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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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March 22nd, 2007, 18:35 Posted By: wraggster
Following an Official Nintendo Magazine UK back page teaser, NiGHTS looks to be in development but CVG has learnt that original creator Yuji Naka won't be at the helm.
If the rumours of a new NiGHTS game being in development for Wii turn out to be true (read our story on there here), chances are Yuji Naka won't have anything to do with its development.
We recently tracked down the ex-Sega genius Yuji Naka, who left the company last year to form his own start-up Prope, for a catch-up and asked him if he currently has any plans on the table to revisit any of his old Sega properties. We were told flatly that, "At present, I have no such intentions."
Let the speculation begin. Check back later this week for our full interview with Yuji Naka.
via cvg
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March 22nd, 2007, 18:34 Posted By: wraggster
The new Code Lyoko game from The Game Factory is based on the animated TV series, in which a bunch of tech-savy students that discover a parallel universe inside a super computer.
The most unique element of the TV series is how it portrays the real world as 2D and the computer world as fully 3D (yes, we've watched it), and this mechanic will be transferred to the game, as you can see in these DS screens.
The adventure RPG will have you solving puzzles and uncovering mysteries as you explore 40 levels in the two worlds.
Code Lyoko will be out on Wii and DS later this year.
Screens here
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March 22nd, 2007, 12:54 Posted By: JKKDARK
New update of the Game Boy Advance and Nintendo DS emulator for MS-DOS and Windows.
- xboo: retested all xboo functions, re-fixed gba-bios dump, faster nds-download
- nds/2d: fixed crash on empty/unallocated extended-obj-palette-slot (spiderman)
- nds/3d/help: added various important notes in polygon light parameters chapter
- nds/3d: recurses directional matrix (as on real nds, instead of gl_normalize)
- nds/3d: skinning support (by soft_mul_vector, instead opengl modelview matrix)
- nds/cart/help: added new info on first 2K of secure area (fixed bytes, crc16)
- nds/gba/xboo: includes cmd/length in checksums (rather than raw data-checksum)
- nds/xboo: get_info shows nds-backup type (chip-id and status-register bits)
- nds/2d: fixed unrotated 512x256/512x512 bitmap sizes (thanks Kevin Keeling)
- nds/dma: prevents dma from accessing tcm (for compatibility with downhill jam)
- nds/xboo: added download NDS-cart from NDS-slot (slow 2 megabytes per minute)
- nds/gba/xboo: splits downloads into small blocks (with block-retry on bad crc)
- nds/cartloader: also accepts already-decrypted-and-destroyed secure-area-id's
- gba/undoc/help: added newly discovered wram-disable bits (4000800h bits 0,5)
- nds/cart: emulates correct nds chip-id size-field in respect to rom-image size
- nds/cart/help: added note on nds-cart chip-id size field (nn+1 megabytes)
- nds/screenshot: supports dual 256x192pix screens (as simple 256x384 bitmap)
- nds/3d: supports keep-old-depth-setting for translucent-polygons (DepthMask)
- nds/3d/rear: supports rear-plane rgba/depth bitmap (killer slow when/if used)
- nds/3d/io: new 8bit write support, fixed 16bit write (accidently out_32_norm)
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March 22nd, 2007, 09:45 Posted By: Talvish
Over at The Pensive Gamer I've started a new series of articles doing a current evaluation of the launch strategies taken by the console makers, and what they will need to consider longer term.
The first article discusses the Nintendo Wii. A snippet is below:
Even with all I've stated above it is way too early to declare the Wii this generation's winner. While it has an impressive looking trajectory, I get the impression that Nintendo successfully fought for a great launch without having a strong post-launch battle plan.
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March 22nd, 2007, 03:15 Posted By: wraggster
via ign
Mercury Meltdown started out as PlayStation Portable with the promise that the system would have some sort of "tilt" aspect to the system. But when none surfaced, the developers had to make due with the analog stick on the system. It wasn't a bad compromise as the game turned out to be a clever variation of the Marble Madness/Monkey Ball concept that had some wicked hard and challenging level designs. But it would have been far cooler (not to mention much more intuitive) if you could simply tip and sway the system to get that little blob of liquid metal to move. It just made sense.
Last year, Ignition updated the Mercury Meltdown game with a sequel on the PlayStation 2. Same gameplay but with a much more animated appearance. The PlayStation 2's Dual Shock controller did a fine job of reproducing the PlayStation Portable's analog control, but that whole "tilt" thing wasn't even in the equation since the PS2 system doesn't even have that function.
That's where the Wii's stepping in. The development team's taken the PlayStation 2 project with its hundreds of levels, five mini-games, and its updated toon-shaded visuals, and put it on the Nintendo console. In the move, however, we get what the original game was meant to have: motion control. Yes, not surprisingly, the game design takes full advantage of the Wii remote's tilt functionality, and the Mercury Meltdown product has come full-circle at last.
The "rolling ball" style of gameplay isn't anything new to the Wii console. After all, two games in the genre, Super Monkey Ball and Kororinpa have been released on the system in just four months of the system's life, with more likely on the way. Mercury Meltdown Revolution has a huge difference that sets itself apart: instead of rolling a ball around, you're sliding a glob of mercury. So while you might have a similar sense of motion that you would with a round sphere, you have to deal with the fact that mercury is actually a liquid at room temperature. As a result, you can break the glob apart into multiples or combine multiples back into a singular glob. You can also accidentally get smaller if you lose droplets of mercury by sliding a bit off the edge. It's a lot more challenging than it looks.
And the level designers really put this "liquid metal" property to use. In many challenges, it's not just about getting from the start of a level to the finish, it's triggering elements that will let you get there. You'll have to break your blob apart and turn them different colors via specific machines to activate same-color switches. Red blobs can trigger red switches and slide through red wall, for example. To add a bit more complexity into the mix, you'll literally have to blend your blob all sorts of colors to get certain hues, like purple. Luckily the game displays a color wheel at the top of the screen so you'll know which primary colors to blend in order to get the proper color. The are other challenges, like sloping angles that can drain your mercury if you get too close to the edge, as well as weighted teeter-totters, teleporters, warp zones, and, of course wandering hazards that can slow your progress. Try to get to the goal under the time limit and with as much mercury as you can. But if you don't hit the quota, don't worry -- as long as you make it with even a tiny globule of mercury you can move on.
As you get through the different challenges, you'll slowly unlock extras, such as the mini-games. These games are for single player exclusively, but they're all solid designs that do a great job encouraging players to get through the main level progression. There's a game where you'll race around tracks a la F-Zero, challenging players to try and keep their blob on the roadways as the track skews and curves. There's a version of Curling where you'll ricochet your blob towards a target, trying to score as many points as you can by coming as close to the centerpoint as possible. And for puzzle fans, there's a unique design where you have to dollop three blobs in a certain fashion and arrange that grouping on a grid that'll form three like colors, which will then disappear.
The Wii remote does an excellent job giving players control over the blob. Unlike Super Monkey Ball where you hold the remote vertically, in Mercury Meltdown Revolution you have to hold the remote in the much more intuitive, horizontal "classic" position. The game recognizes ever so subtle motions and translates them appropriately on-screen. It feels much nicer than trying to manipulate the world via a spring-loaded analog stick, no question.
Mercury Meltdown Revolution is, essentially, a conversion of the PlayStation 2 game release from last year, but it has enough original elements to make the game its own version. Aside from the very welcome tilt controls, the game's visuals have more texture work than the PS2 version, and will support both 480p as well as the Wii's widescreen function. There are also thirty brand new levels in the Wii game. So even if you've played these challenges in their portable or PS2 form, there's still something new to experience.
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March 22nd, 2007, 02:55 Posted By: wraggster
New from Achilleas.k and ssjowowo:
hello everyone. this is an application made by Achilleas.k and I. it's our final year project for our university degree. it will be appreciated if you could give us some feedback us we are delivering early next week and we have no time to check for bugs. the program is an application suite (much like DS Organize) which gives emphasis to presentation and usability. there are several programs that you can use in this build: calendar, contacts list, file browser and a small game. there are 3 more programs to be included hopefully in the next couple of days (text editor, paint and calculator)
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March 22nd, 2007, 02:51 Posted By: wraggster
New from NicoDS:
Hi all,
let me introduce our (MasterDjé and myself) first homebrew with palib.
This is a connect-4, in french.
With it, we have improved our knowledges of palib that will help us to make more things in the future ...
This is the version 1.0.
In the next released, we plan to make the 1P vs CPU mode working, with some level for the A.I.
Please, let us know about your feelings, and maybe if you find some bugs.
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March 22nd, 2007, 02:40 Posted By: wraggster
via palgn
Ubisoft has today announced that the company will be distributing Final Fantasy III and Final Fantasy Fables: Chocobo Tales in Australia and New Zealand, with both titles scheduled for a May release.
Final Fantasy III, which will be available in stores from May 4, is a remake of the classic NES title that previously was a Japanese-exclusive. The remake has received a complete makeover for its DS debut, with new 3D graphics, rebalanced job system, and a much more fleshed out story for the game’s four heroes.
Meanwhile, Final Fantasy Fables: Chocobo Tales is a game where players must compete in a variety of mini-games and microgames as a Chocobo to save lost friends and restore peace to the land. The game includes a card-based combat system, as well as multiplayer support. Using Nintendo’s Wi-Fi, 2-4 players may team up for battles, or participate in mini-games. Final Fantasy Fables: Chocobo Tales will be released at the end of May.
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March 22nd, 2007, 02:36 Posted By: wraggster
via dsfanboy
With a fresh Wi-Fi Connect compatible game hitting the market today, many might be looking to Custom Robo Arena to spice things up and offer a new experience for Wi-Fi play. Not only that, the promise of customizable robots is sure to be enough to entice any gamer, be they an enthusiast of the DS or any other system.
So how did the game fair with the critics? Read on and find out:
GameSpy (80/100) thinks the game was developed for the young'ns: "Simple and sublime, Custom Robo Arena was quite clearly developed with the little tykes in mind, but that didn't stop me from enjoying it."
GameSpot (79/100) gets our hopes up as they laud the multiplayer: "Exciting action and great multiplayer make Custom Robo Arena a game well worth playing."
1UP (75/100) doesn't have great things to say: "It's too bad, then, that Custom Robo Arena's RPG elements are so mundane, a connect-the-dots of talk to this character, trigger this event."
IGN (70/100) says the game could've been better: "The Nintendo DS version of Custom Robo won't raise the franchise up to a "must have" status in the Nintendo library of first-party titles, but apart from the boring RPG story it's not such a bad diversion."
GameDaily (70/100) finds the game easily forgotten: "A likable (if not quite memorable) game for the Nintendo DS. The presentation could've use a little sprucing up and some parts of the story stretch on for way too long (such as the school segments)."
Have any of you picked this up yet?
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March 22nd, 2007, 02:28 Posted By: wraggster
The Spectrum emulator for the Nintendo DS see`s an update
Heres whats new
+ primitive file requester, root dir only.
+ loads 128k snapshots as well, with interrupts now being enabled properly.
+ touch screen now shows at least some minimalistic keyboard layout.
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March 22nd, 2007, 00:06 Posted By: wraggster
via siliconera
This week’s virtual console offerings in the US and Japan differ as usual, but there are some highlights on both lists. Splatterhouse is out in North America and it’s one of the precursors to the survival/horror genre that’s blossomed since the Playstation years. You play as Rick a college student studying parapsychology who enters a haunted mansion with his girlfriend during a rainstorm. Guess what? His girlfriend is kidnapped and he has to save her by relying on the power of some Friday the 13th like Aztec mask. It’s a beat ‘em up that fun for a quick play through for 600 points. The other two titles are Beyond Oasis (Story of Thor), which is an overlooked action RPG from the Genesis’ catalog and Excitebike.
The Japanese release schedule has more of a diverse catalog. We’ve got the Adventures of Valkyrie: Legend of the Key of Time a Zelda-like action RPG for the Famicom based on Namco Bandai’s arcade series. Valkyrie never appeared in North America except for Cassandra’s third costume in Soul Calibur II, which is the exact outfit that Valkyrie wore. Alex Kidd in the Enchanted Castle from Sega is out and if you remember Sega pre-Sonic, Alex Kidd was Sega’s mascot. Galaga ’88 is out for shmup fans and it has new attack patterns not found in the original arcade game. Actraiser makes an appearance and it’s probably worth the 800 points. Actraiser was released by Enix and its one part action game, one part god sim. Actraiser hasn’t been confirmed for a US release, but here’s hoping it gets one. Finally the pseudo-Saturn release is Virtua Fighter 2, but it’s the awful Sega Genesis version.
To summarize here is what virtual console games are out this week:
North America:
Beyond Oasis - 800
Excitebike - 500
Splatterhouse – 600
Japan:
Actraiser - 800
Adventures of Valkyrie: Legend of the Key of Time - 500
Alex Kidd in the Enchanted Castle - 600
Galaga ’88 - 600
Virtua Fighter 2 - 600
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March 21st, 2007, 23:24 Posted By: wraggster
via joystiq
Look out, PS2. One analyst says the DS may give you a run for your 115 million units-sold money. "The DS has the potential to be the best-selling interactive entertainment platform ever," predicted DFC analyst David Cole in a recent report on the expected growth of handheld gaming. But the lil' DS has a long way to go; it has only sold 40 million units to date. Cole also suggested that handhelds could ultimately outsell consoles by 2011 lead by the dual-screener. But will it happen?
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March 21st, 2007, 23:04 Posted By: wraggster
via engadget
Sadly, no new pictures of the two Mad Catz controllers, that as far as we know will be the first such 3rd party controllers for the Wii, but at least we finally have an idea when these things might start hitting store shelves. As promised by Amazon UK, the "Wand Remote Controller" will retail for £24.99 ($49 US) and be released on September 28th, with Amazon selling it for a "bargain" price of £19.99 ($39 US). Mac Catz will be hitting with the "Funchuk Controller" on June 29th for a more palatable £9.99 ($20 US), and Amazon UK is promising a discounted price of £8.99 ($18 US). A pretty long wait, to be sure, and given the generally shoddy construction of nearly all 3rd party controllers in the history of man, we're not really on edge here, but we're sure Mad Catz will still find its way into plenty a home with this pair.
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March 21st, 2007, 22:53 Posted By: Shrygue
via DS Fanboy
Nintendo sent out an avalanche of Nintendo DS handhelds and games to the Penny Arcade headquarters last week, donating the towering collection to Child's Play. The gamer-run charity has been donating toys, games, and other gifts to children's hospitals since 2003. Since then, the altruistic group has raised millions of dollars for its partner hospitals.
Nintendo made sure to provide something for everyone with its donation, delivering DS systems in every color and handing out hundreds of copies of Nintendogs, Big Brain Academy, Mario Kart DS, and many other titles. Gabe posted photos of the mountainous shipment and assured readers that the DS Lites will find their way to the gracious hands of kids in children's hospitals soon.
Learn about how you can contribute to the charity at http://www.childsplaycharity.org/ .
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March 21st, 2007, 22:41 Posted By: Shrygue
via PSP Fanboy
Don't throw out your handhelds: there's a lot of life left in them. According to an analyst at DFC Intelligence, the ever-expanding market for both DS and PSP will help allow it to beat the current generation systems: "Under the right scenario, by 2011 the combined installed base of the DS and PSP could exceed that for the Nintendo Wii, Sony PlayStation 3 and Microsoft Xbox 360," noted David Cole.
While Nintendo will be responsible for much of the growth of the handheld industry, Sony is certainly not out of the game--they will "establish a solid position in the marketplace" (if they haven't already). Cole reminds investors that "existing console game publishers have found it is possible to make over $100 million in revenue from a single PSP title based on the right franchise," a figure that's not to be scoffed at.
Ultimately, PSP's success will be determined by a number of factors, with Sony's support for the platform being key. Sony said they're working on exciting new things for the platform at GDC--hopefully, it's true.
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March 21st, 2007, 21:49 Posted By: wraggster
mastertop101 posted an entry in the Neoflash Contest:
Hello, here is my game. It is a 2d car driving game.
You basically need to beat your own time records.
Features :
Support NDS motion
Select wheel sensitivity
4 selectable cars with different specs (speed, acceleration, handling)
4 selectable steerwheel
6 Tracks
5 gears : you must use them correctly to be fast ; 1st gear accelerates much faster then 6th
You must brake if you want to play well; the faster you go, the less you turn easily
HOW TO PLAY :
Left to shift down
Right to shift up
Up to accelerate
Down or R or L to brake
Turn with the stylus with steerwheel
Lots of new stuff coming later
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March 21st, 2007, 21:40 Posted By: Shrygue
via Nintendo Wii Fanboy
When we last previewed Xtreme Enterprise's replacement shells for the Nintendo Wii, we only caught a glimpse of the prototype faceplate and side panels, leaving us to wonder how the completed product would turn out. The Singapore-based company finally released photos of the assembled casing earlier today, daring us to find a flaw with the SHOCKii's design. We think you'll agree after seeing them that there isn't one to be found.
The shells are constructed with composite polycarbonate and ABS plastic, fitting together exactly like the Wii's original frame. Xtreme Enterprise has had a lot of time to perfect its process, using the same material for its Nintendo DS and nunchuck replacement casing. You can pre-order the full replacement shells in five different colors: Cool Black, Dreamy Blue, Strat Clear (semi-transparent), Dynamic Red, and Astro Yellow. All of the cases are priced at $69.90.
Head past the post break for photos of the SHOCKii's Cool Black shell.
Leave feedback via comments.
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March 21st, 2007, 21:39 Posted By: wraggster
Knight0fDragon posted an entry into the Neoflash Coding comp:
Here is my entry to the contest.
It is called Pipe Nightmare, and it is a recreation of Pipe Dream, with a few added twists and features.
Supports DLDI
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March 21st, 2007, 21:32 Posted By: wraggster
Arialia has updated the Photo App for the DS, heres whats new:
Here found the last version i'm working on
have some bugs when you click on icones ...
of course this couldn't "do?" to compo
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March 21st, 2007, 21:28 Posted By: wraggster
Mastertop101 posted an entry for the Neoflash Coding Contest
Hello,
Here is my little app. It is a binary clock and the alarm clock is not working in this version..
FEATURES :
1. Binary Clock
2. 2 modes : 24hours and am/pm mode (the 12 hours mode), touch the icon to change
INSTRUCTIONS :
To read the time :
1st column is the number of ten-hours, 2nd is hours, 3rd is ten-minutes, 4th is minutes, 5th is ten-seconds, 6th is seconds
Read the time by the bottom, if the 1st "orange" (by the bottom) is lit, it means there is 2^0 (1) of hour for example, if both 1st and 2nd are lit, you add 2^0 (1) + 2^1 (2) = 3. You do this for each column, with some pratice it will become very fast.
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