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April 17th, 2007, 23:23 Posted By: wraggster
The Nintendo Wii and its motion-sensitive Wii Remote are ideal for party games, and titles such as WarioWare: Smooth Moves, Rayman Raving Rabbids, Super Monkey Ball: Banana Blitz, and Wii Play have already been the focus of many living room gatherings.
Total rager, bro!
The parties will rage on next month, as Namco Bandai today announced that Tamagotchi: Party On! has gone gold and confirmed its release on May 29. This is the first and only announced Wii title for the publisher, though rumors persist that a Katamari game is headed to the platform.
In Tamagotchi: Party On!, up to four players play through a series of minigames in an attempt to become the president of Tamagotchi Planet. Among the candiates' chores to handle will be picking up litter, shaking voters' hands, and finding lost children.
Though Namco Bandai is sending out invitations to every Wii owner, another party-planner may steal some of its thunder. Also being released on May 29 is Mario Party 8, the minigame collection from Nintendo.
Tamagotchi: Party On! is rated E for Everyone and will retail for $39.99.
via gamespot
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April 17th, 2007, 17:43 Posted By: wraggster
press release:
Former Electronic Arts Canada, industry veterans announced today the formation of Jet Black Games, a video game development company that will focus on developing original and licensed intellectual properties for the Nintendo DS and Wii. With careers that have spanned two generations of consoles, the founders have been credited with numerous blockbusters and platinum selling titles.
ìWith the launch of our new studio we*ve brought together all the key elements to develop top games: proven experience and talent, the desire to push the creative envelope, commitment to making games we ourselves want to play, and all the resources and support systems needed to perform,î states Roger Freddi, Co-founder and CEO of Jet Black.
Jet Black has strategically aligned itself with Flashman Studios Inc., a business management firm specializing in interactive entertainment endeavours. This alliance presents immediate opportunities for Jet Black to leverage Flashman*s roster of well-known intellectual properties, and situates the studio at the forefront of Nintendo*s revolution in gaming.
"Both the Nintendo DS and Wii*s WiFi capabilities provide an advanced medium for Jet Black to bring already popular franchises to an even broader worldwide audience."
Freddi adds, "These recognised licensed properties serve to ensure that Jet Black is a name to affiliate with Nintendo games, and nicely complement the original IP on which we*re working."
"We are confident in the capabilities of Jet Black*s exceptional team, and know our strong global alliances and years of game experience will help grow their business", Brad Young, CEO of
Flashman said. "Our proven success in cultivating the right match of intellectual property, publisher, and developer will allow Jet Black to do what they do best - build great games, create inspirational ideas, and develop great technology."
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April 17th, 2007, 17:38 Posted By: wraggster
press release:
Today Ubisoft, one of the world’s largest video game publishers, announced that Jam Sessions™ – a groundbreaking music title exclusively for the Nintendo DS™ system in which players actually strum a guitar via the Touch Screen to make music – will launch in EMEA territories this summer.
“Jam Sessions is an amazing title with limitless potential to entertain and engage a wide audience of people who love music, guitar and singing,” said John Parks, EMEA Marketing Director. “Basically, it’s a guitar in your pocket but that’s just the beginning. It’s a chance for people who have never thought of themselves as ‘musically inclined’ to jump right in and play through entire songs, compose their own music and sing along with friends.”
Players will rock out, or smoothly strum, on the lower screen of the Nintendo DS system, producing an authentic sound digitally remastered from an actual acoustic guitar. The simple interface will guide players into the various easy-to-play modes which include: Performance Mode, allowing users to sing and play along both yesterday and today’s hottest artists; Free-Play Mode, where people can play anything they chose; and Tutorial Mode where novice musicians will learn to play guitar without paying for lessons.
One of the most compelling features is the ability to record what you play and play it back, therefore making Jam Sessions virtual notepad for players to write, play and save their original music anytime, anywhere. The portability of the DS system makes Jam Sessions a complete concert-on-the-go entertainment system, perfect for parties and other social gatherings – simply hook up some external speakers via the headphone jack and you’re a rock star!
For more information about Ubisoft, please visit www.ubi.com.
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April 17th, 2007, 17:34 Posted By: wraggster
press release:
Dissecta is very pleased to present Steve Fawkner and team from developer Infinite Interactive, who will discuss their new DS and PSP game, Puzzle Quest: Challenge of the Warlords, at Dissecta Tuesday 24th April.
Puzzle Quest: Challenge of the Warlords, which was released in North America in March, derives from a rich development heritage involving the Warlords series on PC, and exemplifies the new era of opportunities available with today's handheld consoles.
'Puzzle Quest: Creating Magic with Infinite Interactive' will be held Tuesday 24th April, 6:30pm to 8pm, with a Q&A, some exclusive signed copies of Puzzle Quest to give away, and followed by complimentary networking drinks courtesy the game makers.
Tickets and Venue:
Tickets: all tickets $5 (book via info@dissecta.com) and all ticket money received goes to the Alfred Hospital Foundation (The Alfred Foundation).
This event wouldn't be possible without the generous support of Infinite Interactive. The venue is the Australian Games Innovation Centre (the Academy of Interactive Entertainment's Presentation Room), Atari Building, Melbourne, opposite Albert Park. Link: www.dissecta.com.
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April 17th, 2007, 03:46 Posted By: wraggster
via ign
Remember House of the Dead? Eidos will be unleashing its own take on that classic lightgun shooter with a completely independent, but certainly hugely inspired production called Touch the Dead. We got a chance to romp through the zombie-infested halls on the Nintendo DS today, and pun intended...we had a blast.
Touch the Dead has been in the works for well over a year at Nintendo DS development house Dream On Studio, originally titled "Dead & Furious." The project's been picked up by Eidos for a May release, and team's done a pretty decent job emulating the fun of an on-rails lightgun shooter using nothing but the touch screen and stylus.
The game begins with a comic book cutscene showing you, the lead character, thrown in prison. As you mull over your time, you're awoken by a loud sound -- the door of your jail cell swings open. Of course, you want to know why...and so begins the start of Touch the Dead. Without a weapon you don't have much to do but look around, luckily a pistol with infinite ammunition's been conveniently tossed on the floor in one of the rooms.
Touch the Dead automatically moves you through the corridors of the prison -- all you have to worry about are the seemingly endless number of zombies that are wandering your way to get their taste of fresh prisoner blood. A simple tap-tap-tap on the screen will fire your weapon to that specific location, and headshots seem to be the best way of taking out the undead. Unfortunately, while having a bottomless bag of bullets is certainly handy, you'll still have to reload after emptying your barrel. Dragging a new clip from one side of the screen to the other is a simple task, but it requires a quick swipe to do it, and that's precious time away from keeping the zombies back.
Later in the game you'll upgrade not just your weapons, but the ability to reload those weapons much more quickly. The D-pad is used to switch from one weapon to another, but you'll need to earn these guns before you can switch over to them.
Touch the Dead is a simple design that's not entirely original, but we were having a great time popping zombies in the heads with our revolver. The visuals might not be on par with, say, Resident Evil, but the game moves at a pretty rapid clip and allows for as many as more than a half dozen zombies to stumble after you in one cluster. Shoot a zombie in the head and their heads can pop off with a nice blast of red blood -- it's clear that the game will earn an M rating when it hits store shelves.
We didn't get a chance to experience the game's two player cooperative mode, but Touch the Dead will support the local wireless feature of the Nintendo DS so that players can work together to wipe out the zombie threat.
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April 17th, 2007, 03:44 Posted By: wraggster
via ign
This summer, Eidos will unleash Escape from Bug Island, a US localized version of a little-played Japanese game by the name Necro-Nesia. In this quirky B-movie style action adventure, players wield the Wii remote and nunchuk to explore this creepy island and stomp and whack enormous bugs that get in the way.
Eidos knows that it's got a pretty campy story to work with in Escape from Bug Island, so it's cranking up the kitch level to over-the-top levels and letting the action speak more than the characters. The original game's introduction's been reworked with English voice over work, but once in the game the dialogue's toned down to simply text cutscenes. In all, Escape from Bug Island has about five minutes of spoken dialogue, and Eidos freely admits that the voice over work isn't going to win any dramatic awards. It's meant to be that way.
After the game introduces the three characters and gives the player a hand in a training mission where the Wii action controls are learned, the story begins: at its most basic, your weapon-happy buddy and your girlfriend go missing. Where'd they go? That's for you to find out. Escape from Bug Island has a bit of inspiration from Silent Hill and Resident Evil, but only in the sense that the game's creepy, moody, and hopes to squick you the heck out with horrifying images of bugs grown to abnormal proportions. There's an adventure focus where you'll have to explore the island and its specific locations, as well as find objects that will give clues to your next point on the map, but in all honesty this games all about squishing bugs. Tiny bugs that swarm all over you, huge bugs that tower more than twice your height...and everything in between.
Escape from Bug Island uses the Nunchuk/Wii Remote pairing, with players maneuvering their on-screen persona using the analog stick. To attack, players hold down the B trigger on the Remote and whip it. In our early playtest, we could create light and powerful combos by whipping the remote in a sort of rhythm, with the last hit either whipped normal or hard depending on if we wanted to add a little "oomph." Pushing back on the analog stick will attack low, forward on the stick will attack high. To roll out of the way waggle the Nunchuk for a left evade, waggle the Remote without the B button for a right evade. Players can hop into a through-the-eyes first-person view by holding the A button on the Wii Remote, and look around using the controller's pointing function. This ability comes in handy when you're trying to whack at bugs up close with your stick, or when you want to throw a rock at a specific target. Incidentally, if you "throw" the remote with a whipping motion while in this first-person mode, it'll toss a held item.
The original Necro-Nesia game has been altered to improve the gameplay experience. The Wii motion controls have been tightened up, and elements such as secondary objectives have been added to give players more reward in swatting bugs. Unless you've played the Japanese game you won't even know that these elements have been added, but their inclusion definitely beefs up the production with more stuff to do and a more intuitive way of doing them. If anything, our early playtest didn't turn us off -- the game does have its quirks but it's still pretty fun.
Escape from Bug Island supports the Wii system's widescreen mode and includes support for progressive scan through component cables. The game doesn't look all that bad for Wii standards, pulling off a smooth framerate even when the environments fill with dozens of bugs or gargantuan insects that loom overhead.
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April 17th, 2007, 03:37 Posted By: wraggster
News from gp2xstore
The M3 Simply and R4DS are now only $39.99 and the new Supercard DS One is now only $44.99! Order now and have your order shipped out next day!
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April 17th, 2007, 03:31 Posted By: wraggster
New GBA Homebrew release from Anders Hansson
I would like to make our GBA game The Old Well available for your readers. It's fully playable but was intended as a demo to attract publishers It is a quite clever puzzle/platform game that was originally inspired by the obscure Vic 20 game Bricks. The finished game was meant to have enemies of different behaviour but it still works as a game without them. Kind of like a reverse Mr. Driller.
It can be downloaded from www.athleticdesign.se/theoldwell. Instructions are inside the game. Dan Johansson programmed the game. Anders Hansson designed the game and made the graphics.
The demo was finished in 2004. With no interests from publishers, we began working on a PC-version instead, which unfortunately also was abandoned later. However, it was partly included as a level of my recently released PC-game Lighthouse Lunacy (www.lighthouselunacy.com)
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April 17th, 2007, 03:30 Posted By: kcajblue
via DSLink
2007-4-15
DSLink software 2.00 ver.
English kernel update 2.00 ver.
1.Enhance superpower NDS Cheat's functions
This new developled Cheat function is released by cooperating with the Cheat software EmuCheat that prevails in the simulator. So far there are 282 CHT cheat files. This new realized cheat functions follow the former Cheat's excellent functions on GBA. We try our best to make it perfect on functions and operation interface. Each item of Cheat can be started and setted seperately on NDS, which really make it do as you like. Parts of Cheat functions of DSLink can be charactered like this:
(1).Support Cheat management functions on PC. User can browse, add, delete and modify Cheat data, correspond the new added Cheat with ROM, etc.
(2).Each item of Cheat can be started and setted seperately on NDS. It supports multichoice when select Cheat on NDS. It supports multivalue on each choice, such as tools, weapons in the RPG games. More powerful functions, make it really do as you like.
Operation functions key on NDS:
Direction key: move cursor
L/Y: move to top or bottom quickly
A/B: select Cheat item forward or backward
X/Y: start or quit all Cheat quickly
Start: run the game
(3).Correspond Cheat with ROM automatically. When adding ROM, only you select Cheat function, software will automatically check out the corresponding Cheat file, without finding it amony hundreds of files manually, which makes it really smart operation.
(4). Update Cheat files of new game conveniently.No need to wait for software update, for new game, user can copy Cheat file from internet to the corresponding folder anytime. After adding the new Cheat file, it will automatically rebuilt the index file of Cheat when open DSLink software.
(5).Support Chinese operation interface, which is more convenient and easier. The selection interface of Cheat on NDS can show English, Simplied Chinese,Traditional Chinese and Japanese, convenient for view.
(6). Support to set the original start state before enter the game, and also support to start to quit Cheat anytime while in the game. Default use L+R+START: Start Cheat, L+R+SELECT: Quit Cheat.
(7).Cheat start hotkey supports free defination. Select it in the setting of PC end software, but be attention to avoid the confict with soft-reset key and other hotkeys.
(8).Cheat data of DSLink adopt the prevail CHT format(EmuCheat), Cheat data sufficient, and conveniet to add the new game's Cheat. Number of Cheat data files of current version are updated to 282.
(9).Cheat data supports EmuCheat's random address format, compress format, more powerful function.
(10).NDS Cheat interface supports key-press sound effect, set to start or close in the system.ini of TF card, the default setting of it is close.
(11).NDS Cheat interface supports personal setting, such as changing the background picture.
Note:
(1). Although Cheat function can lock hundreds of address one time, the quantity of Cheat selected is limited. It will show the quantity of Cheat selected on the bottom screen title while select Cheat data on NDS. If the quantity surplus 0x800, it will be red color, means that limitation surplus. We will solve this limitation problem step by step for the later version.
(2).Some special game will occur the hanging problem while using Cheat function, when this happens, please quit the Cheat and rewrite the ROM into game.
(3).Thanks for the friends who develop the EmuCheat, WDPQU,YDMIS,VicenteFox...
2.Support to show wheather the game supports Cheat or soft-reset function on the file list. This function will also be selected to start or close, which can be setted in the system.ini of the TF card. Support to change this sign icon, which format is 24 bit may of 16x16. Support the icon background to be transparent, file names of which are icon_cheat.bmp and icon_reset.bmp in the Skin folder of TF card.
3. Solve the problem of 0876 that it can not run while in white screen.
4.Solve the saver problem of 0928.
5. Solve the black screen problem of 0856.
6.Solve the problem that error occurs sometimes when automatically add the number of ROM.
7. Solve the problem that sometimes interface is hanging when open the software.
8.Solve the error in ROM processing model2.
9.Game Chinese and English name library is updated to : NDS:1000. which is developed by Aiying.
Simplified English game name library:
DSLink software game name library kernel game names
Note: Please manually delete the romname.lst of the directory of system_ in the TF card, DSLink software will automatically install the new romname.lst while add ROM.
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April 17th, 2007, 02:52 Posted By: wraggster
Puzzle game for the DS updated, heres whats new:
What's new :
Reinforcements are displayed on the upper screen and updated in real time
Dices can be seen when distributed at the end of a round
The combat result is displayed on the bottom screen and is more precise
Dices which can't be distributed (because all territories of a player are full) are put appart for a next distribution, so they are cumulated whith initials reinforcements.
Modifications :
New way to count reinforcements : the game take the highest number of territories you own which are connected between themselves.
More dices are given when you start a new game
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April 17th, 2007, 02:48 Posted By: wraggster
Omalone the excellent puzzler for the DS has been updated, heres whats new:
Name and icon in new slot-1 linkers fixed.
So NDS version 2.3 is out !
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April 17th, 2007, 00:23 Posted By: TeenDev
Globoeil has just released a VGMDS with DLDI support and some bug fixes and new features.
Here's his info:
"There is no more bug with explorer and you can put your project in any place (not only the root) on your card.
There is some bugs with advanced move while playing animations.
Don't forget to patch the file with the correct DLDI file (see on the Chishm's website)
The project "Demo3" is like an empty project; copy it, rename it, create a new map on it to make an "empty" project lol!
Happy testing! (This is NOT an official release, it's just here to test the compatibility)
Please let here your linker type and if VGXDS works or not and what is the problem."
This looks great!
I hade a litle trouble uploading the .zip though so...
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April 16th, 2007, 23:56 Posted By: wraggster
Kevin has updated WFC Status heres whats new:
WFCStatus 1.5.0.2
This update fixes a few small bugs and adds 3 new gamehubs. You can find the download and changelog at the usual places, it's an update only so install this in the same directory as your current WFCStatus installation.
New DAT: 0003
Four new games and some updates.
- Added AO3, Pogo Island
- Added AEE, Itadaki Street DS (J)
- Added AWY, Wi-Fi Taiou Gensen Tabe Game DS (J)
- Added AFH, Kazujin Taisen (J)
- Updated A8N alt name
- Updated AEH boxart
- Total games: 75 (71/1/3)
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April 16th, 2007, 23:46 Posted By: wraggster
Robert Dixon has released a new Game Maker app for the DS:
After searching for a WYSIWYG Game Maker for the DS for ages that used PALib, i realised there were none, this motivated me to build one for people who are in situations like I was, hence the new PALib WYSIWYG Game Maker. How to use:
Add backgrounds and sprites using the "Add" button on the menu and selecting either "Button" or "Sprite".
Double click on the item on the tree view on the left to called "Game" to preview your game.
Add sprites to the screen(s) by clicking the "Sprites" tab and selecting the one you want. Then click where you want it on the screen(s)
Delete sprites on the screen(s) by clicking the "Sprites" tab and selecting "". Then click on the sprite you wish to remove.
Add backgrounds to the screen(s) by clicking the "Backgrounds" tab and selecting which background you want for each screen.
When done, it generates the PALib C code for this interface after you click "File" and select "Create Code" or press F5.
This software does not create the entire game. It only cuts out the work of creating the interface, the rest can be done in C.
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April 16th, 2007, 23:40 Posted By: wraggster
JimmyL has posted a new version of his Bomberman type game for the DS:
Heres whats new:
Here's yet another version of Explosive Gas. I've done a bunch of updating and much needed bug fixing. Here's the list.
Updated to devkitPro r20. This seems to have once again fixed some random crashes in the network game. I think I was compiling with an old version of the wifilib for v0.5.
Added sounds for the bean can pickup and farting. Thanks Mike.
Local Multiplayer! 2 players on a single DS! I didn't have enough buttons for this, so hit your half of the touch screen to release gas(once you've eaten some beans).
Rewrote chunks of the multiplayer code to allow for multiple players from each machine. Also allowed for servers with zero players, sort of a dedicated host with graphics/sound still eating cpu time.
Increased the packet frequency, this should make for a smoother game, but eats more bandwidth/processor time, hopefully the ds can still handle an 8 player game.
Fixed a bug where one of the two screens had an extra layer of garbage over it, I was this on a g6, but I think it also happened with supercards, and possibly others.
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