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December 16th, 2006, 21:13 Posted By: wraggster
via gizmodo
This Nintendo Wii hasn't exactly been billed as the media entertainment mecca like the PS3 or Xbox 360, but it is still an SD (both the resolution and the card) capable alternative.
Wii Transfer is software that will recompress video exclusively for Wii playback including Itunes video podcasts. While Quicktime Pro can get the job done for power users, those with only $9 in their pocket can convert their porn with the best of them. –
product page
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December 16th, 2006, 20:43 Posted By: wraggster

Divineo China have posted that they are taking preorders for the M3 DS Simply Slot 1 Nintendo DS Flash Cart:
retail price : $ 44.95
Overview of the product
M3 DS Simply is a slot 1 device (no passcard required) from the famous producer M3 Adapter.
It uses Micro SD card for cheap and high capacity while fitting nicely in your DS/DS Lite. Its low price and strong built offers a great value!
Specifications & extra information
- Same size as an original DS cart
- Built-in PassMe (NO need for any boot cart/passcard etc.)
- Using Micro SD card (Trans Flash) as storage. Cheap & multiple use for cards
- Boot clean dump images
- Very simple to use: drag and drop files to the micro SD card
- No drivers required
- Standard FAT system support
- Supports different speed of micro SD card even the low speed SD card. Runs games without any lag or slow down
- Upgradable Firmware ( OS / Bios / Kernel )
- Touch screen control & robust skinning support
- No battery needed, back up the save file directly into the micro SD card: Never lose your saved games
- Auto detect the save type & automatically generate saver file
- Homebrew support , IO lib available on launch
- Watch movie directly, listen to MP3 & read TXT on the DS via the use of Moonshell
- Supports WiFi, DS rumble pack & DS browser .
Preorder at Divineo China
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December 16th, 2006, 20:39 Posted By: wraggster

Divineo China have posted that they are taking preorders for the R4 *ENGLISH* Nintendo DS Slot 1 Flashcart:
More details:
retail price : $ 44.95
Overview of the product
The R4DS Cartridge is a DS SLOT-1 flash cart. This amazing little device matches the original DS cart size. It is a complete solution with no need to purchase any additional components or deal with any messy software and truly a easy media
enhancer for DS and DS Lite.
Specifications & extra information
Features :
- Original DS cart sized device;
- Drag and drop files, NO software required;
- Play in SLOT-1 without Passcard or Flashme;
- Supports TF(MicroSD) capacity up to 4GB(32Gbit);
- Supports DS sleep mode;
- Supports FAT16/32 File System;
- Supports Screen touch sensitive;
- Compatible clean Rom, homebrew & moonshell;
- Compatible all version of DS;
- Intuitively upgradeable custom operating system.
Preorder at Divineo China
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December 16th, 2006, 17:47 Posted By: wraggster
Via IGN
Sega and Sony have been flooding the Japanese game market with Bleach adaptations since last year. And we're talking quite the devastating flood. Over a period of less than two years, the popular anime series has seen 9 unique games (that's 2 DS, 1 GameCube, 2 PS2 and 4 PSP).
With Sega's latest adaptation, Bleach Wii Hakujin Kiramkeu Rondo, the Wii gets in on the party, just two weeks following launch. And guess what? Sega has made the completely unexpected and surprising choice of turning the anime into a one-on-one fighter!
Bleach Wii has all the things you'd expect from an anime fighter. Let's see... there's the large cast of fighters, with at least 14 characters pulled from the anime. There's the story mode, with voiced dialogue sequences between bouts. There's the arcade mode, where you fight 8 matches as the character of your choice. For multiplayer, there's a versus mode, which also includes options for Player versus CPU and CPU versus CPU. And, of course, the expected training and gallery modes.
Sega has added a few things to the formula. First up are 20+ second load times prior to a fight. Actually, this itself might have been influenced by the lengthy load times found in the first PSP adaptation.
The Wii version also attempts to separate itself from the rest of the pack with its full support of the Wiimote. The controller is used for directly slashing your sword. By slashing up to down, left to right and thrusting into the screen, you can, in theory, make your in-game counterpart perform the equivalent motion. You'll have to ignore the fact that you're viewing the action from the side rather than in the first person. You'll also have to use your imagination when playing as the four characters who don't use weapons.
Outside of these direct controls, things get a bit more complicated. Unblockable versions of all the moves can be performed by holding down the B button as you slash, or you can hold down A and swing away for individual special attacks. You move your character with the nunchuck analogue pad, guard with Z and dash by holding down C. To slip into one of those super mega powerful alternative universe modes that are always featured in these games, you shake the nunchuck once your power meter has been filled up.
With all the button pressing and extraneous shaking going on, one has to question if Bleach really manages to deliver the feel of actually fighting with a sword, or if the motion-based controls are just a gimmick tacked on to a fighting system that could have been done just as well with standard controls. The answer is neither of the above. Bleach does a pretty terrible job of reading your Wiimote motions. I couldn't get my characters to do the slashes I wanted, resulting in non-stop thrusting. Standard controls would have been more preferable.
But then, I suppose, Bleach Wii would've been just another anime-based fighting game.
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December 16th, 2006, 17:46 Posted By: wraggster
via ign
Today The Game Factory, publishers of many a licensed title, announced it is bringing the fighting game Legend of the Dragon to Nintendo's Wii. Based on the children's TV show, Legend of the Dragon for the Wii will be the Factory's first release on Nintendo's new console.
"We are delighted to be publishing for the Nintendo Wii," said Henrik Mathiasen, Game Factory's President. "While the Xbox 360 and Sony PlayStation 3 next-gen consoles have really captured the imagination of the more mature gamer, at Game Factory we're really excited about the potential impact Nintendo's Wii will have on the children's market, as this is obviously our forte."
Concept art for Legend of the Dragon.
The Legend of the Dragon story is set against the backdrop of ancient China and follows the Golden Dragon -- a title given to the warrior chosen to fight the evil Zodiac Master, Woo Yin. Each of the 12 Chinese zodiac signs has its own temple protected by a guardian, each with powers unique to their zodiac symbol. Woo Yin plans to capture these powers and take control of China.
Ang Leung has been chosen as the new Golden Dragon over his twin sister Ling. But the surprise and humiliation of this decision is too much for Ling and she quickly defects to the dark side. As the Shadow Dragon, she will fight against her brother in a bid for revenge.
Gamers can choose to play as one of 19 characters, each with their own techniques and strengths. All characters wear wristbands that enable them to transform into mystical warriors. Once transformed, characters take on the likenesses and superhuman powers of the zodiac creature they represent. A spell-casting system blends RPG elements with arcade-style gameplay.
The Game Factory has not yet disclosed how the game will make use of the Wiimote. Legend of the Dragon is currently set for a Q2 2007 release.
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December 16th, 2006, 17:44 Posted By: wraggster
Via IGN
Slime has been hogging the spotlight since Square and Enix merged, with a couple of classics for the Game Boy Advance and DS, but now it's time for the Square side of the deal to take the spotlight.
In Chocobo to Maho no Ehon (Chocobo and the Magic Picture Book), you play as a young Chocobo named Chocobo in a quest to save your friends and, undoubtedly, the world. You're walking around in your Chocobo farm one day, all set to have Shiroma, the Final Fantasy white magician, read you a book. Kuroma, the FF black magician, comes in with a book of his own, which turns out to be the great Demon Bebezu. Bebezu sucks all your fellow Chocobos into its pages and it's up to you to save them.
The saving your fellow Chocobo thing may make this sound like a rip of Slime's portable adventure games, but Chocobo is totally different. It's so unique, in fact, that two hours in, and I'm not sure what to expect next.
Based on my first hour of play time, this is what I thought the game was going to be like. You move Chocobo around town until you find a book. Touch the book, and you find yourself in a mini game. Clear it, and one of your friends is released. Keep doing that, and eventually you get all your friends back, and you can go about your... well, whatever it is that Chocobos do when main Final Fantasy games are still a ways off from release.
But that's only a part of the experience. Chocobo also has battles. When facing off against a big beast, you enter into a turn-based fight. You and your opponent each select an attack card from your deck of cards (more on that in a bit). The results are shown on the top screen with flat, Paper Mario style characters attacking one another. The battle continues, with you selecting a new card each turn, until one character loses all his life.
This battle system is surprisingly complex. Your cards, spooled out randomly in sets of three, are full of markings, indicating elemental type, rareness and the effect if successful. The winner of each duel is determined using a paper-rock-scissors style system. The battle system rewards fast thought, as the player who draws first gets the first attack.
Part of the strategy is in building up your own card deck. You can store multiple decks, editing them with cards of your choice and even assigning a name.
As for how you get new cards... well, that's where the mini games come into play again. In addition to saving your friends from their picture book bondage, doing well in mini games earn you new cards. You also find new cards as you explore the game world.
The mini games come in a variety of forms. So far, I've played a game where you race up a mountain by using the stylus to rotate a turtle and take cover from falling rocks, a game where you draw trampolines to help Chocobos leap up to a certain height while avoiding bombs blocking their path, a game where you move the stylus around to locate a particular character in a scene, and a few others. While some of the games are optional, a few are required in order to progress. Most are simple, as if they were designed for younger audiences, but even if you don't take a liking to a particular game (as has been the case for me more than once), at least they're easy to clear without too much mastery.
Chocobo and the Magic Picture Book has some multiplayer support around its mini games and battle system. The mini games and battles are playable by between 2 and 4 players via wireless. Even better, battles can be fought via the net through Nintendo's Wi-Fi Connect service.
So that's Chocobo and the Magic Picture Book. At least, the first two hours of it. Things keep on popping up as I continue to play, though, so who knows what else is in store. At the two hour mark, the world has just expanded beyond the first town that served as an introduction to the game. There's definitely a lot of play time in store.
The story telling is particularly interesting. In addition to a main storyline involving a witch named Iruma and her quest to revive the evil Bebezu by gathering four elemental crystals that serve to protect the Chocobo world, the mini games themselves have individual stories. Before beginning play, you view a prologue, scrolling through text on the bottom screen while the events play out on the top screen using the same stylish Paper Mario style flat artwork that's used in battles. The epilogue appearing only once you've cleared the game. There are usually three epilogues, with the latter two accessible only to those who've done exceptionally well in the games.
The mini game stories often have some sort of connection to the game world. One story tells how a Chocobo, having been robbed of his money, found a bean sprout which, when planted, caused a great bean stock to grow to the sky. Finish this story, and a small bean sprout in the game world grows to allow you to reach a new area of play.
While this is a game with something for everyone, Final Fantasy fans in particular will want to take note. The game has little bits of the classic series thrown about, with cameos from Mogul and other FF characters, bosses that are based off classic summon beasts, and even Final Fantasy boss music used during mini game play!
Plus, this game does for Chocobos what the Slime games did for Slime. With Chocobos of all colors and sizes, this could be the cutest game of the year. And it will hopefully be the start of many new adventures starring the mascot from the Square side of Square Enix.
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December 16th, 2006, 17:43 Posted By: wraggster
via ign
Square Enix has at last started to share details on the new DS entry in the Crystal Chronicles series of Final Fantasy offshoots. These first details on Final Fantasy Crystal Chronicles: Ring of Fates, come our way via the latest issue of Famitsu.
For those who were concerned that the drop in system specs from the GameCube to the DS would result in dumbed down gameplay, we've got some good news for you. Ring of Fates actually adds some complexity to the original Crystal Chronicles gameplay system, thanks to a fully 3D world. Differences in surface height have an effect on battle.
Fighting is action oriented once again, with up to four players cooperating on the battle field. As with the original, the game uses a simple button setup, with the A button used for magic and standard attacks, and the B button used to pick things up. The targeting ring also returns with the sequel. By holding down the attack button, you can specify an area over which you want your magic and healing to work.
Square Enix has added a few new elements to the game. You can now jump, which promises to give the game a more action feel. The stylus can be used for direct manipulation of the menus that appear on the bottom screen -- that's right, all the action takes place on the top screen.
But the biggest change is in the absence of the Crystal Cage. In the original, the world and all areas of play were surrounded in a poisonous mist. In order to protect yourself, you had to carry a Crystal Cage device around wherever you went, with one player physically transporting it as your party advanced through the world. With the Crystal Cage missing this time, you're free to move around as you please.
The only thing up in the air right now seems to be the method to be used for multiplayer play. The game's character designer, Toshiyuki Itahana, said in an interview with Famitsu, that Crystal Chronicles is meant to be played as players speak to one another in order to time their spells and movements. The game will have close proximity wireless play, but internet-based play via Wi-Fi is something that's currently being looked into. Itahana mentioned the possibility of a different type of play through Wi-Fi, with Famitsu speculating that perhaps item exchange and downloads could be what results.
Those who plan on playing alone will be pleased to learn that Ring of Fates has a story mode for single players. The story surrounds two main characters, Yulie and Cherinka. This brother-sister pair are twins, and while they have their own distinct personalities, they're said to have been born at the same time from a single force.
Also playing a big role in the game are two crystals, one good, one not so good. The not so good one has been bringing pain to the twins' home town, which is how the story begins.
The theme of the storyline, according to director Mitsuru Kamiyama, is brother-sister and family love. There will also be an element of character growth. While the main characters start off young, they grow as the game progresses. Kamiyama promises a full single player experience this time, with a storyline that will make players laugh and cry.
Unfortunately, there's no word yet on when we'll get to play through Crystal Chronicles in single player mode, but we don't anticipate a long wait, at least not in Japan. A demo will be shown at the Jump Festa comic/videogame show this weekend in Tokyo, so the title can't be too far off.
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December 16th, 2006, 17:28 Posted By: wraggster
The coder behind the Command And Conquer DS Clone Project has posted an 2nd Test Version, heres what he says:
Ok time for the second test! But don't get too excited about this one, I doubt very much it will work first time. This one should show a few test GUI screens like the one pictured below but it will probably just come up with two white screens. This will be the first proper test of the file system in use and also a different graphics mode (Mode 5). I've only ever tested this with Dualis so I can't be sure it'll work on the real thing.. but fingers crossed 
.
Download and Screenshot Via Comments - Test Away and Give as much details as possible
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December 16th, 2006, 16:59 Posted By: jojotjuh
from http://eng.supercard.cn
Update(2006.12.15):SuperCard DS(ONE) Released, Slot 1 perfect solution
As the first extra flash memory game cartridge, SuperCard team has been working in developing new features in the past three years. With the simple but practical functions, SuperCard has gained a great popularity of gamer in the world. After a long period of development, our team finally come up the new version -- SUPERCARD DS(ONE), which is the best Slot 1 solution.
Click to enlarge
Main Feature:
# 1. Plug 'n Play(No FlashMe, No PassMe, No convert).
# 2. 100% Clean Rom Support. 100% game capatibility.
# 3. no PC software required, just Drag 'n Drop file from PC to flash memory card.
# 4. Hardware save support. Easy to backup and exchange save with other players.
# 5. support FAT/FAT32 up to 32Gbits flash memory card. Flash memory card can be used on other digital products, save money.
# 6. Blue-Light engine included. Support High speed flash memory card without any slow down.
# 7. DS original cartridge size, the perfect solution of slot 1.
# 8. TFlash/MicroSD slot Push'n Push design, easy to use.
# 9. Micro firmware designed, and extended skin which is fully upgradeable.
# 10. MoonShell built-in design. Can play MP3, Ogg and DPG2 directly in SuperCard DS system. Capatible with DPG0/DPG1. It also support eBook and view picture. It's a real multimedia system.
# 11. TWO mode design:
# Standard mode: 100% Capability when copy clear roms into MicroSD for playing directly
# Super mode: support RESET, cheat code, save to flash memory card directly.
Addidtional Functions:
# Can be used as a SuperKey.
# Inter-play with GBA slot.
# Support SC Rumble Series as a rumble PAK.
# There is a SuperCard DS software(Super Mode need to use), you do not need to use it at standard mode. But if you use the software, SuperCard DS can support more powerful functions, such as RESET, cheat code, infinity save space etc (can support save more than 4m in the feature).
Here is the AD of SuperCard DS(ONE)..press here
also , they immediatly have released a IO fat driver for homebrew fat support added in this post
as soon as we hear a shop has them in stock we will post news
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December 16th, 2006, 16:37 Posted By: wraggster
DWedit has released a test build of GoomBa the Gameboy Colour emulator for the GBA and also the DS.
Here's the test build of Goomba color, very buggy
Download and Give Feedback Via Comments
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December 16th, 2006, 16:31 Posted By: wraggster
via cnn
Jaana Baker is no klutz -- note her second-degree black belt in tae kwon do. She's also an avid video gamer who puts out a Web-based comic called "Level 99" in her spare time.
So how did Baker end up launching the controller of her new Nintendo Wii (pronounced "we") right into her 37-inch TV? Like some other owners of the new game console and its motion-sensitive wireless remote, Baker took the freedom to move a little too literally.
A particularly spirited round of Wii bowling caused her to lose her bearings before unleashing what she had hoped would be a perfect strike.
"It was like a loud crack," she said, recalling the moment the "Wiimote" glanced off her coffee table, snapped its wrist strap and hurtled into her flat-screen TV. "It was kind of surreal, actually. I thought I was dreaming at first."
It appears that Baker is not alone. In recent weeks, the Web has been alight with reports of excited gamers losing their grip on the Wii's controller or smacking their arms into nearby objects.
After issuing a general "calm down" to its customers a week ago, Nintendo Co. has responded by quietly beefing up the controller's fabric wrist strap, spokeswoman Beth Llewelyn said. (Full story)
And while most executives would cringe if their flagship product suddenly became associated with shattered electronics and the occasional flesh wound, some observers say the lighthearted buzz could deliver a perfect shot of viral marketing.
"What it says is, this thing is so fun that people get carried away," said Adrian Ho of the advertising agency Fallon Worldwide. "A progressive brand manager would look at that and say, 'You know what? Actually, that's pretty good.' "
Wii sales lead competitors
The offbeat stories certainly don't seem to have hurt sales. The market research company NPD Group estimates that U.S. consumers bought 476,000 Wiis in the two weeks following its November 17 launch. That beat Sony Corp.'s PlayStation 3 console, which sold just under 200,000 units in roughly the same period amid widespread shortages.
Some analysts, like P.J. McNealy at American Technology Research, say the Wii isn't exactly a direct competitor with the PS3 because Nintendo purposely avoided getting into a war over which system has the hottest graphics.
Instead, Nintendo has focused on capturing customers outside the traditional niche of quick-fingered young males by playing up the Wii's ability to get people swinging their wireless controllers like swords, baseball bats or golf clubs.
That's why the missiles began flying. The Wii's popular sports games, included with the console, appear to be the main instigator of lost grips on the devices that look like TV remotes, Nintendo of America's Llewelyn said.
"It's kind of this novel way to play, and I think people are just figuring that out and may have gotten a little overexcited when they were playing," Llewelyn said.
Takes a flaying, keeps on playing
That's what happened to Jessica Chobot, a writer at gaming Web site IGN.com, who sprained and cut a finger on her right hand while trying to rally for a comeback victory in Wii baseball.
In the excitement of trying to put a little something extra on her fastball, Chobot said, she got a little too close to her thick wooden coffee table.
"You obviously don't need to go through all the motions, but I did because I was frustrated, and smashed my hand along with the Wii controller right into the table as hard as I possibly could," she said.
The impact sent a few Wii parts flying, but the remote lived up to Nintendo's reputation for durable hardware and quickly snapped back together.
"The controller still works, and that's the important thing," Chobot said, adding that her finger seems to be mending well.
Llewelyn said Nintendo has only verified a few scattered instances of Wii remotes flying because of faulty wrist straps.
"Because of the nature of the Internet, of course, it gets magnified so one or two occurrences becomes 2,200 experiences," said Billy Pidgeon, an analyst at IDC.
But the company might take heart that gamers seem to be blaming each others' klutziness more than they're criticizing Nintendo's design.
"On one hand, obviously we love that people are talking about our system. But we prefer when it's talking about the great game play experience," Llewelyn said. "Fortunately, I think that's what everybody is really talking about."
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December 16th, 2006, 16:30 Posted By: wraggster
via the herald
LIVING IN THE shadows of two bigger, meaner consoles, the Nintendo GameCube has often been overlooked as a viable gaming alternative.
Still, with its bargain price, steady diet of kid-friendly titles and the occasional show-stopper game that thrust it into the limelight, the little box that could has had a decent run with the big boys these past five years.
And now as Nintendo fully ramps up its Wii marketing onslaught, the GameCube takes a bow and for all intents and purposes, exits stage left.
It’s a shame it didn’t have a more glitzy year to commemorate its retirement, but 2006 wasn’t without its moments. Here’s a bit of what caught my eye in the last year:
GAME OF THE YEAR
Runner Up No. 3: Harvest Moon: Magical Melody (Natsume)
Expanding on the success that was Animal Crossing, the cutesy characters and addictive chores really sparkled in this harmless little title. The presentation might have screamed preschool, but the gameplay found here was surprisingly engrossing and helped launch similar games like the Viva Pinata series.
Runner Up No. 2: Mega Man X Collection (Capcom)
Proving that there’s still some life in 2D gaming, this title boasted all six of the Mega Man X titles plus a new bonus game, ensuring players’ fingers and hands would be sore for weeks to come. Younger gamers loved the gameplay and the older set welcomed the walk down memory lane.
Runner Up No. 1: Lego Star Wars II: The Original Trilogy (LucasArts)
Even the most sceptical of gamers was won over by this inspired mash-up of two of childhood’s most endearing franchises. The attention to detail and great use of humour combined with the kind of action and adventure only Star Wars can provide made this game a colourful distraction with something for everyone.
Grand Prize: The Legend of Zelda: The Twilight Princess (Nintendo)
It’s fitting the GameCube’s final great game would be one featuring one of its most iconic franchises. While heavily touted as a Wii launch title, this game packed almost the exact same masterpiece into the GameCube version. One of the most anticipated games on any console in 2006, Twilight Princess delivered the goods and then some in a staggering 50+ hour epic that ranks up there with any other Zelda game to date.
Honourable Mention: Chibi-Robo (Nintendo)
Small in size but heavy on the charm, this was a guilty pleasure of a game, a title you could just pick up and play without a care in the world. Quirky and unique, Chibi-Robo managed to turn a mundane homestead into a world of wonder, and players were keen on reaping the rewards.
SHAME OF THE YEAR
Stinker Award: The Ant Bully (Midway)
This hopeless exercise in mediocrity is a classic example of how Hollywood’s infiltration of the video game industry can choke the creativity out of game development. A plea to game studios: just because you CAN turn a movie into a video game doesn’t mean you have to. Please think of us gamers and not just your bottom line!
Dubious Mention: Super Monkey Ball Adventure (Sega)
Bright colors and loud noises might entertain newborns but they sure don’t make for a great gaming experience. Frustrating enough to drive away even the most resolute of players, this simian-laden nightmare of a platformer marked a precipitous drop in what was once a respected franchise.
HIGHS & LOWS
Biggest Surprise: Where’s Mario?!
It’s amazing to think that it’s been over a year since Mario starred in a GameCube game. Last seen in Super Mario Strikers, Nintendo’s ambassador to the world spent 2006 starring in a plethora of Nintendo DS handheld titles before popping up all over the Wii’s Virtual Console in games of yesteryear. He’s due back on the Cube sometime in 2007 in Super Paper Mario, but his absence was keenly felt during this console’s farewell tour.
Biggest Letdown: So Many Ports, So Little Interest
A staggering number of releases on the GameCube in 2006 were originally developed for other consoles and ham-handedly ported to the GameCube in a most unceremonious fashion. It’s hard to blame studios for obeying the whims and forces of the video game market, but when the majority of new GameCube titles are available to play in better form on other platforms, that leaves a lot of Nintendo loyalists out in the cold.
OUTLOOK
Nintendo might not have officially retired the Cube, but they’re definitely tuning up the band and getting a cake ready.
With a sharp decline in third-party releases in 2006, the determined push behind the Wii and boundless development opportunities on the handheld front, fans of the GameCube don’t have a lot to cheer about as 2007 draws closer.
Despite a relatively low sticker price, a healthy game library and rich character history, the GameCube will soon be fighting just to remain on shelves in many retail outlets as the next-gen slowly becomes current-gen and display space becomes limited.
With the PS2 well-posited to become the "cheap" gaming alternative of choice, the Cube will undoubtedly find itself detached from televisions across the nation and reduced to the roles of hand-me-down gift, flea-market mainstay or novelty relic.
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December 16th, 2006, 16:20 Posted By: wraggster
New from SuccessHK

Good Protection
Special Cutting Design
NDS Cartridge Slots
Available colors: Clear / Clear Black, Please mark in remarks column
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December 16th, 2006, 16:05 Posted By: wraggster
via engadget
We're sure you've spent an hour or thirty in Zelda by now, and maybe you've tightened up your bowling and golf games in Wii Sports, but face it: your most notable Wii achievement so far is that Mii avatar you've been tweaking these past few weeks. The good news is that while your most recent dungeon exploits might not translate so well to some sort of torso covering garment, Mii on a Tee happens to be a quite aesthetically pleasing way of showing off your Wii fanboyism. Unfortunately, at £19.99 (about $35 US) these things aren't exactly free -- though there's no use worrying about that, we know you can't resist.
More Info
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December 16th, 2006, 12:10 Posted By: Azuran
http://www.acortech.com/Generic_ES-3...d-3219645.html
Compatible with GlovePIE and includes BlueSoliel.
At time of posting, $8, free shipping. I ordered it Monday morning, got it Friday afternoon. I have been enjoying it with my wiimotes ever since! Just passing the word through here in case anyone was looking for a value-conscious way to get bluetooth on their PC.
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December 16th, 2006, 10:19 Posted By: wraggster
KIller golf game released for Nintendo Wii, heres the details:

features
The Super Swing: The Wii Remote controller provides a new level of gaming interaction, sensing motion, depth, positioning and targeting dictated by the movement of the controller.
Revolutionized Graphics: Improved character texture and molding and the newly designed costumes bring this title to life in this uniquely designed fantasy world.
Single Play Modes: Hit the links in Single Mode to play through Story Mode, Free Mode, or Challenge Mode. In Story Mode, the game proceeds along with the story of each character and will diverge according to the results of the match.
Multiplayer Modes: Try out Battle Mode to take on others in Match Play, Stroke Play, and Party Play.
description
Super Swing Golf takes advantage of the power of the Wii and provides a rich, newly designed, casual golf game that revolutionizes the way video game golf is played, putting the player in control of the club and the course!
Super Swing Golf's style and character turns the grand old walk of golf on its head. From its ingenious costumes to its freaky caddies, Tecmo's first Wii effort distances itself from the stuffiness associated with golf tradition.
The gameplay in Super Swing Golf, however, does a great job of mixing style and fun with golf simulation. Although players can use special shots on occasion and some courses house some unusual obstacles, the golf itself and course design will challenge those who are really into golf sims.
Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1pon.html
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December 16th, 2006, 10:16 Posted By: wraggster
Awesome new game for the Nintendo Wii released today at play asia:

features
Wii Unleashed – Dig deeper into the power of the Wii Remote and Nunchuck through survival tactics that include driving, shooting, jumping, balancing, climbing, grenading, and Far Cry’s ever-popular Feral attacking.
Weapons – Choose from a variety of weapons in a struggle to endure the rebel-infested jungle. Take down an unsuspecting victim from behind with a machete or meet the fight head-on with your machine gun.
Vehicles – From ATVs to hovercrafts, pickup trucks to Jet Skis, drive over, around, and through vicious combat situations.
Interactive Environments – Utilize the lush, tropical surroundings to your advantage, using stealth to sneak through the foliage past unsuspecting rebels.
Unleash the Wrath – Feel what its like to be the predator, not the prey, as you unleash the beast within. Jump higher, run faster, and slash with more fury than all of your enemies combined through the animalistic feral abilities unique to the Far Cry series.
Multiplayer – Challenge your friends in Far Cry: Vengeance’s frenetic Chaos mode as you battle to be the last person standing.
description
Far Cry®, the award-winning franchise, makes its debut on Nintendo’s revolutionary Wii™ console.
The game that changed the way first-person shooters are played is set to combine its renowned gameplay with the groundbreaking Wii technology.
Through the eyes of Jack Carver, use the Wii Remote and Nunchuck to drive, shoot, slash, jump, and climb your way through a rebel-infested, tropical hell.
Your mission? Survive.
Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1poj.html
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December 16th, 2006, 10:13 Posted By: wraggster
New from Play Asia:

features
A "revolutionary" new twist on hide and go seek
Full interactivity with any object in the environment
Hundreds of Elebits to search for and find
Gain additional abilities as you capture more Elebits
description
A revolutionary game of hide and seek! Search high and low for mischievous little Elebits using the innovative features of the Wii Remote™ controller to push, pull, lift, throw and interact with anything and everything in the environment.
buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1pom.html
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December 16th, 2006, 10:10 Posted By: wraggster
Awesome new release for the Nintendo Wii:

features
Seven incredible Metal Slug games: Metal Slug 1, Metal Slug 2, Metal Slug X, Metal Slug 3, Metal Slug 4, Metal Slug 5 and Metal Slug 6
Arcade perfect port of each title
Pick-up-and-play, non-stop action
description
Celebrate the 10th Anniversary of METAL SLUG by joining the METAL SLUG team on 7 separate adventures that span across the life of the franchise in this definitive collection.
Wicked fun. It's hard to describe Metal Slug Anthology any other way. You don't have to be a tried-and-true fan of the Metal Slug series to go after this game, just a fan of fast-paced, challenging games.
The Anthology comes loaded with seven arcade-perfect Metal Slug titles, and the only thing missing from the arcade experience, outside of a roll of quarters, is a joystick. However, SNK Playmore gave Metal Slug Anthology gamers a choice of six different control schemes to choose from.
Buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1pod.html
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