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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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December 4th, 2013, 00:42 Posted By: wraggster
Wii U will fail to sell the 9m units Nintendo has predicted for the current financial year, analysts have said.
After sales of just 460k units in the six months ending September and a global install base of below 4m units, this is looking increasingly unlikely.
That Xbox One beat Wii U’s total UK lifetime sales in under two weeks and PS4 in around 24 hours has simply added to the pressure already on Nintendo’s machine.
Bloomberg reports that analysts’ average Wii u sales estimate for the current fiscal year is around 6.2m units.
“They steadfastly refuse to consider that the product is not interesting to consumers,” Wedbush Morgan’s Michael Pachter stated. “They will fail to hit 9m, and they will likely miss their profit goals.”
Pachter told an audience at the London Games Conference last month that the Wii U was “toast”.
SMBC Nikko Securities analyst Eiji Maeda added: “Wii U has become a game console only for Nintendo fans. Wii U needs ground breaking software to draw casual and hardcore gamers.
“It’s going to be difficult for Nintendo to sell 9 million Wii U consoles this fiscal year. Iwata needs to plan what to do next year if the performance this year isn’t good.”
As if things weren’t bad enough for Nintendo, hopes that the release of key IP for the machine would reverse its fortunes also appear to be fading.
Super triple-A critical hit Super Mario 3D World last week debuted to the lowest sales ever for a 3D Mario game in Japan and was yesterday beaten by PS4 launch title and critical flop Knack in the UK charts.
http://www.mcvuk.com/news/read/ninte...sumers/0125227
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December 4th, 2013, 00:17 Posted By: wraggster
A Link To The Past codifies a maze that had once been abstract. But it presents another puzzle: to find the Master Sword in a swirling miasma of mist and from among its flimsy decoys.
You could date the underpinnings of the concept back to text-based adventures (“You are in a maze of twisty little passages, all alike”) or to the randomly generated environments of ASCII roguelikes, but the definitive impossible maze appears in the original Legend Of Zelda. Link finds himself contemplating two perpendicular paths that intersect amid impenetrable ranks of brown trees. If he has paid an elderly woman for advice, he’ll know that following the paths north, then west, then south, then west again will deliver him out of the forest and into the graveyard beyond. If he has not, there’s no telling how long he might wander, returning again and again to the same eerily familiar screen. This hellish Groundhog Day scenario was especially daunting in 1986, before the solution lay but a few keystrokes away.The graveyard, where ghosts will harass Link if he bumps into their headstones, is candidly supernatural. But the abutting Lost Woods – as the Forest Of Maze from the shakily translated original Zelda came to be known throughout the series – sit at a threshold between the mundane and the magical, the symbolic and the figurative. Are they a metaphor, a clever way for programmers with limited resources to capture the feeling of being lost in a vast forest without having to render all that vastness? Or are they to be taken literally, implying that the woods are under a space-warping enchantment? Such rich narrative and imaginative roots would inspire several imitations, becoming a staple of fantasy adventure games of the time.As games grew more spatially and narratively complex, the Lost Woods followed suit. In A Link To The Past, they’re more like a straightforward maze, with green tress shrouded in a disorienting fog. Ocarina Of Time’s version returned to something closer to the original puzzle, although this time around they were seeded with hints to aid orienteers. Each screen has some distinguishing feature, and subtle lights inside the tree-trunk tunnels indicate whether a path leads farther into or out of the Woods. The task also started getting papered over by a more robust fiction: anyone who wanders for too long in the Lost Woods turns into a Skull Kid, a Stalfos or, according to Four Swords Adventures, a Deku Scrub. Any ambiguity over whether the Lost Woods were mirror or magic was gradually dispelled, but the goal – to find the true path through confusingly similar terrain – stayed intact.The idea of game space as an Escherian construct that moves in impossible circuits has also played a role in the Mario series, Zelda’s august foil, since its very first game. Several levels in Super Mario Bros force you to guess the correct path branch or warp pipe in order to proceed. And all of the obvious exits in Super Mario World’s Forest Of Illusion are as substantial as its name suggests. Variations on the theme appear in Paper Mario 64’s Forever Forest and Super Mario RPG’s Forest Maze, too. In the latter, you can abandon chasing Geno to follow a series of arcane cardinal directions to find a secret area. Rather than confined spaces, these takes on the Lost Woods are entwined with regular gameplay, and can verge on the point where a fun challenge tilts into a frustrating ordeal.
http://www.edge-online.com/features/...uzzling-mazes/
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December 2nd, 2013, 22:33 Posted By: wraggster
If you're looking to head straight from Super Mario 3D Land to the land of cats and hate, you'll no longer have to switch devices, as YouTube is now available on the Nintendo 3DS. You can grab the app from the 3DS eShop in North American and Europe just as Nintendo promised, where it'll join the likes of Netflix and Hulu, which itself launched just last month. Videos appear on the top screen and can be controlled by the triggers and buttons, while suggested videos, stats and search options are displayed below. The one feature that you'd think would be a no-brainer is conspicuously lacking, however: support for 3D videos.
http://www.engadget.com/2013/12/02/y...-nintendo-3ds/
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December 2nd, 2013, 22:14 Posted By: wraggster
Nintendo has released a list of this week's new European eShop content.
The main addition is Bravely Default, the long-awaited Square Enix RPG developed by Final Fantasy alumni.
Joining it is Scribblenauts Unlimited, the Wii U and 3DS game delayed for almost a year for unannounced reasons.
Also notable are the next two games in the Sega 3D Classics collection, with Sonic The Hedgehog and Altered Beast getting the 3D treatment.
Here's the full list of releases:
[h=3]Wii U eShop[/h]Disc Download
- Scribblenauts Unlimited - £39.99 / €49.99
Add-on Content
- Pikmin 3 All-New Mission Stages 12-15 - £4.49 / €4.99
[h=3]3DS eShop[/h]Card Download
- Bravely Default - £39.99 / €44.99
- Disney Frozen: Olaf's Quest - £24.99 / €29.99
- Monster High 13 Wishes - £24.99 / €29.99
- Scribblenauts Unlimited - £34.99 / €39.99
Download
- 3D Altered Beast - £4.49 / €4.99
- 3D Sonic The Hedgehog - £4.49 / €4.99
- Fishdom H20: Hidden Odyssey - £4.49 / €4.99
- Hooked On Bass Fishing - £4.49 / €4.99
Virtual Console
- Double Dragon (NES) - £4.49 / €4.99
http://www.computerandvideogames.com...scribblenauts/
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December 2nd, 2013, 22:05 Posted By: wraggster
With WiFi, Wonder Trade, and new Pokemon that are freakin’ keys, you’d think the latest generation of everyone’s reason to own a Nintendo portable is where all the action is, right? Apparently not, because Pokemon Blue just became a development tool for the Game Boy.
Despite all notions of sanity, this isn’t the first time we’ve seen someone program a Game Boy from inside a first generation Pokemon game. Around this time last year, [bortreb]posted a tool assisted run that deposited and threw away in-game items to write to the Game Boy’s RAM. Using this method, [bortreb] was able to craft a chiptune version of the My Little Pony theme inside Pokemon Yellow.
A year later, [TheZZAZZGlitch] has gone above and beyond what [bortreb] did. Instead of a tool assisted run, [ZZAZZ]‘s hack can be done manually on a real Game Boy. This trick works by using an underflow glitch to obtain item ’8F’ in the player’s inventory. . With this 8F item, a few items can be tossed and a ‘programming’ mode is activated where code can be written to RAM by walking to an X Y position on the map, using the 8F item, and writing a program byte by byte.
The maximum amount of code that can be written to the Game Boy RAM is 254 bytes, just large enough for [TheZZAZZGlitch] to write a very, very simple version of Akranoid, Breakout, or one-player Pong. Not much, but very, very impressive.
Video of [ZZAZZ] ‘jailbreaking’ his copy of Pokemon Blue available below.
http://hackaday.com/2013/12/02/pokem...ecomes-an-ide/
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December 2nd, 2013, 21:49 Posted By: wraggster
The old concern is that Pokémon, the cutesy kids game that has become nothing short of a global phenomenon, has a dark heart. Yes, its bevy of monsters have doe eyes and quivering smiles, but strip away the cartoon aesthetic and the fact remains that your character is charged with wounding animals until they are sufficiently weakened to be captured in a tiny ball. Then, having trapped the critter, you send them out to fight other pocket monsters in what must be the world’s most socially acceptable contemporary take on cockfighting (Pokémon X/Y sold four million units in just two days). In this way, Game Freak is teaching postmodern generations how to hunt, trap and battle in a world where the children affluent enough to own a handheld device have little apparent need for such skills.It’s a selective take on Pokémon’s seemingly inexhaustible appeal and yet there’s something to it. Sure, apologists will argue that captured Pokémon fight for you willingly, and that a complicated bond of trust and cooperation is formed through the trainer/monster relationship. But you could read this another way: as a digital introduction to Stockholm Syndrome. After all, no matter how big or small they are – and even the original Pokémon range in height from a mere 30cm (Pidgey) to 8.8m (Onix) and in weight from less than a pound (Ghastly) to nearly a ton (Snorlax) – each monster is kept in a one-size-fits-all cage: a tiny Poké Ball.Pikachu may be Pokémon’s headline monster, but it’s the Poké Ball, a red-and-white sphere about the size of a baseball, which unclasps in the middle and sucks Pokémon into its TARDIS-like interior, that is the visual shorthand for the series. The in-game origins of the Poké Ball are linked to the Johto region, where Apricorns grow. The fruit was hollowed out and then used to catch Pokémon. These antiquated designs (still used in the game by some trainers) were modernised by the still-mysterious Silph Corporation, a company based in the Kanto region, which manufactures and markets essential tools for Pokémon trainers. But outside of the fiction, the Poké Ball has its origin in the simpler tools of childhood bug-catching.As a child, Pokémon’s inventor Satoshi Tajiri (who lends his first name to the lead character we know as Ash in the Japanese versions of the game) was infatuated with collecting insects. In the summer holidays, he would head out from his family home on the outskirts of Tokyo to search the surrounding undergrowth in search of beetles and other insects, carefully studying each one he caught before cataloguing it in a notepad bought for him by his parents. Clearly, Tajiri wouldn’t go so far as to name, train and battle his captured beasts – even if a few did eat each other – but in whatever Perspex prison was used to house the creatures, the Poké Ball was born.
http://www.edge-online.com/features/...of-poke-balls/
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December 2nd, 2013, 21:42 Posted By: wraggster
Jak and Daxter co-creator also criticises Nintendo’s ‘criminal’ approach to third-party hardware
Naughty Dog co-founder and THQ chief Jason Rubin has called Nintendo “irrelevant” in the games hardware market.
Rubin was commenting on the lacklustre performance of the Wii U in an interview with GameTrailers.
“Nintendo is irrelevant as a hardware manufacturer in the console business right now,” he said, adding the PS4 and Xbox One will do well this generation because “Nintendo has stumbled”.
His main criticism of the Japanese manufacturer was what he saw as a failure to release its celebrated games on third-party platforms, such as Apple’s iOS and Google’s Android. Rubin labelled this a crime.
However, he did praise the company as a “worldwide treasure” for its legacy of consistently fun titles.
Frequently outspoken, at the dawn of the last console race back in 2006 and another interview with GameTrailers, Rubin favoured Nintendo, when Wii mania was just about to break, while he predicted a fall for Sony with its costly PlayStation 3.
http://www.develop-online.net/news/j...levant/0186714
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December 2nd, 2013, 00:07 Posted By: wraggster
via http://www.aep-emu.de/
Version 0.9.10 of the Nintendo DS emulator DeSmuME has been released. The new JIT core is intended to improve the performance significantly.
Quote:
0.9.9 -> 0.9.10 (r4623-r4908)
In this version, we have focused on trying to clean up some complexities in the user experience and emulator internals. Pretty unglamorous stuff, but some games are newly compatible.
General/Core:
- enh: break savestate back-compatibility
- bug: improve save size autodetection for some games
- bug: cpu: fix many basic jit cpu bugs
- bug: 3d: tweak softrasterizer edge marking
- bug: 3d: fix stale 4x4 texture palettes
- bug: fix some GPU sprite blending scenarios
- bug: fix bios HLE BitUnPack, UnCompHuffman
- enh: modular slot-1 device system, emulate GC bus more faithfully
- enh: support NAND slot-1 device
- enh: auto-detect appropriate slot-1 and slot-2 device
- enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
- enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
- enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
- enh: spu synch mode and method on commandline
Windows:
- bug: fixes to advanscene DB import
- bug: save opengl display method filter option
- bug: general bugfixes to various screen layout modes
- enh: add option to stop non-integer scaling during fullscreen or maximize
- enh: improvements to save import dialog
- enh: improved memory viewer tool
- enh: operate better when run, against our advice, from a zipfile
- enh: add slot-1 Nitro Filesystem viewer tool
Cocoa:
- bug: fix slot1-R4 path saving
- bug: fix bug with mic samples < 16khz
- bug: fix bugs and enhancements in multi display windows
- bug: fix handling of some joystick analog inputs
- enh: save display windows configuration and emulation speed on app exit
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December 2nd, 2013, 00:05 Posted By: wraggster
via http://www.aep-emu.de/
An update of the NES emulator nemulator has been released.
Quote:
- Controller reading fixes for Paperboy and other Mindscape games
- Added support for the following mappers:
- 64 (RAMBO-1) - Klax, Skull & Crossbones, Rolling Thunder
- MC-ACC - The Incredible Crash Test Dummies
- Option to stretch game to fit widescreen display (app.stretch_to_fit in nemulator.ini)
- Option to suspend computer from quit menu (show_suspend in nemulator.ini)
- Unofficial opcode support - fixes Streemerz (and other games using the MUSE sound engine) and Double Action Blaster Guys
- New, higher quality, audio resampler
- More accurate color palette
- Note: requires updated libraries from Microsoft
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December 2nd, 2013, 00:04 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Nintendo GameCube, Nintendo Wii and Triforce emulator Dolphin has been been released.
Quote:
One month after the 4.0.1 release we´re releasing the maintenance release 4.0.2. It turned out that some critical regressions had slipped into the 4.0 release due to the major changes linked to the wii-network branch and the global user directory changes.
In particular, one of the fixed issues was related to incorrect usage of wxWidgets and caused various problems with general Dolphin usage on Windows systems with Unicode characters in their user name (e.g. "François" or "あいうえお").
Some rather technical issues caused multiple games to stop booting or to freeze randomly. We´ve had multipleissuereports on this bug, so it´s great to see that we were able to fix this properly.
As for the binary release packages, we unfortunately can only provide Windows builds at the moment. As usual, OS X and Linux users can compile the source themselves by checking out the source from the 4.0.2 git tag. The Windows installers can be found on our downloads page, https://dolphin-emu.org/download/. We hope to be able to provide binaries for other systems in the future, though.
If you´re a Windows user and still were using Dolphin 4.0.0, you should uninstall Dolphin before installing the update due to some changes to the installer which happened in the 4.0.1 release. All future Dolphin versions will be installed into "Program Files/Dolphin", whereas the 4.0.0 release still used "Program Files/Dolphin 4.0". Your settings and game saves will survive a deinstallation, so you don´t need to worry about having to back them up. If your currently installed Dolphin version is already 4.0.1, you can safely ignore this notice.
Of course, if you want to test the most recent improvements which are happening in Dolphin, you can also use the development versions. They are distributed as plain .7z archives, so you test them safely without damaging an existing installation of a stable release. Keep in mind that they´re less simple to install and might have little flaws every now and then. However, we will do our best to make the Dolphin experience for the next stable release even more awesome than it is currently, of course!
You can continue the discussion in the forum thread of this article.
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December 1st, 2013, 23:21 Posted By: wraggster
Walmart Black Friday 2013 Deals!Grab the Nintendo 2DS for only $99 at Walmart.com!This will not last!Check it out:
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December 1st, 2013, 22:42 Posted By: wraggster
Look, we know you've got a computer, smartphone, tablet and/or a gaming console. In case you'd prefer to conduct like or dislike-bombs from five devices at once, however, the YouTube app for the 3DS that was depicted in the most recent Nintendo Direct is now available in North America and Europe.
It seems to function like any other YouTube experience, complete with obnoxious inquiries about whether or not you'd like to use your real name in the swamp that is the YouTube comments section. The top screen serves as a full display for videos while the involved stats, suggested videos and a play bar are hosted on the bottom screen. The L trigger and B button serve as back buttons while the R trigger and A button function as secondary pause buttons. Both the d-pad and circle pad serve as scrolling options, but there are stylus-oriented alternatives for all of this. Users can perform searches and navigate YouTube on the bottom screen without closing out of a video, but searches will pause whatever is being viewed until you're done typing.
Of course, the real news here is that the definitive next-gen experience is now available on your 3DS.
http://www.joystiq.com/2013/11/30/yo...ilable-on-3ds/
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December 1st, 2013, 22:34 Posted By: wraggster
The remainder of Sega's first round of 3D Classics for the 3DS eShop will be made available in the US store over the next few weeks, but it seems like another batch is already in the works.
Siliconera noticed a Twitter exchange between James Booth, an assistant producer at Sega's mobile-oriented Hardlight Studio, and Yosuke Okunari, a producer at Sega CS3. When Booth congratulated Okunari on the 3D Classics series, Okunari's reply thanked him and said "we develop the 2nd series for Japan. If this overseas release succeeds, it may release these in the world." Okunari did not hint at which games might be included in a future round of 3D Classics.
So, there you go. If you're gunning for more 3D Classics in the US beyond those that have already been announced, the series' performance across our shores will need to satisfy Sega, first. The question is, will you love the 3D effect and features added to Streets of Rage, Shinobi and Sonic the Hedgehog enough to buy them again?
http://www.joystiq.com/2013/12/01/se...ase-depends-o/
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November 29th, 2013, 23:25 Posted By: wraggster
The PS4 and Xbox One launch line-up has been overshadowed by games for Wii U, Vita and 3DS.
Critics heaped praise on Nintendo’s new Zelda and Mario games. The Legend of Zelda: A Link Between Worlds on 3DS (this week No.9 in the charts) has a Metacritic score of 90, while Super Mario 3D World for Wii U performs even better with a score of 94.
Meanwhile, Sony’s big Vita title Tearaway, from British developers Media Molecule, has a score of 87.
All three games arrived at the same time as Sony and Microsoft’s next-gen machines. And all three have achieved higher scores than the big Xbox One and PlayStation 4 launch games.
“The latest adventures in two of our most loved franchises, Mario and The Legend of Zelda, have achieved 10/10 review scores in mainstream and specialist media and have been credited as ‘must-have titles’ as well as reasons to purchase hardware,” said Nintendo UK marketing boss Shelly Pearce. (pictured, right) “We look forward to hearing more from the fans.”
David Wilson, head of PR at Sony, added: “It was always going to be a challenge to get (paper) cut through for Tearaway in the midst of the massive PlayStation 4 excitement bandwagon – but we are so delighted by the reviews which are highlighting what a fabulous little Vita title this is. It is full of charm and exactly the sort of innovative and beautifully (paper) crafted experience you’d expect from the hugely talented guys at Media Molecule.”
http://www.mcvuk.com/news/read/3ds-w...ritics/0125114
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November 29th, 2013, 21:03 Posted By: wraggster
An assortment of Mario games at 30 percent off isn't a bad way to do Black Friday, but the eShop really gets into the mood with Shin Megami Tensei 4. The 3DS JRPG is just $30 until December 2, an top price for what we called "a great entry point" to the Atlus series.
If we had you at "Mario games at 30 percent off," let's fill you in on the details. Both the 3DS and Wii U versions of Super Mario Bros. 1 and 2 feature, whileSuper Mario Land 2 and Mario & Donkey Kong: Minis on the Move are also discounted on the 3DS eShop, and Super Mario World and the original Mario Bros. get price dips on the Wii U eShop. We'd say there's no better time to revisit SMB2 then after playing Super Mario 3D World - gotta love that floaty Peach.
If you're done with discounts and just want the new stuff. we've got that, too - including the first batch of the long-time-coming Sega 3D Classics, and episodes 1-10 of Pokemon: BW Rival Destinies. Head past the break for the full rundown of newly-released games.
http://www.joystiq.com/2013/11/29/ne...io-games-sale/
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