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DCEmu Homebrew & Gaming Network.
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March 17th, 2014, 22:05 Posted By: wraggster
via http://emu-russia.net/en/
Multi system emulator for Windows/Wii/GC/PS3/XBOX/XBOX360/Android has been updated. Changes:
Cores:
- Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
- Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
- Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
- Mupen64 – Glide64 refactoring - Optimized dither noise code – is now done on the GPU entirely.
- Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
- Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
- Screenshot comparison here: http://imgur.com/a/M9nRP
- Genesis Plus GX – Aspect ratio changes are now applied correctly.
- Genesis Plus GX – Other changes.
- Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
- Mednafen (All) – Should correctly save SRAM to save directory now.
- SNES9x – Memory leak fixes and some other improvements.
- Nestopia – Core updates.
3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
- VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.
RetroArch PlayStation3:
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Xbox 360:
- Threaded Auto SRAM save should be available now.
- Reimplemented the menu – now uses the common menu code.
- XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
- It’s now possible to go back a directory level in the file browser.
- It’s now possible to change path options.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Ported MAME 2003 [0.78] to Xbox 360.
- Integer scaling works.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
- Faster blitting – now uses XGCopySurface
RetroArch GX – Gamecube/Wii:
- More screen resolutions.
- Overlay support.
- Faster blitting – inlined lots of GX functions.
RetroArch Xbox 1:
- Threaded Auto SRAM save should be available now.
- Core Detection should work properly now.
- Aspect ratio options are fixed.
- Integer scaling should work correctly now.
- Soft filter/flicker filtering should work correctly now.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch OSX:
- Joypads should work now.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Android:
- Should fix App Not Responding issue that happened with overlays and threaded video.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc).
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
News source: http://themaister.net
News source: http://www.xbins.org
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March 17th, 2014, 22:05 Posted By: wraggster
via http://emu-russia.net/en/
Multi system emulator for Windows/Wii/GC/PS3/XBOX/XBOX360/Android has been updated. Changes:
Cores:
- Mupen64 – W coordinate for vertices now properly set according to per-game depth bias. Should fix most of the texture wobbling issues in games.
- Mupen64 – Fixed ‘No Controller connected’ issue in Banjo-Tooie.
- Mupen64 – Uses refactored audio RSP plugin, includes numerous fixes such as improved MusyX support, etc.
- Mupen64 – Glide64 refactoring - Optimized dither noise code – is now done on the GPU entirely.
- Mupen64 – Glide64 refactoring – codebase has been cleaned up significantly, code duplication cut down on.
- Mupen64 – (Non-mobile versions) – Three-point filtering option instead of just bilinear filtering. The N64 used an inferior form of bilinear filtering called 3-sample (or 3-point) filtering. Textures were made with this in mind so many look a lot better with point filtering vs. bilinear.
- Screenshot comparison here: http://imgur.com/a/M9nRP
- Genesis Plus GX – Aspect ratio changes are now applied correctly.
- Genesis Plus GX – Other changes.
- Mednafen VB – Added Core Options for Virtual Boy – Anaglyph/Palette.
- Mednafen (All) – Should correctly save SRAM to save directory now.
- SNES9x – Memory leak fixes and some other improvements.
- Nestopia – Core updates.
3DEngine – New core. A combination of all other 3D tech demos so far along with advanced libretro features like camera support, GPS/location services, etc. Can also be used to display still pictures (JPEG/PNG). JPEG support is buggy right now.
- VBA-M – Adds Code Breaker/Game Shark support (by using cheat files).
FBA core – No more hardcoded 1024×1024 frame buffer – is now set dynamically. Should in most cases free up around 3MB of system RAM.
RetroArch PlayStation3:
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Optimized slimmed down GL driver implementation some more, resulting in even lower video latency.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Xbox 360:
- Threaded Auto SRAM save should be available now.
- Reimplemented the menu – now uses the common menu code.
- XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
- It’s now possible to go back a directory level in the file browser.
- It’s now possible to change path options.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Ported MAME 2003 [0.78] to Xbox 360.
- Integer scaling works.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
- Faster blitting – now uses XGCopySurface
RetroArch GX – Gamecube/Wii:
- More screen resolutions.
- Overlay support.
- Faster blitting – inlined lots of GX functions.
RetroArch Xbox 1:
- Threaded Auto SRAM save should be available now.
- Core Detection should work properly now.
- Aspect ratio options are fixed.
- Integer scaling should work correctly now.
- Soft filter/flicker filtering should work correctly now.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch OSX:
- Joypads should work now.
- Analog mapping to D-pad works now for all cores.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
RetroArch Android:
- Should fix App Not Responding issue that happened with overlays and threaded video.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc).
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
File: Download
News source: http://themaister.net
News source: http://www.xbins.org
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March 17th, 2014, 22:03 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows/Linux has been updated. Changes:
- Completed porting to DirectX. Both versions are now available for windows (SDL and D3D). I tried to share as much code as possible in order to make maintenance easier and this has led me to heavy internal changes so if someone finds some roms that worked with the previous version, can contact me. In addition, this revision work has brought to light many existing bugs that have been fixed (maybe replaced by others) for all versions (Linux and Windows). I stopped to make a list of all fixes some time ago so I can only advise you to download it, you will find it more stable and more efficient. A big thank you to all those who gave me a hand in the beta testing phase (Eugene.s, Kirkor, OldGhost, kaz321123, sedusg, Darkness Knight, mangamuscle and the other guys).
File: Download
News source: http://forums.nesdev.com
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March 17th, 2014, 22:02 Posted By: wraggster
via http://www.emulation64.com/
RockNES is a Nintendo Entertainment System (NES) videogame emulator. It's fully coded in C and uses the Allegro library for audio, video and input devices, plus the zLib library for compressed files ZIP or GZ.
What's new for version 5.13
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version 5.13d (01/19/2014)
- Fixed PRG RAM data saving/loading in savestates.
- Fixed popup message color.
- Internal code optimizations and cleanups.
version 5.13c (01/18/2014)
- Fixed coin detection in VS System (mapper 99), press F8 to "insert coin".
version 5.13b (01/17/2014)
- Fixed FPS (frames per second) display.
- Fixed "disable_ppu_clipping" and "mouse_poll_latency" flags.
- Famiclone sound mode setting is now saved.
- Minor changes in the GUI.
version 5.13 (01/15/2014)
- New menu item "View CPU state", replacing the "Dump->CPU context".
- New blitter, 256x240 interpolated. Press key 1, then 3.
- Fixed Famicom Disk System support, a few games are playable now.
- Fixed Refresh button in the disassembler dialogs.
- Fixed a bug loading mapper 20 (Famicom Disk System).
- The disassembler shows the full bank again (size of $1000).
- Fixed a configuration problem of input devices.
- Fixed flag for patched ROMs (it was always zero).
- Added detection of dirty NES headers (DiskDude).
- Internal optimizations, minor changes and fixes in the GUI. |
Visit project homepage for further information and latest version of emulator.
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March 17th, 2014, 21:51 Posted By: wraggster

It's kind of fun to anticipate special edition 3DS XL designs, except for when they don't end up reaching Western audiences. Two new XL handhelds were shown off this week, wearing the influences of the upcoming Pokemon Battle Trozei and Persona Q: Shadow of the Labyrinth, respectively.
Serebii points out that, unlike most special edition XLs, the Trozei XL can't be found at retail - it's currently only obtainable by winning a Pokemon Daisuki Club competition, a Japanese fan club for pocket monsters. Considering that Western plans also haven't been announced for it while Trozei is only four days away from its North American release ... okay, we might be able to count this one out.
That leaves the Persona Q XL, which coats an argyle backdrop with Persona art and lines up the game's cast on its backside. This design will reach Japanese retailers and is priced at $250, with Persona Q bundled in. Now it just remains to be seen if the special edition XL will join the game when it reaches North America in Fall 2014. Considering we're still crossing our fingers for thatTheatrhythm: Final Fantasy: Curtain Call XL, we don't mind getting our hopes up once more ... nope, not at all.
http://www.joystiq.com/2014/03/16/pe...led-for-japan/
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March 17th, 2014, 20:55 Posted By: wraggster
Japan's soccer team will be aided by Pickachu and friends in Brazil for the 2014 Soccer World Cup.
When someone talks to you about Pickachu, or Pokémon in general, you don't immediately think of soccer. In fact, your mind would probably never go there, but that is about to change.
Everyone's favourite Pokémon, well at least the one Pokémon everyone - including your grandma - knows, has just been named the mascot for the Japan's soccer team, "Samurai Blue."
The electrifying partnership between Adidas - Japan's soccer uniform designer - and Nintendo and the Pokémon company was revealed last week to Japan's media.
The team won't just have Pokémon on their side though. Adidas has confirmed that ten other Pokémon, including first generation starters Squirtle, Charmander and Bulbasaur, will dress in the team's jersey to cheer on Japan for the 2014 World Cup in Brazil.
And when they aren't busy supporting Japan's soccer team you can find Pickachu and friends in their latest adventure in Pokémon X & Y.
http://www.computerandvideogames.com...cer-world-cup/
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March 17th, 2014, 20:53 Posted By: wraggster
Nintendo has detailed this week's European eShop update.
It's relatively quiet this week with only one new title and two Virtual Console releases.
Fans may be intrigued by Devil World, a lesser-known NES title created by Shigeru Miyamoto.
Here's the full list of releases:[h=3]Wii U[/h] - Pure Chess (Ripstone Publishing) - £4.99 / €5.99
Download Pure Chess to experience chess the way it's meant to be played, in stunning high definition. Experience one of the oldest known board games on the advanced technology of today. With ultra-realistic HD visuals you can almost reach out and touch the pieces. Pure Chess is a game that can be played by everyone, at any age, but mastered by only a few. The question is... are you a Grandmaster in the making?
- Castlevania (NES Virtual Console) - £3.49 / €4.99
Castlevania marked the beginning of Konami's acclaimed series which is still going strong today. As vampire hunter Simon Belmont, you must fight your way through Dracula's castle teeming with ghosts, goblins, demons and yet more supernatural creatures; through six challenging levels to finally confront the count. You'll need your wits and weapons to survive; because when you finally meet Dracula, you know he'll be going for the jugular. So keep your courage up and your stake sharp! This is the US version of the game.
[h=3] 3DS[/h] - Pure Chess (Ripstone Publishing) - £4.99 / €5.99
Download Pure Chess to experience chess the way it's meant to be played, in stunning high definition. Experience one of the oldest known board games on the advanced technology of today. With ultra-realistic HD visuals you can almost reach out and touch the pieces. Pure Chess is a game that can be played by everyone, at any age, but mastered by only a few. The question is... are you a Grandmaster in the making?
- Devil World (NES Virtual Console) - £3.59 / €3.99
In this hidden gem of an action game from Mario creator Shigeru Miyamoto, you play heroic dragon Tamagon, who must defeat evil by collecting boa-boa dots inside a maze and destroying enemies with his fire breath. However, keep an eye on the devil at the top of the screen, who instructs his minions to move the maze in random directions, trying to squash Tamagon within its walls!
http://www.computerandvideogames.com...s-castlevania/
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March 17th, 2014, 20:50 Posted By: wraggster
If you're like us then you spent most of your time screaming at the TV during the opening ceremony of the Sochi 2014 Olympic Winter Games.
"Where's Tetris?" came the cry of countless gamers around the world. "How can you be celebrating Russia without mentioning Tetris? Never mind all that important political and cultural stuff: at least just show us one of the annoying Z-shaped ones."
And yet, it didn't happen. Tetris was roundly ignored during the opening ceremony, and the same went for the closing one. Cue numerous "in Soviet Russia, Tetris ignore you" jokes, even though Soviet Russia hasn't existed for 23 years now.
Imagine our joy, then, when Russia finally pulled the big guns out of the bag at the very last minute by paying tribute to its block-dropping legend during the closing ceremony of the Paralympic Winter Games, which has just finished.
Even better, it came in the shape of the world's biggest grammatical lesson, with Russian rowing champion Alexei Chuvashev climbing a massive rope and knocking a tetromino into place - one of the aforementioned Z-shaped ones at that - changing the word IMPOSSIBLE into I'M POSSIBLE.
With that, fireworks went off, people started dancing in the streets and a giant space shuttle took off. of that.
Have a gander at the highlights video below to see Russia finally acknowledging the existence of Tetris. It begins at the 1:20 mark.
http://www.computerandvideogames.com...games-display/
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March 17th, 2014, 20:38 Posted By: wraggster
Professor Layton sips tea from fine china and has a keen interest in archaeology. He enjoys fencing, displays a natural talent for puzzle solving, keeps a studious yet approachable demeanour (Layton became a professor at the age of 27) and wears a top hat that outlines a nobly Victorian silhouette. He is, in summary, a blend of kindly clichés drawn from literature, Hollywood and echoes of bygone eras. He's a hopeful tourist's idea of an Englishman. And yet, over the course of the six video games in which he stars, Professor Layton has revealed himself to be a great deal more than the sum of his well-worn, if well-meaning, clichés.Partly it's in the backstory, revealed in drips across the intertwining storylines of the games, in which the Professor and his 12-year-old public schoolboy sidekick Luke attempt to unpick a number of tangled mysteries. Here we learn that Layton's life was shaped by tragedy. Born Theodore Bronev, Layton and his elder brother were orphaned at a young age. His adoptive parents could only take on one of the two siblings. Before meeting the children they picked 'Hershel', Layton's older brother, on the adoption form. Hershel, wanting to look out for his younger brother, switched their names and gave Layton his place.Later in life, the professor's partner Claire, whom he first met when the pair studied together at University, died in an explosion. It was Claire who gave Layton his top hat, an accessory he has worn to honour her memory ever since. It's a sad and involved backstory for a series built upon the kind of frivolous brainteasers usually found in the back pages of a newspaper, Moreover, it's an involved storyline for a character that was never meant to exist. "When I saw the illustrations I temporarily named them Professor Layton and Luke. The names seemed to fit perfectly and before I knew it they'd stuck."
2007's Professor Layton and the Curious Village was Level-5's first self-published game. As such, there was a great deal riding on its success.
Akihiro Hino, president of the Japanese development studio Level-5, had the idea for a series of puzzle games based on the Atama no Taisou series of puzzle books, which he grew to love when he was a child. The books, written by Professor Akira Tago from Chiba University show none of the quaint literary homage found in the Professor Layton games. Indeed, Atama no Taisou translates to the sternly functional 'Mental Exercises'. "We thought we could turn these books into a pleasant, casual game by just adding a few game-like elements," says Hino.In 2006 Level-5 began work on a prototype, working directly with Professor Tago to translate his riddles into video game form. But during this time the studio was refused the Atama no Taisou name due to copyright infringement. Despite the setback, the demo was at an advanced enough stage to provide Level-5 with a route forward. "We'd created a bonus mode in which the player would solve puzzles as part of a story," Hino says. "So we developed this mode and created a story based around the puzzles you'd find in Tago's books."It was a small leap of logic to cast the protagonist of a riddle-based game as a detective. Unusually, Hino decided to create a pair of characters for the player to inhabit. "We wanted to offer two intelligent characters who could bounce ideas off each other," says Hino. Drawing inspiration from Sir Arthur Conan Doyle's pair of proto-detectives, Sherlock Holmes and Doctor Watson, Hino asked one of his artists to draw an English gentleman and a younger character. "When I saw the illustrations I temporarily named them Professor Layton and Luke," he says. "The names seemed to fit perfectly and before I knew it they'd stuck. The characters stayed just as I had conceived them at the beginning."Hino began by writing an outline of the game's basic plot. It was a story of a wealthy widow, Lady Dahlia, whose late husband's fortune was tied up in an unsolved riddle. Unable to access the fortune, she wrote to Professor Layton inviting him to her Gallic hometown, St. Mystere, to try his hand (and wits) at the problem. "I begin each game with just the world view and game concept," explains Hino. "Then I write until finally I end up with maybe around 50-100 pages that can be used as a working script. This is then broken down into the game's dialogue and text."
http://www.eurogamer.net/articles/20...ndos-detective
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March 16th, 2014, 21:21 Posted By: wraggster
intendo of America has announced a free Wii Sports Clubtrial.
Wii U owners will be able to download and play the game for free from 9am PT on March 21 until 11:59pm PT on March 23.
Nintendo of Europe told CVG this afternoon that the promotion is US specific.
The offer includes free access to all three currently available sports: golf, bowling and tennis.
Nintendo also said on Friday that it plans to permanently add Wii Sports Resort's nine-hole Resort Course to Wii Sports Club via an update that is available today.
Each sport is usually priced at £8.99 / €9.99 / $9.99, but users also have the option to purchase a £1.79 / €1.99 / $1.99 day pass providing unlimited access to all sports for 24 hours.
Sports can all be played in online multiplayer and have been fitted with Miiverse functionality. Wii MotionPlus controllers are required to play since they offer "more refined control" than the original Wii Remote.
CVG wrote in November when the game launched in the west: "Online play will doubtless appeal to some, and Wii Sports Club will raise a laugh at parties, especially for younger players who may not remember the original game.
"Then again, if local play is your plan, the original Wii Sports disc will run on your Wii U, and the local multiplayer gameplay experience is virtually the same - with no extra costs and all five sports to boot."
http://www.computerandvideogames.com...ial-announced/
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March 16th, 2014, 18:27 Posted By: wraggster
While it's long been known that Persona Q: Shadow of the Labyrinth blends characters from Atlus' beloved Persona franchise with the mechanics of its likewise beloved Etrian Odyssey games, we've had scant solid information on how exactly this collaboration would work - until now.
Famitsu, via Siliconera translation, claims that the map-making functionality ofEtrian Odyssey will make an appearance in Persona Q. This gives prospective dungeon crawlers the chance to sketch out a map of their virtual surroundings using the 3DS' touchscreen. It's unknown how big a role this feature will play inPersona Q, though in the Etrian Odyssey games it was just shy of mandatory for anyone hoping to make any real progress.
Likewise, Persona Q will feature FOE encounters. Officially, "FOE" is an acronym for "Formido Oppugnatura Exsequens," but more pragmatically you can think of these FOEs as largely optional boss encounters. Killing a FOE results in great rewards, but more often than not, it will be in a player's best interest to flee from the battle until properly prepared for that specific fight.
Persona Q: Shadow of the Labyrinth lacks a specific release date, but Atlus has targeted the Fall of 2014 to launch the handheld roleplaying epic.
http://www.joystiq.com/2014/03/14/re...n-cartography/
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March 16th, 2014, 18:19 Posted By: wraggster
Twitch Plays Pokemon, a social phenomenon in which thousands of Twitch users simultaneously wrestle for control of an emulated Pokemon game, may be nearing its end. The host of the stream has given the channel a deadline of next Friday, March 21. If they can't beat a certain trainer by that point, the host has declared there will be no stream of the next game in the series, Pokemon Emerald. That's not the only surprise waiting for those just tuning in, however.
After bestingPokemon Red in just more than two weeks' time, the stream teammoved to Pokemon Crystal. Those familiar with Crystal know that at the end of the game, it's possible to challenge the trainer from Pokemon Red. Indeed, this is precisely the trainer that the TPP host challenged the stream to beat. Normally, Red has a Pikachu, Charizard, Blastoise, Venusaur, Snorlax and Espeon as his team. In the TPP version of Crystal however, he's been coded to have a Zapdos, Omastar, Pidgeot, Venomoth, Lapras and Nidoking - the same team that the TPP collective created and used to defeat the Elite Four inPokemon Red.
The running theme of TPP's runthrough of Crystal has been "No gods. No kings. Only 'mon." Fitting that now Twitch Plays Pokemon must destroy the gods theycreated.
Update: Well, that didn't take long. Twitch Plays Pokemon have defeated Red and completed another poke-journey. Or have they? While there are still legendary pokemon out in the wild to find, capture or defeat, Crystal is, for all intents and purposes, beaten. Yet the stream, for now, remains online. Players seem lost, confused, directionless. It's almost as if thousands of voices could not agree on what to do next.
Update 2: A countdown timer to Pokemon Emerald has been added to the stream. Looks like TPP will move to the Hoenn region on March 21, at 9:00 p.m. EST.
http://www.joystiq.com/2014/03/15/tw...ir-former-god/
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March 16th, 2014, 18:14 Posted By: wraggster
The Nintendo eShop has launched a hub for indie games, collecting and amassing a wealth of titles for both the Wii U and 3DS. Currently, the hub features Cave Story, Attack of the Friday Monsters, Moon Chronicles, Steamworld Dig, Gunman Clive and Siesta Fiesta for 3DS, and Unepic for Wii U.
Joystiq spoke to Nintendo Business Development Manager Dan Adelman back in July about the company becoming more "accessible" to indie developers. With the new indie hub of the eShop and plenty more indie games on the way, things look pretty accessible to us.
http://www.joystiq.com/2014/03/15/ni...-approval-con/
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March 16th, 2014, 18:11 Posted By: wraggster
Have the character designs in the upcoming Sonic Boom by Big Red Button Entertainment ruffled your fur and/or quills? It could always be worse. Bob Rafei, CEO of Big Red Button, told GameSpot that early designs were downright "traumatic" for Sonic Team head Takashi Iizuka.
"Early on, when we had our first review of all the crazy things we wanted to try, Iizuka-san came down to Los Angeles and looked through all the different concepts," Rafei said. "I felt sorry for the guy because sometimes he couldn't actually look at the screen ... it was too traumatic seeing all the crazy stuff we wanted to do."
Rafei said the team experimented with different colors, as well as adding features like fur and scales, but that such designs would have made Sonic "a lot more alien and different from what [the character] is known for." As for the scarf and sports tape that raised so many eyebrows? Rafei said those items are there to show that the heroes are practical, and not vain.
"From my perspective, it was important the characters have a practical heroism to them and not vanity, which is more fitting for villains," Rafei said. "When the world is in jeopardy, you don't have time to worry about what you look like."
http://www.joystiq.com/2014/03/16/ea...-for-sonic-te/
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March 15th, 2014, 00:22 Posted By: wraggster

Donkey Kong Country: Tropical Freeze sold "more than 130,000 combined physical and digital units" during its first eight days of release, according to Nintendo and U.S. sales data from consumer research group NPD. Tropical Freeze launched on February 21.
Nintendo 3DS software sales increased 25 percent over the same reported period last year with the launch of Bravely Default and continued success of the Pokemon X and Y series. Life-to-date, Pokemon X and Y have sold "more than 3.4 million" in the United States alone. Wii U software sales skyrocketed 180 percent over the same month last year.
Highlights going forward, Nintendo notes, are the upcoming launches of Kirby: Triple Deluxe, Mario Kart 8 and Yoshi's New Island, which Joystiq recently reviewed.
http://www.joystiq.com/2014/03/13/do...0k-in-eight-d/
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March 15th, 2014, 00:13 Posted By: wraggster

Shu Takumi is not one to pump out game after game in a series just because it's popular. After finishing Phoenix Wright: Ace Attorney Trials & Tribulations, or Gyakuten Saiban 3 for purists, Takumi firmly told Capcom, "Hold it!"
"I felt that Phoenix's story had been told, and that the series should not continue", Takumi told Official Nintendo Magazine in a recent interview. "Knowing when to end a story is very important and I wanted to avoid dragging it out and having it become a shadow of its former self."
Trials and Tribulations provided a nice cap on the story of Phoenix Wright, a young lawyer with a penchant for bluffing his way into proving clients' innocence, that started on the Game Boy Advance in 2001. That's why when Capcom decided it would push the series forward with or without Takumi, the designer came up with a new ace attorney.
http://www.joystiq.com/2014/03/14/ph...ce-attorney-3/
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March 13th, 2014, 22:19 Posted By: wraggster

Super Smash Bros. Melee has been added to the fighting roster for 2014's Evolution World Finals, to be held on July 11-13 in Las Vegas, Nevada.
The GameCube incarnation of Smash Bros. will anchor competitive matches for a second year in a row, following its nearly controversial appearance last year. Nearly – as in Nintendo made and then quickly belayed a decree preventing tournament organizers from streaming Melee matches online.
If you're wondering why EVO's game of choice is Super Smash Bros. Melee, which is older than Brawl and more ... released than 2014's game for Wii U and 3DS, it's time to read up on tripping mechanics. Plus, "melee" just sounds like the most erudite way to describe a violent clash of plumbers, gorillas, princesses, plumbers pretending to be doctors, interstellar bounty hunters - oh, and two cute kids wielding massive mallets.
http://www.joystiq.com/2014/03/13/su...s-to-evo-2014/
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March 13th, 2014, 22:18 Posted By: wraggster

Yacht Club Games announced a short delay for retro platformer Shovel Knightso it can make sure the final version is polished to satisfaction. The Wii U, 3DS, and Steam game was due on March 31, but it's now expected to surface a few weeks after that.
"This isn't a major delay, or a long one," reads an update on the Kickstarter page, "it's simply a stretch of time to get everything polished and aligned. While major development is quickly drawing to a close, there are still some external factors, like submission preparation, which need a little bit more breathing room before the game goes live."
The delay should see Shovel Knight arrive close to exactly a year after it was crowdfunded, when it received more than four times its asking amount. Backers clearly bought in to the game's 8-bit aesthetic, as well as the clear nods to classics like Castlevania, Mega Man, and DuckTales. Let's hope the delay helps the final game to deliver on its potential in spades.
http://www.joystiq.com/2014/03/13/sh...ew-more-weeks/
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