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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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October 18th, 2007, 19:24 Posted By: Shrygue
via Eurogamer
505 Games has proudly revealed that it will be bringing Guilty Gear XX Accent Core to the Wii in February.
It is an update of the most recent arcade instalment in the popular 2D arcade fighting series, which will now let you wave your arms around like a bird in order to pull off special attacks.
Accent Core also comes with various improvements like new character artwork and music, as well as re-recorded voices for the cast of 20 fighters, and some fancy new special moves.
There's Force Break that uses up a quarter of your Tension Gauge, Slashback that parries with a reduced block stun, and Slip Throws that bizarrely make your enemies stick to the wall or slide across the floor.
Guilty Gear XX Accent Core has already appeared in both America and Japan on Wii and PS2. The PS2 version has scored well so far, too, although thoughts on the Wii version are still scarce as it was only released this week.
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October 18th, 2007, 19:16 Posted By: Shrygue
via Eurogamer
Capcom has finally confirmed persistent rumours that Okami is coming to Nintendo Wii, telling a London audience this week that the game will arrive on our screens in spring 2008.
Celebrated on PS2 for its absorbing puzzle and action adventure mechanics, gripping narrative inspired by Japanese folklore and beautiful watercolour visuals, its rebirth on Wii has been much hyped.
The game also lends itself rather well to the potential of Nintendo's Wiimote for control. Amaterasu's Celestial Brush - a paintbrush used in combat and for solving puzzles - is a perfect fit for the Wiimote, and so it proves, while combat will also include various "motion-controlled physical attacks".
On the whole though, it's the game that Kristan loved so much it got top marks, calling it "a game so engrossing, so crafted and so life-affirming that nothing else in the world seems to matter". In sentence number two.
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October 17th, 2007, 23:08 Posted By: wraggster
Newly released at Play Asia
features
Classic Sonic 2D Gameplay with improved action stages. With new action-packed gameplay, you will snowboard down an avalanche, springboard off giant mushrooms, hang glide across wide gaps, and much more.
A high-speed ocean adventure! Battle with wicked pirates both on land and at sea throughout 14 action stages on seven different islands.
Enhanced touch screen controls. Navigate the oceans and perform aerial tricks to avoid treacherous water mines and aim your cannons during ship-to-ship battles by using the stylus and touch screen on the Nintendo DS.
Compete with friends via Wireless DS Single-Card Download Play in two battle modes. Two players will face-off in intense dual screen races or collect the most items spread throughout the map in exciting mission battles.
description
Sonic returns to the Nintendo DS™ with all the classic 2D dual screen action of Sonic Rush™, as well as a new high-seas adventure where he clashes with ruthless pirates. As Sonic, you will set off from Windmill Village to explore seven islands for action-packed adventures spread across a large map. As you venture, you will uncover valuable items and materials that will help Tails build new ships so that Sonic can track down the villainous pirates in a variety of ways. With a fleet of up to five ships, including a submarine, water bike, and hovercraft, you will use the touch screen technology in exciting new ways to control your ships as you race across the ocean gathering rings, busting tricks, and torching pirate ships in fierce ship-to-ship battles. At the end of each level, test your skills in epic 3D boss battles that span both screens, including the ultimate showdown with the evil pirate, Captain Whisker. Let the adventure begin!
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October 17th, 2007, 23:02 Posted By: wraggster
Last week there was a Nintendo media event giving the gaming press preview experiences for the Christmas season's games. 1up has a look at all the titles on offer, but the one that (understandably) got the most attention was Mario Galaxy for the Wii. Wired's Chris Kohler thinks Mario's bee suit might save Christmas, while MTV's Stephen Totilo has comments from an hour hands-on with the game ala Games For Lunch. From Totilo's comments:
"Each planetoid presents a challenge -- squash things, collect things -- that rewards players with the creation of a new launch star. I've launched Mario to a sphere that looks like it's made of wood. A star guy of some sort is in a glass jar. I need to kill all the Goombas to free it. I can jump on their heads, but I can also do the spin move, which knocks them dizzy and sends them spinning themselves. If Mario runs into them while they spin, they die."
http://games.slashdot.org/article.pl.../10/16/1918211
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October 17th, 2007, 22:43 Posted By: wraggster
News/release from Preussie
Hi all,
I released a new version ( 0.8 ) of AcChen.
New features are:
- bonus levels
- highscore list ( with DLDI patch )
- smoother UI
- more levels ( 30 )
- more eye candy
- continue a lost game ( with DLDI patch )
- pause mode
- surrender button
- yingyang-hint-items
- lot of bugfixes
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October 17th, 2007, 22:34 Posted By: wraggster
News/release from Gorgull
DScratch is the first module made using Protein engine - it's a little audio manipulation software running on DS which ables you to play with an existing .wav file or recorded audio sample; you can pitch it, scratch it, rewind, mute and apply effects on it. Moreover, DScratch sends MIDI through wifi connection, which ables you to control external applications, like a VJing software as I do.
FEATURES:
load .wav file or live-recorded audio
scratch
pitch control
FX "Retrig"
FX "DownSampling"
Midi OUT (wireless)
stylus control
NDSMotion control
DEMO:
Here's a little demo video I made using the default 5sec sample:
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October 17th, 2007, 19:16 Posted By: Shrygue
via Computer and Video Games
Sega dropped support for Dreamcast only last year, so you've got to hand to Nintendo's little fella, who's has a bloody good run to have kept going this long.
The report, spotted by Arcade Renaissance, is also saying that Nintendo will begin winding down support for the Super Nintendo (Super Famicom), Nintendo 64, Gameboy, and Gameboy Pocket lines in the future.
Quite what the word 'support' actually means in this instance, we don't know as nothing's come forward from Nintendo itself. If you've got a Wii you'll still be able to get your old school fix of Nintendo gaming via the Virtual Console releases.
But you'll have to treat your retro consoles with extra care from now on (Mike), as Nintendo isn't going to repair them for you or make fresh, new ones...
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October 17th, 2007, 05:20 Posted By: TeenDev
I have compiled the latest version of chishm's dlditool for all the Linux users. This brings it from 1.10 to 1.24. :thumbup:
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October 16th, 2007, 23:36 Posted By: wraggster
Infantile Paralysiser have released a new version of their image app for the Nintendo DS
Heres whats new:
Version 1.0 2007/10/17
Improved to use the memory more efficiently.
The simple disk check and the ARM9 memory check were added to boot-up.
PSRAM of 'EZ 3in1 Expansion Pack' can be used as an caching memory.
The IPK file that exceeds 8 files can be treated.
The view mode was sped up.
The DLDI driver was updated.
A small bug that existed in img2ipk.exe was corrected.
'Large size limitation' of img2ipk.ini was removed.
The starting position and the end position of the slide show are resumed.
The customjpeg mode of the IPK format has been improved. Please encode again with img2ipk.exe.
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October 16th, 2007, 21:58 Posted By: CoinCollector
via TehSkeen
Jakweeze (I believe) has published his guide on how to use your Nintendo Wii's built in SD Card slot instead of purchasing a SD Gecko. This modification requires to you connect your SD Card slot with a GameCube controller slot, but when you're done you'll still be able to use both slots and make use of GameCube homebrew that uses the SD Card. You can see a video of this modification in action in our previous post or click here to see how to wire it up yourself.
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October 16th, 2007, 21:11 Posted By: wraggster
New from SuccessHK
Skate anything you can see!
Sneak into spots only you can find - use ladders, ledges and wires to skate secret spots, find rooftop ledges, secret pools and hidden sewer tunnels
Avoid security guards who will toss you out of the choice locations.
Use skate checking on jerks that get in your way
Compete in races and impress skaters!
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October 16th, 2007, 21:10 Posted By: wraggster
New from SuccessHK
Choose a sidekick from a long list of Spider-Man's powerful allies and swap between the web-slinger and the chosen sidekicks at any time during gameplay. Each sidekick, good or evil, features their own unique attributes that will assist Spider-Man throughout the game's challenges.
Fight against movie Super Villains and then, using an innovative combat system, face off against and defeat some of the Spider-Man movies' most notorious Super Villains such as Doc Ock, Sandman and Green Goblin, and then convert them to join Spidey's list of potential sidekicks.
A unique co-op mode lets friends join the game at any time and take control of Spider-Man's sidekick. Playing in two-player co-op mode allows gamers to discover new ways to overcome obstacles and enemies.
As players progress through the game, battle arenas are unlocked where raw one-on-one brawling with any Super Hero or Villain can take place at any time.
Replay the game or experience Versus mode with a different sidekick and eventually play as Black-Suited Spider-Man (Spidey's darker, more aggressive persona) with different powers and abilities. On different worlds, a host of secret areas containing special tokens can be discovered in the first play through, which players can go back and explore at any time.
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October 16th, 2007, 21:08 Posted By: wraggster
New from SuccessHK
Skate anything you can see!
Sneak into spots only you can find - use ladders, ledges and wires to skate secret spots, find rooftop ledges, secret pools and hidden sewer tunnels
Avoid security guards who will toss you out of the choice locations.
Use skate checking on jerks that get in your way
Compete in races and impress skaters!
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October 16th, 2007, 21:06 Posted By: wraggster
New from SuccessHK
Choose a sidekick from a long list of Spider-Man's powerful allies and swap between the web-slinger and the chosen sidekicks at any time during gameplay. Each sidekick, good or evil, features their own unique attributes that will assist Spider-Man throughout the game's challenges.
Fight against movie Super Villains and then, using an innovative combat system, face off against and defeat some of the Spider-Man movies' most notorious Super Villains such as Doc Ock, Sandman and Green Goblin, and then convert them to join Spidey's list of potential sidekicks.
A unique co-op mode lets friends join the game at any time and take control of Spider-Man's sidekick. Playing in two-player co-op mode allows gamers to discover new ways to overcome obstacles and enemies.
As players progress through the game, battle arenas are unlocked where raw one-on-one brawling with any Super Hero or Villain can take place at any time.
Replay the game or experience Versus mode with a different sidekick and eventually play as Black-Suited Spider-Man (Spidey's darker, more aggressive persona) with different powers and abilities. On different worlds, a host of secret areas containing special tokens can be discovered in the first play through, which players can go back and explore at any time.
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October 16th, 2007, 20:40 Posted By: wraggster
News/release from Kiswa
Okay, I have uploaded an ALPHA demo of the game. You will want to DLDI patch it for your homebrew device as it uses FAT to auto-create a game save (and I don't know if it will bug out if unpatched - maybe I should test that).
What it has:
* Splash Screen
* Main Menu (Only New Game and Credits do anything)
* Level Selection (See below)
* One Test Level - (This is NOT how they will look when released, just for testing!)
* Shooting
* Enemies that shoot back
* Hit-point tracking (player and enemies)
* Two Enemies with AI (Sea Urchins and SCOOWBA Fish)
* In-Game Pause Menu (Continue and Save & Quit both work)
* Lid checking (pause menu if in-game lid close)
* Some bugs (e.g. urchins flicker into screen just before appearing)
What it does NOT have:
* Scoring
* Any storytelling at all
* Good damage animations
* Death animations (they just disappear for now)
* More than one level
* More than two enemies
* Completely functional menus
* A bunch of other stuff a platform game should have that I can't think of right now
Controls
Main Menu
Use the up/down d-pad to select items and A to activate
OR use the stylus to select and tap again to activate
In-Game
Left and right - move (duh)
Down - crouch
A - jump (& double-jump)
A + Down - drop down a platform
B - shoot
I think that covers it. If you let me know of a new bug, I'll add you to my playtesters list in the credits (if you want).
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October 16th, 2007, 20:11 Posted By: Shrygue
via Computer and Video Games
Proving that you don't need raw console horse power to make a beautiful game, here's a trio of freshly captured Metroid Prime 3: Corruption movies showing off Retro Studio's wonderful artistry in action.
We couldn't figure out what all the fuss was about at first; Samus' new Wii gun controls felt a tad above what we'd already experienced in Ubisoft's decidedly average Red Steel. Then we found out we were using the n00b controls.
On a big telly Metroid Prime 3's Wii controls are quite simply the most accurate you'll find on a console. We're still not convinced it fits in with the Metroid universe, but an online deathmatch mode with this set-up would have been absolutely fantastic.
Only a week before you can try them out for yourself... Unless you've been playing the US version for a good month already.
Oh, and don't forget to read the first part of our History of Metroid. It's all nostalgic and the like.
See the clips here
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October 16th, 2007, 20:09 Posted By: Shrygue
via Computer and Video Games
As you may know last week we were over in Seville, Spain, getting the low down on the new versions of our favourite soccer title, chatting to exec producer Shingo 'Seabass' Takatsuka and of course defending England's crown as European journo five-a-side champions.
However we know you're intrigued by the Wii version of PES so we also managed to have a full and frank sit down with Wii Producer Akiyoshi 'Greyhound' Chosogabe to have a natter about developments on the Wii side of the touchline.
During the course of our extremely interesting natter we quizzed Greyhound on the possible online component of the game, the hardcore versus casual emphasis and even whether we'd be able to strap a Wii-mote onto our boots (which they actually did try initially).
However most intriguing of all was that Greyhound confirmed that despite the Wii version being based on PS2 PES, that there would be no Classic Controller support for the game.
Greyhound told us: "Technically it's possible to have Classic Controls. But I'm focussing on creating a brand new game system so I don't have any plans to use the Classic Controller."
So there you have it, Classic Controller denied and Wii fans will have to adapt to what is looking like an extremely interesting but quite brave motion-controlled version of the title.
We did have a quick bash ourselves on the training mode and can report that while it's relatively easy to pick up and use in that mode, it's very different from your standard version of PES and we'll have to reserve full judgement for a proper one-on-one match.
However we did also score this extensive movie (top right). Look out for the core components of Wii control, including short and long passes, shooting and even stepping up for the offside trap.
Look out for the full Greyhound interview soon.
Video clip here
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October 16th, 2007, 20:08 Posted By: Shrygue
via Computer and Video Games
Just when you think the screenshots for Mario & Sonic at the Olympic Games are all starting to look the same, Sega only goes and throws some new events at us. Scattered around this page are shots of the high jump, long jump, hurdles and hammer lobbing.
They remind us a bit of sports day at school. They remind us of how bad we were in front of our friends, parents, teachers and potential crushes. They remind us why we never pursued sports after school. The embarrassment and humiliation. THE PAIN!
Anyway, enjoy the screens which can be seen here.
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October 16th, 2007, 20:02 Posted By: Shrygue
via Games Industry
Chipsworld's Don McCabe and Woolworths' Gerry Berkley have told GamesIndustry.biz that supply for the Nintendo Wii is likely to be tight in the run-up to Christmas this year.
That follows comments made recently by Nintendo of America president Reggie Fils-Aime who also admitted that stock would be short again this year.
But both McCabe and Berkley refused to criticise Nintendo over the situation, and while they'd both like to be able to sell more units, they were upbeat about the effect that the machine is still having on the market.
"Well, from our point of view it's all about managing consumers' expectations really up to Christmas," said McCabe, "It's nice that we're given a degree of heads-up."
"It is nice to be able to manage consumers' expectations, but also our own expectations in terms of publishers, and what we expect to sell on the Wii, and what we can do with the machine going forward."
Berkley added: "I think Nintendo are doing their best to do what they can, but I suspect that the States is pulling in a lot of the manufacturing output because of the success over there as well."
"The UK, from what I understand, is doing well with it, but we're working closely with Nintendo and I believe they're doing all they can to get stock in."
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October 16th, 2007, 19:49 Posted By: Shrygue
via Games Industry
That Nintendo may have trouble meeting hardware demand this Christmas is something that the company has publicly admitted, but in the eyes of analysts this won't deal too much damage to the Wii's dominant market position.
That's according to Screen Digest's Ed Barton and The simExchange's Jesse Divnich, who both spoke to GamesIndustry.biz on the subject.
"In material terms this won't affect Nintendo's market position this Christmas save for the possibility of a little unfulfilled potential - given sales rates in all major territories through 2007 it is natural to be bullish on Wii hardware this Christmas," commented Barton.
"Even with efforts to ramp up Wii manufacturing earlier in the year Nintendo is fostering the idea that there will be shortages this Christmas. If this is the case than demand will have outstripped Nintendo's most optimistic expectations and is a wonderful problem to have as a hardware manufacturer."
And Divnich added his voice to the argument, taking data from The simExchange's prediction market - a system based on fictional data from gamers and developers, rather than actual share prices or financial exchanges.
"The shortage will play a minimal role in hindering sales this season given empirical data coupled with the expected high sales figure. The Wii has been outselling its competitors by large margins all year despite these shortages."
There is also confidence that Nintendo's position won't be affected by rivals Sony and Microsoft, who have both decided to drop the prices of their flagship consoles in the past couple of months, and Barton believes that this is down to the different target demographics for the various machines.
"We've long maintained that the high definition consoles and Wii target distinct markets and I think there is some evidence of this coming through in the games and nature of third party support for the console."
"There are nearly forty casual titles scheduled for retail release on Wii in Q4 2007, compared with five each for Xbox 360 and PS3 (although non-core titles tend to be distributed online rather than via physical retail for Xbox 360 and PS3), and this reflects the belief of third party publishers that Wii is the platform for a more casual, less hardcore, console owner."
He was also sceptical on the question of Nintendo falsely withholding stock to maintain a public image of desirability.
"This Christmas will be one of the most competitive for years and it is very difficult to believe any of the manufacturers, least of all Nintendo with Wii, would seriously contemplate such a tactic."
In terms of whether or not a lack of Wii hardware units would cause Nintendo to suffer prolonged damage, both analysts were cautious.
"If any hardware manufacturer consistently misjudges demand levels and fails to adjust manufacturing volumes appropriately it will damage them in terms of consumer perception and potential backlash, in terms of failing to capitalise on consumer demand which may diminish and in failing to provide third party publishers with the largest possible installed base of hardware," said Barton.
"It is also damaging to overestimate demand given the level of investment required to bring new manufacturing capacity on stream and the expense of maintaining under-utilised production lines."
He added: "Given all three hardware manufacturers are very experienced in determining consumer demand and managing production volumes for their respective platforms I would be surprised if this were anything but a short term issue."
Divnich meanwhile speculated that Nintendo might adjust the manufacturing investment in the short term.
"Currently, Nintendo makes more profit per unit than its competitors. With those considerations, Nintendo might be willing to take a small hit on profit this season to assure that units are manufactured and shipped quicker to keep up with demand."
He concluded: "There is no doubt that supplies will fall short to demand this season, but the extent is probably being exaggerated."
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