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             September 17th, 2007, 19:21 Posted By: Shrygue
  via Eurogamer 
  
  
Capcom has decided to step up to the tee with its very own golf game for Wii. 
  
It's called on the help of Mario Power Tennis and Hot Shots Golf developer Camelot to do the honours, and aims to bring about the most realistic simulation on the console to date. 
  
Top of We Love Golf's bragging rights is a promise that swinging the plastic controller will feel like doing the same thing with a metal club in real life, taking into account things like wind, physics, squirrels, and flying animals like birds. 
  
There will also be a strong cast of characters with their own look and styles, who you'll be able to differentiate even further by dressing them up in all sorts silly golfing clobber. 
  
And when you eventually do get bored of taking the computer on in tournaments or practising your drives, then you can phone up four strangers and invite them over for a bit of take-it-in-turns golf. 
  
Camelot has a history of entertaining games, and on paper this should tick all the right boxes. We'll let you know a bit more when we do. 
  
We Love Golf! is due out in the US next year. Plans for Europe are still undecided.
 
  
       
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             September 17th, 2007, 19:17 Posted By: Shrygue
  via Eurogamer 
  
  
Nintendo president Satoru Iwata says that a Wii Sports sequel isn't the inevitability you might imagine. 
  
Speaking to Japanese blog 1101.com in an interview partly translated by GameSpot, Iwata says: "We're not closing our doors to the possibility of a sequel, but it's definitely not coming out soon." 
  
Rumours of a Wii Sports follow-up have been doing the rounds since last December. The original game comes free with US and European consoles, and is sold separately in Japan. 
  
Doing a quick sequel would undoubtedly be popular, but Iwata reckons that that's the "easy" route and that by taking it "you disengage yourself with the pursuit of true entertainment". 
  
And of course it all ties in with Nintendo's grand plan to grow the market rather than simply pumping out sequels to diminishing returns. "Even if we make great products, if the number of new customers doesn't increase, it won't reach people," he says. 
  
Besides, if they did a Wii Sports sequel then people would be less impressed by my bowling skills. So, good work.
 
  
       
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             September 17th, 2007, 19:16 Posted By: Shrygue
  via Games Industry 
  
  
On the heels of NPD data showing 403,600 consoles sold in August, Nintendo's Reggie Fils-Aime promises an "unprecedented" Wii supply in North America for the holiday season. 
  
Speaking to Dean Takahashi and Mike Antonucci of the San Jose Mercury News, Fils-Aime promised "substantially more than the launch, substantially more than has been seen to date." 
  
Even so, given the level of demand, Fils-Aime suggests that it will still be difficult to obtain a Wii this holiday season. 
  
Although noting that Nintendo does not take its success lightly, and realises it is in a long-term battle, Fils-Aime did not seem concerned with the recent PS3 and Xbox 360 price cuts. 
  
"In terms of our competitors, what we continue to see is that 360 and PS3 essentially trade share as they alternate on price reductions. But, really, none of that is impacting our business," he said.
 
  
       
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             September 17th, 2007, 07:15 Posted By: Shane R. Monroe
  We have been given worldwide exclusive first-look at all aspects of Dragon's Lair on the DS!  We now have a mini-portal giving eager players a beta-tester's first hand insight on the development of this 
highly anticipated title! 
 
http://dragonslair.dualscreenradio.com/ 
 
Gameplay footage coming soon!
 
  
       
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             September 16th, 2007, 01:43 Posted By: CoinCollector
  via VL-Tone 
 
A new version of VL-Tone's Toad's Tool 64, the Super Mario 64 level editor has been released!  No new features this time, just lots of bug fixes.  There have actually been two other releases besides 0.57b since 0.5b which both also consisted of bug fixes.  Here's the full list of fixes for all three versions: 
 
Bug Fixes in 0.5.7b 
 
•Fixed a stupid bug where saving was actually disabled. 
 
Bug Fixes in 0.5.6b 
 
•Fixed a bug that was causing a script error when loading some ROMs that were already modified and were containing "Undefined Combos". 
 
•Fixed a bug where a script error happened when trying to open a ROM after canceling the opening. 
 
•Saving modified description labels should now work properly. 
 
Bug Fixes in 0.5.5b 
 
•Fixed a bug where putting a 0x42 object that had a Macro Preset value of "1E" would cause all subsequent objects to become invisible and in-editable when reloading the ROM. 
 
•Some previously missing 0x42 objects in Bowser course 3 are now visible and editable. (Related to the bug above). 
 
•Previous versions of TT64 would only show you Object Combos and Behaviors used in the ROM that was loaded. That means that if you were to change the behavior that was only used by a single object in the game, the behavior wouldn't appear in the menu list the next time you'd load the ROM since it wasn't used by this ROM. 
 
•TT64 0.5.5b will list all Behaviors and Object Combos from the original game even though the loaded ROM doesn't use them. 
 
•Changing the text of a parameter label wont cause the yellow pop-up menu to switch to the parameter. 
 
•Camera and move controls are now disabled when not in 0x24, 0x42 or 0x43 object mode, as they were supposed to be. 
 
•Yellow pop-up menu should now update correctly when pasting params. 
 
•Pasting params should not cause script errors anymore, as it did in some contexts. 
 
•Editing 0x22 commands now updates the objects in the 3d view and object lists. 
 
•Yellow pop-up menu for Destination Warp ID will update correctly while changing the destination level to reflect which warps are available there. 
 
•Maximizing before the ROM is first loaded shouldn't cause an error anymore. 
 
•Unnamed Behavior params won't show as "B. Param: B. Param" in the pop-up menu header. 
 
•Yellow pop-up menu should now update correctly when reverting objects. 
 
•Rotating in "relative" mode would cause a script error. Rotation with the widget is now only done in absolute mode. The "relative" and "absolute" options will only affect the move object widget. 
 
•Reverting a 0x43 object that has a rotation parameter should now revert the rotation value, as expected. 
 
•Reverting commands other than 0x24, 0x42 and 0x43 will only revert commands of the current command type. 
 
•Sorting in the yellow pop-menu would fail in some context. It should now work correctly. 
 
•When changing a coordinate value manually, or when pasting coordinates, the camera should now follow the object as expected, when in Orbit Camera mode or when the "Follow Selection" option is checked. 
 
•In some cases, every item in the yellow pop-menu would become underlined. This shouldn't happen in this version. 
 
•Exporting grayscale textures would cause the alpha mask to get inverted, and the gray depth would be severely reduced. This is fixed. 
 
•The Export To Folder button in the Texture Importer/Exporter should now work as expected. 
 
•Mario Colors interface had a few glitches that are now fixed.  
 
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             September 15th, 2007, 16:56 Posted By: wraggster
  New from SuccessHK 
 
  
 
Crystal face protects the front of your Wii remote from any scratch and dust 
Crystal back protects the back of your Wii remote from any scratch and dust 
Rubberized battery cover provides more comfortable wave-shaped grip feeling 
Wrist strap, to secure your Wii remote for a safe gaming environment
 
  
       
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             September 15th, 2007, 16:55 Posted By: wraggster
  New from SuccessHK 
 
  
 
Assemble button to Wii remote controller 
Directly to operate Wii remote controller by 3D button 
Have 6 exchangeable buttons for choice 
Availale colors:Transparent, Grey, Green, Blue and Red
 
  
       
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             September 15th, 2007, 16:37 Posted By: wraggster
  via gibiz 
 
On the heels of NPD data showing 403,600 consoles sold in August, Nintendo's Reggie Fils-Aime promises an "unprecedented" Wii supply in North America for the holiday season. 
 
Speaking to Dean Takahashi and Mike Antonucci of the San Jose Mercury News, Fils-Aime promised "substantially more than the launch, substantially more than has been seen to date." 
 
Even so, given the level of demand, Fils-Aime suggests that it will still be difficult to obtain a Wii this holiday season. 
 
Although noting that Nintendo does not take its success lightly, and realises it is in a long-term battle, Fils-Aime did not seem concerned with the recent PS3 and Xbox 360 price cuts. 
 
"In terms of our competitors, what we continue to see is that 360 and PS3 essentially trade share as they alternate on price reductions. But, really, none of that is impacting our business," he said.
 
  
       
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             September 15th, 2007, 16:25 Posted By: wraggster
  Graph05 has released yet another update to his Sudoku game for the DS: 
 
Heres whats new: 
- Leger cleaning and reorganization of the code at certain places 
- The screen does not die out any more at the time of the resolution (in the preceding version this bug persisted). If the bug persists always and still, thank you to contact me Azn 
- During the filling of the grid, if a figure cannot be placed there (for example it is in double in the line), it will be red 
- The animation of the obliteration of the grid can be done in 4 different ways (random choice)  
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             September 15th, 2007, 16:18 Posted By: wraggster
  News/release from Mystboy: 
HI this is AlarmclockDS! 
it's a simple palib made alarmclock. 
somebody said that this isn't usefull because the nds has an in built alarmclock, but i dont like the way this clock rings (bip bip bip) and it isn't very good to handle if you have an M3 sipmly or an R4, because you have to put the simply out e4ery time you want into the menue... 
so this is AlarmclockDS  
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             September 15th, 2007, 16:15 Posted By: wraggster
  News/release from Ashai Rey: 
Project JDS is a handy package to help you learn the Japanees basics.  
With this you can learn back and from hiragana, katakana and romanji.  
There is an option to show nigori and/or the maru of characters if any.  
Seeing how it's written, hear how it's pronounced and make your own set on the fly. 
 
Hi, 
 
It seems that people need a little ‘push’ to respond because since i announced that Project JDS is final i got several requests and updates. Due to this i revoked the ‘final’ status from Project JDS, which is now at version 1.29 
 
In this release i re-sampled the 48 speech files so they are louder as many of you requested. I also added a good/false sound, an intro sound and a few other sounds to bring things more alive. In the previous release i introduced an new error that i hadn’t noticed. That one is removed to in this release.  
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             September 15th, 2007, 16:05 Posted By: wraggster
  A new game from Wescene that gives a basic football game: 
To play soccer. 
  
Futbolin is a game to the style that we have for the NDS. The controls that we have are simple, but the game todovia this very beta when it finishes not can return to the initial menu, it have left many things to improve. 
 
Controls: 
 
To shooting 
Crosspiece + B to happen 
Special X  
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             September 15th, 2007, 12:22 Posted By: wraggster
  News/release from Wochi: 
Einfach Genial is a german board game.  
Single player is almost finished. (Still some bugs and some features to add) 
Multi player is already connecting and i'm working on the game protocol.  
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             September 15th, 2007, 12:17 Posted By: wraggster
  Exdream has updated ArchonDS, heres the info: 
ArchonDS - A remake of the original game from 1983 (Atari ST) with new graphics. It is a strategy & action game, the battle light vs. dark! More on wikipedia.org. 
UPDATE (14/09/07):
 
ArchonDS Version 0.2 available!
 
Actual informations in my developer diary (only in german):
 www.wiesnewski.de
I want to release regularly the latest build, so that you can follow the developing process.
 
I you have some good playersprites, backgrounds, soundeffects or MODfiles, please send it to me!
 
Greetings,  
eXdreAm aka Wiese  
Download: 
 
archonds02.nds.zip 
archonds02.sc.nds.zip 
archonds02.ds.gba.zip 
 
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             September 15th, 2007, 12:06 Posted By: wraggster
  via devfr 
Here this completes version of the Superpong! , my game homebrew based on classic pong but with many but extra ones. They have been corrected most of failures of constant wonderful previous versions and flows to 60fps.  
Characteristics: 
 
- In the way 2 players, first stick with crosspiece moves his arrives and down and the second with the bellboys B and X. Each player plays holding a side of the console.
 
- When one of both players obtains 5, 15, 25, 35, etc. points, the screen will begin to rotate until a player puts goal, doing but difficult to be able to stop the ball. 
 
- When one of both players obtains 10, 20 30, 40, etc. points, which appears in the screens interchanged between a screen and another 2 times per second also making difficult stopping the ball, that is to say, the game board wrath appearing in the screen of above and down alternating itself until goal puts. 
 
- When the ball happens through the star of the center, I complete player who has touched to the ball with his stick, it activated the way to him bonus and it happened to handle the ball freely dragging it with stylus by the touch screen. In order to be able to drag the ball, it is necessary to maintain pressed R or L according to the player. That is to say, if the first player (the one that handles the left part of the console) is the one that has touched the ball I complete, tendra that to maintain pressed L and while to drag the ball, to put goal easily. The same with the second player but with button R. The way bonus disappears in a second as of which the ball leaves the star of the center, reason why is necessary to be fast. 
 
- The background music this in format PCM and, although I have put it in the smaller possible quality, causes that the game occupies but of which deberia.
 
Characteristics of the final version: 
 
- To return to the main menu, Select presses while you are in pause.
 
- Or this activated the menu options, in which there is the possibility of activating or of deactivating music.
 
- Multitude of corrected failures, including the ralentizaciones in the image and music.
 http://pacochan.tales-tra.com/superpong.html
  
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             September 15th, 2007, 12:03 Posted By: wraggster
  via devfr 
 
One is a graphical adventure for DS that will mix I touch of Resident Evil and Silent Hill. In the game you wake up to you because you hear rare noises and you rise to investigate. But you will realize of which everything is still more rare of which you believed. The mechanics of the game consists of being clicking on the prerrenderizados bottoms to examine and to take objects, to see tracks, to go to other rooms, etc. 
 
The bottoms at the outset have certain touch Resident Evil, they are dark and tétricos but more ahead you will enter yourself in another abstract and completely macabre dimension. 
 
http://pacochan.tales-tra.com/withoutescape.html 
 
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