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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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December 20th, 2006, 05:15 Posted By: gunntims0103
news via nintendic
Not so long ago Reggie promised us a “Christmas surprise” for the Wii, and massive speculation ran through the Internets. Browser channel? Mario Galaxy demo? In my opinion, it’s something almost as good and far more plausible than that demo: Super Mario Bros., Toe Jam & Earl, and R-Type are going to hit the Virtual Console on Christmas, for free! (We hope. Doubt is a terrible thing.)
We here at Nintendic absolutely love that price point. This news comes from the NeoGAF forums, with screenshots obtained from switching some things on Firefox and visiting the Wii shop on your computer. ICGamers Wiki guru Messiah checked into it himself, and he says it’s legit, so we’re not basing this newspost on forum speculation.
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December 20th, 2006, 03:25 Posted By: wraggster
Just starting to add any releases that i may have missed so that we at Gamecube Emulation are fully up to date with all Gamecube homebrew releases,
Heres the info for Supertux on the Gamecube:
1. INTRODUCTION
Quoting the SuperTux official site, "SuperTux is a classic 2D jump'n run sidescroller game in a style similar to the original SuperMario games."
SuperTux was originally started by Bill Kendrick. Later on, a group of Open Source developers turned it into a community driven project hosted at
http://supertux.berlios.de.
SuperTux runs on a variety of hardware, from PCs to handhelds, and now also on the Nintendo GameCube.
2. MOTIVATION
SuperTux is one of the classic Linux games, and it is inspired on one of the best-selling game franchises from Nintendo. Thus, it made sense to make it available for gc-linux too!
3. CONCEPT
SuperTux runs unmodified on gc-linux because it is based on the Simple DirectMedia Layer library, which was previously ported.
Nevertheless, it was appropiate to modify it slightly to enable some overscan compensation for TVs, and to make it a bit more joystick-friendly.
The packaging of the game is based on the "root filesystem on ARAM" concept already shown in the mfe-distro. But this time the amount of data the game uses couldn't be stored entirely on ARAM. Thus, a more specialized boot technique was used.
First, the kernel boots and, with the help of a volatile ramdisk, locates and loads into ARAM the root filesystem (the "reduced" root filesystem). Then, the remaining part of the filesystem the "game" filesystem) is located and layered on top of the already loaded root filesystem.
Both the "reduced" root filesystem and the "game" filesystem can be loaded from a MMC/SD card inserted in slot A or B, or from a DVD disc. The main DOL can be launched by any existing loading method, and stored accordingly.
4. INSTALLING
You can install SuperTux for gc-linux into a MMC/SD card or a DVD disc. The MMC/SD card installation requires a SD card adaptor for the GameCube. Existing SDload users may choose to use the MMC/SD card installation for simplicity.
The MMC/SD card installation enables automatic saving of game progress. The DVD installation produces a disc that can be directly booted on
both soft-modded and chipped cubes.
The DVD installation DO NOT allow saving the game progress by default. However, you can get your games saved too if you use in addition a MMC/SD card. See RUNNING for details.
4.1 Installing to a MMC/SD Card
The MMC/SD card used in this procedure needs to be already formatted with a FAT filesystem (which is usually the default factory adjustment). The card can contain other files, but you'll need about 42M free.
In order to install SuperTux for gc-linux into a MMC/SD card proceed as follows:
- Download supertux-0.1.3-gc-linux.tar.bz2.
- Unpack the supertux tarball in the root directory of your MMC/SD card. The tarball has a directory structure that needs to be preserved. (Assuming your MMC/SD card is mounted over /media/sdcard)
# cd /media/sdcard
# tar xjvf /tmp/downloads/supertux-0.1.3-gc-linux.tar.bz2
You should get a directory structure like this:
/
+- supertux.dol
+- supertux/
+- rootfs.bz2
+- gamefs.img
+- levels/
+- save/
- End of procedure.
5. RUNNING
You can launch SuperTux for gc-linux in several ways. Basically, you need to run supertux.dol with your supertux MMC/SD card and/or disc inserted.
5.1 Running from a MMC/SD Card
- Insert your already prepared MMC/SD card into Slot-A or Slot-B of your cube using a SD card adaptor. - Boot into SDload or your favorite loader.
(See http://www.gc-linux.org/wiki/SDload for additional information
on SDload).
- Run supertux.dol.
6. IMPORTANT CAUTIONS
READ THIS!!! IMPORTANT!!!
[!] DO NOT REMOVE MMC/SD CARDS WHILE PLAYING SUPERTUX
[!] WHEN USING MMC/SD CARDS, ALWAYS SHUTDOWN GC-LINUX CLEANLY
If you switch off your cube or remove MMC/SD cards while SuperTux is running, there's a chance that you can corrupt the data on your cards.
You can only remove or insert MMC/SD cards during the boot stage if the boot process is unable to find the required files and displays a message
and countdown like this:
Press any button to try it again [10]
You can safely switch off your cube and/or remove/insert MMC/SD cards when the following message and countdown gets displayed, just after quitting SuperTux via the Quit option in the main menu:
(A) Play again, (B) SDload, (Z) Reboot [10]
If you press the A button, the game will be reloaded. If you press the B button, SDload will be loaded. This is useful only for SDload users. If you press the Z button, you'll get back to the IPL menu.
6. JOYPAD BINDINGS
SuperTux for gc-linux can be controlled as follows:
- D-pad or analog: drive SuperTux
- START/PAUSE: menu
- A: jump
- Z: accelerate / fire
7. CREDITS
Special thanks go to:
- Bill Kendrick for starting SuperTux
- The SuperTux project team for their continued work.
- all gc-linux fans
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December 20th, 2006, 03:00 Posted By: wraggster
DCEmu Reviews has done a great review of the Wireless Sensor Bar, heres an excerpt:
WirelessSensorBar.com is new to the peripheral scene. WSB took the same concept such as the candles, TV remotes, PSPs and Christmas lights but turned it into a real product. The WSB is to either replace the sensor bar that was included with the Nintendo Wii or used as a backup. Most people think that the sensor bar that came with the Nintendo Wii is communicating with the Wii with its 12 foot wire but its really not. The sensor bar is actually just being powered when connected to the Wii.
Honestly, the look of the WSB looks cheap. Looks as if someone just took some PVC moldings/pipes, cut them up and slapped them together. Then drilled some holes, added some LEDs and some soldering and BAM! Wireless Sensor Bar.
Full review here --> http://reviews.dcemu.co.uk/
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December 20th, 2006, 02:05 Posted By: QazzaQY2K
Hey just wanted you guys to see my little vid i did of me playing DXTMania with my two WiiMotes ;P it's really kewl ;P check it out..
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December 20th, 2006, 00:57 Posted By: wraggster

News/release from Crescent Moon
This is the first game I finished making for the DS, which is basically a version of 'Lights Out'. I made it for my girlfriend for Christmas after she bought the original version and thus I thought I'd post it. ^_^ Just wondering what people think of it.
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December 20th, 2006, 00:52 Posted By: wraggster
News/release from Gnese:
Loituma Girl DS is small toy for your Nintendo DS.
This gadget is an adaptation of 2 original flash animation.You can get more information regarding this popular animation on Wikipedia and at loituma.hu.All the credits goes to the original flash animations, musics and cartoons.
The few controls are:
Stylus : plays the animation of the selected character.
Key Up : increase the animation speed.
Key Down : decrease the animation speed.
Keys Start/Select : displays and hide the credits.
Keys A/B/X/Y : toggles bottom sprites animation.
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December 19th, 2006, 23:40 Posted By: wraggster
Via IGN
The last time that we saw SNK and Capcom together in the same game was SNK's take on the SNK vs. Capcom fighting game, which was trash. Sorry, I don't want to mince words on this subject. I can't even use the catchphrase "unadulterated fun", because it wasn't anywhere close to the fun of adultery. The game sucked and whoever was involved in the project should hang their head in shame. Having said that, the franchise known as SNK vs. Capcom has once again resurfaced, but as a follow-up to the massively popular Card Fighter's Clash game that appeared on the Neo Geo Pocket platform several years ago. This time around, the title is on a system that's perfectly suited to the style of gameplay that it offers, namely the Nintendo DS.
Like the first two titles, Card Fighters pits two players against each other in a heated card battle game featuring characters from the Capcom and SNK universe. However, everything about the old titles has been changed in the DS rev. For instance, you can now have up to eight character battle cards on the field at the same time, and each of them have HP (Defense) and BP (Offense) points. Secondly, there are force orbs that are used when bringing out your characters. At the beginning of each game, you start with 3 colorless orbs, so you initially your weakest characters will be summoned first. Once you have these characters out, every turn that they're on the field, they'll generate more force orbs, which means that players will generally stick with a few colors instead of all five that can be selected from. This also prevents people from bringing out their most powerful cards from the get-go. You can, however, discard cards to generate more force orbs or let them generate it actively or passively. The different force orbs in the game don't seem to have any inherent weakness or strengths towards each other, so the only time these force elements come into play is when you have to build your card deck. Along with the force elements are the individual abilities that many cards possess. Unlike the NGPC versions of the game, these abilities need to be fed more force orbs in order to become active, which balances out some of the more powerful cards very well. As an example, Trish's card comes with a Roundtrip ability, which can lower or raise her attacking power, but you have to feed that ability two more force orbs if you want to use it. If you don't, then it won't activate. Later on in the game, you'll receive an Evil Ryu and Akuma card, both of which have a ridiculously high attacking power, which can be boosted even more if you feed it enough orbs, but the cost of the ability itself is so high that it may not be worth it.
During the player's turn, you can choose to attack or wait, which brings up several strategies that will be necessary to win during the later stages of the game. You see, attacks force characters to become inactive during the opponent's turn, which means you can't defend at all. So, if you have two character cards going up against two other cards, if you attack with both of them, you'll be left completely defenseless during the opponent's turn. This actually turns out to be one of the game's most glaring flaws, and one that I hope is fixed if the game is ever localized for America. Basically, whoever chooses to go first is allowed a free hit on their opponent provided that they can get their characters out with the initial 3 force orb granted. If you're able to get enough characters out, you can easily knock off 50% of an opponent's lifebar in a single turn before they can do anything! Sure, the player who goes last starts off with 4 force orbs instead of 3, but the bonus is so small that only an idiot would choose to go second in the game.
We spent most of our time in the story mode, where you control a young boy as he climbs up the Card Battle Towers. There are actually two of them in the game; one for Capcom and one for SNK, and you actually have a lot of traveling between the two. The initial floors are easy and battles are for the most part a matter of who can get the most cards out first, but later on, as you get better cards and as your opponent plays smarter, it's not uncommon to see full 8 on 8 card battles going on. One downside to story mode is that you have to do quite a lot of fetch quests in order to progress. For instance, you'll have to find a specific character card from one of the NPCs roaming around the tower in order to get by another character, or you may have to get several different cards at once. The problem is that this isn't Pokemon, with its varied environments, it's just a freaking tower that looks the same floor, after floor, after floor. Probably the biggest strike against the game is the lack of Wi-Fi play, which this game is begging for. You have local multiplayer against another player, but there's no shared gaming, and good luck finding someone to play with.
With all the stuff Card Fighters does right there's an equal amount of wrong to bring the game back into mediocrity. Yes, the art is awesome and the overall game is fun to play, but the brokenness of the core game system and the lack of single player and multiplayer options makes it a game that's best purchased at bargain bin prices.
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December 19th, 2006, 22:53 Posted By: wraggster
Onakasuita has updated his app for the Wii to20,.
Video Here --> http://www.youtube.com/v/VcqkQ3YxTd4
--what's WiinRemote
a program for moving cursor using Wii Remote on Windows PC.
(reading 3-axis linear accelerometer's value)
--how to use
1.connect Wii Remote to PC via bluetooth (how to connect)
2.launch WiinRemote.exe
New in this release
Double click assignment, use motion when lost IR added
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December 19th, 2006, 22:46 Posted By: wraggster
Via wiifanboy
When someone records an EP called We Wiish You a Merry Christmas, we tend to pay attention (emphasis ours). We are, y'know, Wii Fanboys, after all. And we'd like to tell you that it's filled with great songs and that they'll make your holidays brighter, whatever they may be, and will ensure peace on earth and yea, even goodwill toward men.
But we just can't get past the Wiisabers. Wii. Sabers. Oh yes, it just rolls off the tongue. We need those Wiisabers.
Video Here -->
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December 19th, 2006, 22:30 Posted By: wraggster
While it hasn't been officially announced from the heavens, it looks like the minigame collection Wii Sports II Wii Play will be delayed in the U.S. until February. What have we done to displease you, Nintendo? We need Wiimotes with pack-in games! Nintendo's official online media outlet had Wii Play listed for January ... and now suddenly the game has been moved to February 12, a full month after Wario Ware. Coincidence?
via wiifanboy
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December 19th, 2006, 22:23 Posted By: wraggster
via gamasutra
Officials from inXile Entertainment (The Bard’s Tale) have announced that the company has acquired the console development rights for the popular Flash game Line Rider, and that versions for both the Nintendo DS and Wii are expected to ship in Spring 2007.
Described by inXile's chief executive officer Brian Fargo as “a fully animated Etch-A-Sketch”, Line Rider was first launched on the internet on September 23, 2006, and has since gone on to attract over 15 million viewers and become the source of over 11,000 video posts on popular video community site YouTube.
"I have been around the interactive entertainment industry long enough to have seen similar phenomenon like Tetris and Bejeweled become massive international hits, and Line Rider has all the elements to do the same," noted Fargo, who added that the game “will be perfect for the Nintendo DS and Wii.”
According to the title's original creator Bostjan Cadez, Line Rider is a "toy" that allows players to construct their own track filled with as many ramps, hills, and jumps as they can imagine utilizing a pencil tool. Once the player is done creating their course, they can send a virtual sledder down the route until he wipes out.
"Line Rider began its life as a project I did for illustration class," commented Bostjan Cadez, who created Line Rider in his native Slovenia. "As much as people see it as a game I think of it as a toy because there is no score and no one wins or loses while playing Line Rider. I'm looking forward to working with inXile entertainment on the new Nintendo DS and Nintendo Wii versions as they will bring added gameplay and features."
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December 19th, 2006, 22:23 Posted By: wraggster
via gamasutra
Officials from inXile Entertainment (The Bard’s Tale) have announced that the company has acquired the console development rights for the popular Flash game Line Rider, and that versions for both the Nintendo DS and Wii are expected to ship in Spring 2007.
Described by inXile's chief executive officer Brian Fargo as “a fully animated Etch-A-Sketch”, Line Rider was first launched on the internet on September 23, 2006, and has since gone on to attract over 15 million viewers and become the source of over 11,000 video posts on popular video community site YouTube.
"I have been around the interactive entertainment industry long enough to have seen similar phenomenon like Tetris and Bejeweled become massive international hits, and Line Rider has all the elements to do the same," noted Fargo, who added that the game “will be perfect for the Nintendo DS and Wii.”
According to the title's original creator Bostjan Cadez, Line Rider is a "toy" that allows players to construct their own track filled with as many ramps, hills, and jumps as they can imagine utilizing a pencil tool. Once the player is done creating their course, they can send a virtual sledder down the route until he wipes out.
"Line Rider began its life as a project I did for illustration class," commented Bostjan Cadez, who created Line Rider in his native Slovenia. "As much as people see it as a game I think of it as a toy because there is no score and no one wins or loses while playing Line Rider. I'm looking forward to working with inXile entertainment on the new Nintendo DS and Nintendo Wii versions as they will bring added gameplay and features."
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December 19th, 2006, 21:50 Posted By: wraggster
Carl Kenner has released a new version of his GlovePie Input Emulator which basically supports a lot of different Hardware and enables you to use say a WiiMote Controller as a Gaming Controller on your PC 
Heres whats new in this release
Ok, GlovePIE 0.27 is now uploaded. It has full nunchuk support, except it has no calibration.
Hopefully it works on Wiimotes and Nunchuks other than my own, because the Nunchuk data was in a rather weird format with lots of bits needing to be reversed. I'm hoping that is consistant behaviour, not just my device.
See the modified TestWiimote.PIE file which is included.
NOTE: There is NO classic controller support yet! I don't own a classic controller, and there was nothing on the Wiki about it. BUT you may be able to work out how to access Classic Controller buttons based on the values in Wiimote.Nunchuk.Byte0 to Wiimote.Nunchuk.Byte15. Note that some of the bits are probably backwards for classic controller too.
Also remember that since version 0.26 other adapters should now work if you access the TroubleShooter > Bluetooth Fix menu...
Heres more details:
GlovePIE stands for Glove Programmable Input Emulator. It doesn't have to be used with VR Gloves, but it was originally started as a system for emulating Joystick and Keyboard Input using the Essential Reality P5 Glove. Now it supports emulating all kinds of input, using all kinds of devices, including Polhemus, Intersense, Ascension, WorldViz, 5DT, and eMagin products. It can also control MIDI or OSC output.
In the GlovePIE window you type or load a simple script. For example to control the WASD keys with a glove:
W = glove.z > -50 cm
S = glove.z < -70 cm
A = glove.x < -10 cm
D = glove.x > 10 cm
You can also use GlovePIE to play Joystick-only games without a joystick, or keyboard-only games with a joystick. Or you can use it to create macro buttons for complex keystrokes.
You can even use it to control multiple mouse pointers with multiple mice.
System Requirements
You will need:
Windows 98 or above (Windows 2000 or above to emulate keys in DirectInput games or use multiple fake cursors - Windows XP or above to get input from multiple mice or keyboards individually or to read some special keys).
DirectX 8 or above.
There is other optional software you might need for certain features. See the download page for links to download them. Joystick emulation requires PPJoy. Speech requires SAPI 5.1 with microsoft recogniser.
You don't need any special hardware.
Hardware Supported
Nintendo Wii Remote (Wiimote)
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December 19th, 2006, 21:42 Posted By: wraggster
Some dude has posted a video of a Wiimote controlling an RC racing Car, check out the video here -->
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December 19th, 2006, 21:33 Posted By: wraggster
Via liquidice
Cadex has documented his findings on the nunchuk in the wiili wiki. He is able to get some of the status from the controller expansion device . He writes:
I found the first piece of the expansion port communication puzzle, I'm able to get at least parts of the status of an attached Nunchuk controller. This is really just a first step, but by telling you what I found out, probably other people will soon find out more
The data at 0x04A4000A-0x04A4000C seems to be acceleration data (values "85 D9 61" in the hexdump above). These values seem to be similar, but still a bit different from the acceleration values provided by the Wiimote (values seem to jump when certain boundaries are reached)
Bit 0 of the byte at 0x04A4000D shows the state of the "Z"-button; the state of the "C"-button does not seem to be contained in that byte though.
The byte at 0x04A40008 seems to contain the X value of the Nunchuks joystick, 0x04A40009 the Y value
Data seems to get repeated every 0x100 bytes (see example), so probably bits 8-15 of the address (= the third byte) is ignored when reading from the Nunchuk, only addresses 0x04A40000-0x04A400FF are relevant (see example)
It seems to make a difference at which address one starts to read the data. Reading 0x10 bytes starting at 0x04A40000 will contain the interesting values, whereas reading 0x10 (or 0x0F) bytes starting at 0x04A40001 will return completely different data.
Writing an other value than 0x01 or writing to a different address in the 0x04A4004- region changes the middle part of the data being returned.
More Info
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December 19th, 2006, 20:53 Posted By: wraggster
Newly released for the Nintendo DS:

features
Side-scrolling action/adventure.
Six playable characters from the Fullmetal Alchemist anime, each with unique capabilities and special attacks. Characters are: Edward Elric, Alphonse Elric, Roy Mustang, Alex Louis Armstrong, Izumi, Scar.
Punch, kick, jump-kick and perform devastating melee and combo attacks against evil Homunculi who are blocking your quest to acquire the fabled Philosopher’s Stone.
Release powerful alchemy attacks and defenses through the DS touch screen.
Explore the Fullmetal Alchemist story with the same voice cast from the Cartoon Network TV series.
More than 10 touch-screen mini-games present intellectual challenges between battles. Games include “Whack-A-Homunculus” and “Fullmetal vs. Flame.”
Tons of un-lockable content, including special alchemy attacks, character alarms, image galleries, sound libraries, video content, and more.
description
Based on the best-selling anime, Fullmetal Alchemist: Dual Sympathy is a side-scrolling action/adventure game for Nintendo DS in which you play the role of Edward Elric, the Fullmetal Alchemist, on a journey to combat the evil Homunculi and acquire the fabled Philosopher’s Stone.
Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1mlh.html
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December 19th, 2006, 20:46 Posted By: wraggster
Jap version of Monster 4X4: World Circuit released:

features
Super accessible gameplay with the Wii Remote: Perform spectacular stunts , jump and race with your powerful Monsters.
Customize your machine: Personalize your truck's appearance with sweet paint jobs and decals, and soup up its performance by maxing out its speed, jumping and destruction capabilities.
Money makes the wheels go round: Win races, unleash spectacular stunts and jumps, and demolish everything in sight to win cash and upgrade your Monster truck to the ultimate stomping machine.
Test your skills on 40 tracks: Tear through 40 Monster events in the hairiest off-road circuits your tires have ever seen.
Show the world what you're made of: Smoke the competition as you blaze through exciting new locations all over the world, such as Egypt, Moscow, Barcelona, San Francisco, South Dakota, and more.
Dominate in every mode: Master your tricks in Quick Race mode as you taste all of the thrills, spills, twists, and rolls of Monster Truck racing. Then turn up the heat in Single Race or Monster League Championship mode and leave your opponents choking.
Challenge friends to multiplayer: Demolish friends in four-player split-screen races or crush their hopes of domination in 4 intense new mini-games.
description
Get ready to pilot the world's most powerful trucks and go head-to-head in pulse-pounding off-road competitions all over the world. Whether you're grinding through the desert of Egypt, crunching up snowy mountains in Russia, or smashing up trees in California to make the ride a little bumpier for the guy behind you, keep your eyes on the prize: the cash you earn on the circuit goes to customize your trucks and build up your ultimate Monster machine.
More info --> http://www.play-asia.com/SOap-23-83-...j-70-1o23.html
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