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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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December 21st, 2006, 22:06 Posted By: wraggster
via CVG
Japanese weekly magazine Nikkei Business has revealed some of the Wii's controller prototypes, including a hacked-up Wavebird and a what looks like a giant chunk of Starman cheese.
The other two protypes in the magazine pic are clearly inspired by television remotes, with the left device coming closest to the final design. Most interesting though is the gadget on the right, which appears to feature a SNES-style button layout and a twistable d-pad section. Perhaps there's an analogue stick hiding on the back?
Still, we can't quite get our head around that giant star thing. Is it some kind of motion-sensing frisbee? Or do you just press the star to win? We'll probably never know...
Screenshot Via Comments
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December 21st, 2006, 22:04 Posted By: wraggster
Pokémon will be taking over the lives of fans once again when the latest in the series, Pokémon Diamond and Pearl on DS, arrives in the US on April 22 next year, and those who pre-order at participating stores will get a limited-edition Pokémon stylus.
The pre-sell styluses will feature brand-new Pokémon from the new game, but we reckon you'll have to be quick off the mark, with the inevitable high demand could render them scarce.
Players who've already poured hours of their life into training Pokémon in the GBA will be pleased to know that you will be able to transfer your winning team over to the new adventure, at some point, using the GBA slot on the DS.
A European release has yet to be announced, but if you're really desperate for it you can always import, being as DS software is - for those who don't already know - completely region-free.
via CVG
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December 21st, 2006, 04:15 Posted By: gunntims0103
news via nytimes
EVEN before its release last month, Nintendo’s latest video game console, the Wii, was getting a lot of attention for its wireless motion-sensitive controllers. Swing the controller and — crack! — hit a virtual home run in a virtual ballpark.
Practically a sensation since its debut last month, the Nintendo Wii video game console is redefining the way vide games are played.
One controller is shaped like a sleek television remote (sometimes called the Wii-mote); the other plugs into the remote with a short wire, creating a vague resemblance to the two-handled martial-arts weapon it is named for, the nunchuk.
And beneath the controllers’ white plastic shells are an array of time-tested digital technologies working together in new ways.
The controllers communicate with the Wii console, a $250 box no larger than a child’s lunchbox, with the wireless technology known as Bluetooth. It is the means commonly used to link cellphones with their wireless headsets. The Wii remote also uses infrared, the same technology that links television sets with their remote controllers, to track where the controller is pointed.
In this case, a sort of crude camera — an image sensor — in the forward tip of the remote (the primary controller) detects tiny light-emitting diodes in a “sensor bar” that must be set on or very near a television plugged into the Wii. This system helps players use the remote to point accurately at specific things on the screen, like the virtual buttons to begin or end a game, or aim a weapon in a game.
Actions like pressing the buttons on screen or firing a weapon are conveyed between Bluetooth chips in the remote and in the console. The remote also contains a rumble pack, a component that vibrates to varying intensities based on information the console draws from the game’s programming and then passes to the controller.
But the controller’s most-talked-about feature is the capacity to track its own relative motion. This enables players to do things like steer a car by twisting the remote in the air or moving a game character by tilting the remote down or up.
“This represents a fabulous example of the consumerization of MEMS,” the tiny devices known as micro-electro-mechanical systems, said Benedetto Vigna, general manager of the MEMS unit at STMicroelectronics, a leading maker of the accelerometers embedded in the controllers. (Nintendo itself declined to talk about the controllers’ inner workings.)
He said the motion sensors, using the technology that activates vehicle air bags, can accurately sense three axes of acceleration: up and down, left to right, and forward and backward.
This is mostly achieved within the MEMS, micron-size machines that depend on submicroscopic structures carved into the silicon. For example, one structure moves like a tiny diving board, stimulated by the actions of the game players.
The structures are enveloped in an electrical field, Mr. Vigna said. When the MEMS elements are moved, the electrical field changes and the MEMS chip is sensitive enough to detect the changes.
These accelerometers are so sensitive, Mr. Vigna said, because electrons — those subatomic particles that whirl around the nucleus of atoms like a video game in the making — can sense the subtle atomic-level movement of the silicon structures.
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December 21st, 2006, 01:57 Posted By: gunntims0103
news via ugo
Although it won't be debuting stateside until next year; Japan, Europe and Australia were lucky enough to get Wii Play (called Starting Out With Wii, Hajimete no Wii in Japan) with their console launch. The game comes bundled with a Wii remote for $80 in Australia, making it a budget title more or less designed to help introduce players to the remote and its many unique gameplay possibilities.
Wii Play includes a roster of 9 games, all of which can be played in a single player medal-reward mode or in two player multiplayer. It is uncertain how Nintendo will package the game in the US, but Down Under you are essentially getting the game for $10 in addition to the regular remote price, making the buy kind of a no-brainer if you are ever looking to play some Wii with friends or family. And despite the title's glossy exterior and budget nature, there is quite a bit of fun gaming to be had within.
Wii Play makes use of the Mii's on your console in several ways, the most basic of which is as a character selection to get started. But don't expect to just jump on in with your mates and start playing when you get the title home. In order to play each 'minigame' with two players you will first need to go through and play each of them in single player. It is a bit of an annoyance, but thankfully shouldn't take you more than half an hour to have all the games unlocked and ready to go. Once you do you are in for a treat, for although many of the games are quite enjoyable in single player, the two player mode is where this game shines.
The first game which comes unlocked in the package features simple pointing and clicking mechanics - Shooting Range. It is an obvious homage to the great Duck Hunt on NES, but mixes things up a bit beyond the regular duck and plate shooting. The first round starts off nice and simple with balloons floating up from the grass begging to be popped. This follows with a round of targets, which challenges you to take care not to pop your Mii in the face.
Plates, cans and flying saucers finish up the 3rd, 4th and final rounds respectively, with the occasional duck flying through the background for good measure. This is a great multiplayer game to introduce new players to as the interface is instantly recognizable and easily picked up. However the single player mode gets old once you have achieved a gold medal, as there are no further levels to unlock, and replay becomes just that as the same targets pop up making the game overly linear.
For something a little different try Find Mii, a "Where's Waldo" type game where you are asked to find the Mii's in your system along with randomly generated Mii's in varying circumstances. For instance, you might be asked to locate a particular Mii out of a crowd, or match up look-alikes as they swim through the ocean or ride an escalator. This game offers a nice easy pace compared to the rest of the line up, and yet could easily be the most difficult and challenging to earn your medals on. The two player mode has you racing against your partner to locate the specified Mii's for points, while the one player mode puts you up against the clock to test your powers of recognition, memory and focus. It's a solid addition to the package that should appeal to all ages with its simple point and click mechanics.
Table Tennis comes in next in what is undeniably one of the weakest games in the bundle. Instead of swinging your racket as in Wii Sports' Tennis you simply slide the Wii remote from side to side to position your paddle and return the ball. It can get a bit heated at times, but I found that the sensitivity of the controller makes it so that this is one of the hardest games for new players to pick up. I found it to be a bit of a let down that the mechanics were dumbed down so much, when really what you want to do is have a more fast and furious version of tennis, doing quick little flicks with your remote to maneuver your paddle. Here's hoping that Nintendo upgrades it for one of its future packages.
The most original game in the package comes in the form of Pose Mii, which some have likened to Tetris, but I honestly can't think of a single game I've played like this. The premise is simple, twist your remote to rotate your Mii onscreen, who will be posing in one of three stances - conservative, outstretched or the Egyptian. You flick through your poses with the A and B buttons, and move your character around the screen to fit into the silhouette of the particular pose floating to the bottom in a bubble. If it gets to the bottom before you can fit your Mii into place you lose a life, or in the case of multiplayer you lose your bonus score for that round; but you get some help in the form of Time-stop bubbles which freeze the screen momentarily giving you the chance to catch up. The music is catchy
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December 21st, 2006, 01:51 Posted By: gunntims0103
news via technology.guardian
As one of the most fascinating years in videogame history draws to a close, there is one story that stands out: the return of Nintendo. It's almost impossible to believe that earlier this year journalists were unsure how the public would react to the Wii, with its motion-sensing gimmick and dated technology (it's little more than a customised GameCube).
In the space of a week, the map of the industry has changed. In North America, 600,000 Wiis were sold in the eight days following its release, 400,000 in a single day in Japan and 325,000 after two days in Europe. Crucially, the Wii won the PR war months before release, and did so through a single concept, rather than a list of impressive specifications. A controller that you waft around is something mainstream journalists could spin a story around. What they spectacularly couldn't do was communicate the attributes of the PS3 or Xbox 360. Hardly anyone outside the industry cares about the finer points of multiple-core processing or pixel-shader operations.
The past couple of months have seen a flood of adoring coverage. Breakfast TV presenters have thrown themselves into live Wii Sports sessions, while highbrow pundits on the Late Review shamefacedly admitted the genius of the machine. As a console manufacturer, you know you're on unstoppable form when a man can accidentally punch his wife while playing with your console and the tabloids treat the story as a comic tribute to the product rather than conclusive proof that games are bringing about the collapse of civilisation.
You can't buy goodwill like that - and God knows, Sony has tried. The company has been guilty of several viral marketing mishaps this year. Somebody somewhere should watch Charlie Brooker and Chris Morris' Nathan Barley series (trashbat.co.ck) then weep with recognition and shame.
Elsewhere, the biggest disappointment of the year has been Microsoft's failure to capitalise on its monopoly. The Xbox 360 has had the next-gen market to itself and the Christmas shelves should be bulging with goodies from in-house developers. Instead, the company is relying heavily on one title, Gears of War, with Viva Piñata its only grudging acknowledgement of the fact that not all gamers are American teenage boys obsessed with sci-fi, sport and fantasy violence.
Sony will recover from its annus horribilis because it has an amazing machine and unparalleled brand recognition. But I'm not sure Microsoft has the breadth of vision to flourish away from home. I expect 2007 will be a two-horse race, and I doubt we'll see Bill Gates in either saddle.
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December 21st, 2006, 01:17 Posted By: kcajblue
You can get the software and update here or from the attatchments.
DSLink 1.40
(2006-12-20)
DSLink 1.40 version software update:
1.Ehance the compatibility of the software, solve the while screen or hanging up problem of many games, such as:
0243 Bouken Ou Beet Busters Road
0451 Advance Wars
0534 Jigsaw Puzzle - Koinu Mekuri Hen
0535 Jigsaw Puzzle - Koneko Mekuri Hen
0636 Tony Hawk's Downhill Jam
0660 Tom and Jerry Tales
0664 Tony Hawk's Downhill Jam
0691 Eragon
0727 Tank Beat
0749 Ciao Dream Touch! Happy Anniversary
0762 Eragon
0770 Kabushiki Baibai Trainer Kabutore
2.Fix the saver problem of 0725.
3.Soft-reset function is added more hot keys choices:
UP+Start
Down+Start
4. Moonshell embedded is updated to the latest 1.51 version.
5.Chinese and English game name libraries are updated to NDS:0774,GBA:2635
Simplified English game name library:
DSLink software game name library, kernel game names
DSLink Chinese 1.40 English update:
1. Solve the compatibility problem of games by coperating with DSlink 1.40 version software.
2.Additionally, for the time schedule problem, saver problems of some games(0547,0696,0727) and GBALink software update will be solved in a few days.
Note: Please manually delete the romname.lst of the directory of system_ in the TF card, DSLink software will automatically install the new romname.lst while add ROM.
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December 21st, 2006, 01:10 Posted By: JKKDARK
More news about Dolphin, the next version of the GameCube emulator for Windows.
Dolphin x64 / Dual Core - Announced!
ector (dolphin developer)
"In any case, Dolphin in 64-bit dual core mode now also does 25-30 fps in Wind Waker on some Core 2 Duo monster machines.. 13-15 on my 3800+ X2."
Well the suprise for me is that ector announced it , so might as well let the 'few' gamecube followers on NGemu know (I swear this was meant to be a secret...tsk tsk ector!)
A few shots from it (rig in sig), and no ETA on release, and this is defo 'preliminary' work.
Zelda TP has no FPS on it due to a draw layer problem, however, in single core mode it runs 11-13 FPS. (dual core causes problems for this game, though it would add and extra 3-4 FPS on my machine for this game)
Check the link if you want to see the screens from Zelda TP, tested by one one of the beta tester, CKemu 
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December 20th, 2006, 23:52 Posted By: gunntims0103
news via mobiletechreview
Get ready to take on challenging adversaries and restore peace to the world of Mana in the latest installment of the legendary Mana series. Children of Mana launches exclusively on the Nintendo DS across Europe on 12th January 2007.
Square-Enix, the makers of Kingdom Hearts and Final Fantasy, brings Children of Mana to the Nintendo DS featuring all the characteristic artwork, soundtracks and multiplayer functions that fans of the Mana series already know and love. Set on the island of Illusia where the legendary Mana Tree grows, players must prepare to embark upon various missions to restore peace to the world.

Ten years ago, chaos almost took over the world of Mana. Legend says, however, that a boy and a girl saved the world using a legendary sword. Now the land is threatened with danger from a most unlikely source, and the “Children of Mana” must rise to defeat evil before it consumes the very heart of their world.
Players must select one of four different characters, Ferrik, Tamber, Poppen or Wanderer, who each have different strengths and weaknesses. Once a character is chosen, players equip them with weapons and magical gems to help them traverse treacherous battlefields and mysterious dungeons.
When venturing out of Mana Village, players can be accompanied by one of eight elemental spirits. Each of these spirits have a unique magic power which can be used to assist players in battle. Players can take along Salamander to use blistering fire magic, or Luna to use the arcane powers of the moon – but choose wisely, as each spirit will have a different impact in battle.
Players have three different types of missions they can choose to undertake. Scenario Quests must be completed to move the game story forward. Players can also accept personal requests from the residents of Mana Village, or visit Dud Services an adventuring “agency” that offers players various quests with rewards for successful completion. These missions can range from finding a particular object to defeating all enemies in a dungeon.
Players can select from up four different types of weapons (depending on game progression) to use in battle: the sword, flail, bow, or hammer. Each weapon has its strengths and weaknesses, allowing for a variety of tactics on the battlefield. Once a weapon type is unlocked, players can purchase upgraded versions of each weapon in the village shop. If they are lucky, players may find a powerful weapon on the battlefield, or receive one as a reward for completing a mission.
One of the key features of Children of Mana is multiplayer mode, where up to four players can play together in the same game (each player requires a copy of the game) via the Nintendo DS Wireless function. Players can cooperate with each other to defeat powerful enemies, or compete against each other to obtain rare items.
Children of Mana launches across Europe on 12th January 2007 for the estimated retail price of around £29.99.
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December 20th, 2006, 23:48 Posted By: gunntims0103
news via pocketgamer
Leather; it comes from cows (mostly), it’s good for making shoes, wallets, jackets and now, DS cases too. Although there are already plenty of carry case solutions out there for the DS, none of them have the Nintendo stamp of Nintendoness on them, but these new leather ones do (as well as that cool little leather stamp of leatheryness). A partnership between Nintendo and United Arrows has reaped a full line of DS cases in both leather and suede flavours.
The cases will be made available in Japan to begin with, costing between 8400 yen (37 quid) to 16800 yen (73 quid). So far, a European release date has not been confirmed. The mature design will no doubt be a hit with Nintendo’s new older converts; younger gamers however may be put off by the ‘a little bit like granny’s purse’ stylings. Game loving leather fetishists (they must exist somewhere) will probably just be glad that they can now combine their two favorite hobbies.
screen via comment
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December 20th, 2006, 23:44 Posted By: gunntims0103
news via punchjump
Nintendo on Wed. announced that it will drop Pokemon Diamond and Pokemon Pearl to U.S. retail on Apr. 22.
The two titles are the latest installments in the best-selling Pokemon franchise.
New features in the game include a new region called Sinnoh, new Pokemon, and Pokemon transfer to the Game Boy Advance via the GBA game slot on the Nintendo DS.
"After recently celebrating its 10th anniversary, the Pokemon franchise continues to get stronger," says George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "These two new titles represent the best that Pokemon has to offer, and a great opportunity for Game Boy users to upgrade to Nintendo DS."
Pokemon games have sold 155 million units worldwide to date. Initial sales for Pokemon Diamond and Pokemon Pearl broke sales records in Sept.
The Nintendo DS is the current handheld market leader at over 21 million units sold worldwide. Titles include Yoshi's Island DS, Elite Beat Agents, and Brain Age.
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December 20th, 2006, 22:11 Posted By: wraggster
Team Xtreme have posted about their new project for the Nintendo Wii:
SHOCKii is the latest product brand name by Xtreme Enterprise specifically targeted at the Nintendo Wii console case replacement casemod market. All products are made from the highest quality materials and affordably priced. Go to our webshop to make your Pre-Orders now!
With our succecssful foray into the DSL casemod market, we were able to get customers excited about what SHOCK! can do in terms of functionality and quality standards. Product quality and affordability is of the utmost concern with Xtreme Enterprise and SHOCK! served to meet those needs and stringent standards that we have set for ourselves. As such, we are now ready to engage in the next Nintendo casemod product development, that is PROJECT SHOCKii. Here is the rundown on the product features that is to come with SHOCKii :
Project SHOCKii - A console replacement case for Nintendo Wii
Project SHOCKii is a full replacement Nintendo Wii console case project that aims to provide gamers with a high quality alternative to the original colors, as well as function as a repair part for damaged Wii cases. Made from extremely high quality and durable ABS plastic materials as well as Japanese patented acrylic paint, SHOCKii replaces all case parts for the Wii (at only the price of a Wii/DS game) and this includes:
- Both side panels
- All buttons (Power, Reset, Eject buttons) including battery case
- Slot covers (Gamecube memory card slots, GC controller slot, SD card slot) & Faceplate
Optional Purchases
- Wii-mote controller replacement case (Color-matched)
- Tri-wing screwdriver
Colors Available
SHOCKii replacement cases are available in 5 aesthetically pleasing colors as follows :
- Astro Yellow
- Dreamy Blue
- Dynamic Red
- Cool Black
- Strat Clear
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December 20th, 2006, 21:39 Posted By: gunntims0103
news via playfuls
Nintendo is making sure to keep those games rolling out by the lot all through the winter, and into the spring of 2007. The Japanese publisher has already promised to release another 26 Wii games and 66 DS games in the first quarter of 2007, complementing their already rich "launch period" line-up on the Wii and adding a staggering number of new DS titles. The overall quality may not look too high, but the sheer number of options gamers will have should be enough to keep Nintendo on par (at the very least) with their next-gen opposition.
Among the Wii games set for release in Q1 2007 are titles such as Wario Ware: Smooth Moves (the only one set for a January release), Excite Truck (in February), and then from March onward SSX Blur, Dragon Ball Z: Budokai Tenkaichi 2, Sonic and the Secret Rings, Heatseaker, Mortal Kombat: Armageddon, Blazing Angels: Squadrons of (W)WII and many more.
Over on the DS, the list is topped by Children of Mana (in January) and includes Castlevania: Portrait of Ruin (in February) and such oddities as Rayman Raving Rabbids, The Settlers or Theme Park. This is but a small fraction of what Nintendo has lined up for early 2007, and you can see both lists - for Wii and DS - complete with release dates for each game on N-Europe.
There are still many notable absents from those Q1 2007 line-ups, some of which won't be coming out until the end of 2007. As CVG has learned from "reliable sources close to Nintendo", Super Mario Galaxy and Metroid Prime 3: Corruption on Wii, and Legend of Zelda: Phantom Hourglass on DS will not see light of day until Christmas 2007, which could mean anything from October to December.
So 2007 is going to be yet another busy year for Nintendo, especially now that a new rumour also seems to indicate the arrival (or at least the announcement) of a new version of DS next year in Japan. The info originates from various Japanese blogs and boards (via JeuxFrance), and it tells about wider screens for the new DS (3.5-3.8 inches, instead of 3.0 in the current version). Also, Nintendo will supposedly release new colors for its Wii console during Spring 2007 in Japan.
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December 20th, 2006, 21:35 Posted By: gunntims0103
news via gameSpot
Nintendo pushes minigame pack back to mid-February from previous date of mid-January.
With its motion-sensing technology, the Wii Remote is a perfect match for titles packed with minigames. Wii Sports, Rayman Raving Rabbids, and Super Monkey Ball Banana Blitz are already out for the Wii, and WarioWare Smooth Moves is due out in a few weeks.
Another collection of minigames, Wii Play, is apparently giving itself a little breathing room from the crowded genre. On the Nintendo press site, Wii Play is listed as releasing on February 12, 2007. The game was previously listed as releasing on January 15--the same day WarioWare hits shelves.
Though the game is already available in Japan and Europe, Nintendo hasn't given any reason for pushing the game back in North America. One theory deals with the Wii Remote that is bundled with it. Hardware shortages aren't just limited to the Wii console, but also to accessories such as extra Wii Remotes.
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December 20th, 2006, 20:15 Posted By: wraggster
Via IGN
It seems that with each platform Megaman makes an appearance on, the story shifts further and further into the future. The Megaman X series were placed after the original series of games, and then the Zero and Battle Network games are supposedly after the X series have finished. Now we have the latest Megaman title, called Ryuusei No Rockman (Megaman Star Force), which happens a while after the events of the last Battle Network game on the GBA.
Instead of starring featuring Lan and his Netnavi, we have a new lead role in Subaru, and this time he's not equipped with a Netnavi at all. Instead, his companion is an FM called Warlock. What's an FM? Basically think of a sentient being that lives in the radio waves. Any way, when Subaru and Warlock merge, they transform into the lovable, cuddly Megaman that everyone knows and loves. Netnavis, FMs, they're pretty much all the same when you look at it, really. Three years after the disappearance of his father, Subaru has turned into quite the anti-socialite, and even his companions from school can't convince him to come out of his shell. One night, while looking at the stars, Subaru decides to use his father's Visualizer, and comes into contact with Warlock for the first time.
The basic foundation of the game has changed greatly compared to Battle Network, however. Similar to BN, Star Force's combat is played out on a grid, only this time it's presented in full 3D from a 3rd person perspective. Additionally, Megaman cannot move back and forth anymore, only from left to right. I don't know why this was done, but perhaps it was to make things easier to manage while in battle. Moving on, instead of the Battlechips that Megaman could use, he now has Battle Cards, which can be selected with the touch screen during each battle. The card system is actually quite easy to figure out; there's a gauge on the right side of the screen that goes up while you're fighting enemies. Once it's full, you can press the L or R buttons to bring up the card menu screen to select more cards. You can choose from six cards at a time initially, but the maximum you can carry at once depends on the type of cards that you choose. Despite the changes, the game plays fairly similar to the Battle Network games. Since you can't move around a lot, attacks are sometimes more difficult to avoid, so you can always use the handy Shield option to weather an assault. The downside is that Shield is only active for a limited time, so you can't turtle in one spot for too long.
Star Force uses a mixture of 2D and 3D graphics; 2D for the overworld and 3D for battles and it does a good job for the most part. Personally, I think the 2D graphics look a hell of a lot better than the visuals during battle. The sprites are just the right size, and the animation is plentiful, so Subaru and the rest of the cast can convey a range of emotions throughout the game. The 3D graphics are average at best, but it seems that there isn't enough detail added to the models to give them a clean look, especially with the enemies. The Little Macs look like rectangles most of the time. Not everything looks bad though; the special abilities you acquire in the game look really good and are wouldn't look out of place in a Final Fantasy game.
The best addition to the game is the Wi-Fi and wireless play, which allows you to trade Brother Band (a cute name for Broadband, I suppose) information between players. Wireless play allows you to trade Battle Cards and actually do battle with each other, but with Wi-Fi you're limited to only trading Brother Band information and sending e-mails. Since the game is aimed towards kids, you can create your very own avatar as well as filter out any information that you don't want seen.
Although the game initially seems very similar to the Battle Network games, there are enough changes to make the gameplay a totally different experience from the GBA games. The 3D graphics aren't going to blow your minds, but the underlying gameplay is solid and really addictive, especially if you were a fan of the Battle Network series. As a bonus, those with the BN games lying around can unlock secret items by booting Star Force with a BN cartridge in the NDS' GBA slot. Look for a more detailed hands-on review soon!...
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December 20th, 2006, 19:55 Posted By: wraggster
via Avelino Herrera Morales
This is my first release of DINAMISE: A tracker-style MIDI sequencer for the MIDI out interface I have built for the GBA.
The MIDI out interface is now by its second version. Go to this url for further info about the new hardware version. Build it and enjoy with DINAMISE! :-)
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December 20th, 2006, 19:48 Posted By: wraggster
J5892 has updated WiiTar app and now it uses the Nunchuck too, heres some info:
This is Wiitar! v. 3.0 By Jordan Sanborn (J5892)
It requires the nunchuck or 2 wiimotes. One to control the frets and chords,
and the other to control picking.
for Nunchuck instructions, scroll down.
To control the frets, start by holding wiimote 1 flat for the first fret,
then for each consecutive fret, tilt it slightly more towards vertical.
There are 5 possible frets.
The 4th is vertical, and the fifth is tilted slightly forward from vertical.
For no fret, hold the "B" button.
To pick, hold down a button on wiimote 2, and flick your wrist.
The string keys is as follows:
B - low E string.
A - A string.
Down - D string.
Left - G string.
Right - B string.
Up - high E string.
To change the buttons to your liking, just use GlovePIE's replace feature,
search for the current button, and replace it with the one you want.
To determine which wiimote is which, simply press A on one of them,
and the debug window will show either "Wiimote 1" or "Wiimote 2".
Video Here -->
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December 20th, 2006, 19:44 Posted By: wraggster
via gamesindustry
Chris Satchell, general manager of Microsoft's Game Development Group, has questioned whether the Wii has got what it takes to keep gamers' interests in the long run.
Speaking in an interview with GamesIndustry.biz, Satchell said, "I think the Wii is of interest, I'm not sure what its long term potential is. It's a super-strong for Nintendo's first-party IP, but beyond that?
"I get that it is getting more developer support and that's good, but I just don't know if it's going to be that compelling."
The Wii hit UK shops earlier this month, racking up sales of more than 105,000 units over launch weekend. That makes it the fastest-selling home console in history, beating Xbox 360 - which sold 70,000 units in the first few days after its launch last year.
But according to Satchell, it's still to early to tell whether the Wii will be the winner in the end. "It's going to start very fast, it's a cool thing that's different, but I?m not sure how big it's going to be in the long term," he said.
Satchell also questioned whether Microsoft's other rival in the console space is taking the correct approach when it comes to online services and user-created content, stating, "I don?t think Sony has the right focus. I'm not even sure, looking at how they execute, that they even think that it's important.
"Like providing people with tools so that they can be creative; they certainly don't seem to do it in their professional space, so I don't really believe they're going to do it in other spaces."
He observed that it takes "many many years of technology investment and many tens of millions of dollars" to get an online service like Xbox Live up and running, adding, "They're not chasing a fixed target, they're chasing us constantly innovating.
"So I think that's where we do something different - we desperately care about the game development platform. How you enable the developers, how you give them a great software platform to build on. I don't think our competitors care in the same way; they have different interests," Satchell concluded.
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December 20th, 2006, 19:42 Posted By: wraggster
via mcv
Nintendo has confirmed that it is developing new software to take advantage of interoperability between DS and Wii – and that it is hopeful of bringing it to UK retail in 2007.
Speaking exclusively to MCV, DS product manager at Nintendo James Honeywell said that a link-up between the two consoles would prove a key factor in pushing sales of both formats.
Last month, websites reported hands-on trials with the first fruits of DS/Wii development, Pokemon Battle Revolution, which is yet to be given a UK release date. But Honeywell confirmed that Nintendo is working on many more cross-platform titles.
“You will definitely see Wii and DS interoperability as soon as we have it finished,” said Honeywell. “We haven’t made any announcements over specific software for connectivity, but there are definitely a number of exciting things in creation which we want to bring to market as soon as possible. We’re hopeful that will be next year.”
Honeywell also took the opportunity to distance DS/Wii connectivity from the bi-console connectivity offered by the platform holders’ rivals, stating that any Wii/DS link-up would continue “Nintendo’s ethos of fun and play”.
“Our competitors might offer connectivity between formats, but it concentrates on media capabilities, rather than the fun and interaction you’ll get when you bring our two consoles together,” he added.
“For example, the connectivity between Xbox 360 and PC is very much based in streaming video and other media. The link-up between Wii and DS will be much more about offering new forms of gameplay, fun and interaction. It will offer yet another new set of experiences for the whole family.”
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December 20th, 2006, 19:42 Posted By: wraggster
via mcv
Nintendo has confirmed that it is developing new software to take advantage of interoperability between DS and Wii – and that it is hopeful of bringing it to UK retail in 2007.
Speaking exclusively to MCV, DS product manager at Nintendo James Honeywell said that a link-up between the two consoles would prove a key factor in pushing sales of both formats.
Last month, websites reported hands-on trials with the first fruits of DS/Wii development, Pokemon Battle Revolution, which is yet to be given a UK release date. But Honeywell confirmed that Nintendo is working on many more cross-platform titles.
“You will definitely see Wii and DS interoperability as soon as we have it finished,” said Honeywell. “We haven’t made any announcements over specific software for connectivity, but there are definitely a number of exciting things in creation which we want to bring to market as soon as possible. We’re hopeful that will be next year.”
Honeywell also took the opportunity to distance DS/Wii connectivity from the bi-console connectivity offered by the platform holders’ rivals, stating that any Wii/DS link-up would continue “Nintendo’s ethos of fun and play”.
“Our competitors might offer connectivity between formats, but it concentrates on media capabilities, rather than the fun and interaction you’ll get when you bring our two consoles together,” he added.
“For example, the connectivity between Xbox 360 and PC is very much based in streaming video and other media. The link-up between Wii and DS will be much more about offering new forms of gameplay, fun and interaction. It will offer yet another new set of experiences for the whole family.”
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December 20th, 2006, 19:36 Posted By: wraggster
New from SuccessHK
Star Wars: Lethal Alliance is the first original Star Wars game built exclusively for portable gaming systems. Immerse yourself in an adventure that takes place between Episode III: Revenge of the Sith and Episode IV: A New Hope. Gamers will engage in collaborative gameplay as they embody both Twi'lek Rianna Saren and her security droid Zeeo. Hired by the Rebel Alliance, this deadly duo must work together to infiltrate Imperial planets and fight legions of evil fiends. Our heroes' ultimate goal: Uncover the Empire's most deadly secret - the Death Star.
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