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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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February 2nd, 2007, 17:43 Posted By: wraggster
Following the publication of financial results which reveal Electronic Arts to be the number one publisher on Sony, Microsoft and PC platforms, the company has set its sights firmly on the Nintendo Wii and DS.
In its latest conference call, the publisher revealed it has 15 SKUs in development for Nintendo formats - including a DS version of Will Wright's new project, Spore, Sims spin-off My Sims and a selection of imarket-leading sports franchises.
"We have shifted and acquired resources and are attacking these successful platforms," commented CFO Warren Jenson. "In short, we're on it."
The bullish statements follow the announcement of record revenues totalling US $1.281 billion, and the revelation that EA is the number one publisher in North America and Europe on Xbox 360, PlayStation 3, PlayStation 2, Xbox, PC and PSP.
However, CEO Larry Probst conceded that EA would struggle to take Nintendo's place as the number one publisher on its own formats, making do with second place.
"On the Nintendo platforms, we think that we can be very a strong number two," he said.
"Clearly, Nintendo will always be number one on the Wii and DS, but we think we have a realistic goal of being number two, with a market share goal of 15-20 per cent," detailed Probst.
The recent purchase in December of Headgate Studios, which will be a Wii-exclusive developer, is one of the foundations behind the renewed focus, with Jensen noting the company will also be devoting additional resources to DS production.
"With regards to the Wii platform, at least initially, it seems like it's expanding the overall market and expanding the demographic of users and people that purchase software, and we think that's a good thing," said Probst.
via gibiz
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February 2nd, 2007, 17:26 Posted By: wraggster
Do you love Wii Boxing but tired of holding the controllers? Now you dont. A third party manufacturer has released a boxing glove. Gloves retail for $22.00.
I bet you must be thinking, how is it? Is it worth it? Well dont worry. DCEmu Reviews has you covered. Stay tuned for a review in the coming weeks.


Source: Goldenshop.com.hk
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February 2nd, 2007, 17:18 Posted By: wraggster
EA is to further bolster its already healthy support for Nintendo platforms, with Will Wright's innovative PC game, Spore, now confirmed for DS.
Spore lets you create your own alien life form and set it loose to explore an epic-sized virtual universe, spreading the species to new worlds in an incredibly ambitious mish-mash of different gameplays styles. It's one of the most innovative and highly anticipated games coming to PC, an case you're not in with that crowd.
EA remains tight-lipped on actual gameplay details for the DS game, leaving us curious as to how such a large and ambitious title will work on the technically limited handheld.
The new Wii Sims game - now known as My Sims - is also on its way to the DS, along with EA's previously announced Sim City and Theme Park. EA Japan is clearly very busy indeed.
Chairman and CEO of Electronic Arts, Larry Probst, who confirmed the games during a financial earnings presentation yesterday, expressed his approval of Nintendo's strategy.
"It seems as if it is expanding the overall market, and users who purchase software, and we think thats a good thing", he said.
He goes on to say: "Both Microsoft and Nintendo are positioned to gain some share, but we think Sony will continue to be strong...We will be provocatively supporting all of them", reaffirming EA's cross-platform support.
Will Spore work on DS? Discuss...
via cvg
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February 2nd, 2007, 17:17 Posted By: wraggster
via cvg
Spectrobes is a new DS RPG from Buena Vista Games in which you catch various mythical creatures with special powers, train them up and send them to battle. Sound familiar?
Yes, it sound exactly like a Pokémon game but there are some nice ideas in Spectrobes. To get yourself new Spectrobes you have to carefully dig its fossil out of the ground using the stylus.
As you dig away the soil you can blow at the screen to clear away excess dirt. Then you take it to a science lab to give it life by shouting into the DS microphone.
Okay, it's clearly for young children, but we give it credit for doing something original. It also looks set to be a fairly hefty RPG, with hundreds of Spectrobes to catch.
Check out these exclusive screens of a battle and the Spectrobe revival system in action.
Screens Via Comments
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February 2nd, 2007, 17:05 Posted By: wraggster
Pokémon may not be the national phenomenon it was when the first games, Red and Blue, first released, but the latest record-breaking figures show it's still going strong.
Within three months of their September 28 release in Japan, Pokémon Diamond & Pearl shipped five million units to Japanese retailers.
Nintendo hopes this craze will continue when the new adventure makes its way to US stores on April 22.
And we thought Pokémon was getting old. Are you looking forward to Diamond and Pearl? Tell us in the comments section below.
via cvg
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February 2nd, 2007, 17:04 Posted By: wraggster
A not-too-shabby total of four games went live in today's European Virtual Console update, with the NES and Megadrive fans treated to more retro goodness.
The NES version of Gradius heads-up the new selection - easily one of the best scrolling shooters of it's time. The younger of our readers may have played the awesome PS2 update.
And Megadrive's healthy serving consists of Comix Zone, Bonanza Bros and Gain Ground.
Megadrive games cost 800 Wii Points, while NES games go for 500.
Now, bring on Super Mario World, Nintendo.
via cvg
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February 2nd, 2007, 00:57 Posted By: wraggster
via ign
Metroid Prime Hunters Pinball may have been the first pinball game on the Nintendo DS platform, but Flipper Critters looks like it could be one of the most elaborate and imaginative pinball games on the system. This title, soon to ship from Ignition Entertainment, recently hit our desk where we had the opportunity to whack the ball around a few times.
The game, designed and developed by Zen Studios, features a bunch of furry critters wandering around fantasy landscapes, and it's up to the player to help them along in their quest by whacking a silver ball around in the environments. Hitting obstacles and scoring points is, obviously, the key task in Flipper Critters, but like in any good pinball game it's how you whack the ball that determines how well you do -- you'll need to fulfill quotas and tasks which will activate hotspots, that must be "attacked" in order to progress into deeper parts of the world.
Much of the action takes place on the lower screen where the programmers push the Nintendo DS system's 3D capabilities to render a wild and wonderful pinball world. The team's actually pulling off 3D on both screens, and the game will use both screens as one display...or actually show two independent camera views of the playfield when the ball travels deeper up the table. Even when the game does all sorts of craziness across both screens, the 3D engine never seems to drop its framerate and slowdown. The physics are tight enough to pull off "pinball wizard" style maneuvers like flipper traps and passes, but it's not on the level of a pinball simulation.
The touch screen comes into play several times during the pinball action, where players must tap or slide on objects to manipulate them in this world. Hitting a switch with a finger will cause a sign to spin around or a ramp to raise, which will cause the ball to adjust its trajectory if the ball's flipped in their direction.
Between pinball levels are mini-games that are incredibly hit or miss. We're fans of old-school shooters like Raiden and R-Type, but they seem a bit out of place in a pinball game. We'd be more accepting if these shooter levels were anything special, but at least in our short time with the game, we were ready to call it quits when these levels popped up. They just went on for way too long with very little variety to keep things interesting.
But at least the pinball action's solid enough. There's even multiplayer support in an option called "Duel" that we wish we could check out -- but since the game requires a second card for this mode, we couldn't tinker around with it.
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February 2nd, 2007, 00:55 Posted By: wraggster
via ign
Tamagotchi: Party On! has been available in Japan since the launch of the Nintendo Wii system in early December. Namco Bandai sees enough merit for a stateside release of the quirky party-style mini-game compilation as the company's shipping Party On! in the US this spring. Namco Bandai recently stopped by the office to show off a near final build of the English-localized rendition of the game.
This Wii title's in development at Japanese studio H.A.N.D., which consists of members from Hudson's "Mario Party" team. And the influence is about as obvious as the annoying high-pitched beeping from a Tamagotchi virtual pet. Party On! is, essentially, a collection of mini-games all tied in via a board game for four players. The task? To work your Tamagotchi character across the different playfields and come through as the winner by earning more points than the opposition. This will earn you the rank of President of the Tamagotchi Planet! To do this you'll have to play all sorts of challenges that put the Wii Remote's functions to use.
For example, you'll have to drive a car down a rigidly laid-out path collecting cans and avoiding bouncing eggs...tilting the Wii Remote left and right performs this familiar task. There's also a challenge where you'll need to pump water onto flowers by pushing and pulling the Wii Remote as quickly as possible and at the proper time. Collecting goldfish is another challenge...whipping the remote upwards to mimic the on-screen net will lift it out of the water, but you'll need to do that when a fish is within its range. And in another little mini-game, you'll need to wind clocks to their proper time by twisting the Wii Remote like a crank.
Then there are more basic Tamagotchi challenges that are more similar to the games that are built into the little LCD devices. These games only use the D-pad in a three-button configuration...much like the virtual pets. Play Rock Paper Scissors, Guess the Dessert, and other games by pressing left, up/down, or right at the appropriate time.
Accomplishing these games not only unlocks them for play outside of the board game, but they also reward the player in-game; winning games can earn coins, which will give players the opportunity to buy items that will increase their multiplier and give them the edge for when they earn points in other games. You can also use these points to customize your character's look as well as the appearance of his or her campaign headquarters.
Party On uses the same crazy and quirky visual and audio style that was used in the two Tamagotchi Connection games on the Nintendo DS. Characters, rendered in 3D on the Wii console, are exaggeratedly cute, and the music and sounds are just as sugary as the graphic style. Unlike Tamagotchi Connection on the Nintendo DS, Tamagotchi Party On! does not have a virtual pet portion within its design, nor can players trade unlockables or other items between consoles. The game also doesn't support any sort of link to the Tamagotchi eggs you can buy in the store.
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February 2nd, 2007, 00:54 Posted By: wraggster
via ign
Nvidia, one of the world's leading producers of graphics processing technology, seems to differ in opinion from Nintendo president Satoru Iwata on the subject of game visuals. In a recent interview with Next-Gen business, VP of content Roy Taylor voiced his opinion on the matter of gaming graphics and presentation.
"They're talking nonsense," he said of Nintendo assertion that videogame graphics have reached a saturation point. "It's ridiculous sot say that graphics don't matter. That's like saying 'The quality of my TV screen doesn't matter.' Oh really? So then in that case, you can go watch 24 in black-and-white on a seven-inch screen. It's nonsense to say graphics don't matter. I think we can do a lot better, but I think we'd like to see graphics encompassing the gameplay."
During the interview Taylor does state that gameplay can oftentimes play second fiddle to a game's visuals but reiterates that graphics will bring more emotion into software, stating that gamers seldom become as emotionally invested in characters from a videogame as they do in movies
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February 2nd, 2007, 00:52 Posted By: wraggster
via ign
Shown previously on one of Nintendo of Japan's lineup videos, The Dog Island is a game that mixes the world of puppies with the quirky feel of Wii Play. Showing obviously inspiration from the success of Nintendogs, The Dog Island is being released in Japan by Yuke's Media Creations, the same company to provide games like SmackDown vs. Raw 2006 and Wrestlemania XIX.
Along with an official announcement that The Dog Island will be coming to the US, Yuke's Media Creations has also launched the teaser site for The Dog Island's Japan release, which can be found (in Japanese, of course) right here. In addition to the teaser page, Yuke's is also promoting the game on its official Japanese site, though no specifics on an American version are mentioned.
Yuke's Media Creations has yet to announce a US publisher for the game, and is currently unavailable for comment on any US Wii titles.
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February 2nd, 2007, 00:50 Posted By: wraggster
via ign
After reporting sales numbers for the third quarter at $1.28 (nearly identical to last year's numbers for the same quarter), EA chairman and CEO Larry Probst has released an official statement on EA's future, speaking specifically on the company's next-generation efforts:
"We are pleased with the performance of our products on next-generation consoles. In the year ahead, we plan to build on our leadership position on both the Xbox 360 and the PlayStation 3, and to significantly increase our support for the Nintendo platforms."
While this could be taken as classic crowd-pleasing jargon, it's important to note that EA's relationship with Nintendo has grown substantially over just the last few months, primarily because of the release of Wii. In just a matter of months, the company has helped Nintendo launch the system with Madden 07, and Need for Speed Carbon, and is already working to keep support continuing with the addition of SSX Blur, Tiger Woods 07, The Godfather: Blackhand Edition, and Medal of Honor Vanguard for just the first half of 2007 alone.
To top things off, the CEO stated that EA already has 15 titles in development for Wii at this point. From the looks of it, Wii may be just what the doctor ordered for Nintendo sports fans.
We'll have more on EA's Wii support as it develops, as well as new information on SSX Blur, Tiger Woods 07, The Godfather, and Medal of Honor as news breaks.
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February 2nd, 2007, 00:22 Posted By: wraggster
Updated release from SiRioKD:
Heres the translation of whats new:
v0.8:
Option that allows to extract rows sav already existing in the archives ZIP. (old rescues)
In case of ZIP, possibility to choose if the name of the rows destination must be taken from the name of the archives ZIP or from the name of the rom contained in it.
Push-button in order to force the rescue of the configuration (rescue that happens R-alla.chiusura of the program)
v0.8 R3:
"Add Files" also with Drag & Drop from the S.O.
Progress bar for the greater part of the functions
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February 2nd, 2007, 00:18 Posted By: wraggster
Another news update from the CnC DS project
I’m still hammering away at the weapon systems. I had to change the abstract renderer so I could see turret positioning properly so now the abstract renderer is fixed to actual game size, as in each tile is a C&C tile in size (24×24). It’s hard to tell right now but I’m a little worried that showing the C&C graphics 1:1 will give the player a view that appears too ‘zoomed in’ becuase of the low resolution of the DS screen. Gameplay testing will show if this is a problem or not I guess. On a smaller map it might be ok but with a big map with a lot going on it might be frustrating. Fingers crossed it won’t be a big issue.
Anyway with the weapons I’ve laid down the framework for a lot of it now. I’ve added a turret to one of the test units and it will be firing soon. I’m starting with the ‘laser’ projectile type which scores an instantaneous hit (think obelisk). This will let me get most of the code done for attacking/damaging/armour types etc without worrying about rendering shells and so on. That will come later.
Also thanks to IHM on the forum for explaining some of the C&C weapon and damage system. I think I have one now which can cover the C&C system but will also allow lots of other cool stuff.
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February 2nd, 2007, 00:05 Posted By: wraggster
via tepples
The Soviet Mind Game was invented by Russian programmer Alexey Pajitnov in the mid-1980s and sold under the name Tetris. From 1988 until 2000, various Tetris products had vastly different control feels and rotation systems. The Tetris Company standardized the games sold under the Tetris mark starting with Tetris Worlds (2001), but some of the changes proved controversial, especially the new infinite spin play mechanic.
LOCKJAW is a configurable implementation of the single-player Soviet Mind Game. Its 20 options can be configured to emulate at least Tengen Tetris, Sega's arcade Tetris, NES Tetris, Game Boy Tetris, The New Tetris, Quadra, Tetris The Absolute The Grand Master 2 PLUS, TOD (without the distortion effects), several modes of Tetris Worlds, and Tetris DS, along with various combinations not yet realized in a Tetris product. Don't like infinite spin or the T-spin triple? Turn them off. Think 8 next pieces are too many? Turn it down. Want faster or slower sideways motion? You can. Want to try the challenge of a low ceiling? You can.
LOCKJAW is available for Microsoft Windows, Mac OS X, Game Boy Advance (since 0.26), and Nintendo DS (since 0.30 by request from owners of SLOT-1 flash cards).
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February 2nd, 2007, 00:02 Posted By: wraggster
via dsfanboy
We would call this the series that just won't die ... but, as Nintendo fanboys, we're actually surrounded by those far older. Yes, yet another installment of MK is coming to the DS, courtesy of Midway; rather predictably, we know almost nothing about it. The only comment given: "it [won't be] a direct port of a previous title, it [won't] be a brand-new game either."
This leaves the only remaining option: indirect port. It involves a wormhole and superstring theory. Our best guess? A port of an SNES or Playstation version of Mortal Kombat, complete with OMGawesome stylus control and a couple new characters thrown in for good measure. Meh
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February 1st, 2007, 23:23 Posted By: wraggster
Amponzi has released a new version of his DeSmuME Unofficial WIP Builds, the DS Emulator for windows has these new features:
January 31, 2007 Build
- Various buffer overflow fixes
Download and Give feedback Via Comments
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February 1st, 2007, 23:17 Posted By: wraggster
via wiifanboy
Fire Emblem is not like Ice Emblem in that it is, well, hot. When a small portal opened, leading to just a subsection of its fiery domain, we could not resist.
The official site for Fire Emblem: Akatsuki no Megami has opened for business, and yes, its entirely in Japanese. For your viewing pleasure, though, you might check out this bitchin' opening cinema, and some excellent box art. We're such suckers for box art. In any case, any FE fans out there owe it to themselves to journey to yon fiery realm. You won't be disappointed.
More Info
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February 1st, 2007, 23:15 Posted By: wraggster
via codename rev
Eric Viennot, who’s current project is “In Memoriam” revealed in his blog his plans to develop a Wii title with Paul Cuisset, developer of Flashback (SNES) and the Motoracer series. It is currently unknown what game the tag team will be working on for Wii.
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February 1st, 2007, 23:14 Posted By: wraggster
via wiifanboy
Now, you could very well be questioning many things right now, most importantly the title of this post. Trust us, we did not know either upon receiving the press release in our inbox, however upon further inspection we found that using Wiimotes and a PC to DJ (dubbed Wiijing by the fine folks who sent us the mentioned press release) is actually quite fascinating, although at times appears to be fake.
Video Here -->
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February 1st, 2007, 23:12 Posted By: wraggster
via wiifanboy
According to Nintendo, they have no plans on addressing the issues all of us face when trying to save ghost data in the recently released Virtual Console title Mario Kart 64. According to a Nintendo spokesperson, by way of Pro-G, "Due to unavoidable technical reasons unfortunately it is not possible to save ghost data." Turns out, gamers are warned of this issue before downloading the title.
With the steep price of 1,000 Wii Points, shouldn't consumers expect a little more effort on Nintendo's part? How hard would it be for someone to implement code into the game informing it to save the ghost data to the Wii's memory? We really hope that this doesn't set a trend for future N64 VC releases that used Controller Paks to save data.
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