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April 8th, 2007, 00:47 Posted By: wraggster
via cvg
Brush up on your dart-throwing skills and start working on that essential beer belly - Sega Present Touch Darts is on its way to DS this summer.
Do you hand your DS on the wall and throw plastic darts at the touch screen? Unfortunately not (we'll be world-renowned games developers one day, we know it). Touch Darts, developed by Full Fat, displays a 3D dart board in the touch screen where you swipe the stylus upwards to throw the darts "with all the precision of a seasoned pro".
You can compete in world tournaments and play multiplayer mini games against friends. If only the game's title screen was the Bullseye theme tune, this would be the best darts game ever, (wink wink, developers).
Screens Via link above
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April 8th, 2007, 00:38 Posted By: TeenDev
Here's my new simple little app that I made. It's a multiboot selector. Have you ever found yourself in the situation where one app works with one loader and another app works with the other loader and you don't want to turn on your computer and go switch loaders? This is allows you to select which loader you want to use on start-up. It's only hard coded to MightyMax's GBAMP Multiboot and DragonMinded's DSOrganize app and other.nds which could be another loader you know of or a homebrew app you really like. Thanks to Chishm for the DLDI loader from http://forum.gbadev.org/viewtopic.php?t=12906
The following are the assaignment to each button.
A (MightyMax's GBAMP loader): mightymax.nds
X (DSOrganize): DSOrganize.nds
Y (Whatever): other.nds
This will work for other cards besides GBAMPv2 but it was really only made for GBAMP. It's already DLDI'ed so just add it to your GBAMP and you're set.
EDIT: I'll add a GUI when I can find a GUI artist so if you want to make GUI's for me email teendev@tondopro.com
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April 7th, 2007, 17:02 Posted By: Shrygue
via Nintendo Wii Fanboy
Some games, like the ubiquitous Wii Sports, use the Wiimote's space-age technology to closely map real motion into gameplay. This is generally regarded as "neat" and accepted by the masses, who run off to show their grandparents.
Other games, like the upcoming port of Resident Evil 4, make no such attempt to represent physical motion as virtual motion (outside of the new knife controls). In fact, some of the motion controls seem to be simulating button presses. Case in point, reloading requires you to hold B and shake the Wiimote. That's hardly more representative of the action of reloading a gun than pushing a button, or even going into a menu.
We sort of revealed how we felt there, but this isn't about us. It's about you. How does non-representative motion control affect you? Is it still fun to waggle, even when you're waggling abstractly?
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April 7th, 2007, 16:22 Posted By: Shrygue
via Nintendo Wii Fanboy
The most obvious feature of PEGA's Blue Light Stand is the blue light, which is for the Wii owner who, maybe, hasn't gotten enough attention for the fact that they own a Wii. Or, alternately, for people who frequently trip over their systems in the dark.
However, the classy, functional blue light is not the only feature of this stand! It stores your Wiimote and recharges batteries through the Wii's USB connection. It also has a cooling fan built in! We haven't heard if anyone's having heat issues, but it happens to all the other consoles, so it's entirely possible.
Looking at it kind of makes us want to install a subwoofer or a rear spoiler on our system. Unfortunately, we haven't heard of any Wii-size spoilers, and we also don't have any retail information for this stand yet, so we can't tell you where to buy one.
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April 7th, 2007, 02:52 Posted By: wraggster
DrNeo has released the results of the NEO Spring Compo 2007!, this competition is the premier coders competition for the Nintendo DS and Sony PSP Homebrew Scenes and this year saw a massive 55 entries.
Digg This News
Heres the results:
PSP-App-Division
1 AFKIM3 By: danzel
2 Old School Library (OSLib) Sprites Lib By: phosphorous
3 ThemeFlasher By: ai3gtmc
4 PUNANI v1.0 By: hallo007
5 metronomPSP By: saulotmalo
6 COW TIPS By: Sektor
7 Sheep Machine By: miNi
PSP-Game-Division
1 Will Hexaxis XXI be ready By: darksoft
2 GoGo Goo - by BennyRebirth & Dalk By: bennyrebirth
3 Cspsp v1.2 By: nataku92
4 Pokemon Keeper By: N64Francois
5 Space Escape By: Grimfate126
6 Call of Duty 2 - PSP Edition v1.0 By: sg57
7 Bumper Car Mayhem By: Fuzzie 360
8 Pro Foosball V0.1 By: Madcupid
9 Legacy By: psp_jono
10 Zlink By: rattmuffen
NDS-App-Division
1 Beup Live 0.3d By: HtheB
2 Phidias By: Tassu
3 StyxDS v0.2 By: redbug
4 IRCDS 0.3d By: freemaan
5 DSPad By: ced
5 μLibrary By: Brunni
6 DSPhoto 1.0 By: Arialia
7 Pictoblog By: 0xtob
8 MapViewerDS By: mollusk
9 Binary Clock By: mastertop101
NDS-Game-Division
1 WolveSlayer By: Payk
2 Warcraft : Tower Defense By: Noda
3 08. VIRUS DS By: kukulcan
4 War of the Weeds By: mollusk
5 Duke3DS By: GPF
6 Blubb 3D By: qwrty
7 BANJO ADVANCE V2 : Kazooie Rescue By: omg
7 Touchdown! The Alien Attack By: Sweater Fish Deluxe
8 Earth Invaders 0 By: smealum
9 SensitiveDS By: spinal
10 NDS SPORTS By: Davgav
Not to brag but i choosed all 4 winning entrys, glad to see the others agreed with me.
Thanks to Neoflash for an excellent competition, for all of you winners and runners up check out Neoflash, congrats to all who have won prizes
DO NOT BE LATE CLAIMING
Digg This News
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April 7th, 2007, 02:40 Posted By: wraggster
News from drNeo of a new DS Flash Cart with built in Motion sensor, now play games like you do with a wiimote, revolutionary for the Homebrew scene
DIGG THIS NEWS
The MK6-Motion finally SPEC:
* 1:1 original NDS cart size.
* Support ALL version of NDS & Lite
* NDS brightness adjust able
* 2M EEPROM Save
* Build in MagicKey passme2
* Support auto Sleep Mode
* Simple PLUG and PLAY
* Build in 16M menu flash,and re-programable
* Build in 2M sram buffer
* Build in X,Y,Z high speed accelerometer
* Build in GYRO sensor
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April 7th, 2007, 01:56 Posted By: wraggster
via ign
The World of Mana is back again on Nintendo DS, and this time it's taking a very unconventional form. While the franchise has looked to evolve itself with every iteration, series creator Koichi Ishii is bringing the Mana world down a fairly-uncharted path for Nintendo's touch-screen handheld, as Heroes of Mana will land later this Summer as DS's first full-fledged real-time strategy game. We've just recently been given a chance to go hands-on with the game in its first English build (Heroes of Mana is already available in Japan), and are already beginning to go through DS-RTS withdrawal, as Heroes of Mana brings the familiar world-management genre to the DS in an impressive fashion.
If you've been paying attention to the World of Mana series over the last few years, chances are you're familiar with the franchise's evolutionary behavior. The World of Mana games began nearly two decades ago on the Super NES with Secret of Mana, and have since evolved over the years to deliver a different overall experience at every turn, on every system. For handheld gamers, Sword of Mana brought the series into a somewhat-familiar genre, as the action-RPG transformed into a dungeon-crawling adventure. On DS, Children of Mana has again taken the series one step further, progressing into an even more serialized hack n' slash game, implementing four player multiplayer and random dungeons to give the Mana series a more casual, social feel. So while the gameplay elements change over the years, the spirit of the franchise stays in tact: Thus is the feeling with Heroes of Mana.
Heroes of Mana is a full-fledged RTS title for DS based entirely on the pre-existing World of Mana franchise. The story follows a soldier of Pedda by the name of Roget while he's on a reconnaissance mission to Ferolia with his comrades. When their aircraft is shot down by an enemy (and abandoned by their carrier), the crew soon-realizes that the mission was merely a plot by their own commanding officers to eliminate them. Pedda is looking to dominate the world, and Ferolia is merely the first step. Seeing the chaos caused by the Peddan army, Roget and his crew go rouge, forced to fight against their own people in an attempt to restore peace to the land.
And with that, Heroes of Mana drops players in to the action. The game is set up like any other traditional real-time strategy game, putting players in control of Roget's crew as they battle from region to region in an attempt to destroy the Peddan army. Though the bulk of the game deals with RTS missions, there's also a very deep story focused around Roget's crew, as players will need to create allies to join forces with, equip and upgrade their heroes, and outfit their army with items, weapons, and abilities necessary for success. Heroes of Mana is one part RTS, and one part strategy/RPG.
Still, the bulk of the action takes place on the battlefield, and that's where our hands-on demo focused its time. Whether you're playing through the main campaign or against a friend via DS wireless connection, the premise is still the same. Players will start each match next to their ship (The Nightswan; a flying fortress and home base), and from there build training and technology buildings, gather resources, spawn fighters, and wipe out the competition. To keep the battlefield from getting cluttered all buildings are actually kept inside the Nightswan, so players will move from managing a mini-map, the main playfield, and the inside of the ship. Basic controls work like any traditional RTS, having the stylus act as a mouse to grab units, select attackable targets, or chose rally points for soldiers to move to.
To keep the feeling as close to PC real-time games as possible, developer Brownie Brown included full-touch control, so taping units, managing resources, selecting groups of units based on class or type, or actually highlighting huge masses of troops is all done with the stylus. If one unit is needed, simply touch it. If you want to grab all ground, air, heavy, or ranged units, on-screen icons can be brought up for quicker unit management. In addition, a tap of the selection tool turns the stylus into a unit-circling tool, allowing the player to draw any shape on-screen to surround friendly units all at once. All of the unit selecting and troop movement is very simple, and with the combination of the d-pad for screen movement and the stylus for all direct-control Heroes of Mana is quick and intuitive.
As for the in-game specifics, Heroes of Mana allows for each player to create and deploy up to 25 units at a time. Each of the units is based on the classic rock/paper/scissors style of gameplay, so ground units will destroy ranged, ranged will obliterate air, and air will have the advantage over ground. Strategy comes into play when players progress their town's tech tree, upgrading units and gaining strategic advantages based on the map's topography. There are over 20 maps to play through in the multiplayer mode, ranging from smaller skirmish levels, medium sized areas, and vast battlefields. Depending on the size of the map, each commander will select a certain number of heroes to bring to the fight, with the option of equipping them with any items found in the single-player game. This does mean that the gameplay is multi-cart only, however, as you'll only be able to play with the skills, items, and heroes that you've found in the campaign mode.
Along with troop deployment and management, Heroes of Mana brings a ton of familiar aspects of the RTS genre to DS owners. You'll have full use of a mini-map, which takes up the bulk of the top screen during play. At any point, however, one touch of an on-screen icon will switch the top and bottom screen, so quick utilization of the mini-map can be pulled off at any time. Commanders will also have to work around the familiar "fog of war", making it impossible to see enemy units until coming into direct contact with them. And when you're out of options and need to create a turn-around attack, players can summon up to eight different elemental attacks that push the game into a full CG sequence which results in a catastrophic magical attack across the world. Not bad at all.
From what we played, Heroes of Mana is a deep and engaging real-time strategy that walks the line of being casual enough for newcomers, but also deep enough for seriously hardcore battles. Direct vs. competition is found only with local wireless, though a worldwide ranking system is included for Nintendo's Wi-Fi connection, allowing gamers to compare win/loss records, achieving new items and bonuses for climbing the ranks. As far as the visuals go, Heroes of Mana is pushing a ton of on-screen action, so the framerate is a bit on the slow side, and many of the sprites looks more along the lines of the GBA game Sword of Mana. Still, Heroes of Mana has a great style, it's a ton of fun, and has an amazing amount of depth from what we can tell. We're anxious to get into the single player guts of the game, though that'll come as we near the game's late Summer launch. After just an hour with the game though, we can tell you we're having a blast with Square's latest DS endeavor, and are already hooked on Heroes of Mana.
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April 7th, 2007, 01:55 Posted By: wraggster
via ign
- When a system's only a little more than two years old and there are already three games in a particular franchise, when you're set to release a fourth game in a series you're going to have to do something to really make it stand out. And that's what Vicarious Visions is setting out to do with Spider-Man 3 on the Nintendo DS. The studio kicked the franchise off onto the Nintendo DS as a launch title in Spider-Man 2, and then followed up a few months later with Ultimate Spider-Man. Handing the reigns over to another development studio for last Christmas' release of Spider-Man: Battle for New York let Vicarious relax a bit and rethink a few things in prepararation for the huge push for Spider-Man 3.
The team's working on all sorts of Spider-Man 3 games: designs for the Nintendo Wii, PlayStation 2, PlayStation Portable, Game Boy Advance, and, of course, the Nintendo DS. Just last week we had the opportunity to sit down with the dual-screen edition due out at the end of April, and so far we like the direction the game's going.
If you're familiar with the Nintendo DS version of Ultimate Spider-Man, you'd remember that, while half the game played like a traditional side-scrolling Spider-Man experience, the other half went in a new direction with full touch-screen support. Using the stylus, players needed operated Venom's tendrils, giving players precise control over attacks and specific actions. This design direction was a sound one even with its little quirks, and it's pretty much a part of the foundation for what's been built for Spider-Man 3.
For the upcoming movie tie-in on the Nintendo DS, the entire gameplay is touch-screen focused. With the D-pad under one thumb and the stylus in the other hand, players now take control of Spider-Man in a whole new way. The gameplay is very similar to the previous two Spider-Man games from Vicarious Visions; though the designers opened up exploration with a more free-form level structure, don't expect the same "go anywhere" city exploration of the console games. The same on-rails 3D design from the previous DS games is being employed in this sequel. The difference is in how players command Spidey.
In screenshots, the lower screen seems a little bare. Nothing but a bit of graphical webbing on a black screen. There's a reason for that: all of the action takes place on the upper-screen, with the lower touch-sensitive display handling all of the player's inputs. Spidey's attacks are all handled by swipes of the stylus: quickly slide the stylus in the direction of the enemy will have Spider-Man punch or kick the enemy in that direction. Swipe the stylus upwards for an uppercut, downwards for a lower attack. Double-tapping the screen will have Spidey shoot off a bit of webbing in that relative location on the upper-screen, so now you have absolute precision on where you'll be able to thwip some thread. Entangle an enemy and you can draw a circle on the touch-screen to "rodeo throw" the enemy.
All this might sound "clunky" in text, but believe it -- after a few minutes in the game, you'll find this control scheme actually works. The developers added a decent combat system that encourages players to string together attacks using the touch-screen swiping control. You can pull off some pretty slick and satisfying moves: punch an enemy then uppercut him into the air, and while he floats helplessly in a lazy arch you can either leap up, catch and throw him to the ground or whip some webbing and pull him back down for some additional damage. While this is going on, a combo counter's keeping track of how many hits you're getting in.
Even with action buttons out of the picture, you still have the same control over Spider-Man as you did in the previous DS games. Pushing up will have him jump...his webswinging's automatic now as players move left or right in the environments. There's still plenty of wall-crawling through internal and external levels, all handled through tight D-pad control.
The visuals return to Spider-Man 2's more "realistic" look versus the team's toon-shaded look for Ultimate Spider-Man. In Spider-Man 3, though, cityscapes look far more detailed with more attention paid to background elements as well as a more dynamic camera. Even though the levels follow a rigid side-scrolling path, the camera gives the action more flow and the illusion of freedom as it swoops high, low, and everywhere in between as Spider-Man moves through the environments. Even the characters have been given an extra jolt of life -- Spider-Man in particular leaps around with incredible grace and style in fresh animation cycles.
The final version of the game will feature some multiplayer competition mode between DS systems, though in our early playtest this mode wasn't functioning. We did get a chance to see and play as Spider-Man in his new black suit, which gives him additional power and techniques when he changes into it.
Check out new screens of Spider-Man 3 running on the Nintendo DS by hitting the link below. And don't forget to check out our video interview with Karthik Bala of Vicarious Visions, who talks about the trials and tribulations of the Nintendo DS project.
We'll have more on the game as we get closer to the game's release date.
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April 7th, 2007, 01:52 Posted By: wraggster
via ign
If you think Spider-Man 3 for Wii is a quick and dirty port of the Xbox 360 or PlayStation 3 game of the same name, you've got it all wrong. What most people don't realize - not even die-hard Nintendo fans - is that software house Vicarious Visions has designed the Wii build totally separately from the others and it is more or less a ground-up project complete with original content, unique controls, and individual mission structures. In short, it's different and it actually has been tailor-made for Wii. The question is, does that make it any good?
Spider-Man 3 for Wii does share something in common with its next-generation counterparts: they both follow the general story arch of the upcoming feature film directed by Sam Raimi. To that end, Spidey will don the black suit and battle against such foes as the Sandman and the New Goblin (hey, that's what he's called, from what we can tell.) But whereas the other titles set you on a somewhat linear story path and only enable you to wear the black suit during certain missions, you can go dark at any point in the Wii version of the title. There will, however, be consequences, which we'll get to below. In addition to the primary story arch, the Wii game boasts three additional tales with more enemies. In one, you'll fight against Morbius and in another you'll come face-to-face with Shriek. Oh, and the Lizard is waiting to eat Spidey for lunch, too. Vicarious Visions called in all the original actors to record original voice-work for the title.
Full Article
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April 7th, 2007, 01:46 Posted By: wraggster
Mastertop101 has released a new version of his rather excelent driving game for the Nintendo DS.
Heres the translated news from playeradvance
mastertop101, after having taken part in the competition organized by Neo Flash with Driving Eclipse, presents very last version to us 1.05 of its play. Eclipse Driving is a play of car whose originality is to be able to control the wheel either with the stylet, or with the NDS Motion, accessory allowing the DS to recognize the movements. This update offers new graphics, signed Lobo, and the corrrections of some bugs.
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April 7th, 2007, 01:41 Posted By: wraggster
kayvenm has released a port of Descent to the Nintendo DS, heres the release info:
Well, here we are, alpha release 1 :
Notes :
You need the 1.5 data files (descent.hog and descent.pig). Shareware files wont work since they never did a 1.5 patch and the lastest shareware version is 1.4a...
Sound is in but still a little glitchy. No music.
No network.
Start is enter, select is escape (for menu navigation).
Touch the weapon on the bottom screen to select it.
As far as I know it should be pretty much bug free, but I haven't tried all the levels so some may not have enough free memory.
Have fun,
Kayven
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April 7th, 2007, 01:37 Posted By: wraggster
BassAceGold has released a new motion based game for the DS:
Heres a small demo i made that uses the DS motion.As you can probably tell from its title, you shake the DS and watch as a bottle on it explodes.
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April 7th, 2007, 01:32 Posted By: wraggster
via dsfanboy
We've had our eye on Chocobo Tales for quite some time now, watching with fevered anticipation that the spin-off game would provide us with some more entertainment on our handheld system already populated by other highly-entertaining games. Now that the game has hit retail and been reviewed, we can finally see if the full NTSC version is for us. Not that imports aren't our thing, mind you, just we usually steer clear of the Square-Enix titles (lots of text, don'tchaknow).
So, what did the critics have to say? Let's check it out:
IGN (83/100) doesn't want the presentation to fool you, the game is fun for older gamers: "The game might feel a bit "kiddy" in its focus, what with those great, big, cute Chocobo eyes peeking at you from the box art. But even though the idea might skew young, the product is surprisingly enjoyable for the older crowd."
GamePro (80/100) finds the game to be a melting pot of good ideas: "Chocobo Tales is about quick and easy fun. The Crayola art style, pop-up book style graphics and fable stories may make it seem like a kiddie title and technically, it is. However, the game is fun enough that and packed with enough nods to diehard fans that Final Fantasy fans of all ages should give it a look."
New York Times (75/100) has issues with the card system: "Tales has a ridiculously cumbersome system in which you can't easily swap one card for another or compare two cards; even finding a particular card in your collection requires a tedious search. The designers would find it challenging to come up with a worse system. This flaw is surprising in a game that is otherwise beautifully designed."
The other remaining reviews come from Japanese import copies of the game, so as soon as more reviews of the English NTSC version come in, we'll update the post. In the meantime, discuss!
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April 7th, 2007, 01:26 Posted By: wraggster
AgentQ has updated his port of ScummVM to the Nintendo DS.
Heres the news:
This is the new stable version of ScummVM DS. Here are the changes in this version:
Removed internal card reader drivers and added DLDI support
Fixed graphical glitches in Scumm games which use a lot of scrolling sdasdas
Fixed bug that prevented the CD Audio from looping
Added 100%, 200% and 'Fit' options while zooming (Hold L and press A/B)
Allow CD audio tracks to start from track 1 or 2
Fixed long filename support to allow Mac versions of Scumm games to run
Fixed broken turning controls during fights in the Indiana Jones titles
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April 7th, 2007, 01:02 Posted By: wraggster
Foobar2k posted this on his site:
Nintendo's Wii has a great controller which has both accellorometers and pointing functionality for fun with motion, and it also communicates using the Bluetooth protocol. This means that it is possible to hook the Wiimote up to a Bluetooth enabled PC which has all sorts of possible applications. For example, it is possible to use the Wiimote as a mouse in Windows, or use it in games. To detect where it is pointing, the Wiimote uses the Wii's "Sensor bar", which is actually an array of infrared LEDs which the Wiimote uses as a position reference. To make it nice and easy for me to use my Wiimote on my computer I decided to construct a USB sensor bar for my PC. Here are the instructions for how you can make one too!
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April 7th, 2007, 00:51 Posted By: wraggster
via joystiq
The internet speculation machine has been gearing up of late over a recent press release announcing that Japanese middleware provider eSol has been selected to provide its "'PrUSB/Host' USB host stack" for use in the Wii. How to interpret this inscrutable piece of techspeak? Well, the release goes on to state that PrUSB/Host provides "optional Mass Storage class driver enables using USB flash memory, other mass storage device and digital camera as the external storage."
Many sites (including our buddies at Engadget and Wii Fanboy) have used this announcement to speculate that Nintendo might be planning to announce USB mass storage support for the Wii in the near future. GamingTarget went so far as to say that USB storage on the Wii "looks like it will finally become a reality." Nintendojo hedged its bets a little more, saying, "It's not quite an official announcement of expanded storage possibilities for Wii just yet, but Nintendo now has the potential for such a statement."
The only problem is, the Wii has always had this functionality, and Nintendo has always had the potential to make such a statement. Check out this copyright notice found on the inside of the Wii's System Setup Operations Manual (from November, 2006):
"This product contains PrFile(r)2 FAT file system, PRmail client library and PrUSB/Host USB host stack of eSol Co. Ltd."
That's right ... this days old press release is announcing a feature that was already in the Wii nearly six months ago. ESol isn't announcing a new business deal or a new feature for the Wii -- it's simply trumping up an existing relationship in light of the Wii's recent success.
We've contacted Nintendo for an official comment but, based on the evidence, we don't think there's reason to believe Nintendo has changed its current position that this is something they "could" explore in the future.
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April 7th, 2007, 00:49 Posted By: wraggster
via joystiq
As we wait to see the final model of Nintendo's Wii Blaster, peripheral manufacturer Joytech is showing off the Sharp Shooter. The Sharp Shooter combines the nunchuk with the Wiimote. No word yet if this is the same method the Wii Blaster will use to form the gun, but it does raise questions about the two unit's accelerometers interfering with each other.
We have absolutely no idea if this is meant to be competition for the Wii Blaster or is just some strange thing for ... well, we can't figure out what game it would be useful in. Guess we'll just have to wait and see the Wii Blaster to help explain our Sharp Shooter questions. No word on release date or cost for the Sharp Shooter.
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April 7th, 2007, 00:46 Posted By: wraggster
via kotaku
Even though it is already possible to edit your Miis on the Wii, there's a new piece of equipment that is available for you to import them onto to your PC, edit them, and then re-import them back on to your Wii.
Some people want to completely customize their Miis, which is understandable, but the point of using the Mii software on the Nintendo is to make them look Nintendo. That's at least my favorite part, I already think of myself in real life as a Nintendo character, so it does as a bit of a shock in the morning when I wake up, look in the mirror and find out that I'm not.
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April 6th, 2007, 21:47 Posted By: Shrygue
via Nintendo DS Fanboy
Square-Enix has posted another cutscene from its action-RPG title, Final Fantasy Crystal Chronicles: Ring of Fates. The short clip doesn't have any of the voice acting that was featured in the introduction movie, but we do get to see some interaction between Cherinka, one of the game's two Clavat heroes, and Alhanarlem, a spellcasting Yuke.
The 3D looks great, but we were hoping for more of the lively combat and cooperative gameplay that was in the original trailer and screenshots. Even if you can understand the Japanese dialogue, the only action you'll see in this clip is a platonic hug exchanged between the two characters. Check past the break for video of the awkward moment.
Video clip here. Leave feedback via comments.
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April 6th, 2007, 20:25 Posted By: Shrygue
via IGN
Following the announcement earlier this week of Resident Evil's double header on the Wii in Resident Evil 4 and Resident Evil Umbrella Chronicles, Capcom Japan has opened up websites for the two titles. If you don't mind a bit of the old Japanese, check out the Umbrella Chronicles page and the Resident Evil 4 page.
The Umbrella Chronicles page is worth checking out because it has a brief teaser video of the game (the link is under the logo). As for the RE4 page, enter at your own risk!
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