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September 26th, 2006, 22:54 Posted By: wraggster
Via Kotaku
The Amazing Mr. Pee — a Wildeian wit — sent us this shot of some graffiti in Melbourne, New Zealand. That's not just any Link you're seeing there: that's Link from The Legend of Zelda: The Minish Cap!
Mr. Pee explains:
It's actually been made out of Carlton draught beer coasters from a pub that have been painted and stuck on the wall. Found near Swanston Street, near RMIT university in Melbourne, Australia.
Is it still graffiti if it's just been taped to the wall? Oh, no matter, it's still cool. Any Melbournians willing to go out to Swanston street and have their hot girlfriends pose naked next to Link, perhaps bent over in an accomodating position? Let us know!
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September 26th, 2006, 22:51 Posted By: wraggster
Via Kotaku
When I posted yesterday about my son's adventures in DS Lite breaking and the lecture and punishment I dished out just about everyone and his brother seemed to comment. Heck, even my brother commented. The thing is, I wrote the story on my train ride into work, and so I didn't have the photographic evidence of his misdeeds and the aftermath. So here you go.
The image above shows the DS Lite, slapped back together by your's truly. If you hit the jump you can see a close up of the now super janky right hinge and a picture of--oh, the horror--the DS Lite drawn and halfed, hanging by its wire while still playing Lego Star Wars II.
On closer inspection, I've since noticed that while the DS Lite is still very playable, it doesn't really close right.
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September 26th, 2006, 22:48 Posted By: wraggster
Via Kotaku
Sa-weeeet! And I mean that in every sense of the word. Reader Ryan writes that his girlfriend got this wicked candy swag for presenting at the Canadian Game Studies Association last week. Apparently she ate the Mario and Yoshi, why he stuck to Donkey Kong and Diddy. They sawed poor crystaline Link in half and chomped his upper and lower in unison.
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September 26th, 2006, 22:41 Posted By: wraggster
The Wii version of Call of Duty 3 will take full advantage of the machine's motion-sensitive controllers - although, incredibly, the missions will be the same as those of the Xbox 360 and PS3 versions.
"We were quite surprised that we didn't have to adapt the single-player game," says the World War II shooter's executive producer Marcus Iremonger. "There are a few minor changes we had to do, but not gameplay-wise. It works pretty well: you're not in any way hindered, compared with a normal controller."
Iremonger admits that the Wii controller is "very, very different" but says that "it feels very natural". Developer Treyarch had little difficulty in deciding how to configure the Wii-mote for its highly anticipated threequel.
"You pick it up and it's obvious how to play it," continues Iremonger. "You have this pointing device. Well, what are you going to do with it? You're going to aim a weapon. This whole synergy between what you are doing in front of your television and what your character appears to be doing on-screen is the biggest strength of that platform."
As well as the main on-foot sections, the game will also feature a slew of vehicles and, for the first time in the CoD series, hand-to-hand 'battle actions'. "With the vehicles, you'll be holding the controls and mimicking it as if it was a steering wheel. And with the battle actions, when there's a struggle between you and a German soldier over a weapon, you will be really struggling, physically, with the controller back and forth until you can shake the guy off."
The main concession to the Wii interface, says Iremonger, is that "you have to keep things relatively simple on it. You need to make sure that, if you're adding in gestures, they're easy to do. We're trying to make sure we don't create some crazy flurry of movement that people aren't going to be able to do quickly enough."
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September 26th, 2006, 22:38 Posted By: wraggster
Before the PlayStation 2 launched in 2001, Square Enix shares on the Tokyo Stock Exchange were trading for about 2,000 yen (about $17.07). The stock has had its ups and downs over the last five years, but these days it's trading for about 3,000 yen (about $25.61). Clearly a generation of Sony domination on the console gaming front--one in which Square Enix devoted its biggest games to the PS2--hasn't treated the publisher too harshly. But according to a company official, Square Enix wants the console wars to shake out a little differently this time around.
In a Wall Street Journal article about Sony's new system, Square Enix senior vice president Michihiro Sasaki told the paper, "We don't want the PlayStation 3 to be the overwhelming loser, so we want to support them. But we don't want them to be the overwhelming winner either, so we can't support them too much."
The article also says that Square Enix is planning to support Microsoft, Sony, and Nintendo's consoles more evenly than it did in the last generation, having already committed two games to each system so far (Final Fantasy XI and Project Sylpheed for the Xbox 360, Final Fantasy Crystal Chronicles: The Crystal Bearers and Dragon Quest Swords: The Masked Queen and the Tower of Mirrors for the Wii, and Final Fantasy XIII and Final Fantasy Versus XIII for the PS3).
And while Sony's system will still be home to the latest proper installments in the Final Fantasy franchise, the Wall Street Journal reports that Square Enix "hasn't yet decided" which console will play host to the Kingdom Hearts series going forward.
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September 26th, 2006, 22:36 Posted By: wraggster
Namco Bandai Games America today announced that it will publish Digimon World DS in the US this fall. The game was previously released in Japan under the name Digimon Story in June.
Based on Bandai's popular Digmon property, the game will see players interacting with more than 230 of the digital monsters on their DSes. By creating Digi-Farms, gamers can train, care for, and communicate with their Digimons.
Using the handheld's networking capabilities, trainers will be able to take their Digimons online, over Nintendo Wi-Fi connection, or over a local area network, and battle other player-owned Digimons or opt for a more amorous encounter and create new breeds of Digimon.
Digimon World DS has not yet been rated or priced.
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September 26th, 2006, 22:33 Posted By: wraggster
While North America gloats over its milion-unit launch, Nintendo Australia has refused to disclose how many Wiis it will be bringing into the country for its December launch and has not ruled out the possibility of shortages come launch day.
Nintendo Australia spokesman Vispi Bhopti says that while the company is bringing in a significant number of consoles for the Australian launch on December 7, it cannot guarantee "total supply."
"We will be guaranteeing preordered stock at retail--so that's definitely the way to go to secure it because we can't guarantee total supply because we don't know how many consumers are going to go wild over this," Bhopti said. "We are bringing in a significant number of Wiis into Australia--it won't be a small drop. But at the same time, our expectations are so big for this product that we would, to err on the safe side, recommend that people preorder."
Australian gamers had to suffer through a next-generation console shortage earlier this year when the Xbox 360 launched in March. Within days of the official launch, 20GB Xbox 360 bundles had all but sold out across the country.
Nintendo announced last week that the Wii would hit Australian shores on December 7 for A$399.95. Bhopti said pricing for games, accessories, and virtual console titles was still being finalised for Australia, although they would be "relative to overseas pricing." In the US, first-party Wii titles will retail for $50 (A$66.50).
Bhopti said that while the number of launch-day titles was also still being finalised, he did confirm that Legend of Zelda: Twilight Princess would be a launch title locally. The GameCube version of the game would arrive in early 2007, he said.
And for those still holding out hope that the Wii will be a region-free console, Bhopti has some bad news. "You won't be able to play overseas games on an Australian unit," he added.
Bhopti says Nintendo is gearing up national road shows to promote the Wii in the weeks leading to launch. The shows will be similar to its recent DS Connection Tour, which had Nintendo visit major shopping centres around the country. Consumers will be able to get their hands on the Wii and its unique controllers during these shows, Bhopti said.
The Wii's use of wireless controllers means free-standing in-store demo units, however, will not be part of the promotional campaign, Bhopti says.
"We can bolt things down as much as we want, but when we do that it ruins the experience of the wireless controller. You really don't want to pick up that wireless controller unless it really is wireless," Bhopti said.
"Some of these experiences are also quite unique, and we want to be able to explain the experiences to people when we're there. So it's important that when we do have in-store units, they will be manned demonstrations."
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September 26th, 2006, 22:32 Posted By: wraggster
Nintendo is serious about giving casual game console users multi-functionality by offering not just a weather, news, and photo channels, but a free internet browser with the Wii at the November 19th U.S. launch. From the article: 'Opera's full Web browser is available for download from the Wii Shop Channel. Nintendo has stated that they will offer Opera free of charge as a temporary promotion for all [worldwide] Wii users until June 2007
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September 26th, 2006, 22:08 Posted By: wraggster
News from Lik Sang
Been beefing up your brains weight and lowering its age recently? [Editor: Yeah! How did you know? I can finally claim with arrogance, and without fearing of getting contradicted, that my brain is massive.] Well this week put it to use with a new Mario puzzler. Two years ago Mario Vs Donkey Kong was released for the GBA and had players take Mario and try to rescue a horde of Mini Me's. Here in the sequel you control the little fellas instead and must save Pauline (the 'damsel in distress' before Peach came along) from the big ape. When at the opening of the Super Mini Mario World theme park Donkey Kong see's Pauline and tries to win her over by giving her a Mini Donkey Kong toy, while Mario offers her a Mini Mario toy. When she chooses the latter, Donkey Kong bursts out with anger, kidnaps her and takes her inside the park. Across over 70 levels through the park you'll use your stylus to control your little army, and like in Lemmings, create bridges and such.

Also new to the sequel is the ability to create your own levels and then have others bust their brains playing them over the Wi-Fi. This feature was planned for the first title, but removed due to time constraints. Other players can rate your levels, then your hard earned points can be spent on buying extras such as a Mini Peach. Like with the first game, the US release is the first out of the gate, and remembering the DS is 100% region free, the game will run whether you bought your DS from Kazakhstan, Zimbabwe, or every country in between.
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September 26th, 2006, 21:59 Posted By: wraggster
Castlevania producer Koji Igarashi reckons that all three of the next-gen consoles are ace, and providing the resources are there he'd be happy to do just about anything on them - including more 2D Castlevania titles.
"I hope more people will enjoy the 2D Castlevania experience as a result of it," he told 1UP when asked about the possibility of Symphony of the Night's reception on Xbox Live Live Arcade prompting more 2D Castlevanias on big formats.
The team has "many ideas" for next-gen, he said, and he's encouraged by the various download services being put into place, and would happily use them all, although it's a question of resources - Castlevania: Symphony of the Night is being converted to Live Arcade by Konami US because of the burden already on Igarashi's team.
And Castlevania "may not be on all three platforms," he said, but that's not because he doesn't fancy all of them. "I am the one and only producer and I have limited resources, so I think I should choose," he told 1UP in Tokyo.
"I am very happy with the download services from the next-gen platforms, so I would also like to provide other previous Castlevania games on these services," he added.
That could include PSP too. At E3 this year - you might remember - Sony US boss Kaz Hirai showed off Ridge Racer PSone running emulated on PSP, and he's up for that. "I think the PSP is an interesting platform with a big and beautiful screen, so I would like to put my hands on a PSP version," he said. "As for offering SOTN, yes, I would love to provide it as a download if the users would want that."
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September 26th, 2006, 21:41 Posted By: wraggster
It might not be Toy Story but Ice Age 2 the movie and its numerous multiplatform spin-offs gate-crashed the charts hard enough to make Vivendi pump one more version out, this time on Wii in time for the Christmas rush.
While various Fox and Vivendi marketing types waxed lyrical about how Ice Age 2 The Meltdown will take full advantage of Wii's specs and crazy controller, no further details were released.
Looks like you'll have to wait a little longer to see how Manny the Mammoth, Sid the Sloth and Diego the Sabre-Toothed Tiger will work with that controller.
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September 26th, 2006, 20:18 Posted By: ACID
A spin-off of the Mega Man Battle Network franchise, this game brings the franchise back with similar RPG gameplay but with an all-new Mega Man character and storyline to play through. In this RPG, you play as an elementary school kid called Subaru Hoshikawa. One day, Subaru comes into the possession of a special visor left behind by his missing father. When he puts on the visor, he meets an alien being called Warlock. Subaru and Warlock fuse into one and face off in a battle against the Virus.


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September 26th, 2006, 03:36 Posted By: Jeremysr
I made a game called DStrivia using DSLua. It reads questions from a file so it should be easy to add and edit your questions.
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September 26th, 2006, 01:30 Posted By: wraggster
Mia posted this news/release:
Here is my latest project for the NDS : Ninji & Zarbi.
It's a skill game in which the player controls two characters at the same time, each of them being on its respective screen.
The music heard during the game is Cherry Blossom Girl by Air.
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September 26th, 2006, 00:55 Posted By: wraggster
Another update from rbritt about his CNCds game for the DS:
Got annoyed the other night working on the game, seemed to spend ages not getting anywhere! My main goal was to just change the graphics mode I use to mode 5 2D.
I'd moved the output folder of the project so it doesn't sit in the same folder as the source code. It's cleaner and lets me see what the final game folder will be like. There's also a lot less files in there, which should HELP the file system. Instead it's back to its old tricks. One of the first files it accesses inside a subfolder is loaded and read fine, but from then on it seems unable to read any data in a folder. It's fine with the root, but not a subdirectory. It means the maps aren't loading right now because the tiles and maps are in subdirectories. It's doing my head in!
I still haven't downloaded the latest library files because it's all hidden away on a CVS, and I've not had to use WinCVS before. It's a total ball ache but I'm hoping someone at work can give me a hand... grumble grumble just give me a ZIP to download lol. I'm not sure when r20 devkitpro is out, but I can't wait.
Anyway it turns out I got the change in graphics mode working almost straight away, but when it didn't display properly (due to the map not being loaded correctly) I spent ages looking for a bug in the graphics and not the file system, costing me lot's of time. D'oh! I've got some playing to do still with the graphics to get an in-game HUD working propely over the tilemap but I don't think it's far away.
Playing with the graphics has pointed out though that my SDL graphics core could do with a lot more work to make it useful. It's current approach to emulating the DS is ok but not great for debugging. This is something I'll do after I release the first beta though to not 'waste' too much time
In other news I just want to point out that this really isn't a port of C&C on to the DS because I'm not updating the original source code to work on another platform - because I don't have the original C&C souce code ;p This is a totally new code base written from scratch. I'm just being picky really pointing that out
It does mean that people can't see the source code and get an idea on how to port a game, but they can see the source code and see how to write games for the DS. The code is actually pretty generic in most places, and I don't mind at all if people decide to lift the code for their own stuff. Of course they might not like my C++ singleton 'hell' but that's the way it's written so ha!
Anyway, yes I will be releasing the source code for the game.. but not for a little while! I'd like to get most of the systems cemented first and clean the code a little. Gotta make it presentable ;p
More Info --> http://cncds_project.livejournal.com/
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September 26th, 2006, 00:51 Posted By: wraggster
Gwoin has released a new Mahjong game for the Nintendo DS:
Heres the info
The goal of Mahjong is to remove all the parts of the plate by selecting them per pairs.
Approximately, and for those which would not know yet, each part has a drawing, and each drawing is placed at least 4 times on the plate (thus all chances to have at least a solution each time).
Then, one donot can select the parts which are wedged under (or between) other parts…
Other information:
The play was completely developed in less than 2 days. It could thus be optimized and some plates could be added. If one day I have courage, it is promised I does it
The screen top indicates the number of remaining parts, as well as the duration of the part.
Constantly play, if you are blocked, press on “X” to post a solution (but it is not inevitably only, nor even the best). Attention not to make confidence with the solution suggested too much, it is certainly the solution, but not inevitably most intelligent.
You can also start again the plate while supporting on “Select” in the course of part.
And finally, support on “Start” to leave the part in progress and to return to the principal menu.
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