sakaguchi, character designer Naoto Oshima and composer Nobuo Uematsu, AWAY Shuffle Dungeon for Nintendo DS is a groundbreaking role playing saga co-developed by Mistwalker and AQ Interactive. Players take control of the young hero "Sword," the sole resident left of the once booming Webb Village, who must rescue as many kidnapped townsfolk as possible from a mysterious unknown that has trapped them within underground dungeons. Saved villagers will lend assistance to Sword's quest, as will the magical ‘Fupongs' and dungeon treasure he finds that lets him shop in the village specialty stores for armor, weapons, health, medical aid and more.

Wonder World Amusement Park

Release Date: Holiday 2008

Platform: Nintendo DS

In Wonder World Amusement Park, players experience the thrill of a day at the park anytime and anywhere! Using the Touch Screen, players will toss, drive, shoot, whack, fish and spin in 30 different mini-games scattered throughout six themed zones: Carnival, Spookyville, Prehistoric, Pirate, Fairy Tale and Space. Players can also unlock six interactive rides through gameplay or challenge a friend via local Wi-Fi multiplayer.

Babysitting Mania

Release Date: September 2008

Platform: DS

Based on the hit online simulation, Babysitting Mania lets players progress through more than 100 levels of fast-paced, overlapping challenges as they feed, entertain and clean up after unruly kids in 20 chaotic houses. Players use the Touch Screen to manage every aspect of the household with speed and precision, from strategically employing "timeouts" to overseeing bonus birthday party levels that add neighborhood party guests to the mania.

Marker Man Adventures

Release Date: November 2008

Platform: DS

Guide loveable stick figure, Marker Man, through hundreds of physics-based puzzles using the stylus as a creative tool to draw simple machines that help him safely bring Doodle Dog home. Players will collect power-ups, discover hidden areas and use logic to progress through a scrolling world of various themes

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Kotaku-5023291 Wed, 09 Jul 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5023291&view=rss&microfeed=true
<![CDATA[ Majesco's Wonder World Amusement Park Drops ]]> So, summertime kind of makes me want to go to amusement parks, but since all I really do is sit inside my un-airconditioned apartment and play video games, I feel glad that Majesco is looking after my interests with the announcement of Wonder World Amusement Park for Wii, shipping to retail today with 30 carnival-style minigames and five "interactive rides."

The park's got five themed zones: Spookyville, Fairytale, Space, Pirate and, quite logically, Carnival. There's a single-player Story Mode and multiplayer for up to three that I assume is local-only. Spookyville sounds rad, and while I'm no coulrophobic, this clown definitely spooks me a little.

Coyote Console's the developer; full details after the jump.

MAJESCO ENTERTAINMENT SHIPS
WONDER WORLD AMUSEMENT PARK FOR Wii™

New Title Features 30 Mini Games and Five Interactive Rides Within A 3D Park
EDISON, N.J., July 8th, 2008 - Grab some cotton candy and get ready for family amusement park fun as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced it has shipped Wonder World Amusement Park for Wii™ to retail outlets nationwide.

In Wonder World Amusement Park, players use the Wii Remote™ and Nunchuk™ to throw, hammer, shoot, pump, grab, and shake their way through 30 themed carnival games in an attempt to win as many tickets as possible, from frenzied fishing in "Piranha Bites" to pounding aliens in "Infestation." Earned tickets can be used to purchase prizes, or entrance into five interactive rides, including Bumper Ships, Sky Cannon, Castle Terror, Tunnel of Love and Pirate Ship. Players can also create their own custom character and visit the park's five themed zones - Spookyville, Fairytale, Carnival, Space and Pirate. Whether they play on their own in Story Mode or with up to three friends in Quick Play or Party Mode, Wonder World Amusement Park will keep gamers entertained in a complete day-at-the-park experience that offers hours of family fun!

Developed by Coyote Console, Wonder World Amusement Park is rated E for Everyone, and is now available for a suggested retail price of $39.99. A companion Nintendo DS™ title will also be available this holiday from Majesco Studios. For additional information, please visit www.wonderworldamusementpark.com.

About Majesco Entertainment Company
Majesco Entertainment Company is a provider of video games for the mass market. Building on 20 years of operating history, the company is focused on developing and publishing a wide range of casual and family oriented video games on leading console and portable systems. Product highlights include Nancy Drew™, Cooking Mama™ and Cake Mania® 2 for Nintendo DS™ and Cooking Mama: Cook Off for Wii™. The company's shares are traded on the Nasdaq Stock Market under the symbol: COOL. Majesco is headquartered in Edison, NJ and has an international office in Bristol, UK. More information about Majesco can be found online at www.majescoentertainment.com.

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Kotaku-5022975 Tue, 08 Jul 2008 16:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5022975&view=rss&microfeed=true
<![CDATA[ Majesco Announces DS RPG With Mistwalker ]]> Blue Dragon and Lost Odyssey developer Mistwalker, Hironobu Sakaguchi's current outfit, is teaming with Majesco and AQ Interactive for Away Shuffle Dungeon, an RPG for the DS slated for a fall release. It casts players as the creatively-named young hero "Sword," who must rescue townsfolk from a "mysterious unknown." Sounds traditional!

Majesco knows its stuff, commenting that working with Sakaguchi, Sonic character designer Naoto Oshima and Final Fantasy composer Nobuo Uematsu will make the game "well-positioned for success when it hits retail this fall."

Full announcement follows the jump.

MAJESCO ENTERTAINMENT ANNOUNCES ‘AWAY SHUFFLE DUNGEON’

FOR NINTENDO DS™

Renowned Creative Talent Contributes to Groundbreaking New RPG

EDISON, N.J., July 7, 2008 – Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, in partnership with leading developers Mistwalker and AQ Interactive, today announced premier RPG AWAY Shuffle Dungeon for Nintendo DS™. Players take control of the young hero “Sword,” the sole resident left of the once booming Webb Village, who must rescue as many kidnapped townsfolk as possible from a mysterious unknown that has been slowly “spiriting them away.” AWAY Shuffle Dungeon includes creative contributions from renowned industry visionaries: RPG creator Hironobu Sakaguchi, character designer Naoto Oshima and composer Nobuo Uematsu.

“We are very excited to be working with the collective creative talent of Hironobu Sakaguchi, Naoto Oshima and Nobuo Uematsu,” said Jesse Sutton, Chief Executive Officer, Majesco. “Their experience creating high quality, best-selling games means that AWAY will be well-positioned for success when it hits retail this fall.”

In AWAY Shuffle Dungeon, an unknown force has stripped Webb Village of its residents, and now the sole heroic survivor, Sword, must rescue the stolen villagers from the ominous dungeons as he strives to expose and defeat the mysterious thief. Sword must first collect and use various objects including musical instruments to reveal the secret dungeons where prisoners are being held. But successfully saving them is another challenge altogether given a unique timed “shuffle” mechanic that reconfigures the dungeon prisons and hurts Sword and any survivors still caught within when the time runs out. Saved villagers will lend assistance to Sword’s quest, as will the magical ‘Fupongs’ and dungeon treasure he finds that lets him shop in the village specialty stores for armor, weapons, health, medical aid and more.

-more-

MAJESCO / AWAY SHUFFLE DUNGEON / 2

AWAY Shuffle Dungeon allows players to navigate in both the 2D Shuffle Dungeons and the 3D Webb Village, and features voice-over cinematics that breathe life into the characters in this extraordinary mystery.

AWAY Shuffle Dungeon for Nintendo DS™ is expected to release this fall. For additional information about Majesco’s exciting line of products, please visit www.majescoentertainment.com.

About Majesco Entertainment Company

Majesco Entertainment Company is a provider of video games for the mass market. Building on 20 years of operating history, the company is focused on developing and publishing a wide range of casual and family oriented video games on leading console and portable systems. Product highlights include Nancy Drew™, Cooking Mama™ and Cake Mania® 2 for Nintendo DS™ and Cooking Mama: Cook Off for the Wii™ system. The company's shares are traded on the Nasdaq Stock Market under the symbol: COOL. Majesco is headquartered in Edison, NJ and has an international office in Bristol, UK. More information about Majesco can be found online at www.majescoentertainment.com.

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Kotaku-5022659 Mon, 07 Jul 2008 18:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5022659&view=rss&microfeed=true
<![CDATA[ Majesco's Marker Man Adventures Sounds Crayon Physics-ish ]]> What does it mean when you win the Independent Games Festival? Our own Brian Ashcraft looked at the issue earlier this year, checking out a list of IGF 2008 finalists topped by Petri Purho's Crayon Physics Deluxe, a game in which you crayon-sketch objects and use their physics to solve puzzles.

Apparently, one of the things that happens is that your ideas seem to influence future commercial titles, as Majesco today announced Marker Man Adventures, developed by Glyphic Entertainment and slated for Nintendo DS come the holidays. It's based, said Majesco, on drawing and physics challenges to help stick figure Marker Man find his lost pal, Doodle Dog.

In Marker Man Adventures, players use the stylus and touch screen to "draw geometric shapes-including lines, circles, boxes, triangles and pivot points-to create simple machines that help Marker Man advance through levels from point A to point B." Though Purho's game had no pivot points, and Majesco's version is adding power-ups, hidden areas and "unique surprises" (surprises, yes!), the basic concept sounds enough like Crayon Physics to make me a bit optimistic at the degree to which indie invention often appears to infuse the commercial market.

Gamasutra's Brandon Boyer has a less-obvious but more likely suggestion regarding Marker Man Adventures' inspiration - PC downloadable Marker World, maybe? Full announcement follows the jump.

MAJESCO ENTERTAINMENT ANNOUNCES
'MARKER MAN ADVENTURES' FOR NINTENDO DS™

Help Marker Man Find His Lost Doodle Dog This Holiday

EDISON, N.J., July 2nd, 2008 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Marker Man Adventures for Nintendo DS™. Developed by Glyphic Entertainment, this unique game based on drawing and physics challenges players to maneuver the charming stick figure, Marker Man, through 150 scrolling world puzzles in his attempt to find his best friend, Doodle Dog.

Players use the Touch Screen and stylus to draw geometric shapes-including lines, circles, boxes, triangles and pivot points-to create simple machines that help Marker Man advance through levels from point A to point B. Gamers use logic and can collect power-ups to help solve intricate themed puzzles set in underwater, outer space and ice environments, among others. Three difficulty modes and hidden areas within each level present unique surprises throughout Marker Man's quest to reunite with Doodle Dog.

Marker Man Adventures for Nintendo DS™ is expected to release this holiday. For additional information about Majesco's exciting line of products, please visit www.majescoentertainment.com.

About Majesco Entertainment Company
Majesco Entertainment Company is a provider of video games for the mass market. Building on 20 years of operating history, the company is focused on developing and publishing a wide range of casual and family oriented video games on leading console and portable systems. Product highlights include Nancy Drew™, Cooking Mama™ and Cake Mania® 2 for Nintendo DS™ and Cooking Mama: Cook Off for Wii™. The company's shares are traded on the Nasdaq Stock Market under the symbol: COOL. Majesco is headquartered in Edison, NJ and has an international office in Bristol, UK. More information about Majesco can be found online at www.majescoentertainment.com.

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Kotaku-5021420 Wed, 02 Jul 2008 13:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5021420&view=rss&microfeed=true
<![CDATA[ Another Year, Another Cooking Mama ]]> A mantra that should cause the clucking of tongues and the rolling of eyes! But no. This isn't some skateboarding series. It's no annually-updated football franchise. It's Cooking Mama! So it's with delight that we learn Majesco will be releasing a new Cooking Mama title this year, and an all-new one to boot. Called Cooking Mama World Kitchen, it's for the Wii, and aside from an entirely appropriate (and welcome) graphical upgrade, we're promised new minigame opportunities ("if you flip a burger too high, you can control Mama as she rushes in to save the day by catching it in her apron") and better motion control implementation. It should be out this holidays. Presser and NSFW screen after the jump.

EDISON, N.J., June 30, 2008 - Preheat the oven, grease the baking pan and get out the spatula as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced additional details of Cooking Mama World Kitchen for Wii. Developed by Cooking Mama Limited, the latest installment in the celebrated franchise includes an all new 3D graphic presentation along with new recipes, modes and comedic mini-game surprises.

"The Cooking Mama franchise continues to be a best seller at more than two million units sold to date," said Jesse Sutton, Chief Executive Officer, Majesco. "An original idea, inherently fun execution and Mama's appeal have clearly resonated with both Wii and Nintendo DS audiences. Mama's newest iteration, Cooking Mama World Kitchen, builds on this success with a host of feature enhancements that improve the cooking experience and deliver more of the unique personality that has made Mama such an endearing video game character."

In Cooking Mama World Kitchen, Mama and friends have a whole new look given the game's upgrade to full 3D graphics. By utilizing the Wii Remote as a universal kitchen utensil, players can simulate actual cooking by chopping, grating, slicing, stirring and rolling their way through all new recipes that range from parfait to shrimp au gratin. Best of all, kitchen mistakes during meal preparation result in comedic mini-game surprises; for example, if you flip a burger too high, you can control Mama as she rushes in to save the day by catching it in her apron. Finally, a new game play mechanic integrates traditional Wii Remote utensil play with additional rhythm and motion that makes cooking easier and more enjoyable.

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Kotaku-5020922 Mon, 30 Jun 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5020922&view=rss&microfeed=true
<![CDATA[ Nintendo Third Parties Don't Need Your Pity, Publisher Says ]]>
There are so many Wii games and DS games on store shelves — so many bad ones — that you'd think Majesco CEO Jesse Sutton would like to complain about them. His company focuses on Wii and DS, after all.

And you'd think he might take the opening to talk about the stress of Nintendo first-party sales dominance. Nope!

Asked about the assumed struggles of being a third party on the Wii and DS in an earnings call earlier this month, Sutton said they are not holding Majesco back. Meaty analyst-exec conversation (that just might teach you something) follows...

TODD GREENWALD, ANALYST, SIGNAL HILL: Todd Greenwald. I am just wondering if you can give us an update on the DS marketplace, just given your focus there? Just wondering if we are seeing any kind of a slow down, how tough it is for you to get your products to stand out there, get shelf space, and just given the huge influx of titles being published there, I am just wondering are you facing any challenges from Nintendo as far as getting your titles reviewed, approved, manufactured, on time and in the volumes that you are hoping for?

JESSE SUTTON [Mahesco CEO]: I think there were a few questions you had there. I guess all three of us here, John, Gui and myself, will share the load of it. As far as Nintendo managing the process and continuing to put our games through or our competitor's games through the way they have historically been doing it, that hasn't changed and we don't anticipate that changing, that dynamic. The ability to get products on shelves really remains not much different than it was over the last six months or so. A lot of that is going to be a result of the kind of game you bring to the marketplace relative to that individual retailer and ultimately they will make the decision as to which products to put on which shelves. We have actually had much more success getting product — a product as broadly placed than we have had probably in the last couple of years.

GUI KARYO [EVP of Operations]: To reemphasize the point that Jesse was making in terms of placement, I would say that the largest glut of release of product not just for the DS but also for the Wii was really around holiday of last year. While there still is a healthy amount of product coming out from both platforms, I would say that competitively we have not seen anything that has precluded us from getting a good product from the type of demographic that we go after released and placed broadly. And then in terms of delivery time, we have not seen particularly over the late winter and spring any signs that the Nintendo manufacturing or approval process is being held up by volume.

And on third parties possibly getting stressed about Nintendo first-party sales dominance

JOHN TAYLOR [Analyst from Arcadia Investment]: Follow-up on the retail. So on the one hand, you have got an audience which overlaps pretty directly with the Nintendo audience. You look at the share split between first-party and third-party and the performance of an average Nintendo title versus the performance of an average third-party title on Wii or DS, either one for that matter. It seems like retailers are likely, at some point to start leaning more towards Nintendo and maybe a little away from third parties simply because that's where all the sales are. That's point number 1. I am setting up for a question here. Point number 2 is shelf space is pretty bogarted to some extent by Nintendo lifelong products. There is not a ton of slots out there and that sort of thing. If that is part of the landscape, what does that imply about your need to increase promotional spending or retailer demands on you to put more support behind new product releases in order to get the shelf space for them?

JESSE SUTTON: John, that's a good question. This is not a new dynamic, not a new trend that's just developing regarding Nintendo's market share and the strength of the brands that they own. That's historically been the case. The third-party publishers that have been able to identify what those consumers who are playing games on these platforms want are the ones that have shown success throughout the history of Nintendo's platforms.

That being said, it is very promising, we are learning that there is retailers today because of the growth in the family friendly marketplace or the family friendly audience, there is a lot of growth to their individual placement or their individual retail space that they are going to be offering to the public throughout the rest of this year. You will start seeing more space at all the retailers like Best Buy, Wal-Mart, et cetera, that are offering more space to the family friendly audience. They are not necessarily taking space away from other video game platforms but other areas of entertainment that have not been doing as well and that bodes well for us and all of us that are in this Nintendo space.

Transcripts captured via Nexis.

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Kotaku-5019912 Thu, 26 Jun 2008 10:00:00 MDT StephenTotilo http://kotaku.com/index.php?op=postcommentfeed&postId=5019912&view=rss&microfeed=true
<![CDATA[ Majesco Bringing Museum Escape Training To Wii ]]> Ever found yourself trapped inside a museum? Me neither. But what if? What if, for some reason you're pinned under an exhibit until closing time or knocked unconscious while in the dinosaur wing? If you're concerned about such a situation, perhaps Majesco's Escape The Museum will make for more sleep-filled nights.

That's what I was thinking anyway, until I realized:

1. Oh, right. Majesco.
2. This game is priced $19.99.
3. It's a port of "the popular online hunt and find game."

Sometimes reading the entire press release can really knock the wind out of one's sails. This is why I tend to only read headlines anymore. The full announcement is after the jump, if you want to experience the thrill of being let down on your own.

MAJESCO ENTERTAINMENT ANNOUNCES 'ESCAPE THE MUSEUM' FOR Wii™

Popular Hunt and Find Online Game Comes to Console this Holiday Season
EDISON, N.J., June 19th, 2008 — Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Escape the Museum for Wii™. Based on the popular online hunt and find game from Gogii Games, Escape the Museum is being developed by Majesco Studios and will be available in retail outlets this holiday for only $19.99.

"Although an incredibly successful PC genre, the hunt and find adventure category has yet to be introduced on Wii," said Liz Buckley, Director of Marketing, Majesco. "Escape the Museum's online success coupled with category opportunity and an attractive price point make this an ideal title to bring to market."

In Escape the Museum, a devastating earthquake has rocked the foundations of the National Museum of History and players must help Susan Anderson, who was knocked unconscious by falling debris while searching the museum for survivors, escape from the crumbling building to the safety outside. Thwarted by doors blocked with rubble and tripped alarm systems, players wander through the museum's maze of 12 different hunt and find areas and 25 action-packed adventure scenes, using the Wii Remote™ to uncover hidden exits and save priceless archaeological artifacts. Along the way, players will solve puzzles, consult a map and access hints to help them inch closer to freedom and a joyful reunion with Susan's lost daughter, Caitlin.

Escape the Museum for Wii™ is expected to release this holiday for $19.99. For additional information about Majesco's exciting line of products, please visit www.majescoentertainment.com.

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Kotaku-5018160 Thu, 19 Jun 2008 20:40:17 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5018160&view=rss&microfeed=true
<![CDATA[ Blast Works Review: Build, Trade And Destroy ]]> Majesco hauled shmup artist Kenta Cho's 2004 sidescroller Tumiki Fighters out of obscurity to create Blast Works: Build, Trade, Destroy for the Wii. Blast Works hangs on Tumiki Fighters' innovative central mechanic: allowing you to collect and use pieces of destroyed enemy ships as shields and guns by sticking them to yourself.

They've also thrown in a kitchen-sink level editor that lets you customize anything and everything in the polygonal game, and build your own stages from scratch. But does it all work? And, more importantly, how does it all play?

Loved
Katamari Shooter?: In Blast Works, when you bust up an enemy ship, turret, tower or tank, instead of blowing to smithereens, its pieces break apart and tumble slowly through the air. If you fly your ship into the pieces, they stick to you - with their guns still working. Items will stay stuck on at the same angle at which they landed on you, and before long you can accumulate and pilot a gigantic clump of your fallen enemies, bullets spewing in all directions, taking up the entire screen. The ship pieces also act as a shield, but since they're knocked off you when you get hit, you may want to save them for later - and you can do that by holding the Z button on the Nunchuk, drawing them into your ship's "body" and out of sight.
Retro Cool: A polygonal shooter can be expected to look a bit crude on Wii, and Blast Works certainly does. But thanks to a bright and vaguely surreal color palette and the genre's simplicity, the blocky look actually works in the game's favor, giving it a pleasant retro vibe.
The Kitchen Sink: The level editor lets you change and save absolutely everything you encounter in the game's campaign, plus some extras. It also comes with some fun, creative bonus levels that showcase the editor's possibilities (and you can edit these, too). I splashed all my polygonal ships in Pepto Bismol pink, made armies of flying, frowning trees that spewed red "apple" bullets, and tacked big fat propellers on just about everything. The really detail-oriented would find a total playground here.
Blast Works Depot: Not only can you download a little bit of extra content directly from the Wii's channel, the Blast Works Depot website makes it easy to share and swap user-generated content. You can send any of your creations to the website's repository, and from your computer, you can browse others' creations and queue them for download onto your Wii. It's a quick and easy way to create and share community content, and the Blast Works Depot website library has grown from 5 pages when I first began reviewing the game to 21 only a couple weeks later, and users have submitted every type of creation from Star Trek ships to cartoon tanks and even something that looks quite like an Evangelion mech.

Hated
Frustration Factor: There are 15 missions in the game's campaign mode, and except for the last three or four, the main stage portion is always manageable, if not outright easy on lower difficulty levels. It's easy to rack up continues and a mammoth, bullet-spitting shield made out of your fallen enemies - only to lose it all when confronted with a giant boss whose wall of bullets is almost unfairly difficult to avoid. What's worse is that when you lose all your continues, you don't have the option of picking up from the last level you successfully completed - you've got to start all over again from the beginning of the campaign mode. Moreover, your shields are supposed to take the hits from enemies for you, but it still seems possible for you to die even when you're surrounded by a hefty hunk of junk.
User Interface: Without the level and ship editors, Blast Works feels like any simplistic side-scrolling shooter once the novelty of the accumulation mechanic wears off. That's why it's a shame that the menus and editor screens are so poorly arranged and inconvenient to use, making object construction and modding a tedious and often obtuse process. Plus, the Wii Remote is as poor here for point-and-click as it generally tends to be, and you may have to try a few times before you can isolate the exact area that you want to edit in the deceptively-detailed polygonal models. It took me close to twenty minutes just to make my ship completely pink and stick a propeller on it, so you'll need tons of patience if you want to significantly edit something - and heaps more if you hope to build from scratch. If you're not artistically inclined, it's even more difficult to make something that actually looks good.
Shooting In The Dark: Even though the level editor is so complex, there's no walkthrough to explain what your options are, where your creations show up, or how to add and operate certain effects. Each menu page has a help button that will, albeit poorly, explain what various buttons do, but this gives you a much more fragmented look at the process than even a brief, optional tutorial could have done. Though I figured it out soon enough by trial and error, I still didn't understand why certain models behaved in certain ways once I'd plunked them into levels, and figured there had to be easier ways of accomplishing certain things. Would have been nice to be able to check.

Blast Works feels refreshing and different, and it seems to me that there are countless solid hours of playtime there for the detail-oriented. If you're not a fan in general of shooters, it may be worth a look just for the fun of clumping up with ship parts, and the freedom of building and creating.

Without persistence, though, the ungainliness of the level editor makes it a challenge to easily enjoy - though there's clearly an audience at Blast Works Depot who's patiently mastered the art of creation, so if that's your personality, you might enjoy the challenge, too.

Blast Works was developed by Budcat Creations and published by Majesco. Retails for $39.99. Available for Wii. Played to completion on the easiest "Rookie" setting, three stages on "Pilot" difficulty, and one stage on hardest "Ace" difficulty.

Confused by our reviews? Read our review FAQ.

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Kotaku-5016756 Mon, 16 Jun 2008 13:30:55 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5016756&view=rss&microfeed=true
<![CDATA[ Jillian Michaels Going After Wii's Biggest Losers ]]> If you're finding Wii Fit to a less strenuous workout than the one required to help you shed your flab, perhaps the prospect of training with fitness guru Jillian Michaels will help. Majesco is publishing Jillian Michaels' Fitness Ultimatum 2009 which—surprise!—uses the Wii Balance Board to integrate "a tiered fitness regimen, expert advice and exercise techniques from the charismatic Jillian Michaels, the game delivers a focused workout that will help players reach their own personal fitness goals."

The star of NBC's reality show The Biggest Loser says she's "a huge gamer" and hopes (via press release) that the Wii game will accomplish something just shy of saving the world. Michaels is corporately quoted as saying "I truly think this type of product will be instrumental in revolutionizing the fitness industry and will help combat the childhood obesity epidemic in this country today."

See? Nintendo totally should've stuck with "Revolution." Wedbush Morgan analyst Michael Pachter predicts big things for Jillian Michaels' Fitness Ultimatum 2009, and not just amongst the chubby crowd.

"That thing is going to sell," said Pachter. Not all consumers might be aware of what Wii Fit is, but most weight-conscious women, he said, know Jillian Michaels as a brand. "She's branded as a fit person who helps people lose weight," he said, and that brand affinity could help more people see the Balance Board as less of a video game gizmo and more of a health product.

It certainly sounds like more of a workout than managing a trio of hula hoops, as the game is pitched as having Weight Loss, Strength Training, Intervals and Hill Climb modes, each with three difficulty tiers and workout times up to 60 minutes. It features more traditional exercise options like crossing monkey bars to climbing ladders and rowing. The best part? Gamers can unlock "lifestyle and fitness video tips" featuring Ms. Michaels. Rowrr!

We expect to see nothing but six-pack abs and ripped shoulders in close proximity to Wiis by this time next year.

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Kotaku-5016379 Fri, 13 Jun 2008 16:40:46 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5016379&view=rss&microfeed=true
<![CDATA[ Wild Earth: African Safari Review: A-Wiimoweh ]]> In the jungle, the quiet jungle, the lion sleeps tonight... He also roars, scratches, paws the ground, stalks prey, and kills other members of the animal kingdom, and you can snap pictures of it all with Wild Earth: African Safari for the Nintendo Wii. Released in 2006 as Safari Photo Africa: Wild Earth for the PC, the family-friendly nature and innovative controls of the Wii made the edutainment title a prime candidate for a port. You step into the shoes of a photojournalist taking pictures for a nature magazine in Africa's Serengeti National Park, getting up close and personal with all sorts of exotic plants, animals, and their feces.

Yes, within the first few minutes of the game you'll find yourself tasked with taking a photo of a giant pile of elephant dung. Does it get better from there? Read on, brave adventurer.

Loved
Concept and Execution: Wander around the Serengeti taking pictures of the flora and fauna while learning an Animal Planet special's worth of interesting facts. At the end of each level your pictures are incorporated into an article covering the area you just visited. Simple, relaxing, and educational, with a great deal to see and a lot of interesting animal factoids to absorb.

The Sounds of the Serengeti: Sound seems to have been a focus in making the game, with the animals and environmental sounds aiding greatly to the illusion of exploring Africa. The music, all courtesy of world music label Talking Drum Records, is a lovely mix of traditional African sounds that set the atmosphere for the game nicely.

Hated
The Visuals: Wild Earth: African Safari is basically a port of a budget PC title from 2006, and thus it looks like a budget PC title from 2006. Muddy textures, simplistic terrain, polygons popping in and out of view. The animals do look lovely, but the rest of the world could use some serious work.

The Multiplayer: The multiplayer elements added to the Wii version of the title feel completely tacked on and aren't actually all that much fun, especially in the foot-based missions, which have one player walking and the other taking pictures. Imagine only being able to take pictures of what someone else is looking at. An exercise in frustration.

The Mini-Games: Another addition to the Wii version, the mini-games just aren't fun, with some of them feeling downright broken. The Flamingo dancing game, for instance, is supposed to play like DDR, with the Wiimote movements replacing dance steps, but the game can't seem to register movement correctly, making the mini-game useless.

Riding The Rails: While several assignments leave you free to roam the countryside as you please, a few find you riding on rails via a preset path, trying to snap your shots as the world passes by. It's a bit like Pokemon Snap for the Nintendo 64, only without the fast pace and charming characters that made that particular game work so well.

Wild Earth: African Safari is, at its core, a guided wildlife tour of the Serengeti National Park. Your well-spoken tour guides tell you what to shoot, when to shoot it, and the significance of what you are taking pictures of. You just look where they tell you and snap a quick picture of it. The original title was (and is) a fine example of what PC edutainment can be. The main problem with the Wii version is basically everything they've added to make Wild Earth appeal to the Wii audience.

If you're willing to ignore the extras and focus on the core gameplay, Wild Earth: African Safari is a relatively solid little learning title that should appeal to the type of folks who leave the cable box on Discovery or Animal Planet all day long, though they might be better served by picking up the cheaper PC version without the extra added crap.

Wild Earth: African Safari was developed by Super X Studios and published by Majesco, and was released on April 22nd. Retails for $29.99. Available on Nintendo Wii. Played singleplayer game to completion. Tested all mini-games. Dabbled in multiplayer.

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Kotaku-386592 Fri, 02 May 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=386592&view=rss&microfeed=true
<![CDATA[ ESA Confirms Activision/Vivendi Departure ]]> esalogo.jpgThe Entertainment Software Association told Kotaku today that both Activision and Vivendi are no longer a part of the industry trade organization, confirming a rumor we broke earlier this morning.

"While the Entertainment Software Association remains the preeminent voice for U.S. computer and video game publishers, we can confirm that Activision and Vivendi Games opted to discontinue their membership. The ESA remains dedicated to advancing our industry's objectives such as protecting intellectual property, preserving First Amendment rights, and fostering a beneficial environment for the entire industry. Our high level of service and value to members and the larger industry remains unchanged."

- Rich Taylor, Senior Vice President of Communications and Research, Entertainment Software Association

This comes a day after it was noted that Activision and a number of other notable publishers were not listed as showing at the industry's big conference.

Neither Activision nor Vivendi have responded to requests for comment. More as this breaking story unfolds.

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Kotaku-386560 Fri, 02 May 2008 09:08:53 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=386560&view=rss&microfeed=true
<![CDATA[ Majesco Promotes Calm Flying With 'Air Traffic Chaos' ]]> Flying has become a bit nerve-wracking almost anywhere you go around the world. Luckily, Majesco is fighting fear with education, and they want to teach us all how to be air traffic controllers in Air Traffic Chaos for the DS. Or as Majesco VP deftly explains: "Air Traffic Chaos means fun is taking off from Terminal A."

Players manage all air traffic and gate assignments for 14 airlines through various weather conditions, so why the game includes Rumble Pack support should be self-explanatory. Disclaimer: without any pretty pictures, we don't know if the game will feature a classic green radar display or any scenes from Pushing Tin. Here's the full press release with some additional info:

MAJESCO ENTERTAINMENT ANNOUNCES 'AIR TRAFFIC CHAOS' FOR NINTENDO DS™

New Simulation Lets Players Experience the Life of an Air Traffic Controller

EDISON, N.J., April 16, 2008 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Air Traffic Chaos for Nintendo DS™. Developed by Sonic Powered Co., Air Traffic Chaos thrusts players into the hotseat of an air traffic controller whose job is to safely manage a myriad of takeoffs and landings at busy airports around the world.

"Air Traffic Chaos means fun is taking off from Terminal A," said Gui Karyo, Executive Vice President of Operations, Majesco. "The game's frantic pace set against the backdrop of an already high-stress job will challenge fast-fingered Touch Screen gamers in an entirely new way."

In Air Traffic Chaos, players use the Touch Screen to safely manage takeoffs, gate assignments and landings for all incoming and outgoing airport traffic for 14 different airlines in varying weather conditions. Outstanding performance will earn players 16 different merit badges, including "Veteran ATC" and "ATC Legend." An in-depth tutorial teaches players the basics of managing the busy skies while three difficulty levels with five stages in each offer plenty of challenge. Players can also share their high scores with up to 7 friends while Rumble Pack support makes the experience more realistic for aspiring air traffic controllers.

Air Traffic Chaos for Nintendo DS is expected to release in Summer 2008. For additional information about Majesco's exciting line of products, please visit the newly relaunched www.majescoentertainment.com.

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Kotaku-380443 Wed, 16 Apr 2008 12:00:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=380443&view=rss&microfeed=true
<![CDATA[ Babysitting, Now Without Getting Paid ]]> 0590224735.01._SCLZZZZZZZ_V1056457967_.jpgAs the oldest child of four, I'm no stranger to babysitting. But I'm sure many of you only and youngest children felt left out of the diaper-changing, room-cleaning, child-screaming fun. Now, no child or teen need miss out on the "joys" of babysitting, thanks to the recently announced Babysitting Mania:
"Babysitting Mania brings the fun and excitement of this universal teen occupation to the DS," said Gui Karyo, Executive Vice President of Operations, Majesco "This dynamic task management game will keep even the oldest babysitter on his or her toes."
I would be laughing much, much, much harder at this game if I hadn't spent many years of my life reading The Babysitter's Club, dreaming of the day I too could be a responsible teen. I'm disgusted that my younger self would buy this game in a heartbeat.



MAJESCO ENTERTAINMENT ANNOUNCES 'BABYSITTING MANIA' FOR NINTENDO DS™

Popular Online PC Title Coming to Handheld This Fall
EDISON, N.J., March 10, 2008 - The multi-tasking mayhem ensues, as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, and Gogii Games today announced Babysitting Mania for Nintendo DS™. Based on the hit PC simulation, Babysitting Mania challenges players to manage unruly kids, lists of chores and out-of-control houses without losing their cool. The game is also the sequel to the smash success Nanny Mania that has been downloaded more than 7 million times.

"Babysitting Mania brings the fun and excitement of this universal teen occupation to the DS," said Gui Karyo, Executive Vice President of Operations, Majesco "This dynamic task management game will keep even the oldest babysitter on his or her toes."

In Babysitting Mania, players progress through more than 100 levels of fast-paced, overlapping challenges as they feed, entertain and clean up after rambunctious kids in 20 chaotic houses. Players use the Touch Screen to manage every aspect of the household with speed and precision, from strategically employing "timeouts" to overseeing bonus birthday party levels that add neighborhood party guests to the mania. Players must also care for children in various stages of their lives—from babies to toddlers to teens. Only the ultimate babysitter will survive the frenzy!

Babysitting Mania for Nintendo DS is expected to release in Fall 2008. For additional information about Majesco's exciting line of products, please visit the newly relaunched www.majescoentertainment.com.

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Kotaku-365988 Mon, 10 Mar 2008 13:00:44 MDT torif http://kotaku.com/index.php?op=postcommentfeed&postId=365988&view=rss&microfeed=true
<![CDATA[ Parappa Team Creates Major Minor's Majestic March ]]> Back in December Majesco announced they were reuniting the Parappa team of artist Rodney Alan Greenblat and musician / game designer Masaya Matsuura for an exclusive Wii title, and now we know that title's title! Major Minor's Majestic March (Mmmm) will see you using your Wiimote as a band leader's baton, helping your adorable animal marching band keep time, recruiting new members, and picking items on the road towards creating the most impressive parade the world has ever seen. The game will feature 8 locations, 15 musical instruments, and over 25 marching band tunes from around the world, composed into original medleys so the player can mix and match instruments to create their own unique sound. Sounds like exactly the sort of whimsical musical concept that made us fall in love with the Parappa series in the first place. Mmmm.

MAJESCO ENTERTAINMENT ANNOUNCES 'MAJOR MINOR'S MAJESTIC MARCH'

Legendary Designer Masaya Matsuura and Artist Rodney Alan Greenblat Bring First Marching Band Game Exclusively to the WiiTM System

(BRISTOL, U.K., January 31, 2008) - March to the beat of your own drum as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Major Minor's Majestic March for the Wii™ home video game console. Developed by NanaOn-Sha, Major Minor's Majestic March marks the return of the creative team behind the renowned PaRappa the Rapper franchise-legendary game designer and multimedia musician Masaya Matsuura and famed New York artist Rodney Alan Greenblat.

"There's something magical about marching bands that truly captures the imagination. The concept of leading a virtual band that's reliant on your musicianship is a perfect fit for the interactive capabilities of Wii," said John Merchant, Marketing Manager, Majesco Europe. "The combined musical and artistic superiority of Matsuura and Greenblat make them a natural choice to deliver this innovative title exclusively to the Wii audience."

Major Minor's Majestic March turns the Wii Remote™ into a "special" baton that the bandleader, Major Minor, uses to keep tempo, recruit new band members and pick up valuable items. While marching through eight whimsical locations that contain various hair-raising events, Major Minor strives to create the most impressive parade ever. Players can add up to 15 different instruments to their dynamic procession—including brass, woodwinds, and percussion—to alter its composition and resulting performance. Players are scored on how well their band maintains its rhythm and manages obstacles that could otherwise throw the procession into disarray. The band keeps tempo to more than 25 popular marching band songs from around the world, composed into original medleys for each stage.

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Kotaku-351063 Thu, 31 Jan 2008 09:20:42 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=351063&view=rss&microfeed=true
<![CDATA[ Cooking Mama: 1.6 Millions and Millions Served ]]> Majesco has done pretty well in North America with the Cooking Mama franchise. Between their three titles on the market (2 for the DS, 1 for Wii), they've sold 1.6 million copies here. But the larger stats freaks among you will note that the original Cooking Mama DS sold over a million copies—or roughly 2/3 of the total sales from 3 games. So it doesn't feel like much of a stretch saying that the series' popularity may have peaked.

EDISON, N.J., January 30, 2008 - Mama just keeps on cookin'! Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced that the award-winning Cooking Mama franchise has reached sales of 1.6 million units in the United States. Franchise titles include: the original Cooking Mama game for Nintendo DS™ that launched in September 2006 and has sold more than 1 million units; Cooking Mama: Cook Off for the Wii™ console that launched in April 2007; and Cooking Mama 2: Dinner with Friends that released pre-holiday in November 2007.

"The success of Cooking Mama has been akin to catching lightning in a bottle," said Jesse Sutton, Chief Executive Officer, Majesco. "A unique concept, iconic main character and gameplay execution that fully utilizes the stylus and Wii Remote™ have proved to be a winning combination. We appreciate the continued support from all of Mama's fans and look forward to launching the fourth title in the franchise later this year."

Look for Mama's latest game, Cooking Mama 2: Dinner with Friends on the Nintendo MLB Spring Training Tour this February and March in Arizona.

The upcoming sequel to the best-selling Cooking Mama: Cook Off game for the Wii is due out later this year. Game details will be released shortly. For additional information on the Cooking Mama franchise, please visit www.CookingMama2.com

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Kotaku-350724 Wed, 30 Jan 2008 13:20:40 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=350724&view=rss&microfeed=true
<![CDATA[ DS Download Stations Infested With Eco-Creatures ]]> ecocreaturesscreen.jpgOh yeah, Nintendo has those Download Station thingies, don't they? Majesco reminds us of this fact by announcing a playable demo of their upcoming ecologically friendly RTS Eco-Creatures: Save the Forest is now available at any of 10,000 download stations across the the US. I don't think I've ever actually used a DS Download Station in my life (lies!), but Majesco seems to like them.
"We are excited that Eco-Creatures now joins the ranks of Cooking Mama, Cooking Mama 2: Dinner with Friends and Cake Mania as a phenomenal game launching with the support of a great demo available through the Nintendo kiosk program," said Gui Karyo, Executive Vice President of Operations, Majesco.
Eco-Creatures is set to launch on March 4th, so you have from now until then to find a Download Station and determine whether or not that news should excite you.

Majesco Entertainment Announces In-Store DSTM Demo For 'Eco-Creatures: Save the Forest'

Pre-Release Demo Now Available for Play at Retail Locations Nationwide

EDISON, N.J., January 28, 2008 - Providing Nintendo DS™ fans with the ability to try before they buy, Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Eco-Creatures: Save the Forest will be featured in approximately 10,000 Nintendo DS™ Download Stations at major retail locations nationwide this January through May. Eco-Creatures is the only game of its kind that promotes environmental awareness by tasking players with defending the unspoiled forest against dangerous industrial encroachment.

"We are excited that Eco-Creatures now joins the ranks of Cooking Mama, Cooking Mama 2: Dinner with Friends and Cake Mania as a phenomenal game launching with the support of a great demo available through the Nintendo kiosk program," said Gui Karyo, Executive Vice President of Operations, Majesco. "We are confident that anyone who tries Eco-Creatures will be compelled to pick up the full version once it ships and help save the world from ecological disaster."

Eco-Creatures: Save the Forest is a real-time strategy game in which players use the Touch Screen to control units of woodland creatures—named Ecolis, Ecoby and Ecomon—to protect the naturally beautiful Mana Woods and recover the polluted land. All creature types have unique skills that must be strategically managed. With proper nurturing, they can evolve to learn new abilities that help complete the game's more than 40 environmental missions. As players grow their woodland army, they must plant new trees to revitalize the woodlands and prevent deforestation.

Eco-Creatures also includes a creative Land Make feature that lets players build and play their own maps. In addition, the game supports two-player play via Nintendo Wi-Fi Connection and up to four players via Wireless Single Card download play or Multi-Card play.

Eco-Creatures: Save the Forest will launch March 4 for the Nintendo DS at a suggested retail price of $29.99. For additional information, please visit www.majescoentertainment.com.

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Kotaku-350108 Tue, 29 Jan 2008 09:40:36 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=350108&view=rss&microfeed=true
<![CDATA[ Left Brain Right Brain Surprisingly Brainless ]]> The success of Brain Age on the Nintendo DS had one very immediate effect on the handheld gaming scene, in that any game with the word Brain in the title and simplistic mini-games was bound to get a green light, whether it deserved it or not. Majesco's Left Brain Right Brain (Use Both Hands - Train Both Sides) teeters precariously between these two classifications. On one hand (ha!) it is a nifty little time-waster that is quite interesting conceptually - using drills to train your off hand to function as well as your dominant one. On the other hand the game boils down to 15 relatively boring mini-games and a simple progress tracking mechanism that are hardly worth $20 of your hard-earned monies.

Don't be fooled by the title. While the back of the box makes allusions to right-brained creative thinkers and the more logic left-brained folks, those two distinctions never really come into play in LBRB. Instead you'll find yourself whacking moles, moving a dot through a maze, tapping the screen to reveal pictures, tracing lines - you know, action games. No real thinking involved. Basically you try things a few time with your dominant hand and then the screen flips, allowing you to complete the same task with the other, comparing your scores and delivering a handy (again!) synopsis of your performance.
lbrbnavigate.jpg
After playing the game for hours upon hours, I don't find myself any better at using my left hand, no matter what the game scores say. While some of the games are decidedly harder with my off hand (the maze in particular), most of them are easily conquered with either hand. Tapping the screen repeatedly to unveil a picture? Come on now. An interesting tendency of mine I noticed while playing the game was to actually move the DS with my right hand in order to properly position my left hand to type. This made me realize that my left hand, while getting some of the most important jobs a hand can have, will always be my right hand's little bitch.

Aside fro the standard mode, the game features a R VS L mode where you can race a ghost of your dominant hand's performance through the mini-games, as well as single-card download play, allowing you to share the games with your friends who were perhaps wise enough to read this before going out and picking the title up.

As stated previous, Left Brain Right Brain has a very interesting concept that I would love to explore in more depth - perhaps on the Wii where it wouldn't be as easy to pull off the old dominant hand assist trick - but the depth I crave just isn't here.

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Kotaku-339157 Mon, 31 Dec 2007 09:30:46 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=339157&view=rss&microfeed=true
<![CDATA[ Hands On With Blokus Portable ]]> I had never actually played the board game Blokus, but after my hands-on time with a preview build of Majesco's Blokus Portable: Steambot Championship for the PSP I might have to pick it up. Basically the game involves four players, each with a similar set of differently shaped blocks takes turns placing them on a grid. Each piece has to have a corner touching the corner of another, and no sides may touch. It starts off simple enough, but when the board starts getting crowded and other players start purposefully blocking off your corners the strategy element really kicks into high gear. What Majesco has done is merged this intriguing gameplay with characters from the Steambot Chronicles universe in an attempt to add a recognized name to a new game, though unless some changes are made to the game options the merger of properties might end up doing more harm than good.

You create a character, either male or female, enter in your name, create a business card, and you are dropped into a hotel that serves as the main hub for the game. Different rooms in the hotel host different events. Depending on the difficulty level of the opponents, entering each room costs a certain amount of game money, with payouts for winning matches. Money can then be used to buy clothing and new hairstyles to help personalize your avatar. While most of the rooms consist of four-player Blokus, there are rooms dedicated to the two-player travel version of the game for those looking for a quick fix. There are also three special rooms - the basement tutorial, the online room for connecting to other players, and your own room, where you can personalize your avatar and look through trophies you have won.

My only real complaint about Blokus Portable: Steambot Championship is the Steambot portion of the game. You play against characters from the Steambot universe who start and end ever turn with inane prattle about characters and going-ons in the game universe. Every time they place a piece say things like, "I learned everything I know about music from Rosemary" or "I wonder how I ended up getting washed up on that beach?" For those of you unfamiliar with the Steambot universe, this makes absolutely no sense. I found no options to turn this chatter off either, so players who buy the game just for the Blokus name are going to be very confused.

According to Majesco's press release, Blokus has sold over three million copies worldwide, and is the most acclaimed board game of the century. I'd say they'd be better off catering to those three million people than trying to appease a small group of fans at the risk of alienating the larger audience. If they slip in an option to turn off the chatter, I'd be completely sold on the game.

If you're interested in Blokus, head over to http://www.blokus.com for product information, rules, news, and even an online flash version of the game that pits you against players from around the world. Nifty!

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Kotaku-335783 Wed, 19 Dec 2007 11:40:53 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=335783&view=rss&microfeed=true
<![CDATA[ Wild Earth: African Safari ]]> Safari Photo Africa : Wild Earth is a PC game released last year that took home three awards from the 2003 Independent Games Festival awards, including the coveted Seumas McNally Grand Prize. Now Majesco is bringing the adventure to the Nintendo Wii this Spring with Wild Earth: African Safari. The game places you in the role of a photojournalist exploring Africa's Serengeti National Park, tasked with taking photos of 30 different animals in their natural habitat. Get close to the animals for the perfect shot, but get too close and the Wiimote will rumble, making it harder to snap the shot. The Wii version includes co-op multiplayer, allowing one player to drive while two others snap photos, and a mini-game mode that allows players to see things from the animals' point of view. While the visuals don't hold a candle to Afrika for the PS3, this game you'll actually be able to play sometime soon. Dead Wildebeast!

Now Anyone Can Go on a Safari as Majesco Entertainment Announces 'Wild Earth: African Safari'

PC Simulation Comes to the Wii™ System with Exclusive New Features

EDISON, N.J.—(BUSINESS WIRE)—The vast savannas of Africa await exploration as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Wild Earth: African Safari for the Wii™ home video game system. Developed by Super X Studios, Wild Earth: African Safari is a spectacular safari adventure set in Africa's Serengeti National Park where players can take award-winning photos of the continent's exotic wild life.

"Wild Earth: African Safari encompasses several great passions - photography, travel and the outdoors - and combines them into a fun and informative interactive experience," said Gui Karyo, Executive Vice President of Operations, Majesco. "With exclusive new features found only in the Wii version, Wild Earth: African Safari lets people experience one of nature's most complex and diverse habitats, without needing their passport or inoculations."

In Wild Earth: African Safari, players assume the role of a photo-journalist on a journey to visually chronicle 30 different wild animals inhabiting the Serengeti National Park. From aggressive packs of hyenas to massive rhinos, the beautifully re-created panorama of the African veldt unfolds as players attempt to capture the shots to create informative magazine quality pictorials. But be warned; get too close to the animals or disrupt the natural landscape and the Impact Meter will rumble your Wii Remote™, making it harder to snap a steady picture.

Two new features exclusive to the Wii version include a cooperative multiplayer mode that allows up to three friends to either drive or take pictures, and a Safari Mini-Game mode where gamers can play from the animals' perspective using intuitive gestures via the Wii Remote. In addition, an inspiring soundtrack from world music label, Talking Drum Records, lends an atmospheric backdrop to the game.

Wild Earth: African Safari will launch in spring 2008. For more information about Majesco's exciting line of products, please visit www.majescoentertainment.com.

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Kotaku-333462 Thu, 13 Dec 2007 10:20:11 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=333462&view=rss&microfeed=true
<![CDATA[ Wonderworld Amusement Park Brings Mini-Games To Wii ]]> Majesco is bringing all the fun of a visit to a theme park home to the Nintendo Wii this summer with Wonderworld Amusement Park. Along with some playable 3D carnival rides, the game will feature 30 mini-games for the whole family based on real carnival games but designed with the title's five different themed areas in mind. I am guessing that one of those themes is nursery rhymes, making the girl in the screenshot above Little Miss Muffet instead of creepy forest spider rice-cake girl. Players will also be able to create their own character and dress them up in items bought with their carnival winnings, so if you really want to be creepy forest spider rice-cake girl knock yourself out. All I can say is it is about time the Wii got a compilation of mini-games.

MAJESCO ENTERTAINMENT ANNOUNCES 'WONDERWORLD AMUSEMENT PARK' FOR THE Wii™ SYSTEM

New Game Lets You Enjoy Boardwalk Games and Rides in the Family Living Room

EDISON, N.J., December 11, 2007 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Wonderworld Amusement Park for the Wii™ home video game system. Developed by Coyote Console, Wonderworld Amusement Park brings to life a fully 3D world of games, rides and prizes across multiple themed areas that players can explore with personalized avatars.

"In summertime, nothing is more synonymous with family fun than a day at an amusement park. In Wonderworld Amusement Park, we bring this sense of excitement and adventure to the Wii with four player support that enables the whole family to play together," said Jesse Sutton, Chief Executive Officer, Majesco. "Only the Wii Remote™ and Nunchuk™ controllers let us reproduce the real life thrill of these games and rides from the comfort of the living room."

Wonderworld Amusement Park includes 30 different mini-games that mirror real carnival games but are re-imagined in the park's five stylized fantasy areas. Players immerse themselves in this fantastical world of fun by creating and customizing their own unique character with outfits and accessories purchased with mini-game winnings. As an added bonus, gamers can also enjoy playable rides within the 3D park and challenge other family members in several 4-player gameplay modes.

Wonderworld Amusement Park will launch in summer 2008. For more information, please visit www.majescoentertainment.com.

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Kotaku-332424 Tue, 11 Dec 2007 09:40:28 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=332424&view=rss&microfeed=true
<![CDATA[ PaRappa Creators Re-Team For Wii Exclusive ]]> PaRappa fans rejoice! The award-winning team of artist Rodney Alan Greenblat and legendary musician and game designer Masaya Matsuura is back, this time bringing together their awesome talents for an exclusive music-based game for the Nintendo Wii, coming in late 2008 from Majesco Entertainment. While details on the project are basically non-existent, just the fact that these two are working together on a new game is enough to get me all tingly. Majesco CEO Jesse Sutton has high hopes for the title.

"We are incredibly excited to be working with talent of this caliber and believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band."
Okay really high hopes, but that's understandable. Being a huge fan of the PaRappa series (Jet Baby is my personal hero), I've got high hopes too.
Majesco Entertainment, Masaya Matsuura and Rodney Alan Greenblat Partner to Create New Game Exclusively for the Wii(TM) System

- The Creators of 'PaRappa the Rapper' Return With Music-Based Video Game

Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced a partnership with legendary multimedia musician and game designer, Masaya Matsuura, and famed New York artist Rodney Alan Greenblat, to develop and publish an original music-based video game scheduled for release in late 2008. Creators of the highly acclaimed, best-selling PaRappa the Rapper series, Matsuura and Greenblat will bring their engaging gameplay and distinctive art style to the Wii(TM) home video game system for the first time.

"Masaya Matsuura and Rodney Alan Greenblat are industry visionaries whose legacy was built on crafting groundbreaking, genre-defining entertainment experiences that everyone can enjoy," said Jesse Sutton, Chief Executive Officer, Majesco. "We are incredibly excited to be working with talent of this caliber and believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band."

Adds Masaya Matsuura: "Majesco's publishing know-how and retail relationships allow us to stay focused on creating a game that is conceptually unique and, above all else, fun. Working with Rodney is a true creative collaboration."

"Matsuura-san and I share similar artistic perspectives so I welcomed the opportunity to re-team with him and NanaOn-Sha to produce a one-of-a-kind music game designed from the ground up for the Wii system," said Rodney Alan Greenblat.

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Kotaku-331893 Mon, 10 Dec 2007 09:20:53 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=331893&view=rss&microfeed=true
<![CDATA[ Majesco Merges Steambot With Blokus ]]> Blokus is sort of a Tetris board game, where up to four players place one of block shapes onto the board until no one can place anymore, with the winner being the one with the least amount of pieces left over at the end of the match. It's the sort of game you'd sit around and play with your family if you weren't such a video game addict. Luckily for us, Majesco has just announced Blokus Portable: Steambot Championship for the PSP, which merges the award-winning board game with characters from the Steambot Chronicles PlayStation 2 game to perhaps make the board game sound a bit more compelling. With support for 16 players in ad hoc mode or three players with game sharing, I doubt the title needed the extra boost, but a little anime charm never hurts. Blokus Portable: Steambot Championship is due in early 2008.

MAJESCO ENTERTAINMENT BRINGS AWARD-WINNING BOARD GAME 'BLOKUS' TO THE PLAYSTATION PORTABLE SYSTEM

Portable Version Joins Strategic Gameplay with Steambot Chronicles Characters

EDISON, N.J., December 5, 2007 - Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, today announced Blokus Portable: Steambot Championship for the PSP® (PlayStation®Portable). Developed by IREM Software Engineering Inc., Blokus Portable is based on the world-renowned Blokus board game that has earned 26 prestigious toy awards and ranks among the best of 2007 holiday board games lists. This fan and critic favorite now blends its outstanding strategic gameplay with the anime characters from the Steambot Chronicles series to create a unique portable title.

"With three million units sold and credit as the most acclaimed game of the century, the Blokus board game is clearly an international sensation," said Gui Karyo, Executive Vice President of Operations, Majesco. "Based on this incredibly successful prop