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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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February 19th, 2019, 20:07 Posted By: wraggster
RetroNX (a group consisting of @m4xw, @natinusala and @p-sam ) has just released a public beta for his overclocking and underclocking system module called sys-clk. You may have already heard about another tool named Freebird which has a similiar goal in mind however, unlike it, this one works on a per-title basis - meaning you can have different performance profiles for your game that get automatically loaded as soon as you launch them. Said profiles can also be edited on the fly and the changes will take effect immediately, plus there's also support for having separate docked/handheld configurations.
CPU, GPU an RAM clockspeeds can all be changed and some of them can be pushed even higher than the official limits for docked mode. Still, the homebrew does not allow you to set them to dangerously high levels to keep your system safe.
The system module is compatible with both Atmosphère and ReiNX, is completely open source and does not crash when putting the console to sleep if active. However, while a GUI is reportedly in the works, the only currently available way to manage your profiles is to manually add them to an INI file ( /config/sys-clk/config.ini ) on your microSD card using a text editor.
The developers also maintain a database with readily available presets for popular titles, which can be reached via a link on the official thread.
Keep in mind that the homebrew is still in beta and may contain bugs. Read the official thread and documentation for detailed info and installation instructions!
Official GBAtemp thread
Source
via https://gbatemp.net/threads/sys-clk-...c-beta.531379/
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February 19th, 2019, 19:54 Posted By: wraggster
New release from rsn887
This is my Switch and Vita port of the classic multiplayer-only MS-DOS game Jump'n'Bump by Brainchild Design, based on the SDL2 port by @felixhaedicke.
Jump'n'Bump is a simple but addictive multiplayer game. The goal is to stomp as many other rabbits as possible to win the game.
Download: https://github.com/rsn8887/jumpnbump/releases/latest
Thanks
======
Thanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, and RadicalR.
Thanks to the many developers of the game, such as Mattias Brynervall, Andreas Brynervall, Anders Nilsson, and many more.
Thanks to Felix Haedicke for porting the game to SDL2 and Cmake.
Installation Instructions
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Switch:
- Extract the contents of jumpnbump_switch.zip into the `switch` folder on your SD card, so that you have a folder `switch/jumpnbump` with `jumpnbump.nro` inside.
Vita:
- install the .vpk file using Vitashell
Switch/Vita-exclusive features
=====
- Split Joycon support (Switch only): To toggle between split and combined Joycons, press L on joycon 1.
- Physical keyboard support via Bluetooth (Vita) and USB (Switch)
Controls
=====
Left analog stick / Dpad = move the character, up to four controllers are supported
B / Y / A / X = Jump
Plus/Minus/Select/Start = ESC (restart game/advance through statistic screens)
R (on controller 1) = toggle aspect ratio between original (default), 4:3, and 16:9
L (on controller 1) = toggle split Joycon mode on/off (Switch only)
Physical keyboard controls via Bluetooth (Vita) and USB (Switch):
Cursor keys = white rabbit move and jump
a d w = yellow rabbit move and jump
i j l = gray rabbit move and jump
Keypad 4 / 8 / 6 = brown rabbit move and jump
Build Instructions
=====
Switch:
````
cmake -DBUILD_NX=ON -DCMAKE_RELEASE_TYPE=Release
make jumpnbump_switch.zip -j12
````
Vita:
````
cmake -DBUILD_PSP2=ON -DCMAKE_RELEASE_TYPE=Release
make jumpnbump.vpk -j12
````
Changelog
=====
v1.00
- First release on Switch and Vita
via https://gbatemp.net/threads/jumpnbum...d-vita.531420/
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February 19th, 2019, 19:48 Posted By: wraggster
[*]By rsn8887[*]Overview:
This is my Switch port of Julius, a Caesar III re-implementation, based on devnoname120's Vita port.
Julius is an open source re-implementation of Caesar III.
Download: https://github.com/rsn8887/julius/releases/latest
Support me on Patreon: https://www.patreon.com/rsn8887
The aim of this project is to create an open-source version of Caesar 3, with the same logic as the original, but with some UI enhancements, that is able to be played on multiple platforms. The same logic means that the saved games are 100% compatible, and any gameplay bugs present in the original Caesar 3 game will also be present in Julius.- UI enhancements include:
- Support for widescreen resolutions
- Windowed mode support for 32-bit desktops
Julius requires the original assets (graphics, sounds, etc) from Caesar 3 to run.
Thanks
======
Thanks to my supporters on Patreon: Andyways, CountDuckula, Greg Gibson, Jesse Harlin, Özgür Karter, Matthew Machnee, and RadicalR.
Thanks to the many developers of the game, such as Bianca van Schaik, crudelius, and all the others who were involved in creating this game.
Thanks to @devnoname120 for porting the game to the Vita.
Installation Instructions
=====
- Extract the contents of julius_switch.zip into the `switch` folder on your SD card, so that you have a folder `switch/julius` with `julius.nro` inside.
- Copy all the files from a Caesar 3 install into the `switch/julius` folder on you SD card, so that you have the file `c3.eng` and more in your folder, in addition to `julius.nro`. Caesar 3 can be purchased from gog.com for example.
Switch-exclusive Features
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- USB mouse and keyboard support
- Left analog stick mouse control
- Right analog stick map scrolling
- Touchpad-style mouse controls with click gestures (short single tap for left click etc.)
- On-Screen keyboard via plus-key, useful to enter player name
Controls
=====
Left analog stick = move the mouse pointer
Right analog stick or dpad up/down/left/right = Move the map.
R / A = left mouse button
L / B = right mouse button
X = Simulate `Pg. Up` keypress
Y = Simulate `Pg. Down` keypress
Plus = Bring up on-screen keyboard, useful to enter player name etc.
Touch controls
======
Note: for multi-touch gestures, the fingers have to be far enough apart from each other, so that the Switch will not erroneously recognize them as a single finger. Otherwise the pointer will jump around.
Single short tap = left mouse click
Single short tap while holding a second finger down = right mouse click
Single finger drag = move the mouse pointer, how far the pointer moves in response to finger motion depends on the Mouse Speed setting
Dual finger drag = drag'n'drop (left mouse button is held down)
Three finger drag = drag'n'drop (right mouse button is held down)
Build Instructions
=====
````
cmake -DSWITCH_BUILD=ON -DCMAKE_RELEASE_TYPE=Release
make julius_switch.zip -j12
````
Changelog
=====
v1.01
- First release on Switch
via https://gbatemp.net/threads/julius-c...switch.531651/
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February 19th, 2019, 19:46 Posted By: wraggster
As of today, Nintendo has pushed out a minor firmware update in the form of version 7.0.1. According to the patch notes, only one thing has been changed, which is a fix for Pokémon Let’s Go. Slight connection issues have been resolved when connecting Let’s Go to Pokemon Go, and of course, the expected general stability updates are included.
- Resolved an issue where the Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee! games cannot reconnect to the Pokémon GO app if the game software was closed after pairing with the app.
Source
via https://gbatemp.net/threads/minor-sw...ut-now.531731/
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February 19th, 2019, 19:43 Posted By: wraggster
A recent commit on the GitHub for Yuzu, a Nintendo Switch emulator, shows that we might see the development team add a Vulkan renderer in the near future. Vulkan support has been a requested feature for the emulator, as it can occasionally perform better than the typical OpenGL renderer when it comes to other major emulators like RPCS3. At the time of this post, nothing has been officially confirmed by the Yuzu team, but it's clear to see that there's some sort of work going on involving one of the latest merges.
Source
via https://gbatemp.net/threads/new-comm...nderer.531782/
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February 19th, 2019, 18:38 Posted By: wraggster
NO$GBA (pronounced "no cash GBA") is a freeware Nintendo DS and Game Boy Advance emulator for Microsoft Windows & DOS. It is one of the first Nintendo DS emulators to successfully run commercially-released games, as well as being the only known DS emulator for DOS. NO$GBA was developed by Martin Korth.
08 Feb 2019 - version 2.9c
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- wifiboot: now supports dsi-wifi-hardware with wpa/wpa2 encryption
- utility/upload: omits nocashio lpt-port-driver for wifi upload (thanx edo9300)
- dsi/wifi/hack: dsi browser patch for writing all sdio traffic to wifi-log.txt
- dsi/wifi/help: new chapter for DSi Atheros Wifi - MBOX Transfer Headers
- dsi/wifi/help: added notes on used WMI params (connect, cipher, pstream, etc)
- dsi/wifi/help: more details for access point 4/5/6 settings in wifi-flash
- nds/wifi/help: updated ds download play chapter (and separate beacon chapter)
- nds/wifi/help: new chapters for WPA/WPA2: handshake, keys/mics, encryption
- nds/help: added reverse-engineered dldi specs (flashcart driver for homebrew)
- dsi/help: added several notes on files found in firmware v1.0J (thanks AnKi)
- dsi/ndma: added support for SDIO startup mode (much alike as SDMMC startup)
- dsi/boot: init AES Key2.X (for Data Managment export to SD card, thanx zoogie)
- dsi/help: device list: details on naming for "public & private savedata"
- dsi/autoload/help: new chapter for auto-loading (formerly in i2c chapter)
- dsi/autoload/help: added skeleton/info on 2000000h (autoload parameters)
- dsi/autoload/help: added more details on 2000300h (autoload by title id)
- dsi/autoload/help: added specs for 2000800h (unlaunch autoload by pathname)
- dsi/autoload/help: added specs for 2FFD800h (nintendo's title list and flags)
- dma/gba/nds7: re-fixed dma0/1/2 len, don't crop 16bit to 8bit (thanx normmatt)
- dsi/bios: added warn if/when using missing RSA keys (missing bios dsi dump)
- aboutbox: added email/contact page (debug version only, not gaming version)
- xed editor: fixed scrolling upon backspace in first some lines (thanks yuki) |
http://problemkaputt.de/gba.htm
via http://www.emulation64.com/view/2930...-29c-released/
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February 19th, 2019, 18:37 Posted By: wraggster
GameBoo is a GameBoy emulator.
GameBoo FEATURES:
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- Full CPU Emulation (Passed all blargg tests)
- Good PPU Emulation (Minors Bugs, but not visible on screen)
- Good Sound Emulation (Use Blargg sound emulation)
- MMU Emulation, Support NOROM - MBC1 - MBC2 - MBC3(with timer ) - MBC5 Mappers, Support RAM
- Multiple Resolution and a pretty cool Gameboy Layer, Original(160x144 with Gameboy Layer), Double(320x288 with Gameboy Layer), Triple Fullscreen(480x432 Fullscreen Mode)
- File browser to select your favorite rom
- Support save, enregistred like this -> CURRENT_ROM.sav
- Multiple Filter, Original Gameboy, Gameboy Pocket, Used Gameboy
https://github.com/MS-DOS1999/GameBo...og.Version.zip
via http://www.emulation64.com/view/2931/GameBoo-released/ |
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February 19th, 2019, 18:35 Posted By: wraggster
Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus v2.5.9 Changelog:
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This is a Beta release of Mupen64Plus. Please help us by testing this software on your platform and reporting bugs to our IRC channel, or Google Group, or Emutalk Forum. There have been so many changes since the last release (in 2015), that we decided to make this BETA release and only accept pull requests for bug fixes during the next month or two. Then we will make a stable 2.6 release.
Pre-built binary bundles for the following platforms are available here for your download:
Linux 32-bit
Linux 64-bit
Windows 32-bit
Macintosh OSX 64-bit
Source Code Only
The Windows packages were built with Microsoft Visual Studio 2013, and you may need to install the Microsoft redistributable package for this version of Visual Studio, if your operating system is too old.
The Windows bundle was built with the New (Ari64) Dynarec, while all others were built with the Old (Hacktarux/Richard42) Dynarec.
Each bundle contains the following modules:
mupen64plus-core
mupen64plus-audio-sdl
mupen64plus-input-sdl
mupen64plus-rsp-hle
mupen64plus-video-glide64mk2
mupen64plus-video-rice
mupen64plus-ui-console
Note that this bundle includes the 'ui-console' front-end application, which is command-line only. For GUI front-end applications and other plugins, see:
http://code.google.com/p/mupen64plus...rdPartyPlugins |
https://github.com/mupen64plus/mupen...2-2.5.9.tar.gz
https://github.com/mupen64plus/mupen...4-2.5.9.tar.gz
https://github.com/mupen64plus/mupen...-osx-2.5.9.zip
https://github.com/mupen64plus/mupen...in32-2.5.9.zip
via http://emulation64.com/
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February 19th, 2019, 18:30 Posted By: wraggster
Miracle Girls is based on a manga by Nami Akimoto. It was later adapted into a TV anime series. The manga is about twin sisters Tomomi and Mikage Matsunaga, and their love lives in high school. Tomomi is tomboyish and athletic, while Mikage is feminine and intellectual. These twins have ESP powers but they try to hide this from their friends. Only Mr. Kageura knows their secret!
In the game, the sisters and their friends are suddenly teleported to a strange and magical world. You must help them find their missing friends and defeat Majo-Majo's villains by throwing candy as your only weapon, and eventually find the way back home.
Download Miracle Girls English Translation patch v1.1 HERE
Miracle Girls project page
The main point of this update was to insert the standard English Miracle Girls logo for the title logo. I always wanted to add this logo, but it's a large amount of work to insert for this game due to the animated sequence that uses 16 separate palettes that all needed updating, 2 versions of the logo and a few tilemaps. It took 3 days work in total.
Various other graphics have been updated including the demo game mini-logo, the Miracle Station bonus screen graphics and some other small graphics. There has also been a much needed script revision.
http://rpgone.superfamicom.org/
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February 19th, 2019, 18:28 Posted By: wraggster
This game does not have too much text, it’s mostly for the intro and the endings. There are 3 characters you can play as, but if you choose Rosa and get the good ending, it also shows the lyrics for the song Tokimeki Street during the credits.
I always liked the graphics of this game (made by developers of the Metal Slug series) and it features one of the weirdest bosses to fight against aka Fransowors.
It’s 2043 and Dr. Crayborn and his gang have taken control of New York’s streets. The city mayor has made one last plea for help and called three of the finest City Sweepers: Zan, an ex-karate master; Matt, an ex-professional football player and Rosa, the only female vigilante whose boyfriend was killed by villains. They must fight the gang and eliminate Dr. Crayborn in order to restore peace to the city.
http://rpgone.superfamicom.org/
http://www.romhacking.net/forum/index.php?topic=27925
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February 19th, 2019, 18:26 Posted By: wraggster
From now, this unlockable minigame from Super Mario 3D World is available as a Famicom Disk System hack, too! Just like in the original minigame, both characters are Luigi: P1 is the modern Luigi (replacing Mario) and P2 is the original Luigi. In favour of him, there are little changes on the short cut-scene advertisements as well.
https://www.romhacking.net/hacks/4355
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February 19th, 2019, 18:24 Posted By: wraggster
Secret of Mana: Relocalized now features more than just uncensored and relocalized text and dialogue. Thanks to its new contributor Queue, Relocalized now features restored and uncensored graphics and gameplay elements as well.
Here are some of the major features:
- Death Machine: AKA Kettle Kin gets restored to its full uncensored chainsaw wielding glory. Not only is this a graphical hack, it also rewrites the its AI to perform just as it did in the original Japanese release.
- Teleportation Circles: When Square released this game in 1993 Nintendo of America had strict policies against religious imagery appearing in its titles. The six-pointed stars in the teleportation circles were reduced to triangles. This hack restores them to their original appearance.
- Title Screen Background: When Square ported this game over to English, they butchered the original background image. Because of some graphical problems they cropped the image of the full Mana Tree at its roots and expanded it. The result is a blurry pixelated mess. Relocalized restores the original image.
- Opening Text Crawl: Relocalized updates the opening text crawl to that of the superior HD version.
- Relocalization: The titular feature. This hack takes the game’s outdated, awkward, and inaccurate text and script elements and localizes them differently. Just like with FuSoYa’s hack before it, Relocalized holds true to the style of beloved 90’s Squaresoft translator, Ted Woolsey.
https://www.romhacking.net/hacks/4324/
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February 19th, 2019, 18:23 Posted By: wraggster
Here’s Mortal Kombat 2, which recreates the original environment of the home console version(s) of MK2 in a form of a NES hack.
Features:
- original palettes for the game
- MK dragon symbol instead of the dot in the top-left/top-right corner of the screen (after winning a round)
- Goro is changed to Kintaro (NOTE: Due to space limits, “KINTARO” has been squished. Thus, Shao Kahn’s name, “SHAO KAHN” has been squished as well to fit the two bosses together.)
- “DIVFICULTY” is now “DIFFICULTY”
And not least, credit goes to RealGaea, who has created the original hack: https://www.romhacking.net/hacks/4071/
https://www.romhacking.net/hacks/4364/
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February 19th, 2019, 18:14 Posted By: wraggster
There were a few big game reveals during the Nintendo Direct last week.
Super Mario Maker 2 is arguably the one with the most commercial potential. Its predecessor sold four million units globally, which means almost a third of Wii U owners purchased a copy. A full sequel on the significantly more popular Nintendo Switch has the potential to be a sizeable hit, and surely the biggest game on the platform during the first half of 2018.
To fans, the reveal of The Legend of Zelda: Link's Awakening was probably the biggest surprise, and the most exciting. The Game Boy original is a classic, and a new Zelda game -- even a simple remake -- is always going to delight the faithful. It won't have the same financial impact as a full Breath of the Wild sequel, but it's clearly not expected to. "Tetris 99 is really the first standalone reason to subscribe to the Nintendo Switch Online"
Those two games opened and closed the Direct, with an extended Fire Emblem reveal in the middle. The rest of the video was made up of announcement montages featuring various third- and first-party products, and it was amongst these that the real star emerged.
Tetris 99 received a total of 49 seconds of airtime. Yet since then it has racked up more column inches than any of the other games revealed during the entire 35-minute presentation.
In many ways, it's the perfect Switch game. Just like the console it's been made for, Tetris 99 is simultaneously nostalgic and thoroughly modern. A combination of the classic 1980s puzzler and the current obsession with battle royale games. It's a potent combination that has already won the hearts (and time) of those that have played it.
What makes the game significant, outside of its quality, is that it's really the first standalone reason to subscribe to Nintendo's Switch Online service. The game is free to all who sign up.
https://www.gamesindustry.biz/articl...tant-new-games
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February 18th, 2019, 20:16 Posted By: wraggster
Nearly two years from launch, the demographics of Nintendo Switch owners are beginning to fall more into line with the demographics of other Nintendo system owners, with marked differences from owners of other consoles.
EEDAR's Q4 roundup report (with data from its PlayerPulse consumer tracker survey) showed a breakdown of Nintendo Switch owners in Q2 2017 (shortly after the system came out) compared to owners in Q4 of 2018, demonstrating how early adopters differed from the current set of console owners in terms of gender, age, spending, and amount of time spent playing.
One major, notably distinction is along gender lines. Early adopters of the system were 70% male, and 30% female. Now, the split is 50/50, especially notable as the system tends to attract more women owners than the PS4 or Xbox One.
For comparison, EEDAR provided the splits for other consoles. The PS4 and Xbox One's ownership is 55% male, 45% female, while the Wii U and 3DS had more female owners - 52% and 53% female, respectively. Current Switch numbers indicate that the system may be inclining more toward its predecessors rather than current generation competitors.
Another breakdown offered was by age. Early adopters of the Nintendo Switch tended to be in the mid-20s to mid-30s, but as time has gone on the age range for the system's owners has become spread both older and younger. 31% of owners as of Q4 2018 were under 24, and 21% fell into the 35-44 range.
https://www.gamesindustry.biz/articl...nges-over-time
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February 18th, 2019, 20:12 Posted By: wraggster
There's been a notable change to the way Nintendo does business over the last five years, and last month company president Shuntaro Furukawa put it into words for investors.
During the early 2000s, Nintendo famously felt that the increasing complexity of video games was causing fewer and fewer people to engage with them. This line of thinking affected everything from The Legend of Zelda (with games like Phantom Hourglass and Skyward Sword designed to be simpler and more approachable takes on the Zelda school of design) to the company's game devices, with hardware innovations like the Nintendo DS (easy-to-use touch screen controls and puzzle games) and Wii (motion controls and an almost singular focus on gaming as a physical activity).
These changes and innovations to their design approach, Nintendo felt, would allow them to "expand the gaming population" and entice more people to pick up video games.
The idea was that if they could release a large number of games and game devices that were easy to use, more people would be willing to engage with video games as a hobby, and this would lead to an increase in the total number of people spending money on games and the games industry. In the ideal scenario, these people would eventually "graduate" from simpler games like Wii Sports to more complex games and turn into lifelong fans of the medium."In making games more approachable, Nintendo had neglected to draw a clear line that would lead users from a Wii Sports or a Mario to, say, a Zelda or Metroid"
There was just one problem: while Nintendo did indeed manage to get a large number of people to buy a Nintendo DS with Brain Age, most of those people never went on to buy a game like Zelda: Phantom Hourglass. Likewise, while a large number of people did buy a Wii with Wii Sports or New Super Mario Bros Wii, the vast majority of them never graduated to more complex Wii games.
In executing their vision to simplify games and make them more approachable, Nintendo had neglected to draw a clear line that would lead users from a Wii Sports or a Mario to, say, a Zelda or Metroid. This led to a half-fulfilled vision of sorts, where there were more people engaging with games, but more because Brain Age and Wii Sports were trendy, rather than because they were interested in the medium.
Luckily, there were others to pick up the baton. As time would go by, smartphones would continue what Nintendo had started and make video games more accessible to a large number of people. Free-to-play payment models and the rise of smaller indie games would make them more affordable. In parallel, game developers both large and small would create an appetite for games that were complex, deep, and even weird, with more and more people willing to engage not just with major brands, but also smaller, more experimental games.
By 2015, it would become obvious that the industry had managed to avert the "gamer drift" catastrophe that Nintendo was concerned about in the early 2000s. Nintendo themselves would develop far fewer "casual" games on devices like the Nintendo 3DS and Wii U during this period, with both those machines known for much more traditional, meaty experiences.
This brings us to last month, and the company laying out their current approach, which they say they began pursuing around 2014.
https://www.gamesindustry.biz/articl...ptance-opinion
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February 7th, 2019, 18:20 Posted By: wraggster
After the overwhelmingly positive response to the last two issues of N64 Magazine, it might not be all that surprising to see another one pop up.
This time we are releasing issue 12 from February of 1998.
We begin our preview gallery with a feature that looks at what it takes to play import games on your N64. From here on out we have a slew of reviews to show you. Starting of with Yoshi's Story. From AKI, we have WCW vs NWO World Tour. Robotron 64, Art of Fighting Twin and finally Shin Nihon Pro Wrestling: Toukon Road 2 - The Next Generation.
Enjoy!
http://www.outofprintarchive.com/cat...agazine12.html
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February 6th, 2019, 17:43 Posted By: wraggster
Two new games are being added to the Nintendo Switch Online NES lineup this month. On February 13th, Super Mario Bros. 2 and Kirby's Adventure will be playable to anyone with an active subscription to the service. Japanese customers will also be getting a bonus Famicom title; Tsuppari Oozomou, a sumo wrestling game. Super Mario Bros. 2 released in North America in 1988, becoming infamous for being a reskin of the Japanese Doki Doki Panic. Kirby's Adventure released much later than the previous game, well into the start of the Super Nintendo's lifespan, in 1993. Despite the late release, Kirby's Adventure was successful, and introduced the copy mechanic, which would be utilized in many subsequent Kirby titles.
https://gbatemp.net/threads/nintendo...vealed.530697/
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