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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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May 20th, 2014, 00:32 Posted By: wraggster
Who out there hasn’t angrily thrown a game controller across the room after continually getting killed by some stupid game-controlled villain? That is such a bummer! You probably wished there was some way to ‘just get past that point’. To take a step in that direction, [Ben] created an Artificial Intelligence program that will win at Pokemon Blue for Game Boy Advance.
The game is run in a Game Boy Advance emulator known as Visual Boy Tracer, which itself is a modified version of the most common GBA emulator, Visual Boy Advance. What sets Visual Boy Advance apart from the rest is that it has a memory dump feature which allows the user to send both the RAM and the ROM out of the emulator. The RAM holds all values currently needed by the emulator, this includes everything from text arrow flash times to details about currently battling Pokemon to the players position in the currently loaded map. The memory dump feature is key to allow the AI to understand what is happening in the game.
http://hackaday.com/2014/05/19/pokem...rter-than-you/
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May 19th, 2014, 21:31 Posted By: wraggster
Nintendo has detailed this week's European eShop update.
The main release this week is Picross e4, the fourth entry in Nintendo's series of eShop Picross games.
Also available this week is Squids Odyssey, the Wii U version of the popular iOS titles Squids and Squids Wild West. Meanwhile, critically acclaimed WiiWare game Swords & Soldiers has been remastered for Wii U.
Retro fans get two Virtual Console games this week, with the GBA version of Klonoa arriving on the Wii U service and the NES version of Double Dragon II coming to the 3DS one.[h=3]3DS[/h] - Picross e4 (Jupiter) - £4.50 / €5.00
- Touch Battle Tank 3D 2 (Agetec) - £4.49 / €4.99
- Turtle Tale (Saturnine Games) - £2.49 / €2.99
- Legends of Oz: Dorothy's Return (Avanquest) - £19.99
- Double Dragon II: The Revenge (NES Virtual Console) - £4.49 / €4.99
[h=3]Wii U[/h] - Squids Odyssey (The Game Bakers) - £9.99 / €12.99
- Swords & Soldiers (Two Tribes) - £2.69 / €2.99
- Color Zen (Cypronia) - £2.99 / €2.99
- Klonoa: Empire Of Dreams (GBA Virtual Console) - £6.29 / €6.99
http://www.computerandvideogames.com...te-picross-e4/
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May 19th, 2014, 21:26 Posted By: wraggster
Mario Kart 8 could be the push Wii U needs for a more sustainable sales momentum, Nintendo UK's Mario brand manager has said.
Roger Langford told MCV that Nintendo is putting a lot of effort into pushing the game before its launch and plans to continue that effort afterward. The company published two new TV commercials for the racer on Monday.
"I certainly feel that Mario Kart 8 can be the catalyst that will broaden Wii U's horizons," Langford said. "It's very important for us that we have a successful launch and continue the promotion throughout the year and beyond."
Langford said it wouldn't be the first time that Mario Kart has demonstrated the value of Nintendo hardware: from the original, which was one of the first two-player racing games on SNES, to Mario Kart Wii, which was one of the system's best-integrated online titles.
"Mario Kart is one of our killer titles," Langford said. "Looking back at Super Mario Kart and then moving through the ages, you can see how integral Mario Kart is to Nintendo hardware. It always brings out the best in whatever hardware it is on."
In our Mario Kart 8 review, we hailed it as "a multiplayer event showcasing Nintendo doing what it does best: bashing your expectations (which should already have been lofty) into dust and then rebuilding them anew into something bigger and better than you had imagined."
A Mario Kart 8 Limited Edition package is available to pre-order now ahead of the Mario Kart 8 release date of May 30.
http://www.computerandvideogames.com...endo-rep-says/
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May 19th, 2014, 21:25 Posted By: wraggster
Nintendo launched Photos with Mario on the U.S. 3DS eShop today, an augmented-reality camera app.
The free program lets players pose 3D models Mario characters like the plumber himself, Peach, and a Goomba in real-world scenarios using the 3DS camera. Players can arrange multiple characters in a single photo using special AR Cards, blow on the screen to make them strike a pose, and take photos with a timer.
The AR cards come packed in with $10 Nintendo eShop cards available exclusively at Target. Or you could print them out from this AR Cards Database listing - which also seems to be the only way to access the Koopa Troopa, Luigi, and Bowser cards outside of Japan at the moment.
Photos with Mario is separate from the AR Games app and cards which come with every 3DS system.
Nintendo has not announced any plans to bring the app and its special eShop cards to Europe.
http://www.computerandvideogames.com...t-on-us-eshop/
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May 19th, 2014, 01:49 Posted By: wraggster
We thank everyone for their praise and feedback regarding our latest firmware which brought homebrew and online play support.
With each new firmware update we prove to be unrivalled in our originality, ingenuity and support.
Innovation and fantastic product support are the key ideas that sets us apart from the imitators.
These key ideas are what ensure our community will prosper.
Yes, we heard the feedback about the savegame mechanism, and we have plans to improve this and bring it to a whole new level of support.
Yes, we heard about the latest 7.2.0 system firmware, and there is no need to worry.
We have been working on the new encryption puzzle added by the later system firmwares but as they say, the proof is in the pudding.
And unfortunately the pudding is not ready yet, but we know it will be delicious.
This is our top priority right now so please bear with us while we stir and work our magic!
And as always, support the innovators not the imitators!
http://www.gateway-3ds.com/
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May 19th, 2014, 01:49 Posted By: wraggster
Today we are very proud to present Gateway firmware 2.2 “OMEGA” which is packing quite a few of highly anticipated features!
So let’s take a look:
* Online support
That’s right, now you can play online with your friends!
As we hinted in our previous firmware release, the current “scene” dumps are missing critical data which is needed for online support.
Our game card dumper however does create proper dumps, and will allow you to play online.
To play online you will need a game dumped with our Game Card dumper and you must rename the file extension from .3DS to .3DZ in order to avoid accidental activation of online support.
As always, use online play at your own risk. Since online play is linked to a genuine Game Card, we do not recommend that multiple users go online with the same game dump simultaneously as it will most likely result in a future online ban.
We cannot help you if your 3ds console gets banned from online play.
* Homebrew support
It was about time this happened, so now you can develop and run homebrew games and applications just like the real deal!
In particular, we would like to thank smea for his contributions, otherwise none of this would be possible.
You can find a sample homebrew 3ds game in our downloads section, and we hope to see many more!
Note that the ctrulib homebrew library is not yet completely stable, as can be seen in the graphical artifacts and when closing the homebrew application.
* Savegame backup and restore
Some users have requested the ability to backup and restore savegames from retail cards, so here it is!
Simply launch the Gateway menu by holding L and you will see two new icons for savegame backup and restore.
The savegame will be stored on the regular 3DS SD card.
* Improved Game Card Dumper
We fixed a minor bug that caused some Game Cards not to be detected by our dumper. This should now work.
Available in our download section here
ENJOY!
http://www.gateway-3ds.com/
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May 19th, 2014, 01:34 Posted By: wraggster
smealum opensball " official "Development amateuronNintendo 3DS . It is Yeti 3DS compiled the formatstandard.3 Ds. existed
wellobviouslyalready homebrew 3DS butunder the form ROPloaders alternative, littlepractices (Even dangerous ) To use. Theoutput kernel GatewayOmega 2.2 natively supports homebrew, exchange the gives and should, it is hoped less Encourage the development of thisplatform.
Yeti 3DS
Official Site: smealum.net /
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May 19th, 2014, 01:33 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3204
Wii hack no end of surprise and shows once again today by offering no less an alternative to official servers online, Nintendo has not seen fit to keep online longer (the Access will be cut May 20, 2014). This multi-platform software (Windows, Mac, Linux) allows to patch your iso Mario Kart Wii (game official or derivatives hacked) so you can connect to a dedicated server alternative set up by enthusiasts and developers very gifted in this area. So you can again enjoy the pleasures of online multiplayer. It is stated that this is a version that is still in alpha stage, which may still contain bugs. Nevertheless, the results of the test team are very encouraging: the battle and versus modes work both in private mode, regional and worldwide. Citation:My test team played versus and battle in rooms, in regions and worldwide. We played Mario Kart Wii and standard Wiimms MKW-Fun
Note that a generic patch is available for patching other games with online mode. Feel free to visit the official website to learn about opportunities but also rules governing these alternative servers (the cheating may cause a ban, unless the parties to any private with knowingly). System also allows the use of friend codes ... to be tested here wiimmfi-Patcher for Mario Kart Wii wiimmfi-patcher (generic)
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May 19th, 2014, 01:03 Posted By: wraggster
via http://pdroms.de/
Cheesetoe by RbR and Skomp is a GameCube game released at Revision 2014. Try to score by closing boxes on the grid. You can either set a side, shift a row/column or throw a bomb per turn. The powerups are located on the grid and you can get them by closing a box at their position. The game is over when every box on the grid has been closed. Be careful: if you still have bombs left when the game ends, you’ll loose points!
http://www.pouet.net/prod.php?which=63273
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May 19th, 2014, 00:59 Posted By: wraggster
via http://pdroms.de/
Double Action Blaster Guys by NovaSquirrel is a single player action game but also allows two simultaneous players. DABG for the Nintendo Entertainment System / Famicom is a sequel to “Forehead Block Guy“.
NovaSquirrel provided the following updates on his game:*Changed to NROM-256 with CHR RAM, decompressed at the start before the title
*Revamped menu system (and the editor asks for confirmation to quit now)
*Versus modes with powerups
*More levels to use new blocks and enemies
*Levels can scroll
*New blocks: Bombs that go off every 4 seconds, tiles and platforms that toggle between solid or not every 4 seconds, switch to instantly toggle all toggleable blocks, moving springs and moving hazards, teleporters, insta-kill spikes, tiles that cause a bomb to drop above you when you walk through them
*New enemies: rolling and jumpy balls, enemies that shoot aimed at the player, Thwomp clones, a flapping owl, a potion and an enemy that continually shoots right
*Various bugfixes and minor changes
http://forums.nesdev.com/viewtopic.php?f=22&t=10325
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May 19th, 2014, 00:49 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows/Linux has been updated. Changes:
- I continued to work hard on the synchronization between CPU/PPU and CPU/APU to make it more accurate. Now "Micro Machines (Camerica) [!]. nes" works without any graphical glitches also "Huge Insect (Sachen) [!].nes" finally works perfectly. Considering that the changes affecting the core of the emulator, I have tested many roms (tests and games) and it seems that everything is running smoothly, but if someone were to find some roms that gives problems with this release, please contact me. Thanks to x0000 for the help on the front of the CPU/APU.
- Fixed some bugs in the handling of compressed files with the game genie active (thx Chad).
File: Download
News source: http://forums.nesdev.com
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May 19th, 2014, 00:02 Posted By: wraggster
via http://www.emulation64.com/
DeSmuME X432R (2014/05/10) is compiled.
DeSmuME X432R is a modified version of DeSmuME. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality.
DeSmuME also supports microphone use on Windows and Linux ports, as well as
direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME X432R (2014/05/10) Changelog:
The created based on the official SVN r5038
High resolution 3D rendering (experimental)
Improved internal processing.
Fidelity of the display is improved.
Fixed a bug of the HUD display.
Add Config menu → High-Resolution 3D Renderer → Async Mode
This function is separated from the main thread the part of the drawing process will be executed asynchronously.
There is a screen update is not successful in use.
Download
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May 18th, 2014, 23:51 Posted By: wraggster
via http://www.aep-emu.de/
Mednafen a multi-system emulator has been updated.
Quote:
Highlights of this release include:
- Added setting "video.deinterlacer" to select which simple deinterlacer to use. Note that currently, all deinterlacers will result in double-height video internally(compared to non-interlaced modes), even when it´s not strictly necessary(such as with "bob" and "bob_offset"), due to internal design decisions.
- Allow for negative ".scanlines" setting values, which when used with the "weave" deinterlacer(the default), will structure the scanlines to mask the previous field´s lines.
- Added support for mapping joystick axes to lightgun screen coordinates(refer to full ChangeLog, April 28, for more details).
- Updated internal copy of libmpcdec; fixes Musepack SV7 file reading/playback(with CD emulation).
- New shared-mode WASAPI sound driver available(but not the default) for Windows Vista and newer, named "wasapish"(can be selected via the "sound.driver" setting).
- GB: Added support for custom palettes that specify BGP, OBP0, and OBP1 colors independently.
- GB: Fixed MBC7 support(tilt sensor is on virtual port 2).
- GB: Disabled broken simulation of HDMA overhead.
- GB: Fixed some problems in the memory-mapper code that allowed some games(like "Best of the Best Championship Karate") to crash Mednafen itself.
- PC-FX, VB: New FPU emulation code to replace SoftFloat(due to licensing concerns); game compatibility shouldn´t be affected.
- PS1: Added settings to allow for scaling(and clamping) the analog stick axis values to work around issues caused by the range differences between PS1 analog sticks and modern PC gamepad analog sticks.
New settings:
- video.deinterlacer
- psx.input.port*.analogjoy.axis_scale
- psx.input.port*.dualanalog.axis_scale
- psx.input.port*.dualshock.axis_scale
Settings with changed semantics and/or default values:
- sound.buffer_time
- <system>.scanlines
0.9.34.1:
- Fixed a bug in the sound format conversion code that caused garbled audio when using the new shared-mode WASAPI driver with a sound device configured with more than 2 speakers.
0.9.34:
- CDPLAY: Optimized the visualization code.
- Added a new shared-mode WASAPI sound driver named "wasapish".
- For consistency, the "wasapi" and "sdl" sound drivers no longer subtract the overhead latency from the desired buffer size when calculating the size of the buffer to use.
- Changed the default value of setting "sound.buffer_time" to "0", to enable usage of partially-new code that calculates a buffer size automatically based on emulated system characteristics and the sound driver in use.
- GB: Fixed tilt sensor emulation that was broken in the May 6 IDIT_BUTTON_ANALOG packing change.
- Updated the embedded copy of libmpcdec to the latest SVN copy; fixes problems with playback of older SV7 format files(with the CD emulation code).
- Wrote threading code to target Win32 APIs directly, rather than rely on SDL´s threading support, for the Windows build.
- GBA, NES: Resolved some compiler warnings.
- No longer compile with -mstackrealign for the Windows build, instead using "__attribute__((force_align_arg_pointer))" where appropriate(e.g. Win32 and SDL callbacks).
- Updated the cheat console-interface code to use a condition variable instead of sleep-waiting.
- Remove an erroneous extra mutex unlock around a driver-side message queue.
- Pack "IDIT_BUTTON_ANALOG" and "IDIT_RUMBLE" type input device data more tightly(only aligning to a byte-boundary now, and packing as 16-bits rather than 32-bits).
- Calculate and send a device type number for each emulated port with the netplay login data(the data is not used currently by mednafen-server, but will be in the future).
- Reworked the multithreaded CD reading code to use condition variables, rather than repeatedly unlocking, sleeping, and locking mutexes. This should help with performance a bit, and will prevent a lot of unnecessary CPU/CPU core wakeups, especially after loading multiple disc images with M3U files(since a read thread is created for each disc image, at least when CD image memcaching is disabled, the default).
- Moved common parts of the MDFNI_Load and MDFNI_LoadCD functions into a separate function to reduce code duplication.
- Emulation modules´ LoadCD functions all now throw exceptions on error, so changed the function pointer prototype to remove the return type(void all the way!).
- PCE, PCE_FAST, PC-FX, MD: Make better use of exceptions(and handle some that were not handled properly before) in the game loading and initialization code paths.
- Emulation modules´ Load and LoadCD functions may now throw exceptions upwards instead of calling MDFN_PrintError() and returning 0.
- Reworked IPS parsing and applying code to use exceptions, and Stream instead of stdio file access.
- Reworked MDFNFILE to use exceptions to signal errors on file loading(the memory-stream functions provided primarily for the NES module´s use still don´t throw exceptions, however).
- Lynx: Removed undocumented(and largely pointless) support for loading a gzip or ZIP-compressed "lynxboot.img" firmware file.
- GB: Made game loading code more resilient to avoid leaking memory if an error occurs during game load.
- Added a gcc format string check attribute to an MDFN_Error constructor, and fixed a few minor format string problems this checking exposed.
- GBA: Reworked save file type parsing code to use FileStream instead of stdio.
- GBA: Sanitize a few variables in the flash memory save state loading code to prevent malicious save states blah blah blah.
- GBA: Added masks to array access in the EEPROM emulation code to prevent malicious save states from corrupting the heap.
- GBA: EEPROM file loading code now errors out if there´s an error opening or reading the file(but not if the error is that it simply does not exist), or the file is of an unexpected/incorrect size.
- NES: The filename scanning to select region/video standard(NTSC or PAL), controlled via the "nes.fnscan" setting, now uses the filename and path stored in the ZIP file(when loading a NES game from a ZIP file) rather than the name of the ZIP file itself. Additionally, the filename scanning feature no longer is affected by strings in the file extension(though I doubt this will affect anyone, as you´d have to be pretty deranged to name a NES game file like that).
- PSX: Made CD-DA playback position report code more correct and resilient in regards to Q subchannel checksum errors.
- PSX: Added settings to allow for scaling the analog stick axis values, to work around the issue of different logical ranges of motion for PS1 DualShock and Dual Analog controllers versus more modern PC-compatible gamepads.
- Added logic to gracefully fall back to other fullscreen stretch modes if the current fullscreen resolution is too low to support the stretch mode selected.
- Added support for mapping joystick axes to lightgun screen coordinates; however, the configuration must be done manually by editing the configuration file. (Additionally, the translation will not function properly if the software-rotation feature(via ALT+O) is used.)
Example:
psx.input.port2.guncon.x_axis joystick 630f0eab74165481 00008000
psx.input.port2.guncon.y_axis joystick 630f0eab74165481 00008001
Alternate coordinate translation for fullscreen mode, intended for physical modern lightgun and pointer devices:
psx.input.port2.guncon.x_axis joystick 630f0eab74165481 00048000
psx.input.port2.guncon.y_axis joystick 630f0eab74165481 00048001
- GB: Cleaned up the memory-mapper code, fixing a few bugs that allowed some games(like "Best of the Best Championship Karate") to cause Mednafen itself to crash.
- GB: Fixed MBC7 support(it´s been broken in Mednafen for a loooong time).
- GB: Disabled the broken simulation of HDMA overhead that seemed to be doing more harm than good; fixes problems with unstable framerates and inaccurate slowdown on some GBC games(such as "Shantae").
- MD, NGP, WonderSwan: Fixed potential memory leaks(memory was not really leaked due to how Mednafen is currently structured, but they could have become problematic leaks in the future).
- Merge clamp.h into math_ops.h.
- More #include statement changes in emulation module sources to use #include style instead of #include "../BLAH".
- Fixed a bug that was causing the output image to be distorted when rotation(via ALT+O) was used in conjunction with a *.videoip setting value of "x" or "y".
- Added a test/demo module to help work out bugs in the video processing code paths.
- Reworked the build system and numerous source code and header files to allow for less sloppiness with -I include paths.
- GB: Statically-allocate a 320-byte graphics buffer instead of malloc()´ing it.
- Fixed a problem with the configure script so it will (hopefully) no longer error out when cross-compiling.
- MD: memset() line buffer padding areas to prevent sprite rendering from reading from uninitialized memory.
- MD: Fixed violations of strict aliasing in the 68K CPU core.
- PC-FX, VB: Replaced SoftFloat, used in FPU emulation, with newly-written-while-sleep-deprived code. It´s possible this may cause regressions, since floating-point stuff is rather hairy...
- Fixed an ancient bug that made iterative multibyte-value cheat searches extremely unreliable.
- Fixed a bug that broke the output image when displaying a source image with multiple horizontal resolutions at a specific rotation angle(selected via ALT+O).
- Added support for negative .scanlines setting values, which will change scanline behavior and size to overlay/obscure the previous field´s line data if "video.deinterlacer" is set to "weave".
- Added setting "video.deinterlacer", default value of "weave".
- NES: Align a temporary line buffer array to prevent the possibility of a CPU fault and/or poor performance on non-x86 platforms.
- Simplified handling of muli-horizontal-resolution frames by changing "LineWidths"´s type from MDFN_Rect(representing x offset and width) to a simple int32(representing just width).
- GB: Added support for custom palettes that specify BGP, OBP0, and OBP1 colors independently.
- PC-FX, VB: Corrected the debugger´s disassembly of the 5-bit sign-extended immediate form of "mov" (the disassembler was failing to sign-extend).
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May 18th, 2014, 23:50 Posted By: wraggster
via http://www.aep-emu.de/
DMGBoy (Dot Matrix Game Boy) is a Game Boy emulator written in C++. It uses wxWidgets for the user interface and SDL and portaudio for the audio. Is Cross-Platform: Windows, Linux and Mac OS X builds are available.
Quote:
DMGBoy 2.0 (2014-05-11)
- Added GameBoy Color compatibility
- Added a 3D model of the original GameBoy inside the window
- Added a GUI debugger with disassembler, memory viewer and breakpoints
- Translated the GUI to other languages: Spanish, French and Greek at the moment
- The window now is resizable in real time, also mantains the proportions and the borders are magnetic
- Updated wxWidgets to version 3
- Fixed instruction DAA
- Improved the LCDC states
- Improved the timing of the instructions
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May 18th, 2014, 23:11 Posted By: wraggster
3DS Updater Checker is a simple and minimalist utility for PC with which you know what the latest existing version for your 3DS is compatible with all state regions is important, because some updates are released but not always for all regions or not simultaneously , this application can know for sure what is the latest for our console.
http://nds.scenebeta.com/noticia/3ds-updater-checker
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May 18th, 2014, 23:09 Posted By: wraggster
Today I come to present a game inspired some super mario galaxy, the game takes place in platforms that are in space, in the game we will get to catch a group of coins will be distributed for each level, if we want to advance level need to take all the coins you have in the level and when we try to catch the coins have to be dodging a species of cactus that if they do not touch us iran removing life to death and having to restart the game or level depends if we get to kill or not. A fun hopefully take out more levels.
http://nds.scenebeta.com/noticia/marios-space-quest
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May 18th, 2014, 23:09 Posted By: wraggster
Would you like to have a sequencer? If yes this app can not miss on your Nintendo DS. CellDS is very similar to a sequencer application , but not possessing the characteristics of it, is a perfect substitute , can program and play music events sequentially. This new application is based on Grid, sequencers and has 6 to 1, each secunciador is controlled by a fully customizable script. Note that these are LUA's script.
http://nds.scenebeta.com/noticia/cellds
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