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June 30th, 2013, 00:06 Posted By: wraggster
Putting Nintendo franchises on smartphones would reach more players - but it might be economic suicide in the long-term
Amidst all the speculation and chatter about Nintendo's future, there are moments when it is crystal-clear exactly why the company has been such an intrinsic part of the world of videogames for nearly 30 years. Watching social networks light up with chatter about Animal Crossing: New Leaf - a game which lacks built-in social media functionality yet has provoked more sharing and discussion within my networks than any dedicated social title of the past five years - is one of those moments. At its very best, Nintendo is spectacularly, peerlessly and almost embarrassingly good at making games.
"Here we stand; a niche game launched on a handheld platform which every last ounce of conventional thinking declared dead on arrival two years ago"
In a sense, that is the factor that both drives and negates the often tedious debate over whether Nintendo should abandon hardware and focus its efforts on third-party publishing for mainstream platforms. That the discussion is so long-lived and so intense is a testament to the often unstated fact that Nintendo is not just a platform holder - it is also the most consistently successful and critically acclaimed publisher of games in the world. The unseemly vitriol of the platform wars may blind us to that fact on occasion, but the sheer depth and breadth of Nintendo's software and franchise catalogue is a match to any media company on earth, let alone any game publisher.
Animal Crossing, lest we forget, isn't even considered a top-rank Nintendo game. It will probably outsell most other games this year - Nintendo has, almost uniquely among publishers, mastered the knack of keeping its games selling consistently for months or even years, rather than relying on an initial sharp spike of demand to determine success or failure - yet alongside the likes of Mario, Zelda, Mario Kart and Pokemon, it's considered niche. Here we stand, though; a niche game launched on a handheld platform which every last ounce of conventional thinking declared dead on arrival a mere two years ago, yet I haven't seen such a consistent outpouring of social sharing of a game experience in a very long time. This speaks, of course, to the kind of people who comprise my social networks, yet beyond that I think it also hints at an extraordinary universalism which Nintendo has mastered far ahead of most of its rivals.
So here's the core of the argument - Nintendo enjoys a powerful universalism, an appeal that effortlessly leaps across gaps between demographic groups which seem to be gaping chasms to most other creators. Meanwhile, we've got a pair of new platforms - smartphones and tablets - which are doing the same thing to the world of hardware. Where a handheld game console might hope to sell a hundred million devices in its entire lifetime, Apple sold more than that number of iPhones last year alone, while Samsung's handsets more than doubled that number. Tablets, too, have become a device of choice among a huge range of demographic groups - my own mother, long possessed of the notion that touching the wrong button on a keyboard would cause the internet to explode, has now begun an unsubtle campaign suggesting that an iPad Mini would make an excellent birthday present.
"To switch to third-party development would be handing control of hardware creation to the uncaring whims of companies whose driving impulses have little to do with what makes great gameplay"
A software maker unrivalled at creating entertainment loved by everyone. Hardware platforms which excel at finding their way into the pockets and bags of everyone. It's a match made in heaven, surely? Is there not a sense of inevitability about the next iteration of Animal Crossing being a smartphone game - a sense that a game with such universal appeal is almost wasted by being confined to a platform with such niche appeal?
That sense absolutely does exist, however uncomfortable it may be for Nintendo's traditional fanbase - myself included. Oh, I recognise the discomfort well enough. Logically, rationally, I recognise that there are a lot of bonuses to smartphone gaming, not least that my smartphone is in my pocket all the time while my 3DS - lovely console though it may be - simply doesn't come out with me unless I'm carrying a bag or wearing a coat, which is probably less than half the time. I live in Tokyo, a city where it's altogether more common to see adults playing 3DS games in public than it would be in the UK, but that's still undeniably a factor too. The reality is that even given the obvious downsides of lacking the dual screens or the physical button controls, I'd probably play my 3DS software more if it was on my phone. I owned the superb The World Ends With You as a DS cartridge for many months before finally playing it - when it came out on iOS. And yet, and still... The notion of Nintendo developing for smartphones discomfits me. Something about the notion suggests a loss of the company's purity of purpose, the very thing that has made it so very, very good at what it does.
Traditionalist emotions aside, I think there are a few genuinely valid reasons for that feeling - some of which Satoru Iwata probably had in mind when he said recently that while developing for smartphones would probably make sense right now, staying the course would probably make more sense in the long run. The first and most obvious is that of all the platform holders, Nintendo has been the most successful at integrating its software and hardware development into a single symbiotic process. Software concepts inform Nintendo's hardware creations; its finest game design minds feed their ideas directly into the labs which create its consoles. The extent to which Nintendo's best games fit so snugly with the functionality of its hardware is absolutely no accident. To switch to third-party development would effectively be to throw away that hugely successful symbiosis - handing over control of hardware creation to the uncaring whims of companies like Apple and Samsung whose driving impulses will generally have little to do with what makes for great gameplay.
Great game development talent would survive that transition, of course, even if it lost a little something of its edge along the way. All the same, you are suddenly looking at a Nintendo which must compromise its vision to fit with devices that are fundamentally designed to let people tap out emails and look at webpages on a glass slab, rather than devices designed around the core notion of game interaction. It's not insurmountable, but it's still a blow to the very strengths which have made Nintendo's games great.
"Once you've released a free-to-play Mario and successfully monetised the game, does your audience still love Mario enough to buy the next one?"
The other concern, of course, is the business model. If we're going to talk about Nintendo being a master of universalism, there is very little in the world of games than is more truly universal in its reach than a free-to-play game on a smartphone platform. These games reach out to absolutely vast audiences undreamed-of by the traditional games business, as industry commentators and comment thread trolls are quick to point out at the drop of a hat. A single successful free-to-play game can easily achieve more downloads than an entire successful console platform's installed base. Isn't this where Nintendo's future must lie?
That's a dangerous argument for free-to-play advocates - who have many extremely good points and in whose camp I often find myself - to embark upon, though, because it starts to raise major questions about the value of a customer, or even the very definition of the word "customer". Yes, you may have had 10 million installs of your free-to-play game - but in the modern market, the first response to hearing that isn't "wow, amazing", it's "how much did that cost". Acquiring customers isn't free and making money from them isn't easy. How many of those people pay and how much they pay is another question entirely - and that's not even the toughest question. If you're Nintendo, with franchises in your stable which have been absolutely beloved and hugely commercially successful for three decades, the real question is this - once you've released a free-to-play Mario, reached a huge audience and successfully monetised the game, does your audience still love Mario enough to buy the next one, or have you just served the goose that laid the golden eggs up for a free-to-play dinner? I'm sure that it's possible for beloved franchises to retain their goodwill as free-to-play games - but if I was Nintendo, I'd wait to see evidence of that before committing the family jewels to the chase. (It's no coincidence, I'm sure, that the company's first free-to-play experiment on its own platforms will be a Steel Diver title - obscure enough that nobody will really care if it, ironically, sinks.)
"Nintendo's existing markets may be niche, but they're reliable niches that pay good money for high-quality software"
There's a Catch-22 at work here. Uncomfortable as the notion makes me as a game fan, the problems associated with moving to tablet and smartphone hardware are probably surmountable given Nintendo's development chops. Moreover, it would probably make sense in the end, both commercially and, I admit, from a gaming perspective. I'd play more Nintendo games, joyously, if they sat alongside the likes of Puzzle & Dragons on my phone. However, the Catch-22 arises from the free-to-play issue. I'm an advocate of free-to-play for many games, but Nintendo's classic franchises don't generally fit that profile - which is fine, except that the rise of free-to-play has, inevitably, muddied the waters for premium-priced games on smartphone and tablet platforms. I paid £8.99 for The World Ends With You through gritted teeth, because it was on the App Store, apparently oblivious to the fact that I'd paid £20 for it on the DS previously. Our perception of value on those stores has been forever hammered by the availability of a glut of free software. Don't blame F2P for that; F2P is the sensible reaction to a marketplace where distribution costs have fallen to zero and prices have rapidly followed, but the fact remains that Nintendo faces a tough challenge if it wants to sell premium-priced software in an ecosystem increasingly focused on free downloads.
Ultimately, I think that Nintendo will probably stick to its guns and avoid third-party publishing for as long as it possibly can, precisely because of that Catch-22. Its management would undoubtedly like to put Nintendo games on smartphones right now - they're traditionalists, no doubt, but they're not stupid or unaware of what's happening in the world. Yet even while some companies are making a fortune from the App Store, Google Play and their ilk, Nintendo is quite right to be incredibly wary of the economic factors at work in these marketplaces. Nintendo's existing markets may be niche, but they're reliable niches that pay good money for high-quality software - and if you're safeguarding the greatest treasure trove of IP in the games business, there are times when playing it safe makes a whole lot of sense.
http://www.gamesindustry.biz/article...es-no-new-leaf
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June 28th, 2013, 00:55 Posted By: wraggster
Nintendo increased the character limit for Miiverse posts and comments from 100 to 200 this week. The switch, made "by popular demand," applies to both the Wii U and web versions of the social network. Nintendo also fiddled with the 'popular posts' filter this week, allowing users to now see highly Yeah-ed posts going further back.
The character limit increase may seem a little trivial because Nintendo's social network is still in its infancy, but just imagine if Twitter decided to up its limit from 140 to 280. It would be pandemonium with a capital panda, we tell you.
http://www.joystiq.com/2013/06/27/mi...ts-chattiness/
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June 28th, 2013, 00:50 Posted By: wraggster
Sonic: Lost World producer Takashi Iizuka has confirmed that the game will only have local multiplayer on Wii U, but online on the 3DS.
In an interview with Nintendo World Report, Iizuka confirmed that the Wii U and 3DS version will have different multiplayer modes.
"On the Wii U, there's booth cooperative and versus multiplayer," he says. "In cooperative play, Sonic will be using the Wii U GamePad and someone can be supporting Sonic in co-op with the Wii Remote. In versus mode, one player will be playing on the TV screen and the other player will be racing using the GamePad so you don't have to have split screen."
The Wii U's multiplayer will not be online, pushing for an "on the couch", shared experience. The 3DS version however, will be online supporting "4-player versus racing over Wi-Fi and the Internet."
Multiplayer is not the only aspect that will differ between the two versions. According to Iizuka, while the story and general theme of the levels and game will be the same in both versions, the level design will be completely different. "There's not a single level in the Wii U and the 3DS that overlap and appear in both games," he says.
Sonic: Lost World is the first Sonic title in a three-game deal to come from a partnership with Nintendo and Sega. You can see the game in action in this 12-minute gameplay video.
http://www.computerandvideogames.com...ayer-detailed/
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June 28th, 2013, 00:49 Posted By: wraggster
Nintendo has released this week's list of new eShop content for American Wii U and 3DS owners, with a double serving of Sonic.
Sonic The Hedgehog 2 has arrived for the 3DS Virtual Console, alongside Sonic Labyrinth.
Also, Kokuga is the new 3DS shooter from Hiroshi Iuchi, the creator of what is widely considered to be one of the best vertical shooters of all time, Ikaruga.
Here's the full list:
Virtual Console on Nintendo 3DS
Sonic The Hedgehog 2 - Originally released for the Game Gear console, Sonic is back to put a stop to Dr. Eggman's mechanical machinations in Sonic The Hedgehog 2. With the help of his best friend Tails, Sonic must rush through winding Zones and battle waves of Badniks in order to save his animal friends.
Spelunker - Wander through miles of uncharted caves in search of the legendary underground pyramid and its vast treasures. But beware of the scalding steam vents, poisonous bats and the avenging spirits of dead spelunkers that lurk in every corner of this massive underground labyrinth.
Nintendo eShop on Nintendo 3DS
URBAN TRIAL FREESTYLE - URBAN TRIAL FREESTYLE brings innovation to the popular action bike-racer genre and takes it into new dimensions. Download the game from the Nintendo eShop on the Nintendo 3DS console at a discounted price of $5.59 until 9 a.m. PT on July 4.
Project X Zone: Ghost Demo - For the first time ever, characters from some of the most historic franchises in video game history come together in one epic adventure. Play as more than 50 of your favorite characters from NAMCO BANDAI, SEGA and Capcom, and watch them interact in dream scenarios. Project X Zone is the ultimate strategy RPG that combines the greatest collection of characters ever seen in a video game. Project X Zone: Ghost Demo will be available on July 2.
Club Nintendo Bonus Coin Promotion
This Weekend Only: Earn 20 Coins - Purchase any Virtual Console game from the Nintendo eShop on the Wii U console between 12 a.m. PT Friday, June 28, and 11:59 p.m. PT Sunday, June 30, and earn 20 bonus Club Nintendo Coins.
Also new this week:
- Crystal Warriors (Virtual Console on Nintendo 3DS)
- Sonic Labyrinth (Virtual Console on Nintendo 3DS)
- Crash City Mayhem (Nintendo eShop on Nintendo 3DS - Available 7/2)
- Kokuga (Nintendo eShop on Nintendo 3DS)
- Gabrielle's Ghostly Groove Mini (Nintendo eShop on Nintendo 3DS)
- Vegas Stakes (Virtual Console on Wii U)
http://www.computerandvideogames.com...onic-2-kokuga/
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June 28th, 2013, 00:47 Posted By: wraggster
Nintendo of America senior director of corporate communications Charlie Scibetta has defended Nintendo's frequent Mario game releases, saying that they are in line with fan demand.
Nintendo raised eyebrows late last year when it release two 2D Mario platformers - New Super Mario Bros. 2 and New Super Mario Bros. U - within three months of each others.
At the E3 expo earlier this month Nintendo had another new Mario game on show, Super Mario 3D World, alongside numerous other Mario-themed games including Mario Kart 8 and Mario & Sonic at the Sochi 2014 Olympic Winter Games.
"We think we're putting out the right number of Mario games based on what fans are asking for, based on what our own developers' creative visions are," Scibetta told Shack News when quizzed on the risk of diluting the brand.
"The key to that is as long as there's innovation is occurring within the gameplay, as long as there's new features, then marrying the characters and the IPs that people love is the right call from our standpoint," he said.
Scibetta went on to contest that the innovations in each Mario release - such as the transparent warp pipes in Super Mario 3D World, he exampled - are as substantial as creating new IPs, but are simply branded with familiar franchises.
"If we didn't put Mario on it, then it would just seem like a new IP," said Scibetta.
"Because there's those new gameplay dynamics like that, we think there's the innovation there that will keep people interested and keep the Mario brand fresh.
"You could call all the games that we're making here new IP in the sense that they're new gameplay experiences. They just happen to also have the IP that people associate with.
http://www.computerandvideogames.com...-nintendo-rep/
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June 28th, 2013, 00:10 Posted By: wraggster
Rovio’s Angry Birds Trilogy is to be released on Wii and Wii U, Activision has confirmed.The publisher has said that the game is “expected” to be released on August 16.The Wii U version will include the ability to play the game on the console’s TV or Gamepad, and will feature online leaderboards. Both versions will also arrive with over 40 hours of bonus content in addition to the three main games, Angry Birds, Angry Birds Seasons and Angry Birds Rio.Rovio recently moved into publishing itself, albeit on mobile platforms. There’s more detail on the Finnish studio’s new Rovio Stars label and its first release Icebreaker through the links.
http://www.edge-online.com/news/angr...i-u-in-august/
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June 26th, 2013, 01:17 Posted By: wraggster
Star Wars Pinball is about to enter a galaxy not so far away: the Nintendo eShop on Wii U. The game will hit Nintendo's platform on July 11, and features tables based on The Empire Strikes Back, Boba Fett and The Clone Wars. Unfortunately, the Force won't be enough to grab the game – it'll cost you $10 (or €10).
Also, since this is a Star Wars re-release, you should know that all of the lightsabers have been replaced with walkie-talkies.
http://www.joystiq.com/2013/06/24/st...wii-u-july-11/
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June 26th, 2013, 01:08 Posted By: wraggster
Nintendo Japan is airing a Pikmin 3-focused Direct broadcast tomorrow, June 26. The video sees Shigeru Miyamoto joined by comedian Hitoshi Matsumoto to discuss the critter-crammed Wii U game. The broadcast is scheduled for 8PM in Japan, which converts to 7AM ET (4AM PT, midday Brit-time), and you can watch it right hyah. There's no news on any corresponding Directs for other regions.
The game itself is a matter of weeks away: North America greens its fingers when Pikmin 3 arrives on August 4, while the game plants itself in Japanese and European soils on July 13 and 26 respectively.
http://www.joystiq.com/2013/06/25/pi...apan-tomorrow/
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June 26th, 2013, 01:04 Posted By: wraggster
A little-known Mega Man game released for Game Gear in 1995 could be making its way to the 3DS eShop as a Virtual Console title.
US game ratings board ESRB has posted a new listing for the game which, without any formal announcement having been made, typically points to a revival via Nintendo's retro game emulation service.
Game Gear's 'Mega Man' was outsourced to a studio called Freestyle and only released in North America by publisher US Gold.
Despite its title, the game is not a port of the NES original, but consists of a mix of components from Mega Man 4 and Mega Man 5.
Mega Man titles have featured prominently in Nintendo's eShop updates in recent months, with all six of the NES games and Mega Man X on Super Nintendo having arrived in Japan and US. We expect Mega Man's sole Game Gear appearance to crop up on Nintendo's eShop lists soon.
http://www.computerandvideogames.com...for-3ds-eshop/
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June 26th, 2013, 01:03 Posted By: wraggster
Ubisoft senior vice president of sales and marketing Tony Key has said the company is still "big supporters" of the Wii U, saying it adds a "new dimension to gaming."
Key's message comes despite Ubisoft chief executive Yves Guillemot saying the Wii U needs more sales before exclusives can be justified.
During an interview with IGNTony Key said, "as a company, we like the Wii U. We really believe that the second screen can add a new dimension to gaming."
Key reiterates that "[Ubisoft are] still big supporters of that system. We have just as many games coming out on Wii U this year as we did at launch. So we like the second screen. We think there are opportunities with all these games to extend them - to another person, to another location. We're taking it very seriously."
According to Key mobile companion apps will make the second screen experience worthwhile. Of the Wii U, Key says that "it's not necessarily next-generation, but it's next-generation thinking. We want to extend the experience to whatever screen is handy. We have been looking for ways to take advantage of these second screens. Those companion apps are our first attempt at doing that."
Ubisoft is one of the biggest third-party supporters of the Wii U, withSplinter Cell: Blacklist, Watch Dogs and Assassin's Creed 4: Black Flagall seeing a release on the console this year.
http://www.computerandvideogames.com...tive-of-wii-u/
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June 24th, 2013, 23:33 Posted By: wraggster
Changing demographics are pushing the industry to new gender roles, says industry icon
The creator of Super Mario, Donkey Kong, and Zelda has spoken out on the 'damsel in distress' archetype he helped popularise in games.
Nintendo's Shigeru Miyamoto told Kotaku that the industry must be responsive to the increased demand for more playable female characters and be open to storylines that don't keep women locked in a castle.
"Even as far back as Mario Kart, we had females who wanted to be able to play as female characters and we obviously saw the addition of Princess Peach early on in that series," he said.
"And gradually, over time, we started to see the desire for other-balanced female characters."
The article noted that new games on the Wii U have more female characters for players to chose from, and Miyamoto said this means having women that aren't just the dainty sort portrayed by Princess Peach.
http://www.develop-online.net/news/4...el-in-distress
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June 24th, 2013, 14:13 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows have been updated recently. Changes:
- bugfix: editing par codes;
- bugfix: saving settings on exit;
- bugfix: proper handling of 6502 B-flag;
- bugfix: megaman audio artifacts;
- bugfix: zelda intro scrolling;
- bugfix: ninja gaiden 2 train level;
- bugfix: tmnt1 technodrome crash;
- bugfix: apu envelope resets correctly now;
- bugfix: vrc6 phase was broken;
- improved ppu sprite0 emulation;
- dpcm and triangle channels should decay better;
- added mapper vrc6b.
File: Download
News source: http://jabosoft.com
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June 24th, 2013, 11:10 Posted By: wraggster
via http://gbatemp.net/threads/gateway-3...locked.349899/
According to email responses sent out by the Gateway team the Gateway 3DS flashcart has already been blocked by the recent 3DS update. This has been reportedly confirmed in several emails sent to our members today.
Reportedly they are working on a fix to get the card to work on a v6.x firmware fix but advise all potential early adopters to not update their 3DS for the foreseeable future.
[10:33] <|Shadow|> p1ngpong, ok i jsut got a email back from gateway team
[10:33] <|Shadow|> so its fact
[10:33] <|Shadow|> Currently it is not compatible with firmware v6.x but we are working on making
[10:33] <|Shadow|> it compatible as quickly as possible.
[10:33] <|Shadow|> Meanwhile, do NOT update your console until we say it is ok to do so.
[10:33] <|Shadow|> mailto: sales@gateway-3ds.com
[10:33] <|Shadow|> > I heard Gateway 3DS was confirmed blocked on 6.0.0-xx 3DS firmware is this
[10:33] <|Shadow|> true?
[10:33] <|Shadow|> > Thanks
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June 24th, 2013, 11:09 Posted By: wraggster
via http://gbatemp.net/threads/r4i-gold-...0-0-xx.350028/
The creators of the R4, R4i, R4i gold etc have released an update patch for the R4i Gold 3DS to support version 6.0.0.11 today.
This update requires to run the typical update file but after, you need to cut a signal line on the main board.
In order to make your r4i gold 3ds support 3DS6.0.0-X,you need to update your r4i gold 3DS with r4i gold 6.0 patch. Please follow the instructions below carefully:
1.Visit our site: www.r4ids.cn , download the latest WOOD R4 V1.60 kernel (have to re-download it even you did it before).
2.Download the r4i gold 6.0 patch
3.Unzip r4i gold 6.0 patch to the root directory of your tf card.
4.Get a NDSL/NDSi or a 3DS which system version is below 3DS6.0.0-11.
5.Run R4iGold_3DS60_Patch_NDSi_3DS.nds to update your r4i Gold 3DS card.
6.Attention: do not power off your console during the updating process.
7.After updating your r4i Gold 3DS card successfully, open the shell of your card, see the PCB picture below, cut off the signal line as shown by arrow in the yellow oval.
Note: Don't cut the line before the patch updating done!!!
8.Now, your r4i Gold 3DS card can work on 3DS 6.0.0-11
You can also update your r4i Gold 3DS card on a NDSL in case you can’t enter wood menu with your card.
1.Just get a working flashcard(like R4, AK2, DSTwo and etc) and boot up
R4iGold_3DS60_Patch_NDSL.nds
2.Take out your working flashcard from the NDSL and insert your r4i Gold 3DS card
3.Press KEY_A and the updating process will begin.
4.After updating successfully, you need to do the same as above step 7(cut off the signal line).
This is what they said on their page:Note: This patch updating is little different as before, please see the instructions in the "readme.doc" step by step carefully! the key point: doing the patch updating for your card first, then cut off the signal line(on the PCB) by a knife as required on the picture...(Don't cut the line before the patch updating done!!!)
Source: http://r4ids.cn/news.htm
Filetrip download
http://filetrip.net/nds-downloads/fl...ch-f32090.html
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June 24th, 2013, 10:44 Posted By: wraggster
Genesis Plus GX is a Sega / Mega CD, Genesis / Megadrive, Master System, Game Gear and SG-1000 emulator. This is a port of Charles MacDonald's Genesis Plus to the Wii and Gamecube, with a lot of improvements.
Change Log Please see included HISTORY.txt for full changelog
Genesis Plus GX 1.7.4 (21/06/2013) (Eke-Eke)
[Core/SCD]
- fixed access to read-only registers on Main-CPU side ("Batman Returns" platform level freeze)
- fixed & improved emulation of PRG-RAM write protection register ("Lunar Eternal Blue" japanese version freeze)
- improved SUB & MAIN-CPU synchronization ("Dracula Unleashed" freeze when using US Model 2 BIOS)
- improved CPU polling detection
- improved CDD emulation & added CD drive access time for SEEK command ("Panic!/Switch" intro missing scene)
- added missing reinitialization of MAIN-CPU PRG-RAM bank on reset
- added .OGG audio tracks support through LIBTREMOR
[Core/Sound]
- fixed YM2612 configurable DAC depth emulation
- improved Low-Pass filter
- added optional "MONO" output mode
[Core/VDP]
- fixed FIFO access timings when using invalid write code value ("Clue" menu)
- fixed DMA Copy with undocumented code value ("Fatal Labyrinth" end sequence)
- minor code fixes & optimizations
[Core/CPU]
- optimized 68k stack read/write functions
- fixed broken 68k address error emulation
- fixed 68k interrupt behavior (prevents interrupts from being executed multiple time when 68k is halted)
- fixed Z80 registers initial state, added proper initialization when using PBC (verified on real hardware by Charles McDonald)
[Core/MD]
- fixed SRAM incompatibilities between BIG ENDIAN & LITTLE ENDIAN platforms (note: this breaks old .srm files with LITTLE ENDIAN platform ports)
- added support for a few recently dumped unlicensed games
- added auto-detection of byte-swapped ROM files
[Gamecube/Wii]
- fixed CD Leds positioning when using NTSC filter
- improved on-screen CD Leds (thanks to Iceknight)
- various code fixes & improvements
http://code.google.com/p/genplus-gx/downloads/list
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June 24th, 2013, 10:44 Posted By: wraggster
Genesis Plus GX is a Sega / Mega CD, Genesis / Megadrive, Master System, Game Gear and SG-1000 emulator. This is a port of Charles MacDonald's Genesis Plus to the Wii and Gamecube, with a lot of improvements.
Change Log Please see included HISTORY.txt for full changelog
Genesis Plus GX 1.7.4 (21/06/2013) (Eke-Eke)
[Core/SCD]
- fixed access to read-only registers on Main-CPU side ("Batman Returns" platform level freeze)
- fixed & improved emulation of PRG-RAM write protection register ("Lunar Eternal Blue" japanese version freeze)
- improved SUB & MAIN-CPU synchronization ("Dracula Unleashed" freeze when using US Model 2 BIOS)
- improved CPU polling detection
- improved CDD emulation & added CD drive access time for SEEK command ("Panic!/Switch" intro missing scene)
- added missing reinitialization of MAIN-CPU PRG-RAM bank on reset
- added .OGG audio tracks support through LIBTREMOR
[Core/Sound]
- fixed YM2612 configurable DAC depth emulation
- improved Low-Pass filter
- added optional "MONO" output mode
[Core/VDP]
- fixed FIFO access timings when using invalid write code value ("Clue" menu)
- fixed DMA Copy with undocumented code value ("Fatal Labyrinth" end sequence)
- minor code fixes & optimizations
[Core/CPU]
- optimized 68k stack read/write functions
- fixed broken 68k address error emulation
- fixed 68k interrupt behavior (prevents interrupts from being executed multiple time when 68k is halted)
- fixed Z80 registers initial state, added proper initialization when using PBC (verified on real hardware by Charles McDonald)
[Core/MD]
- fixed SRAM incompatibilities between BIG ENDIAN & LITTLE ENDIAN platforms (note: this breaks old .srm files with LITTLE ENDIAN platform ports)
- added support for a few recently dumped unlicensed games
- added auto-detection of byte-swapped ROM files
[Gamecube/Wii]
- fixed CD Leds positioning when using NTSC filter
- improved on-screen CD Leds (thanks to Iceknight)
- various code fixes & improvements
http://code.google.com/p/genplus-gx/downloads/list
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June 24th, 2013, 10:42 Posted By: wraggster
Abuse is a dark 2D side-scrolling platform game developed by Crack dot Com in 1995. It features beautiful lighting, realistic animation and nasty alien-like creatures to destroy. It is now maintained by Sam Hocevar in an attempt to prevent it from vanishing from the Internet.
Wii port by HunterZ based on Sam Hocevar's source at abuse.zoy.org with Wii-specific modifications.
Changelog
Note: Version numbering system is [Abuse major version].[Abuse minor version].[Sam Hocevar SVN revision].[Wii revision]
- 0.8.684.2 (2013/06/13)
- Added optional jump/climb/activate via joystick up/down (default disabled).
- Added optional swap of shoulder button mappings for jump/climb/activate (default disabled).
- Added configurable horizontal and vertical joystick dead zones (defaults 15.0% and 50.0%, respectively).
- Added optional aspect ratio compensation to display the game in a 4:3 area on 16:9 screens (default enabled).
- Added optional pixel smoothing (default enabled).
- Added many settings to meta.xml that control the above features.
- Modified English Lisp script to mention Wii-specific controls in the tutorial level hints. Note that this is hard-coded to reflect the default controls.
- Built with latest libogc and latest SDL-Wii SVN.
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June 23rd, 2013, 21:57 Posted By: wraggster
Claymation point-and-clicker Armikrog has until Thursday, June 27 to reach its $900,000 Kickstarter goal, but developer Pencil Test Studios decided it's never too late to add a stretch goal to its funding initative. In this case, the former Neverhood developers added a $950,000 stretch goal to its campaign that would bring the game to Wii U.
An update on the project noted that Nintendo "fast-tracked" Pencil Test Studios to become a licensed Wii U developer, and the studio said Nintendo contacted it recently to see if the developer would be interest in bringing Armikrog to Wii U. Of course, the project still has a few days to reach its initial goal; the project currently sits at $635,887.
http://www.joystiq.com/2013/06/23/ar...kstarter-ends/
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June 23rd, 2013, 21:50 Posted By: wraggster
11 years: that's how long it took Nintendo to top Super Mario 64 with Galaxy. For over a decade, this astonishing, genre-redefining game reigned supreme, towering above all its peers, an influence not only on every other 3D platformer but on every game with a three-dimensional world. How do you follow that?In 2002 Nintendo's answer was to send Mario on holiday - and fair enough, the guy probably deserved a bit of a break. The result was one of the most divisive Mario games ever, one that was swiftly consigned to a footnote in Nintendo's rich history: I've read many interviews with Miyamoto, Yoshiaki Koizumi and other Nintendo execs over the years, and Sunshine barely warrants a mention when the subject turns to the publisher's most famous creation.11 years: that's how long it's been since I first played Super Mario Sunshine for the first time. Times have changed, and Mario's moved on, but this curious anomaly still remains as dangerous and exciting as it seemed when I slotted that tiny disc into my GameCube and closed the lid with that gorgeous, satisfying clunk. Because, when it comes down to it, there's not really been anything quite like Sunshine since.The adorable Noki have only appeared in a handful of games since Sunshine, most notably a playable cameo in Mario Superstar Baseball, where they enjoyed a strong chemistry with Toadette.
Sunshine is defined as much by what it gets wrong as what it gets right. It's the rare Mario game where you find yourself remembering its bad bits. Every Mario has duff moments or forgettable stages, but they're quickly cast aside in favour of listing their brilliant touches - Dire Dire Docks' music, Buoy Base, the end of Slimy Spring Galaxy - whereas parts of Sunshine are so awful they're impossible to forget.The story is dire, its introduction interminable and embarrassing. The camera struggles terribly with the complex level geometry, most notably in the indoor stages, often resorting to representing Mario as a shadow behind scenery. The Shadow Mario chases are limp. Bowser. Piantas. Pachinko. Some of those can be explained - if not excused - by Nintendo rushing the final stages of development: it's since admitted it had to hurry Sunshine to market because of overwhelming demand and the lack of third-party titles to fill release gaps. And where have we heard that before?But that would be to ignore all Sunshine gets right. For starters, those void levels. Of the few debts Galaxy owes to its predecessor, the most significant comes in the moments when Mario's stripped of water pack FLUDD - more on which shortly - and forced to tackle increasingly difficult obstacle courses with nothing more than his own prodigious gymnastic abilities. It's a neat twist, of course, on that classic Metroid trick of allowing you to get used to extra powers before cruelly snatching them away.With Mario more skittish than he was in 64, a bundle of nervous energy wall-kicking up glass-fronted cases and sprinting over shifting sand platforms, there's a constant heart-in-mouth thrill to each of these secret stages, the impossibly jaunty music masking some of the steepest challenges Mario's ever faced - and all without the gravitational safety net he's often afforded in Galaxy. Each gap leads to nothing but an endless void, every hop, step and jump closer to the Shine sprite at the finish line upping the stakes. The platforming may not actually be that much tougher than before, but knowing that one slip is enough to send you spiralling into oblivion makes it all the more nerve-wracking.Then there's FLUDD. Perhaps, if Professor E.Gadd's much-maligned water pack had remained a silent partner like Luigi's Poltergust-3000 it wouldn't be quite so hated, but its frequent interjections - through a voice that suggests someone's flicked Steven Hawking's voice box to the 'Bart Simpson' setting - proved an obstacle too large for many to overcome. Pity, as FLUDD is a big part of what makes Sunshine special, expanding Mario's moveset and acting as a convenient safety net for any misjudgements.
http://www.eurogamer.net/articles/20...-retrospective
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