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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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May 1st, 2019, 21:43 Posted By: wraggster
Way back in 2011, a Nintendo DS game card containing a copy of Nitro EVA 1.0 (a software intended for factory and service center use for testing the first model of Nintendo DS; the NTR-001) was allegedly scrapped by Nintendo and sent to a recycling center, but they didn't do a thorough job, and later it was successfully repaired, booted, and dumped!
With much less fragor, a week ago @loler55 purchased a DS card then-not-better-identified than "Test-NTR" for six Euros, wondering about its contents; luckily, not only it already was in usable condition, but in the eight years elapsed between these two findings, technology marched on - giving every owner of a modded 3DS a very simple method for dumping DS and 3DS cards - and a proven working ROM was quickly dumped and circulated on the Internet.
In the meanwhile, the card was identified as containing the sixth version of Nitro EVA optimized for the DS Lite (or, as exactly spelled in-app, "Nitro EVA.(USG) Ver6.0"), featuring as expected tests related to the DS Lite's adjustable backlight, as well as some other less obvious changes compared to its known predecessor.
The Japanese text on the label translates literally as "Actual Machine Inspection Card NTR", or more semantically, as "Card for testing real NTR hardware".
https://gbatemp.net/threads/nintendo...-found.537137/
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May 1st, 2019, 21:42 Posted By: wraggster
Ready for an update? Everyone's favorite Wii U emulator has been updated to the new version 1.15.5c, which is now publicly available. This is a fairly standard update, with a few fixes and QoL changes. As of 1.15.5c, the program now has an option to filter your graphics packs, can remember your window position, and has updated its game profiles. Multiple bug fixes have been made, along with further reducing micro-stuttering for games, which has been in the prior two updates as well. You can grab the latest version on Cemu's official site.
# Cemu detailed changelog for 1.15.5c
# Patreon release date: 2019-04-19
# Public release date: 2019-04-26
# New in 1.15.5c:
coreinit: Tweaked MEM2 heap size as some games expect system RPLs to occupy a certain amount of available memory (#48)
# New in 1.15.5b:
GX2: Fixed bug in framebuffer creation
# New in 1.15.5:
general: Added option to remember window positions
general: Added filter option to graphic pack window
general: Updated game profiles
CPU/JIT: New implementations for FRES and FRSQRTE with much higher accuracy (#3)
CPU/JIT: Added implementations for PS_CMPU0 and PS_CMPU1
GX2: Use floats instead of integers for viewport to match GPU7 hardware more closely
GX2: Avoid calling glClearTexImage on Nvidia due to extremly bad performance (clearing a 4K texture could take up to 50ms CPU time)
GX2: Fixed random crash that could occur with cache accuracy on high
GX2: Fixed incorrect viewport size calculation when resized by graphic packs
GX2: Reverted GX2ConvertDepthBufferToTextureSurface() change from 1.15.4 since it broke other games (#37)
H264: CheckDecunitlength() no longer requires valid PPS/SPS (fixes crash/softlock in Tank! Tank! Tank!)
Note:
(#xx) refers to bug tracker issues fixed by this change. See http://bugs.cemu.info/projects/cemu/
Source
https://gbatemp.net/threads/cemu-emu...1-15-5.537149/
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May 1st, 2019, 21:41 Posted By: wraggster
The end might just be nigh for the little handheld. Around this time last year, Nintendo promised investors that they would continue to support the Nintendo 3DS, with ports such as Kirby's Extra Epic Yarn, Mario & Luig: Bowser's Inside Story + Bowser JR's Journey, and Luigi's Mansion, alongside a new game in the form of WarioWare Gold. Now that fiscal year 2018 has come and gone, it's time to look towards the future; one that doesn't seem to focus the the small system. In the latest investor briefing, the only mention of the 3DS was comparing the Nintendo Switch to its sales numbers.
Company analysts forecast that around 1 million systems will still be shifted throughout 2019, though there is no word on any further first party releases. If you still haven't upgraded to the Nintendo Switch, you'll still have an upcoming title at least, in the form of Atlus' Persona Q2. Currently, over 75 million 3DS systems have been sold, with 378 million games for it, in the eight years that it's been on the market.
Source
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May 1st, 2019, 21:39 Posted By: wraggster
Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux, macOS and Windows ports.
The biggest changes in this release are some reversions which fix a couple games, some accuracy improvements which fix a couple more games, and some optimizations that speed things up a bit.
The Windows port now has an extra "Hacks" settings dialog that allows enabling some settings to allow older ROM hacks to work. The GTK port's hack settings are still hidden behind the -Ddangerous-hacks=true compile flag. The libretro port has had the remaining hack added. Use with caution and don't submit bug reports associated with enabling these hacks.
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- Fixed subscreen blending with master brightness < 100%.
- Fixed NMI timing when toggling enable bit. Fixes Chou Aniki--hack removed.
- Reverted an IPL map optimization that misses a weird edge case that caused
The Great Battle III to lock up.
- Clamp MSU1 addition to max amplitude instead of wrapping. Proper MSU1 tracks
will not be affected by this.
- Save mipmap_input parameter with customized GLSL and slang shaders.
- Actually use mipmap_input parameter.
- Optimized subscreen math with help from Dwedit.
- Revert to measured APU clock speed instead of nominal speed. Fixes An
American Tail.
- Fixed broken BPS patch support. (ArtiiP)
- Fixed MSU1 track restarting on load state.
Win32:
- Changed window flags to allow NVIDIA cards to auto-enable exclusive
fullscreen mode in OpenGL.
- Added a hidden option "DWMSync" that allows OpenGL to sync to the window
manager while in windowed or borderless windowed mode.
- The automatic frame skip option no longer limits to 59.94Hz.
- Fixed bad icon scaling.
- Added a hacks dialog to enable settings for older hacks to run.
libretro:
- Added ability to use Satellaview data in same directory as ROM.
- Fixed deviation from proper libretro spec.
- Added option to use the software NTSC filter. (stellarporter)
GTK:
- Added icons to the entries to clear binding assignments.
- Fixed overlap in xBRZ multithreading.
- Changed glFenceSync option to an OML_sync option that works better.
- Fixed accumulation of partial pixel data on mouse motion when we update the
mouse position more than once per frame.
- Allow one key to be bound to many controller buttons on the same controller.
- Force menu and button icons.
- Add the view menu to right-click when SNES mouse isn't used.
- Remove unused status bar option.
- Startup background can be changed in snes9x.conf.
- Improved PortAudio driver.
Unix:
- Fixed sound output that broke with APU refactor. |
https://github.com/snes9xgit/snes9x/releases+
http://www.emulation64.com/view/2970...v160-released/
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May 1st, 2019, 21:38 Posted By: wraggster
Mednafen is a multi-game-system emulator, for various platforms, including emulation of the following systems:Atari Lynx,Famicom,GameBoy (Color),GameBoy Advance,Neo Geo Pocket (Color), NES(both NTSC and PAL),PC Engine/TurboGrafx 16 (CD) and SuperGrafx,PC-FX,WonderSwan (Color).
Mednafen v1.22.2 Changelog:
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Apple2: Added basic support for WOZ 2.0 floppy disk images.
Lynx: Fixed a potential security vulnerability.
PCE: Fixed an an old regression(from around 0.9.0) that degraded DDA sample playback when playing a HES file.
PS1: Fixed a regression introduced in 1.22.0-UNSTABLE that broke a few PS1 games(e.g. "SimCity 2000" and "Rise 2").
SS: Added the European release of "Theme Park" to the internal database of games to use the data cache read bypass kludge with, to fix infinite boredom during the intro FMV. |
https://forum.fobby.net/index.php?t=...=1788&start=0&
http://www.emulation64.com/view/2971...1222-released/
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May 1st, 2019, 21:35 Posted By: wraggster
binjgb is a Gameboy emulator implemented in C. It's a simple GB/GBC emulator.
binjgb changelog:
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* Fix high DPI rendering on MacOS
* Remove deprecated texture2D function from shader
* Merge pull request #17 from binji/shader-version
* Prepend shader version; avoid deprecated features
* Merge pull request #15 from aconbere/anders/fix_compile_errors_on_osx
* use PRIu64 as advised
* Fixes compile errors for implicit instantiation on osx
* Fix bugs I introduced in the last commit
* Clean up demo.js some more
* Use ES6 classes in demo.js
* Use idb library in demo.js
* Update wasm module after bg priority fix
* Fix bg priority bug
* Allow the UI to capture the keyboard
* Add delete button to JS demo |
https://github.com/binji/binjgb/releases
http://www.emulation64.com/view/2974...v013-released/
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May 1st, 2019, 21:31 Posted By: wraggster
A gameboy emulator written in Pure Lua. Approaching feature completeness, but still a work in progress. This is designed to be fairly cross platform, and currently consists of a platform-independent gameboy module which contains the emulator, and a Love2D interface, presently the only supported platform.
Supported Features
* Pure Lua! Gameboy module should work on any Lua 5.2+ environment with the "bit" library available.
* Original Gameboy (DMG) and Gameboy Color (GBC)
* Decently cycle-approximate graphics
* Working 32KHz audio
* Multiple Palettes for DMG Mode
* SRAM and Save States
* Debug Panels for VRAM, Audio, IO and Disassembly
* Built-in filebrowser, drawn in software for easy porting
Notable Missing Features
* Super Gameboy support (planned)
* Serial Transfer port
* RTC Timer (Pokemon Gold / Crystal)
* HDMA Transfers (Used by a very small handful of games, notably Shantae)
LuaGB v0.1.1 Changelog:
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Now targets Love 11.2
LuaJIT settings optimized for a rather hefty performance boost. Credit to @nico-abram, @TannerRogalsky and @meepen for the suggestions.
Less unpack, more FFI. Several small speed improvements from light code reorganization
Audio now routes through QueueableSource, greatly reducing skips, pops, and latency when running fullspeed
Proper support for General Purpose and HBlank DMA, needed by a few popular CGB games |
https://github.com/zeta0134/LuaGB/releases
http://www.emulation64.com/view/2975...v011-released/
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April 29th, 2019, 21:40 Posted By: wraggster
Here’s a brand new hack of the SNES port of Prince Of Persia! It’s a complete hack from the title screen up to the staff roll!
It tells an original story, across 10 main levels plus 5 training levels to introduce some new mechanics for this hack, all of them adorned with a mix of old and new background/foreground sprites, and a custom colorization for the entire game. Also, here for the first time in a PoP SNES Mod, an original musical composition for the title/prologue screen as well as a musical arrangement for the Menu music.
Thirteen months of hard-on-and-off work, to bring a fresh experience to this SNES classic!
https://www.romhacking.net/hacks/4456/
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April 29th, 2019, 21:37 Posted By: wraggster
An update is now available for the Metroid: HD Custom Edition mod for the Mesen emulator (version 1.3).
The first version of this pack was released in August 2018. While the initial release improved upon many aspects, limitations of an NES era game were still very apparent. Most notably, the running and jumping graphics of the pack were considered by some to be choppy and awkward. Thanks to contributions from kya and mkwong98, substantial improvements have now been made in these areas.
For jumping, the graphic problem was rooted in the behavior of the original NES gameplay. The original game shared running graphics with jumping graphics. This proved to be problematic as the HD pack changed the proportions of the player sprite substantially. As a result, creative freedom was limited and finding a pose that was acceptable for both scenarios proved to be very challenging. Fortunately, mkwong98 proposed a solution that separated the linked graphics by using an advanced feature of Mesen called the “spriteNearby” condition. This strategy was very promising. However, the solution did involve writing manual lines of code for every relevant tile address used by the game for jumping. During development, there were fears that this approach may overwhelm Mesen. This was understandable as the proposal did involve over 16,000 lines of additional coding just for jumping.
After the revised package was finished, initial boot time was impacted. However, once the game started, the emulator accommodated the new additions without crashing and at full speed. This is a testament to Mesen’s ability to handle substantial amounts of incoming information coming from custom HD packs.
For running, the pack was initially limited by the small number of movement frames used by the original Metroid. Low frame counts are commonplace with retro games. In fact, some players would even say this characteristic fits well with the low-resolution nature of an 8-bit game. However, once the resolution was increased via the first release of Metroid: HD, players naturally expected enhancements to other areas as well (such as frame count). Improving one aspect without the other resulted in a gameplay experience that some may describe as jarring. Unfortunately, it is much more difficult to customize frame counts with the standard HD Pack creation method.
Kya initially proposed a method to overcome this shortcoming using additional advanced features of Mesen called “frameRange” and “memoryCheckConstant” conditions. However, one problem in implementing the proposal from kya related to the fact that artwork could not extend beyond existing tiles. For an artist, this constraint could be thought of as a canvas that is not only small, but constantly changing shape.
After experimenting with various approaches, an unusual solution to this issue was discovered. Kya froze the running animation entirely by hacking the ROM. Some may consider this strategy to be counterintuitive as the final goal was to add running frames rather than subtract. However, the new hack solved the issue of a constantly changing canvas size. In addition, the frame with the largest number of tiles available to edit was used in the solution. This allowed for maximum creative freedom and all running frames are now inserted and controlled entirely through the HD pack in the updated version using the “frameRange” and “memoryCheckConstant” conditions.
New features of the latest pack include, but are not limited to, the following:
- Enhanced running and jumping graphics
- The download now includes pre-assembled zip files for alternate graphics (Megatroid, Fusiontroid, and 8BitTroid)
- The minimap is now an automap
- A new and secret area is now available in Brinstar
Download the latest version here: http://www.romhacking.net/forum/index.php?topic=26811.0
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April 29th, 2019, 21:30 Posted By: wraggster
Here is an announcement for SD Gundam - Gachapon Senshi 3 - Eiyuu Senki. This is the 3rd installment of the SD Gundam series on the NES which is now fully playable in English! Now you can choose from the 4 different campaigns of the SD Gundam world without the language barriers to keep you from playing this game. Enjoy the translation! Also part 4 will be the next one released as the current progress is halfway done at the moment.
http://www.romhacking.net/translations/4457/
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April 29th, 2019, 21:25 Posted By: wraggster
Happy 30th Anniversary, Princess Daisy!
Super Mario Land gets a full colorization hack by toruzz called Super Mario Land DX which changes the original Super Mario Land into a Game Boy Color game. Celebrating Daisy’s 30th Anniversary of her gaming career on Easter Sunday in 2019, a colorized remake of Super Mario Land was made to celebrate the occasion.
The full colorization of this game remakes the 8-bit original with updated graphics for enemies and characters to resemble the modern Mario games.
https://www.romhacking.net/hacks/4477/
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April 29th, 2019, 21:11 Posted By: wraggster
L4T Ubuntu is a version of linux based on nvidia's linux for tegra project. It uses a different kernel compared to previous releases which allows it to use features not yet in mainline. Such as audio, docking support and vulkan. Features- Dock support with USB
- Bluetooth (both controllers and audio)
- Nvidia GPU drivers - Vulkan and OpenGl
- Audio - Headphones, speakers and over HDMI when docked.
- Joycons and pro controllers are supported fully when not attached to the the console
- Touchscreen
- Display
- WiFi
- CPU frequency scaling - The CPU scales from 200mhz to 1.7ghz (what switch is binned for) depending on the load its under. Fans are adjusted to account for this
- Full sdcard speed
- Hardware video acceleration when using the built in videos app (means you can watch videos without battery draining massively)
Prerequisites
Click to expand...
Downloads: Sdcard image: https://download.switchroot.org/swit...9-04-28.img.gzHow to install
- Download the image from the downloads section and extract.
- Write it to your sdcard using a program such as etcher or dd.
- Boot hekate and select L4T from the configs menu.
- Wait for around 2-4 minutes while it initially loads
- Go through the setup process - make sure not to dock the console in this period.
- Once the initial setup is finished and you are on the login screen it is advisable to reboot:
- Hold the power button for 10 seconds.
- Load hekate again and select L4T as a payload.
- Log in and open the "Disks" app
- Select the second partition of your sdcard and click the gears icon
- Choose resize and change the size to the full amount of available space.
- Enjoy, you now have fully featured Ubuntu on your switch!
Bugs
- Wired joycons do not work (connected to console)
- Docking while having a ssh session open can cause the display to not turn off correctly
- No sleep mode
- USB OTG - works fine in dock though
- Vulkan is buggy in dolphin
Misc Info
- Pair (joy/pro)cons by opening the bluetooth menu in settings and pressing the + button in the bottom left corner. Then press the sync button on the controller and select its name in the pairing window. Once both joycons are paired press each of their shoulder buttons to use as one controller
- To use dolphin add the "dolphin-emu/ppa" ppa and install the dolphin-emu-master package.
- To update the system run "sudo apt update", "sudo apt upgrade". This will apply all switch and ubuntu updates aside from kernel updates, they will be posted here if ever needed.
- To limit cpu freq, run cat /sys/devices/system/cpu/cpufreq/policy0/scaling_available_frequencies.Ffind the one you want, then run: echo <freq you want> | sudo tee /sys/devices/system/cpu/cpufreq/policy0/scaling_max_freq
- To force max freq run echo performance | sudo tee /sys/devices/system/cpu/cpufreq/policy0/scaling_governor
- A gui to configure overclocks and fan profiles is coming soon, along with support for using 2.0 ghz cpu
Credits: Langerhans, Ave, Natinusala, CTCaer, NVIDIA, Everyone else in switchroot - more info on that in the future.
Click to expand...
Sources: They can all be found at https://gitlab.com/switchroot with the other kernel repos on http://nv-tegra.nvidia.com
https://www.maxconsole.com/threads/l...-switch.52555/
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April 29th, 2019, 18:23 Posted By: wraggster
Update: A more precise translation has given a clearer idea of exactly where the "more powerful" version of the Nintendo Switch is at in development. Here's a segment, shared by USGamer:
"Beyond the smaller, budget-focused model lies the development of the overhauled next-generation model intended to replace the one currently available. Nintendo is believed to be experimenting on a number of different things for the device, including usability, improved image rendering, and changes to the operating system, among other things. One development source contends, however, that it still remains unclear at this stage who at the company will end up taking the lead on conceptual development for the new console."
The original story, with a correction due to the clarity brought by the above statement, is below:
A rumored upgraded version of the Nintendo Switch may still be in the experimental phases of development, and may not be ready to be unveiled as soon as has been previously predicted.
https://www.gamesindustry.biz/articl...chnical-issues
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April 29th, 2019, 18:21 Posted By: wraggster
Tencent has been granted permission to distribute Nintendo Switch by the Guangdong province of China.
Before now, Nintendo's popular hybrid console was not officially available in China, but thanks to a decision by the provincial authority of Guangdong, that is about to change.
According to Reurters, a statement on the government website of Guangdong indicates that the Nintendo Switch with a "test version" of New Super Mario Bros U Deluxe can be distributed by Tencent Holdings.
A representative from Nintendo confirmed that Tencent had applied for permission in Guangdong to start selling the hardware. However, it is not clear whether further approval from the central Chinese government will also be necessary.
https://www.gamesindustry.biz/articl...witch-in-china
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April 29th, 2019, 18:11 Posted By: wraggster
Software sales drove revenue and profit growth for Nintendo in the last fiscal year, with 23 Switch games selling more than one million units.
The two biggest sellers were Nintendo's major launches for the year: Super Smash Bros Ultimate with 13.81 million units, and Pokémon Let's Go, Pikachu! and Pokémon Let's Go, Eevee! With 10.63 million units -- the third and fifth best-selling Switch games to date.
Nintendo's other big first-party release, Super Mario Party, sold 6.4 million units, but it was beaten by Mario Kart 8 Deluxe, which sold 7.47 million units despite having launched in April 2017.
In total, 23 Switch games became million-sellers during the fiscal year ended March 31, 2019, and 118.55 million units of software were sold overall -- an 86.7% increase over the prior year.
Nintendo's digital software business also increased, with full-game downloads on Switch almost doubling year-on-year to reach ¥118.8 billion ($1.1 billion).
In terms of hardware, Nintendo fell just short of its forecast with 16.95 million units of the Switch sold. That is an increase of 12.7% year-on-year, but it is shy of the 17 million units it expected to sell, which was itself cut from an earlier projection of 20 million units.
As of March 31, Nintendo Switch had sold 34.74 million units worldwide.
Nintendo earned ¥1.2 trillion ($10.7 billion) in revenue in the fiscal year, a 13.7% increase. It earned ¥194 billion ($1.7 billion) in profit, up 39% year-on-year.
Rumours of two new versions of the Switch continue to swirl, with the cheaper and more portable of the two expected to launch in the summer. However, Nintendo has yet to reveal plans for anything other than software.
In that sense, though, Nintendo has a busy year ahead, with Nintendo Labo Toy-Con 04: VR Kit this month, Super Mario Maker 2 in June, and Fire Emblem: Three Houses in July. Pokémon Sword and Pokémon Shield, a new Animal Crossing, and The Legend of Zelda: Link's Awakening are scheduled to launch in 2019, though firm dates have not been set.
It will also launch Dr. Mario World and Mario Kart Tour for mobile devices, the latter of which is about to start a closed beta test.
Update: Bloomberg reports that speaking to reporters in Osaka, Japan, Nintendo president Shuntaro Furukawa said that new Nintendo Switch hardware would not be announced at E3. He did not specifically squash reports that a smaller, cheaper Switch console would launch this fall.
https://www.gamesindustry.biz/articl...st-fiscal-year
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April 29th, 2019, 18:09 Posted By: wraggster
Shareholders seem disappointed in Nintendo's latest financial results as the company's share price took a hit the next day.
Reuters reports shares fell by as much as 5% in early trading at Tokyo, with analysts attributing this to the company's less ambitious sales projections for Switch.
Nintendo expects to shift 18 million units of the console in the next financial year, reaching a total global install base of 53 million units.
This would only be a 1.05 million increase on the 16.95 million sold in the previous fiscal year. Sales were below Nintendo's original expectations of 20 million units, and still just shy of its revised forecast of 17 million.
Nintneod also only forecast for a 5.4% rise in Switch software sales, with a full-year target of 125 million units.
Analysts told Reuters they believe this to be too conservative, given that the 2019 line-up for Switch includes the next generation of Pokémon titles, new instalments in the Fire Emblem, Animal Crossing and Luigi's Mansion series, plus a remake of Zelda: Link's Awakening.
There are also rumours of updated Switch hardware models, expected to be released as early as this summer, which should boost sales significantly.
https://www.gamesindustry.biz/articl...itch-forecasts
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April 29th, 2019, 18:06 Posted By: wraggster
Nearly one third of Nintendo Switch owners have a paid subscription to Nintendo's recently launched online service.
Since going live in September last year, global membership for Nintendo Switch Online has reached 9.8 million, excluding free trial accounts.
This number does however include discounted family memberships for up to eight consoles.
https://www.gamesindustry.biz/articl...-in-six-months
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April 29th, 2019, 18:04 Posted By: wraggster
I was never a Nintendo kid. Game consoles weren't allowed in my household growing up, so my formative gaming moments all took place on hardware with more "educational value" -- specifically a series of Amstrad CPC home computers followed, much later, by a Gateway 2000 PC.
When I first started writing about games, Nintendo wasn't having a particularly great time in the home console market. It was the late 1990s, and while Pokémon was keeping the Game Boy comfortably afloat, PlayStation ruled the living room with the N64 so far behind that "second place" felt like a charitable turn of phrase. In the next generation, as much as I liked the GameCube, there would be no question about where it stood relative to the all-conquering PlayStation 2.
Without the deep love of the company's franchises that informed many of my colleagues, I found it hard to understand why everyone maintained that Nintendo was an important and vital industry player. Yet as I found my feet and learned my way around the industry, meeting people who were experienced veterans, movers and shakers who'd make time to impart a bit of knowledge to a wet behind the ears writer working on a declining industry trade newspaper, I heard one piece of wisdom echoed over and over again. In the long-term, nobody won by betting against Nintendo. "The moments when everyone assumes Nintendo's on the ropes are when it comes swinging out of left-field with a product nobody sees coming"
Around 20 years later, I feel that Nintendo has proved this point fairly comprehensively. The company goes through rough patches, but they are never more than temporary declines; the moments when everyone assumes that it's on the ropes are the moments when it comes swinging out of left-field with a product that nobody sees coming.
When Game Boy had clearly reached the end of the line and Sony had unveiled a sleek, beautiful and powerful handheld which looked set to dominate the portable gaming market just as PlayStation had the living room, Nintendo swerved hard and created the DS -- a device that was roundly mocked at its reveal for being weird, and ugly, and clunky, and turned out to be a singularly visionary design that secured Nintendo's hold on handheld gaming for another decade. When Microsoft and Sony's escalating contest over graphical prowess and media functionality threatened to make the console market simply too expensive for a pure gaming company to compete in, Nintendo created the Wii; a low-powered console that couldn't even utilise high-definition displays and replaced the standard joypad with a weird little motion-sensing wand. It proceeded to outsell both of its rivals.
This week, Nintendo announced its financial results for the year ended March 31 and its early projections for the upcoming year; only a few days previously, NPD's data for US game and hardware sales in the first quarter appeared. Taken in concert, they tell a robust story: Nintendo has done it again. Coming off the disastrous failure of the Wii U and the steady (albeit relatively well-managed) decline of the 3DS handheld, the Switch console might have looked like a bit of a Hail Mary; if so, Kyoto's fervent prayers for intercession have been answered.
https://www.gamesindustry.biz/articl...rm-bet-opinion
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April 26th, 2019, 00:03 Posted By: Shrygue
via Hexus
Insider sources talking to Bloomberg have revealed a couple of interesting news nuggets with regard to the popular Nintendo Switch console lineup. Both a new cheaper Switch console and a modest upgrade to the existing model have been flagged. The Nintendo Switch originally launched back in March 2017, and retains its launch RRP of US$299.
Nintendo's Switch is growing in popularity, even as it gets so long in the tooth. According to analysts quoted by Bloomberg, 17.5 million Switch consoles were sold in the financial year ending in March 2019, and the forecast for the coming year is 18.5 million. Furthermore, if the Switch goes on to be approved for widespread sale in China we could be looking at a significant revision in these sales numbers.
To stay relevant in its existing markets, Nintendo seems to be planning some tweaks and revamps for the Switch console this year. Unnamed insider sources speaking to Bloomberg said that in late June they expect a new cheaper Nintendo Switch to be launched. The E3 gaming show runs from 11th to 14th June, so perhaps it could be revealed there before launch/availability later in the month…
While the sources mention the new Switch will be cheaper, that is all the new detail that we have. However, back in Feb we learned from reports that the Switch was in line for a redesign which would make it smaller, more focussed on portability, and playing on the go. It was pondered at the time that one of the ways the console pack could be made cheaper would be the unbundling of the dock.
That's not all for Switch switch-ups in 2019 though. Bloomberg sources also indicated that the existing Switch could be in for a "modest upgrade" later this year. However, it was emphasised that this upgrade would not be a more powerful version. Nintendo doesn't want to divide or confuse its customer base with a Pro or X-version of the Switch, for example.
Nintendo will share its most recent financials tomorrow, and the figures plus guidance for the coming year could provide an interesting insight to its plans.
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