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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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THE LATEST NEWS BELOW
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April 8th, 2005, 21:37 Posted By: wraggster
The first time we laid our mitts on the piece of mini-genius that is Yoshi's Touch and Go was last E3. Holed up in the quiet media bit of Nintendo's booth, away from crowds and Z-List celebs, we were quickly charmed by the genius use of a thing as simple as a stylus pen, guiding the fall of a nappy-wearing baby Mario by way of drawing clouds for him to slide down on.
Now the concept has gained an extra limb by way of newly implemented shooting sections. Think of a two screen-high version of Yoshi's Island, then change the control scheme to one of tapping the screen to shoot, drawing on the screen to create clouds for Yoshi to walk on, and tapping Yoshi himself to make him jump and float in the air. Dead simple and painfully addictive.
The premise of the game is simple - you play a series of levels that are split into two key sections; the first section comprises of Baby Mario falling; the second section is the Yoshi shooting and jumping section. Players have to guide Baby Mario, then Yoshi, into as many coins as possible whilst avoiding obstacles and enemies on-path.
To destroy enemies, players must draw a circle around them, which in turn transforms them into a coin trapped within a bubble. The faster the enemy moves, the bigger the coin they become. Trapping multiple enemies at a time gifts a super coin. You can also tap onto a bubble and then launch it toward Baby Mario or Yoshi, so that they instantly collect the coin, though in Baby Mario's level this has the added implication of bouncing him upward, and possibly off or on-path.
Yoshi also has the benefit of being able to jump on top of non-spiked enemies to kill them, but Baby Mario is defenceless.
From what we've played - the Japanese language does somewhat confuse us - your task is to rescue baby Luigi from the clutches of those little wizard fellas from Yoshi's Island. The game seems to be split across four distinct stages, with us only being able to reach the third at time of going to press.
The third level is especially unique as it introduces a pinball-like mechanic that bounces Baby Mario off-path in the falling section, meaning you have to watch the two screens far more feverishly than before. The clouds you draw also last for a shorter period of time. Heaven only knows what lies in the forth level.
To summarise, the game - we're playing the complete Japanese DS version - is wonderfully simple and purist friendly. We fear some may miss the genius clothed in the cute and quirky visuals; and being how short it is in length, we doubt many people would be willing to pay more than 15 for it.
So far we absolutely and unreservedly adore it, but the question remains as to whether Joe and Joanne Public and their shiny pounds will adore it too.
Yoshi's Touch and Go is currently sheduled for release in Europe on May 6. Whether Europeans will receive some kind of tweaked version remains to be seen. Oh, and it's out now in Japan.
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April 7th, 2005, 18:26 Posted By: wraggster
Those rumors about Nintendo opening up a flagship store in Manhattan—rumors that were based almost entirely on a single job listing somebody dug up—turned out to be true. They’ve confirmed plans to follow the lead of Apple and Sony (and hopefully not Gateway) and open the very first Nintendo World Store in Rockefeller Center sometime this spring, just a few blocks away from the SonyStyle flagship store at Madison and 55th (which means that Sony fanboys and Nintendo fanboys might be forced to interact with each other in the real world rather than in their preferred field of battle, Internet message boards).
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April 7th, 2005, 18:06 Posted By: wraggster
After a pretty disappointing showing on current gen consoles, EA's new Bond-turned-bad franchise GoldenEye: Rogue Agent is peering at a new platform in the Nintendo DS, the Redwood giant has announced.
Once again you'll reprise the role of a rogue operative who goes over to the dark side after being booted out of MI6. Recruited by Auric Goldfinger in a war against Dr. No, you'll receive both the titular glittering orb and a taste for all things nefarious in an ongoing battle to rule the criminal underworld.
Slated for release this June, Rogue Agent is set to take advantage of the DS's unique features including seven player wireless multiplayer and a single player campaign featuring six missions. The DS's second screen will apparently be employed as a heads-up display allowing you to check ammo levels, hack electronic devices and weapons, decode security locks, plus a few other bits and bobs that EA is keeping up its sleeve.
"We are thrilled to bring GoldenEye: Rogue Agent to the Nintendo DS and create distinctive new features to benefit from the platform's unique technology," said Jon Dean, Executive Producer at EA Tiburon, who are making the DS version of the game. "Playing this action-packed game on the go and right in the palm of your hands is incredible. Bond fans will not be disappointed."
Let's hope he's right and the DS version can rescue GoldenEye's rather tattered reputation on its new platform.
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April 7th, 2005, 00:21 Posted By: rbervoets
I got NDSE v 1.1 and when i start the emulator i get an error saying "Quessa" is missing does anyone else get that ???
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April 7th, 2005, 00:05 Posted By: rbervoets
heres whats new
CPU: Fixed a bug in ARM SUBS in IRQ mode
CPU: Changed emulation of the VBlankIntrWait SWI a bit
GPU: Fixed a bug introduced in r6 where VRAM display screens would disappear
GPU: Fixed a bug with incorrect OBJ sizes in some cases
GPU: Added support for extended palettes in VRAM banks F-H
GUI: The close-button on the Video output window is now disabled
GUI: Added support for loading and saving palettes in MS PAL format
GUI: The palette viewer can now view extended palettes
GUI: There is now an auto-update option in the palette viewer
GUI: Fixed a few bugs in the disassembler, and added some more opcodes
GUI: Starting a ROM by double-clicking it in explorer after associating the file type with Dualis now works
GUI: Toggling the OBJ layer on/off now works
download it here http://dualis.1emulation.com/
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April 6th, 2005, 19:45 Posted By: wraggster
Add support to the F2A 2G cartridge.
English version release :
Download: <a href="http://www.flash2advance.com/tools/F2APWR_Setup260.exe" target="_blank" >Here</a>
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April 6th, 2005, 18:52 Posted By: wraggster
2 items of news from <a href="http://www.divineo.cn/php/affstart.php?affcode=arboretum&prod=" target="_blank" >Divineo China</a>
<BLOCKQUOTE>Goods news for GBA Fans:
The prices for the best dev. and backup units on GBA/SP have been dropped significantely!
Also a new 2G cartridge has been released. It is now the biggest cart available on GBA SP!</BLOCKQUOTE>
also this
<BLOCKQUOTE>For all F2A users, you can now play your GBA & GBA SP games on your Nintendo DS using this converter 'USB writer'</BLOCKQUOTE>
The F2A flash cart can be used on Nintendo DS, GameBoy Advance & SP and also Gamecube Gameboy Player.
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April 6th, 2005, 00:46 Posted By: wraggster
Namco today announced that it will be publishing Shogun Warrior: The Lost Army for the DS this October. The game is being published by UK studio Box Clever Interactive.
Shogun Warrior tells the story of two brothers locked in a heated battle in feudal Japan. Gamers will play as one of the brothers vying for the title of shogun, and control armies battling for control over territories.
The game will use the dual-screen feature of the DS by allowing gamers to plan battle strategy using the touch screen while the action unfolds in 3D on the top screen. Minigames such as duels, naval battles, and castle sieges will also play out on the touch screen. Using the DS's wireless capabilities, up to eight players can duke it out in the game's multiplayer.
Shogun Warrior: The Lost Army is waiting rating and pricing information.
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April 5th, 2005, 18:18 Posted By: wraggster
Datel has announced the launch of Action Replay MAX DUO, a new product which allows users to access cheats and store game saves for both the Nintendo DS and the Game Boy Advance.
MAX DUO combines both Action Replay for GBA and MAX Drive DS to create an "all-in-one game enhancer".
MAX Drive DS has an on-board memory for storing game saves, plus an included PC application which allows users to back them up to a hard drive. It also enables DS owners to save multiple times even when a game features only one or two save slots.
In addition, users can use the MAX Drive PC application to upload and download game saves via www.codejunkies.com. Datel will also offer 'Power Saves' which users can download for infinite lives, unlocked levels and so on.
Action Replay for GBA comes pre-loaded with 20,000 cheats for more than 200 games, and the cartridge can be updated with new codes in the future.
"Action Replay has built a solid reputation for providing powerful, game-busting cheats at a bargain price," said Datel MD Michael Connors. "Action Replay MAX DUO is the ultimate game enhancer for gamers on the move."
Action Replay MAX DUO is in the shops this week, priced £29.99
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April 4th, 2005, 23:40 Posted By: scrabbus
no really I bought the original GBA, but i just have never gotten around to buying the SP. You know when you have always wanted something but other more important things just took over? Well thats me, I want one!!!
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April 4th, 2005, 21:15 Posted By: Fantastic
Hey Everybody!
We have 4 new men aboard the NDSE project now and we have together,finished compiling NDSE release 1.1.
We have lots of new roms that will emulate and the emulator will not have to be e-mailed,as we are currently working on our domain! Also,now all the files are complete and...
We should hopefully be getting in contactwith g-masters,if they are online still,and getting them to host the .nds commercial roms.
Here's the first screenshot of NDSE 1.1:
(Click To Enlarge)
Thanks,The NDSE Team(ExEMU Inc.)
(...And For Now,Until The Domain Is Up.Email Us If You Want To Play Around With NDSE 1.1)
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April 4th, 2005, 20:39 Posted By: wraggster
The Pokemon Corporation will be releasing a special edition blue Nintendo DS to go with the opening of “Pokemon The Park 2005.” Add this to the list of blue DSs; you may remember the Pepsi Twist DS or Turquoise Blue from a couple weeks back. In this new one’s defense, it is pretty hard to get (even for Japanese people). It will be available only at the “Pokemon Park,” a satellite of the 2005 World Exposition currently underway.
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April 4th, 2005, 15:06 Posted By: wraggster
<a href="http://snesadvance.org/" target="_blank" >Loopy</a> has released a special version of Snes Advance (the Snes emulator for the Nintendo DS, GBA and Gamecube Gameboy Player) that supports a modded Snes Pad (the pad wont work on the DS), download this special version of Snes Advance <a href="http://gbaemu.dcemu.co.uk/snesadvance-snespadversion.shtml" target="_blank" >Here</a>.
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April 4th, 2005, 14:09 Posted By: wraggster
Although it's not exactly the newest of news (it first broke last year as we remember), word reaches us today via Nintendo carrier pigeon that classic GBA-GameCube connector The Legend of Zelda: Four Swords Adventures will be smiting the DS this year at an as-yet-unspecified date.
A classic piece of GameCube and GBA connectivity, Four Swords was a splendid addition to the Zelda legend, but really required you to assemble four of your mates, as well as host of connector cables to enjoy it as its best.
However while details are scant to non-existent on the DS version (the tip came from Japanese retail), it's no great leap of the imagination to suppose that wi-fi connectivity will feature heavily and that you'll be able to randomly accost strangers on a train and recruit them for your Zelda quartet.
An excellent addition to the DS's roster though and we'll bring you more news on Four Swords DS as it's unsheathed.
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April 3rd, 2005, 20:10 Posted By: wraggster
The Nintendo DS and GBA emulator for windows has once again been updated, heres the news from this release:
<BLOCKQUOTE>Large modifications demand a number change, so welcome to version 0.0.3. Firstly some relatively minor things. I changed the MMU to actually register waitstates with the clock, instead of just adding them to some useless variable; you should notice a little speedup. Also, I've modified the way SWI waits are handled, so they require acknowledgement before they can continue.
Moving up, I've moved the child window creation and handling from the main executable into the seperate DLLs. It was getting ridiculously unwieldy, and starting to clutter up the DLL vTable with entries that could be removed with a small redesign. There may still be a few bugs with the new child window handling; if you come across any, do let me know.
Some of you have commented that the emu has purported to load .NDS files for some time, without actually being able to interpret the header structure. Well, now the DS core can load the seperate CPU executables into their right places and start executing them. I'll leave you to see what loading two binaries means, but just note; it's bugged to high heck, and is unlikely to work in almost all cases.</BLOCKQUOTE>
Download from <a href="http://nintendo-ds.dcemu.co.uk/dsemu.shtml" target="_blank" >Here</a>.
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