|
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
|
December 29th, 2012, 01:23 Posted By: wraggster
via http://gbatemp.net/
Patrik Rak has updated ZXDS, the Sinclair ZX Spectrum emulator, to version 1.1.0. See the change log for what's new in this edition, and be sure to check out the project page and developer's blog for more details about the progress of this DS homebrew. Change Log (12/20/12) said: + Custom ROMs support. See roms/readme.txt for more info.
+ IF2 ROMs and 48k/128k ROMs can be loaded directly in load requester.
+ Both SZX and Z80 snapshots now support custom ROMs as well.
+ TR-DOS/Beta Disk support for all models, not only Pentagon.
Simply choose the model or reset the machine while a disk is loaded.
You can also autoboot any disk with current model by using R+A.
+ Beta 128 in 48k mode responds even to the standard Beta 48 entry points.
This makes both Beta 128 and many Beta 48 programs work at the same time.
+ True Beta 48 mode can be enabled with proper beta48.rom (such as TK90X's CBI95 ROM).
+ Added NMI aka Magic button - becomes useful with some custom ROMs.
+ Added custom keyboards for more games as well as one for more comfortable text typing.
+ Added Virtual TR-... View full quote+ Custom ROMs support. See roms/readme.txt for more info.
+ IF2 ROMs and 48k/128k ROMs can be loaded directly in load requester.
+ Both SZX and Z80 snapshots now support custom ROMs as well.
+ TR-DOS/Beta Disk support for all models, not only Pentagon.
Simply choose the model or reset the machine while a disk is loaded.
You can also autoboot any disk with current model by using R+A.
+ Beta 128 in 48k mode responds even to the standard Beta 48 entry points.
This makes both Beta 128 and many Beta 48 programs work at the same time.
+ True Beta 48 mode can be enabled with proper beta48.rom (such as TK90X's CBI95 ROM).
+ Added NMI aka Magic button - becomes useful with some custom ROMs.
+ Added custom keyboards for more games as well as one for more comfortable text typing.
+ Added Virtual TR-DOS games and ZX AAA demos sites to servers.cfg.
* Pressing Start twice upon startup now takes you to the last used files view.
* Few subtle changes (save slot media loading, ROM launch stats).
* Little optimizations (Z80 core, sound generation, normal speed load mode).
* Subtle emulation improvements (authentic SCF/CCF, MEMPTR and AY white noise).
* Minor bugfixes (grayscale border, step direction bit).
! Merry Christmas.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2012, 01:23 Posted By: wraggster
via http://gbatemp.net/threads/wood-firm...update.339813/
Merry Christmas from The Goblin and Another World! Important Distinction
Now, there are so many fake Wood R4 versions which have nothing to do with me. Only Wood R4 for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com), and AK RPG are supported by me. I can only fix bugs for these specific releases. Do not post bug reports or ask for updates for clone cards running a fake version of Wood.
Change Log said: Compatibility: - 'apprends avec pokemon a la conquete du clavier (france)' fixed.
R4i Specific: - rts still in beta stage.
- soft-reset in rts menu now works.
- fixed sound trash after back from rts menu in many games.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2012, 01:17 Posted By: wraggster
Some time ago, we newsé an article about a possible hack of the Nintendo 3DS, without more information though. Similar to hack Wii U, we conducted our short survey and we came across several things that can leave quite interesting think that hack 3DS is in preparation and this for a while already. A hacker with the nickname Neimod currently working on a homemade dumper RAM, it managed to desolder the RAM chip original and then replace by a board configuration includes a custom RAM. The console is able to start with the installation. Here are some pictures of the work Neimod, which let's face it, is very impressive: On this we can see that the RAM chip was desoldered and dozens of son were welded to connect the power board.
We found other photos, leaving Neimod discover that its 3DS has several tests.
The photo below is a 3DS connected to a FPGA board thus permitting the 3DS -> PC.
According to a comment left with the picture , it also constitutes a 3DS unmodified, except at the card reader (SLOT1) to gain access to the connections of the chip.
(As you can see from the first pictures, the card reader has SLOT1 games been desoldered the chip RAM lying beneath it).
If you have more information about it, do not hesitate to contact us to share it! pictures Neimod Source: http://www.flickr.com/photos / neimod
http://mobiles.gx-mod.com/modules/ne...p?storyid=9854
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2012, 01:15 Posted By: wraggster
Following the release of d2x cIOS vWii V10 Compatible (Wii mode on Wii U), it will not take long for FIX94 (main developer of wiiflow for those who do not know) to offer us a modified version of the installer originally developed by dragbe . installer This change will greatly simplify the installation of cIOS d2x on vWii since sailed with him all the patches required for installation without recourse to any IOS third party (eg 236 ). So just unzip the folder d2x-cios-install the archive in the apps directory of your SD card, so how to decompress the archive d2x vWii V10 in the same directory as the installer then you leave guide. REMEMBER, the d2x cIOS, from v10, now comes in two versions: one for the Wii, the other mode vWii the Wii U. It is important not to mix in a possible risk of brick. d2x cIOS To retrieve the v10 goes well, it happens here . PLEASE NOTE: modified installer does not need WAD of IOS 56, 57 and 58. It goes directly to those installed natively in vWii. d2x cIOS Installer 2.2 Mod
http://wii.gx-mod.com/modules/news/a...p?storyid=3161
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2012, 01:14 Posted By: wraggster
davebaol publishes updated d2x cIOS's (based on Waninkoko cIOS rev21 and greatly improved / optimized) that many people expected since the release of the Wii U. Indeed, the big news is the possibility to install the cIOS backward compatibility mode on Wii Wii U (vWii). latter sees himself available in 2 versions for each console (Wii and Wii U) - version base, which has the best compatibility with virtualization NAND media at the expense of a single USB port, without plug n 'play (USB devices must be connected before launching the USB loader) - the alternative version which supports two USB ports, a plug n 'play, at the expense of less compatibility virtualization of NAND. Please note that each console has its own versions of cIOS. DO NOT INSTALL THE VERSION ESPECIALLY DEDICATED TO THE WII ON THE WII U, AND VICE VERSA. Mixing of version might cause undesirable results (including brick). If you have any doubts, do not hesitate to consult the official wiki for more details. versions Wii U (vWii) require, in addition to cIOS files, the following WAD (to dump a NAND vWii): IOS56-64-v5918.wad IOS57-64-v6175. wad IOS58-64-v6432.wad The installation of cIOS (both Wii Wii U) passes, for the moment, d2x cIOS Installer by. VWii on the Wii U, we must first install the IOS236 (suitable vWii) then use an older version of the installer (2.2) by choosing as IOS236 IOS startup. davebaol should propose shortly to update the install d2x (he got to dragbe write permissions on googlecode) to allow installation of cIOS without additional manipulation ... FIX94 offered his help for this. For version Wii, the installer 3.2FR work without problem. cIOS The archive will always be decompressed as it is in the same directory as the executable ! both versions below should be used ONLY on Wii: d2x cIOS v10 Beta52 d2x cIOS v10-alt ! both versions below should be used ONLY on Wii U (retro-compatibility mode Wii): d2x cIOS v10 Beta52 (vWii) d2x cIOS v10 alt-beta53 (vWii) Hacking Wii U reaches today a new overcome with support for USB loaders Part backward compatibility Wii. The next step will be to hack the Wii U Part strictly speaking, and all eyes are turning to the fail0verflow team ... Official website: http://code.google.com/p/d2x-cios/
http://wii.gx-mod.com/modules/news/a...p?storyid=3159
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2012, 01:03 Posted By: wraggster
c64-network.org is a Commodore 64 emulator written by Christian Bauer (http://frodo.cebix.net). It was ported to the Wii by Simon Kagstrom, and many C64 games are fully playable on the Wii with it. So go ahead and beat your friends in International Karate, Boulder Dash or Bomb Jack. This version is not the same as Troy Davis implementation, but Troys work is available in a branch in the subversion tree.
The emulator works in 480i, 480p and 576i mode. The emulation itself is not perfect, so not all games will run under Frodo. Unfortunately, I cannot do very much about this since I haven't written the emulator - just ported it. If you have multiple versions of a game, try each of them as often at least one will work.
v2.4.1 (C64-network.org)
- Compiled against libogc 1.8.11 and SDL-Wii r101
- Fixed full resolution in 576i video mode
- Fixed Restore key
http://frodo-wii.googlecode.com/file...4.1.bin.tar.gz
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 28th, 2012, 00:22 Posted By: wraggster
The Wii U's Basic Set is bundled withNintendo Land at Best Buy for the next few days. SideQuesting took note of the bundle, which has the basic set at the standard $299.99 price with Nintendo Land included. The sale runs until December 29.
What you'll be missing out from the Wii U's Deluxe version is the charging cradle, Wiipad stand and 32GB hard drive. Despite the free Nintendo Land, the Deluxe is better future-proofed for the extra $50.
http://www.bestbuy.com/site/olspage....6&type=product
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 28th, 2012, 00:22 Posted By: wraggster
The Wii U is already odd, given that it's a two-screened home console with a pack-in game in which you dress your virtual self like Nintendo characters. But even on an unusual console, Knapnok Games' Spin the Bottle is one of the most unusual games to be announced. The party game uses the Wii U GamePad to issue weird physical challenges to players – and doesn't use the television.
We spoke to Knapnok designer Lau Korsgaard to determine how this weird hardware and this weird game found each other.
http://www.joystiq.com/2012/12/26/ho...ial-potential/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 28th, 2012, 00:21 Posted By: wraggster
The stockings have come down and the gifts have been unwrapped, but GameStop hasn't stopped kicking off deals for the season. The retailer's latest deals, which run now through Saturday, have Halo 4 and Assassin's Creed 3 for $39.99 each, and Call of Duty: Black Ops 2 on sale for $49.99.
Far Cry 3 is also on sale for $49.99, and you can pick up Tom Clancy's Ghost Recon Future Soldier for $29.99, in addition to all of the other deals on recent and popular games. Finally, the company's offering a buy two, get one free sale on all used Wii and Nintendo DS games, and there's an ongoing promotion that will give you an extra 50 percent credit back whenever you trade any used games in. Just in case you didn't spend all your money on this year's previous sales, GameStop will be happy to help take the rest of it.
http://www.gamestop.com/gs/weeklyad/...fsi_122612.pdf
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 27th, 2012, 02:27 Posted By: wraggster
"Flights of Fantasy" was a TV show dedicated to video games that was created in the mid-1990s and hosted by George Wood. Due to being broadcasted on a small Maryland public-access channel, the show was not widely known, until in the 2006, the NAViGaTR association archived the entire series, edited each episode and put it onto YouTube as renamed "Gaming in the Clinton Years".
Wood seems to have been a fan of the Virtual Boy as it was featured numerous times on the show. In episode #50 it was even predicted that the Virtual Boy would be more successful than the Playstation or the Saturn...
The team attended a few tradeshows, recording precious footage of Virtual Boy booths and demos at E3 and WCES in 1995, while most other publications did not care much about it. You can see Wood walking around the E3 show with a Nintendo spokesman while wearing a Virtual Boy cap in one episode.
Find a total of 7 videos here.
For more Flights of Fantasy you might want to check out the following Youtube channels:
Who wants to see my ...?
NAVGTR
Flights of Fantasy TV Show
NAVGTR Museum
http://www.planetvb.com/modules/news...hp?storyid=356
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 27th, 2012, 02:26 Posted By: wraggster
On Saturday the 8th, my colleagues and I from the development team at MeinAuto hosted one of 160 Code Retreat events that took place all over the world.
The "Global Day of Coderetreat" is a day-long, intensive practice event, focusing on the fundamentals of software development and design. Our task that day was to program Conway's Game of Like, a cellular automaton, or, easier put, a very simple evolution simulation, in six one hour long sessions under different preconditions, like for example using no conditional statements. After each session the code had to be thrown away to start from scratch in the next one.
The language to write in was our choice, so I decided to do something special and bring the Game of Life to the Virtual Boy.
Everything was done in pair programming, so for each sessions, I paired up with another developer and mostly worked in Java that day. In the one session I actually worked in C on a Virtual Boy version, I got it running just in time, though. Although the code was deleted in the very next moment, I was trained enough to write it again in like 20 Minutes after the event.
That particular version makes use of the Virtual Boy Virtual Image Processor's (VIP) characters and backgrounds being perfectly suited and therefore uses an array of 48x28 8x8 pixel cells. In the following days I also created a version using 4x4 pixel cells on 4 layered backgrounds and an experimental (and not fully working) one with variable sized cells that writes directly to the framebuffers instead of using the VIP. In case you want to have a look at the surprisingly small sources, here they are, including compiled binaries:
Conway's Game of Life VB (8px)
Conway's Game of Life VB (4px)
Conway's Game of Life VB (Direct Screen Draw)
http://www.planetvb.com/modules/news...hp?storyid=355
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 27th, 2012, 02:25 Posted By: wraggster
HorvatM has released an updated version of InsmEdit, the Insmouse No Yakata Editor. Version 1.1 adds a ton of new stuff:
Quote:*** What's new in this version ***
This version adds new features, such as level time editing and support for IPS patches. It also fixes bugs and improves the user interface.
Files created with version 1 will work normally with version 1.1. However, if a file saved in version 1.1 that includes starting position resources is edited and saved in version 1, starting directions in those resources may be lost.
The readme file has been updated to document new features. It also documents where in the Insmouse No Yakata ROM the data patched by InsmEdit is located.
The Example.imp file has also been updated to illustrate the new features.
*** Changes from version 1 ***
* IPS patch support.
* In addition to editing starting position, you can now edit the direction as well.
* You can now choose the music track played on each level.
* The layout editor can now shift layouts around the map.
* By pressing the middle mouse button or scroll wheel (whichever your mouse has), the position of the tile being pointed to in the layout editor will be remembered. You can then paste it into a starting position resource.
* The layout editor does not flicker anymore.
* Added the "Lamps" feature in the layout editor.
* Password indexes are now checked for validity. This applies to all resources that use them.
* The status of the "Grid" feature in the layout editor is preserved when editing different layouts. This also applies to the "Lamps" feature.
* The main window can now be resized.
* The readme file, if opened from within InsmEdit, will open to the right of the main window rather than over it.
* InsmEdit will now ask you whether you want to save changes to a modified patch when you choose "New" or "Open…" from the File menu.
* No more potential instability after opening a patch when a patch is already open.
* No more crash when choosing "Open…" from the File menu, then cancelling the resulting dialog box.
* No more crash when the resource limit is exceeded.
http://www.planetvb.com/modules/news...hp?storyid=354
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 27th, 2012, 02:05 Posted By: wraggster
WiiEarth allows you to use your Wiimote to navigate (and zoom-in on) the Earth, using Google Maps and similar services. You can switch between viewing with OpenStreetMap, Live (Maps, Satellite) and Google (Maps, Satellite, Terrain).
Version 2.3 - New logo
- Removed non-working OpenStreetMap
- Added '1' button functionality which switches the image source back
- Compiled with latest libogc
http://code.google.com/p/wiiearth
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 26th, 2012, 22:40 Posted By: wraggster
I adore handheld gaming. I have ever since I first laid eyes on the original Game Boy in 1990. Vita and 3DS? Both day-one purchases. So it pains me to admit that my interest in dedicated portable consoles has hit an all-time low.
I've taken serious time to reflect on this, but I always come to the same conclusion; handheld consoles have lost their way.
Modern portables are just not what they used to be, or what I want them to be anymore.
I always loved handheld gaming for the convenience of portability, and I don't mean "gaming on the go" - the most overused term in handheld console marketing. I use my handhelds at home. But I don't always like to be confined to my living room TV. I enjoy gaming in the garden under the shade of my porch. I like gaming in complete ignorance of my wife's obsession with Vampire Diaries and Once Upon a Time - shows which dominate the TV for hours each week. I love gaming in bed before sleeping - that's a near nightly practice for me.But I also love portable gaming for its purity. As console games gradually became bigger, prettier, more complicated and inherently more expensive throughout the late '90s and early 2000s, portable gaming's inferior hardware forced it to remain true to the simpler origins of my lifelong hobby. I don't just mean 'old-school', but streamlined, fast, and direct.
Now, in 2012/13, we have portables that are more capable than the wildest dreams of my 12-year-old self. And having lived with them far beyond the initial honeymoon period, I really wish they weren't.
My point is, portable consoles' obsessive pursuit of "console quality gaming" has done more harm than good. It's their final attainment of this high-end performance that's ruining handhelds for what they really should be - portable, convenient and, crucially, instantly gratifying.
Let's start with that - load times. This grates on me more than any other aspect of modern portable gaming. I want to flick on my portable and I want to be playing a game within 20 seconds. I want to play a quick race during a commercial break. I want to blast through a quick mission while I wait for my wife to apply the finishing touches to her hairdo. Nevermind the scenario, I just don't want to bloody wait.
Yet it takes a hair under a minute to get to gameplay in Resident Evil: Revelations on 3DS. And no less than a minute and 28 seconds to get Vita from standby mode - not even full shutdown...standby - to actual gameplay in Assassin's Creed 3: Liberation. A minute and a fricking half.
I know, I know... huge open world, high-res textures - it's all 'triple-A'. I get it. Truly impressive on a machine that size, too. That much is undeniable. But this is exactly my point. I sit down on the throne, fire up my Vita and I'm half-way done before I even get in-game. Sorry, but that's a fail.
All those high-end visuals have an knock-on effect in other areas, too. Namely, battery life. Unfortunately, power cell technology hasn't progressed in equivalency with the increasingly power-hungry processors of today. Admittedly, most of the time it's not a huge deal - the 2.5 to four hour battery life of the 3DS and Vita is enough to see you through your average commute, or doctor wait time."There's no denying that this is abysmal performance" However, I recently took my Vita out to a racing track day where I knew I'd spend most of my time waiting to get on track in a car. My plan was to keep busy with Vita during downtimes. I started the morning with a fully-charged Vita. It was dead before lunch.
There's no denying that this is abysmal performance. Anything less than 6 to 8 hours and battery life becomes a serious concern - especially for long journeys or extended periods without access to a power outlet. Convenient, this is certainly not, and it even calls into question the true 'portability' of these machines before we even touch on their size.
Let's talk about that though. Surely, portables should be portable, no? I mean, truly portable. 'Put them in your pocket even if you might not use them' portable. 3DS is just too big for that kind of commitment, and to call Vita portable in that regard is almost laughable. It's a brick. Early '90s mobile phone levels of heft.
You could argue that very few portable consoles have actually been pocketable over the years, and you'd be right. Game Boy was massive. Game Gear? Ha! The crucial difference is that there was nothing like Game Boy back in 1990. 'Snake' - the Angry Birds of the pre-smartphone era and the title that unintentionally kick-started mobile phone gaming - wasn't even programmed for a Nokia device until 1997, according to the official Nokia blog.
Game Boy evolved though, and it attained true portability with the brilliant GBA SP. But modern handhelds have seemingly thrown this all away in favour of high-end performance, cameras and rear touch panels.
Both Sony and Nintendo's latest machines are undoubtedly impressive bits of kit, but if I could sacrifice some of that horsepower and a few of those cameras for a console that slips neatly into my inside pocket, I'd do it in a heartbeat.
I find it deeply depressing to see how complicated portable gaming has become. Retail-only games, retail games for download, download-only games, Virtual Console ports, 'HD' remakes... and even now DLC. We've got internal memory, external memory cards, cloud storage and cartridges. Fire up the machines and we have firmware updates, game patches, network IDs... the list goes on.
Now, I don't want to sound like an enemy to technological progress. I'm a tech junkie; give me all the futuristic gizmos you can make. But has it gotten to the point where this technological 'advancement' is detriment to the core values upon which the portable segment was originally created? I think it has.
And what of 'triple-A' games on handhelds? Do we really need these big, complex, multi-million dollar behemoths with their convoluted story lines, bombastic QTE sections and fancy motion-capture cutscenes on our little pocket consoles anyway? I thought I did. I've come to realise I really don't.Here's a painful admission. I am ashamed to admit that I've racked up more gaming hours on my iPhone 5 than I have on either of my dedicated portables. Wait - don't facepalm just yet. This is NOT another 'smartphones > handhelds' rant.
I said I was ashamed to admit it. Why? Because I am absolutely a hardcore gamer. Because I like me real buttons. Because I refuse to accept those monetisation apps, disguised as so-called 'social games', as valid forms of gaming. And, crucially, because I am passionately against the notion that smartphone gaming is rendering dedicated portables obsolete in any way.
On the contrary, if dedicated portables are dying, I believe the blame is with their creators having lost sight of what portables should be.
So how can I, a thoroughbred hardcore gamer, have spent more time jabbing away at games on my button-less phone than playing, say, Resident Evil Revelations or Uncharted: Golden Abyss on my expensive portables? Because iPhone serves up many of the core values and aspects of portable gaming that the dedicated portables themselves seem to have forgotten - and with its own modern-age flair.
Factor one: It IS portable. I carry my iPhone everywhere. It's always there. It's capable of visuals almost on par with Vita - and certainly sharper in terms of screen resolution - yet all that tech fits into a profile so thin I forget its even in my pocket. I'm committed to gaming enough to carry my phone in one pocket and a handheld in the other, but as discussed earlier, not when said handheld is bulkier than Bill Gate's wallet.
Factor two: The lack of buttons is often touted as the iPhone's biggest disadvantage, yet it's this very thing that forces (good) iOS developers to streamline their ideas and be creative. There are some fantastic iOS games out there, some, full-fat adventures that are insane to imagine could even exist on a phone, others so ingenious in their simplicity that they nail those core portable values with quick, instant-fun.
And I'm not strictly in opposition to on-screen buttons either - I'm 10 hours into GTA: Vice City and having a blast. Plus the phone's motion controls, multi-point touch and always-connected capabilities only help to promote creativity in game design.
Factor three: Continuous and near-instant access to new games. Anywhere, anytime. I actuallyenjoy browsing the recently much-improved App store for games, and Apple's clear focus on gaming on the store has only helped this. The fact is, on the occasions when I've fancied playing a new game, I've got one on iPhone within minutes.
Factor four: The games are, on whole, very cheap. I'm never usually one to complain about the cost of video games since I believe £50 for anything more than 12 hours of entertainment is good value for money. But I've come to appreciate the joys of snagging a fairly full-featured game for under £6. Real games too - not cheap mini games.
Arguably, the 3DS' eShop and Vita's PSN offerings provide much of the low-cost, quick-hitting, streamlined experiences I've discussed through much of this piece, but these digital-only corners of Nintendo and Sony's consoles are not the focus of Sony or Nintendo's platforms. On 3DS and Vita, the more compact digital games are almost like the b-team offerings of the consoles' lineup. An underground, back-alley scene - left to a cast-away collection of small indie developers to provide these experiences, many in their infancy as game designers. Sure, games like Pullblox are an occasional 'me-too' performance from a big-name in-house developer, but these are few and far between.I want dedicated gaming portables to go back to doing the job they were originally created to do, with only the mod-cons that'd enhance their offerings, not hinder them.
And so it's here that I declare my undying love for one handheld that - almost - got it dead right. If you focus on form factor, performance and sheer usability, one portable outshines them all.
I love the PSP Go.
It was expensive. Holy shit, that thing was it overpriced. And that's what killed it. But the PSP Go, in my view, struck the perfect balance of performance and functionality versus compactness and convenience. It was small - easily small enough to slip into a pocket. Yet it was capable of decent 3D visuals (Ridge Racer still looks great), awesome 2D (Metal Slug, anyone?), and it had all the buttons a portable needs.
It wasn't perfect, but it was headed in the right direction. My dream portable would look just like the PSP Go. Four years of modern advancements would surely see it get a touch screen, more internal memory, a slightly faster CPU than the 333Mhz one that was in it, and a cellular data connection. Probably. And I'd take all that in the same slim casing.
But more than all that, I'd want to see good, honest, portable games. Not 'console-quality' or 'triple-A' - just portable games in all their instantly-gratifying glory.
http://www.computerandvideogames.com...-lost-its-way/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 26th, 2012, 22:33 Posted By: wraggster
Nintendo lays claim to one of the more advanced implementations of dual-display gaming; its Panorama ViewFeature lets you move around the Wii U controller to see a different perspective than what's shown on the external TV screen. The company was just granted a patent for this very technology, and the document goes into great detail about the gyrosensors used to determine the controller's change in position. It's a lot simpler in practice than in theory -- just take a glance at the image above or peek at our hands-on demo of the concept at E3 2012 (embedded below the break).
http://www.engadget.com/2012/12/26/n...-view-feature/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
next » |
|
|