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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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October 25th, 2010, 00:48 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0484266abb5ded
Vinz Da offers version 1.0 Beta "Warheads: Scorched Earth"Remake of DOS"Scorched Earth"Video games turn based artillery for the Wii.
October 20th, 2010
* Version 1.0b IS ready
* Now, You Can Play Warheads in Europe, USA or China, one year or LCD Screen Cathodic are 60hz, 50hz and / or widescreen.
* Some new code of Preparing the incoming IA
* 9 New Weapons: Sandhogs, Phosphorus Bomb and Rollers!
* A terrific bug WAS found and corrected In The items shop.
* Some code cleaning.
* Added: Prices are printed Out With comma ($ 10,000,000)
* Added: When You Keep The Pointer was tank, you get information about STIs and shield power.
http://davinz_ecode.perso.sfr.fr/
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October 25th, 2010, 00:43 Posted By: wraggster
Pate has posted more Dos Emulator for DS News:
This past week was spent mostly just adding new 386-opcodes. Then by Friday evening I had reached a point in the Trekmo code where it tries to write a string to the screen. The easiest way to write to the screen in a DOS program is to call a DOS INT21 AH=09: WRITE STRING TO STANDARD OUTPUT routine. The DOS functions can not be called while in protected mode, so the PMODE header provides wrapper functions that first switch the CPU to real mode, then call the DOS function, and then switch back to protected mode. These functions are called via protected mode INT 33 (which curiously in real mode is a mouse interrupt), by giving the actual real mode interrupt number in AL register. The register values that the real mode interrupt needs as parameters are stored into memory variables for the protected mode INT 33 handler. Here below is the debug output of the "putdosmsg" routine in Trekmo.
putdosmsg PROC
push ax
push edx
add edx,_code32a
mov al,dl
and ax,0fh
shr edx,4
mov v86r_ds,dx
mov v86r_dx,ax
mov v86r_ah,9
mov al,21h
int 33h
pop edx
pop ax
ret
putdosmsg ENDP
On Saturday morning I began working on the protected mode interrupt handling. The first step was to check the contents of the Interrupt Descriptor Table (IDT) that PMODE uses, to help me in understanding the behaviour of the code. Here below is the start of the IDT table. It shows for the first 19 interrupts the segment_selector ffset of the interrupt handler, the [Present, Descriptor Privilege Level, Gate Size] values of the descriptor, and finally in parenthesis the type of the gate. All of the IDT table entries in PMODE seem to be of the Interrupt Gate type, and they all point to a USE32 code segment.
I followed the algorithm that DOSBox uses in it's protected mode interrupt handling, but left out most of the tests for priority levels and different gate types. I need to refactor this code later, but for now I just want to get the code to work in this simplified situation in the PMODE header. After a while I managed to get the code to jump properly to the protected mode interrupt handler. The interrupt handler switched first down to 16-bit protected mode, and only then back to real mode. I did not have support in DS2x86 yet for either of these mode changes, so it took me a while to add that. By Saturday evening the code progressed all the way into the real mode DOS interrupt, and printed the string to the DS2x86 DOS text screen!
That was enough work for Saturday, so that was a good place to stop coding for a while. I was pretty happy to get that far with the protected mode interrupt handling (which I had feared to be a very complex issue) just in one day. Today I have been continuing with the code after the real mode interrupt handling, which is pretty much the reverse of the real mode interrupt call. After the real mode interrupt handler returns, PMODE header first switches to 16-bit protected mode, then sets up the GDT and IDT tables again, switches to 32-bit protected mode, and then finally returns to my Trekmo code from the INT 33 handler. I just an hour ago coded the "IRET" handling for the last step, and thus this is where I am currently at.
The next thing I need to do is to add protected mode IRQ handling. Trekmo waits for two seconds after displaying that string, before switching to graphics mode. This two second delay needs a working timer interrupt in protected mode, so I can not progress further in Trekmo until I have coded the IRQ handling. It should be relatively similar to the INT handling, though, so hopefully implementing it will not be very difficult.
I have no graphics mode support in DS2x86 yet, so I need to start working on that as soon as I get the IRQ handling done. I also soon need to start implementing the modrm bytes of the 386 opcodes properly. So far I have only implemented the few modrm bytes that I have encountered (just like I did when starting work on DSx86), so the code will not run anything besides Trekmo yet. I also need to enhance my tester program to test the 386-opcodes as well, to be sure that I have not coded a lot of bugs in them. But it is nice to see some progress all the time.
http://dsx86.patrickaalto.com/DSblog.html
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October 24th, 2010, 00:08 Posted By: wraggster
For some, the sound of one person banging on a plastic drum peripheral just isn't enough. Two? Not gonna cut it. Now four, that might get the decibel level high enough. Good thing, then, that Namco Bandai's next Taiko Drum Master game for Wii, Taiko Drum Master Wii: Everyone Party, will let four players cooperate and compete simultaneously when it launches in Japan on December 2.
In addition to the traditional song-playing modes, the game will sport several party minigames, including battling against crocodiles, fighting ghosts and collecting treasure while combating a giant squid. (We made one of those up.*)
http://www.joystiq.com/2010/10/23/ta...t-party-games/
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October 22nd, 2010, 23:41 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15773.html
byuu has released another version of his SNES emulator bsnes.
Quote:
"bsnes the project itself is not discontinued, by taking the project private I mean that I will be releasing the source code, and leaving it to others to distribute binaries. I am currently undecided on whether I will be distributing bsnes binaries based on the phoenix GUI or not. For this release, I have chosen to release a 64-bit Windows binary utilizing phoenix and the accuracy core. The current Qt GUI is still there, as are the compatibility and performance emulation cores."
Quote:
"[...] my own personal binaries will be very stripped down and minimal, with no support for legacy cruft. The Qt GUI with all of the features that people are used to will be passed off to any willing developer to post binaries and to add additional features as requested by users. So essentially, for those who want to stick with the feature-filled Qt port, it just means you will need to wait a bit longer after a source update is made before Windows binaries are available to download.
It is very important to note if you choose to use my binaries, the phoenix port does not support: ROM images with copier headers, ROM images that do not end in .sfc (for SNES cartridges), .st (for Sufami Turbo cartridges), .bs (for BS-X flash cartridges), or (.gb,.gbc,.sgb) for Game Boy cartridges, compressed images, software filters, rewind support, fullscreen mode, IPS patches, cheat searching, movie recording, native OS file dialog boxes, asciiPad simulation, video region cropping, layer/channel toggle, slowdown, etc. It is meant to be minimal, and if this is a problem for you, please stick with the Qt port."
Quote:
Changelog:
fixed a regression in the accuracy/compatibility CPU core with IRQ masking; fixes World Heroes 2
fixed OAM address reset on $2100 writes for performance PPU core; fixes Mahjongg 2 and others
DSP-1 always returns high 8-bits of status register; fixes Ace wo Nerae! freeze [Jonas Quinn]
performance core can now take advantage of serial support
pixel shaders now use a unified XML format; in the future they will support multi-pass shaders and textures
major code restructuring
first public release of phoenix GUI port
mightymo´s cheat code pack is now an external file for the phoenix port
phoenix port stores cheat codes in XML format as well, unifying all file formats to the same markup language
https://code.google.com/p/bsnes/downloads/list
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October 22nd, 2010, 23:26 Posted By: wraggster
THQ's UK marketing director, Jon Rooke, has told GamesIndustry.biz that the company is "confident and fully expecting" the Wii and DS markets to bounce back this Christmas, following a slow rest of the year - mirroring sales activity in 2009, when the Wii platform in particular took off in the final two months of the year.
The news comes as the publisher launches a major marketing campaign for its Kids, Family and Casual line-up called 'Great Games, Great Value' - a campaign which echoes a push back in 2006, when the company needed to plug a revenue gap at Christmas left by the delay in release of Disney Pixar's Cars movie.
"We had a number of key learnings from that initial campaign, one of which was that we never really partnered closely enough with retail on it," Rooke explained. "We had a great umbrella brand which worked for the consumer, wrapped a lot of titles together and allowed us to put titles onto TV which on their own might not have received the weight of spend we'd have wanted - but the delivery of that at retail fell short of where we wanted it to be.
"It was a successful campaign, however - it absolutely achieved what we were looking for at that point in 2006," he added.
That partnership with retail will see a range of ten titles sold under the GGGV umbrella brand in a move that has universally been welcomed, said Rooke - in part thanks to the challenge for retailers in having enough space to dedicate to family or casual titles, as well as the challenge of marketing spend for each title individually.
"We went out to retail, we presented the proposal, and the response was unanimously positive," he said. "They all loved the idea, that we were coming to them with a solution to a problem at Christmas, and every single retailer brought into the umbrella campaign. The process we've been going through ever since has just been fine-tuning those plans with retail - which titles are they taking, what are their hero titles.
"The whole campaign is focused with retail in mind, so all the TV will be tagged with a retailer. A 30-second ad might have two or three titles in it, and the end message will be something like: 'Great games, such as Megamind, available now from ASDA' - at whatever the pricing is."
While the decline in overall core videogame market numbers has been blamed in some quarters on a sharp fall in Nintendo platform software and music game genre sales, Rooke echoed comments made previously by THQ CEO Brian Farrell in believing the Wii behaves more like a toy than a traditional videogame product in terms of seasonality.
"When you look back, in particular at the Wii software market, last year - and we looked into this in a lot of detail - it started very strong coming out of Christmas [2008], then declined as you'd expect and flattened out through Summer and Autumn," Rooke explained. "Then in the tail end of October, and through November and December it really started picking up again - and in those last two months of the year it started doing massive volumes.
"It's one of those challenges that everyone forgets - what's happened before. The Wii is behaving a bit more like a toy - people get it out at Christmas, start playing with it again. It's not depressed in that people aren't engaging with the Wii - there are a lot of active users out there, they haven't put it away and it's still set up next to the TV in the living room. But they probably just haven't had a really compelling piece of software to get hold of to really engage with.
"I think seasonality is part of that, and we've always been forecasting through this year to be in a position where we're depressed at this point in time. But we're confident and fully expecting that market to come back; despite Kinect and Move maybe coming a bit into that space, we still see a lot of active users out there.
"Both Microsoft and Sony would have to sell a lot of those motion gaming peripherals to start to cut in significantly to that market," he added.
Titles to be marketed under the GGGV umbrella brand, and released on either November 19 or November 26, include: Barbie, Hot Wheels, Megamind, Truth or Lies, Superhero Squad, Pictionary, Penguins of Madagascar and The Biggest Loser.
http://www.gamesindustry.biz/article...s-market-surge
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October 22nd, 2010, 21:02 Posted By: wraggster
James Bond 007: Blood Stone will arrive in the UK on November 5th along with GoldenEye 007.
Activision had previously only set the release date for Wii and DS shooter GoldenEye 007. The publisher announced today that its all-new Xbox 360, PS3, PC and DS game, James Bond 007: Blood Stone, will join it in stores on the same day.
Blood Stone features an original mission that takes players across the world, from the rustic delights of Athens and Istanbul to the snowy wastes of Siberia and the jungles of Bangkok.
GoldenEye 007 is a re-imagining of the film and the classic N64 game, which includes new sections, modes and gameplay. It will be available as a standalone game or bundled with a gold Classic Controller Pro on Wii.
Actor Daniel Craig has lent his likeness to both titles, which mark Bond’s return to video games.
http://www.mcvuk.com/news/41463/Bond...es-in-November
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October 22nd, 2010, 01:18 Posted By: wraggster
TetriCycle 1.2 released by Calvinss4
TetriCycle is Tetris projected onto a cylindrical surface. Rotate the cylinder left/right such that the descending piece falls into place.
1.2
9th Release: 10/20/10
Added a Mirror powerup.
Added a Speed Up powerup.
Added a Junk Piece powerup.
http://wiibrew.org/wiki/TetriCycle
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October 22nd, 2010, 01:13 Posted By: wraggster
News via http://www.codemii.com/2010/10/21/hb...ed-to-v0-3-9a/
» Really fixed bug with HBB calculating the wrong free space
» Fixed bug when trying to use other repositories apart from CodeMii
» Added setting to enable/disable HBB from checking for updates
The Homebrew Browser has been upgraded to v0.3.9a. Just a quick update, firstly to fix Repository issues and to *really* fix the free space bug hopefully for real this time . Also just a setting has been added to let you choose whether you want to be alerted of Homebrew Browser updates.
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October 22nd, 2010, 00:04 Posted By: wraggster
With his rotund shape and waddling gait, we would never consider Kirby to be a particularly hasty creature -- still, we never would have expected his latest adventure, Kirby's Epic Yarn, to take months to reach European and Australian territories. Nintendo Australia recently confirmed that the title, released earlier this month in the U.S. and Japan, would see 2011 launch in PAL regions. (Online retailer Play suggests that it'll only arrive in March.)
In the months between, a dedicated European fan could probably recreate the game using actual yarn. Hey, why hasn't anyone done that yet? Get crafty, you guys.
http://www.joystiq.com/2010/10/21/th...ia-until-2011/
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October 21st, 2010, 23:53 Posted By: wraggster
We've been waiting for it to get more official in more places, and Nintendo's finally spilling the beans on the American release for its Wii Remote Plus. As you'll surely know, the controller takes that unsightly MotionPlus attachment and bundles it right into an otherwise stock looking Wiimote, and will do so at a very fair price of $39.99. That new model will also be included in a new Wii bundle, in which the little console is so charmed by its new controller that it's blushed into a bright crimson (again). Or maybe it's the included copy of New Super Mario Bros. Regardless, that'll be $199, and that new, 25th Anniversary red DSi XL bundle Nintendo announced last month is official too, costing $179. All three launch in just a couple weeks, on November 7, so get ready to ditch those dongles.
http://www.engadget.com/2010/10/21/n...-in-shiny-new/
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October 21st, 2010, 23:45 Posted By: wraggster
Keiji Inafune was "80 per cent certain" that the company would refuse Level 5's request to collaborate on a crossover Professor Layton and Phoenix Wright game, the Capcom producer has revealed in an interview.
"I thought it would be impossible," he said in an interview in this today's Weekly Famitsu, translated by Eurogamer, in which he spoke alongside his Level 5 compatriot Akihiro Hino.
Inafune said that he didn't expect veteran Phoenix Wright director Shu Takumi to agree to the project because "Phoenix Wright is handled very carefully within Capcom" - also joking that he expected it to be difficult since Takumi is someone who "doesn't listen to what people say".
Hino appears to have been the lynchpin in getting the hugely anticipated crossover game into production, with Inafune praising him not only for managing to charm Takumi into accepting the idea - and subsequently becoming the scenario writer for the project - but for coming up with the concept in the first place.
"Nobody but Hino could have thought of it," he said. "In a sense, we're rivals, so usually you wouldn't want to do this sort of thing..."
The game is a true collaboration, Inafune insisted, with strong involvement from both Capcom and Level 5.
"It wasn't a case of licensing out the Phoenix Wright characters and demanding our licence money. That isn't a collaboration, and users would see that. For this standalone game, we wanted to create a great history, which would have been impossible if both parties were not fully involved."
The Famitsu piece doesn't include a lot of new information about the game, which was announced this week and is currently only for Japan, but Hino did confirm that, as well as working together, the two puzzle-solvers will also face off against each other over the course of the story
"I think the fans of both games want to see a showdown," he explains, "and also want to see a scene where [Layton and Wright] join hands and take on a really big challenge... We want to fill the game with both aspects."
Hino also said Phoenix Wright's influence on the hugely popular Professor Layton games in the interview, acknowledging that "from the outset, Professor Layton owed a lot to Phoenix Wright in some ways...
"We researched the good and bad points of Phoenix Wright, developed the good points and overcame what I saw as the bad points - that's how we created Professor Layton."
http://www.eurogamer.net/articles/20...right-happened
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October 21st, 2010, 14:36 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15762.html
Dynamic Designs have updated another English translation, this time for the Japanese SNES RPG "Slayers".
Quote:
This release of Slayers incorporates menu refinements and corrections of typographical errors, including a good fix of the battle menu, per the graphic below, as recommended on our Slayers board by a game player. The new patch may be downloaded from either the Slayers project page or the Download page. Enjoy!
The Slayers English translation project is the joint work of D-D and Matt´s Messy Room.
http://www.dynamic-designs.us/
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October 21st, 2010, 01:45 Posted By: wraggster
In early builds of Nintendo's classic platformer Super Mario Bros, the iconic plumber wielded a gun, creator Shigeru Miyamoto has revealed.
Speaking in an interview with Japan's Famitsu magazine, kindly translated by 1Up's cryptography department, Miyamoto explained, "During much of development, the controls were A for shoot bullets, B to dash, and up on the control pad to jump.
"The bullets wound up becoming fireballs later - we originally thought about having a shoot 'em up stage where Mario jumps on a cloud and shoots at enemies, but we dropped it because we wanted to focus on jumping action. The sky-based bonus stages are the remnants of that idea, you could say.
"In the end, we realised that being able to shoot all the fireballs you want while running gave Mario too much of an advantage, so instead we had it so you shoot only one fireball when you start running."
Nintendo's resident genius went on to discuss the inspiration for the game's mushroom power-ups.
"The first game prototype we had going wasn't very good because you couldn't see very far ahead of you. People wanted to have more of the world visible onscreen, but I didn't want to make Mario any smaller than he was.
"So we decided to build the world on the scale of a smaller Mario, then make him larger in the final version. That's the moment we struck upon the idea of starting Mario out small and letting him get bigger later.
"Since the game's set in a magical kingdom," he added, "I made the required power-up item a mushroom because you see people in folk tales wandering into forests and eating mushrooms all the time. That, in turn, led to us calling the in-game world the 'Mushroom Kingdom,' and the rest of the basic plot setup sprung from there."
So there you have it: one of the cornerstones of the modern videogame industry was laid on a foundation of guns and hallucinogens.
You can revisit Miyamoto's original masterpiece when Super Mario All-Stars: 25th Anniversary Edition arrives for Wii on 3rd December.
http://www.eurogamer.net/articles/20...ally-had-a-gun
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October 21st, 2010, 01:44 Posted By: wraggster
Sure, we may not have the special Super Mario Bros. 25th anniversary Wii or DSi XL, or the Super Mario All-Stars re-release, but Europe and Japan don't have these pins -- or this screensaver.
The newest items in the Club Nintendo shop are these four commemorative Mario pins, each shipping in early November for a steep 450 Coins -- which means you can go ahead and forget about collecting them all. On the other end of the price scale is a new Mario screensaver, featuring footage from games throughout the series, which you can download for 10 Coins. Compared to the pins, it's a bargain! But it's also a screensaver.
http://www.joystiq.com/2010/10/20/cl...h-anniversary/
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October 21st, 2010, 01:42 Posted By: wraggster
Is 3D gaming on the verge of completely revolutionizing your world? If you're a hardcore PlayStation fan, you might believe the answer to that question is "yes." However, given the recent DisplaySearch findings on 3DTV adoption, we're thinking more of you fall in with the leanings of Microsoft's Phil Spencer, who is making it clear that he isn't pushing the technology at this point:
For better or for worse, people just don't really have TVs in their house right now that are going to do 3D in a way that's going to work... As a corporate mandate, I don't need to sell you a new TV, that's not part of my business model. Other companies maybe have that part of their business model. I don't.
"Other companies," eh? Yeah, we think you can figure out who he's talking about there. Phil isn't just dishing up the Haterade, though, throwing props to Nintendo: "I like the 3DS, you don't have to wear the glasses."
http://www.engadget.com/2010/10/20/m...-thinks-3ds-h/
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October 21st, 2010, 01:30 Posted By: wraggster
Newly released
features•DJ Hero 2 delivers the ultimate social multiplayer experience where two virtual DJ’s can drop the needle on the groove and mix, scratch and sample; all while a vocalist grabs the mic and sings along to lyrics from today’s biggest hits, scoring players with pitch and range detection
•Picking up where the award-winning DJ Hero soundtrack left off, DJ Hero 2 one-ups its predecessor and spins together even hotter tracks blazing up the charts and legendary club anthems from the biggest artists in pop, dance and hip hop. Remixes of block rockin’ beats from Lady Gaga, Deadmau5, Kanye West, Chemical Brothers and Dr. Dre will definitely set the party off right
•DJ Hero 2 lets players put their own spin on the music with Freestyle gameplay that allows them to mix, scratch and sample during set points in the game. With the tracks synced to the beat, scratches recorded by the pros and samples pulled directly from the tracks being mixed, everyone will sound like a superstar DJ
•The critically acclaimed Party Play, first made famous in Guitar Hero 5, is one of a half dozen new multiplayer modes coming to DJ Hero 2. Digital disc jockeys and living room lyricists will be able to start and stop spinning on the fly, drop-in and drop out of lyrical gameplay, switch difficulty level without interrupting the party vibes or just let the game play the body movin’ beats on its own
•At the heart of DJ culture is the battle. Epitomized by scratch legend DJ Q-Bert, DJ Hero 2 brings the heat to the players with a variety of competitive game modes. With DJ Battle – featuring custom designed mixes and authentic call-and-response gameplay – Quickplay, Pro-Faceoff, Accumulator, Checkpoints and Streakers, the game will be the judge in determining the ultimate living room scratch master
•In the all-new Empire Mode, players start out as an up-and-coming DJ on the road to becoming the head of a major entertainment empire, all of which is founded solely on their success as a DJ. Wowing the crowd with their tight sets and awesome freestyle abilities, players will progress quickly, soon finding themselves in command of a network of global clubs, and each with a selection of superstar DJs in their crew
•With the DJ Hero turntable controller in hand, DJ Hero 2 continues to transform video gamers into virtual DJ’s engaging in techniques including mixing, sampling, various scratch patterns and adding effects to the music mix. From beginners to experts, players spinning on the turntable controller will experience the unique sensation of having control of the music at their finger tips
•Virtual DJs can throw down the ultimate battle with Hero Feed, which brings bragging rights to the game by allowing players to challenge and track their friends’ accomplishments, whether the friend is online or offline
track listing2Pac
50 Cent
Adamski
Afrika Bambaataa & The Soul Sonic Force
Armand Van Helden
A-Trak
B.o.B.
Basement Jaxx
BlakRoc
Bobby Womack
Bruno Mars
Busta Rhymes
Calvin Harris
Chamillionaire
Chic
Chris Willis
Clinton Sparks
Colby O’Donis
Daft Punk
Damian Marley
David Guetta
Deadmau5
Deee-Lite
Dillinja
Diplo
Dizzee Rascal
DJ Shadow
Donna Summer
Dr. Dre
Drake
Edwin Starr
Eminem
Estelle
Flo Rida
Gorillaz
Grandmaster Flash & The Furious Five
Harold Faltermeyer
House Of Pain
Iyaz
Jackson 5
Janet Jackson
Justice
Kanye West
Kaskade
Kelis
Keri Hilson
Kid Cudi
Kool & The Gang
Lady Gaga
Lil Jon
Lil Wayne
LL Cool J
M.I.A.
M|A|R|R|S
Major Lazer
Malcolm McLaren
Mase
Melle Mel & Duke Bootee
Metallica
Missy Elliott
Mos Def
MSTRKRFT
N.O.R.E.
Nas
Nate Dogg
Naughty By Nature
Nelly
New Boyz
New Order
Newcleus
Nightcrawlers
Orbital
Pharoahe Monch
Pirate Soundsystem
Pitbull
Puff Daddy
Pussycat Dolls
Rihanna
Robin S.
RZA
Salt N Pepa
Sam Cooke
Sam Sparro
Sean Paul
Skibadee
Sneaky Sound System
Snoop Dogg
Snow
Soulja Boy Tell Em
Sparfunk & D-Code
Static Major
Stevie Wonder
Talib Kweli
The Chemical Brothers
The Crystal Method
The Egg
The Notorious B.I.G.
The Prodigy
Tiësto
Tiga
Timbaland
Tweet
Walter Murphy
Warren G
Wayne Smith
Will.I.Am
Yeah Yeah Yeahs
Young Jeezy
descriptionDJ Hero® 2 will transform living rooms into nightclubs letting budding beat chemists, singing sensations and all of their friends fire up two turntables and a microphone to experience their favorite music together as they’ve never heard it before. The follow-up to the award-winning, #1 new videogame IP of 2009, DJ Hero 2 delivers the ultimate way for gamers to come together with a host of new multiplayer modes that pit DJ against DJ in unique Battle Mixes, invite vocalists into the spotlight with scoring based on pitch and range detection and bring the party to life with jump-in/jump-out Party Play gameplay. Featuring the biggest dance, pop and hip-hop hits by the hottest artists everyone knows and loves remixed by world-class DJs in an all-new way, the game’s soundtrack delivers over 70 unique mashups only available in DJ Hero 2. Further immersing players into the music, the game offers a heightened level of creative input and allows everyone to add their own touch, directly impacting the beats they’re spinning with Freestyle scratching, cross-fading and sampling, performed at set points in the mix.
http://www.play-asia.com/SOap-23-83-...j-70-3v2y.html
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October 21st, 2010, 01:29 Posted By: wraggster
Newly released
NBA 2K11 is the latest installment in the best selling, and highest rated NBA videogame series. NBA 2K11 is the best way to plug into NBA culture. It’s the most fun, authentic NBA videogame experience and is for any sports fan with that competitive fire who wants to play the best NBA simulation on the market. It’s the NBA series that everyone is playing – from the most elite NBA athletes and superstars to the local court gym rats. NBA 2K10 delivered on its promise to TAKE OVER, and NBA 2K11 will on build on that momentum by dialing up all of its features – gameplay, AI, presentation, visuals, audio, online and more – to deliver the best basketball videogame experience EVER.
http://www.play-asia.com/SOap-23-83-...j-70-3w2v.html
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October 20th, 2010, 15:29 Posted By: wraggster
I did a double take when I scanned Famitsu’s table of contents. "Zombie… Daisuki? You gotta be kidding me," I thought trying to visualize cute House of the Dead horrors.
In English, Zombie Daisuki is something like Loveable Zombie and its written in hiragana to look cute. Famitsu says its for Nintendo DS, but scans of the game aren’t out yet.
"One of Square’s otome line, no doubt," Ishaan joked. "They’re expanding their fanbase to the undead schoolgirls." Square Enix actually has an otome line now. My guess is Love Zombie Plus, but until we see the reveal we’re just imagining how absurd this game is going to be.
http://www.siliconera.com/2010/10/19...r-nintendo-ds/
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