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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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November 7th, 2010, 19:40 Posted By: wraggster
Rise of smartphones will cause pain for traditional firms - and iOS is already stealing users
Bigpoint CEO Heiko Hubert warned that developers of traditional handheld games face a crisis as iPhones and Android devices tempt away their audience.
In his keynote speech at London Games Conference last night, Hubertz warned against relying on solely one platform to build a games business - especially those platforms with minimal online connectivity.
0
digg
"All the developers making games for the Nintendo DS and PSP are in trouble," he said.
"No one will want to buy games on them because they are playing on smartphones or iPad."
That said, despite the rise of mobile games, Heiko warned that app stores are cut-throat to operate in. According to his calculations, "each game on average on the App Store only makes $5k".
"You only have a hit if you get in the top 25, and stay there, to be successful."
http://www.casualgaming.biz/news/307...e-in-troublern
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November 7th, 2010, 19:33 Posted By: wraggster
Wii game Worms Battle Islands will launch on 26th November, THQ has confirmed.
"Reasons to pay attention to yet another rehash of Team17's turn-based warhorse might seem elusive, but how's this: Battle Islands is that rare beast, an online multiplayer game for the Wii with a proper, contemporary feature-set," wrote Eurogamer's Oli Welsh when he previewed the game as a WiiWare title late last year.
Somewhere along the food chain Battle Islands was upgraded to a retail release.
"It's not hard to believe this was originally planned as a boxed release," he added, as if predicting the future, "although there's a danger that it might overcomplicate the devastatingly simple formula that has kept Worms running all these years."
http://www.eurogamer.net/articles/20...l-be-here-soon
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November 7th, 2010, 10:43 Posted By: wraggster
The quest to uncover the North American and European release dates for the Nintendo 3DS became a little bit easier earlier this week, when the megapublisher confirmed that the eye-popping handheld would visit itself upon our store shelves in March. However, the exact date of its arrival is still up in the air -- though scans of the latest issue of Official Nintendo Magazine obtained by VGTribune might just clear up the confusion. According to the mag, the U.S. and European 3DS release date is March 11, 2011.
There's no way of knowing if the magazine's report is on the money until Nintendo makes an official announcement -- after all, it's possible the article's mistaken, due entirely to the fact that March '11 looks a whole heck of a lot like March 11 on paper. Also, though Nintendo is accustomed to launching new gaming hardware in European territories on Fridays, those kinds of releases usually come stateside on Sundays. We've contacted Nintendo for a comment on this supposed due date but, as is the case with these things, we're not likely to get anything official until the Big N puts it into a press release.
Update: Some of the magazine's readers are reporting that the scan obtained by VGTribune was photoshopped, and that it did indeed read "March 2011." Another scan on GoNintendo shows the release timetable in its unaltered glory.
http://www.joystiq.com/2010/11/06/re...-2011-release/
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November 7th, 2010, 10:29 Posted By: wraggster
JavaScript has shed its image of being a limited language, tied to DOM manipulation in a browser; in recent years, new engines and frameworks have given JS a reputation as a language capable of bigger things. Mix this in with the new elements of HTML5, and you have the capacity to emulate a game console or other system, with full graphical output. This series of articles looks in detail at how an emulator is written in JavaScript, using the example of the Gameboy handheld: starting at the CPU, and (as of part 8) running a copy of Tetris
http://developers.slashdot.org/story...led-In-8-Parts
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November 5th, 2010, 00:52 Posted By: wraggster
Maybe it's the green carpet in the background here, but dare we say that this is the most amazing thing we've seen in recent history. Or at least the past 24 hours. The Unconventional Hacker has gone above and beyond the call of duty with his latest hack job, the NES Cartridge Wireless Router. As the title implies, there's an actual Belkin Wireless G router (the F5D7230-4, for those curious) shoved inside of an authentic NES game cartridge. Better still, the instructions to whip this up yourself are just a click away in the source link, giving you precisely zero reasons to continue using the horrifically unsightly WLAN router that you currently are. Oh, and if it sporadically disconnects, we're hearing that a brief (albeit powerful) blow across the Ethernet jacks will fix things right up.
http://www.engadget.com/2010/11/04/n...or-sticker-an/
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November 5th, 2010, 00:51 Posted By: wraggster
Who'd have thought that a little thing like the inclusion of USB Host capabilities could open the door to such wonders as an SNES controller dock? That's exactly what we have here. The Dell Streak's ability to work with standard USB keyboards has enabled it to also work with a suitably modified SNES controller, having had a cablectomy and the addition of a PDMI connector on top. That, with the addition of a USB board, turns the controller into a keyboard and, hey presto, it's Super Mario World time. Modder 0TheRain0 did the handiwork here, which you can watch him demonstrate after the break.
http://www.engadget.com/2010/11/04/d...ner-through-y/
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November 5th, 2010, 00:41 Posted By: wraggster
SCEA's senior VP of marketing Peter Dille has said he hopes Nintendo does "a good job" with the 3DS because it could increase consumer interest in 3D content - which Sony is pushing heavily with PS3 and 3D Bravia TVs.
"Our perspective is they are doing something different and that's what Nintendo does," said Dille. "They've got their own view, Sony has their own view. Our hope is they do it well because we're big advocates of 3D. We need consumers to have good 3D experiences.
"I actually haven't seen much of their technology. I know people are excited about it. I've heard a little bit that if you move your head a certain way you might lose the image," he added.
"I just hope they do a great job, building a great 3D platform so people are interested in other 3D platforms. Because, collectively, we need to make sure a consumer has a good experience with 3D however they're experiencing it so they have an interest in more 3D."
With Sony having said it thinks 3D is best on a big screen, and no mention of 3D in the many PSP2 rumours, it would seem unlikely Sony will include a 3D screen with its next handheld.
http://www.computerandvideogames.com...VG-General-RSS
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November 4th, 2010, 02:11 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=309
The second Planet Virtual Boy Coding Compeition has ended. This year, 7 entries in total made it in before the deadline, which you can download all zipped up in one file here.
Please take your time to review all entries before casting your vote. In this secret vote, each user (registered before November 1st) has 10 points, which he can freely award to the submitted projects. You will have two week for this. On November 15th, the results will be announced!
Read on for an overview of all entries (in order of their submission date). More infos and discussion about each project can be found in the repective forum thread.
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November 4th, 2010, 01:25 Posted By: wraggster
Atlus has yet to ship the two Naruto titles it's releasing with Tomy, but the two companies have already announced another. Naruto Shippuden: Shinobi Rumble, known as Naruto Shippuden Ninjutsu Zenkai! Cha-Clash! in Japan, is a four-player, Smash Bros.-esque fighter for DS starring 16 characters from the Naruto series -- including Naruto, Naruto's friend, and that one guy Naruto is always fighting with.
Shinobi Rumble will be released in North America on February 8 of next year. That gives you plenty of time to convince three friends to pre-order it, so you can enjoy the multi-card wireless multiplayer.
http://www.joystiq.com/2010/11/02/at...umble-to-ds-i/
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November 3rd, 2010, 23:35 Posted By: wraggster
Free WiiWare demo downloads are returning to the Wii Shop channel as Ninetendo attempts to boost sales of it's downloadable titles.
The demos will be available in Europe from 5 November, 2010 and will operate on a rotation basis, with titles getting a period of demo availability before giving way to new games. The first demos available on the service will be Furry Legends, Jett Rocket, Zombie Panic in Wonderland and ThruSpace.
Historically, WiiWare titles are thought to have achieved much lower sales than their counterparts on XBLA and PSN, despite the huge install base of the console. Some studios have seen success with the service, however, such as 2D Boy, creators of World of Goo, and Zoonami, which created Bonsai Barber.
Zoonami's Martin Hollis spoke to GamesIndustry.biz recently, about his experiences with the service.
"Well, I think it's a very fine thing. The best thing about it is the size of the marketplace you can access," said Hollis.
"There's a huge number of people who have a Wii, and a goodly proportion of those download games from WiiWare - it's tens of millions of people, and it's not overloaded with games, unlike some other app stores I could mention."
Hollis admits to having a slight advantage due to a featuring in a Nintendo TV ad, however, and acknowledges that the competition on the service is still tough.
"Our experience was extremely positive, but our title was a second-party title and it did have some TV advertising with a spot inside a larger advert for Wii. We assume that has to have an impact. As for margins, it's always the case that, if you make a good game you're selling ten or a hundred times as many units as the guy who made a mediocre game, a game that's maybe a little bit sub-par. Not much, but just a little bit. So that factor completely overrides any other."
http://www.gamesindustry.biz/article...iiware-service
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November 3rd, 2010, 23:31 Posted By: wraggster
The uDraw Wii Gaming Tablet is a new ‘platform’ that has already attracted attention from other publishers, according to THQ.
The firm showcased the product in London to retailers last week. The peripheral and its first titles will arrive early next year.
THQ says it has a five-year plan for the device and is considering proposals from third-parties who are interested in developing for it.
“This is a platform launch, not a one-off proposition,” said UK marketing director Jon Rooke.
“We’re approaching this as a long-term commitment – at least, three to five years – and we believe the software will sell well long after launch.
“We can only create so much software ourselves, so it’s great to have people proposing more products for uDraw. A lot of them have even questioned why Nintendo hasn’t created this device themselves, which is very flattering.
“We’d love uDraw to become part of people’s everyday lives, rather than only being used at parties.”
The announcement of uDraw back in August was well-received, with responses that even surprised THQ.
Rooke added: “We were amazed to hear analysts predicting uDraw could sell up to one million units.
"I hope we do sell that much – on day one. That would
be lovely.”
http://www.mcvuk.com/news/41625/uDra...form-not-a-fad
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November 3rd, 2010, 15:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6
Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.
changelog:
1.4.0 (01/11/2010)
[Edit] Core / Sound
* Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate
to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.
* Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
* Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
* Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
* Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
* Fixed YM2612 context saving / loading.
* Fixed YM2612 state on reset.
* Removed outdated Accurate People & less YM2612 core
* Added configurable DAC resolution YM2612 emulation.
* Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
* Added configurable low-pass filtering
* Added configurable 3-Band Equalizer (thanks to Neil C).
* Added an option to boost SN76489 Noise Channel.
* Adjusted SN76489 cut-off frequency.
* Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)
[Edit] Core / VDP
* Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
* Added support for 2-Cell vertical scrolling in Interlaced Mode 2
* Added support for undocumented Some mode register bit
* Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
* Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
* Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
FIFO * improved timing accuracy: Sol Deac fixed intro
Sprite masking * improved accuracy (thanks to Nemesis for history test program)
* Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
* Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
* Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
* Improved Accuracy in WTP highlight color mode to match Observed results were real hardware
[Edit] Core / CPU
* Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
Some Z80 instructions * fixed timing.
* Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
* Improved Z80 interrupt Accuracy
68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
* Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
* Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
* Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.
[Edit] Core / Extra
* Added Game Genie emulation hardware.
* Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
* Added Sonic & Knuckles "lock-on" support.
Cartridge * added "Hot Swap" feature.
* Added missing EEPROM support in more games.
* Added VDP emulation lockout (TMSS).
* Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
* Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
* Lots of code cleanup, bugfixes & optimization.
[Edit] Gamecube / Wii
* Implemented custom font engine (internal uses are IPL & GX hardware rendering).
* Implemented custom GUI engine (GX uses hardware rendering & multithreading)
* Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
* Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
* Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
* Improved layout lightgun cursors.
* Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
* Added codes and BY. Pat files support
* Fixed batch of Stability issues and potential memory leaks.
[Edit] Wii Specific
Video Hardware * added "Gamma" control
* Added Video Hardware Trap Filter Control
* Improved Mouse emulation-through Wii Remote
* With devkitPPC compiled r22 & libOGC 1.8.5 (includes SDHC & USB2 IOS58-through support, remove support DVDX)
http://code.google.com/p/genplus-gx/
To read more of the post and Download, click here!
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November 3rd, 2010, 15:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12584&f=6
Eke-Eke also offers version 1.4.0 of his excellent emulator SEGA MEGA DRIVE (GENESIS USA) for the Nintendo Gamecube and Wii, Genesis Plus GX.
changelog:
1.4.0 (01/11/2010)
[Edit] Core / Sound
* Completely rewrote sound processing / mixing: sound chips are now clocked With correct output framerate
to Ensure 100% smooth video & audio playback, With No lag or skipping, while year Accurate rendering of samples per frame number and Keeping PSG & FM chips in sync.
* Improved PSG & FM Chips With CPU execution synchronization (fixed point precision).
* Improved Accuracy YM2612 core General (SSG-EG, MSC mode ,...) (based upon Nemesis Recent testing is real hardware)
* Improved YM2612 emulation LFO accuracy: fixed "Spider-Man & Venom: Separation Anxiety" (intro)
* Fixed bug YM2612 With Timer B: fixed "Langrisser Hikari II" / "Der Langrisser II (Sega logo)
* Fixed YM2612 context saving / loading.
* Fixed YM2612 state on reset.
* Removed outdated Accurate People & less YM2612 core
* Added configurable DAC resolution YM2612 emulation.
* Added configurable FIR resampler & fast (thanks to Blargg & AamirM) removed libsamplerate support.
* Added configurable low-pass filtering
* Added configurable 3-Band Equalizer (thanks to Neil C).
* Added an option to boost SN76489 Noise Channel.
* Adjusted SN76489 cut-off frequency.
* Implemented Blargg's blip in SN76489 core buffer (all channels are now lineary Interpolated)
[Edit] Core / VDP
* Added support for CRAM writes Düring horizontal blanking (Striker, Zero the Kamikaze Squirrel ,...)
* Added support for 2-Cell vertical scrolling in Interlaced Mode 2
* Added support for undocumented Some mode register bit
* Added proper emulation of HV counter latch: Fixed Sunset Riders Intro
* Added pixel-accurate emulation of mid-line display on / off (Nigel Mansell World Championship PAL, Ren & Stimpy's Invention PAL ,...)
* Improved 2-cell emulation VScroll Accuracy is verified as real hardware (Gynoug, Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
FIFO * improved timing accuracy: Sol Deac fixed intro
Sprite masking * improved accuracy (thanks to Nemesis for history test program)
* Improved sprites processing accuracy: fixed (a) masked sprites in Mickey Mania (3D level), Sonic 2 (VS mode).
HBLANK flag * improved timing accuracy: Mega Turrican fixed (Sky level)
* Improved horizontal blanking & HINT / VINT occurrence timing Accuracy Measured we have real hardware.
* Improved HCounter Accuracy in 40-cell mode, we have Measured real hardware.
* Improved Accuracy in WTP highlight color mode to match Observed results were real hardware
[Edit] Core / CPU
* Updated Z80 core to last version (fixed interrupt mode 0 timing and Some ILO guidelines).
Some Z80 instructions * fixed timing.
* Fixed state of Z80 registers are reset (Issues with sound & Defender Defender 2 in Williams Arcade Classics)
* Improved Z80 interrupt Accuracy
68k * improved accuracy (initial + Reset timing self-vectored interrupts handling).
* Improved timing 68k Accuracy for divu / DVIS (thanks to Jorge Cwik) & Mulu / Muls instructions.
68k * Implemented undocumented flags for Behavior divu / IDLH instructions (Bloodshot / Battle Frenzy)
* Improved Z80 & 68k cpu execution / synchronization by using Master Clock Accuracy as common reference (now run EXACTLY 3420 M-Cycles per line).
* Z80 & 68k cores modified to use external Directly cycle count INSTEAD of intermediate counters.
[Edit] Core / Extra
* Added Game Genie emulation hardware.
* Added Action Replay and Pro Action Replay hardware emulation (only Preliminary Pro Action Replay 2 medium).
* Added Sonic & Knuckles "lock-on" support.
Cartridge * added "Hot Swap" feature.
* Added missing EEPROM support in more games.
* Added VDP emulation lockout (TMSS).
* Improved emulation of copy-protection hardware found in Some unlicensed cartridges (Mulan II Pocket Monsters).
Realtec map * fixed emulation: Fixed missing sound in Balloon Boy / Funny World.
Lightgun * fixed auto-detection: Fixed default cursor position in Lethal Enforcers II.
* Simultaneous use of multitap enabled & J-CART (Super Skidmark 6-player mode)
* Lots of code cleanup, bugfixes & optimization.
[Edit] Gamecube / Wii
* Implemented custom font engine (internal uses are IPL & GX hardware rendering).
* Implemented custom GUI engine (GX uses hardware rendering & multithreading)
* Implemented advanced menu interface (IR pointing, game snapshots, cheats & saves manager, visual & sound effects, BGM support, etc.).
* Improved audio / video synchronization to Ensure 100% smooth video & audio playback.
* Improved soft-reset button support, now works more like real Mega Drive / Genesis (model 1) reset button.
* Improved layout lightgun cursors.
* Added automatic loading feature ROM (Played last game launches Immediately When starting The emulator)
* Added codes and BY. Pat files support
* Fixed batch of Stability issues and potential memory leaks.
[Edit] Wii Specific
Video Hardware * added "Gamma" control
* Added Video Hardware Trap Filter Control
* Improved Mouse emulation-through Wii Remote
* With devkitPPC compiled r22 & libOGC 1.8.5 (includes SDHC & USB2 IOS58-through support, remove support DVDX)
http://code.google.com/p/genplus-gx/
To read more of the post and Download, click here!
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Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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November 3rd, 2010, 15:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12586&f=54
Habitualcoder offers the first public version of Alien Breed 2010 WII 'clone of Alien Breed Obliteration (2005), PC remake of the Amiga Alien Breed (1992).
The archive contains the installer of the game that will download and install via your WiFi connection, and the binary files needed to start the game For those who do not have wifi, you will get the PC version of FlashJesterPunk.
Installing
Wiiab pour la Nintendo Wii in a edible Homebrew Channel friendly package.
Simply unzip the Archive Into the homebrew apps directory of your SD card and It Will Create an apps / directory abinst icts Suitable for use With The Homebrew Channel.
Start the Homebrew Channel, locate the Alien Breed entry and click Install icon on ITS Using The Nintendo Wii Remote, Then you click the Load button.
The must-install game download Some media From The PC version on the Internet. A working Wifi Wii IS required. If You Do not Have working Wifi Then download FlashJesterPunk's PC version [1] The zip file and Place Within The apps / abinst directory is your sdcard.
Follow the on screen instructions to install the game.
Once the Installation has finished a new apps / directory alienbreed Will Have Been Created On your SD card.
You May now delete the Alien Breed entry Install From The Homebrew Channel.
Listen
Read phonetically
Dictionary - View detailed dictionary
http://wiiab.sourceforge.net/
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November 3rd, 2010, 01:43 Posted By: wraggster
Atlus’ third Naruto Shippuden game isn’t too far behind Naruto Shippuden: Naruto vs. Sasuke or Naruto Shippuden: Dragon Blade Chronicles. Both of those come out on November 16.
Naruto Shippuden: Shinobi Rumble is slated for February 8, 2011. Unless Atlus has some secret announcement for January, this four player fighting game with Naruto and friends will be their first title next year.
http://www.siliconera.com/2010/11/02...this-february/
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November 3rd, 2010, 00:38 Posted By: wraggster
DS game Okamiden will be released in Europe on 18th March 2011, Capcom's announced.
Okamiden is, of course, the sequel to the much-loved PlayStation 2 and Wii game Okami.
Capcom also revealed a Goblin Mask Facebook app based on the in-game challenge that Kuni and Chibi encounter in the Demon Market where they draw a face on a cloth in order to pass through without being recognised.
You use the graffiti functionality that's apparently used by 4.8 million people on Facebook to draw faces on photos of you and your friends. Woo!
Over at the game's Facebook site you can win a 3DS, copy of the game, Chibiterasu plushies and other bits and bobs.
http://www.eurogamer.net/articles/20...u-release-date
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