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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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November 14th, 2005, 20:10 Posted By: wraggster
Rare's Duncan Botwood, lead multi-player designer on Perfect Dark Zero has aired his thoughts on Nintendo's Revolution controller, expressing skepticism at the device - albeit in a nice way with some small praise thrown in for good measure.
Speaking to 1up.com, Botwood explained that it would be entirely feasible to get a game like Perfect Dark Zero running in conjunction with the Revolution controller, but it was unclear whether full functionality could be retained in light of it's unusual configuration.
Despite admitting that he's not managed to have a go on one yet, Botwood did express interest in the possibilities offered up by the controller, suggesting that it "looks like it might lend itself towards a light gun style of shooting, which would be a fresh approach."
Echoing fears of rabid forum users worldwide, despite assurances from Nintendo, various members of the press who've actually had a go and probably their mums too, Botwood commented that the controller "doesn't look that comfortable to me at first glance. Most people don't use TV remote controls constantly for a whole hour, let alone wave them in the air all that time. I'm skeptical, but that's tempered by my respect for Nintendo and my past experience of working with their controllers."
So there we go - but can we expect some crazy backward-jumping coup from Rare straight into the open, lusty arms of Nintendo? No, of course not, but it's always nice to see some of the bigger developers in the industry
giving their thoughts on a controller which has the capacity to change the way we play and think about games in the future.
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November 14th, 2005, 20:09 Posted By: wraggster
Hot rumour from Japan enticing RPG gamers over the weekend foretells of a high-budget remake of Final Fantasy VII for Nintendo’s DS portable, news that if true proves the games industry can match any soap opera for drama and twist.
The rumour began with Square Enix producer Tetsuya Nomura confirming to Japanese PlayStation 2 magazine Dengeki PS2 that Final Fantasy VII will have a significant showing at next year’s Electronics Entertainment Expo, building on the company’s comments from last year when SE promised “…polymorphic [Final Fantasy VII] content providing well-known properties on several platforms, allowing exposure of the products to as wide an audience as possible.”
Of course, this rumour stands in contradiction with established talk that a high-budget PlayStation 2 remake of Final Fantasy VII is in the works, though it could be argued that it makes far more sense for a DS version to be released.
As you may well know, Final Fantasy VII was - to put it mildly - something of a controversial PlayStation game. The RPG was originally in development for Nintendo’s new home console, a 64-Bit machine going by the name of Nintendo Ultra 64. The code was in a fairly advanced stage and Square was at the time amongst the most active of companies lobbying Nintendo president Hiroshi Yamauchi to ditch cartridge-based media in favour of a CD-based system. Yamauchi - a stubborn man - rejected all calls to move away from the relatively secure cartridge, and in turn assured Square that any game could be accommodated, even if it meant spreading its new RPG across several cartridges. Square rejected this idea and, under constant courting from the emerging PlayStation camp, cancelled Ultra 64 Final Fantasy and announced that it would be releasing Final Fantasy VII as a PlayStation exclusive.
This news sent shockwaves through the Japanese games industry and is widely seen as a turning-point in the fortunes of the Nintendo 64. The console was by no means a failure, though it was crippled by reluctant third-party support; the angle with which Sony rose to dominance over the old guard.
And for years afterwards, Nintendo - under Yamauchi’s control - openly derided Square, with the Nintendo president always on hand with a word or ten of discouragement for his one-time ally. Then something happened. The launch of the Game Boy Advance had fans up in arms, requesting Final Fantasy and other Square RPG properties for Nintendo’s new handheld, in essence a portable SNES. Nintendo was seeing profits tail off as the Pokemon boom faded and so Yamauchi - reluctantly, we are told - allowed Nintendo to re-enter talks with Square. After the second meeting, both parties were highly positive and Yamauchi made the surprise announcement that he would chair the next meeting. Legend has it that the perceived betrayal of Nintendo by Square stood as the lowest point in Yamauchi’s career and the great man seemingly wanted to iron out the wrinkly past, with an agreement in principle being reached during that third meeting, ending more than a decade of tension between the two Japanese giants.
History lesson over, it is a fact that a considerable amount of the code which comprises Final Fantasy VII was tapped in using Ultra 64 development kits and this code can easily be ported across to Nintendo DS. A DS remake will make more financial sense and require considerably fewer resources than an enhanced PlayStation 2 remake.
As we mentioned, the videogames industry can hold a candle to any soap opera, though it must be said that Final Fantasy VII DS would even trump the murder, return and murder (again) of Dirty Den.
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November 14th, 2005, 20:05 Posted By: wraggster
SuccessHK posted this new Commercial DS Release:

Based on the Walt Disney Pictures and Walden Media film capturing the renown and beloved book series from author C.S. Lewis.
Players enter the world of Narnia, a land frozen in a 100 year winter by the evil powers of the malevolent and evil White Witch. In order to end this frigid captivity and free his people, the mighty lion Aslan, true ruler of Narnia, invokes an ancient prophecy. It will become the destiny of four young siblings from our world: Peter, Susan, Edmund and Lucy Pevensie to work together and use their unique combat skills, weaponry and abilities to defeat the Witch and her armies to save Narnia. These four unlikely heroes must battle the evil forces of the White Witch by waging war against a vast variety of creatures, including Centaurs, Minotaurs, Minoboars, Cyclops, Werewolves, Wraiths, Ankleslicers, Wolves, Satyrs, Boggles and more.
Price:USD 34.84
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November 14th, 2005, 04:15 Posted By: wraggster
Nintendo is having quite the fourth quarter, thanks to the DS and its solid lineup of both first- and third-party games. Though no recent US figures have been released, DS sales are tearing up the Japanese and European charts. But how long can this portable momentum last?
On Monday, the company will launch their new wi-fi Internet service, free of charge, to gamers around the world. With the service comes the much anticipated Mario Kart DS which will be a big factor in determining if Nintendo’s positive year-end results can turn into next year’s profits. If the PSP doesn’t get some must-have games quickly, Nintendo may cement its dominance in the current generation of handhelds.
Will Mario Kart DS can keep the company’s portable momentum alive?
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November 14th, 2005, 02:22 Posted By: wraggster
Here is the Updated European Release List for Nintendo DS
November:
18th Sonic Rush
18th Tony Hawk's American Wasteland
18th Touch Golf
18th Yu-Gi-Oh! Nightmare Troubadour
25th Dragonball Z Supersonic Warriors 2
25th Kirby: Canvas Curse
25th Mario Kart DS
25th Need For Speed Most Wanted
25th The Incredibles: Rise of the Underminer
TBC SBK: Snowboard Kids DS
TBC Shrek SuperSlam
___
Here is the Updated Australian Release List for Nintendo DS
14th November 2005 Harry Potter And The Goblet Of Fire
16th November 2005 Tony Hawk's American Sk8land
17th November 2005 Spyro: Shadow Legacy
17th November 2005 Mario Kart
17th November 2005 Nintendo DS Console Silver + Mario Kart
17th November 2005 King Kong
18th November 2005 Lost In Blue
24th November 2005 Devilish
24th November 2005 Meteos
25th November 2005 Teenage Mutant Ninja Turtles 3: Mutant Nightmare
25th November 2005 Chronicles Of Narnia Lion, Witch & The Wardrobe
25th November 2005 Need For Speed: Most Wanted
25th November 2005 Zoo Tycoon
25th November 2005 Sonic Rush
25th November 2005 Dragonball Z - Super Sonic Warriors 2
25th November 2005 Yu-Gi-Oh! Nightmare Troubadour
25th November 2005 Scooby Doo! Unmasked
30th November 2005 Frogger: Helmet Chaos
30th November 2005 Dragon Booster
1st December 2005 The Incredibles: Rise of the Underminer
1st December 2005 Billiard Action
1st December 2005 Spongebob Squarepants: The Yellow Avenger
1st December 2005 Metroid Prime Pinball
8th December 2005 Prince of Persia Battles
8th December 2005 Animal Crossing Wild World
12th December 2005 Burnout Legends
28th February 2006 Phoenix Wright: Ace Attorney
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November 14th, 2005, 02:22 Posted By: wraggster
The PassMe2 is a new revision of the code on the CPLD of any regular PassMe, that allows the passme to be used on DSes with newer Firmware. However, the PassMe2 is not as flexible as the original: it is tied to a particular DS game and requires a Flash cartridge with SRAM to use.
For information on updating a passme to a PassMe2, see: http://darkfader.net/ds/games/
You can also buy a PassMe2 pre-configured for a particular game from http://www.dspassme.com/ or http://www.natrium42.com/.
PepsiMan has made a SRAM patcher that patches the generic PassMe 2 SRAM file to work for a particular game (chosen from a menu): http://forum.gbadev.org/viewtopic.php?p=59950#59950
Because the PassMe 2 requires that you have a Flash cartridge with particular SRAM contents in it during every use, we recommend that you use the PassMe 2 to install FlashMe, which allows you the flexibility of using other cartridges like the GBA MP or development via WMB.
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November 14th, 2005, 02:20 Posted By: wraggster

GST have released a new version of their famous Rom patcher for the MK2&MK3 devices. This new release supports 168 known clean dumps.
Download the patcher via the comments
More information on the Magickey 2 and 3 HERE
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November 14th, 2005, 02:06 Posted By: wraggster
Softdev have released a new version of the port of Snes9X to the Gamecube, heres the info:
"Welcome to the revolution in GameCube emulators! SNES9X is by far the most complete and accurate Super Nintendo Entertainment System emulator to date. Taking full power of the ATi-GX chipset and packed full of features that are to die for after playing your games you'll never want to come back to reality. Not bad for two weeks worth of work!
[ Features ]
* Port of SNES9X v1.43
* Fullscreen Graphics
* Sound Emulation
* SRAM Manager
* DVD Loading
* 1-4 Player Support
* Mode 7 Supported
* Super FX Supported
* SDD1, SRTC, SA-1 Supported
* DSP1 & DSP2 Supported
* Partial DSP4 Support
* WIN32 & Linux Binaries"
Download Here --> http://gcemu.dcemu.co.uk/snes9xgx.shtml
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November 14th, 2005, 01:22 Posted By: wraggster
Recently, Nintendo seems to have developed an insatiable penchant for doubling things. First Mario Kart: Double Dash, then Mario & Luigi: Partners in Time, and now, Mario Party 7. In Mario’s seventh annual bash, up to eight players can compete simultaneously for those ever-elusive stars across six boards and 86 brand-new minigames. Eight-player minigames are handled in the same fashion as two-player games in Wario Ware, with two players handling the same controller. While the old maxim “the more, the merrier” definitely holds true here, we can’t help but think that eight players relegated to half a controller each will result in some overly simplistic minigames (not that the minigames in Mario Party were ever especially complex to begin with).
Save the microphone peripheral introduced in last year’s Mario Party 6, the series has hardly deviated from the original formula laid down by the first Mario Party, the game that revolutionized (if not outright invented) the party game genre. How much innovation is possible in a franchise relegated to yearly installments? And what kind of new possibilities could the Revolution’s controller yield for Mario Party 8?
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November 13th, 2005, 19:59 Posted By: wraggster
Another interesting feature from 1up: rundowns and scores for console launches from the last twenty years. From the article: "The DS, on the other hand, is hardly the system one would have expected from its launch. The system's U.S. debut was a dull thud, with the one truly notable title being a port of Super Mario 64 with compromised control and jaggier graphics. (It also popularized the lamentable concept of "launch windows.") Chalk this up to the fact the developers only learned about the system's existence half a year before its debut. Fortunately for early adopters, the system has gone on to accumulate a killer lineup."
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November 13th, 2005, 10:44 Posted By: wraggster
Another chance to sample the pleasures of Mario Kart DS, away from the clamour of E3's showfloor, ought to have presented an opportunity for a more reflective, studied examination of the game's handling nuances and track design. It did, but in practice it was much more important that there was no one else waiting to jostle you off the demo pod, giving you the freedom to have another race... and another. And another. And then a few more.
Double Dash may have been the first instalment in the knockabout racing series to support more than four players, but this latest version brings eight together in heated competition in a style much more likely to please franchise purists. It's best described as a halfway house between the game's 16 and 64bit incarnations, boasting the taut digital handling of Super Mario Kart - although the trademark hop-induced slide doesn't bite the tarmac quite as hard - and the broader, longer, more eventful but less technically challenging track design of Mario Kart 64.
Even though some of the original game's circuits make a very welcome comeback (along with other series favourites, Mario Kart DS following the current vogue for racing game greatest hits), they seem to have been widened to accommodate and encourage multiplied multiplayer chaos.
A shame for time-trial addicts, perhaps, but the moment you take out three rivals racing abreast with the new wide-blast bomb pick-up, you'll mind the track's girth a great deal less.
The races are brief and the track crowded enough to guarantee close finishes, even with the magnificently irritating AI drivers filling most of the slots, and revenge is never more than a button-press and a minute's wait away. As a single-player game, Mario Kart DS is unlikely to outshine its brilliant SNES ancestor, and its success online depends on how well Nintendo's infrastructure comes together, but all the signs are that this will be fixture when DSes come together for years to come.
Screenshots via the comments
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November 13th, 2005, 10:39 Posted By: wraggster
In honor of the upcoming Nintendo DS racer, Mario Kart DS, Nintendo and McDonald's will be sponsoring a launch event on November 14.
McDonald's hosts the launch event for Mario Kart® DS and the revolutionary Nintendo® Wi-Fi Connection. Experience the video game as the legendary franchise hits the Nintendo DS™ on its first day in the hands of the public at the Mario Kart DS “Pit-Stop.”
No setup is required as gamers simply launch the game in the proper mode on this ground-breaking day – made possible by Nintendo's latest agreement with Wayport. The union brings free access, via the Nintendo Wi-Fi Connection, to millions of Nintendo DS users in more than 6,000 McDonald's restaurants across the United States.
Players will be avoiding banana peels, homing Red Shells and Chain Chomps as they are some of the first to become part of Nintendo's worldwide online community.
So what are you waiting for? If you'll have Mario Kart DS in your hands on November 14, and if you live in the Chicago, Illinois area, head on over to 600 N. Clark Street to stop by your local McDonald's to play versus your fellow Nintendo DS gamers in the game that can be best described as spectacular.
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November 13th, 2005, 10:38 Posted By: wraggster
Sega have made a few announcements regarding some of their upcoming Nintendo DS titles today, and one of them being the news that Super Monkey Ball DS has been delayed until early next year.
In a case of bittersweet news, Sega have also revealed that the game has been renamed to Super Monkey Ball Touch & Roll. As well as this, the game will feature ten worlds and fifty stages in the single player challenge mode.
There are also a total of six party games, which should make this game a multiplayer favourite. We'll have more news on the game as soon as possible, so stay tuned.
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November 12th, 2005, 18:29 Posted By: wraggster
1timeuser has done a great review of the Nintendo DS game Trace Memory/Another Code, heres some info about the game:

While researching human memory for the government’s secret lab, scientists Richard and Sayoko Robbins suddenly disappear and are presumed dead. Ten years later, their daughter, Ashley, receives a letter from Richard, telling her that he is still alive and sequestered in a lab on Blood Edward Island. Ashley traces the letter to the island to find the truth behind her parents’ mysterious disappearance. Once there, she discovers that her parents had been working on a memory-generating computer called Trace, but the connection between Trace and their disappearance remains unclear.
While searching for Richard, Ashley befriends a ghost named D, who is looking for answers of his own. Having lost all his memories and any recollection of his death, D is destined to remain in limbo and wander the island until he recovers them. Together, they set off to find the truth of their pasts.
More info here --> http://www.lik-sang.com/info.php?pro...4&lsaid=219793
Heres an excerpt from the review:
The games graphics mix Anime styled characters with beautifuly seemingly hand drawn scenes. Also there is a top down view of cell shaded 3D models that really look about as good as they can on the DS. Over all, I liked how this game looked.
Read the full review here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=13225
Do you have any Nintendo DS Games or Accessories then wny not have a go at reviewing them in our DS Review forum here --> http://www.dcemu.co.uk/vbulletin/forumdisplay.php?f=93
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November 12th, 2005, 18:24 Posted By: wraggster
bertrude a few days ago did a great review of the DS game Tiger Woods PGA Tour, heres some info about the game

Tiger Woods, EA SPORTS' industry leading golf title provides players to take on Tiger Woods, Vijay Singh, Jack Nicklaus and other golfing greats from past & present. Players create their golfer, develop their skills and step on to the green to challenge the masters on some of the worldÆs top courses including five licensed and one fantasy courses from the Tiger Woods series. However, unlike any past iteration, this innovative version of the game allows players to utilize touch screen technology to command control of their swing and position their shots like a pro. When they feel truly confident, players can fire up the multiplayer component to challenge up to four friends in wi-fi networked play. Then, see whoÆs the real master.
More info here --> http://www.lik-sang.com/info.php?pro...8&lsaid=219793
Heres an excerpt from the review:
Quick play is the quickest way to start playing and allows you to play a variety of game modes (stroke play, match play and skins) on any of the courses that are available. 2 are available initially and the other have to be unlocked from the Legend Tours mode. A total of 6 courses are included in the game. You can also specify here how many CPU players there are (up to 3) and choose if you want to play a full course or just the first 9 or latter 9 holes. A sub menu allows alterations of tee selections, pin selections, green speed, fairway speed and the length of the rough. The quick play mode is a great way to just pass some time (although the meat of the game is in the Legend Tour mode) and a good way to pick up the game mechanics.
Read the full review in our Nintendo DS reviews forum here --> http://www.dcemu.co.uk/vbulletin/showthread.php?t=13151
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November 12th, 2005, 18:10 Posted By: wraggster
Two9A the original coder of the Nintendo DS emulator DSemu has posted this news:
So yeah, that Trefunge debugger didn't get very far before I abandoned that too. Sorry 'bout that. However, I did decide to go back to DSemu-ng and bash out some more code. And some results have been forthcoming.
At this point, I've enabled the 'Open DS' option on the File menu; when a ROM is loaded, the window resizes to 256x384, and two CPU cores are loaded. There is no graphics plugin at this time, nor sound or timer; instead the DS option loads null plugins for these three. The major step in today's snapshot is the loading of two CPUs, and the shiny new two-CPU breakpoint window.
There are, of course, problems. Only the main CPU actually runs; you can step through and hit the Run button just fine, and stuff will execute. However, opening up the sub-CPU debugger shows that it never moves a jot from its reset position. Furthermore, the two CPUs currently share an MMU (and it's the GBA's MMU), which is not just undesirable, but unacceptable. And there's lots more small issues relating to the fact that null plugins are loaded for the peripherals, but we'll save that for another time.
There is a glimmer of hope though. JaJa has been debugging the compilation process for Mac OSX, and has managed to hack a working Makefile together. Try it out, if you like; the source, as ever, is at the link below.
More info --> http://www.dsemu.org/
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November 12th, 2005, 18:08 Posted By: wraggster
Kleevah posted this update
- Made the scrolling smoother (now you can hold down the pad to scoll)
- Fixed the border of the default skin a bit
- Made the fading at boot a bit more smooth (still not 100% happy about it)
More info --> http://www.zawiarr.com/NDS/
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