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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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November 8th, 2007, 20:10 Posted By: Shrygue
via Computer and Video Games
With his latest masterpiece, Super Mario Galaxy (which we gave 9.5 in this must-read review), done and dusted, Miyamoto has taken the time out to have a very interesting chat with Nintendo boss, Satoru Iwata, about the intricacies of the game's design and, more interestingly, the fundamentals of Mario.
First up, Miyamoto talks about the two-player gameplay in SMG. "For every game I worked on, there were always times when I would keep discussing the issue of two-player simultaneous gameplay, and the staff also became conscious of the challenge, so every development team kept trying hard to solve it too," he said.
"What I originally had in mind were situations like a parent sitting by their child - for example, a mother assisting her child. I also think it would be great if the opposite happened. I had a very strong image of the mother controlling Mario, while her child assisted her saying things like 'Mum, there's an enemy over here!'"
"A parent and child helping each other while they play was something that I wanted to make reality for a long time, and with Super Mario Galaxy, I strongly feel that situations like this could really happen," adds Miyamoto.
Later, he talks about the fundamentals of Mario, and where all those crazy ideas came from. Like those Koopa's, for example: "I remembered an experience I once had when I was working on Mario Bros. (Gunpei) Yokoi-san9 asked me, 'What's something that wouldn't be able to move if I hit it from underneath?', and I replied, 'A turtle, of course'".
"From that point on, we had a continuous flow of ideas, like 'I think it would seem more natural if you're able to step on the turtle,' and 'Wouldn't it be better if it came out of the shell when you stepped on it?'"
Miyamoto continues: "In the end, you were only able to knock over the turtle from the bottom and couldn't step on them... In Mario Bros., when a turtle gets knocked over, it'll start moving again after a short period of time. The thing is it's hard to tell exactly how long it's going to take to start moving.
"You can see it twitching, but you're not able to tell after how many of those twitches it would get back on its feet. So, we decided to change this and make a rule that you could see this timing visually.
"We made it so that after you step on a turtle, it would pop right out of its shell, and the turtle would start moving again when it gets back inside the shell. The little turtle that popped out of its shell works as the timer, and we felt that this would be something that anybody would be able to see."
Fascinating stuff for Nintendo geeks (e.g. this writer, who could read about the making of Goombas and Chain Chomps all day). And there's plenty more like that, including memories from Miyamoto's long past in game development and what he hopes Mario Galaxy will achieve in the long run.
Check out the huge interview on the official Nintendo site.
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November 8th, 2007, 20:04 Posted By: Shrygue
via Computer and Video Games
Sega is leaping on the brain-train wagon with Brain Assist, a DS game "filled with a variety of ways to test mental ability".
Apparently, it's derived from Touch de Uno!, which we're reliably informed is a classic Japanese arcade game.
Anyway, the idea is that through a series of fun challenges that test your memory, concentration, reflexes, deduction and analytical abilities, your, er, memory, concentration, reflexes, deduction and analytical abilities will be improved.
And we're additionally reliably informed there are nurses in the game that offer you assistance and guidance - "Oh yes, that's it. Put your stylus there. Just there. Faster! Faster!"...
The ultimate challenge is the Lightning Round, "where the pace and difficulty of gameplay becomes even more challenging" Sega explains.
It adds, "Brain Assist takes full advantage of the Nintendo DS Touch Screen technology and allows for an addictive interactive gameplay experience in either two-player co-op mode or fast-paced competitions for up to four players via the Nintendo DS Wireless Connection".
Brain Assist is out spring 2008.
Screenshots here
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November 8th, 2007, 20:02 Posted By: Shrygue
via Computer and Video Games
The new 'Check Mii Out' channel, which allows Wii owners to compare and rate each other's Mii creations online, will go live this Sunday, November 11 in US. UK will have a wait a while longer.
"The Check Mii Out Channel lets people show off their Mii creations and vote on those created by others," explains Nintendo of America's senior vice president of marketing and corporate communications, George Harrison.
Nintendo details how it'll all work: "In the Posting Plaza, users can submit, exchange or just browse Miis posted by others in their region or worldwide. The channel offers the ability to look at a random selection of 1,000 Miis or to see just the current or all-time favourites.
"Players have a variety of ways to search for specific Miis, including by the name of its creator or by a number specific to each Mii. Once users have found that "special Mii," they can even tag their favourites or import them to their own Wii systems."
As well as that, Nintendo will set challenges to the Wii community, having Wii owners competing to make the best Mii "to represent a specific person, character or theme".
As Nintendo explains: "These could include historical figures (Abraham Lincoln or Vincent Van Gogh), fictional characters (the Tooth Fairy or the New Year's Baby) or descriptive themes ("the biggest bully ever" or "the overbearing boss"). Users can then vote on Miis submitted by others to determine the Mii that best fits the challenge".
"Each contest will generally last two weeks: one for creating and submitting Miis, and the second week for people to vote on the results," Nintendo adds.
Unfortunately, Nintendo UK has confirmed to CVG that this announcement only applies to the US, so UK Wii-goers will have wait for an undisclosed while longer to get their ticket to the Mii-making party.
But anyway, it'll be all about Super Mario Galaxy from next Friday. Nothing else matters.
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November 8th, 2007, 20:01 Posted By: Shrygue
via Computer and Video Games
Nintendo's free online service has been taken by storm with legions of rockers hitting the internet to face off against fellow five-button guitarists.
Stats for the week ending November 4 show that mighty DS titles such as Mario Kart DS, Animal Crossing: Wild World, Metroid Prime Hunters and even Zelda: Phantom Hourglass were all knocked down a slot when GH III charged in with 622,580 connections, placing second only behind the predictably popular Pokemon Diamond/Pearl games which saw an astonishing 1,455,526 connections.
The recently-released first party war game, Battalion Wars 2, only managed 35,982 connections. Good news for Activision.
Check out the full list of official figures (via NeoGAF) below:- [NDS] Pokémon Diamond & Pearl - 1,455,526 connections*
- [WII] Guitar Hero III: Legends of Rock - 622,580 connections
- [NDS] Animal Crossing: Wild World - 268,796 connections
- [NDS] Mario Kart DS - 242,202 connections
- [WII] Mario Strikers Charged - 155,239 connections
- [NDS] Metroid Prime Hunters - 154,945 connections
- [NDS] The Legend of Zelda: Phantom Hourglass - 126,388 connections
- [WII] Pokémon Battle Revolution - 88,287 connections
- [NDS] Pokémon Fushigi no Dungeon Toki/Yami no Tankentai - 86,818 connections**
- [NDS] Jump! Ultimate Stars - 86,588 connections
* Pokémon Diamond - 860,143 | Pokémon Pearl - 595,383
** Pokémon Dungeon Toki - 46,365 | Pokémon Dungeon Yami - 40,453
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November 8th, 2007, 19:54 Posted By: wraggster
News/release from Mysoft
hello, this is the version 2.5 of the my program
NDS2xGL is a program that add functions to the NO$GBA DS emulator ( http://nocash.emubase.de/gba.htm), also thkz for martin for this incredible emulator =)
How to Install??
Just Extract/copy these contents into NO$GBA directory and to run use the NDS2XGL2 executable
Features From Version 2.5
1) 1.5x zoom fixed (to fit in 1024x768) (fullscreen is TODO)
2) Allow NO$GBA to rotate the screen
3) Can Speed NO$GBA emulator a bit (2%-10%)
4) It uses/requires OpenGL (a faster card more speed-up)
5) It will remeber the last select files for the roms you open using the normal open method (rom list not supported in this version)
6) It add 2 filter for the Graphics HQ2X and Scale2X
7) Add Right Click in the Touchscreen area (simulates mouse-look like those new games (CS/quake/etc..)
Optimized Settings:
Ok, i expect you have some new computer (that is needed to run NDS anyway), so this is the best you can do
in the emulator setup (F11):
Video Output: Set to 15bpp
in the nds2xgl menu:
FrameSkip 1 (30 fps) (you can use more to get little extra speed)
Textures: 16bits
Filter: Scale2x or None
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November 8th, 2007, 19:49 Posted By: wraggster
News/release from SMCD
I used advanscene's list of save types and created a launcher for no$gba to change the no$gba.ini entry for nds save type based on identifying the game.
The included db goes from 0001-1600, minus game numbers 1271, 1272, 1591, 1600 as those save types are "TBC" which i assume means "to be completed."
Run no$gba and configure it, save config.
Put the exe & dat file in no$gba's directory and run the program. drag an nds file onto the program and click go. if it finds the game in the database, it'll back up the no$gba.ini file and edit it according to save type, then launch no$gba for you...
I've only done minimal testing but it seems to work OK. Might save some people a wee bit of time having to switch save types manually each game.
Questions? Comments? Leave 'em or don't
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November 8th, 2007, 19:46 Posted By: Shrygue
via Eurogamer
Nic Watt, creative director of Australian developer Nnooo Games, has spoken out on Nintendo's Wii Software Service, or WiiWare as it's known in the US and Japan.
As reported last month, Nnooo is developing a WiiWare game titled Pop. Speaking to Kotaku, Watt said Nintendo was willing to hand over without requiring a big up-front investment or an extensive demo of the game.
"Nintendo understand not only that small companies like ours cannot afford to create loads of demos in the hope of getting a game signed, but also that the Wii is quite unique," Watt observed, "And you really need to get access to the hardware to be able to make a decent game, demo or prototype."
According to Watt, Nintendo of America is overseeing the development of some Western WiiWare titles and will also handle acquisition and publishing. He said Nintendo is still deciding whether or not game demos will be made available, and confirmed that WiiWare titles will be on the low end of the price scale.
"The great thing about WiiWare and services like it is we can offer titles at a lower cost than their disc-based counterparts," Watt continued. "This means that an apparently simple title like Pop can be sold for a significantly less than the USD 40+ one would pay for a disc based game."
So how is Pop shaping up? "We are aiming for an experience which is simple to understand but gets under your skin and keeps you entranced for long periods of time," explained Watt.
"Like Every Extend Extra, Geometry Wars, Tetris and Lumines, Pop has waves of gameplay which get progressively more challenging and fast paced. It also has deep mechanics in its scoring which allow experienced players to not only score high but also jump past easy levels quickly so they can get to the harder ones."
Pop will launch around the same time as the WiiWare service, which is due to arrive in 2008
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November 8th, 2007, 00:09 Posted By: wraggster
Heres one we will stick in rumour mode until verified. Heres the full post for those interested:
Hi, I'm a newbie here, so please ignore any unwitting transgression of rules, written or unwritten.
Thought I'd found something that only I didn't know about but a brief search later I'm none the wiser.
Sooo... at the risk of ridicule, infamy and flames...
Power on your wii and at the initial health warning message hold down both the + and - buttons then press A.
Message: System is in Maintenance Mode Message board unavailable.
I haven't explored much yet except that some of the menu functions are unavailable.
Also, if you start the shop channel, a port scan would suggest that the wii is running an ftp server.
I am unable to get a login prompt as the server is reset as soon as addressed.
That's all Folks!
Explore at your peril.
FiJ.
Can this be used for an exploit ?
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November 7th, 2007, 23:59 Posted By: wraggster
Jesse has updated his Colors app for the DS, heres whats new:
Colors! is a simplistic digital application for Nintendo DS based on modern painting- techniques developed for drawing tablets in programs like Photoshop. By taking advantage of the pressure sensitivity of the DS touch-screen it becomes a perfect portable digital sketch-book.
* Less stylus jumping (I need feedback on this)
* Reduced input latency and slightly improved painting performance
* Improved Wi-Fi robustness (but flooding problem seems impossible to completely remove)
* Removed clear-animation for small paintings
* Fixed a bug where calibration settings weren't saved correctly
* Upgraded to newer versions of efs-lib and dswifi libraries
* From this version on I will also include .ds.gba equivalent in archive
http://www.collectingsmiles.com/colors
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November 7th, 2007, 23:46 Posted By: wraggster
cid2mizard has released what looks to be a simple looking Horse racing betting game for the Nintendo DS, a unique game
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November 7th, 2007, 22:21 Posted By: wraggster
Alekmaul has released a new Atari 800XL emulator for Nintendo DS
Heres info and screenshot etc:
Here is an Atari 800 XL emulator for DS!
This emulator is based on atari800 ( http://atari800.sourceforge.net/) to emulate all components of the Atari.
History
The family XL was introduced by the model 1200xl. But its incompatibility with the veterans 400 and 800 made him quickly obsolete. It was the 600XL and 800XL, built in 1983, which could make the most extensive libraries of their predecessors. He succeeded in atari 400 (1979), the atari 800 (1979), the 1200 XL (1982), and 600 XL (1983).
The 600XL was the model entry level, with 16K of RAM, expandable to 64. The 800XL came with 64k of RAM. The big differences with the ancestors were linked to the memory and the operating system.
But Commodore, with the C64, practiced aggressive prices and took advantage. The trouble began for Atari at the beginning of 1984, with the boom of video game consoles.
The problems associated with the new production lines have delayed the entry of the machine on the market. Originally intended to replace the 1200XL in mid-83, the machines did not arrive before the end of 1983, and far fewer machines than expected were available during the Christmas period 1983.
Nevertheless, the 800XL is the most popular computer sold by Atari. The 1400XL and 1450XLD saw their delivery date postponed to give priority to the Atari 600XL/800XL and later by the system 3600. Ultimately, the 1400XL was eventually canceled outright, and 1450XLD delayed until also be canceled. The XE System was the answer to the soft Japanese. Without success.
We must also know that we could connect to the chain via a large square, a floppy drive, tape, printer, and so on. The USB hour before then. This is called pseudo USB then ORC.
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November 7th, 2007, 22:12 Posted By: wraggster
via devkitpro
I’ve just rolled a new maintainance release of dswifi, the library for Nintendo DS wifi communication. The changes are fairly minor but improve UDP support and fix a rare issue with broadcast addresses.
Added gethostname and sethostname.
Provide DNS record for localhost.
Correct minor issue with broadcast address checking.
Enable select support for UDP.
Correct code for ntoa.
Close DNS socket on no answer.
As usual the update is available through the automated installer/updater with the source and binary tarballs hosted on sourceforge.
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November 7th, 2007, 22:05 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
*Is this a return to weekly updates? Stranger things have happened. This time I think I have actually fixed Reclaim Soul rather than merely asserting it has been fixed. Long-planned skills of Charge and Leap Attack are finally present. A brand new brainstorm - Summon Familiar - is present. This is an attempt to build a Pax branch that doesn't involve a lucky wand of create monsters on dungeon level 1.
Floating eyes will now track your position on a succesful attack, making them much more dangerous as other enemies will be able to find you.
When you save/reload your quiver order will stay the same.
Reclaim Soul no longer costs piety with Tlosh. Honest.
Character dump no longer lists skills as their corresponding spell name.
Two new skills: Charge and Leap Attack. These are in H'ruth's book which is now large enough that the traditional melee skills have been removed from it.
Last move direction no longer lost when you look at your inventory.
Creatures created with artifact wands of create monster will be imbued with the relevant intrinsics.
Removed buffer from stack in chainlightning to hopefully reduce stack pressure on GBA. (hotpoo)
New spell: Fetch. Broke Blink out of Teleport and reduced mana cost of all the teleport spells.
New spells: Summon Familiar and Transfer Knowledge. These are to address the proper Pax playstyle in the early game. Along with this is a new spellbook to house these spells: The Familiar Tome.
Gameboy Advance [375k].
Nintendo DS [725k].
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November 7th, 2007, 22:02 Posted By: wraggster
News/release from Lazyone:
Sorry to do this yet again but a few more things need to be done in the registered builds first.
I’m releasing this test build of the Spear of Destiny demo mainly test MP3 playback and find some hidden bugs that may be lurking around somewhere.
Known issues:
1) Scaled screens flicker every second or so
2) Saving/loading large files will cause MP3 playback to break up
3) Demos do not play properly
4) Keys are not yet configurable
Don’t worry about #2, if you save and the mp3 playback starts to break up just go back into your game and it should restart normally.
Keys:
Turn left: DPAD Left
Turn right: DPAD Right
Forward: DPAD Up
Backward: DPAD Down
Strafe Left: L Shoulder
Strafe Right: R Shoulder
Shoot: A
Use: B
Next Weapon: X
Run: Y
Installation:
Copy the wolf3d folder into the root of your media card, run.
Unfortunately there will be no source release until everything is ready.
However, the ARM7 MP3 player source is available. I’m not 100% happy with how I did things but it seems to work fine.
NOTICE:
This game WILL FAIL if your DS homebrew device does not support unaligned reads!
http://rapidshare.com/files/67764655...lease.zip.html
ARM7 Binary source:
http://rapidshare.com/files/67935995...c.tar.bz2.html
Please report any bugs to: the_lazy_one_09[__at__]hotmail.com
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November 7th, 2007, 21:59 Posted By: wraggster
Star Wreck: In the Pirkinning is a 2005 motion picture produced by five friends in a two-room flat with a small budget and the support of a few hundred fans and dozens of acquaintances. Star Wreck: In the Pirkinning is the seventh production in the Star Wreck movie series, the first of professional quality and feature length. It is a dark science fiction comedy about domination of the world and the universe, and a parody of the Star Trek and Babylon 5 universes.
Although the movie is a fan film at heart, many critics have favourably compared it with typical professionally produced science fiction films, in part because of the quality of the special effects and overall production.
Star Wreck can be viewed on the DS using Moon Shell
http://moonbooks.net/moonbooks/news.php?extend.188.9
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November 7th, 2007, 20:43 Posted By: Shrygue
via Kotaku
We already know that the WiiSaber (that's Wii lightsaber...learn it, live it, love it) is coming, but just how hard is the task of design? Very hard. Like, it will be tough to get right, hard. And it's not just because of the Wiimote itself—according to TT Games' Jonathan Smith—one major developer behind the original Lego Star Wars games.
...the way you have to tackle the animation for a character that can mimic your movements is quite intimidating...When I play a game I want to feel like I'm a Jedi, not like I'm some kind of imbecile who just keeps on stabbing stuff in the guts. You're not going to be able to fight with style because you won't know how to put the moves together.
It seems like we're in need of a standardized lightsaber battle curriculum. Time for community colleges to step it up.
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November 7th, 2007, 20:39 Posted By: Shrygue
via Gizmodo
Something about the Wii has really lit a fire of creativity in cheap Chinese game accessory manufacturers. They just love releasing add-ons for the controller that makes it feel like the object you're supposedly using in the game, such as this nifty sword-and-shield setup. But this… this is too much. I mean, will this really make playing the fishing minigame in Twilight Princess that much better? And is the plastic fish necessary? Even at $9.95 [£4.75] this thing is a rip-off.
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