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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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September 24th, 2006, 13:09 Posted By: kcajblue
Moonlight has released a new software called Wifi VoiceChatClient , now this looks to be similiar to his penchat client but with Voice support.
Now does this mean you can use your DS as a wifi Phone?
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September 24th, 2006, 12:19 Posted By: wraggster
Heres an excerpt
It may seem like we're being mean on good ol' 2D at IGN sometimes, especially when talking about the Nintendo DS. It seems that nine games out of ten sprite-based games covered in previews and reviews lead to some kind of mention of what the game could have or should have been like in 3D. But it's not 2D's fault. Those nine games tend to be the nine worst-looking games on the platform, games that seemed to have been designed by graphic designers with an axe to grind against pixel art; the one game of the ten not knocked for its 2D'ness is usually done with the kind of flair of design craftsmanship and technical ability to make for a great-looking game against any modern graphics techniques.
The first DS game based on Yu Yu Hakusho (the anime/manga series that most outside of the fan community would remember from a run on Adult Swim if that run had lasted longer than two sneezes) is not that one in ten. An awful-looking dungeon crawler with equally meh gameplay, this title debuted in a corner of a corner of the show floor to little enthusiasm from those who played it before us. A 2D dungeon crawler (we can't say the word "dungeon crawler" enough, especially since we remember few to no dungeons from brief glances at the show), the game is a D-Pad based quickie RPG where you can play as one of several characters from the show with a flash-swap (at least, once you've unlocked them -- the game starts off with only the main hero kid, after a series of badly-drawn manga scenes introducing the series as a whole and the story of the game, which apparently follows the story from the beginning ... all we know is that we saw Yusuke being hit by the car and dying, then some old woman's face was shown, and then we were punching snake things and dog things in a dungeon.) Battles are mostly action-RPG style button masher fests, although there are touchpoint battle moves where you can tap on manga slips to make characters do cooler moves. There are also planned a number of minigames, including a shown Roshambo minigame. Two player wireless is also planned, although there's no indication of DS Download play, so we're not interested unless somehow the gameplay gets better.
Full Article at IGN
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September 24th, 2006, 12:17 Posted By: wraggster
Heres an excerpt:
We're going to be perfectly honest with you here: we weren't real big fans of the first Tamagotchi Corner Shop, and the idea of waiting in line for quite possibly hours inside the Kids Corner of TGS for the chance of playing the game (and more likely, the chance of that game being taken out of our hands by an overzealous seven-year-old line-cutter before we've had a chance to push the start button -- this exact occurrence happened last year, by the by, so we're gunshy over dealing with these otherwise well-behaved kids) just made our humanity feel impinged. So, we didn't play this game. We did, however, take a look at the game being played, and we also watched the TGS trailer for the game. Nothing we took back from either experience made much sense, but then again, the first game didn't make a whole lot of sense either.
Full Article at IGN
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September 24th, 2006, 12:16 Posted By: wraggster
Takara has tried to bring the Zoids series to America, but something about it just won't catch on the way it has here in Japan. Maybe it's that it's a series that inspires a game with gigantic robotic creatures, illustrated with surprisingly amazing detail and some gorgeous 3D effects, and those robots are playing Rock-Paper-Scissors with each other.
Still, as silly as that concept sounds, the newly-announced Nintendo DS Zoids game is somewhat fun. On the surface, it's just plain old Roshambo, where you choose a hand and then the enemy chooses a hand and whoever wins gets to hit the other ... this time, with fire breath and slashing attacks and missiles rather than just a tap on the wrist or a slug in the arm. The complication here is that the Nintendo DS's touchscreen features come into play -- when you win, you may have the option of modifying your move, either by winding up a wheel like a record turntable or else tapping a button exactly on a moving target. There's also a system for collecting and trading battle cards, although this was difficult to understand how it will function in play in the TGS showing. (How much more complicated do you need to make Roshambo? Do you really need to add cards to Rock-Paper-Scissors?)
Zoids on DS looked unusually beautiful to us, utilizing impressive 3D that animated extremely well (including bending for strikes and having working smaller parts on the body), plus the effects for fire and smoke and skidding dust were first-rate. It's still a turn-based game, so prettying up the graphics in a turn-based game doesn't affect the gameplay, but it does make us want to play it more.
This DS Zoids game was marked at TGS as 70% completed. With the series sometimes attracting an American audience off and on, it's possible that this game may make it stateside -- we'll keep you posted.
Via IGN
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September 24th, 2006, 12:15 Posted By: wraggster
Tank Beat was an odd little game for the Nintendo DS here on the show floor at TGS. At first glance, it was the ugliest damned thing we ever saw -- blocky tank models driving through blocky cities, mowing down cardboard cut-out trees and firing lines of missiles at other blocky tanks. Catching the developer's name on the kiosk, however, gave us courage to give it a chance -- the game is developed by Milestone, makers of Chaos Field on GameCube and Radigy on Dreamcast (perhaps the very last official Dreamcast game to ever be released, by the by, so thanks to them for that.) Playing it, we found the gameplay actually enjoyable, and even the graphics came through with a certain all-basic style when seen running so smoothly on the DS Lite screen instead of show monitors.
Imagine the gameplay of Tank Beat as a realtime strategy game where you only play as one unit, and you get it. Play is entirely stylus-based, where you draw tracks on the below game map to control your tank up above. Stroking on the map will give the tank a path to follow, so that's your basic control. Holding down a point outside of your stroke will turn the camera on the 3D game field towards where you want to look. Finally, tapping on an enemy blip will let you shoot at opponent tanks. A little adjusting, and players will quickly be navigating their tank all around the battlefield, using just simple strokes to charge at enemies or to send their tank retreating while returning fire in the opposite direction.
Your beat in Tank Beat won't just be to attack at all times -- in fact, the TGS demo we played only contained a protection mission. Here, opponents rolled over the hills outside of the small set of buildings the radar you are protecting is located in, and you must decide the best course of action for taking them out without being blown up or having your goal blown up. We expect a variety of missions like this in the full game. Players have a full range of tanks to choose for playing, from tiny scrappers to missile carriers to giant Panzers. Multiplayer will be a big feature for the game as well, as not only does it support 2-player wireless play, it also fully utilized the Nintendo WiFi Connection platform for online play.
Tank Beat is scheduled for release here in Japan at the end of November. Release outside of Japan is not scheduled and seems unlikely, so check with import dealers if this game's unique draw is for you.
Via IGN
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September 24th, 2006, 12:13 Posted By: wraggster
Heres an excerpt
It's not every gamer that remembers the NeoGeo Pocket Color card clash game between the heroes of SNK and Capcom's two fighting franchises, but those who do know of it remember it fondly. At last, SNK is bringing the game back for a portable platform that will finally reach the masses with this Nintendo DS release.
SNK vs. Capcom Card Fighters DS is a robust re-imagining of the series, with several brand new tweaks to the formula to make it interesting and incredibly challenging. The core addition is something called "Force", which is a system of power points that you must be able to expend if you wish to use a card. Each side of the two-fighter battle has a card bar (with a deck to pull from as well as several face-up cards) and a Ring where you place your active cards. Up to eight cards can be used at a time, but to use a card, you must have enough Force to place it. This Force appears as little marbles that you place on the points for the cards, each of which needs a certain combination of different Force color marbles to be able to use. If you don't have the Force, you must either choose different cards or else throw away other cards from your deck.
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September 24th, 2006, 12:10 Posted By: wraggster
Bubble2K has released a new WIP version of his Snes emulator for the DS, heres whats new:
The builder has been fixed. The emulator core has some very minor fixes here and there...
I turned off the bottom screen; it works fine on my supercard. Let me know if other cards have problems. .
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September 24th, 2006, 12:01 Posted By: wraggster
Nintendo is preparing an all-out web assault to promote its Wii console, out on 8 December, allocating a significant portion of its £10m marketing budget online.
Using the slogan 'Wii Move You', the Japanese gaming giant is set to take full advantage Sony's decision to hold the PlayStation 3 launch back until the New Year.
"We're just in the final stages of putting our media plan together for Wii, but in terms of online our spend is way more than anything we've done before,"...
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September 24th, 2006, 11:55 Posted By: wraggster
Good NDS the DS Emu for Windows has seen a new release, heres whats new:
Great news I've added a newer version "GoodNDS v0.0.3". It has a new feature that lets you fast forward the games. And I fixed the save and loading states a little. Hope you like it
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September 24th, 2006, 02:17 Posted By: wraggster
Via IGN
Little gems are constantly popping up on the Nintendo DS, especially on import from Japan. One of the nice surprises here at TGS was a title called Pinky Street Kira Kira Music Hour by SEGA and developer Dimple, an accessible little rhythm-action game. It's got little to no chance of being released outside of Japan, but if you like your music gaming on the go, this could be something to pick up from an import dealer.
Kira Kira Music Hour's gameplay is based on a series of three touch panels for you to interact with as the beat rolls by. You hold the Nintendo DS sideways (or bookwise), with the touch panel on one side for gameplay and the other side showing a full-body view of your dancer and her competition. Three panels is a bit awkward for a music game (unless you're listening to umpahpah Polka music, of course), but it works for this game in that it's less exact in the timing over something like Dance Dance Revolution, instead stressing specific movements with your stylus. Up top is a meter showing the song's beat (a bouncing music note shows you where you are) and one of three color blips for an upcoming beat. That color will light up one of the three touch panels when it reaches the beat, and you must take action in that panel to hit the note. Sometimes the note will be just a single tap, other times it will light up with arrows that you must stroke for the music hit. Once you get going, it becomes less a game of reflexes and more of a real music game, as you tap and shuffle left and right to the music, almost as if you're really dancing. Build your "Rainbow" combos and beat your opponent on the dance floor either in single player or multiplayer mode.
As if that weren't enough, there's also a full story mode to play through. Included in this is a large mall town to explore, with several points of interest for your smiley-faced female dancing idol. You can go shopping for outfits for her or visit clubs to play games. There's even a cute photo booth for fashion-crazy girls (and pervy boys) where your 3D character will strike a number of poses as you take pictures of her.
Music is obviously one of the biggest keys to success in a music game, and the synth J-Pop in the demo we played wasn't compelling enough to carry the tune home with us, but it's plenty possible that the music will grow on you if you choose to give it time because of the game's unique gameplay. Pinky Street Kira Kira Music Hour releases in Japan on October 26th.
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September 24th, 2006, 02:16 Posted By: wraggster
Via IGN
After playing the PSP strategy game Jeanne d'Arc, we were eager for even more portable strategy play here on the TGS floor. Marvelous Interactive's promising Luminous Arc for the Nintendo DS looked to fit the bill, particularly because it promises Nintendo WiFi Connection features.
In play with the TGS demo, however, we were let down. Most immediately, we were disappointed in the control in Luminous Arc, which was entirely D-Pad-driven in the demo. Screenshots in the TGS flyer show the stylus being used on the screen (but not in controlling the character, instead depicted just sort of lying there with the indication that it could be used), so we're hoping that there's no way that this development team ignored the single biggest feature of this system in making this game, but there were no option menus to configure control in the demo. Moving characters around on the grid was thus awkward -- more so than GBA strategy-RPGs without the benefit of a stylus, we should add -- and not ideal.
There was also little unique or interesting about the visual style. Character designs were decent in an anime kind of way, but nobody in the cast of characters stood out from any other anime-styled character to be seen at any given booth at TGS (perhaps with the exception of one cute brown-haired nerd girl with eyeglasses who popped up in Luminous Arc's interminably long opening dialog tree. Dialog sequences use the Fire Emblem talking head poses, and at least feature full voice acting for each character. The screen-filling heads in dialog sequences were nice the first few times we saw them, but after seeing the same few expressions on plain backgrounds over and over again, the appeal was quickly gone, and we found ourselves skipping through the dialog as fast as possible despite the production values in having voice acting. The game itself used a standard 2D isometric game board grid like that seen in countless other strategy-RPGs, not displaying any more detail or vibrancy than countless other competitors on GBA. The game board could not be rotated to show other views, and the stage was small in the battles we played. (OK, so there we're nitpicking, since these were the very first introductory battles in the game, so we'll give them the assumption that things will get better later on.) Enemy designs weren't all that fabulous to us either after we had finished our fights with mutant chickens and bull-headed thugs.
Luminous Arc may be hiding something that we're just not seeing yet, and online features are certainly reason enough to show interest. That said, we saw nothing yet to distinguish this game on DS over alternatives on GBA, and other big-name strategy-RPGs are on the way. Luminous Arc is 70% complete in its TGS form, so we'll take another look and see what a deeper playthrough reveals when the import version is released sometime next year.
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September 24th, 2006, 02:14 Posted By: wraggster
Alongside the Wii teaser trailer for Naruto at Tomy's booth was a Nintendo DS "Coming Soon" trailer showing off a new fighting game due out for the portable system. The game is obviously extremely early (the video kept cutting away to staged mock-ups of the game with drawn-in characters to show what the game might look like, then switching back to work-in-progress gameplay footage), but with few traditional fighting games on the portable, it caught our eye even at this early stage.
The Nintendo DS Naruto 3D fighting game looked very much like a DS version of Tekken, complete with juggle moves and an 'endless' battle floor that rotates and scrolls with the view as the fighters battle in 3 dimensions. The visual style of the game was surprisingly realistic, using more traditional shading techniques than the cel-shading seen in console Naruto games. 3D character rendering skewed surprisingly more towards realism than any other Naruto game we've seen before, with more true-to-human character proportions versus the light SD techniques used most often to bring mangas and anime to games -- fighters looked more like people than they did cartoon heroes. (It could be that this was just an aspect of the low completion level of the game so far ... we're not sure which way we want the final game to go since the look was kind of cool and distinctive, very much like Tekken in so many ways.) A number of summon-type or special attacks are also available in gameplay, with the bottom screen made up of six huge "buttons" to use special attacks. Despite its more realistic rendering in this video, some very identifiable Naruto effects were displayed, including that cool chalk outline effect Sakura Haruno has in the Cube games when she rages up.
Look for something more on this game when it's ready for demonstration in playable form some time in 2007.
Via IGN
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September 24th, 2006, 02:13 Posted By: wraggster
Heres an excerpt:
The Mega Man EXE series, also known as Mega Man Battle Network was finally put to rest after over a dozen games in around five years (and that's not including the Chip Challenge spin-off and GameCube platformer.) But if you thought you would never see this enjoyable but oversaturated series ever again, think again. EXE is over, but a brand new Mega Man franchise is coming to take its place, and you can see remnants of Battle Network every step along the way. And of course, even though it's a brand new game series, there are already three of them ready to buy.
Called Ryusei no Rockman in Japan (translated out to Shooting Star Mega Man, although we're sure the name will change when this title makes its inevitable journey to America), the game is the spiritual successor to Mega Man Battle Network. This time, it's all themed more after the new ZX series of Mega Men than the original EXE Mega Man, with a character that wears costumes increasingly more like that of ZX. The Mega Man storyline in this franchise doesn't seem to rely on your outside boy character controlling a cyber Mega Man anymore. This time, from what we saw in our admittedly confusing demo (this story hardly makes sense in English, much less Japanese), you finally are the Mega Man, playing as a boy who can use his Mega Man visor to view the cyber world underneath modern life. As day turns to night, you creep into the cyber world -- the TGS demo had us for some reason talking to anthropomorphicized trucks and full-sized trains with faces. Eventually, you slip fully into the cyber world (which looks an awful lot like the Tron-like world of Battle Network) and begin to battle as Mega Man.
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September 24th, 2006, 02:11 Posted By: wraggster
Heres an excerpt:
If a Square or Enix game has familiar characters and yet can't be abbreviated to just DQ or FF and then some roman numerals, you sometimes have to take stock and make sure you're not getting overly excited. Let your fanboy fevor get away with you and suddenly you're the proud owner of Chocobo Racer. On the other hand, there is magic in the fringes sometimes if you're willing to get deep with a series, and the new DS game Chocobo & The Magic Picture Book looks to be a really charming spin-off for the big yellow bird. It comes across as a little bit of a kiddie game, but there's enough for the big kids to enjoy too.
The game is a collection of minigames either built into a story mode in single player or else accessible for many to play together in four-player mode. The RPG story mode features a gorgeous 3D engine as your Chocobo character explores small little pockets of land, speaking with other familiar Square figures as it comes to discover the mysteries of the game's Magical Picture Book. Those mysteries mostly break down into a continuing series of small puzzles and minigames, many which are actually quite addictive. You will see your standard slide puzzles and whack-a-mole stages, but also seen (and available to download and take home from the show via the DS Download feature -- very handy in the long wait for a seat in the Square theater here at TGS) was a nice little puzzle challenge sort of like Minesweeper but faster, where you must tap tiles to reveal instructions for finding the next tile (one, two or three blocks away in any direction) to find the crown without finding an enemy. Another was an otaku's dream puzzle we're informally calling "Speedy Squaresoft" -- on the bottom touchscreen are dozens of classic 8-bit Final Fantasy characters, and up top is a slowly closing door that the characters will be randomly running past, visible for just a split second through the crack of the door. You must tap the correct character based on memory to rack up points.
Full article at IGN
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September 24th, 2006, 01:56 Posted By: wraggster
Mollusk posted this news/release:
Ok, I made a quick little Panoramic viewer using the 3d photos I posted in the other topic, here's what it looks like :
Click the sprite to select the photo to see, stylus to scroll, B to return to beginning
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September 24th, 2006, 01:40 Posted By: wraggster
Updated release from Kaktus|621
I worked a bit on my Homebrew and here is Version 1.5 ... IcyTower WORKS ! But well, still in BETA Phase because of :
* No Point System
* No Time Limit/Auto Scroll (So you can fall down and nothing happens to you)
* No random Level and for now only 100 Steps
* Well there's no real "fun" yet After the first time playing you know the lvl and after that itÄs boring
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September 24th, 2006, 01:03 Posted By: wraggster
Take or leave these rumours but heres whats been thrown around at the moment:
- A disc country code configuration tool for developers has been added which confirms that the Wii is not region free
- Support for origin reset via pushing the A,B, + and – buttons simultaneously for three seconds on the Wii remote
- Support for mitigating screen burn in and stopping the drive motor, these will kick in if the controller input remains constant over a period of time
- Support for firmware/system menu auto update, a patch in the developers library which update the firmware and system menu automatically after execution
- Wireless Controller settings and save data operations to the main menu
- Full mode has been added to Wii pointer where you not only get the object co-ordinates and size but also the object range, pixel count and radius
- Support for Wii remote speaker output which allows sound to be played from the speaker same way as it is from other channels
- Wii remote setup items have been added such as motor mode, sensor bar position and speaker volume,
- Support for 50 Hz progressive mode display abandoned, for progressive display 60Hz must be used
- There has been known issues of normal pairing with the fourth Wii remote takes a long time and sometimes pairing with another Wii remote will be suddenly lost. Perhaps a reason for the lack of 4-player support on a lot of the launch titles
- The Wii remote options are no longer stored per controller but as common values in the Wii console
- The Wii remote ID of each player number from the last connection is saved and the same number will be assigned on the next connection
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September 24th, 2006, 01:01 Posted By: wraggster
Via Scifi.com
From everything that we've learned about it, Wii Channels appears to be a pretty weak offering from Nintendo. Fortunately, people aren't going to buy the Wii to surf the Web or look at photos; they're going to buy it for the games. There's still the distinct possibility that Nintendo will announce an online gaming feature in the near future, but as it stands the Wii's Channels and online system are pretty underwhelming. One would think that the success of the Xbox Live online system would inspire Nintendo to take a similar route. However, Nintendo has been clear from the start that the Wii is taking a different path from the big boys, and for the most part the company's choices have been spot-on. Let's just hope they don't screw up what could be another selling point by aiming just at non-gamers.
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September 24th, 2006, 00:50 Posted By: wraggster
Metal Gear series creator Hideo Kojima revealed during the Tokyo Game Show that his development team is working on a new title for the Nintendo DS--but it's not the usual type of game that's expected from Kojima Productions.
Following the trend of the many "training games" being released on the DS, Kojima said that his team is working on "Kabushiki Baibai Trainer Kabutore" (Stock Transaction Trainer Kabutore).
The game teaches players the basics on how to do stock trading, using real Tokyo Stock Exchange market data from the past five years. For novice traders, the game features step-by-step lessons in stock market transactions featuring a lecture mode and story mode. For those well-versed in the ups and downs of stocks there's an expert mode which lets the game function as a market simulator.
"Video games have been changing during the past one to two years. The recent trend is towards training software, which brings affluence to life rather than drama," said Kojima during his stage appearance. "Although we've been releasing games for the hardcore audiences up until now, we're really about taking on new challenges."
Kabushiki Baibai Trainer Kabutore seems like a type of game that would only come out domestically in Japan. But with titles like Brain Age: Train Your Brain in Minutes a Day also selling well across the Pacific, there's always the possibility that a localized version might do the same.
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September 23rd, 2006, 11:49 Posted By: wraggster
DoubleC posted this news on his site:
Just a quick note to let you know that I'll have the tutorials updated for the latest DevkitPro versions soon, along with some new tutorials. I lent my DS out over the last few months so haven't had it to be able to do any testing! Rest assured, updates coming soon.
More info --> http://www.double.co.nz/nintendo_ds/
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