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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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August 16th, 2011, 16:49 Posted By: wraggster
via http://gbatemp.net/t304671-3ds-save-de-encrypter-v1-5a
3DS Save De/Encrypter is a Windows application for decrypting and encrypting 3DS save files. In addition this tool can also create a reset save file for restoring 1-save game carts back to factory defaults. Hardware such as the NDS Adaptor Plus with version 3.02 software is required to grab the save file from the 3DS game cart. For more information on this project and to get involved with the discussion, check the link below.
QUOTE(Change Log)- Checksum data for all checksums found so far, load decrypted save from Experimental menu.
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August 16th, 2011, 16:47 Posted By: wraggster
via http://gbatemp.net/t305090-spike-dislike-ds-b01-1-0
spinal_cord brings us Spike DiSlike DS, a remake of Jayenkai's PC/iOS title, Super Spike Dislike. The game's object is to bounce and maneuver your ball through an obstacle course of spikes. Join the on-going discussion linked below to get the full story about this new homebrew project.
QUOTE(Release Notes 08/14/11)- If you haven't played the PC or iDevice versions of Spike Dislike, then you've missed out on one of the best indi games ever.
I took it upon myself to remake Jayenkai's 'Super Spike Dislike' for the DS, yes, he knows, no, he doesn't mind.
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August 16th, 2011, 16:44 Posted By: wraggster
via http://gbatemp.net/t305112-sandbox-engine-ds-dsi-v004-5
Sandbox Engine DS-DSi, the work in progress 3D game engine for the DS and DSi made by t377y000, has been updated to version 004.5. See the change log for more what's new, and for more information about this homebrew, join the on-going discussion linked below.
QUOTE(Change Log 08/14/11)
i added lots more in this version.•made lots of changes to the code, & bug fixes.
•actually added a basic GUI finally.
•there are 4 maps now, im adding more objects, cars, buildings, houses & maps, etc & looking for ways to make the maps bigger.
•the texture changing & ability to move the camera up & down has been removed in this release but will return next release.
(Edit: i saved the ability to pan camera up & down in this version.)
•i made some textures higher resolution like grass, & snow. more will have higher resolution in next version.
•the 1st map a small island with a house, the 2nd map a sandy beach, the 3rd map is just a small snowy island but there's a building with floors, & the 4th map is like an intersection, with some houses & the building & cars.
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August 16th, 2011, 16:37 Posted By: wraggster
The Lavalit guys have released a new version of their Beatem Up for the Dreamcast, PSP, Wiz, Wii, GP2x and Dingoo:
penBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Available Platforms
----------------------
OpenBOR has a very modular and portable design inherited from Beats of Rage. Ports
to the following platforms are currently supported:
* Windows
* Linux
* Mac OS X
* Wii
* PSP
* Dreamcast
* GP2X
* GP2X Wiz
* Dingoo a320
In addition to the above, the original Beats of Rage engine (downloadable from
the Senile Team website) is available for the following platforms:
* DOS
* Playstation 2
* Xbox
* GP32
* Palmtop
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August 16th, 2011, 15:09 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3078
dragbe updates its installer dedicated to the new cIOS d2x. Various bug fixes and some interesting new features are emerging. changelog: - removal of d2x v3 - added patch to ES_Version AHBPROT (thank you R2-D2199) - fixed bug with AHBPROT in offline mode (thank you Davebaol) - new summary screen installation settings - new summary screen after installation - added an option to choose the revision of cIOS - to save the configuration module installation - module to load the installation configuration file (in the ciosconf.cfg directory of the installer) - module to save the NUS script to download the files needed for offline installation - fixed minor bugs - the argument
- Ios = XXXmeta.xml file is only active if AHBPROT is inactive d2x cIOS install 3.0 Official site: http://code.google.com/p/d2x-cios-installer/
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August 16th, 2011, 15:02 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3077
Crediar , to whom we owe a multitude of excellent programs on Wii (preloader, sneek, various faults, etc..) offers us one last gift before his swan song, it was unfortunately no time to develop and having announced his retirement from the stage homebrew wii a few days ago. It is therefore de Dios Mio Lite, a pseudo loader Gamecube on Wii, which, unlike Dios Mio (GC USB loader which will remain in the state of POC demonstration was made that it could never work properly due to the architecture of the Wii), will launch the games from the front SD slot of the wii. Why a "pseudo loader"? For the simple reason that only hack / patch the BC (file system required for running games on Wii GC) of the console and must be used in conjunction with SNEEK + DI (which allows to virtualize a Menu System complete and launch games from an SD card). DML is a kind of beautiful in Sneek + DI overlay to launch the games from Gamecube and it is unfortunately not designed (in the current situation of less) for use on a NAND "real". One would hope that third-party tools are developed in this sense, time will tell ... It is therefore the first and last version of DML, the author abandoned the project development and is not open-source . However, it seems to work great, to see the video below:
Installation (SNEEK + DI)
- Download MIOSv10 from official servers (NUS) and decrypt (Nus Downloader is perfect for this task)
- Copy the file "0000000c.app" obtained in the directory FixELF
- Use FixELF to create the patched with the following command: "FixELF 0000000c.app DML.elf 0000008.app"
- Navigating the NAND virtual directory "/ title/00000001/00000100/content /"
- Replace the file "00000008.app" original with the one generated FixELF (*)
- You can now choose from the Gamecube games menu SNEEK + ID (A GC or Wii disc MUST be in the drive) (*) The file "00000008.app" created by FixELF should normally be 214,840 bytes and have the following CRC32: 60C9BE58 ATTENTION: DML operates from R157 SNEEK but Gamecube games using streaming audio require mandatory SNEEK R168 (these games will work but will lack the audio tracks using the audio streaming ). crediar If you wish to support, you can download DML at the host that he has chosen here The file is still available directly on our servers for convenience. Dios Mio Lite (POC) Official site: http:/ / gbatemp.net/t304789-dios-mios-lite-proof-of-concept-release
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August 16th, 2011, 14:53 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3076
emu_kidid just put online a new version of its popular Gamecube loader to run games from an SD Gecko, or an HDD (connected using an adapter EXI - IDE). It can run on both Gamecube on Wii (with some adjustments at the cMios). Changelog (R62) - New patch "high level" (fixes Super Mario Sunshine and a few other games) - support (basic) of the Wode - integration of the pre-patch in swiss - consolidation of patches SD (SD & SDHC) - Using "RequestError (0xE0)" instead of "Seek to sector 0" for low-level patching - DVD after engine shutdown intialisation drive (for Qoob only) - MP3
Summary of the homebrew
and foremost, it is useful to clarify some important things to reframe the situation - this is a homebrew native GAMECUBE by definition backward compatible with the Wii with some modifications (installation of cMios wiigator 0.2 and using Wii Gamecube Homebrew Launcher 0.2.3 to run from Swiss-GC Homebrew Channel). Keep in mind that it was designed at first for the Gamecube. - GC as an application, none of the devices is accessible only Wii (SD slot, USB ports, etc). It is therefore necessary to use different "accessories" to enjoy: SDGecko and / or IDE / EXI (both can be purchased or manufactured home) Getting back in the thick of things, Swisscom GC is actually the successor SD-Boot (almost entirely rewritten), a loader capable of launching GC games in ISO / GCM from an SD card or HDD ** * via appropriate adapters (to plug in a memory card port GC). Here Currently supported features: - Load executable GC (. dol) from the following media: ** SD / SDHC ** / * DVD-R/HDD - Load game (s) ISO / GCM for the following media: hard Original / ** SD / SDHC ** / * DVD-R/HDD - Support multi-game compilations on DVD-R (Cobra / GCOS) - Supports multi-disc games from the following media: original disc / SD ** / ** SDHC / DVD-R/HDD * - Copy of original disc to SD ** / ** SDHC / HDD * - Region Free mode / Video mode forced 480p (WIP) - cheat engine for all games (making ** days via SD / SDHC ** / * HDD) Future Features (in order of priority): - Memory Card Manager - Support for USBGecko / SE - Dumpeur IPL / SRAM / DVD-ROM / RAM - IPL Configuration * features require a HDD -IDE adapter EXI or HDD Adapter house . ** SD features require SDGecko or an SD adapter home . The main advantage of this project (in addition to his exploits to launch games from an SD device on HDD or GC), for the budding DIY, is the possibility of self-assembly of the entire necessary modifications, as well as the SDGecko IDE-EXI. Most couch potatoes still have the option to purchase the modules already mounted. The whole is of course open source and you can find your happiness (binaries / sources) on the project's official GoogleCode. Please note that a number of homebrew already support the IDE module EXI-see list attached link: http://www.gc-forever.com/forums/viewtopic.php?f=23&t=331 WiiPower offers a very nice homebrew to launch swiss-GC from HBC (Wii): http://www.gc-forever.com/forums/viewtopic.php?f=6&t=371 Swiss-GC 0.1 R62 Official website: http://code.google.com/p/swiss -gc /
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August 16th, 2011, 12:14 Posted By: wraggster
Engine02 is a script-driven, multiplatform 2D game engine with builds for DOS, Windows, Linux, Intel/PPC MacOSX, PSP, Wii, and GP2X Wiz.
Complete documentation for creating games is downloadable from within the interface in PC and Mac builds, and is also available on the website. A generic template from which to build new games is also available from the in-program downloads list, as well as an open example of fully-featured gameplay.
Games created or hosted by the author and his team are directly downloadable from inside the program. Updates for the program, or any installed game, can also be downloaded from the same interface when they become available.
What's New (v11.08.11)
View complete "What's New" document
Features
A new build is now available for the GP2X Wiz
New Script Commands (1440-1472, see index in "Functions" doc)
Manual opening/creation of and reading from or writing to data files, making possible demo recording/playback, game progress saving, custom data editing, etc
Load new Player Character data into any existing Player Character slot at any time during gameplay to allow many Character types in a single game without having to expend the RAM to store them all at once
Load a new set of Global Palette Colors from a PCX/TGA image file at any time during gameplay
(Re-)Obtain a Tile Map for a Tiled Level Object from anywhere on any existing Tile Plane at any time during gameplay
Save standard Level Layout and/or Tile Data to the files that were last loaded, or a new location specified by Script Text
The _SaveObjects Command now accepts a "Register" for the Text ID parameter
Modify or retrieve (for value testing) the contents of Game Text Strings, enabling visible entry and use of names, passwords, etc
The Tile Editor has been rearranged to make better use of available screen space, and updated for functionality
The tiny, hard-to-click arrows have been removed; click options are now activated by left- or right-clicking the option label or its displayed value
The entire 256-color palette is now available all at once
An option is now available to place a smaller, less-featured version of either the Tile Selector or Level Editor in the lower-right corner for more quickly selecting tiles from the list or the level layout, drawing to the level layout, and instantly viewing changes to the overall layout image while editing a tile
Palette entries can now be swapped within the editor for easily organizing colors in preparation for Palette Animation, or any other purpose
An "Alias" system has been added so that more-easily-memorizeable names can be used for Commands, Variables, settings, etc. in scripts instead of their internal ID numbers. Aliases for standard IDs are included and listed/used in the documentation, and users can modify them and/or add their own for game-specific IDs
Tile Animations can now be set up more quickly and easily by means of the new automatic Tile Animation frame insertion, which uses the Level Editor's Tile Plane section selection/copy feature
Shortcuts have been added to both the Tile Editor and Level Editor for filling either an entire Tile or all non-transparent pixels of a Tile with any of the four solidity types
Sprite Editor "Dumps" of Player Character Sprites will now save these changes directly to the selected Character's Character Def File by default. The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
Sprite Editor "Dumps" of Object Sprites will now save these changes directly to the appropriate Object Def File by default (depending on which set the currently-selected sprite set resides in). The external "frames.txt" dump is still available, and can be performed by instead holding Ctrl while pressing Enter
When viewing Object Sprites in the Sprite Editor, the Status element that displays the currently-selected set number will now display the set's ID relative to the Object Def that loaded it, rather than its E02-internal ID (Ex: If there are 28 Game-global Object Sprite Sets, the final set's ID will be shown as "27G", while the first "Zone" set's ID will be shown as "0Z" rather than "28"). The same principle has also been applied to the "Ani ID" element
When viewing Player Character Sprites in the Sprite Editor, the Status element that displays the currently-selected "Animation Function" will now display the set's ID relative to the "Player Character Common Functions" list or the selected Player Character's "Character Specific Functions" list, rather than its E02-internal ID (Ex: If there are 33 Player Character Common Functions, the final Function will be shown as "32C", while the first Player Character's first "Character-Specific" Function ID will be shown as "0P" rather than "33"). Also, the selection will default to the Player Character's first "Character-Specific" Function, and "Character-Specific" Functions belonging to Player Characters other than the one that is currently selected will not be accessible
A new error message has been added to report when Sprite width and/or height are defined as 0 (or less) for both Player Character and Object Sprites, eliminating crashes due to such settings. Please use a 1x1 sprite that loads a single transparent pixel for "invisible" Sprites or Sprite Frames
Further optimizations have been made to level collision testing for both Players and Objects
Message system messages have been made easier to read; each string is now drawn with a background color rather than allowing the game/editor/interface screen to show through
On program startup, there is now a three-second delay on updates testing that provides time to cancel the connection attempt. Also, when pressing F8 to return to the main menu, the menu comes up immediately instead of again testing for updates first
The current FPS has been removed from the Level Editor's Status display, since the display toggled by F10 makes it redundant
Bugfixes
_???=TileInfo(???) commands were treating incoming position values as unsigned rather than signed, which caused negative values to read as extremely high positive values and fail to wrap around the level or looping section boundaries correctly, causing crashes due to out-of-bounds reads. This has been corrected; passing variables containing negative X and/or Y position values will now cause the position to be wrapped properly, eliminating the crash and returning the correct tile data
Sprite Editor "Dumps" would fail without displaying an error/warning if the "dump" folder didn't already exist in the currently-loaded game's Game Folder. These features now automatically create this folder when appropriate
"F" for vertically flipping a single Tile Frame in the Tile Editor wasn't working at all, and "M" for horizontally mirroring the current Tile Frame was only functioning on Frame 0 rather than the currently-selected Frame. Also, these features were not functioning correctly in the DOS build with a "vmode" setting greater than 2 (default is 3). These features now function the way they were intended
All TGA image dumps were output with a single incorrect byte setting in the header, causing them not to load properly or at all in the majority of image editors (except, conveniently, the one that was used for testing). This has been corrected, and TGA image dumps for screen shots, level maps, sprite editor dumps, etc. should now open properly in all editors that support 8bit indexed-color RLE-compressed TGA images
http://stealth.hapisan.com/E02/
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August 16th, 2011, 12:10 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date. You must not ask the Yabause Team about unofficial versions
Unofficial r2649 beta22 - Aug. 13, 2011
add timing parameters, divide number for clock and smpc other timing. ex., Rockman 8 (it seems to be called as Mega Man 8 in the other areas) works at the divide number for clock=7, but very very slow.
add "Remove Setting File", "Reset Settings" menus
some minor fixes and changes
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August 15th, 2011, 22:37 Posted By: wraggster
Max & the Magic Marker, Press Play's indie platformer in which players control both a young boy and a free-floating marker that can draw platforms and objects, is headed to the DS after releases on WiiWare, PC, Mac, iPhone, iPad, and Windows Phone 7. Basically, if it's a game platform with some kind of pointing device, this game will eventually end up there.
The DS version will be released as a retail cartridge in North America "Holiday 2011". The port is being published by Easy Interactive, who also re-released the WiiWare game as a Wii disc in Europe.
http://www.joystiq.com/2011/08/15/ma...-this-holiday/
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August 15th, 2011, 15:32 Posted By: wraggster
Nintendo has released new digital titles for the 3DS and DSi. Here's what the latest update includes...
This week's big game is a remastered 3D version of Urban Champion. Here's what Nintendo's official description has to say about it:
"Force your opponents into submission and down open manholes, by blocking, punching and dodging your way through. Watch out for the angry neighbours, however, as they will try and drop flower pots right onto your head."
Here's the full update list:- 3D Classics Urban Champion: Nintendo 3DS - €5
- My Asian Farm: Nintendo 3DS, Nintendo DSi - €2/200 Points
- Moto eXtreme: Nintendo 3DS, Nintendo DSi - €8/800 Points
- Flight Control: Nintendo Wii - 500 Points
Last week's update included classic top-down shooter Xevious.http://www.computerandvideogames.com/315378/3ds-eu-eshop-update-urban-champion/
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August 14th, 2011, 18:56 Posted By: wraggster
Normally when we see an R/C transmitter used in a build we’re prepared for robots, quadcopters, or UAVs. [Alex] found a new use for his Futaba radio – hooking it up to his Super Nintendo.
We’ve seen a lot of builds using game controllers as interfaces to other hardware. The N64 media remote comes to mind, as does the NES iPod dock. Outside of a few builds to automatically win in-game currency for you, we haven’t seen much of anything to control a video game with additional electronics. [Alex]‘s build happily bucks that trend, and technically gives the SNES an analog controller.
The build uses an mBed microcontroller to capture the radio’s button and stick positions. This is sent through a two shift registers to produce the 16-bit packet required of the SNES controller protocol. [Alex] posted all the software for his build, and from the looks of it the code seems pretty portable. [Alex] says he’s working on getting his Sega Saturn running with his Futaba, so we can’t wait to see some Panzer Dragoon action. Check out [Alex] demoing his controller with Gradius III after the break.
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August 14th, 2011, 18:36 Posted By: wraggster
Playing games online can be a mixed bag of fantastic and horrible experiences, depending on what you're playing. If you're lucky, the game you're interested in has an active, helpful community of friendly people, eager to help new players become members of the neighborhood. If you're unlucky, however, your online gaming experience may take a decidedly different, far less enjoyable form.
Nintendo, seemingly aware of the perils of interpersonal interaction online, have filed a patent for a "Massively Single-Playing Online Game," which aims to provide all of the benefits of a persistant online world, without any of the drawbacks associated with other people. The general idea is that a player's actions will affect various gameplay mechanics for all other players, much like in traditional MMOs, however the players will never actually interact with each other. A player may build themselves a house in a persistant world, for instance, and while other players can find the house, they cannot find its creator.
The Big N also gave economic examples, wherein a player's actions may increase or decrease the scarcity/value of an item for all players across the board. NPC interaction was also pointed to as a way for players to communicate with each other indirectly, with computer-controlled characters acting as messengers.
It's important to remember that technology companies like Nintendo file patent applications on a fairly regular basis, and that this application's existence doesn't necessarily mean that we'll be seeing this kind of gameplay implemented into anything anytime soon. It's also important to remember that a Pokemon game using this technology would be off the chain.http://www.joystiq.com/2011/08/13/nintendo-files-patent-for-massively-single-playing-online-games/
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August 14th, 2011, 18:36 Posted By: wraggster
Playing games online can be a mixed bag of fantastic and horrible experiences, depending on what you're playing. If you're lucky, the game you're interested in has an active, helpful community of friendly people, eager to help new players become members of the neighborhood. If you're unlucky, however, your online gaming experience may take a decidedly different, far less enjoyable form.
Nintendo, seemingly aware of the perils of interpersonal interaction online, have filed a patent for a "Massively Single-Playing Online Game," which aims to provide all of the benefits of a persistant online world, without any of the drawbacks associated with other people. The general idea is that a player's actions will affect various gameplay mechanics for all other players, much like in traditional MMOs, however the players will never actually interact with each other. A player may build themselves a house in a persistant world, for instance, and while other players can find the house, they cannot find its creator.
The Big N also gave economic examples, wherein a player's actions may increase or decrease the scarcity/value of an item for all players across the board. NPC interaction was also pointed to as a way for players to communicate with each other indirectly, with computer-controlled characters acting as messengers.
It's important to remember that technology companies like Nintendo file patent applications on a fairly regular basis, and that this application's existence doesn't necessarily mean that we'll be seeing this kind of gameplay implemented into anything anytime soon. It's also important to remember that a Pokemon game using this technology would be off the chain.http://www.joystiq.com/2011/08/13/nintendo-files-patent-for-massively-single-playing-online-games/
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August 14th, 2011, 18:32 Posted By: wraggster
Wii U tablet schematics found in a new Nintendo patent have confirmed several features for the company's upcoming console.
Diagrams of how the touch-screen controller will work (first spotted by NeoGAF) include descriptions of a magnetometer and flash memory.
Mentions of the handheld's microphone, speaker and camera functions in turn confirm yet more features.
Flash memory is similarly to be expected. The Wii Remote contains a small amount, enough to transfer Mii characters from one Wii to another. How much will the Wii U tablet contain? Enough to save game progress? Enough to save a princess?
The magnetometer meanwhile is likely for motion control calibration. Sony uses the same technology in Move and Vita. It helps keep motion-sensing devices properly orientated, which should mean no more "place your controller on a flat surface" messages current Wii Motion Plus games often require.
Other components listed include the tablet's wireless and IR communication modules - for communication with the Wii U base unit, but probably also the Nintendo 3DS.
There's no new information on the Wii U's mysterious central console unit, said to have at least as much horsepower as Sony's PlayStation 3 and Microsoft's Xbox 360.
Stuffed to the gills with features, how high will the Wii U controller push the console's overall cost? Don't expect to find out before 2012. Nintendo has said it will keep schtum on Wii U price and launch details until next year.
http://www.eurogamer.net/articles/20...tablet-details
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August 13th, 2011, 23:12 Posted By: wraggster
The Nintendo 3DS price cut is now in effect in the UK, with many retailers having chopped around a third off the previous £230 asking price.
A number of retailers jumped the gun yesterday by pre-emptively dropping their prices and kicking off another price war in the process.
The 3DS is available at Morisson's for £120, while Tesco has dropped it down to £115, which is currently the lowest price around.
Curry's and PC World have said they will price-match any store located within a 30 mile radius by cutting a further 10 percent off the price. Which means you'll be able to pick up a 3DS for around £100 at any Curry's or PC world with a Tesco nearby.
Earlier today Amazon dropped its price to match Tesco. We expect others will now likely follow.
As ever, if you spot anywhere selling Nintendo 3DS hardware for less than the above listings, let us know in the comments below.
http://www.computerandvideogames.com...beat-pound115/
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August 13th, 2011, 23:09 Posted By: wraggster
Nintendo of Europe has detailed the features 3DS Ambassadors can look forward to finding in the crop of free NES and GBA Virtual Console games that they'll be gifted next month.
The first batch of NES games will be available to Ambassadors from September 1 and have been described as "priority delivery" versions of the games.
This means the games will include a basic electronic manual detailing controls, alternating multiplayer allowing two people take turns on one system, and a VC Suspend function that saves the game when the home button is pressed so it can be resumed later.
These games will be released officially on the eShop at a later date with new features. Amassadors will be able to update their titles for free.
The new features will include a 'complete' electronic manual detailing all gameplay features and modes, simultaneous multiplayer on multiple systems in games that support it such as Ice Climbers, and a Restore Point function.
Ten Game Boy Advance games will be made available later in the year and will be exclusive to Ambassadors. Unlike the other games there won't be Suspend or Restore Point functionality, however any game with a game save feature will work as normal and the 3DS won't go into sleep mode when closed.
Nintendo will be releasing a firmware update later in the year to allow the transfer of the NES and GBA games to a different Nintendo 3DS.
The Nintendo 3DS price cut is now in effect in the UK, with many retailers having chopped around a third off the previous asking price.http://www.computerandvideogames.com/315216/3ds-free-ambassador-game-features-detailed/
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August 13th, 2011, 22:57 Posted By: wraggster
Bloomberg reports that Japanese analysts and investors are beginning to call on Nintendo to move or buy into the smartphone market, though only one - Tetsuro Li, of Commons Asset Management - is a confirmed holder of Nintendo stock. "Nintendo should aggressively make acquisitions or increase return to its shareholders," he said. "It's management's task to consider how to make use of the cash." Securities firm MF Global FXA went further, telling investors to "sell the stock, because a management once feted for creative thinking have just shown how behind the times they are."
http://www.next-gen.biz/news/nintend...ve-smartphones
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