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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.
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December 6th, 2006, 01:55 Posted By: wraggster
Here's what you'll need:
- An SD adaptor such as SD Media Launcher or SD Gecko (Note: While SD Gecko is undoubtedly superior to SD Media Launcher, it doesn't come with any SD Media software).
- An SD card (It's compatible with SD cards up to 4GB. SDHC do NOT work).
- A computer with any type of SD card reader.
Adding applications/emulators is simple. Just copy the .DOL file onto the SD card. If you want everything to be a little more organized, then simply make folders for the different apps.
If you plan to make your own adapter, then follow this diagram courtesy of IamAbe:

Using Action Replay software
For those of you who have action replay software and wish to explore the world of homebrew on your unmodded Gamecube.
Here's what you need:
- A Gamecube SD card adapter
- An SD Card (same as the requirements mentioned above)
- Action Replay software and a Gamecube (obviously)
Software Needed:
SDLoad
The Tutorial (courtesy of Apocalyptic980c):
1) Plug your SD card into your computer, now using the link above get a hold of SDLoad. Firstly, you have to format the SD card to either FAT or FAT16. If you can't do this, return your computer to the store from which you bought it. After formatting it, run sdpatch.exe through the command line as follows:
sdpatch.exe (drive letter):/
Now copy SDLOADER.BIN to the root of the card. At this point you can load it up with emulators and what not as long as they are in .dol format . They can be in any directory as long as SDLOADER.BIN is in the root.
2) After installing the above insert SD card into SD card reader and plug into memory card slot A. Insert your action replay card into B and the disc into that place where discs go.
3) When AR boots up, pick the USA flag and then ADD NEW GAME. SDLOAD is the game name and push done. Then enter (m) as the code name. Enter the following code:
Then select ADD NEW CODE and name it SDLOAD.
Enter the following code:
Select the code named SDLOAD and check the box next to it, press start, and proceed to open and close the lid of disc drive when prompted. SDLOAD starts up and you can take it from there!
The Code Process is a one time thing and from then on you can enjoy the world of Gamecube Homebrew and Emulators on your console easily and without any modification.
Emulators for Gamecube that will work this way include emulators for Atari 2600, NES, Master System, SNES, Genesis, N64 (in progress), Neo Geo CD, Gameboy Color, and Gameboy Advance!
Enjoy legal homebrew and emulation on your Gamecube!
Many thanks to Apocalyptic980c for the AR SDLOAD tutorial and Costis for his excellent SDLOAD Application.
Where to buy:
SD Media Launcher (US/UK)
Action Replay software (US/UK)
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December 6th, 2006, 00:44 Posted By: wraggster
Via IGN
Many of the early Wii titles put the new Wiimote controller to the test. Gundam Scad Hammers (to be known as SD Gundam G Breaker internationally) goes one step further. The Bandai Namco Japanese launch title is a true test of the longevity of the strap that comes bundled, and pre-attached, to every Wiimote. When playing this game, you'll want to heed the advice that starts off every Wii game and make sure that the strap is securely fastened.
In Scad Hammers, you take control of an SD-style Gundam unit in a fight against the ZEON army. Even without the Wiimote-based controls, the game feels a bit different from the usual Gundam fare. The fighting takes place from an overhead perspective. You play through 100 plus missions set in space, on the ground and under water, facing off against screenfulls of enemy mechs, ships and gun turrets.
Instead of standard missiles and guns, your Mobile Suit is equipped with a ball and chain as its primary weapon. Enter the Wiimote. All offensive moves in Scad Hammers involve swinging the Wiimote in some way. To perform a basic hammer-style attack, you swing the controller like a hammer. To swing your ball and chain around, you slash the controller left and right.
The game requires the nunchuck attachment, which you use to move your Mobile Suit around and jump during ground levels or dash during space levels. Standard buttons on the Wiimote are also used. Holding A down makes your Mobile Suit block. You perform a screen clearing super move by holding A and B down and swinging the controller around.
Above all else, you're encouraged to swing the Wiimote around like your life depends on it. The strength of your on-screen attacks correspond to the strength of your Wiimote swings. In order to get the strongest attacks, as indicated by a "Max Impact" registering on the on-screen power meter, you'll have to put quite a bit of force into your swings.
As you clear missions, you gather new items, which can later be equipped to your Mobile Suit for added attack and defense power. You also come into possession of up to 12 new ball and chain weapons, each with its own special attack, often providing even more ways to work your arm out.
Scad Hammers is missing a few things. There's no multi player play, no voices during the frequent dialogue sequences, and the levels (as you'll see in the new videos that we've posted) often lack music. Visually, the game offers progressive output (with Tamagotchi and Crayon Shin-chan not having this feature, I was worried someone in the Bandai Namco Group had a grudge), but it suffers from bland environments and slowdown when the screen gets busy.
While the game doesn't seem to be all that accurate in registering your swings correctly, due to the abundance of life and fuel power-ups, it doesn't really matter. Bashing away at screens filled with enemies is lots of fun thanks to the Wiimote mechanics. In fact, without the new controls, Scad Hammers looks like it would be pretty mindless and repetitive.
On the one hand, playing Scad Hammers for thirty minutes got my arm so physically tired that I had to take a ten minute break. On the other hand, isn't that the recommended way to play games anyway?
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December 6th, 2006, 00:42 Posted By: wraggster
Via IGN
It would be a mistake to compare Kororinpa, Hudson's Japanese Wii launch title, with Sega's Super Monkey Ball. While both games involve rotating a maze around in order to guide a ball (or a monkey in a ball) to a goal, the Hudson title has some big differences.
Your goal in Kororinpa is to lead a ball from a start point to a goal point. Along the way, you're required to pick up gems that are scattered across the play field. Miss any of these, and the exit point won't open. You're free to restart the maze at any time, with gems that you've collected on previous tries remaining in your possession.
Unlike Monkey Ball, Kororinpa gives you full control over the maze. Using the Wiimote, you can make the maze rotate in all directions, even flipping it upside down. You'll find yourself turning the mazes in every which way in order to get past the many obstacles.
Mazes are full of variety. Some areas require that you guide your ball carefully down narrow pathways, making sure not to fall off the ledges. At other times, you have to rely on your ball's momentum to leap over obstacles. One stage that I encountered early on contained a section that felt like an actual walled maze.
The mazes are set in themed levels. The first stage is a forest setting, with the mazes made of wooden planks and leaves. The second stage is a candy land, with pretzels, bread and sweets serving as the walls and surfaces.
Koronipa brings a few physical twists to the formula. Some parts of the mazes have different surface properties, affecting the movement of your ball. In the forest stage, for instance, some areas are covered with sap, which slows your ball down. Other areas are covered in water and feel more slippery.
The game also includes a large selection of ball types, which also have surface properties that affect how they move. Some balls aren't even round. As you clear the mazes, you earn new balls which can be selected prior to the start of a level.
The big concern is, of course, the accuracy of the Wiimote-based controls. While the controls can feel a bit sensitive at times, on the whole, I haven't had too much trouble getting the mazes to move exactly how I want. I usually find myself holding the controller as if getting ready to throw a dart or a paper airplane.
I did die a whole lot as I made my way through the first twenty or so levels, though. Kororinpa's puzzles can be pretty tough, although so far I haven't come upon anything that I wasn't able to clear after a few tries.
The experience would be a bit better if Hudson had taken a bit more time with the title. There are some notable missing features, including a lack of real time camera movement. If you want to survey your ball's surroundings, you have to go into a menu. Strangely, the camera here is controlled not with the Wiimote, but with the d-pad!
The lack of visual finesse also doesn't help. This is one of the worst looking Wii games around, with no progressive support and visuals that look like they've been blown up to fill the screen. The visuals become glitchy at times, especially if you turn the maze in strange ways.
Kororinpa offers split screen two player support, vertical or horizontal according to your preference, with one player using the Wiimote and the second player using the nunchuck. I was able to try this out a bit and didn't notice any major glitching or slow down. In fact, I preferred playing as second player because the nunchuck actually feels better than the Wiimote at controlling the maze. Sadly, the nunchuck can't be used for single player play.
Outside of the main single player mode and the two player split screen mode, there isn't a whole lot to do in Kororinpa. The game doesn't offer additional challenges or puzzles, nor does it have any of the mini games that help extend the life of games like Monkey Ball.
With the basic presentation for the menus, the poor visuals, and the lack of options, it seems that Hudson rushed Kororinpa out for launch. Despite this, I've enjoyed the game so far, and couldn't stop playing once I started. Short load times and some intriguing maze design make this a fun distraction for early Wii owners, even if there aren't any monkeys in the balls.
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December 6th, 2006, 00:40 Posted By: wraggster
Via IGN
With sixteen games launching simultaneously in Japan, there was bound to be a stinker in the bunch. Bandai Namco's latest adaptation of Tamagotchi has all the markings of a launch title that will soon be forgotten.
Tamagotchi Pika Pika Daitouryou (or Tamagotchi's Sparkling President, as the name translates to English) is a digital board game where you and up to three CPU or human controlled players attempt to become president. The player with the most popularity following a series of voting days wins.
Your popularity increases or decreases depending on how you perform on the board. Some spaces automatically take you through PR events, which serve to increase your popularity rating. One particular space, the "goal space," gives you a huge increases in popularity. The board also has shop spaces, where items can be purchased for decorating your office, also a good way to increase your popularity.
Some spaces require that you clear mini games in order to get popularity. The game has two types of mini games. A set of smaller "Gocchi Games," designed to mimic cheap LCD-based digital games, use the left, up and right buttons on the d-pad for controls. Full-fledged mini games make use of the Wiimote for direct control. The game has all the basics, including using the controller as a flashlight to search dark rooms and using it as a steering wheel. The minigames can be replayed separately from the main board game.
Each set of turns is considered one full day, with every seventh day set as voting day. The player with the most popularity on this day gets an emblem. Following all voting days, the player with the most emblems becomes president. You can set the number of voting days depending on how long you want the game to last. A seven day period takes about 30 minutes of play time.
Most of the time, Tamagotchi feels like only half a Wii game. The menus don't allow you to point and click to select options, something that feels strange after having played the Nintendo-designed Wii games. Almost everything is done in the old fashioned way -- selecting with the D-pad and pressing A to confirm. This is okay for some options, but there are times when direct pointer controls seem like an obvious choice.
Outside of the mini games, the Wiimote is used in only a few areas. In order to launch dice into the air for your next move, you slam the Wiimote down like a hammer. Bandai also managed one of the dumbest uses of the Wiimote I've seen so far. To switch to the statistics screen, you're required to strike the Wiimote down like a hammer. This has to be done with a surprising amount of force, or the game won't recognize the motion. In addition to just asking for an accident, this is inconsistent with the traditional controls found in the rest of the game.
Tamgotchi also has some presentation issues. You can't skip opponent turns, which means watching CPU-controlled players do even the most mundane tasks, like purchasing items in a shop. The only area of rival turns that you can skip is one you might want to watch: mini game play. Load times aren't much of an issue (I'll remind you of what happened the last time someone tried to launch a system with a board game), although there are a few awkward pauses here and there.
Visually, while the board is colorful and the Tamagotchi characters are as cute as ever, Bandai Namco clearly wasn't trying too hard. The game doesn't even offer progressive output.
In Japan, the Wii launched with six games that can be considered "mini game collections." Tamagotchi is probably the least interesting of the bunch. Japan made the first DS Tamagotchi game a platinum hit. That's unlikely to happen here.
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December 6th, 2006, 00:21 Posted By: wraggster
Via IGN
We've already reviewed Hajimete no Wii based off the Australian version, which is known by the game's clever English name of "Wii Play." So what's the point of writing about the Japanese version, which launched with the Wii on 12/2? Well, in addition to alerting you to the new movies and screens that we've posted, we wanted to emphasize just how great a choice the title is for those wanting to kick off the Wii experience for beginners and, surprisingly, gaming veterans alike.
Hajimete no Wii includes nine games, as described in depth in our review . Initially, you have access to just one of the games. Play it (even just for a bit) and a new game opens up. You'll be able to unlock all the games in just a few minutes of play.
As one might expect, the includes games are, on the whole, simple -- hence the Japanese surname, "Your First Step to Wii." The games provide a good introduction of the various ways in which the Wiimote can be used, both as a direct pointing device and as a replacement dummy device for everything from a table hockey paddle to a shot gun.
Despite the simplicity, the games offer a lot of hidden depth for those looking to go after high scores. They also show how to properly implement Wiimote controls, a lesson that that some of the other Japanese launch titles could benefit from. The solid execution makes us want some of these games expanded into full games -- particularly the pool and tank games. Add a few options, Nintendo, and you could sell these things for full price!
Hajimete no Wii is also one of the few games to make full use of your Mii collection. You can chose to play as one of the Miis in your library (even one that was sent to you). The Mii appears as your in-game alter-ego in some games. In the pool game, the Mii's face is a sticker on the pool ball. The table tennis game has other Miis in your collection appear as spectators, with the number growing depending on how long you can keep up a rally.
All this for 1,000 yen plus the cost of the included Wiimote. It's too bad that Nintendo couldn't get Hajimete no Wii ready for the American launch, but next year, when Wii Play sees release, if you find yourself in need of another Wiimote, this should be a no-brainer.
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December 6th, 2006, 00:20 Posted By: wraggster
Via IGN
The Wii has only been out for a few weeks, but the Wiimote has already been used as a baseball bat, a golf club, a steering wheel -- and, well, just about everything you can think of. With the Japanese launch, you can at last add biplane to the list. And not just any old biplane. Wing Island, from Hudson, shows just how capable Nintendo's new control device is at mimicking a biplane piloted by a man-sized bird.
Wing Island takes place on a chain of islands located in the world of man-sized, bipedal birds. You play as Sparrow Wing Jr., a young pilot who's decided to follow in his father's footsteps (the birds also have human limbs) and serve as a professional jack of all trades of sorts. Sparrow and his friends, Puffin Chirp, Crane Splendid, Swan Sweet, Hawk Old, and Owl Fatman take on jobs of all forms that require their expert abilities in a plane.
Bird-based background story aside, Wing Island hints at good things for future arcade-style flight games on the Wii. Your plane can be controlled exclusively with the Wiimote. You ascend and descend by tilting the controller in the corresponding direction. To turn, you rotate the remote left or right. The speed of your turning depends on how fast you rotate the controller. Acceleration and deceleration are handled with up and down on the d-pad.
You can also perform some acrobatic moves. Thrusting the controller forward gives your plane a burst of acceleration. Pulling the controller towards yourself results in a quick deceleration. Shake the Wiimote left or right, and your plane does a quick 180 turn.
If you have a nunchuck attached, you can make use of it as well. The analogue pad allows you to move the camera around, a useful feature for some of the missions. You can also use the nunchuck for the quick acceleration, deceleration and 180 degree turn as described above.
It took me just a couple of missions to get used to the control scheme (and for those who need additional help, the game includes a strictly optional step-by-step training mode). I'm not the biggest flight fan out there, but with this control scheme, even I was having fun. The gameplay is clearly on the arcade side of things, with sharp turns and no option for an in-the-cockpit view.
Wing Island makes use of this flight system for a mission-based story mode where you take on missions as (back to the birds) Sparrow and his friends. The game offers a variety of mission objectives set across separate islands. On the first island alone, I had to search for missing cows, fight a forest fire, drop crates off in specified locations, and destroy balloons on a flight path. You start off each island with a set of selectable missions, with new ones appearing once you've cleared these.
The biggest enemy in the missions, at least in the early ones that I played, was the time limit. While your plane incurs damage when striking walls and other obstacles, there's no threat of immediate destruction when flying haphazardly. The controls don't seem to include an option for firing, so dog fighting apparently won't be a part of this game.
Some missions have Sparrow flying all by himself. Others put you in control of a group of five planes. You have direct control over Sparrow, but the other planes follow your every move. You can change between three formations by tapping the A button.
There's lots of replay value in Wing Island's single player modes of play. Missions have some random elements -- random placement of cows or shipping targets, for instance. You can also replay missions for higher rank, resulting in more cash, which can be used to purchase new planes and parts for upgrading old planes. If you're tired of the story mode, the game includes a free flight mode, allowing you to fly through the islands free of mission objectives and time limits, and a trial mode, where you race against the computer or another opponent in split screen.
Wing Island won't do anything to convince you of the Wii's hidden visual powers, although it has a solid, glitch-free look, complete with the progressive output that's lacking in a few of the Japanese launch games. The game is also quick to get into thanks to minimal load times and minimalist presentation for the storyline. Most of the story sequences that precede missions are text based, with small still pictures. While this is a bit disappointing considering the curious background story and the hilarity that ensues when the birds do speak using their bird talk, it's good for those who just want to get into the skies.
Just as the early titles on certain next generation systems attempt to wow us with high tech visuals, the early titles on the Wii attempt to show off how the Wiimote can deliver new control schemes. Wing Island certainly does that, while delivering a fun, arcade-based flight game in the process.
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December 6th, 2006, 00:17 Posted By: wraggster
Next week Destineer will be making its Nintendo DS debut with an action game based upon the popular anime Fullmetal Alchemist. We've put a bit of time in the near final build of the game, and if you're into the whole Double Dragon-style brawler design you might want to keep an eye out for this game when it ships on December 14th.
The first thing you'll notice about the Dual Sympathy is the attention to presenting the series -- it's definitely aimed at fans as the developer has worked the character voices from the series directly into the menu system and certain portions of the game. You can even customize the game selection menu with specific character themes and have those options spoken by the actual character actor. Edward, Alphonse, Mustang, Winry, and Armstrong are represented here, announcing which item you've selected in the menu. It's a nice touch.
The game itself follows a nice feel of the series, segmenting the levels into "episodes" that follows a specific story arc for the Dual Sympathy tale -- we're not huge followers of Fullmetal Alchemist so we can't say for sure if the game accurately follows specific events from certain episodes or if this is an all-new script that makes references to past episode events. The story is told through talking head text windows, with the occasional sound bite leaking through the speakers.
The gameplay is essentially a really tight Double Dragon or River City Ransom design where players wander from left to right, or right to left, kicking and punching their way through the near endless assault of enemies. The game follows the two main characters, Edward and Alphonse, with Edward playable and Alphonse computer controlled at certain points of the game. Control is extremely tight and responsive, and enables players to select and pull off certain attacks via the lower screen's touch screen function.
Outside of the brawler gameplay is a selection of minigames that utilize the touch screen of the Nintendo DS. You'll arm wrestle, whack a homunculis, doodle over Fullmetal Alchemist artwork, and outrun a gigantic rolling rock like Indiana Jones. These are unlockable through the main game, so you'll need to prove your worth in the brawler before you can take part in these extras.
Via IGN
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December 6th, 2006, 00:15 Posted By: wraggster
While Electronic Arts' Japanese studio is hard at work bringing Sim City to the touch screen handheld system and toonifying Sims for the Wii, it is also working on a port of another popular EA franchise: Theme Park. The company made the announcement in Japan that the Bullfrog-created strategy game is being reproduced and retooled on the Nintendo DS for a spring release.
Theme Park puts players in control of, obviously, their own amusement park. The game will give players the ability to lay out their creation and manage the economics of it all to keep things running. Players can adjust the ticket and concession prices to keep attendees happy while raking in the bucks, and earned money can then be converted into liquid funds that can be spent on bigger and better attractions. The touch screen should make things easy to navigate in the game design as the original version of Theme Park was made for mouse control.
Previous console ports of the design had "Sim" attached to the branding, but according to the official release it seems as if Theme Park will be reverting to its original namesake on the Nintendo DS. The game will indeed be released in the US according to sources within Electronic Arts, and it's expected that the Spring 2007 release window will apply to the North American release of Theme Park as well.
Via IGN
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December 6th, 2006, 00:00 Posted By: wraggster
via dsfanboy
Nintendo is holding one hell of a contest over the next 90 days (which began yesterday) where, each day, one lucky winner will be gifted with a DS Lite, DS game of their choice, as well as a GBA game of their choice. Obviously, the sweepstakes have some rules you're going to need to follow, so it's in your best interest to give them a read. Also, it should be noted that they do not specify which color DS Lite unit each winner will receive, however the contest graphic depicts the Onyx model.
More Info --> http://www.nintendo.com/sweepstakes?...GtR9e1uyIPX-5e
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December 5th, 2006, 23:52 Posted By: wraggster
OMalone is the first abalone game playable on Nintendo DS
Features
Stunning graphics and sounds
1-player game against the NDS
2-player game on the same NDS
2-player game online, through wifi connection
up to 8 characters providing 8 different environments and different challenges
integration of omalone's statistics in WFCstatus software
windows version also available. play online agains everyone !
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December 5th, 2006, 23:30 Posted By: wraggster
via wiifanboy
There have been rumblings about possible Wii shortages for the European launch for some time, but now they're growing louder, thanks to a few chatty GAME employees. GAME is a large video game (ya rly) retailer in the UK. Employees are whispering that, while a hardware shortage is expected, the UK may also see a shortage in games and accessories for the new Nintendo console as well -- Zelda is mentioned at the heart of the game shortages. Oh no!
Word is that the stores are putting the banhammer down on software-only purchases at launch. Apparently GAME stores are only selling software and accessories to those who are purchasing a console. That seems like a very strange way to do business to us, but hey, launches make people crazy. It's also rumored that GAME stores are canceling game preorders, so good luck getting the titles you want.
Our contacts across the pond are few -- can anyone confirm any of these rumors, or are they just so much noise?
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December 5th, 2006, 23:26 Posted By: wraggster
Hiroaki has released a Wii-Mote Application for OSX, heres the info:
What is DarwiinRemote?
DarwiinRemote is a tiny software which reads data from and sends data to Nintendo Wii Remote
Inputs
3-axis acceleration sensors
all buttons excpet power button on/off
Output
4 LEDs
Force Feedback
DarwiinRemote allows you to control other applications by using Wii Remote
but now only supports "AppleRemote" mode...
How to use DarwiinRemote
Launch DarwiinRemote
Press 1 button and 2 button of your Wii Remote simultaneously
Wii Remote becomes "discoverable mode" (4 blue LEDs are blinking)
Log drawer in DarwiinRemote reports "Wii Remote is found!"
When DarwiinRemote cannot connect to Wii Remote, disconnect bluetooth connection (press power button in seconds) and restart DarwiinRemote (will fix...)
Have fun!
Download
DarwiinRemote 0.1a released (6th Dec. 2006)
endian issue is fixed. now PPC users also playable (thanks Mark and Luke!)
Icon is added. (thanks truex!)
Key mappings
DarwiinRemote now only supports single mouse emulation and "AppleRemote" mode
Wii Remote Key mapping
Up
Up
Down
Down
Left
Left
Right
Right
A
Left-Click
B
Return (Play/Pause in FrontRow)
Minus
Command + Left (Volume Down in FrontRow)
Home
Command + ESC (Enter FrontRow and "Menu" button)
Plus
Command + Right (Volume Up in FrontRow)
1
Page Up
2
Page Down
To Do
Icon andUI (help me!)
Key mapping configuration
e.g. invoke AppleScript
Sensor calibration
IR sensor support
Extension Port support
Speaker support (it seems difficult now...)
Gesture Recognition
More stable codes ;-)
QC Custom Patch ;-)
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December 5th, 2006, 23:18 Posted By: wraggster
Japanese Hackers have started on apps for the Wii, heres the info:
--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
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December 5th, 2006, 23:08 Posted By: wraggster
News from Play Asia:

Weekly Special: Konami's GBA™ classic Castlevania: Circle of the Moon at US$ 14.90 only - offer valid for 1 week
From the publisher: The year was 1830. Deep within the dreary halls of an ancient castle in Austria, an evil force was stirring. It had been many years since Dracula, Lord of Darkness, had been banished from the world of the living by vampire slayer Morris Baldwin. In the eyes of a dark-hearted woman named Camilla, it had been too long since Dracula stalked the land.
Camilla called for the return of Dracula, and succeeded in resurrecting that vile soul once again. With Dracula's return, the halls of his castle were once again filled with the most hideous creatures imaginable -- each determined to serve their master and feast on the blood of the living. One human in particular, an unlikely hero named Nathan Graves, was high on the undead's list of desired delicacies.
Armed only with his wits and a whip, Nathan set out on an impossible crusade to rid the world of Dracula's dark spirit for the last time.
Konami's GBA™ classic Castlevania: Circle of the Moon is now available as Konami the Best edition at discounted US$ 14.90 only. Also make sure to check out the two other Castlevania GBA™ releases Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow, both also in stock at Play-Asia.com.
More Info --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 5th, 2006, 23:00 Posted By: wraggster
Elebits blends simplistic gameplay with tiered difficulty which results in some seriously satisfying gameplay.
At first glance Elebits looks like Nintendo's Pikmin meets Katamari Damacy and in some ways that wouldn't be far from the truth. The little Elebit aliens resemble Pikmin and the gameplay is reminiscent of Katamari.
Essentially you look all over the current level you occupy in hopes of finding all kinds of Elebits. you zap them with your Wiimote and this in turn raises both the amount of weight you can lift and your Elebit meter. You need so many of a kind of Elebit in most levels to proceed.
Like Katamari when you roll the ball which increasingly gets larger and allows you to pick up larger objects, in Elebits the more you zap the bigger the object you can lift. You start with small plates and cabinet doors but can escalate all the way up to chairs, couches, and even entire houses.
The FPS style control scheme works perfectly in Elebits. The only thing that really detracts from the experience is some of the wonky physics. It's really annoying when you're trying to open a cabinet door only to have it open and then slowly close again. In essence, most doors of any kind require some finesse to open and keep open in order to find all the little hiding buggers.
Some may think this gameplay is a bit simplistic and repetitive and while it is at times, the developers have done a lot to mix things up. On some levels you can only break so many ceramics and on others you can only make so much noise while whipping things around. Also, don't forget there are bosses and the awesome Create-A-Level mode.
via gamebrink
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December 5th, 2006, 22:58 Posted By: wraggster
Regarding a recent post we made about Wii Virtual Console demos, Joystiq reader Jesse Morrison makes a great suggestion: why not offer a retro subscription service, a la GameTap?
The benefits. Nintendo would not have to worry about demos and, if they want to, still charge for original titles. By charging a monthly or annual fee and allow gamers to play as many titles as they want. They could even make a hierarchy of service plans where you can pay more if you would like to have many titles cached on your Wii at a time. Nintendo arguably has more potential than GameTap via its extensive back library and console integration, and since GameTap has managed to stay afloat, the business model has potential for profit.
Ownership. One mental stigma associated with subscription services is the feeling of ownership. As it stands with the current plan, however, we don't have full ownership. Each game is tied to the console itself, which limits you from
Bringing your games over to a friend's house
Retaining your game purchases in the event your Wii breaks
Transferring the titles over to the next generation Nintendo console
With a subscription service, you will only be penalized for the extra months you purchased, assuming the implemented system is still tied to the console.
Logistical issues. If Nintendo is worried about paying the IP owners of each title, how about set up a system based on the amount of downloads each title receives, as a percentage of the income earned from the subscription? Also, for those who have already purchased VC titles, why not offer them a discount or rebate via equivalent months of subscription? This, obviously, is where our proposal gets a little muddy.
Non-competition. By merit of console-specific Friend Codes, Nintendo has positioned itself not to follow in the footsteps of its predecessors -- namely Microsoft's Xbox Live. So why appear as an inferior version when Nintendo can provide a new way of handling online console services that can be touted as innovative (in the realm of consoles)?
Why it will never work. By selling games a la carte, the big N is likely poised to make more money by charging a good price for individual games of Console's Past. But how will long-term customer satisfaction fare if more than a few downloads turn out to be nowhere near as fun as one expects or remembers?
We are but simple-minded blogging folk making suggestions for the sake of opening discussion on the matter, so please critique and discuss away.
via joystiq
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December 5th, 2006, 22:55 Posted By: wraggster
via kotaku
A while back, MTV's Stephen Totilo had a whooper of an interview with Nintendo honcho Reggie Fils-Aime. There's been concern about how the Wii-mote eats batteries. But is Nintendo planning an internal rechargeable battery? Meh. Says Reggie:
I would love to see a third party do that, and that's something a third-party licensee can do a lot more efficiently than we can.
Reggie doesn't have time to fiddle with batteries, folks. He's BUSY. Worrying about things like why Elite Beat Agents has only sold 120,000 copies— as opposed to the 300,000 he had hoped for. Says Reggie:
I have to say I'm a little personally disappointed. The sales are strong and good. I personally thought it was going to be explosive.
See that? Elite Beat Agents: Personal. Batteries: Not.
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December 5th, 2006, 21:58 Posted By: wraggster
The Wii's strong debut has been wellspring of recent good news for Nintendo, most recently with a near-sellout in Japan. However, some analysts felt that the "new-gen" console's success would come at the expense of the Mario factory's bestselling DS handheld. The logic was that, consumes with limited budgets would have to choose between the two this holiday season.
Such worries do not apparently weigh on the brow of Satoru Iwata, Nintendo's president. "Some analysts say the largest rival of the Wii is the DS," he told the Reuters news service. "But if you take a look at DS sales in the United States in the Thanksgiving week or DS sales in Japan in the week of the Wii launch, there has been little impact."
By the end of its fiscal year on March 31, 2007, Nintendo now believes it will have sold 6 million Wiis and 20 million combined units of the DS and DS Lite. It currently predicts its annual profit will total 145 billion yen (around $1.26 billion), an increase of over 60 percent, with annual sales rising 45 percent to 740 billion yen (approx. $6.44 billion).
Iwata told Reuters that he believes there's a chance that Nintendo will top its already rosy outlook. "'Confidence' could be too strong a word, but there is an emerging possibility," said Iwata regarding Nintendo beating its forecast. "We had come up with the current earnings forecasts before we sold even a single unit of the Wii and when we were not so sure about the cannibalization effect between the Wii and the DS."
via gamespot
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December 5th, 2006, 21:58 Posted By: wraggster
The Wii's strong debut has been wellspring of recent good news for Nintendo, most recently with a near-sellout in Japan. However, some analysts felt that the "new-gen" console's success would come at the expense of the Mario factory's bestselling DS handheld. The logic was that, consumes with limited budgets would have to choose between the two this holiday season.
Such worries do not apparently weigh on the brow of Satoru Iwata, Nintendo's president. "Some analysts say the largest rival of the Wii is the DS," he told the Reuters news service. "But if you take a look at DS sales in the United States in the Thanksgiving week or DS sales in Japan in the week of the Wii launch, there has been little impact."
By the end of its fiscal year on March 31, 2007, Nintendo now believes it will have sold 6 million Wiis and 20 million combined units of the DS and DS Lite. It currently predicts its annual profit will total 145 billion yen (around $1.26 billion), an increase of over 60 percent, with annual sales rising 45 percent to 740 billion yen (approx. $6.44 billion).
Iwata told Reuters that he believes there's a chance that Nintendo will top its already rosy outlook. "'Confidence' could be too strong a word, but there is an emerging possibility," said Iwata regarding Nintendo beating its forecast. "We had come up with the current earnings forecasts before we sold even a single unit of the Wii and when we were not so sure about the cannibalization effect between the Wii and the DS."
via gamespot
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