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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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March 9th, 2007, 16:47 Posted By: wraggster
via cvg
Zelda director, Eiji Aonuma, told an audience at GDC yesterday that videogaming in Japan is in decline.
Aonuma described the situation as "gamer drift" during his speech, which focused mainly on Zelda and how he has tried to evolve the series to suit changing trends.
Aonuma said that the demand for more complex and realistic games is increasing in America, according to 1Up, where realistic shooting a driving games are favourites.
He pointed out that Japanese gamers were put off by Wind Waker's complexity, while the US frowned at its cutesy graphics, which resulted in disappointing sales. Thus a more realistic approach was taken with Twilight Princess.
It's interesting how gamers in different parts of the world look at games. We personally thought Wind Waker was one of the easiest games in the series.
It's all about getting the right balance, explains Aonuma. What are your thoughts on the recent 3D Zelda games? What do you want to see next? Or don't you care? Let us know below.
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March 9th, 2007, 16:44 Posted By: wraggster
In the speech made yesterday at GDC Hecker laid into the Wii's technical power, comparing it to two GameCube's stuck together and called it a "piece of s***!"
From the thread the developed in our comments section, everybody seemed to agree that his comments were a little out of order.
Now Hecker has taken them back and apologised during another presentation: "I was trying to be thought provoking and entertaining and fun, and a lot of the stuff went too far over the top on the entertaining and fun side, so that it was no longer thought provoking, just inflammatory. And in the process I hurt a bunch of people I care about. And so, I want to apologise now."
Pressure from above?
via cvg
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March 9th, 2007, 16:38 Posted By: wraggster
Concluding Zelda designer Eiji Aonuma's GDC session this evening was a new nostalgia-packed trailer of colourful DS installment Phantom Hourglass.
As usual the handheld adventure is looking as wonderful as ever, with lush "art-shaded" dungeons and charming characters animating just as well as in the Gamecube look-a-like. The video also reveals new grappling enemy encounters where you have to rub the touchscreen to break Link free, as well as Link to the Past music tracks that still raise a few hairs.
Trailer Here
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March 9th, 2007, 07:43 Posted By: wraggster
via joystiq
GameTrailers has posted the new Mario Galaxy trailer shown during Miyamoto's keynote of a keynote address today (read: not really a press event). That's some decent blurring for two GameCubes duct tapped together. But alas, it's definitely not "playing with power." Galaxy was vaguely confirmed for a release "this year." Holiday season is a sure bet.
Video Here
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March 9th, 2007, 07:34 Posted By: wraggster
New for Nintendo DS:

The world's most low-down and ornery garlic-lover never lets a get-rich-quick scheme pass him by. Wario: Master of Disguise opens with our money-mad hero taking a break from being a shady software impresario to watch a TV show about a master thief. Working himself up into a lather of jealousy, Wario leaps through the screen and embarks on his own glamorous globe-trotting career as a thief!
With the helpful advice of a mustachioed magic wand named Goodstyle, you'll soon learn how to use your DS stylus to draw specific designs on Wario to give him new costumes.
The US release version of Wario: Master of Disguise for Nintendo DS™ is available today, shipping at US$ 39.90 only.
Buy Wario Master of Disguise
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March 9th, 2007, 00:11 Posted By: wraggster
via ign
The last we saw of The Legend of Zelda: Phantom Hourglass was at the Electronic Entertainment Expo last year where Nintendo cobbled together a four level demo for the show. Since then, all has been quiet in the first touch-screen Zelda game. At the Game Developers Conference in San Francisco today, the company prepared a new demo for show floor attendees which spotlighted a new mode in the upcoming DS game: battle mode.
The demo at GDC did not have any single player component. When players booted up a system and touched the screen to begin a game, the system would automatically search out a system also looking for a second player. When two systems connected, the battle began.
In this two player competition mode, one player controls Link while the other controls three armored guards. Players who assume Link's control do so via the established touch-screen mechanics introduced in the E3 demo -- Link moves in the direction of where the screen's being touched in relation to him, so he'll move faster if the screen's touched further away from his centralized position. Players who take control of the guard have the map on the touch screen and guide them via drawn paths. The task: collect Triforces scattered around an enclosed dungeon and bring them back to your colored area while avoiding the guards that wander the playing field. If a guard captures Link, their turn's over and control swaps between the players.
There's a surprising amount of strategy involved in this mode. For example, the "Guard" player can always see Link on the map, but Link cannot see the guards on the map until he picks up a Triforce. The downside to carrying a Triforce is that it weighs Link down, and moreso as the Triforce pick-ups increase in size. Some Triforces are tiny and worth fewer points, but only slow down Link's movements a little bit. Huge Triforce pickups are worth more points but slow Link down to a crawl.
Almost as if the designers took a cue from Pac-Man, Link can hit escape tunnels at the top and bottom of the map, which are also surrounded by a "safe zone." While in these zones, Link cannot be touched by guards since the guards can't wander into them. Link also disappears from the guard player's map while in these zones...but if Link's carrying a Triforce, the Guard player can still see that Triforce move...giving away Link's location.
On top of all this, there will be power-ups scattered throughout the dungeon. Red power-ups can only be used by the red player, blue pick-ups by the blue player. Red players can run over blue power-ups to destroy them and take them out of play. Power ups include giving Link or the guards an extra boost in speed, or allowing Link to take a hit from the guard. Guards can activate power-ups that turn blowers on within the dungeon that will block Link's path with enormous gusts of wind.
At the end of three Link and three Guard turns for each of the competitors, the game calculates how many Triforce points each player earned within the battle and decides the winner...and in the demo it's a very uneventful "Win" or "Lose" screen.
It's a pretty cool tease of a mode that will eventually make it into the final product, but Nintendo's still not talking release dates for Phantom Hourglass. Nor do we know if the multiplayer will be accessible single cart or if it will be an online mode. Visually the engine nor the Wind Waker toon style hasn't changed since we saw the E3 demo.
We'll have more on The Legend of Zelda: Phantom Hourglass as the game continues in its development cycle.
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March 9th, 2007, 00:08 Posted By: wraggster
Nintendo of America was on-hand at the Game Developers Conference 2007 with a handful of playable Wii titles, including the anticipated platformer/RPG Super Paper Mario. We took the gorgeously stylized sleeper for a spin and walked away completely dazzled. The title, which was originally planned for GameCube before it made the jump to Wii, is a sequel to the hit GCN game Paper Mario and bears many similarities to its predecessor. For one, it is brought to life with a quasi-2D style made possible with cardboard cut-out visuals. Mario is literally paper thin as he walks through colorful storyboarded environments complete with blocky clouds and skinny enemies. In addition, the title is neither a dedicated platformer nor RPG, but a combination of the two. That being said, in our experience Super Paper Mario leans closer to the former than the latter, as some of the turn-based battles of previous games have been thrown to the wind in favor or new real-time action. But the commonalities seem to end there because Super Paper Mario takes the 2D/3D relationship several steps farther and really bathes itself in new and improved play mechanics, which are deeper and more engaging than ever before, even as it oozes enough style to satiate any desire for nostalgic presentation.
In Super Paper Mario, gamers control not only Nintendo's classic Italian plumber, but also Peach and Bowser, too. The characters become unlocked and join Mario's party, so to speak, as he progresses through the adventure, which Nintendo promises will be lengthy and challenging. In fact, a company representative suggested that the title could take some players upward of 40 hours to complete. Gamers grip the Wii remote classic style and move the mascots through the levels with the D-Pad, sacrificing true analog controls - and trust us, nobody is even going to notice. The 2 button causes the selected hero (or heroine) to jump into the air and the 2 button executes special moves endowed by floating collected Pixls, which we'll explain in detail momentarily. But the most important function falls to the A button, which literally transforms the play field from 2D to 3D in an instant.
Full article at IGN
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March 8th, 2007, 23:57 Posted By: wraggster
Infantile Paralysiser has updated Moonshell to version 1.71 and also released DPG Tools v1.3:
Moonshell is an all singing all dancing Media Player for the DS:
Heres whats new:
Moonshell v1.71 Changelog 2007/03/08:
Changed default to '24kHz 2x oversampling'.
The DPG video decoder do speed-up.
The START button can be customized to soft reset.
General bug fixes.
Attention. Please do not mix MoonShell with the file of an old version.
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March 8th, 2007, 23:21 Posted By: wraggster
New release from Kukulcan of his game for the DS:
New Caisse DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause.
Correction of a bug during the loading of the safeguard.
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March 8th, 2007, 23:12 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Pegs DS Changelog March 3, 2007:
Creation of an icon for the play.
Correction of crachouillement in the applause
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March 8th, 2007, 23:05 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Puzzle-DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause
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March 8th, 2007, 23:03 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Caisse DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause
.
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March 8th, 2007, 22:56 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Doublons Changelog March 3, 2007:
Creation of an icon for the play.
Effect of transition.
New management of the basic images (easily modifiable now)
And especially homebrew a little lighter.
No the system of safeguard.
.
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March 8th, 2007, 22:50 Posted By: wraggster
New release from Kukulcan:
Number Minds Changelog March 3, 2007:
Creation of an icon for the play.
Rewriting of the engine of the play (considering it was my 1st homebrew on DS I had very badly programmed it)
Button R: Music ON/OFF
Effect of transition
Change of sound effects (lost, gained)
Correction of crachouillement in the applause
Change of some graphics for the play.
And especially homebrew much lighter.
No the system of safeguard.
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March 8th, 2007, 22:44 Posted By: wraggster
New from Liranuna:
Tileoptimize is a tool that is aimed to size-optimize tiled images for machines with multiple palettes.
Although the output is primarily made for GBA and NDS, it could be easily adjusted to output for other machines aswell.
The application will quantisize the colors of the image to NxM sized palette of M colors spreaded over N palettes, resulting a more colorful image in smaller tile size with repeating tile and palette combinations to save size.
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March 8th, 2007, 22:39 Posted By: wraggster
News from the CnC DS Site
I’ve decided to do the first release of my source code. I hope to do this more regularly from now on too. This project has not become open source but you can now download the source and do whatever you like with it. If you do something cool with the code and want to send it back to me by all means do.. I’m totally open to suggestions and bug fixes!
There’s a .doc file included in the archive that I would like everyone to read before using the source code!
source_march.rar
This is the first time I’ve done this, so erm, any questions let me know! Oh yeah, and I don’t think this build works on the DS If you can figure out why not then please tell me ;p
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March 8th, 2007, 22:37 Posted By: wraggster
News from Link_of_Hyrule
I have managed to get chex quest working with ds doom im still working on getting it all up and running but heres the .wad files you need to use with ds doom for it to work!
Thanks to the ds doom crew and to doom legends! I hope you guys like this!
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March 8th, 2007, 22:11 Posted By: wraggster
via dsfanboy
Mixing together the run-and-gun violence of Doom with the cute sounds and characters of the Mario universe could only produce one thing: awe. That's right, we're in awe of how well these two things mix together. To tell the truth, if we found ourselves being chased by dozens of Yoshis on go karts, we'd probably pull out a pistol and start firing too.
Video Here
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March 8th, 2007, 22:09 Posted By: wraggster
Nintendo sent us a press release today, informing that Custom Robo Arena has gone gold and is on track to meet its expected release date of March 19th in the United States. Nintendo is quick to point out that in this future of theirs, all disputes are settled via robots fighting on holographic battlefields, reminding us that we have a long ways to go before achieving this Utopian society of theirs. Not only that, but the Wi-Fi Connect possibilities make us anxious to get our hands on this game for some Game Night action.
via dsfanboy
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