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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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March 28th, 2013, 01:42 Posted By: wraggster
via http://www.emucr.com/
Dolphin wii-network Git 3.5-1237 is compiled. Dolphin wii-network is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin wii-network Git changelog:
* Merge branch 'master' into wii-network
# By Ryan Houdek (185) and others
# Via degasus (12) and others
* master: (625 commits)
Revert "Don't open/close file for every file operation." as it was crashing PokePark in Windows builds.
Array overrun fixed in VertexShaderCache for the DX11 plugin.
Fixed DSPTool build.
Windows build fix
Go back to assuming every HID device is a wiimote on Windows. Fixed issue 6117. Unfixed issue 6031.
VideoSoftware: Improve fog range adjustment by using less magic and more comments.
revert RasterFont for VideoSoftware
ogl: fix virtual xfb
Windows build fix from web interface...
Adjusted the audio loop criteria, using >= on the Wii and == on GC. This fixes the audio static that occurred in Wii games after hours of play.
Forced the exception check only for ARAM DMA transfers. Removed the Eternal Darkness boot hack and replaced it with an exception check.
VideoSoftware: Implement fog range adjustment, fixing issue 6147.
implement 4xSSAA for OGL
move ogl-only settings into backend
Fix description of disable fog, and move it to enhancements tab.
Reverted rd76ca5783743 as it was made obsolete by r1d550f4496e4.
Removed the tracking of the FIFO Writes as it was made obsolete by r1d550f4496e4.
Forced the external exception check to occur sooner by changing the downcount.
Mark the Direct3D9 backend deprecated.
Prefer D3D11 and OpenGL over D3D9 by default.
...
Conflicts:
CMakeLists.txt
Source/Core/Common/Common.vcxproj.filters
Source/Core/Common/Src/CommonPaths.h
Source/Core/Core/Core.vcxproj.filters
Source/Core/Core/Src/Core.cpp
Source/Core/Core/Src/IPC_HLE/WII_IPC_HLE_Device_FileIO.cpp
Source/VSProps/Dolphin.Win32.props
Source/VSProps/Dolphin.x64.props
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March 28th, 2013, 01:38 Posted By: wraggster
via http://www.emucr.com/
GBA.js Git (2013/03/27) is released. Jeffrey Pfau released a new GameBoy Advance emulator. The project began last July. The first prototype took him five weeks. But it has worked for several weeks and several hours a day online prior to the first public version. The program runs on JavaScript. It is available online and works in a modern web browser. It runs on Chrome 20, Safari 6.0, Firefox 15 + (without sound) or Opera 12. It should also run on Internet Explorer 10. Firefox and Opera are particularly slow, it is better to use Safari or Chrome.
As a matter of law, no rom is provided on the official website. However, you can load these roms on your machine. The emulator does not handle compressed files. So please only download roms decompressed. The application sometimes crashes if the file has special characters.
Currently all parts of the GameBoy Advance hardware are implemented. You can save and load backups, send on your machine or your machine. GBA.js is able to take screenshots. It can set the emulation paused. It supports games containing real-time clocks (eg Pokemon).
GBA.js Git Changelog:
* Do not redraw portion of WIN1 that was obscured by a disabled WIN0
* Wrap x in BG mode 0
* Start of tile viewer
* Use BadMemory for isolated write-only registers
http://jpfau.github.com/gbajs/
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March 28th, 2013, 01:16 Posted By: wraggster
via http://www.emucr.com/
Nintemulator SVN r19675 is compiled. Nintemulator is a work in progress multi-system emulator. Plans for emulated systems are NES, SNES, GB/GBC, GBA.
Nintemulator SVN Changelog:
r19675
GBA: Reverted core to original version, overhaul coming
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March 28th, 2013, 01:15 Posted By: wraggster
via http://www.emucr.com/
Swiss SVN r213 is compiled. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss SVN Changelog:
r213
- Patch GXSetCopyFilter. - Set SRAM flags.
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March 28th, 2013, 00:36 Posted By: wraggster
There will be no touchscreen leg-cutting minigames at launch for Battlefield 4. DICE Creative director Lars Gustavsson told Videogamer a flat "no" in response to a query about the existence of a Wii U version of the military shooter.
"I think overall for me as creative director, number one is to deliver a really great game and experience," Gustavsson explained. "Sometimes, at least for us, it's focus on what you do well and what you know well, and ensure that you deliver something good than trying a bit too much, stretching yourself too thin and risking it. I'd rather play it safe, deliver something really good and then look at the future and what could possibly be done than trying a bit too hard and then, flat."
Just a few minutes earlier, on stage at the presentation, EA Games vice president Patrick Söderlund touted the game as "a new era of interactive entertainment," built on an engine that provided "no excuses. There's nothing really holding us back anymore."
http://www.joystiq.com/2013/03/27/ba...team-too-thin/
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March 28th, 2013, 00:29 Posted By: wraggster
Ubisoft has released a ZombiU patch addressing a number of issues in the Wii U exclusive game. Chief among them is a game-breaking glitch which resulted in players being unable to progress through a nursery section because a door couldn't be opened if they'd followed specific steps.Ubisoft offered the following patch notes toCoffee with Games: - On Mission 12, in the Nursery MAP, the interaction with the door in the basement of nursery was missing at rebirth if specific steps were followed.
- On Mission 13, in the Gas Station MAP, a Mission object that is mandatory to complete the objective was missing if specific steps were followed.
- On Mission 14, in the Circus MAP, if the player died right after recovering his Backpack, and rebooted the Wii U console, the objective was not updated.
- On Mission 15, in the Bunker MAP, the Panacea disappeared after the Player died while downloading it. However the objective remained the same (download Panacea).
- On Mission 10, in the Tower MAP, the Objective "Secure landing site" was not validated if specific steps were followed.
- On Mission 15, in the Bunker MAP, if specific steps were followed, the Player might get stuck in the Bunker after he took Doctor's eye / Panacea because a Ladder disappeared.
- On Mission 16, in the MAP Safe House, the iron curtain in the Safe House lacked of collision during Mission 16. This Bug could lead to a scoring exploit on leaderboards.
- In the Safe House MAP, the Player saw a placeholder text when he dragged & dropped an item from the Blue Box to his holsters following certain steps.
- On Mission 12 or 15, in the Nursery MAP, the game crashed if the Player burned the Zombi Nurse while she died.
- Zombies animations transitions.
- Online messages spawned in the first section of the MAPs.
- Scanner's start volume.
- Uplay cricket bat Cast Shadow has been removed.
- Optimizations of the framerate"
http://www.computerandvideogames.com...eaking-glitch/
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March 28th, 2013, 00:15 Posted By: wraggster
The game may be pushing 30, but we get the sneaking feeling that the world has only scratched the surface of the original Super Mario Bros' gameplay potential. Chris Novello certainly offers a fairly compelling case for this, in the form of the Super Mario Spacetime organ, a strange and wonderful concoction that utilizes a homebrewed Illucia patchbay and the lovely Madrona Soundplane music controller, which let him play the Mushroom Kingdom like a musical instrument. Watch the video below as he manipulates the RAM to make Mario fly and jumps through the "Super Mario time machine" on the Soundplane's x-axis. It's not the most musical thing in the world, and certainly not for those who are sensitive to flickering chaos, but it does put those old Game Genies to shame. It also serves as a pretty novel use for a couple of rubber band balls.
http://www.engadget.com/2013/03/27/super-mario-organ/
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March 27th, 2013, 13:16 Posted By: wraggster
We've only just gotten Etrian Odyssey 4, and those in Japan who dare to die in dungeons are already waiting for a new one. The latest issue of Famitsu magazine reveals New Etrian Odyssey: Millennium Girl, a 3DS reimagining of the original Etrian Odyssey.
According to early reports, this game swaps out the light-on-story, character-creation-driven approach of previous Etrians in favor of a story, with defined characters you meet along the way. The Famitsu report says New Etrian Odyssey will be out in Japan on June 27.
http://www.joystiq.com/2013/03/26/re...yssey-in-june/
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March 27th, 2013, 11:57 Posted By: wraggster
According to the firm's US arm, the update introduces the following features:Nintendo eShop improvements - Users will no longer need to close the Nintendo eShop application to ensure the "Download Later" feature works while the Nintendo 3DS is in Sleep Mode.
- Other improvements to usability have been made, including the ability to download software update data in the background.
Improvements to system stability and usability- Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience.
Nintendo said this week that changes to the terms and conditions for publishing a game on its eShop service have opened up the digital marketplace to a greater range of indie developers.Business development manager Dan Adelman said: "You know, it's crazy that there are so many developers who don't realize this, but yes, it is not only possible for an indie to get a game onto the eShop service, we've tried to make it as frictionless as possible."
http://www.computerandvideogames.com...op-experience/
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March 27th, 2013, 11:50 Posted By: wraggster
DICE isn't currently looking at bringing Battlefield 4 to Wii U and hasn't confirmed plans to launch the game on next-gen consoles. Studio general manager Karl-Magnus Troedsson told GamesRadar: "We are not actively looking at the Wii U right now."He said that the next entry in the military shooter series "will release on the platforms that we feel are suitable for the gaming experience that we have".This presumably includes PS4 and the next Xbox, but DICE isn't willing to discuss next-gen plans yet. Asked if the game will be available on upcoming Sony and Microsoft consoles, Troedsson told the Guardian."We're in very interesting times right now. We're on the verge of something brand new. We've been part of these transitions before and we know that great things come out of them. But we're DICE - we've been around for 20 years and we're not that quick to jump on hype trains - we move at a steady pace, we tread carefully."
http://www.computerandvideogames.com...talk-next-gen/
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March 27th, 2013, 11:41 Posted By: wraggster
Nintendo's Wii U has faced complaints over slow loading and switching between menus since launch, but the company has promised a pair of updates will help the situation. Tonight it posted a video on YouTube (embedded after the break) that shows off the difference before and after the April update side by side. Showing off how quickly it can return to the home menu from a game of New Super Mario Bros. U, the updated console is ready to go in eight seconds, compared to the current software's 20-second delay. There's no mention of the other update to improve the speed of launching software, but hopefully that will be shown off soon as well. More than halving the main menu's load time is nothing to sneeze at, although it's still not exactly a snappy experience. We'll see if these tweaks -- once they arrive -- do anything to improve the console's position while it waits for the improved software lineup President Satoru Iwata is expecting.
http://www.engadget.com/2013/03/26/n...ming-in-april/
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March 27th, 2013, 01:56 Posted By: wraggster
Let's say you bought a pair of cartridge-based games to go with your Nintendo 3DS, but you're embracing our all-digital future and want to replace them with downloadable copies. You won't have to toss all your game progress at the same time: a newly available 3DS firmware update includes a tool to move save files from a retail copy to its downloadable version. The transfer is strictly one-way, though, so there's no falling back for gaming Luddites. Nintendo offers a bonus if you're fully in step with the online world, though -- background downloads can now start just by closing the lid while the eShop is running. Both elements of the update are simple on the surface, but they could go a long way in helping us ditch a legacy of plastic game libraries.
http://www.engadget.com/2013/03/26/n...-to-downloads/
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March 27th, 2013, 00:04 Posted By: wraggster
Hyperkin’s RetroN 4 console reveal earlier this month turned out to be only part of the story.
The company today unveiled the RetronN 5, which adds an additional cartridge slot for Japanese Famicom games. That’s in addition to the previously confirmed slots for NES, SNES, GBA, and Sega Genesis cartridges.
Hyperkin hasn’t yet decided on exact price or release date for the console, but is hoping to launch around July for under $100.
Along with the retro slots, the RetroN 5 also includes a Bluetooth controller, and will output video via HDMI.
http://www.mcvuk.com/news/read/retro...-slots/0113092
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March 26th, 2013, 23:58 Posted By: wraggster
The release of Rayman Legends on Xbox 360 and PS3 has not stopped the game being a Wii U system seller, Ubisoft has argued.
The publisher revealed last month that the SKU version – which was originally pencilled in as an exclusive Wii U launch title – had been delayed until September in order to coincide with the freshly announced Xbox and PS3 SKUs.
While this made sound business sense, elements of the more loyal Nintendo faithful online decried the publisher’s “betrayal”, arguing that the decision dealt a blow to the already struggling console.
But Ubisoft France Studios boss Xavier Poix says that the platformer very much remains a Wii U system seller.
"We don't have any disappointments compared to the installed base. We are just hoping that Nintendo's results for Wii U will be a bit bigger,” he told GamesIndustry.
"Selling a new way of playing can take some time, and we know the power of the brands from Nintendo and we know from the fans that the majority of what will be the system sellers are not yet available. And on our side, Rayman will be one of them for sure.
“We really expect Rayman to be a huge system seller on the console."
Poix also thinks that the console could yet reverse its fortunes if the industry can successfully convey the value offered by the Wii U GamePad.
"One thing for sure we knew is that this new controller would be something harder to convey than the Wii, which was about the movements in your game, so we knew we needed to educate people around this GamePad idea,” he added.
“We strongly believe that people have not yet realized the importance of the gameplay that this can provide, but for sure they need the good games to support the system. And they need the installed base to gain more support, which is not the case yet.”
http://www.mcvuk.com/news/read/ubiso...elease/0113107
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March 26th, 2013, 23:58 Posted By: wraggster
A Wii U release for cult indie platformer Fez is not an impossibility… although comments from creator Phil Fish certainly render it an improbability.
“The only way a Fez Wii U port could happen is if Nintendo paid for and handled the port themselves,” he wrote onTwitter. “Which I highly doubt will ever happen.”
There’s context for this, though. Fish’s issue with Nintendo stems from what he perceives to be their ill treatment of indie developers I the past.
“The reason Fez isn’t on Nintendo platforms isn’t because I don't like Nintendo. It’s because of the insulting way they treated indies,” he added.
The good news, however, is that some of the gripes Fish have are now being addressed.
“Woah! Nintendo finally drops that ridiculous ‘you can’t work from home’ clause!” he said. “Prior to this, I couldn't have ported Fez to Nintendo platforms EVEN IF I WANTED TO because I work from my apartment. Brian Provinciano had to get an office JUST SO HE COULD PUBLISH ON NINTENDO PLATFORMS.
“It was that ridiculous. But hey! Progress! It’s nice to see them reach out to the little guys, although it feels quite reactionary.
“They also got rid of the sales threshold! In the past, a game had to sell X number of units before it got paid... if a game never reached the threshold, the developer never got paid. Even if you sold 4999 and the threshold was 5000, you would get nothing.
“It was FULLY ABSURD anti-developer stance that I’m glad to see they are finally getting rid of. I know people who developed a game for Nintendo, certified it, released it, sold some copies and never saw the first dollar. Ever. Nintendo would just keep all the money. I AM NOT MAKING THIS UP.”
Fez is due out on PC in May.
http://www.mcvuk.com/news/read/fish-...for-it/0113108
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March 26th, 2013, 23:56 Posted By: wraggster
1996 has been named as video gaming’s ‘golden year’ by a survey of 2,000 GAME customers.
Big hits released that year included Resident Evil, Super Mario 64, Tekken 2, Crash Bandicoot, FIFA 96 (which was the first in the series to use real-life licenses) and the mighty Tomb Raider.
2002 was the runner-up with releases such as Grand Theft Auto: Vice City, Elder Scrolls III and Halo.
Perhaps more surprising is the Wii’s nomination as the best console ever released. The all-conquering PS2 only achieved a fourth place finish.
Here are all the results:
Top Five Years for Gaming
1. 1996 (14%): Tomb Raider and Crash Bandicoot on the PlayStation and Nintendo 64 launched. We were singing along to Baddiel and Skinner’s Three Lions and Brit Pop was at its height
2. 2002 (13%): Halo and Elder Scrolls III on the Xbox and Grand Theft Auto Vice City. BBC 6 Music arrived on our airwaves and Arsenal won the FA Cup
3. 1991 (12%): Street Fighter II and Super Mario World on SNES and Lemmings was out on the PC. It was the start of the Iraq war and the year Bryan Adams made history when (Everything I Do) I Do It For You entered its 15th successive week at number one
4. 1985 (11%): Super Mario Bros, Duck Hunt and Donkey Kong Jr on the NES and Ultima IV and Oregon Trail on the PC. It was the year Eastenders went on air and the mullet was considered the most desirable hairstyle for men and women alike
5. 1980 (10%): Pac-Man and Centipede in the arcade, Space Invaders on the Atari 2600 and Zork on the PC. It was the year John Lennon was shot dead and David Bowie was at number one with Ashes to Ashes
The Top Consoles of All Time
1. Wii (15%)
2. Xbox 360 (10%)
3. PlayStation 3 (9%)
4. PlayStation 2 (8%)
5. Sega Mega Drive (7%)
6. PlayStation 1 (6.5%)
7. Super Nintendo (6%)
8. Game Boy (5%)
9. N64 (4.5%)
10. Nintendo DS (4%)
http://www.mcvuk.com/news/read/game-...onsole/0113110
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March 26th, 2013, 23:52 Posted By: wraggster
Dylan Cuthbert believed that Shigeru Miyamoto’s input on the game which became StarFox was “removing what was cool” about his original concept.As part of his session at GDC 2013’s Indie Games Summit, the Q-Games founder discussed the experience of working at Nintendo with Miyamoto on StarFox.“We were very cocky British programmers, thrown into this Japanese environment,” Cuthbert explained. “We were in awe and in shock at the same time about their process, as we went in intending to make a full 3D shooting game inspired by Starglider 2. But in the process I learned from Miyamoto that ‘No idea must go into a game, even if they are good ideas.’”“This was very confusing for us, because at the time British games were full of good ideas,” he continued. ”We were at the forefront of 3D, even with isometric games back in ’83, but what we did in Britain was just stuff all these ideas in and then sell it. It’d sell, but people would find, like, half a game. Most of the games I bought in the 80s I would never finish.”“So Starglider 2 was initially what we were trying to make: a 3D roaming game. For our first months of working with Nintendo, Miyamoto would add ideas, and then remove them. And it felt like we weren’t really getting anywhere.”Cuthbert described however that after a Christmas break, Miyamoto returned to the team with a “big grin” claiming to have solved their problems. “He said, ‘we’re going to limit it. It’s going to be on rails, and it’s going to be fun and playable and a Nintendo game.’”Although Cuthbert said the team were able to “grin and bear it” due to the language barrier, “if we had been in Britain we would have been like ‘no, screw that.’”This change, however, showed Cuthbert that “you can build ideas and then, by destroying them, find other ideas hiding in the shadows.” Cuthbert and his team then concentrated on defining what was fun about the concept during a tight timescale, with on-rails flight allowing more time to fine-tune the controls and include the famous ‘barrel-roll’ manoeuvre.“In our Starglider concept, you couldn’t really see lasers coming from behind you and it could be very hard to find where the enemies were in 3D space. It was a very difficult process for the player,” explained Cuthbert. “[the change] allowed us to make much better boss battles; you were always flying forward and you could always see the boss.”Indeed, the change from first-person to third-person was seen as just as striking to Cuthbert and his team at the time.“At the time all British 3D games were first-person to be more immersive, but the change allowed us to make it fun to manoeuvre between buildings, and allowed the barrel roll to be visible and intuitive.”“With Starglider, the 3D roaming feature was such a big thing in our mind as British programmers we never considered other ways to do it,” he concluded. “It was Miyamoto and Nintendo who came up with these ideas because they didn’t have this background in 3D development.”
http://www.edge-online.com/news/gdc-...ecame-starfox/
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March 26th, 2013, 02:20 Posted By: wraggster
One rule that kept some indie developers off of WiiWare and DSiWare was that Nintendo required its developers to have a physical office space. That rule is "a thing of the past," eShop business development manager Dan Adelman toldGamasutra. It was originally in place to make sure dev kits and confidential information was kept secure.
"More and more people are working from home, and we recognize that developers are forming virtual teams around the world," Adelman said, so it became necessary to reevaluate the rule to make the Wii U and 3DS eShops more attractive to indie developers. "We really have only a few requirements to sign up as a licensed developer with Nintendo," he summarized. "The most notable ones are that you have to have some experience making games, you have to be able to keep any confidential materials like dev kits secure and you have to form a company. None of these should be prohibitive to any indie developer." Furthermore, becoming a licensed developer lets you release your games on the eShop anywhere in the Nintendo of America and Nintendo of Europe regions.
In other welcome news, the sales threshold – which kept developers from earning any money on their games until they'd sold 6,000 units – is also gone. Originally conceived as a measure to force developers to "self-police their own game quality" in the absence of publishers, it led to unintended consequences. "The threshold was thought to be a convenient way to go about it," Adelman explained. "Unfortunately, some great games that just didn't find an audience wound up being penalized. So for all systems after WiiWare -- DSiWare, Nintendo 3DS eShop, and Wii U eShop, we decided to get rid of the thresholds altogether. Developers receive revenue from unit 1."
http://www.joystiq.com/2013/03/25/ni...-eshop-indies/
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March 26th, 2013, 02:16 Posted By: wraggster
How long could you play Mario-related games for? Four hours? 10 hours? A day?88 hours?That's how long a kindly group of gamers called Gaming For Others managed last year. And they did it in the name of the SpecialEffect charity, their efforts raising £1600 - roughly the price of a PlayStation 4 shh no don't say that.
This year Gaming For Others is doing it all again and would love you to donate money. "We intend to play Mario related games for as long as people keep paying us to!" Darren Keig told me.The team selects a pre-determined list of Mario games, breaks them down into levels and then links those to donation thresholds. When those thresholds are passed, the team must meet them. The more you pay, they more they play - a bit like pumping coins in an old arcade machine.Last year Gaming For Others started playing at 10am on Good Friday and finished the following Tuesday.This year the team - comprising Darren Keig, Ant Moore, Johnny Wallbank, Kate England, Sarah Moore and Pete Taylor - want to you to push them even harder.They've raised £52.20 so far for this Friday's event so there's a long way to go. The games unlocked are Donkey Kong JNR, Super Mario Bros., Super Mario Land, Super Mario Land 2, Super Mario World and Super Mario Bros. 3.A Twitch livestream video will follow their antics.
http://www.eurogamer.net/articles/20...han-these-guys
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