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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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January 12th, 2007, 16:41 Posted By: wraggster
After the promising reveal of the Q1 line-up earlier this week, Nintendo has dropped a surpisingly lacklustre UK Wii Virtual Console update this morning - with only one single NES game up for grabs.
In case you're interested, the NES game added today is Namco's arcade shooter Xevious - which we're reliably informed by elder staff members is quite good. However, for 500 Wii points - especially considering it's already been bundled in countless Namco compilations - your cash might be better spent on some older VC titles you might have missed out.
Nintendo: more than one game next week please. And Mario Kart 64 perhaps?
via cvg
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January 12th, 2007, 16:38 Posted By: wraggster
via cvg
Konami has NOT cancelled a mass of PS3 and Wii titles after all, Japanese mag Famitsu has said on it website.
Previously the magazine listed a bundle of titles supposedly canned by the Metal Gear Solid developer, including Jikkyou Powerful Pro Baseball (we've not heard of it either) and a next-gen version of Gradius, along with a shed-load of untitiled projects including 'New action adventure game 2' (we're sure we played that one on the SNES).
Famitsu points to a "printing error" as the reason for cancellation claims. Konami istelf has kept shtum over the report.
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January 12th, 2007, 01:17 Posted By: wraggster
The last two years, Nintendo saw Gamecube software sales plummeting, and the general outlook for the Nintendo Gamecube itself has not seemed very bright, infact as of now the Gamecube is all about barren for any new releases, and as a console is effectively dead, now however the legacy of the Gamecube seems to be even stronger, and Gamecube games have gained an al new life expectancy because of this.
Consumers are now discovering several titles that they infact overlooked the past generation, purchasing Games Like Resident Evil 4, Eternal Darkness, Geist, and Several other AAA titles that they may have missed out on by overlooking what the Gamecube had to offer this last round. Many retailers (Such as EB Games and Gamestop) Offer several Games at prices less than 20 dollars new, and people are taking advantage of this.
Could this infact extend the production life of Gamecube games? or simply help solidify the Nintendo's position in the Market. Only time will tel where this leads.
via scp
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January 12th, 2007, 00:29 Posted By: wraggster
Noda this weekend is to release a DS game of the Mod Tower Defense for Warcraft 3.
Heres some screens:
 
Now heres a translation from French to English of all the info about the game:
Presentation:
Good, after all this time spent to work on this project, it time to start to do a little “pub” to my one project making this post “Teaser” (which for the moment is not at 100% in agreement with the rules, but the download normally arrives within 4 days )
I is not on it is necessary to present the concept of the play, it is an adaptation of the MOD Tower Defense of Warcraft III…
An editor of complete level on PC was carried out, and allows no matter whom to very easily create news maps for the play.
The current version is entirely playable, although all the functionalities were not integrated yet (like FatLib compatibility).
For the moment, only the owners of linker Slot-2 can benefit from it, but after the addition of the FatLib support the linkers Slot-1 will be also of the part
Some characteristics for you entice a little (into English and on line readme for the moment, I will translate later):
- real time strategic game
- edge load custom-made maps very easily
- advanced dynamic pathfinding
- max. 40 towers and to their attacks gfx along with 40 monsters one screen
simultaneously
- 10 special powers for towers (slow fox trot, poison, critic ramming, pierce, fire magic,
toilets magic, lightning magic, wind magic, splash ramming, reveal invisible monsters)
- same for monsters resistance & immunes
- flying & walking monsters standard (and ability for towers to attack both gold only
one standard)
- dynamic sound engine & stereo sound placement (not included for now)
- max 256 various types of monsters
- max 256 various types of towers
- max 256 rounds
- max 11 possible upgrades per tower
- max 8 bases evolution levels
- max 8 different clans to choose from At the start
- 128 let us icons gfx for towers, evolutions…
- 64 towers gfx with 6 color variations for each
- 36 towers gfx with 4 color variations for each (more to come)
- fully customizable engine through map definitions
- advanced graphical map editor
- and more…
Good currently I am of partial thus I do not have too time all to detail, but the next week I promises to you that I release all
Sounds awesome, so Warcraft comes to the DS via of the Homebrew Scene.
DIGG THIS
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January 11th, 2007, 23:25 Posted By: wraggster
via ign
The Japanese game market came to a close in 2006 with Dragon Quest Monsters Joker, which hit the DS on December 28. It looks like 2007 will end the same way.
Jiji News reports today that Square Enix plans to release Dragon Quest IX to the Japanese market towards the end of the year. Company president Yoichi Wada said to the news service in Tokyo today, "We're aiming to begin sales for the year end sales season."
This first numbered Dragon Quest game since 2004's DQVIII was given a playable preview at its unveiling a few weeks back, suggesting that a release wouldn't be too far off. Wada's comments suggest, rather, a November or December release for the title.
Hopefully an international release won't be too far behind.
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January 11th, 2007, 23:23 Posted By: wraggster
via ign
Majesco brought Bust-A-Move to the DS in fine form, and now they hope to do the same thing on the Wii. But this isn't quite the Bust-A-Move you know and love. Majesco has tweaked the multiplayer game in a way that drastically changes the gameplay from previous versions.
Bust-A-Move Bash! uses the Wiimote to aim your bubble launcher. You can either use the controller as a pointer, or you can hold it upright and rotate it left and right like the launcher works. Either way, you have an aiming guide to help you out.
Bash! is multiplayer-centric like the DS version was. But instead of playing on your own area and trying to force your opponent's bubbles down to the bottom of their screen, Bash! is a timed game where everyone plays on the same field. Up to eight players can line up at the bottom and race to collect as many jewels as they can before time runs out. Jewels are scattered throughout the mess of bubbles, and you can grab them by popping bubbles adjacent to them.
UFOs have been added to Bash!'s gameplay, as well. The saucers will fly around the screen, sometimes getting in your way and sometimes giving you a useful power-up like the S bubble, which slides to the closest same-colored bubble. Items from previous Moves make a return, as well: the bowling ball which plows through bubbles, the flame ball which explodes on contact and takes adjacent bubbles with it, and the star bubble which clears the screen of all the colors equal to whichever bubble you hit.
If the game ends in a tie and you've collected the same amount of jewels as one or more of your opponents, the chains you made during play will act as a tie breaker. So there is still motivation to go for the big drops.
Single-player modes include the familiar Puzzle and Endless modes, and Majesco is toying with including a Shooting mode as well. The demonstration they gave was a little simplistic: as bubbles float across the screen you aim and shoot. But you'll have to change the color of your aiming reticule to match the color of the bubbles, so it could get pretty hectic as you're trying to pop everything on screen while constantly switching colors. The colors are mapped to directions on the D-pad, so you press the direction of the color you need to switch to, then fire. Majesco said this mode may end up being a mini-game if it doesn't turn out to be substantial enough to warrant its own mode.
Familiar characters like Bub, Bob, and Nin will be making a comeback, but we noticed some new faces on the character-selection screen that we didn't recognize like a Tiger and a Sorceress. It looks like there will be 8-10 characters to choose from.
Bust-A-Move Bash! is a frantic, fast-paced take on the classic Bobble franchise. It may take too many liberties with the formula for some, but we definitely had fun during our session today. It reminds us of Puzzle Bobble 4 in the amount of zany activity going on. Bash! will be available in April or May for $39.99, and we're excited to play more.
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January 11th, 2007, 23:19 Posted By: wraggster
via ign
Majesco is cooking up a Wii version of Cooking Mama, which was released on the DS last September. But Cook Off isn't just a port of the handheld game -- there are new foods, new modes, and multiplayer, all wrapped around the crunchy center of the Wiimote.
The single-player mode lets you practice recipes under the watchful eye of Mama, who now has a super cute Japanese girl voice. You'll use the Wiimote in a variety of ways to prepare your meals -- point it down and stir like a spoon, hold it horizontally and push forward and back like a rolling pin, or use it like a knife to slice and dice. Each meal is divided into steps, and you'll get a quick tutorial on how to use the controller before you jump into each section. Preparing lasagna essentially becomes a series of minigames.
Once you feel confident with your cooking skills, you can move onto the Challenge mode. Here you're on your own, and you'll have to beat the clock and prepare meals as fast as possible. As you play you'll unlock more recipes. In all there are 300 foods and 55 recipes, including desserts.
Then there is the Friends and Food of the World mode, where you can challenge computer-controlled friends from foreign lands on their local cuisine. You'll receive a gift just for playing, and if you win you'll get an even better prize.
Cooking Mama: Cook Off has a multiplayer mode for two players. Choose a recipe for your battlefield, then see who can complete each step in the recipe the fastest. Anything you've unlocked in the single-player game can be used in multiplayer.
The DS game had a heavy focus on Japanese cuisine, but Cook Off has a well-rounded diet. All the ethnic food groups are represented: Italian, Mexican, American, Chinese, Spanish, and more. The food is photorealistic now, as well. One of the most interesting aspects of the game is that you'll actually learn how some exotic foods are prepared. When making a dish that calls for squid, you'll have to cut the squid's head off, peel its skin back, pull the rubbery meat from the inside -- and if you mess up you'll get ink everywhere. You'll have to clean and gut your fish, too. It's all rather gruesome, actually, compared to the cartoony look of the rest of the game.
Cooking Mama: Cook Off will be served in April for $49.99. We're looking forward to spending some more quality time with our Mama.
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January 11th, 2007, 23:17 Posted By: wraggster
via IGN
Today Midway Games announced with much jubilation that it has shipped more than 1.8 million units worldwide of its Happy Feet videogame. Based off of the Warner Bros. animated feature film -- which grossed more than $326 million at the box office -- Happy Feet the videogame puts players in the shoes of the tone deaf, tap-dancing penguin, Mumble.
"We are extremely pleased with our continuing expansion into the kids' videogame market and the strong sales of the Happy Feet games," said David Zucker, president of Midway. "Warner Bros. created a wonderful and engaging film for audiences of all ages, and we're ecstatic to have published a game that both complements the movie as well as strengthens our successful holiday line up."
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January 11th, 2007, 22:50 Posted By: wraggster
Smealums FPS game is now an online game for the Nintendo DS:
Heres the google translation of whats new:
Good Ben… Release Usual bond: http://jvteamds.free.fr/FPSonline/ Here thus the version 0.01c, which includes like innovation to allow the play 3. It is accompanied by a total recasting of the waiter (invisible with the naked eye on the other hand) In the next version, I hope to be able to include play with 4 (it is not a problem on the side of the code in fact, it is a problem for the number of polys, it would be necessary a less complex model for me…), a small bar of life, a whole heap of corrections of bugs, and can be even a small surprise
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January 11th, 2007, 22:41 Posted By: wraggster
Ashai Rey has released a new game for the Nintendo DS, heres the details:
Hi,
Here's my entry for the compo, The real Agent Orange , It was a quick job. I thought that the compo was already over till 7 days ago
All is functioning execpt the rondomizer which can't be set. (I used PA_InitRand(); but still no random numbers), Ps, don't take this game to serious...
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January 11th, 2007, 22:31 Posted By: wraggster
News and Release via Lynx:
I guess it's a game.. This is the beginning of a game I am creating for my 2 year old son. It currently has 3 modes (all english).
Names - Says the letter name with a graphic association on the top screen.
Sounds - Says the sound the letter makes with the same graphic association.
Find - Asks you to find a letter (by name) and you have to pick it.
It is designed to help toddlers learn the names and sounds of the alphabet. I also plan to add colors, shapes, and numbers just to name a few.
http://leo.ndshb.com will become the official site for the games(s) and is still under development.
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January 11th, 2007, 22:26 Posted By: wraggster
A new Slot 1 flash cart for Nintendo DS will be coming out soon called the DS Fire:
Heres the specs:
1. No need any patch , plug and play;
2. integrated NAND Flash,more stable and faster. No need extra memory cards;
3. make your NDS like a USB mobile disk. Support FAT format of the documents operate system , copy ROMS Directly from PC to NDS, no need any converter software.
4. Game saves automatic backup to integrated chipset. Support back up to PC to share with your friends.
5. Same 1:1 size of the Slot 1 cars.
6. same playing time as the original Slot 1 carts.
7. Support MoonShell, clean ROM, Easy to Play MP3,Movie ,books
8.If use with more software with PC can get more functions.
Its rumoured to be a clone of the recently released NCard, more details as we get it.
Screen Via Comments
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January 11th, 2007, 22:18 Posted By: wraggster
News from the Command And Conquer DS Clone Project :
I implemented the basic A* algorithm last night and it's working fine. Next I'm going to expand the test, neaten the code and create a batch of different heuristics. I want to put them all into a single demo so you can switch heuristic whenever you want, and then compare CPU cycles and the paths for each one. When I'm done with this I'll more than likely release it as the next game test.
To give you a clue where it's going I'm planning an offline terrain analysis tool that will identify features on the map such as choke points and good places to build bases (near resources etc.) to help out the AI. It will also create higher-level node maps to ease the path finding and do other cool stuff.
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January 11th, 2007, 19:58 Posted By: wraggster
News/release from Tails:
Presentation:
Avoid 'EM all is a “dodging them all” (not, without jokes ) where you must, armed with your stylet, to avoid the balls who break on your red square.
The goal of the play is to make best time.
The rain of ball accelerates during your performance, and you will have the possibility of collecting two types of no-claims bonus in order to help you to hold longest!
History:
Version 1.0: 10/01/07
Initial Release
How to play:
Once you pressed on the touch screen, you control a red square which you must at all costs prevent from being made touch by the white particles which fall from the higher screen.
The jouability is with simplest: to move on the touch screen will make move your square at this place.
On the screen time like your life is presented.
Time indicates your time of survival quite simply.
The life, as opposed to what one could believe, does not make it possible to in no case to be able to be caught particles of time to other. This gauge decreases gradually if you are in one on the two sides of the touch screen:
A co-ordinate in 0 or 255 (all on the left or all on the right) will entrainera the reduction in your life. If it reaches 0, you lose.
This system was set up in order to prevent from camping on the edges of the screen.
No-claims bonus:
Interesting part of the play, the no-claims bonus are of two kinds:
Green particles: The play passes in mode slows down for one duration indicated in top of the lower screen. You can then better locate you when there are many particles. You can be made touch in this mode.
Red particles: You become invincible! The one moment space (indicated in top of the lower screen) you can be made touch by any particle without losing the part. Effective at the time of high performances, but still is necessary it to succeed in catching it. You cannot touch the edges of the screen without losing life, it is a closed area!
Heres whats new:
Changelog: [+] the no-claims bonus are put in reserve. To use them with left or right-hand side (use buttons Y and A for the left-handeds person) like indicating on the screen. [+] Addition of the sound for the mode switch-over slowed down.
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January 11th, 2007, 19:54 Posted By: wraggster
News from Octobinz
Lo' there.
About the game, here are actual steps and deadlines :
1 - Network basics needs to be fixed. Actually, many informations are transfered from client to server in actual (non release/non source-released) version. But memleaks and actual data structures sucks.
2 - Find a main artist. Rips are nice. Yes. But they are rips that doesn't show the heart of the game.
I still looking...
3 - About player possibilities.
Actually, i decided to keep "basic" classes (warrior, rogue, priest, mage) and only human to simplify arts and others things to release a demo. I'm thinking about the quest system and interface. World of warcraft's one suits fine to me. talk to NPC, get quest, complete quest, completion registered on server, reward, that's all.
For a basic system, it seems good.
4 - Characters :
They are hosted server side in mysql database containing informations (model, location when logout, stats, items, etc...).
Number of character is unlimited atm. about characters creation & players registration, registration will be done on website. First, player identification, characters list & new characters creation capabilities, then enjoy.
To conclude, i can say than coding a mmo is some kind of pain. I'm building engine to fit all future needs and i'm not sure of many things but i think i'm in the good direction.
About sourcecode.
GPL. That's all. At starts, i simply wanted to share it. I dont care about intellectual property and stuff like this. Work and creations have sens only when they are shared. But every friends of mine says : "you SHOULD take care of this".
So that's it. It's GPL and i stil have my friends. Nice isn't it ?
also this:
I made a very little sourcecode update using svn version. Few things are clearer and bugs were fixed.
And yes, if game_engine->player is null, you cannot use it.
More info at link above
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January 11th, 2007, 19:51 Posted By: wraggster
MoonShell is a multimedia player for Nintendo DS (Lite) consoles. It has support for DPG video files, MP3/NSF audio files and viewing JPG/Jpeg/BMP/PNG (non progressive) files, it also has support for TXT textfiles. MoonShell supports dualscreens and it has full support for the touch screen. MoonShell has plug-in system that allows to add any compatible plug-in just by copying the plug-in files to the appropriate folder. MoonShell also comes with several kind of useful plug-ins.
Heres whats new:
- Version 1.6finalfinalbeta0 2007/01/11
The bug to which the plug-in system had been doing an important violation of the memory access was corrected.
The skin folder was changed from 'moonshl/' to 'moonshl/skin/'.
The system menu was added.
An environmental setting is revokable in NDS.
Binary viewer was added.
Moreover, it was changed variously in a small point..
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January 11th, 2007, 19:41 Posted By: wraggster
via dsfanboy
A pair of pages featuring Final Fantasy XII from Famitsu magazine have been scanned and shot through the vast series of tubes that comprise the internet, eventually arriving on our digital doorstep. We now present said scans to you in an act of surrender kindness we hope will be valued. You're good people and deserve good scans. We'd include the scans past the post break, but they're fairly huge and would break the site's tables. Also, we'd translate the info, but our inability to translate Japanese script makes that impossible.
Scans Here
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January 11th, 2007, 19:39 Posted By: wraggster
via dsfanboy
Everyone's favorite ace attorney Phoenix Wright is releasing a new game stateside next week. but for those of you in the UK and Germany who have been sitting idly by and waiting for the sequel to the best DS game ever can finally breath a sigh of relief. Turns out, you'll be getting your hands on the game mid-March. March 16th, to be exact, with the hold-up apparently being due to German language localization.
With such a wait, are any of you German and UK residents out there planning on importing the US version? Or have you already imported the Japanese game, which has an English translation?
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January 11th, 2007, 19:36 Posted By: wraggster
Dragonminded has released a new beta of his awesome app for the Nintendo DS, heres whats new:
A demo plugin that has already been compiled to run wonderswan and wonderswan color games can be obtained here. Place it in your plugins directory to try it out
Changed driver structure to allow better supercard support, built in m3cf support.
Changed version string to properly reflect the version.
Fixed issue with loading IRC configuration.
Fixed issue with some langauges and random freezes/browser errors.
Fixed issue with files with no extension being detected as a plugin type.
Added check for resource0.bin and added warning message if it's not found.
Heres a description for those who dont know what this app is:
DSOrganize is meant as a homebrew organizer application for the Nintendo DS that should have come built in in the first place. It is by no means comparible to a full-fledged organizer such as a palm, and it is not planned to become an operating system, video player, or anything similar.
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January 11th, 2007, 19:27 Posted By: wraggster
via wiifanboy
Some nice folks over at GoNintendo have submitted some scans and a rough translation for the upcoming Fire Emblem: Goddess of Dawn for the Wii. Though we follow the FE story about as well as we can save a dying victim using pretend surgical skills (damn you, Trauma Center!), some details might interest those masochists among us:
Sothe is Mikaya's younger brother, though they aren't blood-related.
The nations of Gallia and Begnion are at war. Lots and lots of war.
The game will be divided into discrete portions, and the first will focus on the "Dawn Group".
More info
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