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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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THE LATEST NEWS BELOW
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March 26th, 2008, 21:48 Posted By: wraggster
Nintendo's WiiWare service has launched in Japan today with nine titles available for download.
The service is scheduled for a US launch on May 12 and for a European launch - where it will be known as Wii Software - on an unspecified future date.
The launch titles, priced from 500 to 1500 Wii Points, consist of:
Final Fantasy Crystal Chronicles: My Life as a King
Plonpos
Okiraku Ping Pong
Kotoba no Puzzle Mojipittan
Dr. Mario
Saku Saku Animal Panic
Star Solider R
Tenshi Solitaire
Pokémon Ranch
In related news, Sega has announced that it will be bringing its Master System games to Nintendo's Virtual Console starting with Wonder Boy and Fantasy Zone.
Sega Mega Drive/Genesis games are already available for download on the Wii Shop Channel, as are TurboGrafx-16, Neo Geo, NES, SNES and N64 titles. Nintendo also announced that Commodore 64 titles will be made available in Europe.
http://www.gamesindustry.biz/article...032508_wiiware
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March 26th, 2008, 21:42 Posted By: wraggster
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March 26th, 2008, 21:19 Posted By: wraggster
News/release from Cortes48 :
Balloon fight on NES is a game that me much marqué.J 've wanted the adapter on DS in the form of multiple mini-game.
History:
26/03/2008
Version 1.2 available, bug fixing and adding High Score
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March 26th, 2008, 21:06 Posted By: wraggster
Ant512 has released anew version of Woopsi the Amiga-esque Windowing System for the DS:
Version 0.30 now out:
http://www.sourceforge.net/projects/woopsi
Changes this time are a lot of bugfixes and some new gadgets, including scrolling panels, scrollbars, etc. I've completely removed the STL from the solution, which has reduced the size of a basic "hello world" ROM down to less than 250K.
There's also a new makefile that will produce a Woopsi library, giving a total of 4 different ways that the system can be built (with PALib, without PALib, library and SDL).
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March 26th, 2008, 20:54 Posted By: wraggster
cuicui666 has released a new version of Japanese Training heres whats new:
Version 0.7 (2008 March 21):
------------
* Handwriting recognition :
- more stable (less freezes)
- 245 ideograms stored in the database, need to improve my drawing though :-)
- use append/replace to modify the database
- use LEFT, RIGHT, L, R to navigate
- use compare to practice your handwriting
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March 26th, 2008, 20:18 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA and also the PSP, heres whats new:
This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.
Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.
An exciting change which hopefully you won't notice is that the SDL based builds are no longer tied to a fixed 8x8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn't going to change on me. It never did, but POWDER escaped that world and now lives places where 8x8 feels a bit cramped. One intriguing tileset would be to build a 10x10 based set that would then run at a native res of 320x240. See the ArtPack for details. Note I said I hope you don't notice this. No doubt, I have screwed up somewhere and some menu or stylus input won't work properly - I look forward to having my error pointed out.
* [DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
* Flavour text for empty bottles. (R. Dan Henry)
* Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
* Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
* Acid Pool can now be cast at range rather than only on adjacent squares.
* When you suffer system shock due to ending a polymorph or possession by dying a "You feel a little dead inside" is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
* You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
* Wands of light will now slightly damage creatures and blind them for a turn or two.
* Floating eyes that are blind can no longer paralyse you. (Michael Brough)
* A Grow Forest spell that... grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
* Being hit by water has more consistent effects.
* To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
* A Down Pour spell to sodden excessively cheerful spirits.
* Extra commas in the monster descriptions (R. Dan Henry)
* The character dump will now give you your playtime and which platform you are playing on.
* Option to turn off colouring of hp and mp. (David Damerell)
* "Your spear glows grey" from Detect Curse spell now has punctuation. (Michael Brough)
* Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
* Support for tilesets with a base tile size other than 8x8 in SDL builds. (Ibson the Grey)
* Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
* [PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)
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March 26th, 2008, 20:08 Posted By: wraggster
The Gp2xstore have updated today and announced they are stocking the Wii Freeloader:
You can finally play imported games on your Nintendo Wii with the Datel Nintendo Wii Freeloader. Play imported games that were never released in your region. And best of all, no modification needed!
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March 26th, 2008, 19:46 Posted By: wraggster
Interesting article thats sure to get reaction from all fronts:
When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.
Not a Fair Fight.
At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.
The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.
In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.
The Spectacular Failure of WinCE and Windows Mobile
Playing the Console Game.
Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.
Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.
However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.
Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.
Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360
Apple’s Quiet Gaming Strategy.
Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.
Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.
When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.
The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.
Hacking iPod Games: How Apple’s DRM Works
Can a Phone Play Real Games?
The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells for $399).
Apple’s engineers not only had a bigger budget to spend, but could use more modern technology given that Apple released the iPhone two and a half years later. Here’s how their hardware compares:
Nintendo DS: Late 2004
67 MHz ARM 946E-S (N-Gage processor) + 33 MHz ARM7TDMI (same processor as the original iPods)
4MB RAM
256KB Flash + cartridge storage
Dual, 256×192 3“ displays; one is stylus touch sensitive
No accelerometers
No camera
No mobile radio
WiFi 802.11b/g
No Bluetooth
Sony PSP: Late 2004
333 MHz MIPS R4000 CPU + GPU with 2 MB onboard VRAM running at 166 MHz
32 MB main RAM (new models expanded to 64MB), and 4 MB embedded DRAM. MemoryStick storage, UMD media
480×272 (368×207 usable for video); no touch screen features
No accelerometers
No camera
No mobile radio
WiFi 802.11b
No Bluetooth
Apple iPhone: Mid 2007
Samsung ARM SoC 620 MHz 1176 running at 412 Mhz + PowerVR MBX 3D GPU
128MB RAM
8 or 16GB Flash storage
320×480 3.5” display with finger multitouch input
Accelerometers for direct physical control
2 Megapixel camera
Quad band GSM + EDGE
WiFi 802.11 b/g
BlueTooth 2.0 EDR
The iPhone is in a significantly different class of performance, has far more internal resources for games, and is equipped with a variety of other hardware–from its camera to its ubiquitous (if slow) mobile network to its multitouch high resolution display and accelerometers–all of which have to power to unlock entirely new classes of games and other more serious applications.
As a handheld console, this feature set makes the iPhone a bit like the Wii, with interactive new gameplay features, and a bit like the PS3, with higher performance gaming specs and additional online and media capabilities. Buyers won’t have to decide if they want a handheld game console; they’ll get it for free when they buy the iPhone or iPod Touch.
Further, because Apple is attaching game development as a sidecar dessert on top of a device that is primarily monetized as a hardware sale (boosted by retail and accessory sales, media sales, and carrier revenue sharing), developers will get more bang from their buck and will incur less risk developing games for the iPhone. The iPhone has also already proven itself as a very desirable smartphone, even before the arrival of any native games, ameliorating the worries of a whether games developers should invest in the platform.
The iPhone’s development tools are more approachable to a wide audience of developers already familiar with the Mac, they’re significantly cheaper to obtain and get started with than other consoles, and game distribution will be much easier and more lucrative because Apple doesn’t need to squeeze fat licensing fees out of its developers to make money. In fact, Apple will do best by continuing to give developers those groundbreaking 70% royalties on their software sales, encouraging a wide and deep gaming market to develop for the iPhone and iPod Touch.
Apple’s iPhone vs Smartphone Software Makers
The Chips and the Frameworks.
The iPhone’s System on a Chip processor bundles an ARM 1176 clocked at 412 MHz. The DS uses a pair of much earlier and simpler ARM processors, while the PSP uses the now dead end MIPS architecture, which was used in the Nintendo 64 and earlier PlayStation and PS2 consoles. Both Nintendo and Sony have since moved their modern living room consoles to variants of the PowerPC family.
That leaves the iPhone with an ideal CPU architecture for handheld gaming, and one familiar to existing smartphone developers. Above the hardware level, the Phone’s Cocoa Touch layers on a mature development framework that makes creating software for the iPhone much easier than developing for Symbian, Windows Mobile, Palm, RIM BlackBerry, and other mobile platforms.
The iPhone’s SoC also bundles a PowerVR MBX graphics processor. In the late 90s, prior to the advent of ATI and NVidia as GPU leaders, PowerVR rivaled 3dfx Voodoo graphics cards in the PC market. Sega’s Dreamcast was also built around a PowerVR graphics processor. Following the rise of ATI and NVidia, PowerVR moved into the embedded mobile arena and became the standard for mobile smartphones and related devices.
Getting performance from smartphones has often been difficult because mobiles commonly rely on their own proprietary software or least common denominator packages like Sun’s stripped down Java ME. Apple’s iPhone SDK uses OpenGL ES, the same standard graphics API used by Symbian smartphone developers and the Sony PS3. This standardization will make graphics and games development for the iPhone familiar to a wide audience.
Again, in addition to using the PowerVR hardware and Open GL ES software, Apple is also providing its own slick software integration with tools such as Core Animation, making it much easier for developers to achieve a consistent look and feel with the buttery iPhone interface without necessarily being experts in embedded video development.
Origins: Why the iPhone is ARM, and isn’t Symbian
And the Competition?
Nintendo has long held a dominant position in handheld gaming, developed through a strategy of focusing on playability. The Game Boy, GBA, and DS didn’t deliver the most incredible hardware of the time, but did serve as low cost gaming devices paired with large libraries of games licensed by Nintendo. The company has worked to maintain high quality games for all of its platforms.
That also results in making Nintendo’s platforms closed tighter than Apple. Nintendo started in its closed development plans after the Video Game Crash of 1983 nearly wiped video gaming out of retail stores. Atari had encouraged unlimited game production for the 2600, resulting in some game titles being produced in greater quantities than the console itself. The result was a glut of games foisted upon retailers and a backlash against gaming.
Nintendo successfully reintroduced gaming by positioning its new NES game console as an “entertainment system” paired with a toy robot. As gaming took off again in the late 80s, Nintendo’s strict controls gave it strong market power and delivered exceptional profits. Independent developers couldn’t ship games for the NES without a licensing agreement with Nintendo.
Nintendo ruled the roost until its deal to build a new CD-equipped Super NES system with Sony fell through, resulting in Sony leaving to develop its own PlayStation games console in late 1994. Sony maintained the same games licensing model as Nintendo. When Microsoft entered the fray in 2001 with the Xbox, it similarly relied upon software licensing revenue to partially bail out its console hardware losses.
These conventional game console makers rely heavily on software licensing fees to keep their heads above water; Apple doesn’t. Software sales through iTunes will be self supporting in an effort to drive software availability. Nintendo, Sony, and Microsoft have largely been opposed to small homebrew development, and are therefore going to be threatened by Apple’s encouragement of software development freed from licensing profiteering.
iPhone 2.0 SDK: How Signing Certificates Work
Microsoft recently unveiled XNA plans that try to achieve both: courting small developers to make online Xbox games and software for the Zune, and then subsequently taxing them as much as 70% in exchange for marketing exposure. Like Apple’s iPhone App Store, Microsoft won’t allow outside development, not because of security issues, but because that’s where Microsoft hopes to make the majority of its money. It remains to be seen how well that will work for the company, particularly given the extremely low uptake of the Zune and the year over year free fall in sales of Xbox 360 units.
Microsoft also appears to have given up all efforts to repurpose WinCE as a third party handheld gaming platform after the failure of the Gametrac Gizmondo. While the company recognizes the importance of “developers, developers, developers,” without a viable platform to sell to, those developers won’t care.
Nokia is trying to resuscitate N-Gage 2.0 as a gaming platform for its higher end N-series smartphones as part of Ovi, a portal site that also plans to sell music and GPS maps. The gaming platform will be constrained somewhat by the simpler specs of Nokia’s phones; the N81 has a similar processor, but only 96MB of RAM, a far more limited graphics resolution of 240×320, and no touchscreen or accelerometers, limiting the new N-Gage platform to the simplistic cell phone style games that have already failed to garner much attention.
Nintendo is unlikely to be pushed from its perch of selling $130 handheld game consoles by the $299 and up iPod Touch and iPhone. It has also demonstrated no interest in moving into mobile phone gaming itself. Unlike other hardware makers, Nintendo has also worked to sell its consoles at a profit while also earning software licensing revenues. That means Nintendo may be less likely to deliver games for Apple’s platform, as it would tend to draw attention away from its own handheld gaming efforts.
At the same time however, the company was quick to point out that its DS didn’t directly compete against the Sony PSP, and those two products were only $100 apart; Nintendo might therefore aim to deliver software for the iPhone because of the limited competition between the two platforms serving different markets at very different price points.
Sony is working to establish the PS3 and grow sales of the PSP before the three year old platform begins to run out of steam. PSP developers face more complex and expensive tools, which has resulted in fewer games being developed and sold. The PSP only had 2 games in the US top 50 last year, compared to 12 for the Nintendo DS.
Sony has also hampered the PSP with its preoccupation with promoting its own proprietary, physical media formats, including the failed UMD and MemoryStick. Apple’s online distribution model will democratize development and the iPhone’s wireless App Store and large Flash storage will encourage lower priced game sales in volume.
Sega no longer makes its own gaming hardware, giving it free rein to develop titles for the iPhone. It demonstrated a prototype of Super Monkey Ball using the iPhone’s accelerometers to control player movement. Sega noted that the iPhone’s 320×480 resolution meant that it had to spruce up its graphics, commenting that the iPhone supported console-style graphics rather than those typical of a cell phone.
Artificial Life, Aspyr, Electronic Arts, Feral Interactive, Freeverse, Gameloft, id Software, Pangea, THQ, and Namco Bandai have all confirmed an intent to deliver games for the platform, with Gameloft announcing plans for fifteen titles by the end of the year. Apple also demonstrated Touch Fighter, its own in house game, showing off the iPhone’s use of both OpenGL graphics, accelerometer support, and OpenAL audio for stereo sound positioning.
Ethan Einhorn, who demonstrated Sega’s Super Monkey Ball, told gaming site Next-Gen, “From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices [like the DS and PSP]. The delivery system for software will be digital and easy to use. And the ability to have all of your portable electronics needs catered to with one device is irresistible. Given all of that, the potential for the iPhone as a games platform is massive. From a technical standpoint, the iPhone is competitive with dedicated handheld gaming devices. This is a phone that offers plenty of power to work with, no compatibility concerns, and uniform input functionality. That represents an evolution in the mobile gaming space.”
10 Games Perfect for iPhone : Next Generation
As Apple migrates its 150 million iPod installed base toward the iPod Touch and iPhone, the company will pair a large user base with enthusiastic development efforts. Users will get the gaming environment as a free addition to the phone, media player, and web browser they purchased. Conversely, that also means that lesser phones with plodding web browser capabilities and simplistic media playback–as well as dedicated games consoles that really only play games–will have a hard time competing against the new platform. That should make for an interesting 2008.
What are your views on this ?
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March 26th, 2008, 19:14 Posted By: wraggster
The Wii Homebrew scene continues togather momentum
Desktopman has updated his Wii Tetris game:
I've gone through and fixed some bugs in Tetris, as well as enhanced some parts of the gameplay. This time I've also included the source code.
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March 26th, 2008, 17:42 Posted By: Shrygue
via Games Industry
Allan Alcorn, the engineer who created Pong for Atari, credits Nintendo for taking its own path with the Wii.
"I think that, as the "arms race" has proliferated with the big-end machines such as the Xbox and the PlayStation...It really is an arms race, and you get caught in your own metaphor," he told GamesIndustry.biz
"You tend to build products like the ones you built before. And the theory is - prettier graphics, people will buy it."
Alcorn gives Nintendo a lot of credit for taking another path by going with mid-quality graphics but innovative controls - as well as a unique style of games.
"I think there is a danger when you start making movies or videogames for one group - you know, the young teenage men - then you leave out a big piece of the market.
"Games have been decried for appealing to young men and they really can be much wider."
Alcorn - who had a hand in creating the VCS for Atari and did early work at Apple which led to the MPEG standard and QuickTime - notes that it is hard to do things differently than everybody else these days.
"There's a common wisdom as to how it is supposed to be done," he said. "The bigger the industry gets, the harder that is to fight."
The complete interview with Allan Alcorn can be read here.
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March 26th, 2008, 17:26 Posted By: wraggster
Soully our chief website designer/graphics man/Asisstant DCEmu Webmaster has won the comp to make a logo for the Wii Homebrew Channel (obviously when that is released.
Check out the Winning logo via comments
Congrats Soully
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March 26th, 2008, 17:20 Posted By: wraggster
Uschghost has updated his Snake game for the Nintendo Wii, heres whats new:
March 26. 08 - Added sound = thx to "modarchive.org" for the mod and azeazezar for finding it.
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March 26th, 2008, 17:17 Posted By: wraggster
MadCatMk2 has released a new PI app for the Wii, heres the details:
Sample Program that calculates the Pi (π) Number.
Shows 15 decimals (Till some ultra-kewl person gets math.h to work).
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March 26th, 2008, 17:07 Posted By: wraggster
Jake has released a new version of his Novel Reader for the DS, heres the changelog for the last few days:
* 1.2.3 25/03/08:
Jake:
* timestamps in load/save menus
* 1.2.2 25/03/08:
Jake:
* no longer crashes on single words that are too long to display.
* 1.2.1 25/03/08:
Jake:
* `delay X` command.
* 1.2.0 24/03/08:
Jake:
* script.cpp: cleaner line reading
* graphical vn select screen!
* new icon
* nicer antialiased text.
More Info/download --> http://digital-haze.net/vnds.php
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March 26th, 2008, 17:06 Posted By: Shrygue
via Eurogamer
GAME is giving you a chance to compete in a Mario Kart Wii Tournament a week before the game launches.
Regional heats will be held in stores across the country from 5th April. Prizes on offer include GBP 250 worth of "experience vouchers" to spend on activities like paintballing, quad biking and karting.
Copies of the game will also be given away, as will store vouchers.
Winners of the heats will go into a finale on 12th April, where the star prize will be a Mario Kart VW Beetle Convertible.
Mario Kart Wii is due out at the end of next week and is well worth the money. Pop over to our review to find out why.
Here's a list of GAME stores hosting the tournament.
* Manchester - Unit 59 Arndale Centre
* Trafford - 124 Peel Centre Trafford Centre
* Bournemouth - Unit 4, Avenue Centre, Commercial Road
* Portsmouth - 226 Commercial Road, Portsmouth
* Stevenage - Unit 4A, The Forum
* Merryhill - Unit 87, Lower Mall, Merryhill Shopping Centre
* Reading - Unit 18 Oracle Shopping Centre
* Basingstoke - Unit 15 Festival Place
* Braehead - Unit 57 Braehead Shopping Centre, Kings Inch Rd
* Glasgow - 146 Sauchiehall Street, Glasgow
* Milton Keynes - 15 Crown Walk, Milton Keynes
* Nottingham - Unit 308A, Victoria Centre
* Leeds - 50-52 Albion Street, Leeds
* Luton - 142-144 Arndale Centre, Luton
* Cheltenham - Unit A, 100/104 High Street
* Cribbs Causeway - Unit LR53, Cribbs Causeway
* Cardiff - 92 Queen Street Cardiff
* Newcastle Fenwicks - 39 Northumberland Street, Newcastle
* Gateshead Metro Centre - 17 Red Pathway, Metro Centre
* Blackburn - 10-12 Market Way, Blackburn
* Wigan - 27 Standish Gate, Wigan
* Hanley - 214-215 The Potteries, Hanley
* London Hamleys - 188-196 Regent Street, London
* London - 100 Oxford Street, London
* Thurrock - Unit 106, Lakeside Shopping Centre
* Romford - Unit 15 Liberty 2 Centre
* Taunton - 45-46 Fore Street, Taunton
* Edinburgh - 127 Princes Street, Edinburgh
* Dundee - 51 Murraygate, Dundee
* Kingstone-Upon-Thames - 3rd Floor, The Bentalls Center
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March 26th, 2008, 17:04 Posted By: Shrygue
via Eurogamer
SEGA has revealed that Master System games will be the cheapest on the Virtual Console.
The 1980s gems will cost just 400 Wii Points (GBP 3 / EUR 4), which makes them a whole 50 pence cheaper than their old NES rivals. David Dickinson would like that.
The first of the Master System games to arrive in the US will be Wonder Boy and Fantasy Zone.
SEGA has revealed nothing for Europe so far, but has been contacted for comment.
What was your favourite Master System game, Eurogamer reader?
We liked RoboCop Versus The Terminator. But who would win in real-life? Sarah Connor?
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March 25th, 2008, 21:38 Posted By: wraggster
Flashlinker Europe have announced that preorders are now being taken for the Acekard 2 Nintendo DS Flash Cart, heres the details:
Perfect compatibility. No need to convert, No need to flash!
· Save file is written directly to TF card. No need to manually select save size, no data loss.
· Automatic DLDI patching. Run homebrew programs without converting.
· Support soft-reset, Download Play and WiFi gaming!
· Support SDHC TF card. Virtually unlimited storage size !
· Support any brand of TF, with no slowdown!
· Support Action Replay cheats . Build-in editor!
· Low power consumption for longer operational time!
· Built-in multiple languages and DIY skinning!
Preorder now from Flashlinker Europe:
To read more of the post and Download, click here!
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