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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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June 1st, 2008, 15:03 Posted By: wraggster
Nintendo of America debuted the WiiWare addition to its Shop Channel on May 19 and the service, which enables Wii owners to connect online and download original Wii games, has proven to be a success story ever since. Titles like LostWinds and Dr. Mario have provided players extra incentive to boot up their Wii consoles again and again, but Nintendo hasn't pulled back the curtain on its continuing plans for WiiWare just yet, and so a number of questions remain. How many games will launch each week? How many are in the queue? And are demos of WiiWare titles a possibility going forward? NOA's senior director of project development, Tom Prata, gives us some answers below.
IGN: We know a lot of developers have completed WiiWare games which haven't yet been released. Will new WiiWare titles be released every Monday? What is the limit you're putting on how many WiiWare games can be released every week?
Tom Prata: Our plan is to make new WiiWare games available on Mondays, as we do with Virtual Console titles. We have not set a limit to the number of games that will launch on any given Monday. Rather, we are working with developers and their production schedules to bring the products to consumers in a timely manner.
IGN: What is the most popular WiiWare download so far?
Tom Prata: We don't have sales information to share at this time, however we are pleased to see consumers enjoying the games made available by WiiWare developers.
IGN: We recently had to delete half the games and Channels on our systems to make room for two WiiWare titles. Lack of storage space has become a huge problem. What're your thoughts on this issue? Will Nintendo address it soon?
Tom Prata: Consumers have the option of either deleting the game and downloading it again for no additional Wii Points, or transferring the game from Wii to external SD memory card.
IGN: Can WiiWare developers use all of Wii's abilities? For instance -- connection between Wii and DS, WFC, online, etc. -- if they want? What about Miis?
Tom Prata: Developers have the ability to utilize the same Wii features for WiiWare games as they do for disc-based games, including Wi-Fi Connection, WiiConnect24 and variety of controllers and peripherals. What is important is providing developers the freedom to use the features that are most valuable to express the characteristics of their game. Regarding the use of Miis, Mii characters are included in games like TV Show King and Dr. Mario Rx .
IGN: WiiWare games need to weigh in under 43 megabytes, we've been told. Is this true? Are there any plans to increase the file size limit?
Tom Prata: Similar to the breadth of Virtual Console content, WiiWare games will also come in a variety of sizes and at different Wii Points. We want to encourage creators to focus development resources on areas that matter most to consumers: gameplay. Nintendo is not planning on requiring developers to fill large amounts of data and believe there is sufficient space to create compelling, new gameplay experiences.
IGN: Currently, there is no way to demo WiiWare games before you buy. Might this change?
Tom Prata: We do not intend to have a 'try-before-you-buy' model that requires developers to create demos. There are a variety of places to learn more about WiiWare games such as the Nintendo Channel where consumers can find game information for WiiWare together with retail Wii products, Virtual Console and DS games.
IGN: How many WiiWare games do you have the queue?
Tom Prata: Currently, there are about 100 games in development for WiiWare at various stages of completion.
IGN: For launch in America, Nintendo itself did not release any first-party WiiWare games. Why not?
Tom Prata: As we looked at the launch line up, we wanted to provide games that are widely appealing to all consumers -- something for everyone to enjoy. Equally diverse are the creators of these games representing companies of different sizes and cultures. These companies demonstrate the range of WiiWare developers from a large publisher like Square Enix, to established independent developers such as High Voltage and Frontier to small indie developers like XGen.
Nintendo, like other publishers, is working on some experimental projects we plan to make available in the future.
Recently we launched Dr. Mario Rx.
http://uk.wii.ign.com/articles/877/877761p1.html
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June 1st, 2008, 14:50 Posted By: wraggster
Newly released:
features
Personal Profiles: Create your personal profile and evaluate your improvement potential, then set up your objectives following the recommendations based on your personal profile
Input Reward System: Log your progress on a daily or weekly basis, tracking your physical activity and nutrition habits
The Pedometer: A peripheral device that comes with the game and can be easily updated through your DS, it’s the best way to control your daily physical effort, challenge yourself and balance your food intake
Real-Life Landmark Checkpoints: As a reward, all the physical activities you achieve and good nutrition habits you acquire are converted into measurable distances based on real examples
aka. My Weight Loss Coach
description
My Weight Loss Coach DS is a game for every adult, male and female who considers reaching and maintaining their target weight as a challenge. A program that fits your own objectives and respects your daily life constraints, My Weight Loss Coach supports you and tracks your progress and achievements by improving your energy balance. Developed in conjunction with a nutritionist, it helps you take control of your weight efficiently and feel better. Via an exclusive pedometer (included free with the game), you will be able to measure your real physical activity level and balance it following the advice of a fitness coach. Your motivation will increase with coaching sessions, daily challenges, mini-games and quizzes, play for only 10 to 15 minutes per day and you will feel the difference
http://www.play-asia.com/SOap-23-83-...j-70-2sgx.html
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June 1st, 2008, 14:34 Posted By: wraggster
We've yet to play a DS incarnation of Konami's vamp-slaying franchise that we didn't thoroughly enjoy -- if this debut trailer for the next installment in the handheld series is any indication, that streak appears to show no signs of stopping. This stylish trailer introduces us to the protagonist of Castlevania: Order of Ecclesia -- the raven-haired Shanoa (who looks a bit too similar to Bullet Witch's Alicia for our comfort), and her many, many methods for murdering and dismembering ol' Vlad's minions. Sure, she may not wield the Vampire Killer whip made famous in other Castlevania titles, but she does dispatch a Giant Enemy Crab with a falling elevator, which arguably possesses a bit more panache than the Belmont family's legendary cord.
http://www.gamevideos.com/video/id/19109
via http://www.joystiq.com/2008/05/30/fi...esome-whiples/
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June 1st, 2008, 14:26 Posted By: wraggster
With the gaming industry now spending more to develop user interfaces than the Pentagon, the Army has begun putting all that R&D to good use in weaponry and training. Reversing the traditional role of games attempting to simulate real life killing machines, it is now the weapons makers using gaming technology to make their products more effective. Popular Mechanics notes, 'Already, [Mark Bigham, director of business development for Raytheon Tactical Intelligence Systems] says that Raytheon has been experimenting with Wii controllers to explore the possibilities for training simulators and other applications that require physical movement. Just think, one day, the R&D that Nintendo put into Wii bowling could end up influencing basic training
http://games.slashdot.org/article.pl.../05/29/2224228
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June 1st, 2008, 11:51 Posted By: wraggster
News/release from Mooseat play:
I have put the latest build of Laser Hockey DS online tonight. This version finally has a real physics engine courtesy of Box2D. Again, it looks identical to the last two builds but this one finally plays like a real game. Next month is all about the looks...gotta shrink those paddles.
Build 0.4.0
Using Box2D for physics, still needs a lot of tweaking and bug fixing; it took almost two months but it's a huge improvement
Re-initializing memory between screen changes to avoid a memory leak
Remove remnants of old placeholder engine
Using Box2D's body rotation for the sprite rotation
Player two takes control of physics updates when ball is in his or her court, a vast improvement in responsiveness of game play for player two
Select button now exits practice and multiplayer games
You can download it by clicking this link: LHDS_2008_05_31.zip
I am not going to provide any new screenshots as they are exactly the same.
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June 1st, 2008, 11:47 Posted By: wraggster
News/release from Squidman:
Touhou Fangame is a homemade version of Touhou for the Wii. It is written from scratch with images from the internet, GRRLIB, and Wiiuse.
Touhou is a danmaku shooter praised for being difficult, beautiful, and a one-man project. This attempts to replicate all those things. The first release is out! Enjoy the beautiful danmaku-ness of the Touhou Fangame!
Latest download is always here: http://otokoyariika.vectorfive.net/wii/Touhou.zip If you are looking for a specific release, check the releases section.
That zip contains 2 more zips, one for the HBC, and one with the source.
Well, I would greatly appreciate if someone could make a new level 1 background, preferably a very tall one so I don't have to use this crappy, half-ass scrolling of mine. Also, if anybody can, I would like some boss chat pictures (anybody who has played Touhou will know what I am talking about) for the following characters: Eirin, Shinki, Reisen, Alice, Marisa, and Reimu.
More requests will come later. Please post all submissions in the talk page.
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June 1st, 2008, 11:41 Posted By: wraggster
Article from bushing;
This post is part of a several-part series on fixing a “bricked“ Wii:
UnBrickMii - Introduction, explanation of a 4-part plan to unbrick any Wii
amoxiflash - Part 1, a way to modify the NAND Flash of a bricked Wii
Mario-Kart Autopsy 1 and 2 - Part 2, a (partial) analysis of what happens to the filesystem of a Wii to make it “brick”
(tbd) - Part 3, a way to recover the necessary per-console unique keys (NAND AES, NAND HMAC) using a hacked boot2 on a bricked Wii
(tbd) - Part 4, software to modify the contents of the Wii’s filesystem on a host computer, making use of those two NAND keys.
I’ve focused my recent energy and time into Part 4. It’s turned out to be more difficult than I’d feared. In order to modify the filesystem to unbrick a Wii, we need to do the following things:
Isolate an existing file in the NAND dump (done)
Decrypt it using the proper AES key, modify it, and then encrypt it again using the same key (done, doable, and straightforward)
Sign each 0×4000-byte block using the correct HMAC key, so that the Wii will recognize it as valid.
The HMAC has proven to be the most difficult part. HMAC is a standard algorithm, and I know the HMAC key for my Wii, but I can’t get my calculated HMAC to match the Wii’s stored HMAC. This means I can’t modify the filesystem, which is a fairly serious obstacle.
I’ve spent weeks staring at the disassembly of boot2 — the first piece of code that performs the HMAC check — and I can’t figure out what it’s doing by pure static analysis. Unfortunately, we don’t have any (useful) debug facilities.
It’s time to fall back to first principles. Marcan and I have been working on modifying SkyEye to emulate the Starlet core. It’s a very frustrating and tedious process, because we have no documentation for how most of this works, so we’re guessing and seeing how well code ends up running. I don’t think it is something that will ever be useful for, say, a Wii emulator — there are far easier ways to emulate IOS — but I’m hoping I will be able to use it to debug the HMAC algorithm, and also perhaps firmware patches.
boot0 is the first part of the Starlet boot chain. It is hardcoded in mask rom in every Hollywood chip; it will never change. It is designed to be small and simple, because it’s impossible to fix any bugs that are found there. I’ve chosen to start there in trying to emulate the chip — although it is only about 1300 bytes of code, it manages to talk to:
OTP storage area (to retrieve a hash to compare boot1 against
NAND Flash controller (to read the encrypted boot1)
SRAM (to store the decrypted boot1)
AES engine (to decrypt boot1)
SHA engine (to authenticate boot1)
I don’t expect this to be of much use to people, but if you’re curious, take a look at my analysis of boot0. If you see anything i missed, please let me know!
Future articles will discuss boot1 and boot2.
http://hackmii.com/2008/05/boot0/
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June 1st, 2008, 11:37 Posted By: wraggster
Video game collectors have just been given a golden opportunity (and another thorn in their significant others' side). Nintendo of Canada is cleaning out their warehouse and is auctioning their collection of brand new, sealed retro games, with all proceeds going to United Way charity. The auctions, totaling 421 games in 24 different auctions, break down as follows:
70 NES games over 4 lots
169 SNES games over 13 lots
182 GameBoy games over 7 lots
As of this writing, the highest bid in any auctions is US $1,013 for a collection of NES games that includes Mario's Time Machine, Dragon Warrior IV, The Great Waldo Search and – this is the big draw, folks – George Foreman's KO Boxing. There's some great games in the other lots, too, with Addams Family and Lost Vikings activating the most synapses in our nostalgic minds.
http://www.joystiq.com/2008/05/30/ni...-titles-for-c/
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June 1st, 2008, 11:36 Posted By: wraggster
For some Wii fans, the exercise in Wii Fit has been in running around trying to find one.
That was the case for Dhruv Thukral, a 25-year-old from Santa Monica who raced from store to store the day Nintendo Co.'s fitness game came out May 19.
Spielberg , Electronic Arts take aim with Boom Blox wii"It's sold out everywhere," the USC computer science graduate student said.
Wii Fit is the latest title for Nintendo's Wii game console. Shortages have become a chronic condition for Nintendo, beginning with the Wii, which is still in short supply a year-and-a-half after the $250 console was introduced.
The new game, which retails for $90, offers more than 40 activities that challenge players in areas such as yoga, aerobics, strength training and balance. It comes with a motion sensor platform that resembles a large bathroom scale, which users stand on, and requires a Wii console to play.
At GameStop, a chain that specializes in video games, the first shipment sold out days before it arrived as shoppers plunked down cash to pre-order the game.
On Friday, Circuit City's website had the game in stock at 8:50 a.m., but was sold out 10 minutes later, according to NowInStock.net, a website that tracks online stores for hard-to-find items.
On EBay, Wii Fit has been auctioned for as much as $150, a 66% markup.
Some who managed to find Wii Fit had to go to considerable lengths.
Chris Pereira, a 19-year-old video-game journalist from Rocky Hill, Conn., tried to pre-order a copy before the game was released but was told that all units of the game had already been reserved.
Pereira, an editor for Ziff Davis Media Inc., hit up Best Buy and GameStop without success. At the local Circuit City, a salesperson said the game was available, but when she turned around to grab a box, she came up empty-handed.
"They had apparently sold out minutes before," he said.
He then scoured several stores before finding a copy at a GameStop store.
"The consumer response to Wii Fit was exceptional," said Denise Kaigler, a Nintendo spokeswoman. "We are working as hard as we can to replenish the stock."
She declined, however, to divulge how many copies of the game the company has sold. Nintendo had said Wii Fit already sold 2 million units in Japan, where it launched in December.
Analysts say part of the problem stems from Nintendo's conservative approach in making hardware. Stung by the failure of its last console, the GameCube, the Japanese company resists building up too much factory resources for its products.
It also is shrewdly maximizing its profit by sending four times as many units to Europe, reaping the benefits of the strong euro, said Michael Pachter, an analyst with Wedbush Morgan Securities.
Pachter estimated that Nintendo shipped just 500,000 copies of the game in North America but as many as 2 million units to Europe.
"The shortage demonstrates one consequence of the weak dollar. We're seeing companies ignore their largest market simply because they can make a greater profit elsewhere," Pachter said.
"They know that Americans will be just as fat a few months from now" when Nintendo will have more units available, he said.
But the Wii's runaway success could backfire if Nintendo is unable to manage consumer expectations, said Billy Pidgeon, an analyst with research firm IDC.
"That's a tough line to tread," Pidgeon said. "When does the consumer get frustrated and move on?
"So far, the Wii still has cachet," he said. "But the fact that consumers can't finda Wii or a Wii Fit is definitely a missed opportunity."
http://www.latimes.com/technology/co...,5309739.story
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June 1st, 2008, 11:35 Posted By: wraggster
Nullex has released a variant of the gameboy emulator for the Nintendo Wii, heres the details:
Well, I'm working on remaking a little color gameboy emulator, rinwii.
It is necessary that your sd creeis in a directory called "/ Roma / GB" to store the roms and other "/ Savefile / GB". Failure to boot possibly Peter.
The news is that it uses the libraries of the future libogc, and the advantages of the Wiimote stable access to data by libfat ... It also has a new system of rendering GRRLIB using the library, a new system of menus manageable with the Wiimote, etc. ... Anyone who has tried the earlier version, the 9 candidate, I think it will be pleasantly surprised.
comes with sources and compiled a version in English, Spanish, video and auto PAL60. Already I contareis rulings that have gone home by removing him ...
Let's see if anyone I can spend some graphic PNG to set menus
Sources at the earliest most beautiful and clean code, possibly in the next release ...
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June 1st, 2008, 11:29 Posted By: wraggster
LoPsT has released an updated version of his port of Snes9x to the Nintendo Wii, heres whats new:
This version includes:
-- Support for 2 Wiimote (fast connection).
-- Support Command classic.
-- Support Nunchuk (run the diagonals).
-- Support SD Front (to load roms and savegames).
-- Support savegame direct gcram (now whether to leave the emulator saves).
-- Support for long file name.
-- Support for compressed files in ZIP.
-- Support exit to the menu of Homebrew Channel.
-- Support for consoles with RGB cable PAL60 (finally!).
-- Support for commanders Game Cube (not) xD
-- Automatically detects the video mode of the TV (PAL60, 480p, ...)
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June 1st, 2008, 11:26 Posted By: wraggster
The port of Quake to the Nintendo Wii has been updated, heres whats new:
Changes from the last WIP:
-Fix the reset buton mistake.
-Fix off-screen-wiimote aiming issues.
-Exiting the game wii now return to the loader.
-Reenable game and config saving/loading.
-Fixed bug when a wiimote disconnects during the game, better wiimote connection handling overall.
-Metroid Prime 3-style aiming and shooting.
Known bugs: The nunchuk isn't detected/used when loading from the homebrew channel (possibly other loaders as well.) To fix this, just disconnect and reconnect the nunchuk (or resync the wiimote, but it takes longer.) The nunchuk is detected fine if you sync the wiimote in-game or quit to the homebrew channel and reload the game.
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June 1st, 2008, 11:14 Posted By: wraggster
this from gbadev
Looking for a Nintendo DS programmer (C# / C++)
We are a young development studio for computer games and interactive installations. For the development of a computer game for a leading international games publisher, we are currently looking for a programmer. We are licensed Nintendo developers. For more information about our company, please write to meno@gmx.li
Requirements:
- good experiences in C# and C++
- project experience
- desirable: experiences with the Nintendo DS
- reliability and ability to work in a team
We offer
- a fair remuneration
- a job in Berlin :-) – Europe’s number 1 lifestyle city
- the entrance in a (still) small, but increasingly growing team
- the chance to co-create a game for a renowned international publisher
- an agreeable working atmosphere in the heart of Berlin, close to Alexanderplatz
Please send your application including CV and working experiences to meno@gmx.li
http://www.gbadev.org/index.php?showinfo=1362
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May 30th, 2008, 23:50 Posted By: wraggster
Emu_kidid has released another build of his Game Boy Advance/Gameboy/Gameboy Colour emulator for the Nintendo Wii & Nintendo gamecube
Heres whats new:
whatsnew:
fixed GB/GBC slowdown on Wii
fixed GC pads
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May 30th, 2008, 23:50 Posted By: wraggster
Emu_kidid has released another build of his Game Boy Advance/Gameboy/Gameboy Colour emulator for the Nintendo Wii & Nintendo gamecube
Heres whats new:
whatsnew:
fixed GB/GBC slowdown on Wii
fixed GC pads
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May 30th, 2008, 23:33 Posted By: wraggster
News/release from Ricco:
Hi all,
I'm proud to present my first DS game :
JezzballDS, a clone of Jezzball from the Microsoft Entertainment Pack.
If any suggestions or bugs, let me know !
Have a good time.
Ricco.
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May 30th, 2008, 23:26 Posted By: wraggster
News/release from T4ils:
StillAliveDS is a puzzle game inspired by the flash version of Portal, itself based on the game Portal de Valve.
You must catch all of the cakes before they reach the exit of it.
To do this, you are equipped with your PortalGun which lets you portals in the walls in order to be able to teleport elsewhere.
Throughout your journey, you'll be guided by a robot you learn the mechanisms Thursday
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May 30th, 2008, 22:08 Posted By: Shrygue
via Computer and Video Games
Not content with the cross-media juggernaut that is The Force Unleashed, LucasArts is tapping up this year's other Star Wars event for a videogame tie-in, bringing a game based on the animated Star Wars: The Clone Wars to Wii and DS.
The game will presumably follow the movie plot of Anakin Skywalker and Obi-Wan Kenobi as they fight in the Clone Wars that take place between Episodes II and III.
LucasArts has yet to confirm the game or release any details, but IGN says it features as an advertisement in the Lego Indiana Jones instruction booklet.
We're trying to get a confirmation from LucasArts, but we imagine it'll reveal more details available at E3. Like whether the motion controls on Wii will make this the lightsaber game we've been looking for.
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May 30th, 2008, 21:08 Posted By: Shrygue
via Eurogamer
Shaun White Snowboarding creative director Trent Ward believes the Wii Balance Board offers developers "worlds of possibilities".
He's responsible for the Wii version of the freshly-unveiled extreme sports title from Ubisoft, which has been built specially to use both balance board and Wii remote - not one or the other.
Ward feels the pressure-sensitive pad and motion-sensing combo has helped him "close the gap between game and player", and claims there are "tons" of things he can do with the Board.
You'll feel like a pro snowboarder after you're finished with the bite-sized challenges in Shaun White, apparently, and no it is not tiring and nor will it teach you to be a real snowboarder because yes he has tried.
The Wii version of Shaun White Snowboarding is a completely separate game to the PC, 360 and PS3 offerings, incidentally, both in terms of premise and the mechanics involved.
Ward says you have to treat the Nintendo console specially in order to be successful; a port would have been rubbish, apparently.
Both versions looked rather fun in their own ways. Check back soon for our full thoughts on both.
Shaun White Snowboarding is due out on PC, 360, PS3 and Wii this Christmas.
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May 30th, 2008, 20:53 Posted By: Shrygue
via IGN
Leading video games publisher and developer Namco Bandai Games America Inc. announced today that Tamagotchi Connection: Corner Shop 3 has gone gold for the Nintendo DS. A simulation game based on the popular virtual pets, Tamagotchi Connection: Corner Shop 3 lets players run over a dozen new businesses with their favorite Tamagotchi pal. Utilize the stylus to navigate through tasks or participate using the microphone for a whole new level of interactivity the Tamagotchi franchise has not seen.
Business in TamaTown is booming and it's your job to make sure it stays that way. Get behind the counter of more than 12 different stores, each with their own unique touch screen mini-games, and participate in the assigned tasks. With so many missions in Tamagotchi Connection: Corner Shop 3, from teaching piano to searching for hidden treasure or serving up ice cream, there are plenty of activities to keep players entertained. Maintain happy clientele and the shops will begin to grow, unlocking more challenging mini-games and new accessories.
After a long day at work, spend hard earned money to decorate your very own park with lots of fun items including water fountains, benches and flower beds. Daily visits to the park will not only allow you to watch the progress of your garden but also provide the opportunity to meet new Tamagotchis. Also be sure to stop by the Clocktower to hang out and get to know your newly found acquaintances. Additionally, try on and buy new outfits for your Tamagotchi partners or send journal entries and items to your friends via Nintendo DS's Wireless Communication.
Tamagotchi Connection: Corner Shop 3 is rated "E" for everyone by the ESRB and carries a suggested retail price of $29.99.
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