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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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May 26th, 2007, 16:44 Posted By: wraggster
New from Divineo China
From popular Japanese accessory maker Gametech, a protection case for your Nintendo DS Lite. Available in 4 colors: Mist Blue, Mist Pink, Mist Black and Mist White.
- Protect the NDS Lite from dust, scratches, etc.
- Shock resistant
- Protection from impact
- Closely fit on to the console
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May 26th, 2007, 16:42 Posted By: wraggster
New from Divineo China
From popular Japanese accessory maker, a protection case for your Nintendo DS
Lite. Available in 4 colors: Clear Blue, Clear Pink, Clear Black and Clear White.
-Protect the NDS Lite from dust, scratches, etc....
-Shock resistant.
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May 26th, 2007, 16:40 Posted By: wraggster
News from Divineo China
The highly anticipated G6 Real DS flash linker for use with DS and DS Lite console’s is set for a release on June 1st. The G6 Real DS comes packed to the brim full of advanced features such as clean image support, homebrew compatibility and even media playback capabilities.
Moreover, it includes a massive 1GB (GIGABYTE) of memory on-board for true plug and play functionality, making it suitable for fans of all types.
Pre-orders are encouraged as very high demand is inevitable.
More Info:
- 100% Game compatibility
- Extremely simple to use: just drag and drop files to the G6 Cart . No drivers or any software required .
- Work as U disk with USB 2.0 ultra fast burning speed. Standard FAT system
support .
- Build-in high speed memory. (Run game without lag or slow down. Speed of all the games is same as original.)
- Exclusive Super Cheat Function: Fully AR Cheat Code compatible engine. A Ready-Made Cheat Code database file is available for download (English, Chinese, Japanese)
- Supports reading individual cheat code file too. (xml, cht, dht)
- Special Game features can be enabled during game playing: (such as SlowMotion mode…)
- Software reset function
- The highest download play compatibility. (Mario Kart, New super Mario etc...)
- 100% clean dump supported without the need for any patching. (no update is
necessary for patching.)
- Hardware automatically game save type detect . (No need to update the save
type database file frequently.)
- Excellent homebrew support thanks to the DLDI auto-patcher .
- Upgradeable system . No size limitation of Flash rom .
- Robust and skinnable GUI .
- Built in PassMe (NO need for any boot cart/passcard etc.)
- Supports Slot-2 expansions card. (Rumble, Ram , Browser memory and Gba
Game card etc.)
- Boot Slot-1 automatically. Users may also select to appear Console Main Menu first or begin G6 Main Menu directly (Convenience for download play.)
- Includes a fully touch screen and button control operating system /GUI Menu
- NDS-GBA Linkage works fine .
- The strongest media features: Build-in Media-Extend application + Moonshell media player. MP3 ,OGG music and DPG /DSM / GBM movies )…
- Super E-book function, supports Word/ Txt file directly
- Super picture viewer function , support *.BMP¡¢*.JPG¡¢*.GIF¡¢*.PNG directly
- Built in PDA (Worldwide Time ,Memo , Note ,Phone book ,Calculator ..)
- Supports DS sleep mode .
- Brightness adjustment within GUI .
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May 26th, 2007, 16:21 Posted By: Dark Knight ez
AmplituDS v3 is now released. A huge update over v2 which improves graphics, feel and adds 3 new stages.
If you don't know what the game is about, it's based on Amplitude for the PS2... which was created by the team that made Guitar Hero later on.
The official AmplituDS website:
http://amplituds.drunkencoders.com
First off, the boxart.
Then, a couple of images:
And last, a couple of movies:
Movie 1
Movie 2
Hurry up to the AmplituDS site and get it!
Now, as for the model converter and viewer.
They both run on the NDS. How's that for portability?
The converter converts models in the .x format of a certain syntax to a .c file which contains a display list in an array.
You could use that .c file in your own homebrew projects.
The model viewer reads out that .c file, and also slaps on textures if you've put that in the same directory.
Check it out. It's worth it.
Direct link to the model converter and viewer.
Example models available (not to be used in your own projects):
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May 26th, 2007, 04:07 Posted By: kcajblue
via IGN,
If you're looking for a chance at playing the next Phoenix Wright game a bit early, look no further than your nearest import game shop. Capcom officially announced the Japanese version of Phoenix Wright: Ace Attorney: Trials and Tribulations today. Carrying the title Gyakuten Saiban 3 Best Price! in Japan, the game is set for release on 8/23 at a price of 2,980 yen.
The "Best Price!" label has been given to the title because it's technically a budget version of the Game Boy Advance Gyakuten Saiban 3. As reported earlier here at IGNDS, Capcom has added a number of DS features to the game, including microphone support that lets you shout out "objection" directly.
Today's announcement is of concern to the English speaking world for two reasons. First, the Japanese version is scheduled to arrive one month in advance of the US version. On top of that, the Japanese version will include the full US game, English and all!
If you can't wait an extra month, you'll be able to put the DS's support for region-free gaming to use. i cant wait for this game to come out. ive been waiting for this game to come out once i beat the second one.
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May 26th, 2007, 04:06 Posted By: kcajblue
via IGN,
Vivendi Universal has officially announced that it's bringing the excellent Xbox 360 Live Arcade shooter Geometry Wars to Wii and DS this Autumn, along with a new mission mode and multiplayer.
Coming to Nintendo consoles under the guise of Geometry Wars: Galaxies, this latest instalment has plenty of exclusive features, including a campaign mode which sees you travelling between solar systems to take out the enemy ships. Alongside this new mode are new weapons, enemies and gameplay types.
Galaxies is also the first Geo Wars to feature a multiplayer, which includes a co-op mode, hot-seat battles and a traditional versus mode - which is all extremely exciting. Plus, if you buy both versions of the game you can use a Wi-Fi link between your DS and Wii to unlock new content.
Although development is being handled by UK-based Kuju Entertainment, Geometry Wars's original creator Stephen 'Cakey' Cakebread came up with the prototype Wii controls before handing the project over.
Bizarre's Ben Ward said: "We found at least 2 different methods which worked really well. We've prototyped on the DS too with similar success, so we're confident that the games will play superbly on the new platforms and will avoid the trap of adding a new control method just for the sake of it."
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May 25th, 2007, 23:39 Posted By: Triv1um
Via Tech Digest
Today's a momentous day for owners of Nintendo's Wii console – it's finally getting its first online game. Mario Strikers Charged Football is the game, and as you'd guess, it mixes traditional footy with all manner of Mario Kart-esque power-ups.
Players can go online via Nintendo's Wi-Fi Connection service and battle it out head-to-head, earning points to send them soaring up (or plummeting down) the online rankings system. I've spent the morning testing it out for WiiWii, and here's the Day One verdict: it's genius. Read on to find out why.
First off, the game. It's not exactly a serious soccer simulation in the Pro Evolution Soccer or FIFA mould, but even po-faced fans of those games should quickly lose their reservations and fall in love with Mario's loony take on the beautiful game.
It uses the Wii's Wiimote and nunchuk controllers to play, and despite fears that the result would be confusing compared to playing footy games using traditional joypads, Mario Strikers Charged Football pulls it off.
Strategy consists of basically passing the ball as fast as you can before you get flattened by a sliding tackle or giant mushroom, while Nintendo's stable of Mario Kart characters are all present, with their own stats and special moves.
Most fun are the megashots, triggered by holding down the shoot button with your captain in the opponent's half – the result is a barrage of balls exploding towards your opponent's goal, with you scoring once for each that goes in. If only Peter Crouch could do this sort of thing.
Anyway, it's great fun played alone, but the Wi-Fi Connection multiplayer mode is a triumph. You can play friendly matches against your registered friends, or Ranked matches to score points in the online rankings. In the latter's case, you'll be automatically matched up with an opponent – and judging by this morning's play, it takes less than 10 seconds to do it. Marvellous.
In-game, there is no noticeable lag, so it feels just like playing the solo mode. Well, apart from the tactics, as they seem noticeably different – less time to trigger megashots for example, and opponents who ping the ball around the pitch at speed much faster than the computer-controlled opponents in the solo mode.
The greatest praise for Mario Strikers Charged Football online? It just works, beautifully and simply. And while I could quibble about missing features – no option to strap on a headset and shout at opponents for example – as a first showing of what the Wii is capable of over the network, it's superb. Assuming you own a Wii and don't despise football, this is an essential purchase. See you online.
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May 25th, 2007, 23:29 Posted By: Triv1um
Via M&C Gaming
This week sees NES classic Super Mario Bros. 2 hop onto the Virtual Console. In this 1989 classic, Mario, Luigi, Peach and Toad go for a picnic which doesn’t quite go to plan when they end up in the mysterious land of Subcon. Obliged to save it from the curse of filthy frog tyrant, Wart, players must use each of the four main characters and their own special ability to battle through seven worlds and free the land from Wart’s evil grasp! Super Mario Bros. 2 is available to download now for just 500 Wii Points!
If you feel like something a little more turbo-charged this week then get ready for Mach Rider. Set in 2112, Earth has been invaded by evil quad bikers who are bent on destroying everything. Players must assume the role of Mach Rider, the world’s last hope, and travel from area to area destroying any quad bikers they encounter. Mach Rider, which was originally released on the NES in 1987, also features a level design mode enabling players to create their own courses. Unique to the Virtual Console version, players can save these creations to enjoy over and over again. Mach Rider is available now for 500 Wii Points.
Finally this week is Blazing Lazers, originally released in 1989 for the Turbografx. This vertical scrolling shoot ‘em up achieved critical acclaim when it was first released. Now it’s available on Virtual Console featuring nine levels of non-stop shooting action in the darkest depths of space. Players can choose from four weapon types including bullets, waves and rings, each of which can be upgraded making them even more deadly. Blazing Lazers blasts its way onto the Virtual Console for 600 Wii Points.
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May 25th, 2007, 21:56 Posted By: Triv1um
Via Nintendo evolution
Wii is going to beat the competition because powerful chips and graphics have yet to motivate PS3 and Xbox 360 sales, according to Nintendo Of America's George Harrison. Fun trumps all.
"We’re starting to see in the performance of the PlayStation 3 and Xbox 360 that that’s not necessarily motivating the market the way it used to," he explained in an interview with Bloomberg. "So we’re going to start work on future technology only when we believe it’s necessary."
Harrison went on to say that Nintendo will reach its goal of selling 35 million Wii units by 2011 or 2012. The company is boosting production in China in order to keep up with the overwhelming demand for the next-gen console.
"Demand is much greater than we anticipated," he said. "A year ago no one thought we would be in this position."
Is there anything more inspiring than a comeback story?
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May 25th, 2007, 21:27 Posted By: wraggster
ali banana has posted another update to his game Closed to Alpha , heres whats new:
Alpha 0.5
- Addition of the system of safeguard (uses libfat, can require a patchage DLDI)
- Change of the basic music (more use of .mod)
- Addition of a enigma (on the idea of Pilatomic)
- Small change of order of the enigmas
- Addition of appropriations at the end of the play
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May 25th, 2007, 20:58 Posted By: JKKDARK
via TheNewsTribune
Nintendo announced this week in Seattle several new ways for video game players to connect with one another online.
Though the company leads the worldwide video game industry with the top-selling Wii console and the portable Dual Screen system, it is behind competitors Microsoft and Sony when it comes to online multiplayer gaming.
The fun starts June 11 with the launch of Big Brain Academy: Wii Degree, a game that puts players through a series of fun puzzle exercises designed to increase brainpower. By activating the console’s WiiConnect 24 feature (which requires a broadband Internet connection and a wireless router), players can exchange performance information online and try to best one another’s scores.
It’s not nearly the same level of online activity offered in, say, a 16-player deathmatch in Halo 2 for the Microsoft Xbox. But with the next few games in the lineup, Nintendo will bring more to the table.
Pokémon Battle Revolution, due June 25, is the first title that allows players to link the Wii and the DS. Four players can do battle with Pokémon they’ve trained in the recently released DS games Pokémon Diamond and Pokémon Pearl. Four players can battle in the same living room, or, with a broadband connection, they can play online.
Finally, with the July 30 launch of the Wii fantasy soccer game Mario Strikers Charged, players can go online for one-on-one matches and climb regional rankings boards.
The hope is that the online modes in these games are just precursors to what we might see in Nintendo’s AAA properties due later this year. The next Metroid sci-fi game, for instance, would be a perfect opportunity for online first-person shooter matches. And the fighting game Super Smash Bros. Brawl would be a natural online. Nintendo has also promised Wii owners a new Mario adventure game this year.
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May 25th, 2007, 17:31 Posted By: wraggster
Those of you wishing to mod their Wii Consoles will want to hurry and buy one as new Wii`s in Japan are now shipping with motherboard changes. This change will stop all the present modchips from being able to work on the Nintendo Wii.
Heres what hacken forums let us know:
It is a latest news from a shop in 188. The latest lots of Wii NTSC-J can't be modded. Why? It's because 3-pins are physically cut from a surface-mounted IC. There are still some Wii NTSC-J unaffected in 188 and Golden, but price will go up soon once this news spreads out and everyone is struggling to be the last one to have it. So hurry if you have not gotten one yourself yet. Of course, if you only play legitimate games, then it doesn't bother you anyway.
Luckily, Wii NTSC-U is not affected yet.
Heres a screen:
DIGG THIS
read
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May 25th, 2007, 17:17 Posted By: wraggster
Eke-Eke has released a new version of the Gameboy/Gameboy Colour emulator for the Gamecube and Nintendo Wii, heres the full release information.
GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy
This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.
This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.
-=[ CHANGELOG ]=-
24/05/2007:
. added a new option for display different palette colors in Mono GB Mode (most of them taken from GoombaColor)(Askot)
23/04/2007:
. corrected a little bug with SRAM/STATE saving
. modified key config upon request: SELECT is now assignated to Y Button
17/04/2007:
. added SRAM, RTC & STATE load/save support
. added GUI and configurable options menu
. corrected Sound Samples conversion (thanks to Softdev)
. changed Sound Buffering Technic(changed to "head/tail" technic used by Softdev in NeoCDredux)
13/04/2007: WIP1
. initial release
-=[ FEATURES ]=-
.Gameboy and Gameboy Color emulation with sound
.DVD & SDCARD support for rom loading
.Savestate load/save on Memory Card
.SRAM & RTC load/save on Memory Card
.support for zipped roms
.support for alternate Mono Gameboy palettes (Askot)
-=[ WHAT'S MISSING ]=-
.RTC Synchro: Here's a note about RTC, taken from original gnuboy's doc:
Quote:
Some roms, notably Pokemon ones and Harvest Moon, use a realtime clock to keep
track of the time of day even when they're not running. Since gnuboy is just an
emulator, it can't work like a real cartridge and make things like this keep
happening while the emulator is not running. However, it can resync the Gameboy
realtime clock based on your computer's clock when it starts. This is what the
"syncrtc" option does. By default it's enabled. If you disable it, then no time
will seem to have elapsed between when you exit the emulator once and when you
start it again the next time.
=[ MENU ]=-
Play Game : Run the game you just loaded or return to game
Game Info : Some informations about the ROM
Reset Game: Reset emulator
Load New Game:
. Load from DVD: DVD must be ISO9660
. Load from SDCARD: Roms must be placed in a directory named GBROMS
The maximum number of files per directory is 1000. You can use subdirectories.
Emulator Options: . Scale X, Y: Let you modify the size of the display screen
. Filtering: Gnuboy can filter screen colors to make them look more washed out or faded
like on a real GBC. You can also allow this for Mono GB games by setting the value to "ALL"
. Sprite Sorting: Enable/Disable sprites to be sorted and prioritized according to their x
coordinate when in DMG (Mono GB) mode.
. Force Mono : For GBC games to run in Mono GB mode.
. GBA Features: Unlock gba-only features in some cgb games (See Zelda Oracle's serie)
. SRAM AutoSave/Autoload: this is actually disactivated
Memory Card Manager:
. SRAM Manager: Let you load/save SRAM and RTC data on the Memory Card
. STATE Manager: Let you load/save Savestate and RTC data on the Memory Card
The size of the created savefiles is variable and depends on the ROM type.
Stop DVD Motor: save the DVD Lens life
SD/PSO reload: if you used SDLOAD to load the DOL, this let you come back to SDLOAD menu
=[ CONTROLS ]=-
.Z Button let you come back to the menu when playing a game
.A is Gameboy Button A
.B is Gameboy Button B
.START is Gameboy START Button
.Y is Gameboy SELECT Button
Thanks to Sofdtev for the generic libogc porting & GUI display sourcecode !
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May 25th, 2007, 00:51 Posted By: kcajblue
via IGN,
Remember Project O? You know, Marvelous Interactive's original Wii game that drew attention at its announcement a couple of months back due to some of the players involved, including Hideo Minaba (art director on Final Fantasy XII), Kazuyuki Kurashima (designer of Moon and Endnesia), Youichi Kawaguchi (main programmer on Dragon Quest VIII) and Yoshirou Kimura (Moon, Chulip)? The mysterious game is back in the news again following an interview with Kimura, producer, Minaba, character designer, and Kurashima, monster designer, the latest issue of Famitsu.
The three first began by offering details on how the project came about. It all started, according to Minaba, when Kimura asked him for advice on what kind of art style should make it into the game. Kurashima recalled being called into a Watami (a Japanese restaurant chain) in Tokyo's Shinjuku district; apparently, this was Minaba's doing. And so began design work on Project O, with initial discussions centering on art and character designs.
We'd make our way to the Shinjuku Watami to scan the floors for any clues or forgotten pieces of art, but it turns out that there are quite a few Watami's in the Shinjuku area.
Following this initial work, the project was interrupted as Kurashima found himself in the hospital. He spent a month in a bed, he disclosed to the magazine, although he's feeling better now . In fact, the week following his release from the hospital, he apparently began creating rough sketches of the game's monsters.
Minaba and Kurashima provided a couple of pieces of artwork to the magazine. Kurashima's monster designs are a bit out of the ordinary. There's a chicken standing upright and flexing its muscles, an insane-looking bipedal cow, a tiny creature with a giant turnip on its head (or maybe that is the head!), and a volcano with what appears to be a single hand at rest beside it. Minaba's artwork shows a crowd of these creatures in a market beside a wooden structure that seems to be under construction.
"There are people who make things, and people who destroy things," commented Minaba of his artwork. Kimura continued, "Development and destruction are the keys to this games. In town, there are groups of people. Outside of town, there are groups of monsters. Development and destruction continues to take place, but it's all done via AI. I can't say anything clearer yet, though."
Kurashima provided the one small bit of solid info in the entire interview. We can look forward to over 60 creature forms, although he admitted that he's made rough sketches for only 50 of them at this point. He's going for a European essence with the art, which Kimura commented resembles something out of a European short animation.
While the three interviewees didn't give too much information on their project, Famitsu's summary of the game has us intrigued. The magazine describes the game as one part life simulation, where you view the action from afar and characters carry out their lives according to AI routines, and one part adventure game, where you follow the storyline of the main character from a closer perspective.
Two updates and Famitsu, and still only vague hints at what we can expect. Project O isn't due for Japanese release until 2008, but we presume Marvelous will start giving solid details before then. We'd suggest checking back close to the September Tokyo Game Show, where Nintendo and the Wii are expected to have a big presence.
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May 25th, 2007, 00:44 Posted By: kcajblue
via IGN,
Those looking for their next puzzling fix on DS can rejoice: Nintendo has announced it's bringing Puzzle League DS - known as Panel de Pon in Japan - to Europe on June 29.
Panel de Pon has had several names through the years (Pokémon Puzzle League, Tetris Attack) but although the name may change, the highly addictive and fantastic block-based puzzle gameplay always remains the same.
For those still unaware of its charms, you move coloured blocks left and right to form a line or column of three or more same-coloured blocks. In classic puzzle tradition, the squares then vanish with a satisfying 'pop'. As you advance, you can line up combos of block popping so that, as one set of squares disappears, more blocks drop down to form new lines - which then also vanish.
This new Panel de Pon features more modes than ever before and you can test your skills against time attacks, avalanche attacks, matches with the computer and Daily Play which, rather like Picross DS, gives you a set of regular challenges to tackle.
Meanwhile, if you like to pit your wits against human opponents, Puzzle League DS features an online multiplayer mode that sees players racing to clear the most blocks, using special attack items to hinder the progress of foes.
If all this wasn't exciting enough, Nintendo has also revealed that Puzzle League DS is launching for the bargain price of £20 (around 29 Euros).
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May 25th, 2007, 00:38 Posted By: kcajblue
via IGN,
Today Gamecock announced a few details on its upcoming bug noir game Insecticide, scheduled for release on PC and Nintendo DS this holiday season. The first offering from developer Crackpot Entertainment, Insecticide takes place in a futuristic city where insects have become the dominant species and is inspired by gumshoe detective films.
Gameplay borrows from both classic adventure titles and action games. Players will have to piece together clues to unravel a mystery and catch its culprit. Crackpot is taking advantage of the unique input options of both the PC and DS to allow for "precise navigation" of the game's environments and control of each character's special abilities.
Six legs and a six shooter.
"The heart of classic detective novels and movies is to get the audience involved mentally, but now via PC and the Nintendo DS we can get players involved in a much more tactile arena," said Rick Stults, Console Chief for Gamecock Media Group. "The mouse and the stylus are the key to the 'touch and feel' experience we're really aiming for with this game and I think that's something players are really going to enjoy."
The environments of the DS version will be realized in full 3D. The handheld version will also feature a multiplayer co-op mode.
Hit up the gallery for new images.
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May 25th, 2007, 00:06 Posted By: yaustar
In a nutshell, 3 months of work for £6000 to prototype their game on a handheld (DS/PSP most likely)
More details:
http://forums.introversion.co.uk/int...opic.php?t=736
Introduction
An opportunity has arisen for a new version of DEFCON to be created for a mobile platform . In order to de-risk the project Introversion requires the development of a prototype that will demonstrate the game running on a simulation of the target platform.
Once we have acquired the prototype we will further investigate the commercial viability of the title. Should we choose to proceed, we will be looking to create the full version of mobile DEFCON. Whilst we would be keen to offer this work to the developer who created the prototype, this work would not be guaranteed at this stage.
Technical Requirement
We require a Windows or Mac OS executable that simulates single player DEFCON mobile running on the target platform. This prototype would simulate the screen size and resolution of the target platform, as well as the physical input system. The new platform will provide additional data sets to DEFCON and the prototype will simulate these inputs. The game would need to be interactive, but we would not expect full functionality within the prototype.
...
Timescales
Our initial plans suggest that the prototype will require approximately 3 months of full time work.
We are aiming to have a complete prototype finished by the end of September 2007.
Remuneration
The budget for the project is £6000, payable in two initial instalments of £1500 and a completion bonus of £3000.
Application
For more information or to register your interest, please send a CV to mark@introversion.co.uk.
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