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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
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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June 17th, 2013, 14:42 Posted By: wraggster
Nintendo’s VirtualBoy – the odd console-inside-a-pair-of-goggles and arguable ancestor of Nintendo’s 3DS – was a marvelous piece of technology for its time. In a small tabletop unit, you were able to play true 3D video games at an impressive 384 x 224 pixel resolution. Of course the VirtualBoy was a complete failure, but that doesn’t mean hardware tinkerers are leaving this wonderful system to video game collectors. [furrtek] has been playing around with his VirtualBoy and managed to add VGA out.
As a 3D system with two displays, any sort of video out was rightfully ignored by the VirtualBoy system designers. Still, [furrtek] wanted some sort of video out on his system, so he began poking around with a small FPGA board to generate some VGA signals.
The two displays inside the VirtualBoy aren’t your normal LCD display – as seen in this iFixit teardown. they’re really two linear LED arrays that generate a single line of 244 pixels, with mirrors scanning the line in the in the Y axis. These LED arrays are controlled by the VirtualBoy CPU through a series of shift registers, and by carefully tapping the lines of each LED array, [furrtek] was able to copy all the image data into the RAM of an FPGA.
After stuffing an XESS XULA-200 FPGA board inside the case of his VirtualBoy, [furrtek] wired up a few resistors for a DAC and installed a VGA out port on the underside of his console. Everything worked the first time he powered it up, and he began playing his VirtualBoy on his big screen TV.
Because [furrtek] is only reading one of the VirtualBoy’s displays, all the 3D data – and the main feature of the VirtualBoy – is lost when it’s displayed on a TV. 3D TVs do exist, though, and we’d love to see an improved version of this that captures data from both of the VirtualBoy displays.
http://hackaday.com/2013/06/17/givin...boy-a-vga-out/
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June 17th, 2013, 14:38 Posted By: wraggster
After almost three years of hibernation, this awesome homebrew back on the front of the stage with an update that will delight owners of new wiimote + or / and WiiU. Developers (Aaron tueidj, Tempus and megazig) were reworked to make it compatible with the WiiU vWii fashion and new wiimote +. For those who missed the train at the time of its release, is a riivolution small application that allows you to replace the stolen data of the original games (and only original!), making it the ideal tool for budding modders. Many projects (especially for New Mario Bros. and Super Smash Bros. Brawl) are available for download, offering completely new games. New / Fixes: - added compatibility with vWii mode (Virtual Wii) of the WiiU - added support new wiimote + Riivolution 1.05 Official website: http://rvlution.net/wiki/Riivolution
http://wii.gx-mod.com/modules/news/a...p?storyid=3185
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:23 Posted By: wraggster
News from Neoflash:
NEO Summer Retro Coding Contest 2013 for all retro platform announcement
*** Close time: Aug.20th 2013 ***
more info: http://www.neoflash.com/forum/index.php/topic,7624.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP/Wii ......
The rules of NEO Summer retro coding contest 2013:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it in the first page.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the NEO online shop, just not over U$300 total value.
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June 17th, 2013, 14:09 Posted By: wraggster
The following Translations have been submitted and approved to the database (in submitted order oldest to newest):
•Ys VI: The Ark of Napishtim (English)(Fully Playable)(PC)
•Golden Axe Warrior (Spanish)(Fully Playable)(SMS)
•Zelda II: The Adventure of Link (Spanish)(Fully Playable)(NES)
•King’s Field 3 Pilot Style (English)(Fully Playable)(PSX)
•Konami Wai Wai World (English)(Fully Playable)(NES)
•Deep Dungeon III: Yuushi heno Tabi (English)(Fully Playable)(NES)
•Ninja Gaiden (Spanish)(Fully Playable)(GG)
•Keisan Game: Sansuu 4 Toshi (English)(Fully Playable)(NES)
•Keisan Game: Sansuu 1 Toshi (English)(Fully Playable)(NES)
•Keisan Game: Sansuu 2 Toshi (English)(Fully Playable)(NES)
•Bare Knuckle III (Spanish)(Fully Playable)(GEN)
•Keisan Game: Sansuu 3 Toshi (English)(Fully Playable)(NES)
Relevant Link: (http://www.romhacking.net/translations/)
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June 17th, 2013, 14:06 Posted By: wraggster
While it appears to have already been implemented a couple months ago, it has come to my attention that the patch in effect is still 1.0. It has now been corrected, you can immediately tell if it’s v1.1 from the title screen. It should not affect your progress in 1.0, the changes are minor. You can see the readme to know them.
Relevant Link: (http://www.romhacking.net/hacks/1188/)
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June 16th, 2013, 22:27 Posted By: wraggster
Everyone was talking about the PlayStation 4, Xbox One and Wii U during E3this year, but the highlight of the Innex booth wanted nothing to do with these newfangled gadgets. I'm talking about Retro-Bit's Wireless Hypermode controllers for the N64.
I got a chance to try out one of these controllers with the original Super Smash Bros – serendipitously right before my interview with its creator, Masahiro Sakurai – and it seemed to work swimmingly. I didn't notice any significant input latency, and was able to perform smash attacks without any trouble (as Samus, obviously).
I doubt I spent more than five minutes with it, so I can't speak to longterm concerns like connectivity issues or battery life, but the initial impression was definitely a positive one. The build quality felt good, though not as high as official Nintendo controllers. The analog stick in particular felt like it didn't have as much weight or resistance to it as an official pad – more or less how you would expect a third-party controller to feel.
Connection is achieved via a receiver plugged into the console's controller ports. The receiver has a connection button and a slot for a memory card or Rumble Pak. Obviously you won't be feeling any of those rumbles from across your living room, but at least the option is there for any games that require the Rumble function (like finding secrets in Ocarina of Time, etc).
The Wireless Hypermode N64 controller is slated to arrive this summer for $30. A Genesis version and an NES / SNES hybrid version are panned for this fall at the same price.
http://www.joystiq.com/2013/06/15/re...just-smashing/
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June 16th, 2013, 22:19 Posted By: wraggster
Electronic Arts will resume full support for Wii U when it "becomes a viable platform" on which to sell games, says EA Labels president Frank Gibeau.
In a rare and shocking move, EA confirmed last month that there will be no FIFA 14 on Wii Ufollowing "disappointing" sales of FIFA 13 on the console. Likewise, other EA sports titles, including Madden NFL 25 will also skip the Nintendo machine.
And while the firm's CFO Blake Jorgensen pledged that the firm does have games in development for Wii U -despite prior reports - he admitted that it's "not anywhere near as many as we are for PS or Xbox".
Gibeau told Joystiq this week that Nintendo must "sell more boxes" for EA to resume full support for the platform.
"Look, the only thing they can do to fix it is to sell more boxes. We're a rational company, we go where the audience is. We publish games where we think we can make a great game and hit a big audience, and make money. That's why we're here, that's why we have an industry," said Gibeau.
"The Wii U, we shipped four games. We shipped Madden, FIFA, Need for Speed and Mass Effect. In fact, the last Need for Speed shipped 60 days ago had a pretty good Metacritic. It was a good game. It wasn't a schlocky port, we actually put extra effort into getting everything to work. And it's just not selling because there's no boxes," he added.
http://www.computerandvideogames.com...able-platform/
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June 16th, 2013, 22:16 Posted By: wraggster
This week's US Nintendo eShop update took a backseat to the calamity of E3, despite having some significant releases for Wii U and 3DS owners.
Mutant Mudds Deluxe for Wii U is an enhanced version of the popular 3DS 2D platformer, while sequel Mighty Switch Force 2 has finally arrived on 3DS.
Here's the full list:
Nintendo eShop on Wii U
Mutant Mudds Deluxe - Mutant Mudds Deluxe features 80 hard-as-steel levels, spanning across five unique "12-bit" worlds, including 20 new ghost levels exclusive to the Wii U console. New spectral enemies, haunting hazards and a ghastly new ghost-shot power-up await you.
Nintendo eShop on Nintendo 3DS
Mighty Switch Force! 2 - Patricia Wagon returns to heat things up with a refreshing spray of blaze-battling action puzzles. This time, Officer Wagon and Corporal Gendarmor join Planet Land's Fire Brigade to prevent Tangent City from burning to the ground. New puzzle types, weapons, enemies, unlocks and a truly epic soundtrack bring the sizzle.
Big Bass Arcade: No Limit - Big Bass Arcade: No Limit is loaded with fishing excitement, putting players directly into the action as they reel in a big one. The Big Bass Arcade series appeals to fishing enthusiasts and gamers alike by capturing the adrenaline rush of fish fighting in an arcade-style game.
Virtual Console on Nintendo 3DS
Sonic the Hedgehog - Originally released for the Game Gear, Sonic the Hedgehog lets you play as Sonic as he speeds through Zones and frees animals from their mechanical prisons with his devastating spin attacks. Blaze through five super challenging Zones and defeat all of Dr. Eggman's machines in order to put an end to his evil schemes.
Also new this week:
- Columns (Virtual Console on Nintendo 3DS)
- Dr. Robotnik's Mean Bean Machine (Virtual Console on Nintendo 3DS)
- Shining Force: Sword of Hajya (Virtual Console on Nintendo 3DS)
- PICROSS e (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...h-force-sonic/
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June 16th, 2013, 22:14 Posted By: wraggster
Physical media might lend itself well to the used games market (well, usually), but it does have a distinct disadvantage over digital purchases: you still have to get up and change that disc. It's a minor annoyance, but apparently enough of one to spark the creation of the Exeo Entertainment Extreme Gamer XG 10, an Xbox 360 / PlayStation 3 compatible game jukebox with room for ten retail titles. Unlike other Xbox 360 disc changers, however, this one won't void your warranty.
According to Exeo Entertainment, the Extreme Gamer pipes disc data to the console through USB or ethernet ports. The operation sounds a little fishy, but Exeo Entertainment assured us the device is on the up and up -- console makers allow it to function because the data is processed on the console itself. It's a neat trick, but it does seem a little late, considering the stars of this year's E3. The company told us it's aware of this, and is already planning to build a next-gen successor. Timetable? Just as soon as they can get their hands on the Xbox One and PlayStation 4.
http://www.engadget.com/2013/06/13/x...-disc-changer/
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June 16th, 2013, 22:01 Posted By: wraggster
Nintendo president Satoru Iwata has revealed that the latest Animal Crossing title has broken digital sales records for the company, and has sold more than 4 million copies in Japan.
"Animal Crossing: New Leaf was launched in the U.S. on Sunday, June 9 and is having an immediate impact," said Iwata during a Nintendo E3 Analyst Briefing.
" A wide variety of consumers, including women, enjoy this title"
"The digital version of the game set a new record for launch day sales in the Nintendo eShop and sales of Nintendo 3DS hardware were nearly four times greater than the previous week."
The game is due for release today in Europe. The game currently has a Metacritic score of 88.
"In Japan, it has become a hit with sales of more than four million units. A wide variety of consumers, including women, enjoy this title and it has given great momentum to the sales of Nintendo 3DS," said Iwata.
"Also, since consumers tend to play this game continually, they actively use Nintendo 3DS over an extended period. This game has greatly contributed to the platform in many ways. The success of this title is crucial for the future of Nintendo 3DS in the US and European markets."
http://www.gamesindustry.biz/article...-eshop-records
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June 15th, 2013, 00:51 Posted By: wraggster
The Wii U and 3DS versions of the new Super Smash Bros. will not feature cross-platform play, director of Sora Ltd. Masahiro Sakurai tells Joystiq. Since each version of the game has completely different stages, cross-platform play wouldn't work, he told us through an interpreter. Each version will interact with one another, however, as announced back in 2011. Specifically, players will be able to take characters they've customized and transfer them to the Wii U version.
He wouldn't elaborate on exactly what those customizations are, saying only that they won't be costumes and they won't be something that players have to unlock through repetitive tasks. Different costumes, he said, would take away from what makes each character unique. He also wanted to avoid boring, repetitive tasks, while Sora works to produce a "stress free, easy connectivity" between the two versions.
When asked if the level editor would return, Sakurai gave us a "no comment."
http://www.joystiq.com/2013/06/13/wi...form-play-wil/
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June 15th, 2013, 00:46 Posted By: wraggster
Super Smash Bros. creator Masahiro Sakurai may have been forthcoming about the new Super Smash Bros' lack of cross-platform play, but when it came to thereally important information, he was still pretty cagey. For example, what could be more important than finding out what happens when Kirby eats Smash newcomer Mega Man?
These are two gaming icons whose main ability is to steal the abilities of others. For all we know, Kirby swallowing Mega Man could create a rift in the fabric of reality, destroying all life as we know it. Alas, Sakurai wouldn't give us much information. "A lot of what you're asking is still classified," he told us through an interpreter at E3.
"As far as the physical appearance of Kirby," he said, "I think what you imagine is probably pretty close to what will actually happen." Sakurai put his hands next to his head, in what we're pretty sure was the international sign for "Mega Man's helmet." We followed up by asking if Kirby would be gifted with a Mega Buster. "He's got little tiny arms, so who knows."
http://www.joystiq.com/2013/06/14/su...a-man-is-clas/
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June 15th, 2013, 00:45 Posted By: wraggster
Nintendo's Wii U is struggling in sales and support. During an interview this week at E3 with Charlie Scibetta, Nintendo of America's head of corporate communications, we noted that the Wii U's lack of Madden this year puts it in the company of Sega's ill-fated Dreamcast. EA currently has no games in development for Wii U.
"You'd have to ask EA about their future development plans. EA is a great partner of ours, they've had games on our platforms before. They want what all third parties want and what we want: for the install base to grow," saidScibetta. "We're confident that once some of these games come out that we have planned between now and the holiday and into 2014, that it will help drive the install base and when that happens the platforms will look more enticing to third parties."
So, we asked Electronic Arts Labels President Frank Gibeau about what Nintendo can do to bring EA back to the Wii U.
http://www.joystiq.com/2013/06/14/ea...ness-decision/
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June 15th, 2013, 00:44 Posted By: wraggster
Nintendo's retreat from the very public PR war of the E3 press conferences turned out to be a more literal one than we might have thought. This morning in Los Angeles, the company replaced its traditional stage show first with its Nintendo Direct live stream and then by inviting press to its stand before the show floor opened to play six key Wii U titles and meet their creators.With giant curtains drawn across the entrances and a crowd heavily populated with Nintendo fans - 3DS consoles flipped open, trading StreetPass hits - there was a reclusive and clubby atmosphere. Charles Martinet was on hand to voice a CG Mario on the screens, name-checking the journalists as they crowded around a small stage. Welcoming us, Nintendo's US boss Reggie Fils-Aime waxed almost poetic as he referred to the desensitising effect of the E3 show floor, where "adjectives, sound effects and quick cuts bleed into each other". Here, safe in Nintendo's bosom, we could play the games and concentrate on what's important. "What matters is how you feel when you play the game," he said.Nintendo was hunkering down in its bunker, battening down the hatches, preaching to the converted. And it was a sermon we'd heard a few too many times before.Even by Nintendo's standards, the slate of highlighted games was deeply conservative. The most adventurous was, unsurprisingly, from an external team: Platinum Games' otaku favourite, Bayonetta 2. Its extravagant action and decadent, risqué aesthetic set it apart in the context of Nintendo's stand.Two more were already familiar: Pikmin 3, out soon, and the HD remaster of The Legend of Zelda: The Wind Waker, more faithful to the original's visuals than at its first appearance in January's Nintendo Direct and sporting a few minor feature and control tweaks. It will no doubt be a lavishly nostalgic pleasure to revisit later this year. Meanwhile, and despite being too much of a known quantity to possess the requisite E3 wow factor, Shigeru Miyamoto's pet project Pikmin 3 fizzed with a sense of busy novelty - perhaps more so than the three all-new games on show. And that's a worry.Another new Mario Kart, with another new gimmick: anti-gravity tracks that loop upside down through the sky. Another Retro Studios Donkey Kong Country game, Tropical Freeze, in which Nintendo's pet Western development team of the moment apes (sorry) the work of Nintendo's pet Western development team of two decades ago. Yet another polished and safe platformer to add to Nintendo's bulging catalogue of such games (although the return of the original music composer David Wise is sure to please many fans).
http://www.eurogamer.net/articles/20...ts-shell-at-e3
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June 14th, 2013, 20:53 Posted By: wraggster
The mystery of The Legend of Zelda: The Wind Waker's missing dungeons can now be solved - almost. It's been known for years that more than one dungeon was cut from the GameCube game, giving its latter half some rather awkward pacing. With the HD Wii U version due for release in October this year, it's natural to wonder: will they be reinstated?I asked Eiji Aonuma - the producer who oversees the Zelda series at Nintendo - this question when I met him yesterday in a quiet suite on Nintendo's E3 stand."Quite honestly, those dungeons we removed we used in other games, so we can't use them in this version!" he told me, with an apologetic laugh.Could he tell me which ones? "I can't!" he said, laughing more. We'll likely never know, although it would be fun to speculate.Even if the work hadn't already been recycled, though, Aonuma would have been reluctant to add it to the new version. It would have been too dramatic a change to a game which had a mixed reception at the time, but is now widely regarded as a classic. What his team is doing is tuning the pacing - presumably the distances you need to cover between islands - of the game so it's more satisfying."I've received many questions about additional content beyond what was in the GameCube version of the game, but our desire is to stay true of the story that was in the original," he said. "If we add dungeons then that will affect other parts of the GameCube version, which we really want to stay true to."If it felt like there were maybe too few dungeons then I feel that what was wrong with the GameCube version was the pacing. It was thrown off because it took longer to get to certain dungeons. There was a waiting period, and then when you arrived there the experience maybe didn't feel as big, as you'd waited so long to get there. We're tuning the game to alleviate all that. The pacing should feel appropriate to the overall experience this time... We need to tighten those [gaps] and make the overall experience and story feel tighter."Eiji Aonuma has been synonymous with The Legend of Zelda since the Nintendo 64 days. He was a lead designer on Ocarina of Time, directed Majora's Mask, The Wind Waker and Twilight Princess, and has produced every game in the series since then.We had a long, relaxed and illuminating chat covering Wind Waker HD, the new 3DS game A Link Between Worlds, the daring next Wii U instalment, and why Nintendo has been struggling to launch original games in recent years. You can read our interview on Eurogamer tomorrow morning, with additional material being published soon by our friends and partners at Nintendo Life.
http://www.eurogamer.net/articles/20...er-zelda-games
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