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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 18th, 2007, 18:17 Posted By: Shrygue
via Kotaku
Reggie Fils-Aime may have referred to it as a raincheck program, but GameStop's official name for their pre-pay Wii program hitting on Dec. 20 is the Wii Certificate Program. There are a couple other things Reggie was a bit off on, according to the details released this morning from GameStop.
The Wii Certificate program will run just one day, Friday, December 21. Customers will be able to go in and hand out the full $250 to reserve a Wii console for pick-up on January 25. Reservations must be made in-person at any GameStop or EB Games location in the U.S., including those in Puerto Rico and Hawaii. The number of reservations available at each store is limited and only one Wii can be reserved per a household.
The certificate itself will be in a custom-designed DVD case featuring a picture of the Wii and Mario. Once the reserved Will arrives customers will receive a telephone call saying it's available for pick-up.
So let me get this straight, you give GameStop your $250 and they get to sit on it for a full month, earning interest, and in return you get an empty DVD case and eventually a Wii? The least they could have done is thrown in a T-Shirt that read: "My Parents Waited Too Long to Shop for Me So All I Got for Christmas was this Shirt and a Lot of Empty Promises. See you in Therapy in Five Years."
Hmmm, maybe that's a bit too long for a slogan.
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December 18th, 2007, 18:12 Posted By: Shrygue
via Games Industry
All the predictions of a bumper Christmas for Nintendo in the UK seem to be proving accurate, with news that its consoles are selling in record numbers.
The DS has now broken the previous UK weekly hardware sales figure twice this month, shifting 185,000 in the first week and over 200,000 last week.
Meanwhile the Wii also sold over 100,000 units last week, demonstrating a decent supply of stock even if there's still not enough to satisfy demand.
Additionally the Wii is thought to have surpassed the Xbox 360's installed base in the UK this month.
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December 18th, 2007, 16:27 Posted By: nuvalo
Hello
I have done a new port for gamecube/wii using gc-linux. This time I took the Stella 2.4.2 sources form its sourceforge page to compile and adapt to gc-linux. Here is the readme file:
///////////////////////////////////////////////
// Stella atari 2600 emulator for Wii/GameCube
///////////////////////////////////////////////
Introduction:
--------------
This project is based on the atari 2600 opensource emulator called stella. You can find the original sources on its sourceforge page:
http://sourceforge.net/project/showf...group_id=41847
This version uses the same sources than the original, there are only some changes on the button mapping, in order to use with the gamecube gamepad. It uses gc-linux to run on a gamecube/wii, and the SDL libraries for this system. It will boot using the ARAM filesystem method
You can find the latest version of this project on its official forum here:
http://www.nacionarcade.net/foro/ind...ic=186.msg1678
What you need:
--------------
- A console ready to run homebrew
- SDCard-adapter
- SDCard
Installation:
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- Copy the files stellagc.dol, aramfs.dol and the directory "stella" to the root of yout SDCard.
- Put the SDCard on it SDCard adapter, and put it on the wii/Gamecube
- Launch the file "stellagc.dol", using your favourite method of loading homebrew
Instructions:
-------------
Here is the button relation between the gc-pad and the keyboard:
[START]: Enter
[Z]: Escape
[L]: Tabulator
[Analog/digital pad]: Arrows
Thanks to
----------
- The gc-linux team for their effort in porting linux to the gamecube
- The stella team, for their great emulator
Download: http://www.nacionarcade.net/wp-conte...2/stellagc.zip
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December 18th, 2007, 03:06 Posted By: wraggster
A New York Times article from this past Friday highlights the 'problem' that Nintendo is facing: more people want to give them money than they can handle. Analysts quoted in the story discussing Nintendo's unique Wii shortage problem indicate that the company could be selling twice the 1.8 million consoles a month it ships. All told, these same individuals believe the company could be leaving as much as $1 billion on the table this holiday season.
"'We don't feel like we've made any mistakes,' said George Harrison, senior vice president for marketing at Nintendo of America. He said there was a shortage because the company must plan its production schedule five months ahead, and projecting future demand is difficult. He added that there had been a worldwide shortage of disk drives that had hurt Nintendo as well as makers of many other devices. 'It's a good problem to have,' Mr. Harrison said of the demand, but he acknowledged that there could be a downside. 'We do worry about not satisfying consumers and that they will drift to a competitor's system.'"
http://games.slashdot.org/article.pl...7/12/17/178206
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December 18th, 2007, 03:00 Posted By: wraggster
sniff_jazzbox creates an audible city. it converts the wlan-waves into sound waves. the wlan conversion uses a streamsearch algorithm which was also used in streamfishing and searchsongs.
concept by and-or.ch & johannes auer
> sniff_jazzbox application (nintendo ds)
sniff_jazzbox captures the wlans in the immediate area like a wardrive-tool and produces a stream of wlan-names. this stream of words might be understood as a subconscious expression of the presently existing communication networks. sniff_jazzbox renders private data visible, translates it and makes it audible as a melody of yearning for contact and exchange.
the names of the captured hotspots contain playable tones of the musical notation system (c, d, e, f, g, a, h, c, fis, ces ...). as you walk, ride or drive through town you will inevitably encounter loads of hotspots which are accessible for your little machine. sniff_jazzbox is made for the portable Nintendo DS and NDS, it registers all the hotspots and turns them into music. Try it out! Walk through your neighbourhood or any town - preferably in the evening - and hear the wireless and invisble communication around you!
http://www.and-or.ch/sniff_jazzbox/
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December 18th, 2007, 02:54 Posted By: wraggster
It’s been several months since I last posted any news about this project. Well, it’s time to post some news again, and the reason is simple: it’s done. I’ve just made version 1.0 of my English Wonder Project J 2 (Nintendo64) translation available for download. It can be called a complete patch, with the exception of a few graphics, everything’s translated. You can grab it over here.
I can’t stress enough how important it is to read the readme.txt before you start playing. N64 emulation is not quite like the emulation of platforms like the SNES. There is a lot to know about the emulation, especially with this game. The readme should answer about 95% of the question you might have, so read it, your gaming experience will only profit from it.
So what else is to say? Those who’ve played the first game know what to expect. The game mechanics are very similar. It’s still a game that can get really tedious at times. But they did improve some things, for example the whole annoying stat leveling is gone. Also, you’re now free to decide in which order you do things. You don’t need to go through chapter after chapter like in the predecessor. And for those who haven’t played the first game, fear not, having played it is not really necessary. What kind of game is this? Some people may call this a RPG, but what it comes the closest to is a graphic adventure. Overall, I can’t really draw a comparison to any other game besides the first, but if you like the two anime ‘Nadia the Secret of Blue Water’ and ‘Kiki’s Delivery Service’, you will love this game.
Well, that’s all, I hope you enjoy the translation.
http://www.seiyuu.info/wpj2/
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December 18th, 2007, 02:51 Posted By: wraggster
dolqube has posted a new version of Gcube the Gamecube Emulator For Windows, heres the release notes:
Hi all here is the last version of gcube I was working on. Its about six months old so dont expect wonderful results.
I moved on to my own gamecube emulator project after this build.
Monk added compatibility for dev-cpp.
Maby now it has x64 compat because of gcc new x64 mode. Duno.
Have to write a new makefile for that.
Yes cyro you are correct I made no major changes to the emulation with the exception of some asm snippets.
here is also a thp player included also.
maby more people will join your forum once they see this post. Good luck with your project tux0r.
Let me know if you need any assistance.
Also contact Sercio on emutalk because he posted me some bug fixes a while back and I believe he has been working on the code since.
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December 18th, 2007, 02:47 Posted By: bandit
As we reported, Nyko has announced and will be releasing a light gun attachment of their own called, Perfect Shot. It seems that another company has the same exact design minus the logo and slight color change. This comes from Codejunkies, the same company that released the hated PSP MAX Power TOOL that blatantly ripped off the Pandora Battery and making money off of the hard earned work of our beloved PSP hackers.
Datel’s Wii Pistol is the ideal add-on for classic blasters such as Resident Evil 4 and Chicken Shoot. Playing titles such as these with an unadorned Wiimote just isn’t the same. It doesn’t feel like you have a gun in your hand, so when you’re taking out a horde of foetid zombies or bagging your supper down on the farm, some of the intense in-the-game atmosphere is lost. Fear not – with our sturdy, yet inexpensive add-on for the Wiimote, you can feel every inch like the pistol-packin’ hero of the game!
Wii Pistol is simple to use. Just clip your Wiimote into the sturdy yet lightweight plastic casing, and you’re away. The pistol’s trigger activates the Wiimote’s ‘B’ button, and you can still reach all the topside controls should you need them. It’s comfortable in the hand, feels solid without being bulky and is sturdy enough to take the knocks as you blast your way through the game. If lightgun-style gaming is your thing, you should never be without one!
(Wiimote not included)
Features
* Sturdy yet lightweight.
* At last your Wiimote feels like a gun.
* Comfortable, ergonomic design.
* Allows access to all Wiimote’s controls.
The only difference I see physically between the Perfect Shot by Nyko and the clone, Wii Pistol from Codejunkies/Datel is the missing logo, different colored trigger and the clasp on the top of the gun that holds the Wiimote in place. Here is a shot of the Perfect Shot... (more images via link above)
Source: Codejunkies
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December 18th, 2007, 02:41 Posted By: wraggster
Eke-Eke posted this news about his Genesis emulator for the Gamecube and Wii:
After a lot of beta testing, a new version of Genesis Plus for Gamecube/Wii is about to be released… Even if there are no really revolutionary features, I’m quite satisfied with this one since I’ve been working a lot on emulation accuracy, which is one of the most interesting challenge about writing an emulator, in my opinion.
Beside correcting some bugs and cleaning some parts of the source, my goal this time was mainly to:
1) Emulate Genesis timings as accurately as possible
Some games are very timing sensitive and expect some events (VDP writes, DMA, HV Interrupts, HBLANK and VBLANK) to happen at very precise times, or for a very specific period. I will not go deeply into details but one of the key to correctly emulate several CPU running in parallel and accessing shared memory resources, is to emulate also the latency of those devices.
For example, on real hardware, switching interrupts ON through VDP registers do not trigger an interrupt immediately, but, more probably, the CPU will have the time to run one single instruction before jumping to the interrupt routine. Not emulating this tiny timing latency could cause some bad programmed games to hang, which was indeed the case of Sesame’s Street Counting Cafe, not really the best game in the world, but a good challenge to test emulation accuracy.
In some way, I finally found timings that should work with any sensitive games, without need anymore for specific games “hacks” but also without disturbing any previous working game. The goal behind this is that the emulator now achieves a near perfect compatibility rate (I only found some unlicensed games not working properly, mostly due to some unemulated cartridge hardwares)
2) Get a “pixel accurate” aspect on screen
The first idea was to emulate the colored overscan area which indeed exists all around the active display (generally 320×224 pixels) . Emulating the full display height (243 lines for NTSC) and width (based on the VDP Pixel Clock and scanline period), gives an accurate screen aspect ratio, much more similar to what a real Genesis/Megadrive displays. Below is a screenshot example of the full overscan area, rendered on a line basis (when displayed on TV, this area is generally hidden with vertical borders being only visible when the system runs in PAL mode)
The second idea was to add support for original Genesis rendering modes. Indeed, as many old consoles, it originally uses a ~ 240 lines progressive mode, which means that in a regular NTSC screen (always ~480 lines), only the even lines were displayed, odd lines remaining black (this is sometime recreated as “scanline effect” in emulators).
Additionally, the “interlaced mode 2″ support (double resolution interlaced mode used in Sonic 2 “vs-mode”) was also improved, with a better rendering quality using both 240i/480i TV modes.
Finally, I also add optional support for original PAL video modes which means that the Gamecube/Wii could automatically switch into a PAL video modes (287p, 287i or 574i) when the virtual Genesis is running in PAL mode…
The results, compared side-by-side with my old switched Megadrive II, is pretty accurate in term of rendering or aspect ratio, and I hope every fellow retrogamers would enjoy this nostalgic feeling as much as I do.
What should be next…
Next step would be to improve the sound emulation, especially FM core emulation. I already improved the samples rendering and FM timers accuracy which (I believe) produce some more accurate sound effects in some games but I still need to add support for original YM2612 samplerate/frequency and also investigate about some undocumented features (or bugs ?) of the original hardware which make some musics sound totally weird (Flashback, Spiderman, Comix Zone…) under emulators.
Anyway, I’m planning to release soon the new version of Genesis Plus (SMSPlus coming also along, with similar additions) since it’s always more enjoyable to share his work with other people and get some feedback…more to come at tehskeen .
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December 18th, 2007, 02:14 Posted By: wraggster
Alex has released a new version of his excellent Puzzle game collection for the Nintendo DS:
As gh0st was sure, a new version is here before Christmas…
I had to fix some bugs on Galaxies, too bad!!!
Thanks to …[nim]… who sent me a new theme :
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December 17th, 2007, 20:41 Posted By: Shrygue
via IGN
We're nearing the core of the holiday season, and what better time to delegate a sci-fi week for Virtual Console? Nintendo has updated the Wii VC again today with three new games, each focusing on aliens and monstrocities for blasting goodness. Hey, why not? 'Tis the season, right? Hitting the VC this week is Super NES's Cybernator, arcade alien blaster Alien Storm for SEGA Genesis, and Monster Lair on the TG-16 CD. Per tradition we've included Nintendo's newly-released game descriptions below for your pre-purchase perusal.
Cybernator (SNES, 1 player, rated E 10+ for Everyone 10 and Older - Mild Fantasy Violence, 800 Wii Points): It is the near future. Resources are dwindling, and the major powers of the world are in dispute over territory. Pilot the Cybernator G5-E for the 95th brigade of the mechanized marines and throw yourself into the war. Get briefed before each mission to confirm your targets, and then do your best to clear each of the seven stages, freely using the suit's equipped tools and four types of weaponry. By collecting the "power chips" left by defeated enemies, it is also possible to reinforce each weapon up to a maximum of three levels. It is left to your judgment as to whether to reinforce a specific weapon or to power up all weapons simultaneously, adding a bit of strategy to the nonstop action. The powerful background music, military-like atmosphere (look for bullet marks on the walls and the strained communication during combat) and intense story development combine to give the world of Cybernator a gritty, sci-fi feel that you won't soon forget.
Alien Storm (Sega Genesis, 1-2 players, rated E 10+ for Everyone 10 and Older - Mild Fantasy Violence, 800 Wii Points): Shape-shifting aliens have infiltrated the city, creating chaos and panic! Fortunately, a trio of heroes called the Alien Busters has agreed to wipe out the invading creatures. The members of the team wield their own special attacks, and they unload a world of hurt on the Martian menaces from the city streets to the mother ship. Gordon, a tough guy with a bazooka, has a special gunship attack, while Karla has a flamethrower for alien crisping, though she prefers to use her special ballistic-missile attack. Finally, Slammer the robot can self-destruct at will and attacks the intruders with an electric whip and other devices. Take the aliens by storm and save your city.
Monster Lair (TurboGrafx16 CD-ROM, 1-2 players, rated E for Everyone - Mild Cartoon Violence, 800 Wii Points): Join young Adam and Laura as they embark on a fantastic adventure in this comical action/shooting game. Featuring beautiful music brought to life by the power of the CD-ROM, the game consists of 14 rounds packed with cute monster enemies. Players can either play alone as Adam (or play with a friend controlling Laura) as they battle their way through round after round. The first half of each round is the action scene, where players must avoid obstacles and pits. Use your Power Boost weapons against enemies and restore your Life Force with food as you head for the gate at the end. The second half is the exhilarating shooting scene, where players must shoot down flying enemies. Take out the boss at the end to clear the round and move to the next one.
We'll have more on these games soon.
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December 17th, 2007, 18:42 Posted By: Shrygue
via Computer and Video Games
While people ponder over how long the Wii craze will last, what about DS? It's been topping sales charts since what seems like forever and, far from slowing, November was a record month.
DS sales topped 1.5 million sales in US in November, which NOA boss Reggie Fils-Aime says "was the biggest month ever for Nintendo DS", outselling PSP by roughly three-to-one.
Yet, despite the massive demand, unlike Wii Nintendo is having no problem churning out enough consoles to sell. "Any consumer that wants a Nintendo DS this holiday season will have one," a typically confident Fils-Aime told Pocket Gamer.
What he meant to say was anyone who wants another DS can have one, because surely everyone on the planet owns one now.
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December 17th, 2007, 18:40 Posted By: Shrygue
via Kotaku
I think it's probably safe to assume that most stores sold of out their Wii pretty damn quickly yesterday. I haven't yet tried calling around, but on Sunday I did swing by one of the local Targets to pick up some non-game related stuff for an upcoming trip. Just for fun I hopped on by the game section to see how things were going. Not only had the store sold out of their Wii stock, they had sold out of Remotes and Nunchucks. One of the employees I talked to said they had an amazing 160 Wii in stock Sunday morning. All of them were gone by 8:15 a.m., he said.
I overheard him talking to two parents, tragically late to the Wii consumer bloodbath earlier that day. They first tentatively asked about the Wii and then, when they found out they missed the boat, said they weren't even sure their son wanted a Wii. The sales clerk dove right in.
"How old is your son?"
"16"
Slight grimace
"I'm 18 and I have a Wii and a 360. The Wii is fun for when friends come over, but I usually play my 360."
In the end I think the parents decided to leave empty handed. I almost told them about the GameStop rain checks, but changed my mind. Who wants a piece of paper for Christmas?
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December 17th, 2007, 18:39 Posted By: Shrygue
via Kotaku
In many ways, many, many ways eBay is an albatross around the necks' of gamers. This is most evident around the holidays when the demand for consoles and games goes through the rough.
Over the weekend there appeared to be another sell out of Wii consoles. On Friday, Nintendo of America president Reggie Fils-Aime announced that seven retailers-Best Buy, Target, Wal-Mart, Sears, Kmart, Toys R Us and Circuit City- would be throwing a lot of Wii consoles out on their shelves over the weekend to try and sate the appetite of games and their families.
But judging by the obvious spike in eBay listings of Wii consoles, I think it's fair to say the only thing sated was greed. From 9 a.m. Eastern Sunday to 9 p.m. Eastern Sunday alone more than 13,500 Wii consoles were listed for sale in the U.S. on eBay. Coincidence? I can't imagine.
Note: These numbers might deviate a little from 100% complete authentic scientific goodness, but the trend is still relevant.
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December 17th, 2007, 18:37 Posted By: Shrygue
via Eurogamer
US magazine Nintendo Power has revealed new details about the upcoming Mario Kart game for Nintendo Wii, most notably that it will feature 16 new tracks and as-yet undisclosed new weapons.
Mario Kart Wii - announced at E3 this year - sees the famed racing series make the transition to Wii, gaining a motion-sensor steering system based on holding the Wiimote with its buttons facing upward, a bit like Excite Truck, motorbikes and online racing.
As previously revealed, online games will support up to 12 players. Nintendo Power's preview adds that they will be able to pound one another with traditional power-ups like Koopa shells and lightning bolts, and fire themselves ahead with mushrooms.
It also states that the stunts possible (e.g. a motorbike wheelie) will have some sort of practical pay-off, although there's no further detail, and that the 16 new courses will be joined by some spiced-up old ones.
Other gameplay details were scant, and there wasn't any word on the steering wheel attachment due to be bundled with the game when it launches next year.
Even so, there isn't all that long to go, with Nintendo recently suggesting that Europe can expect to swing its arms at it as early as Q2 2008.
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December 17th, 2007, 18:20 Posted By: wraggster
New from SuccessHK
Lace up your gloves and make your way to the ring as Showtime Boxing is about to punch its way onto the Nintendo Wii. You will have to box your way through the ranks if you want to make it to the big time. Featuring all the style and presentation of a big Showtime event this promises to be a real knockout.
Showtime Boxing utilises the Wii's innovative control schemes to put you in absolute of your boxer's attack and defence. Throw punches, dummy, dodge, block and duck all using the Wii Remote for the ultimate console boxing experience.
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December 17th, 2007, 18:03 Posted By: wraggster
News from Divineo China
Talismoon's Black Wii Base.
Associate your weapons for a killing design.
Totally fitting the Black Katana, this base will give your wii the smooth look it deserves.
Comes in 7 different colours
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December 17th, 2007, 17:12 Posted By: wraggster
New Released Today:
features
Party Mode - Play new party games - "Darts" and "Driving Contest"!
New Tour Mode - Compete with rivals and progress through the game as you conquer all the island of Pangya!
Fun Courses - Choose from newly added courses to keep your golf experience fresh and exciting!
Colorful Costumes - Unlock new costumes and some classic Tecmo character costumes!
description
Swing into action with your favorite characters as they return to the island to challenge new courses with all new story and tournament modes. New multiplayer modes have been introduced to keep the party going with friends and family. With completely new customizations, costumes, and secrets, Super Swing Golf Season 2 is a true hole-in-one!
http://www.play-asia.com/SOap-23-83-...j-70-28rl.html
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December 17th, 2007, 02:25 Posted By: JKKDARK
via GamesIndustry
Although Nintendo has not made any official announcement, the Wii has now passed the total cumulative sales of the GameCube in Japan according to sales data released by Famitsu.
Famitsu reports that the Wii has now sold 4,025,356 units in Japan.
According to the most recent data released by Nintendo, the GameCube has sold 21.66 million units worldwide as of September 30, 2007. 12.88 million units were sold in the Americas, 4.02 million in Japan, and 4.76 in other regions.
MediaCreate's sales data differs from Famitsu, but still puts the Wii within 100,000 units of the GameCube. At the rate that the Wii has been selling in Japan, it should take only a few more weeks to surpass total GameCube sales.
The Wii was launched in Japan in 2006; The GameCube was launched in Japan in 2001.
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