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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
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THE LATEST NEWS BELOW
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February 5th, 2013, 01:03 Posted By: wraggster
1964js SVN r221 is released. 1964js is the first N64 emulator written in JavaScript (CoffeeScript to JS). It is loosely a port of our N64 emulator for Windows called 1964. 1964 was written in C and C++.
1964js SVN Changelog:
r221
adding generated files from compile.sh script's slim and sass
http://1964js.com/
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February 5th, 2013, 00:56 Posted By: wraggster
Genesis Plus GX SVN r761 is compiled. Genesis Plus GX is a port of Genesis Plus. Genesis Plus GX is an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Genesis Plus GX SVN Changelog:
r761
synced libretro port with github repository [twinaphex]
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February 5th, 2013, 00:50 Posted By: wraggster
Dolphin FIFO-BP Git 3.5-334 is compiled. Dolphin FIFO-BP Git 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 FIFO-BP Git changelog:
* Used AtomicStore to write to the signal interrupts.
* Set the token and finish interrupt signal from the video thread. This fixes the inconsistent state caused by lag from the scheduler. Fixes Rayman 3: Hoodlum Havoc and Shamu's Deep Sea Adventures.
Fixes issue 5401.
Fixes issue 5589.
* Changed cmdidle to match the isGpuReadingData flag. Fixes the random freezes in The Last Story.
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February 5th, 2013, 00:47 Posted By: wraggster
Gekko shader-manager Git (2013/02/04) is compiled. Gekko shader-manager Git is a branch of Gekko. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko shader-manager Git Changelog:
* slightly optimized __decode_col_rgb565 function
* initial commit of new shader manager stuff - based on the old shader manager, but abstracted to video_core and a bit faster
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February 5th, 2013, 00:44 Posted By: wraggster
RiceVideo Git (2013/02/04) is compiled. RiceVideo is an open source video graphic plugin for N64 emulators. All windows-based emulators with plugin support (1964, Project64, Mupen64plus).
RiceVideo Git Changelog:
* Crop overlarge hires texture like Glide64
Texture packs developed with the focus on Glide64 seem to use too large texture
from time to time. Glide64 crops these textures correctly before they get
replaced.
Rice tend to just drop these textures. Cropping them in this context seems to
be more appropriate. ~~~ by ecsv, ported from Rice Video Linux
* Ignore size and fmt in CRC to be able to load textures for Glide64
Glide64 ignores the fmt and size information stored in the name of the hires
texture when searching in its index of textures. Rice instead replaces the two
lower nibbles of the crc32 with the size and fmt information. This causes
problems when Rice tries to load texture from texture packs made especially for
Glide64.
The behavior of Rice is changed to find texture like Glide64. ~~~ ecsv, ported from Rice Video Linux
* se the found hires filename instead of regenerating it on load time
Hires textures in Glide64 can have fmt and size set to a wrong value and still
get loaded. Rice has to store the name of the filename when it got found to
allow it to load such wrong named textures. Otherwise it is part of the index
and on load it will fail to find the file again. ~~~~ Taken from Rice Video Linux work by ecsv
* Remove no longer used stuff
Change it so an invalid image will not cause a crash. - ecsv
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February 5th, 2013, 00:40 Posted By: wraggster
My Nes SVN r149 is compiled. My Nes is a portable open source NES/FAMICOM emulator written in C#. It's EXACT nes cycle emulator, very accurate and uses exact ppu scanline timing. My Nes compatibility is very high, and most of the games that supported run perfectly.
My Nes Features:
- Roms browser with bility to disblay additional information of each rom like snapshot and info.
- Save/Load state in defferent 9 slots or in file using save/load state as feature.
- Sound recorder which record sound of current playing rom in wav format (Mono, 44100 Hz, pcm 16-bit).
- Developer console with full access emulation commands.
- Support INES (*.nes) file format.
- Can read from archive (*.zip, *.7z and *.rar)
- Profiles for control mapping.
- CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
- PPU :8x8 and 8x16 sprites with transparency and priority, background tiles and sprites evulation, internal ntsc palette generator, default PAL palette, Cycle based ppu, real scanline and scancycle timing, Emphasis and monochrome effects.
- Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
- Systems : PAL , NTSC
- Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140, 142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232, 233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes SVN Changelog:
r149
Improved My Nes UI !
Added MLV control instead of normal ListView control
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February 5th, 2013, 00:38 Posted By: wraggster
Fceux SVN r2825 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2825
* win32: speed up screen blitting
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r2824
* win32: Added "TV Aspect (4:3)" to Video Config * updated docs
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February 5th, 2013, 00:36 Posted By: wraggster
DeSmuME SVN r4495 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4495
win32-add opengl display method
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February 5th, 2013, 00:31 Posted By: wraggster
Vba-ReRecording SVN r464 is released. VBA rerecording is the re-recording branch of VisualBoyAdvance. This is the development project for this branch of VBA. Its primary function is to expand features related to the creation of Tool-Assisted movies.
VBA rerecording changelog:
r464
Replace bundled lua51.dll with the one from other TAS emulator. It no longer crashes with 'require("iuplua")' (I used iuplua51.dll in Lua for Windows and got heap corrupted error)
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r463
Delayloads lua51.dll (update only VS2010 project, since others looked not maintained. Add /DELAYLOAD to others as well, if needed)
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February 5th, 2013, 00:17 Posted By: wraggster
VisualBoyAdvance-M SVN r1163 is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1163
more improvements to gba-arm by Normmatt
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r1162
lets commit the right version of the arm patch this time eh.
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r1161
Applied fixes to NormMatts r1150 fixes - V-Rally 3 working again Re-added nasm.props to vs2008 build folder + changes to nasm.rules for spaces in paths.
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February 4th, 2013, 23:50 Posted By: wraggster
Sonic & All-Stars Racing Transformed will release on 3DS on February 8 in Europe and February 12 in North America, Sega has confirmed.
Along with 22 playable characters and 20 tracks, the 3DS version will don support of playable Mii characters, StreetPass challenges, and eight-player multiplayer using Singe- and multi-cart play.The game will launch as with a 'Limited Edition' bundle, available "while supplies last", which adds Metal Sonic as a playable character along with his transforming vehicle and Mod Pack, an additional Outrun Bay Track plus challenges and time trials, and stickers for your in-game driver's license.
http://www.computerandvideogames.com...3ds-this-week/
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February 4th, 2013, 21:32 Posted By: wraggster
A new patch for the Wii U edition of Call of Duty: Black Ops 2 addresses some longstanding Wii Remote issues.
The patch, which is available now, fixes the "jittery movement" users have experienced with the Wii Remote. Meanwhile, players will now be able to turn when crouching with a scoped weapon. The full Wii U specific fix list:- Wii U Specific Issues Addressed/Features
- Home Button Menu is now available in Multiplayer and Zombies when not in-game
- Send text messages from the lobby and friend list menus
- Wii Remote Changes
- Improved presets
- Buffed aim assist
- Wii Remote Bug Fixes
- Jittery movement
- Unable to turn when crouched/prone with a scoped weapon on Wii Remote
- Hybrid optic attachment stopped working after ADS on Wii Remote
- Guardian and Turret unmovable when weapon pickup option is set to inventory
- button
- Reticle disappearing during EMP
- Hunter Killer Drone does not fire in reticle direction
- Crash in Strike Force tutorial
- Lodestar score streak is hard to control (it now uses the control stick)
Fixes that apply to all platforms have also been introduced with the new patch. The full notes can be found on the Call of Duty messageboard.
http://www.computerandvideogames.com...i-remote-bugs/
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February 4th, 2013, 20:54 Posted By: wraggster
EA is closing in on a couple of milestones for its Madden NFL franchise.
The publisher has announced that the game will celebrate its 25th anniversary by ditching the upcoming season’s year in the title for Madden NFL 25. The game is set to launch on August 27th.
EA has also revealed that the American football series has sold roughly 99m units, which translates to a lifetime revenue of $3.7bn.
This year’s offering will most likely take it past the 100m sales mark – something only Need for Speed, FIFA, and The Sims franchises have accomplished for the publisher.
The original John Madden Football was released back in 1988 on personal computers, and the NFL license was picked up for the series with Madden 94.
http://www.mcvuk.com/news/read/ea-an...at-99m/0110323
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February 2nd, 2013, 21:38 Posted By: wraggster
Not64 the Nintendo 64 Emulator for Wii and Gamecube has had another update, heres whats new:
Features:
- Built with devkitRice.
- Available for Wii and GameCube.
- SMB share support from WiiSX.
- Reintroduce Zip file support.
- IDE-EXI v1/v2 support.
- AESND-powered audio.
- Minor performance enhancements.
- Some compatibility fixes.
- Graphics and user interface tweaks.
- Recognize the NTSC Zelda bonus disc.
New options:
- ScalePitch
Changes pitch according to emulation speed.
- VideoMode
0: Auto - 1: 480i60 - 2: 576i50 - 3: 480p60 - 4: 576p50
- TrapFilter
Affects composite video, similar to GameCube output.
Recommended for lower-end CRT TVs.
- smbusername, smbpassword, smbsharename, smbipaddr
Hopefully self-explanatory.
- rompath
Automatically load a ROM file on startup.
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February 2nd, 2013, 21:38 Posted By: wraggster
Not64 the Nintendo 64 Emulator for Wii and Gamecube has had another update, heres whats new:
Features:
- Built with devkitRice.
- Available for Wii and GameCube.
- SMB share support from WiiSX.
- Reintroduce Zip file support.
- IDE-EXI v1/v2 support.
- AESND-powered audio.
- Minor performance enhancements.
- Some compatibility fixes.
- Graphics and user interface tweaks.
- Recognize the NTSC Zelda bonus disc.
New options:
- ScalePitch
Changes pitch according to emulation speed.
- VideoMode
0: Auto - 1: 480i60 - 2: 576i50 - 3: 480p60 - 4: 576p50
- TrapFilter
Affects composite video, similar to GameCube output.
Recommended for lower-end CRT TVs.
- smbusername, smbpassword, smbsharename, smbipaddr
Hopefully self-explanatory.
- rompath
Automatically load a ROM file on startup.
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February 1st, 2013, 17:15 Posted By: wraggster
The Wii U might have missed launch targets - but it's too early for a funeral
[h=3]Nintendo[/h]nintendo-europe.com
Whenever the market shifts, as ours does with such regularity, we come to inflection points. Opinions invariably divide on how those inflection points will pan out - it's the nature of disruption.
This week's quarterly financials from Nintendo, which highlighted missed sales targets for the Wii U and 3DS, have brought exactly such a situation into sharp focus. When a company as big as Nintendo, which has until so recently been held up as a paragon of adaptive success and market growth, stumbles, pundits and punters alike are quick to make a diagnosis.
We're no hive mind at GamesIndustry International, so we prefer to give you both sides of the argument whenever we can. To that end, we have two pieces about the impact of both the financial results and the sales figures revealed by Iwata, each arguing from a different perspective.
Yesterday we published a piece from Steve Peterson, our West Coast Editor, giving his take on the company's prospects. Below, we have regular columnist Rob Fahey, who takes a more optimistic view.
Another nail in the coffin of the dedicated games console. Nintendo's Dreamcast moment. The vultures were out in force to greet Nintendo's latest revision of its sales forecasts, circling the Kyoto-based company with a naked and unseemly hunger. Wii U has missed Nintendo's own sales targets; the clouds are gathering, the doom-mongers are checking their funeral outfits.
The headline figure that drew absolutely everyone's attention was this - by the end of March, Nintendo will have sold 4 million units of the Wii U, which is significantly down from the 5.5 million it had originally expected to sell. 3DS sales are also down somewhat on projections, at 15 million rather than 17.5 million for the full financial year, though less attention has been paid to that stat, largely because 3DS is already solidly established in the market, with a 30 million installed base.
So here's the bleak scenario - the Wii U, with only 4 million installed at the end of what might reasonably be considered its "launch window", has failed to capture consumer imagination and isn't a viable platform for third parties. Software projects get cancelled, publishers draw back their support, sales slow down even further and the platform enters a death spiral. Within a few years, Nintendo is forced out of the hardware business and follows Sega into third-party publishing - on tablets and mobiles, most likely.
I have quite a lot of problems with that scenario (and with some of the more moderate versions of it which have also been floating around). For a start, it may not match Nintendo's targets, but 4 million units sold after a few months on the market isn't actually that bad for a new console. It's very significantly better than either the PS3 or the Xbox 360 managed; in fact, the only home console that has outperformed the Wii U's launch window, in terms of units sold, is the Wii itself.
"Nintendo's new home console is always going to be stacked up against its old home console, and that's a tough thing to measure up against."
That's what you might call a tough comparison, even if there's a harsh fairness to it. Nintendo's new home console is always going to be stacked up against its old home console, and that's a tough thing to measure up against given that its old home console was the fastest selling and most profitable home console in history. Old hands at Sony might wince sympathetically; the PS3, despite matching the Xbox 360's worldwide sales curve at almost every step on the way, has often been portrayed as a bit of a failure due to comparisons with the all-conquering PS2. The 360, by contrast, is enshrined in conventional wisdom as a triumph, because it built so strongly on the not-terribly-successful original Xbox business.
Comparisons like those are useful for building narratives - especially bull-and-bear market narratives, in which a company's actual performance is vastly less important than its trajectory. They're not, however, very useful for building an accurate picture of a product's viability. Wii U has missed its targets (Nintendo's own, so the company can't even accuse analysts of over-egging the pudding in this case) and hasn't performed as well as the Wii did; there's a bearish narrative about decline in there. On a practical level, though, Wii U has sold more units than Xbox 360 or PS3 did at launch, it's lost far less money (in fact, Nintendo will record a full-year profit, compared to multi-billion dollar losses for Microsoft and Sony's games divisions in their launch periods) and, crucially, it can't lose the support of its largest developer and publisher, because its largest developer and publisher is Nintendo itself.
Is this to say, then, that all is rosy in the Wii U garden? No, of course not. The console clearly hasn't captured consumer imagination to the extent to which Nintendo expected, and a major push will now be needed both in terms of software and in terms of marketing and communication. The biggest risk Nintendo faces is that of failing to address the huge audience of casual consumers who bought in to the Wii, which would confine the firm to its core audience - but that core audience is itself quite significant, on the sale of 20 to 30 million consumers worldwide. Capturing additional casual consumers (or core consumers who fall more readily into the Sony and Microsoft camps, but may be swayed by certain software titles) would drive the console past those levels; even if it achieves only half the success of its predecessor at this task, it's hard to see the Wii U ending up with an installed base much south of 50 million.
"The biggest risk Nintendo faces is that of failing to address the huge audience of casual consumers who bought in to the Wii."
The stock market won't like that, and that's fair enough. Nintendo was ludicrously overvalued in the previous generation - at one point becoming Japan's most valuable company, ahead of the world's top car-maker, Toyota - and if the Wii U and 3DS don't match up to the sales trajectory of their predecessors, the next generation will see an undervaluation that may be equally ludicrous. There will undoubtedly be grumbling at this from shareholders, but Nintendo is more insulated from shareholder discontent than many other firms, thanks to the large shareholdings of former president Hiroshi Yamauchi (who owns the single largest voting bloc in the firm) and of Japanese banks and institutions, who are generally less activist as shareholders than their western counterparts.
Share price decline, however, does not equate to product non-viability, nor does it precipitate a collapse in a company's own market - or even its profits. The viability of a product needs to be considered in more solid and less sentiment-driven terms. Does it make a profit? Does it have a large enough installed base to justify continued development?
These are, of course, moving targets. Profitability rises as a console's lifespan continues, with production costs generally dropping off faster than hardware price cuts reduce revenue (although there are exceptions, the 3DS being an obvious one). Rising software sales also increase profitability - note that the Wii U, despite being Nintendo's first console to launch as a subsidised piece of hardware, is comfortably in the black after its launch, having sold 3.8 units of software for every console so far. That can be expected to rise significantly; the Wii, often decried as the console that sat unloved and gathered dust, actually has an attach rate of 8.7 software units for every console sold. Finally, foreign exchange movements also influence profitability, and after a few very tough years, the Yen is finally nudging in a positive direction for Nintendo (and Sony). After trading at under 80 Yen to the dollar for most of 2011 and 2012, it's now over 90 Yen to the dollar, a level it hasn't reached since mid-2012. It's still a long way from the pre-financial crisis levels, which rarely dipped below 100 Yen to the dollar, but it's enough to win Japanese manufacturers some breathing room in their profit figures.
Installed base viability is also a moving target. Bigger is better, but it's not as simple as that; you can't simply say "well, there are half a billion iOS devices out there and even more Android devices, so games consoles are irrelevant now", even though some commentators try to do exactly that. For many types of software, a machine with a 30 million installed base made up entirely of active gamers who are willing to spend $40 on software every few months is more viable than a system with a 150 million installed base whose users aren't hugely engaged with game software and only spend sporadically, in smaller amounts. Conversely, there are many types of software which absolutely thrive in the latter environment, and would fail utterly in the former. Development costs are also a big factor, because if your development budget soars, you must be able to address a bigger market (or somehow charge them more money) in order to counterbalance that.
"In other words, when it comes to Nintendo, stop trying to bring everything back to bull and bear market perspectives."
In other words, when it comes to Nintendo, stop trying to bring everything back to bull and bear market perspectives. Those have their place, but they're not terribly useful in attempting to predict the shape of the games industry as we proceed towards an uncertain future. They tend to give us extremes and ignore subtlety; where any individual with a shred of intelligence and insight can look at the news that "Wii U isn't doing as well as Wii" and interpret that in context as a decline but not necessarily a catastrophe or a herald of collapse, a market-led approach allows for little if any of that subtlety.
Nintendo has a lot of work to do on Wii U, but we've been here before - it had a lot of work to do on the 3DS as well. While 3DS' price cut helped a great deal, much of the real work was done through significantly improving and bulking out the console's software line-up, and a similar process is underway with Wii U. One need only look to the rapt response which the recent Nintendo Direct broadcast received from media and Nintendo fans alike to see the truth of Nintendo's situation. This is a software company at heart. Its consoles are enabling hardware for its software, and as such, they sell in parallel with major software launches. Of course, this is a valid argument in favour of Nintendo's ultimate destiny outside the hardware market entirely, but for now, the company isn't willing to give up that level of control - and for now, it doesn't look like it needs to. I don't expect Wii U to match the success of Wii, in the medium or long term - but equally, I don't count myself among those who expect it to be Nintendo's last console. Sentiment is negative right now, but fundamentals aren't, and for a business like Nintendo, it's the latter that counts.
http://www.gamesindustry.biz/article...need-for-alarm
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January 31st, 2013, 23:41 Posted By: wraggster
In order to boost the number of new games coming to the 3DS, Nintendo plans to work with Japanese third parties to bring their games to the North American and European markets. "Among those third-party titles both developed and published in Japan, there have been some games which Nintendo published in Europe, including the Professor Layton series," president Satoru Iwata explained in a presentation today. "We will increase the number of such games for the U.S. market as well as in Europe. We are also willing to flexibly assist third-party developers in distributing their valuable games overseas." In other words, Nintendo will outright publish more games from other companies, and assist in the distribution of others.
It's a simple plan, one that could result in the localization of games that third party publishers would find too expensive to localize and market on their own. Ideally, this would involve games like Bravely Default and Professor Layton vs. Ace Attorney; Nintendo's generally reliable curation means we're still safe from humiliating cheesecake ninja game Senran Kagura.
http://www.joystiq.com/2013/01/31/ni...ds-games-west/
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January 31st, 2013, 23:37 Posted By: wraggster
The software bundle will include a copy of the TT Games developed title and a Lego mini figure of cop protagonist Chase McCain.
The open world game sees players going undercover in an attempt to take down Rex Fury, who is responsible for a recent crime wave in Lego City. We recently went hands-on with the title, which we described as more Just Cause than GTA in this Lego City Undercover preview.
The Lego City Undercover release date has been set for March 18 in North America and March 28 in Europe.
http://www.computerandvideogames.com...tion-revealed/
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January 31st, 2013, 22:35 Posted By: wraggster
Nintendo of America has released a packed list of new digital titles for Wii, Wii U, DSi and 3DS this week.
Retro gamers should be pleased with the addition of Ice Climbers on the 3DS eShop, while Metal Slug fans can now grab the fourth game in the chaotic 2D shooter series.There's a demo for The Cave to be had free on Wii U, and Fire Emblem Awakening is on the horizon.
Here's the full official list:
Nintendo eShop on Wii U
Puddle - Winner at the Independent Games Festival 2010, Puddle is a game that finds players guiding a puddle of fluid through 49 challenging and diverse levels by tilting the environment left or right. Players must also take into account friction, gravity and temperature, and use various types of liquids to navigate the unique environments that include burning passageways, carnivorous plants and electric currents.
The Cave - Demo Version - The Cave is a new adventure game from Monkey Island and Maniac Mansion creator Ron Gilbert and Double Fine Productions, the award-winning studio behind Psychonauts and Brütal Legend. Assemble your team of three from seven unlikely adventurers, each with his or her own unique personality and story. Descend into mysterious depths to explore many different locations, including a subterranean amusement park and a medieval castle, not to mention a fully armed and ready-to-launch nuclear-tipped ICBM. The Cave awaits.
Nintendo eShop on Nintendo 3DS
Fire Emblem Awakening - Lead an army of knights, mages, archers and other classes into battle to defend a fantasy world teetering on the brink of war. Your army, which grows as the game's epic story progresses, is composed of a brave group of memorable characters with unique abilities. Just plan your attacks carefully - the lives of your soldiers and the future of the world depend on it. Fire Emblem Awakening launches exclusively on Nintendo 3DS on Feb. 4.
Ikachan - You wake up in an underwater cave at the bottom of an enormous abyss, and there's only one way out. Avoid dangerous obstacles and deadly earthquakes as you search for a way out before it's too late. Use whatever tools you can find in the vast undersea kingdom to escape.
New Downloadable Decoration Sets
Sparkle Snapshots 3D DLC - Personalize your photographs with two new decoration sets: the "Mario Core Set" and "Mario Kart 7 Set." These new themed sets are now available for purchase in the Sparkle SnapShop, the in-game boutique. Sparkle Snapshots 3D is available in the Nintendo eShop on Nintendo 3DS.
Also new this week:
99Moves (Nintendo eShop on Nintendo 3DS/Nintendo DSi Shop on Nintendo DSi)
Witch's Cat (Nintendo eShop on Nintendo 3DS)
Bloody Vampire (Nintendo eShop on Nintendo 3DS)
Ice Climber (Nintendo eShop on Nintendo 3DS)
METAL SLUG 4 (Virtual Console for Wii)
As usual, screenshots and trailers are here.
http://www.computerandvideogames.com...-metal-slug-4/
To read more of the post and Download, click here!
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