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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
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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December 21st, 2007, 02:11 Posted By: wraggster
New from Divineo USA
Games N' Music contains everything you need straight out of the box. It even comes bundled with a 25-game CD, offering some of the best games the DS home brew scene has to offer, as well as a video conversion program for your PC (Windows XP or later required) to convert your movies and video clips to a format you can play back with Games N' Music. It's the ultimate in digital entertainment!
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December 21st, 2007, 00:11 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.10 Released.
Enhanced the minimap to show additional landmarks, etc.
Added word wrapping support to menus, text display, etc.
Added support for a scrolling command window if the commands don't fit on one page.
With the above, the game now supports larger font sizes.
Added a few additional commands to the command window.
Fixed the message display when paging so previous lines aren't redisplayed erroneously.
Again tried to fix the menu pagedown bug… I think I might have it this time.
If you're interested in trying different fonts, just replace font.bdf with some other BDF-format font. But don't go above an 8x16 font… anything beyond that leaves the game too cramped to be playable.
Incidentally, I've posted a few additional fonts for those who might want something a little larger.
Note, the one thing that isn't wrapped is the prompts. As such, with large fonts, the text will be clipped and users unfamiliar with NetHack may be left confused as to what's being asked. Eventually, I might add some sort of marquee effect, but for now, this is how it is.
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December 21st, 2007, 00:00 Posted By: wraggster
News/release from Vloz:
New to the forum and especially uber newbie in the field of "programatation" rather than start with a MMO-GTA-RPG who smashes FFXII, I said to myself:
"Why not listen to the advice of those who know better?"
And now 3 weeks after I finished my first ever program with the uber-cool PAlib:
http://vlozbob.free.fr/Snake.nds.rar
A nice little snake, surely the best way to begin (no need pointer, to know modular programming, ect ...)!
That is why I can post on this topic sources version uber-alléger (but comment to death!) To avoid else like me, turning into donkeys for certain things ...
Obviously, it is therefore only 3 weeks that I code, and therefore I do not at all guarantee the quality of trick (although there is not really big things), but for those who care, this is:
http://vlozbob.free.fr/SimpleSnake.rar
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December 20th, 2007, 23:56 Posted By: wraggster
News/release from zeblackos:
Cuckoo ...
Just a quick screen to a game that should not delay débouler, if I find the motivation to finish.
It is a kind of game for the mutants who like puzzles ...
I did this little thing for me to try to C after "crossing the desert".
The game: a sort of puzzle with 12 pieces.
The forms will be to restore the image of the forms used to arrange the puzzle.
- 12 large forms to find the 12 pieces of the puzzle.
3 modes of play:
1-easy: 9 pieces (no more) needed for the resolutions are well oriented. The player can not turn them nor impose a symmetry, it has just the 'place'.
2-medium: 9 parts (not more) necessary for the resolution submitted this time misdirected (and rotational symmetry). The player must turn etc.
3-hard: same as medium, but the pre-game does not 9 parts, it presents 12, and this is really for maxi-mutants!.
Because I know that the original name of the game leaves you speechless, well, I file my hide!
Ps: promised, the next game will be 'really' a game
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December 20th, 2007, 23:52 Posted By: wraggster
News/release from bruteostrich
Ok, here is our first DS game, Paper Tank DS!
I lead a team of 5, and we decided to do a ds game for our midterm project, so we threw this together in 7 weeks. Luckily we stumbled upon palib in week 2, so that made things easier.
The game is a video version of the game where you fold a piece of paper in half and each person marks five tanks on each side. You then take turns marking a spot on your side, then folding the paper to see if it hit one of your opponent's tanks.
In the game, after moving your tanks to their starting positions, you pick a shot, then either press up to take the shot, or fold the ds to take the shot, simulating a paper fold. Right now we only have 1 person play vs AI, so the ai side is hidden and revealed with each shot.
Right now we are in beta, so if you find problems, including issues with confusing interface, please let me know so our release can be pretty bug free. We have a bunch of testers, so we should be able to find most problems.
We are aware that after 127 shots we start to get memory errors, and that the end game messages can be confusing.
Ok, time for me to shut up. If you would like source, email me, bruteostrich@gmail.com.
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December 20th, 2007, 23:50 Posted By: wraggster
News/release from Micromoog
draw-stereo is a toy which allows the creation of stereograms on the Nintendo DS. The DS screens are spaced appropriately for cross-eye stereogram viewing. For best results, use in a
darkened room, and hold the DS at a comfortable distance for drawing (18" or so). Hold the DS like a book. The illusion can be quite effective. Enjoy!
Controls:
Up/Down: Pen elevation +/- 1px
A/B/X/Y: Reset elevation
Select/Start: Clear screens
L/R: Swap screens (reverses depth)
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December 20th, 2007, 23:33 Posted By: wraggster
News/release from Rico:
Chrono Poker DS is my first "useful" homebrew !.
It's a "in real life" poker players helper :
After editing a "blinds" structure for your game, launch the countdown.
It will ring 30 seconds before the blinds increase, and once again when the timer reaches its end !
"Just play poker, Chrono Poker DS makes the rest !"
Download link
french version, but an english one will soon be available !
Comments :
Firstly, sorry for my horrible english !
Then, I really need your help to improve this homebrew. So, if you like it, please mail me in order to report any bug, or to give me advices / lines of improvement ! Don't hesitate !!
Here's my ToDo list :
- Adding an english version,
- Adding a clock on an upper-screen corner,
- Adding a load/save menu in order to give a 3 structures saving capacity,
- Waiting for your reports to make this homebrew better !!!
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December 20th, 2007, 23:31 Posted By: wraggster
Ever wished you could read books like you did in Brain Age? Well now you can! Instructions and a huge assortment of books are included, with the excellent DSlibris book reader. Enjoy!
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December 20th, 2007, 21:06 Posted By: Shrygue
via Games Industry
Nintendo of America's president Reggie Fils-Aime says that the demand for the Wii and DS is complicating the company's future business planning.
"All of that becomes a much tougher exercise until we have supply and demand curves that intersect," he told Reuters.
Nintendo sold 1.5 million DS handhelds in November, and some retailers are concerned about inventory during the holiday season.
As for the Wii, Nintendo hasn't been able to meet demand since last year's launch, leading some retailers to bundle the consoles with games and accessories for a higher price - a practice Nintendo wants to discourage.
"Retailers have already been given feedback that we are not big fans of that. We think it masks some of the price advantage we have versus our competition and, frankly, the consumer should decide what they want," Nintendo of America's president said.
When asked if the company would threaten such retailers with fewer Wii shipments, Fils-Aime said only that retailers did not need to be reminded of the strength Nintendo has right now.
The company said it is finding it difficult to plan for upcoming games without being able to accurately forecast the number of Wiis that will be sold in the coming months.
"We at Nintendo America are focused on getting to the point when any consumer can walk into any of our retailers and find a Wii. Then we can plan, on an ongoing basis, the rest of the business," Fils-Aime said.
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December 20th, 2007, 20:42 Posted By: Shrygue
via Computer and Video Games
When it comes to videogames, we know what we like; shooting rocket launchers at people (usually in the face). But you're a less sadistic gamer, clearly, and that's why you're here to see the first images of a chess game.
Wii Chess is another first-party title your granddad will love. It's the same as the board game - no crazyness involved, but as well as taking on the computer on several difficulty levels, you're also about to take the one-move-every-twenty-minutes battle online and challenge other granddads around the world.
Below are the first screens of the game in... erm... action, if you can call it that, and you can see first gameplay footage on Nintendo's official site. Don't forget to take your walking stick with you.
Screenshots
Trailer
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December 20th, 2007, 20:10 Posted By: Shrygue
via Kotaku
NiGHTS fans have been waiting for a proper sequel to the Dreamcast cult classic for some time now. Sega's attempt to capitalize on Sonic's ring collection mania in a more robust 3D world, NiGHTS was a landmark game for the era.
Now NiGHTS has come back to the masses on the Wii in NiGHTS: Journey of Dreams. So does its predecessor live up to expectations? Hit the jump for our Frankenreview: every thing you need to know about everything that is this one particular game.
GameTap
You can play Journey with several configurations. Each of them has a steep learning curve, but the remote-only setup will wear down your patience and send little kids crying to their mommas. It's just too tough to keep the remote cursor steady enough that it doesn't skitter around the atmosphere as you try to guide Nights past obstacles. Better to attach a nunchuk or plug-in a classic controller or even a GameCube controller, where the analog joystick eventually rewards your persistent thumb work with fairly smooth flying.
GameSpot
Visually speaking, Journey of Dreams is deliciously vibrant. Each dream world is unique and colorful without veering from the overall art design. From beautiful underwater vistas to a busy carnival complete with exploding fireworks, environments are created with painstaking care. Nights is smoothly animated, though in the ground levels, the children don't move as fluidly. Cutscenes are also well done and often poignant, thanks to expressive facial animations. You will encounter frequent moments where the frame rate dips a tad, but it doesn't usually get in the way of smooth flight.
1UP
This time, you assume the roles of William and Helen, two new tykes sucked into the dreamworld of Nightopia in order to better cope with the very modern pressure of living with unloving, often-absent parents. Unfortunately, you'll actually get to know these kids a little too intimately, thanks to an overabundance of heavy-handed, talky cut-scenes that assault the eyes (and ears) with amateurish production values. We definitely liked Nights when he/she was an enigmatic, laconic benefactor 10 years ago...now that it's more of a corny purple Mary Poppins that won't shut up, we're considerably less enamored.
GameZone
More than half of Journey of Dreams' stages are worth playing through multiple times. Unfortunately, there are a few stages that you won't care to revisit. It's not that they're significantly bad, but they're not much fun either. They lack the excitement and awe-inspiring feeling that the rest of the game offers.
IGN
You'll also find odd sections of loading that don't bring up screens or icons at all, instead keeping the screen fully white or black for upwards of 15 seconds with no explanation. If it wasn't for the music playing in that background we would have assumed the game was frozen. This lack of overall polish can be found in virtually any area...
It looks fairly passable unless you are a big NiGHTS fan, though Wii owners who've beaten Super Mario Galaxy may be looking for something new.
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December 20th, 2007, 15:40 Posted By: JKKDARK
New version of the Game Boy Advance and Nintendo DS emulator for PC.
Changelog:
- nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
- nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
- nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
- nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
- nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
- nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
- nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
- nds/3d/help: added note on situations where lower/right edges are excluded
- nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
- nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
- nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
- nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
- nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
- nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
- nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
- nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
- nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
- nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
- nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
- nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
- nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
- nds/3d: soft-renderer: emulates correct size of edge-marked polygons
- nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
- nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
- nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
- nds/3d: soft-renderer: emulates correct rounding of screen coordinates
- nds/3d: supports direct capture from 3d engine (instead from engine a only)
- nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
- nds/3d: opengl: internally breaks all polygon strips to separate polygons
- nds/3d: buffers translucent polys, and renders them later (after opaque polys)
- nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
- nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
- nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
- nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
- nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
- nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
- nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
- nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
- nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
- nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
- nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
- nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
- nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
- nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
- nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
- nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
- nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
- nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
- nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
- nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
- web/paypal: added an evil "donate 2.50 and download newest version" button
- dos: due to the soft-renderer, dos version is now fully supporting 3d video
- a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels)
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December 20th, 2007, 15:38 Posted By: JKKDARK
New version of the Game Boy Advance and Nintendo DS emulator for PC.
Changelog:
- nds/3d: soft-renderer: uses fast linear color/texture interpolation when w1=w2
- nds/3d: soft-renderer: supports perspective-correct texture (eg. eragon/demo)
- nds/3d: soft-renderer: supports perspective-correct rgb color interpolation
- nds/3d: soft-renderer: picks correct vertex/color/attributes on 1dot polygons
- nds/3d: soft-renderer: prevents polys at existing/possible x1=256 (off-screen)
- nds/3d: soft-renderer: allows bigger than possible rear-depth (clubhouse dart)
- nds/3d/debug: vram viewer correctly shows swap buffers as 1st command in tree
- nds/3d/help: added note on situations where lower/right edges are excluded
- nds/3d/help: anti-aliasing doesn't work with (opaque) lines and wire-frames
- nds/3d/help: anti-aliasing isn't used on edge-marked polys/lines/wire-frames
- nds/3d/help: swap_buffers parameters are applied on the FOLLOWING gxcommands
- nds/3d/help: swap_buffers does NOT copy re-ports (disp3dcnt/toon_table/etc)
- nds/3d: soft-renderer: supports w-buffering (games with reversed z working)
- nds/3d/help: confirmed guessed texture slot locations for rear-plane bitmaps
- nds/3d: soft-renderer: allows dots on lower/right clip-boundary (off-viewport)
- nds/3d: soft-renderer: prevents polys at y1=192 or y1=negative (off-screen)
- nds/3d: soft-renderer: handles faulty viewports (exceeding 192 scanlines)
- nds/3d: re-renders old frame on master changes (disp3dcnt or port 330h..3BFh)
- nds/3d: soft-renderer: discards correct vertex of invalid twisted |X| quads
- nds/3d: soft-renderer: emulates edge-marking (edge_color, opaque, polygon_id)
- nds/3d: soft-renderer: emulates correct size of line-segments and wire-frames
- nds/3d: soft-renderer: emulates correct size of edge-marked polygons
- nds/3d: soft-renderer: emulates correct size of translucent and opaque polys
- nds/3d: soft-renderer: enulates inwards/outwards/left/right/front/back edges
- nds/3d: soft-renderer: emulates steep, flat, vertical, horizontal edges
- nds/3d: soft-renderer: emulates correct rounding of screen coordinates
- nds/3d: supports direct capture from 3d engine (instead from engine a only)
- nds/2d/bugfixes: inits engine b on reset, fixed engine b base in vram viewer
- nds/3d: opengl: internally breaks all polygon strips to separate polygons
- nds/3d: buffers translucent polys, and renders them later (after opaque polys)
- nds/3d/help: corrected polygon_attr.bit11 (affects pixels, not whole polygons)
- nds/3d: soft-renderer: stores alpha in framebuf (unlike evil generic opengl)
- nds/3d/help: added description on clamped textures (clips to minmax 0,siz-1)
- nds/3d: soft-renderer: supports texture clamp, repeat, and flip-repeat modes
- nds/3d: soft-renderer: clips texcoord (only if needed; point1 or point2>max)
- nds/3d: soft-renderer: supports toon table (and skips green/blue calculations)
- nds/3d: soft-renderer: does texture blending (modulation,decal,toon,highlight)
- nds/3d: soft-renderer: explodes texture bitmap and renders texture by texcoord
- nds/3d: emulates polygon_attr having no effect until next begin_vtxs command
- nds/3d: soft-renderer: renderer uses linear (quick'n'dirty) color/texcoord
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on rendering
- nds/3d: soft-renderer: interpolates color and texcoord (if any) on clipping
- nds/3d: allocates/stores color/texcoord/screencoord in each buffered vtx-entry
- nds/3d: soft-renderer: re-ensures range after clipping (for rounding errors)
- nds/3d: vram viewer: fixed 4x4 texel texture mode1 crash (missing pusha/popa)
- nds/3d: soft-renderer: optional depth_update for translucent polys (less only)
- nds/3d: soft-renderer: optional depth_less or depth_equal rendering condition
- nds/3d: soft-renderer: interpolates depth (z) horizontally and vertically
- nds/3d: soft-renderer: initializes rear-plane rgba,depth,etc (blank or bitmap)
- nds/3d: soft-renderer: front/back/linesegment check (on first three vertices)
- nds/3d: soft-renderer: hides far-plane-intersecting (if enabled in poly_attr)
- nds/3d: soft-renderer: clips polygons to all six sides of the view-volume
- web/paypal: added an evil "donate 2.50 and download newest version" button
- dos: due to the soft-renderer, dos version is now fully supporting 3d video
- a22i: added LO (usingned lower) as alias for CC (carry clear) (thanks niels)
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December 19th, 2007, 20:13 Posted By: Shrygue
via Computer and Video Games
The first images of the DS remake of Super NES classic Dragon Quest V has surfaced on the net, and it's looking pretty sweet.
Hardcore RPG fans will know the Dragon Quest games as one of the most popular RPG series' of all time in Japan, and a favourite among importers.
Developer ArtePiazza only released its re-cooked DS edition of DQIV in Japan last month, but their dual-screen remake of the sequel is already looking good - probably because it reuses many of the same assets.
DQV, originally 2D on the Super NES, was re-released on PS2 in 2004 (in US only, where it's known as Dragon Warrior V) in 3D, but is returning to its 2D roots on DS, albeit with a significant facelift.
The story, set in a world called DraQue, follows the events in 20 years of the main hero's life, in which he finds himself in all sorts of monster-related troubles, battling creatures, who join his party when defeated (like Pokemon).
Check out these first screens in Japanese Jump magazine, (via NeoGAF).
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December 19th, 2007, 19:48 Posted By: Shrygue
via Computer and Video Games
Coming early next year for Wii and PS2, which says a lot about the audience Sega is targeting with this one, is Sonic Riders: Zero Gravity.
The PR blurb boasts "never-before seen worlds with edge-of-your-seat racing intensity and all-new gravity controlling moves".
We not so sure about "edge-of-your-seat racing" but we do like surprises. Take a look at the 'Wii' movie and below you'll find shots of the PS2 version.
Screenshots for Playstation 2 here
Trailer for the Wii console here
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December 19th, 2007, 19:37 Posted By: Shrygue
via Computer and Video Games
Nintendo Japan has updated its Virtual Console website page, sparking speculation that the platform holder will imminently expand its offering of classic titles from systems of old.
As reported by Kotaku, the redesigned site now displays eight console boxes despite the fact that there are only six systems currently supported on the Wii's Virtual Console, which enables Wii owners to download classic titles from older systems such as its NES and SNES consoles.
Kotaku goes on to speculate that Master System games could be next to be added to the Virtual Console.
At the end of November Nintendo's Shinji Hatano revealed that the company had made $33 million (3.5 billion yen) from 7.8 million Virtual Console downloads. "We're currently unsure if [the 3.5 billion yen figure] is a lot or low. They're not bad figures," he added.
While Virtual Console revenues only made up a fraction of Kyoto-based Nintendo's first half sales, which totaled 694 billion yen, $33 million isn't to be sneered at.
Although it's only a possibility at the moment, it seems only natural that the firm would be planning to expand its Virtual Console service. It's probably only a matter of when, and whether this redesign indicates that the move to do so could be made sooner rather than later.
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December 18th, 2007, 18:31 Posted By: Shrygue
via Computer and Video Games
The NOA boss with plenty to say, Reggie Fils-Aime, has today admitted that the stunning sales figures of the DS is leading to retailers' concern over supply.
This somewhat contradicts comments reported yesterday from the Regginator, who stated that despite the phenomenal sales, "any consumer that wants a Nintendo DS this holiday season will have one."
But Reggie has now said: "The DS continues to perform exceptionally well, with some retailers voicing concerns about DS inventory going into the holiday," Reuters reports today.
So which is it? Are we going to start seeing people selling kidneys to play for £300 DS auctions on eBay, or are we safe to assume sufficient stock throughout Christmas and into the New Year?
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December 18th, 2007, 18:30 Posted By: Shrygue
via Computer and Video Games
Five screenshots from the DS version of classic god game Populous have rolled onto the internet.
Details are currently a little on the scant side, but the game reportedly features four play modes - one of which is four-player multiplayer - and a choice of either touchscreen or classic controls.
In case you're too young to know, Populous casts you in the role of a deity responsible for nurturing and developing a civilisation through various ages, and ultimately sees you attempting to defeat an opposing civilisation and god.
Populous on DS is expected to hit Japan early next year. EA has said previously there are no plans for the game to come to Europe, but hey you never know.
Screenshots here
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December 18th, 2007, 18:26 Posted By: Shrygue
via Games Industry
Nintendo of America president Reggie Fils-Aime has said the company is unhappy with retailers who sell the Wii console bundled with software to make higher margins.
Many retailers are bundling the console with extra games on the run up to Christmas, but Fils-Aime believes it lessens the advantage Nintendo has over more expensive machines from Sony and Microsoft.
"Retailers have already been given feedback that we are not big fans of that," Fils-Aime told Reuters.
"We think it masks some of the price advantage we have versus our competition and, frankly, the consumer should decide what they want," he said.
However, Fils-Aime said that the company wouldn't take action against retail but hoped that the strong relationships it has with the High Street is enough for stores to be mindful of bundling.
"We don't have to remind retailers of the strength we have right now. We are simply making an observation and that reinforces our point quite nicely with retailers," he added.
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