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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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August 26th, 2013, 23:21 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7673.0.html
Nickname: Rajveer
Project Name: ImpulseDS
From: UK
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: No
In a past NEO Compo this project won in the top 10: No
ImpulseDS is a racing game inspired by F-Zero X which includes a track editor, allowing you to test tracks you've created. This is an alpha version so both the track editor and racing mechanics are far from feature-complete ;-) A windows version will be released soon for quicker track creation.
EDIT: Update #1 20/08/2013 - fixed bug where if the last knot in the track was deleted, the previous knot wouldn't be automatically selected.
EDIT: Update #2 21/08/2013 - fixed bug where the "Apply" button on the subscreen had the wrong height.
Download: ImpulseDS v0.1 alpha
Full controls and instructions can be found in the Readme.
Quote
Installation:
ImpulseDS uses libfat, so if your flash cart doesn't support automatic DLDI patching then please patch it with the correct driver. http://chishm.drunkencoders.com/DLDI/
-Place the ImpulseDS.nds binary on your flash cart.
-Place the ImpulseDS folder in one of 3 places:
- the same folder as the .nds binary
- the root of the flash cart
- in /data/
Controls:
Button-mode controls:
Accelerate - A
Brake - B
Turning - D-Pad left/right
Touch-mode controls:
Accelerate - D-Pad up or X
Brake - D-Pad down or B
Turning - Touchscreen. Click and drag anywhere on the touchscreen to turn the vehicle - this method allows analog turning.
To exit the game and return to the track editor, press Start.
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August 26th, 2013, 23:20 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7657.0.html
Nickname: BassAceGold
Project Name: BAGASMI Roulette
From: Canada
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Kinda (interpreter source linked below, script pasted below)
In a past NEO Compo this project won in the top 10: No
BAGASMI Roulette is a simple text based roulette game scripted using BAGASMI http://www.neoflash.com/forum/index....ic,7644.0.html.
This game is played with a group of people, where you can pass your DS around.
Essentially, There is a revolver with 6 chambers and 1 chamber contains a bullet. You fire this revolver by pressing the A button. If you fire and the chamber is empty, you are safe. The game continues by passing the DS to the next person (who then fires the gun, and so on and so forth) until the chamber with the bullet is fired--in which case, whoever fired the bullet loses.
It's a simple time wasting game, or perhaps an entertaining drinking game!
Script code here:
Code: [Select]
[Console 1]
_start:
;clear console
CLRS
;since the game is just starting, we can skip right to the beginning
JUMP GameStart
;game over text
GameOver PRINT "*BANG!* You lost.\n"
;initialize our revolver, jump with jump back flag initialized
GameStart JUMP Reload, #0
;then print out the game instructions
PrintText NOP
PRINT "\n~BAGASMI Roulette!~\n"
PRINT "Press A to shoot.\nPress B to exit.\nSelect to clear console.\n\n"
;loop to keep game running
GameLoop NOP
;store current key presses in register 0
GETKEY $R0
;Check if B button (#2) is newly pressed to exit script
CHKKEYNEW $R0, #2, Exit
;Check if Selected (#4) is pressed to clear the console
CHKKEYNEW $R0, #4, ClearScreen, #0
;if A button (#1 value) is newly pressed, check to see if shot is legit
CHKKEYNEW $R0, #1, CheckChamber, #0
VSYNC
;otherwise, continue game loop
JUMP GameLoop
;exit the script
Exit HALT
;clear screen
ClearScreen CLRS
JUMP PrintText
;check if chamber was empty or not
CheckChamber NOP
;if our shot is equal to the chamber that is loaded,
;then the game resets for another go
IFEQ shotCounter, chamber, GameOver
;otherwise, increase the shot counter, and try again
INCR shotCounter
;let the user know they are safe
PRINT "*CLICK* Safe!\n"
JMPBK
;loads a single shot into a random chamber
Reload NOP
;pick a random chamber from 0 - 6 (6 chambers)
RANDM chamber, #6
;reset the shot counter
SET shotCounter, #0
JMPBK
;Set up our six shooter here
chamber DATA #0
shotCounter DATA #0
Binary Download Here: https://www.dropbox.com/s/0hcq2nl8hj...I-Roulette.zip
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August 26th, 2013, 23:18 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7660.0.html
Nickname: NightFox
Project Name: Krystals DS
From: Spain
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Part of code is open source
In a past NEO Compo this project won in the top 10: No
Download link to lastest version for the compo: http://www.mediafire.com/download/sg...130820_BETA.7z
(Updated 08/20/2013)
Bugfixed version: http://www.mediafire.com/download/c7...130823_BETA.7z
(Updated 08/23/2013)
Youtube video: (Updated 08/20/2013)
Oficial site of the game: http://www.nightfoxandco.com/index.p...ls-ds/?lang=en
Krystals DS is the review of the first game I programmed for Nintendo DS.
Using PAlib, Aslib and devkitPro R19 (Summer 2008), the game was developed in three weeks, participated in the Neo Compo of that year, remaining in 7th place.
The problem is that both versions I used of PAlib and Aslib accumulated several important bugs, combined with the evolution of flashcards and that was compiled with a very old version (and modified) of libnds, has resulted in most of current flashcards play wrong with the best, very bad in most flashcards or directly or work on some.
As this year I had little time to devote to new Ds things, I decided to redo the game from 0, using my library, the latest version of libnds and program it in C + + to test to see how it behaved in DS (both library and other DS games are programmed in C).
Playability are also new, being more difficult to perform combos, since we will never have a piece with two gems of the same color.
The main objective of the game is to create groups of 3 or more gems of the same color in any direction. A greater number of stones removed in the same movement, more score. Your mission is to get as many points as possible before reaching the last level of the game (25). After the game, the score will receive bonuses for the level achieved, the maximum combo made and if you've reached the last level of the game.
Use the special gems to make better combos. The diamond-shaped gems, change the color of the gems touched by his. If a diamond-shaped gem touches the ground, all the gems change color randomly. The white gems are also special. If a white gem touches itself to any other gem, all gems of that color will be eliminated. If a white gem touches the ground, the elimination of all the gems from the board.
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August 26th, 2013, 23:17 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7679.0.html
Aperture Science DS
by smea and lobo
http://smealum.net/ASDS/
smealum@gmail.com
DOWNLOAD : http://smealum.net/ASDS/ASDS_r1.zip
Nickname: smealum
Project Name: Aperture Science DS
From: France/USA
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
_DESCRIPTION_
This game is an adaptation of the portal games for the nintendo DS. It includes most of the mechanics found in the original. The code was written entirely by smealum (http://smealum.net, twitter.com/smealum) and the graphics were all made by Lobo (http://infectuous.com, twitter/infectuous).
This version is the first public release. It is very buggy and incomplete, but it is mostly playable. It includes 14 levels made by smealum, loganino and tenteran. It also features a full-fledged on-board level editor inspired by portal 2's own perpetual testing initiative.
The game also features a kick-ass though largely incomplete and unpolished menu.
also my DS broke very recently. so i have not been able to test this on hardware...
_INSTALLATION INSTRUCTIONS_
This game requires nitroFS. If your flashcart's menu does not support nitroFS (some menus that do include Wood R4 and the supercard DStwo's menu), please download hbmenu (http://devkitpro.org/wiki/Homebrew_Menu) and use it to run the game.
The included asds folder should be placed in the same directory as the nds file. The folder will however be created automatically if it is not found.
In order to add new maps to your game, just place the .map files in the asds/maps folder.
_GAME CONTROLS_
Default control scheme :
DPAD/ABXY : move
TOUCHSCREEN : aim
R/L : shoot/grab items/activate timed buttons
START : pause
Controls are fully customizable via the config.ini file found in the asds folder. Take a look at the included one for more information and an already prepared no-touch control scheme.
_EDITOR CONTROLS_
DPAD/ABXY : move/look around
START : save
TOUCH : select stuff (objects, or planar block selection, or 3D block selection)
use contextual buttons for actions related to what you've selected (make stuf (un)portalable, fill/delete, add sludge...)
pull/push blocks to create level geometry
Basically it's a highly bastardized version of the portal 2 level editor. If in doubt you might want to check out the video I made a couple months ago :
Or just ask me.
It will soon be possible to share levels on http://smealum.net/ASDS/ ! Not yet however. In the meantime, don't hesitate to upload them and post them in the forum threads dedicated to the game.
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August 26th, 2013, 23:09 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7674.0.html
Nickname: Owen
Project Name: Newo Defence
From: Jamaica
Division: Game
Platform: WII
Original Enter: Yes
Support Motion: No (Pointer)
Open Source: Not Yet
In a past NEO Compo this project won in the top 10: No
The game is almost like missile command but in space and planets. You score increases by shooting the red circles. You score also increases by the size of your total population in the solar system.
If you have less than 500 people in the solar system then it is game over.
Defend your planet(s) so that your population can grow. Move the pointer over to another planet to transfer people to that planet. You can move from planet to planet by holding the pointer over the planet for 5 seconds. You can only move to a planet which is green.
Direct download: NewoDefence.zip
Project page: http://www.wiibrew.org/wiki/Newo_Defence
Screenshots;
More screenshots in Flickr Set
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August 26th, 2013, 22:49 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7664.0.html
Current version : 1.1 : [Download]
Source code : [@gnuboy64 on GC]
Quick search index table
(Use ctrl+f to jump to each section)
1.0 Readme
1.1 Features
1.2 Differences from the x86 version
1.3 Installation
1.4 Browser controls
1.5 Emu controls
1.6 Contribute to the code
1.7 Compiling the code (Updated!)
1.8 Special thanks
1.0 Readme
GNUBOY64 is a port(read:hackport!) of the original GNUBOY-x86 version and -heavily optimized- for mips architecture,
which means that most of the vital parts had to been re-written from scratch in order to achieve the highest possible performance.
Also , additional work has been done into reimplementing all the features of the x86 version , including save states,sram,rtc and even
the ability to take screenshots and save them directly to the SDC(The image format is very simple though ~ uncompressed 16bit or 32bit(depends on FB mode) targa).
Compatibility is also the same with the x86 version but with just one exception : 8MB games are NOT supported unless your flashcart
has extended ram that can be mapped directly and the source tree is built with special flags in order to make use of this (already-implemented)feature. (HINT: Expansion pack IS highly recommended)
Performance-wise , its running at fullspeed in GB mode and very close to fullspeed in GBC mode for most games , and that's because the interpreter is not written in assembly....But some other time i might re-write the cpu in asm aswell for +15-20% speed boost.For now i had to do the LCD first since it had much higher priority . ....
And well, that pretty much sums up everything within 4 paragraphs.For more detailed info just check sections 1.1(Features) & 1.2(Differences from the x86 version).
Have fun.
1.1 Features
+Supports Neo Myth64 flashcart(You can implement more drivers if you like.All are set already...just add the missing bits)
+Opensource : http://code.google.com/p/gnuboy64/
+GB & GBC support (except 8MB games , but if you plan to add driver for other flashcarts that have extended r/w RAM you
can implement the (already integrated) extended ram mode)
+Automatic SRAM + RTC backup/restore ( Stored in /gnuboy/saves/ )
+Save states(up to 999) ( Stored in /gnuboy/saves/ )
+Ability to take screenshots ( Stored in /gnuboy/screenshots/ )
+Dual immediate rendering modes : 256x240 1xscale , 512x480 2xscale
+Support for multiple FS drivers & wrappers
+GUI
1.2 Differences from the x86 version
+~90+% of lcd code has been rewritten in mips assembly
+Added more cpu precomputed lookup tables&improved original code
+Almost 1MB of rom data are precomputed lookup tables (Yikes!!!)
+Wrote an improved algorithm for vram pixel data updates that reduces the linear complexity of the original
+Implemented mem_map_ptr for direct HDMA mapping & mem_read_range & mem_write_range for unmap-able addresses
+Added lookup table for precomputed vram flags
+Added lookup tables for precomputed sprite flags(gb&cgb)
+Added r8g8b8/r5g5b5a1 palette 3268*sizeof(u32) precomputed lookup tables (32bit mode is not used as it doesn't "offer" anything
other than wasting more ram.Make custom builds of the code if you want that feature...)
+Improved sprite sorting code
+Sound mixer was heavily optimized
+Sound wave frequency is calculated using a constant reciprocal table that replaces some divisions with a fraction mult..
+Improved sound reg reads/writes
+Improved loader code (Re-allocations for alignment are replaced with header fetching + one allocation)
+Implemented file system wrappers & drivers (other flashcarts can be supported aswell)
+Implemented custom low level non blocking audio driver
+Fixed memory leaks found in the original code
+Made countless tools
+Uses the most recent GCC sdk toolchain version(4.8.1)
+Many other changes over the last 2 months that i forgot......................
1.3 Installation
1.Download & extract the archive
2.Copy "gnuboy64.v64" AND the directory "gnuboy" on the root of your SD cart
3.Put your GB/GBC games(uncompressed!) in the directory /gnuboy/games/
4.(Optional)If you have save files(rtc,sram,states) put them in /gnuboy/saves/
5.Launch "gnuboy64.v64" as your would do with any homebrew app
1.4 Browser controls
Up/Down : Go up/down one item
L/R : Switch to prev/next page
A : Launch game in low-res mode(Recommended)
B : Launch game in hi-res mode
START : Re-load & sort rom list (useful for switching sd cards...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.5 Emu controls
Dpad : Dpad
A: A
B: B
START:START
Z:SELECT
L:Save state
R:Load state
Cu:Increase save slot number
Cdecrease save slot number
Cl:Exit menu(You can either return to emulation mode or exit to the browser screen...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.6 Contribute to the code
If you would like to apply your own changes to the source code tree(ie implement fs drivers for other flashcarts)
feel free to ask for svn commit access anytime...
1.7 Compiling the code
1.svn checkout https://gnuboy64.googlecode.com/svn/trunk/ gnuboy64
2.Extract "toolchain/toolchain.tar.lzma"
3.Read the extracted README file
4.Do the installation (to a -separate- sdk path if you have a n64 sdk previously installed *This is important*)
5.Now you're ready to compile the code :
export N64_INST=/path/to/sdk
make -f Makefile.driver_name (ie : make -f Makefile.myth64)
(Currently only neomyth is supported.If you would like to add support
for your flashcart have a look at /filesystem/ &/filesystem/drivers/ and just replace the missing bits )
1.8 Special thanks
I would like to thank the following people for their contribution to the retroscene :
1.ChillyWilly : For implementing the initialization/sd fs code for NeoMyth flashcarts series & also for beeing a very kind &helpful person
2.Shaun Taylor : For his great efforts in putting together a fine opensource SDK for the N64 platform.You can checkout his work here :
http://www.dragonminded.com/n64dev/
(NOTE : The libdragon included in the source code is a modified version and does things very very differently(read:in very hackish way & mainly for initialization)...If you would like to start coding for the n64 platform use this version instead : http://github.com/DragonMinded/libdragon)
3.The original authors of the x86 version of gnuboy
4.Neoflash for hosting yet another retro-powered contest
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August 26th, 2013, 22:47 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7670.0.html
Nickname: Alekmaul
Project Name: PVSnesLib, a C library to code for SNES
From: France
Division: APP
Platform: SNES (but you need Windows to use the kit)
Original Enter: Yes
Support Motion: No
Open Source: Yes
In a past NEO Compo this project won in the top 3: No
PVSnesLib is a generic C lib for Snes (We need homebrew for this really nice console ).
It's based on snes-sdk, with help of tools from mic_, shiru , mukunda and others (just see thanks webpage on pvsneslib documentation).
There is now everything to do a project, even sound support, thanks of snesmod library (and Kung Fu Furby for help ;-) ).
Here is the wiki entry I made about it, of course **it far to be complete** and it really need more work to have something that be ok with all Snes functionnalities.
But it's a good start to enter SNES dev : http://www.portabledev.com/wiki/doku.php
PVSnesLib V2.0 : PVSnesLib
DevKitSNES V2.0 : Tools for PVSnesLib
Current Examples : Examples
This version has a neoflash Splash screen when you compile your code.
The example "likemario" (see example file) shows you what we can made with it ! Here is it youtube video :
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August 26th, 2013, 22:45 Posted By: wraggster
via http://www.planetvb.com/modules/news...hp?storyid=372
Today, a new homebrew game in development for the Nintendo Virtual Boy has been unveiled... and what an amazing one it is!
"Hyper Fighting" is a fighting game developed by "Mr. Anon" and based on a fighting engine made by yours truly, M.K., creator of VB Racing. It is a clone of a well-known fighting game, and, what else could I say, this has to be the single most impressive homebrew game ever for the Virtual Boy! Great music and sound effects, crystal-clear speech samples, amazing 3D stages, flawless controls and perfect overall polish. If the name Nintendo stood on this, I would not doubt for a second that this was a commercial game created by the big N!
A demo version has been released and the full version of Hyper Fighting is said to be released soon. In the demo you battle 4 different fighters in 4 different stages. Press Start and you'll be able to change the background music, 3D depth and brightness.
You can download and discuss the demo in the Hyper Fighting release thread.
I'll say no more and let you check it out for yourself. This doesn't seem to work on emulators, but if you're one of the lucky FlashBoy owners, wait no second to flash this beast! Round 1... FIGHT!
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August 26th, 2013, 22:05 Posted By: wraggster
Capcom distributed working, golden DuckTales NES cartridges to members of the press to promote the release of DuckTales: Remastered. They still have some leftover, however, and they'd like to give them to some aspiring singers and PhotoShop artists, Capcom Unity employee Chris Antista revealed last week.
"At least one" lunchbox filled with shredded money and a DuckTales cartridge will be given away on every weekday from now until September 11, the game's digital release date for the 360. In order to win one, contestants must upload their striking renditions of the DuckTales theme song to the contest's website. If you'd rather spare yourself from that, Capcom is accepting alternative submissions in the form of artwork or edited images that incorporate DuckTales characters into existing Capcom franchises, or vice versa, at contest at capcom dot com. Antista's update also mentions future "surprises and flash giveaways" that will spring up at Capcom Unity or amongst its social media feeds.
If you'd rather not toy with your emotions, the PS3-exclusive boxed version of a digital download token for DuckTales: Remastered recently launched at retail. Digital Wii U, PS3 and PC versions are also available on the eShop, PlayStation Store and Steam. We preferred the original game, however, so why not try to give your golden The Legend of Zelda cartridge some company?
http://www.joystiq.com/2013/08/25/wi...write-history/
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August 26th, 2013, 22:04 Posted By: wraggster
The Wii U version of the arcade brawler bundle Dungeons & Dragons: Chronicles of Mystara has been delayed to September, Capcom community liaison Gregaman confirmed in a statement at Capcom Unity's forums.
"We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September," the statement reads. "There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops."
Capcom did not elaborate on the nature of the issues it faced in releasing the Wii U eShop port. Dungeons & Dragons: Chronicles of Mystara launched for Xbox Live Arcade and the PlayStation Network in June, offering up ports of the '90s beat-'em-ups Dungeons & Dragons: Tower of Doom and Shadow Over Mystara.
http://www.joystiq.com/2013/08/26/du...again-for-wii/
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August 25th, 2013, 20:17 Posted By: wraggster
Call of Duty: Ghosts executive producer Mark Rubin has a lot on his plate. In just two months, he's heading up the launch of one of the (if not the) biggest titles on two next-gen game consoles, not to mention the four other platforms it's landing on. He's got his team at Infinity Ward to manage, as well as the teams at several other studios that are assisting in the development process. And on top of all that, the two big next-gen versions of Call of Duty: Ghosts are headed to hardware that "literally just started showing up" at his company's offices. Rubin explained as much to Engadget in an interview this past week at Gamescom 2013.
"Trying to design for something that you theoretically know about but don't physically have is an amazing challenge," he said. Beyond the stress and manpower required to produce so many versions of a single game, it's expensive. "It's required us to bring in a lot more resources than we had planned on in the beginning," Rubin added. And that's money that Infinity Ward's parent company, Activision, won't make up until the next year's Call of Duty game, when the "transition" period between console generations crests and enough gamers move to new game systems.
Head past the break for the full extent of what that means for Ghosts and the Call of Duty franchise moving forward, and why Rubin's "hopeful" for the rarely spoken about Wii U version.
http://www.engadget.com/2013/08/25/c...gamescom-2013/
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August 25th, 2013, 00:27 Posted By: wraggster
In your search for clues in Gone Home's big ol' house, you may have spotted a few forgotten games in the cupboard. The fictional SNES games of yesteryear were each concocted by established video game artists.
Adventurous The Cat Returns, created by Double Fine artist Lee Perry, is the easiest cartridge to find, developer The Fullbright Company notes in a blog post. Perry's directive was to create "an overly 'cool' Bubsy-esque character" and we'd say he nailed it.
Journey of Crystal, seen above, was clearly created by Supergiant Games art director Jenn Lee. This hypothetical JRPG sequel to Secret of Time Crystal is chock full of the fantastical, with a towering castle beckoning off in the distance. Check out the Fullbright post for the rest.
Gone Home, currently available for PC, Mac and Linux on Steam, has you returning home after a year abroad, only to find no one there to greet you and a cryptic note on the door. You explore and examine the house interior to piece together the story of the people who live there.
http://www.joystiq.com/2013/08/24/th...-in-gone-home/
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August 25th, 2013, 00:25 Posted By: wraggster
Team Ninja is open to making more Wii U games, but the Japanese studio doesn't have any plans for ports like Ninja Gaiden 3: Razor's Edgeat the moment. Despite the Wii U's commercial struggles, studio head Yosuke Hayashi told Joystiq his team would consider games for the Nintendo system, as long as they're a good fit.
"Of course, I think there are games that would be good for Wii U," Hayashi told us at Gamescom. "So I think we need to still see what exactly those games they are and how you make a game for Wii U that is perfect for the Wii U. So if we get a chance to make a game like that, well, maybe we can think about it then. But right now we have no plans to port existing games to Wii U."
Razor's Edge was one of the first third-party games announced for the Wii U, and the port brought welcome revisions to the PS3 and Xbox 360 original. As for Team Ninja, it's currently collaborating with Keiji Inafune's Comcept andLost Planet 3 dev Spark Unlimited on the zombie-plagued Yaiba: Ninja Gaiden Z, due on Xbox 360 and PS3 in early 2014.
http://www.joystiq.com/2013/08/24/te...ans-for-ports/
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August 25th, 2013, 00:19 Posted By: wraggster
This just in: Angry Birds Star Wars 2 has an actual actor from the original Star Wars trilogy lending their vocal talent to the game - and amazingly it's not Mark Hamill.Instead, it's Emperor Palpatine himself, Ian McDiarmid, reprising his main baddy role, only this time as a pig. But if Star Wars has taught me anything, it's to not underestimate little green dudes. Especially if they have Jedi powers.
Elsewhere in Angry Birds: Star Wars 2 news, the game's multiplayer has finally been shown off in a new trailer below. The upcoming game will feature two-to-four player competitive modes as well as two-player co-op.Angry Birds: Star Wars 2 is set to launch on PS3, Vita, Xbox 360, Wii, Wii U, and 3DS on 29th October in the US and 1st November everywhere else.
http://www.eurogamer.net/articles/20...alpatine-actor
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August 24th, 2013, 23:36 Posted By: wraggster
Waiting for the Legend of Zelda: the Wind Waker HD before picking up a Wii U? You're in luck -- the company seems to be prepping a bundle specifically for Hylian-minded buyers. NeoGAF users have salvaged an image of the special edition console from a trailer Nintendo posted to its YouTube channel and then immediately pulled. The video, which showed off the game's "hero mode" difficulty setting, teased a blackWii U gamepad decorated a golden Triforce and other Zelda inspired accents. The leak doesn't say much else about the hardware, but it's probably safe to assume that the black console matches the 32GB internals of the standard deluxe edition. Price, availability and additional information will have to wait until Nintendo makes this bundle official, but curious folks can find a mirror of the leaked trailer at the source.
http://www.engadget.com/2013/08/23/l...bundle-leaked/
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August 23rd, 2013, 23:36 Posted By: wraggster
Sega fans will be able to enjoy a homage to Saturn classic Nights Into Dreams if they pick up the Deadly Six Edition of Sonic: Lost World.
The Wii U and 3DS exclusive Sonic title is due for release on October 18th, and sees the spiky mascot navigating Mario Galaxy-style worlds with his new colour-based powers.
The Deadly Six Edition is based on the game's bad guys and includes a download code for the NiGHTMARE DLC, according to Eurogamer.
This pack features an exclusive level populated by the new enemies inspired by those of the much loved Nights Into Dreams.
The Deadly Six Edition will receive a limited run, and is available for pre-order while stocks last.
http://www.mcvuk.com/news/read/night...dition/0120465
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August 23rd, 2013, 01:52 Posted By: wraggster
Deus Ex: Human Revolution: Director's Cut will cost less than $60, Square Enix PR Manager Ryan Arbogast told Joystiq during Gamescom 2013.
"We haven't announced prices, but it won't be a full launch price," Arbogast said. "It won't be $60."
This jives with the launch prices listed on Amazon, Best Buy and Gamestop – $50 for Wii U versions and $30 for Xbox 360 and PS3. Arbogast mentioned thatDirector's Cut would launch this year. The remixed revamp uses dual-screen mechanics, with an updated map showing building layouts on the second screen, along with expanded level design during boss fights, a developer commentary track and fresh features such as new-game plus and grenade throwback. On Wii U, the second screen is the GamePad, while on Xbox 360 it's Smartglass and on PS4 it's the Vita.
http://www.joystiq.com/2013/08/21/de...g-in-under-60/
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August 23rd, 2013, 01:50 Posted By: wraggster
The 3DS port of Retro City Rampage will not include 3D visuals, developer Vblank Entertainment has announced. It's the game's top-down perspective that makes the feat such a significant technical burden.
"With sidescrollers, developers can simply separate the background and foreground layers and distance them apart," the Vblank post reads. "However, with a top down perspective using cube-like objects such as buildings and vehicles, it would require the graphics to all be recreated as 3D objects, a new rendering engine, a camera system that players would be happy with, and further optimizations. For a new game it would be more feasible, but for an existing one, it simply would've taken too long."
Retro City Rampage for 3DS, which includes the most recent version of the game with enhanced graphics, was announced yesterday. The 3DS port will beplayable at Nintendo's PAX Prime booth next weekend.
http://www.joystiq.com/2013/08/22/re...ereoscopic-3d/
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