EA officially announce "GoldenEye: Rogue Agent" for Nintendo DS due in June 2005 - plus screenshots and box art...

GoldenEye Rogue Agent: Nintendo DS Officially Announced
7th April 2005

MI6 revealed back in August 2004 that a version of GoldenEye Rogue Agent by EA Games was being developed for the new Nintendo DS handheld. EA today officially confirmed the title.

Electronic Arts today announced plans to release "GoldenEye: Rogue Agent" for the Nintendo DS this June. Going where no previous James Bond game has dared tread, this first-person shooter gives players the chance to explore the dark side of the Bond universe and experience life as a ruthless, unpredictable villain. All-new features and innovative gameplay are only made possible by the Nintendo DS platform.

"We are thrilled to bring GoldenEye: Rogue Agent to the Nintendo DS and create distinctive new features to benefit from the platform's unique technology," said Jon Dean, Executive Producer at EA Tiburon. "Playing this action-packed game on the go and right in the palm of your hands is incredible. Bond fans will not be disappointed."

As an aspiring 00 agent dismissed from MI6 for reckless brutality, the player is recruited by Auric Goldfinger in a ruthless war against Dr. No for control of the Bond underworld. Players wreak havoc as they make their unrelenting rise through the ranks of villainy. On globe-spanning missions of vengeance and demolition, players encounter such legendary Bond characters as Oddjob, Dr. No, Goldfinger, Scaramanga, and Xenia Onatopp.

Gamers outwit villainous rivals and battle it out in the intense wireless multiplayer mayhem with up to seven other players using only one cartridge, a unique feature for the Nintendo DS. The game also features a robust single-player campaign divided into six missions. Players can exploit multiple weapon combinations through the dual-wield gunplay system, or go head-to-head, melee-style, by taking enemies hostage or knocking them out with one punch.

The dual-screen display provides a gameplay window on the top screen and the heads-up-display (HUD) on the touch screen. The HUD provides vital intelligence to players and allows for them to check ammunition levels, hack electronic devices and weapons, decode security locks, and more. In the all-new for DS 'Virtual Training' mode, players sharpen their lethal edge and gain experience by defeating infamous Bond villains in order to earn valuable upgrades for their GoldenEye weaponry. Left and right-handed gameplay controls, plus stylus and thumb-pad play, take full advantage of the platform's unique touch-screen capabilities.

Officially licensed by MGM Interactive, GoldenEye: Rogue Agent for the Nintendo DS is developed at EA's Tiburon studio under the EA GAMES(TM) brand. The game is rated "T" for Teen by the ESRB. GoldenEye: Rogue Agent is also available on the PlayStation 2 computer entertainment system, Xbox video game system from Microsoft, and Nintendo GameCube.

 

 


Above: The new Nintendo DS handheld.

 

 

 

  "GoldenEye: Rogue Agent" for Nintendo DS will be released in June 2005. Stay tuned to MI6 for the latest news.



Nintendo DS Specification

CPU Core
Main Processor - ARM946E-S (Running at 67 MHz)
Cache: 8 KB Instruction Cache, 4KB Data Cache
TCM: 8KB Instruction, 4KB Data
Sub Processor: ARM7TDMI (Running at 33 MHz)

Memory
Main Memory - 4 MB (Debug version has 8 MB)
ARM9/ARM7 Shared - 32KB (16KB x 2)
ARM7 Internal RAM - 64 KB
VRAM - 656 KB

Power Save
Sleep mode (WakeUp possible at set times or by wireless communication)
Power save for 2D engine, rendering engine, geometry engine, LCD screen possible.

 

LCD
Display Size - 256 x 192 RGB Screens x 2
Display Colors - 262,144 colors

2D Graphics Engine
Background - Maximum 4 layers
Objects - Maximum of 128

3D Graphics Engine
Geometric Transformation - Max 4 million vertex/sec
Polygon Rate - Max 120,000 polys/sec
Pixel Fillrate - Max 30 million pixels/sec

Input Device
Touch Panel
Direction Pad, A, B, L, R buttons, Start, Select

Sound
16 channel ADPCM/PCM (Max 8 channels can be set to PSG)
Microphone input
Wireless Communication - 802.11 Protocol


Nintendo DS Features

Dual Screens: Two LCD screens offer one of the most groundbreaking game-play advances ever developed: experiencing a game from two perspectives at once. Imagine the possibilities. In a racing game, drivers might see their own vehicle's perspective on one screen and an overall track view on the other. In a role-playing game, the action could take place on the first screen while the second provides a reference for a player's tools inventory. Game play also could use both screens at once, offering a giant boss for heroes to defeat. In the future, games could be created allowing users to play games on one screen while text messaging other DS users on the other. Each 3-inch screen can reproduce a true 3-D view and is backlit to assure comfortable play in any lighting condition.

Touch Screen: The lower screen will offer something never before provided by any game device: PDA-like touch capabilities. Players no longer have to rely on just buttons to move characters or shift perspectives. They can navigate menus or access inventory items simply by touching the screen with stylus or fingertip. A software-based keyboard might even allow the screen to be used as an input center for games and messaging. The possibilities are limited only by developers' imaginations. The screen will have a tougher film cover for durability, and will come with a stylus.

Microphone: An available microphone port means that in the future, players might need only to tell their games what to do. DS software could identify everything from voice commands to hand-clapping. Players might be able to move their characters simply by telling them which way to go. The voice capabilities also could allow gamers to chat with one another over the Internet while playing.

Processing: The unit will run on two processors, one ARM9 one ARM7.

New Media: For its compact cards, the unit uses newly developed semiconductor memory, which allows for lower cost, shorter manufacturing time and memory capacity of more than one gigabit of information.

 

Wireless: DS users will be able to connect with a local wireless network of up to 16 players. Nintendo's guaranteed range is 30 feet, but will extend far beyond that depending on circumstances. It assures high response rates required for real time game play, and will make use of both IEEE 802.11 and Nintendo's proprietary communication protocol, which provides low battery consumption. Players will be able to chat and play games without any connecting cords, completely untethered. The DS technology also provides for a wireless LAN connection, which could allow a theoretically infinite number of players to connect at a hot spot and compete at a central game hub on the Internet, even if they're thousands of miles apart. Wireless Game Sharing: If software developers desire, multiple players can compete in wireless games, even if only one person has a game card inserted. Players could also test-play games for themselves as long as they stayed connected.

3-D: With the newly developed graphics engine, DS can reproduce impressive 3-D renderings that can surpass images displayed on the Nintendo� 64. Games will run at 60 frames per second, and allow details like fog effects and cel shading. Sound: The 16-channel sound allows for greatly expanded use of voices and music, and a richer, more immersive game experience. A plug for headphones transmits stereo sound.

Battery & Power Management: The battery is rechargeable and the unit features a low-energy-consumption design. The DS also has Power Management functions of Sleep mode and Standby mode. In Sleep mode, players can stop and resume game play whenever they like. If the user receives a message from a friend or user nearby, DS activates itself from Standby mode.

Dual Slots: Nintendo DS makes a vast library of Game Boy Advance games readily available. Developers could find ways to make new connections between GBA games and DS games. The GBA port could be used for new hardware, enormously expanding the functional expandability of the DS.


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