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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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September 20th, 2007, 22:23 Posted By: wraggster
Cobain has released a new version of his puzzle game for the DS:
V0.3 20/09/07:
- addition of 4 levels moreover
- addition of a small sound during the displacement of a case
- addition of a function which makes it possible to count the number of levels in the file (to allow the future reading of the files which will come as of the BDD with a number of levels inconus)
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September 20th, 2007, 22:20 Posted By: wraggster
News of a new release of the elements table for the DS:
v0.9: Addition of the mitres for more infos, better colors on the table, re-examined ergonomics…
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September 20th, 2007, 22:15 Posted By: wraggster
Samuelv has released a new version of SvSIP, the VOIP application for the DS:
Fifth public version:New interface of numpad. Managing of DTMF for IVR. Should be correct problem in authentication step with some provider (e.g. BroadWorks)
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September 20th, 2007, 21:23 Posted By: Shrygue
via Computer and Video Games
You want some FIFA 08 screens? Here's some for you - will 42 shots of the Wii version do?
Along with a whole bunch of screens of the main football in action, (which is coming along quite nicely) we also have screens here of the table tennis and keepy-uppy mini games that will be exclusive to the Wii version of the game.
As you will see in one shot, there are two ways to play the game on Wii. Hardcore gamers have the 'Advanced' control method that lets you take full control of the players' movement with the Nunchuk analogue stick, along with a combination of buttons and simple motion gestures to perform you usual shooting, passing and lobbing plays and tricks.
But EA's new Family Play initiative in FIFA introduces a simpler control system that allows less advanced players to play the game using just the Wii Remote. The computer moves your players around automatically, leaving you to concentrate solely on passing and shooting with Remote motions. That one's for your little brother then.
FIFA 08 is due out on pretty much every format under the sun on September 28.
See the many screenshots here
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September 20th, 2007, 19:38 Posted By: VampDude
Via: IGN
US, September 20, 2007 - Let's make this perfectly clear: I'm one of those fans of the original Saturn version of Nights: Into Dreams, one who played it to death to the point where there was nothing more to see. I'm one of those gamers that begged and pleaded openly for SEGA and Sonic Team to revisit the property for a sequel. I'm one of those gamers who got annoyed at the company teasing with Nights cameos in other SEGA games; who got excited when SEGA gave away a really cool Game Boy Advance Nights gameplay/tech demo in Phantasy Star Online for the GameCube. And now I'm faced with the dilemma that is Nights: Journey of Dreams on the Wii.
Nights: Journey of Dreams was announced for the Wii a few months ago, and sped through development to make a Christmas release. It's been slowly taking shape between then and now, and it's been a rough journey…no pun intended. At the Electronic Entertainment Expo this July we had an opportunity to watch an early, choppy version of the game being played by a SEGA employee, but couldn't control it ourselves…we just had to imagine how the game might play simply by what was going on during the demo. And honestly, that doesn't really help a game that really needs to be played to understand - the Nights design isn't your traditional videogame.
So it's been two months since our last viewing of Nights: Journey of Dreams. It's on the show floor at Tokyo Game Show in SEGA's booth, in a high-profile space with more than a half-dozen kiosks dedicated to the game. And I have to say that, though the game has had its rough ups and downs and never really came across as a "high quality" Wii game in screens and early video…the demo that's here brings back that ol' Saturn feeling.
First, a little background: Nights is more a racing game with action than it is a platformer. The idea is to gracefully fly around the 3D environments on a 2D plane, looping around enemies, snagging orbs and flying through hoops for score. While this is going on, a timer's ticking away, so you have to make it to the "track's" finish line before the seconds expire. Each level is broken down by three laps, each one changing slightly from the one before it to let players explore portions of a level that the previous lap didn't let them see. At the end of each lap, the player's ranked by the score they earned on each lap, so players are encouraged to snag items and fly through hoops to keep a chain going that'll increase the multiplier. It's a fantastic, yet very deceptive game design that might not float everyone's boat. But it floats mine, and the Wii version captures a lot of that same Saturn magic, even if it's not doing it quite as impressively or as efficiently as it could have.
The Wii version's controlled via the Nunchuk's analog stick, and the Wii remote's only being used for its buttons - no waggle. I hear that the game will have many control schemes, including Classic Controller support as well as one that uses the Wii Remote's pointing function, but at TGS it was Nunchuk/Remote exclusively.
The demo starts out with you as a child, and you must climb up a chain to a cage that'll free the Nights jester. That's when the action really begins: lots of ups and downs and loops must be performed, but the main task is to catch up with a bird that's flying the course with a key in its beak. Attack the bird, grab the key, and head to the cage to start the second lap that heads down a slightly altered path in the 3D environment. The Wii version emphasizes the "racing" aspect of the design by showing a map of the course in the corner of the screen…much like every racing video game does.
At the end of the three laps, it's off to the boss battle. In one boss battle, you're up against a balloon clown that bounces around the environment - the idea is to attack it from below and bounce it up high to the top of a very pinball machine-inspired level layout to defeat it. In another boss battle, it's a chameleon lizard magician that hides in a cloud of purple mist - the idea is to make large loops to remove the mist in chunks and reveal where he's hiding.
There were some hidden treats that I saw other players doing that I couldn't recreate myself during my short hands-on. In one stage, for example, Nights can snag a pick-up that'll transform him into a dolphin (complete with the same jester clothing) to swim deep into the underwater areas. It was a neat addition that I'm looking forward to trying out myself.
I definitely came off of Nights: Journey of Dreams happier than I thought I would - I'm a little irked that the game's not as smooth as I would have liked. The Saturn game doesn't exactly have the smoothest framerate either, but in the first generation of 3D systems this was an area where we looked the other way, but now a herky jerky framerate can be a real gamekiller. It's not so bad, but it's hard to understand what's causing the framerate to dip every so often.
Videos
Images
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September 20th, 2007, 19:23 Posted By: VampDude
Via: digital spy
Thursday, September 20 2007
The top-selling Super Paper Mario has a serious bug that causes the Wii console to crash, Nintendo has revealed.
The bug, which occurs at the start of Chapter 2-2, forces the gamer to re-boot their console and restart the game from their last save point.
A Nintendo spokesman, who claims the bug is avoidable, said: "At the start of Chapter 2-2, you will come across a character called Mimi. She will tell you to go to the farthest room on the first floor to meet a character called Merlee.
"Enter that room and press the green switch. A trap will be triggered, and a spiked ceiling will descend upon Mario. Before the ceiling reaches him, flip into 3D and jump on it to find a key.
“If you pick up the key, you won't run into any problems. Use it to open the locked door to Mimi's right. However, if you talk to Mimi without picking up the key, the game will freeze. You will then have to turn off your Wii console and start again from your last save point.”
The company has assured users the problem will not damage the Wii or the game disc - but has promised to replace the disc for anyone who feels concerned.
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September 20th, 2007, 09:27 Posted By: Basil Zero
This is the moment you've been waiting for, Kingdom Hearts fans! Tokyo Game Show is underway, and guess what? We now know the names of the three new Kingdom Hearts games! The Square Enix Conference is going on as we type! And believe it or not, this is official stuff! Thanks to 1up, which gives us the official information, we now know the new titles of the games along with some descriptions.
Kingdom Hearts: 358/2 Days for Nintendo DS
-appears to star Roxas from Kingdom Hearts II
-looks like there is four-player simultaneous play using members of Organization XIII.
-It will be in full 3D. Kingdom Hearts: Coded for Mobile Game:
-Looks like it's for Japanese cell phones.
-It stars the main characters. (Sora and Co.)
-Seems to be set between the first and second PlayStation 2 titles. [Bits like this are speculation from the presentation of course]
and also mentioned was :
Kingdom Hearts: Birth by Sleep for PSP:
-Looks like a singleplayer game similar to the Playstation 2 games.
-This is not Kingdom Hearts III.
-1UP is guessing the protagonist of this game is a young man that looks a lot like Zack from Final Fantasy 7. KHInsider is guessing they mean Terra from the Famitsu scans today.
:thumbup:
http://www.khinsider.com/news/new-ki...-unveiled.html
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September 20th, 2007, 09:16 Posted By: Basil Zero
Publisher working on new fitness-themed game, also shows off Soul Caliber IV, Ace Combat 6, and Time Crisis 4.
TOKYO--Developers for the Nintendo Wii seem determined to get gamers up and off the sofa while they play games.
First there was Wii Sports, although that may be relatively docile compared to Wii Fit, which was announced at this year's E3 Media and Business Summit.
And now there's an even more energetic Wii game coming to the console--with a working title of Active Life: Athletic World for the western world.
Called Family Trainer: Athletic World in Japan, the Wii-exclusive game uses a special custom mat controller, and will feature a series of mini-games for one or two players.
Namco Bandai then demonstrated some of the mini-games at the company's offices in Shinagawa. The first was called River Rapid, and gamers use the Wii remote like an oar to paddle left or right, which steers the boat through the rapids.
Other games shown briefly included a snowboarding game, a two-player log jumping game, and a barrel jumping game. Players use the mat to run on the spot, which makes characters run, jump, and move around.
Active Life: Athletic World will be released in 2008, although pricing details have yet to be confirmed.
Namco Bandai also showed off some new levels of Ace Combat 6: Fires of Liberation, and a trailer of the weapon-based brawler Soul Caliber IV. The new Soul Caliber IV video introduced a brand new character, Hilda, who was dressed head to toe in armour. The title is being developed for the Xbox 360 and the PlayStation 3, and is due for release in 2008. Other games shown in the presentation video were DragonBall Z Budokai Tenkaichi 3, and Time Crisis 4.
For all the latest news and previews from the Land of the Rising Sun, be sure to check out GameSpot's complete coverage of the 2007 Tokyo Game Show. http://www.gamespot.com/news/6179193...ewstop;title;4
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September 20th, 2007, 01:36 Posted By: wraggster
News from Uwe:
Sesa updated to v0.7r
Some of the improvements are:
- support for Japanese pronounciation files
- bigger English pronounciation file
- integrated e-book reader with direct wordlookup function (just click on the word and see the results on the upper screen)
- integrated multiple-choice vocabulary trainer
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September 20th, 2007, 01:27 Posted By: wraggster
News/release from ant512
This is a very early demo of a windowing system I'm working on in C++. The aim of the project is to create a simple windowing system that other programmers can use for their applications, which should decrease the tedious amount of GUI code that people have to write.
The system itself is loosely based on the Commodore Amiga's "Intuition" windowing system. Everything in the system is treated as a "gadget" (in the same way that Windows treats everything as a sub-class of a window), everything takes place within a "screen" environment, and the look-and-feel of the system intentionally resembles the old Amiga system. There are several reasons for this:
- It gives me a template to work from, reducing the amount of work I need to do;
- Intuition was designed for low-power, low-resolution hardware;
- It seemed like a good idea at the time.
The windowing system is *not* intended to be a complete desktop environment. It is *not* going to be a DS version of GNOME, KDE or Windows Explorer. It will simply provide a system for rapidly building window and gadget-based interfaces.
Features so far:
- "Screen" concept in place;
- Draggable windows;
- Borderless, non-draggable windows;
- Clickable buttons;
- Smooth scrolling text boxes (using code from TextViewerDS);
- Object-orientated design for easy integration into other C++ software;
- Uses the old AmigaOS 3.0 "Topaz" font;
- Support for any standard PALib-style bitmap font (8-bit only).
he also updated:
Here's demo number 2. Improvements are:
- Addition of active/inactive windows;
- Automatic activation and depth sorting of clicked windows;
- Per-window event detection (gadgets on windows below the top window no longer get clicked if they are obscured);
- Button text centred both vertically and horizontally.
Things to do next:
- See if I can make events a little more intelligent - at the moment, I work from the top of the gadget hierarchy downwards. What I should do is locate the clicked gadget then bubble the event upwards;
- Improve the redrawing system - this is really slow at the moment, but it's just a quick hack to prove that the rest of the system works. I've got a plan to optimise it.
I'm also thinking of renaming the system to "Woopsi", as a bit of a pun on the original "BOOPSI" name for the Amiga's object-orientated gadget system. Eventually, once it's all finished, I'm planning on breaking with tradition and releasing this under the BSD license. That'll mean you can incorporate the code into your own projects and not worry about open-sourcing your code.
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September 20th, 2007, 01:16 Posted By: wraggster
Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.9 / 19.9.07
Player and game statistics are now logged into database
Flagging / i.e. player can surrender in game after first 3 rounds
Kdice-like scoring system implemented
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September 20th, 2007, 01:12 Posted By: wraggster
News/release from Jens Andersson:
Colors! v1.06 is now released.
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.
Current features
-------------------
Hard and soft circular brush
Pressure-sensitivity can affect opacity and brush-size
512x384 image resolution with 2 stage zoom
Replay the whole painting process of an image
Hue-circle and luminance and saturation-triangle style palette
Load and Save to memory card
Send painting to e-mail using Wi-Fi
Major updates in v1.06
--------------------------
Major precision overhaul
Opacity slider in brush-screen
Pressure-Controls-Size option in brush-screen
New user-interface with graphics by madwurmz.com
Playback controls with the option to continue painting from mid-playback
The possibility to send your painting directly to an e-mail address
Unlimited save slots
One additional zoom-level
http://www.collectingsmiles.com/colors
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September 20th, 2007, 01:07 Posted By: wraggster
Mudlord posted this:
Anyway, I have wrote a patch for the wrapper to support anisotropic filtering.
Could be useful to some.
This is based off glide3x-ziggy-ati4.
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September 20th, 2007, 00:30 Posted By: wraggster
Released today at Play Asia
features
Play alone or with friends using different game modes such as Classic, Duplicate, Anagrams or Puzzletters
Contains ground-breaking adjustable computer intelligence and a personal coach to help improve your skills.
Enjoy easy-to-use interface. Play wherever you want!
Experience the real thing; Scrabble 2007 Edition uses the Collins Official Scrabble Dictionary.
description
The most popular letters game of the world is back on PC! Compete in craftiness against the computer or against friends to combine the letters in the most appropriate way! Place your letters wisely to complete already formed words or create new ones and take advantage of bonus squares to increase your score. Developed in partnership with the French Federation of Scrabble, this new edition will make everyone, if they are not already, hardcore players of Scrabble! Every Word Counts!
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September 20th, 2007, 00:19 Posted By: wraggster
New deal of the Week from Divineo USA
This week deal:
One M3 Pro MicroSD
One Passcard
One Sandisk 2Gig MicroSD (come with two free SD adapter)
at only 59.99$!
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September 19th, 2007, 21:15 Posted By: Basil Zero
via Kotaku
Anyone for more Metal Slug? Course you are. You're gagging for it. Latest issue of Famitsu has the news that the seventh installment of SNK's immortal franchise is heading to the DS, and the DS only. Guess it guarantees a decent control scheme. Oh, and maximum profits.
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September 19th, 2007, 20:31 Posted By: Basil Zero
Japanese publisher shows off Metal Gear Solid 4 at Asia's biggest game event in Tokyo, reveals series of Wii fitness games, Winning Eleven, and more.
[12:27] Ah, the big moment--Hideo Kojima comes out to present Metal Gear Solid 4. First, a new trailer. No English interpretation provided on this one. Bear with us, folks.
[12:28] First we see a character who's probably Naomi Hunter, talking frantically about the Foxdie virus into the camera, as if someone is approaching.
[12:34] Okay, we haven't seen that much concentrated craziness since MGS4 was unveiled. Give us a moment to digest. Konami has promised you'll be seeing a nice clean version of this trailer online once TGS starts. [12:48] Yeah, so how about that MGS4 trailer? It was totally nuts. TOTALLY.
[12:49] Okay, we've got a script for that trailer right here in front of us. In English. Joy!
[12:50] In that first scene with Dr. Hunter, she talks about how Liquid Snake is holding her prisoner and forcing her to hijack the "system" because she knows how Foxdie works. She begs Snake to rescue her.
Hideo Kojima takes the stage to talk a whole lot about Metal Gear.[12:53] The next scene showed Meryl, the bald African-American character from previous trailers named Ed, and a few other armed soldiers moving cautiously through an enclosed car park. Meryl says "These guys are Liquid's private army. Shoot first, think later." They soon engage in a firefight with a number of soldiers in metallic, futuristic armored suits, before Solid Snake emerges from the shadows and saves the team.
[12:54] Meryl talks about the network of nanomachines in each of her soldiers' bodies, which allows her and her team to literally share each other's senses and "operate as one."
[12:56] All throughout these sequences, titles popped onscreen: "Final Chapter of the Metal Gear Saga."
[12:56] "Final Mission of Snake."
[12:56] "Finally, Everything Will Be Revealed!"
[12:58] Next up, we see Snake talking to a slightly shady new character who calls himself Drebin. The guy's a "gun launderer" who takes the genetically-encoded weapons of MGS4's future private military companies and unlocks them for use by anyone. The guy describes himself as "neither enemy, nor friend," but it sounds like his services will come in pretty handy. The guy apparently likes to keep a small primate around with him. Comic relief, anyone?
[1:00] Snake questions Drebin on the identity of the Patriots, asking if they're even human. "Not anymore, they ain't." Then we get shots of a strange little girl named Sunny, who Otacon says was taken by the Patriots at birth.
[1:03] Snake encounters an older, wrinkled blonde woman who compliments his close-quarters combat technique. She says "Call me Mama. Big Mama." But this script we've got reveals her name as Eva! Seems like everyone in any Metal Gear, ever, is showing up in this purported last installment.
[1:06] Excitement in the trailer reaches fever pitch by this time. Finally we see Snake taking a stand against Revolver Ocelot/Liquid Snake, who appears to be piloting the same Metal Gear RAY unit he was last seen escaping in at the end of MGS2.
[1:06] Lastly, dialogue between Naomi and Sunny, during which Sunny says "Her name was Olga... my mother." See? Every character ever.
For the Full Konami TGS Report: http://www.gamespot.com/news/6178842...ewstop;title;1
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