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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
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THE LATEST NEWS BELOW
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August 2nd, 2010, 01:13 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12166&f=54
Here is the latest revision of the currently known Wii homebrew , the Explorer file WiiXplorer password review 195.
Source: http://code.google.com/p/wiixplorer/
changelog:
R195
* Added Possibility to download URL year in the startmenu if you set it as a
download link ( new issue When Adding anr url )
* Removed the bootup mount option. The app now boots Always Used To The Last
path .
* Fixed halt on network init Even When It failed
* Be Opened OnScreenKeyboard can now right from the start of the texeditor
* Changable slideshow delay range INcreased
* Some exchange is reset the progressbar Regarding the size of the total tranfered
Calculation
* Lot 's of optimizations in code (more use of macros )
doxgen * Initial commit ( Though I Do not Have So Many comments yet)
http://code.google.com/p/wiixplorer/
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August 1st, 2010, 23:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12165&f=19
Reylak offers version 1.0 of its adaptation of the game Minesweeper for the DS, "μDemineur DS" lua -coded thus requiring interpreter Lua Micro Lua DS to operate .
== > Version 1.0 beta {( [ 08.15.2009 ] ) }
<= > This is an interim version , pending other features that constitute the real version 1.0 <=>
< = > Despite the presence of "Options" button , they are not implemented yet ! <=>
< = > From this version of the lib StylusBox killer01 is used , please use it because it is a revised version to v3.0 MicroLua < = >
~ } The bug count the remaining mines in a new part
~ } Pause Menu
~} timed Parties
~} You can start a new game playing
~ } It is now impossible to reveal a box with a flag
~} It is now possible to place a flag on a visible box
== > Version 1.0 (final release ) { ( [ 08/21/2009 ])}
< = > The download version uses relative paths, for use with No $ GBA Test or MLS . To play on the DS , you should replace these paths by the paths absolute (or relative position in the file lib ini.lua ) <= >
~} Minor cosmetic improvements
~} Main Menu
~ } Options in the game
~} INI file , options are automatically written into
~} The clock is now waiting for the first click to start
~ } Integration of displacement of the grid ( so you can play with a grid larger than the screen! )
http://microlua.xooit.fr/t327-uDemineur-DS.htm
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August 1st, 2010, 23:52 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...7f07a35c7e9c7f
Callum Dickinson offers us an update in 2.0.0 RC3 porting Wii gaming PC Sonic Robo Blast 2, platform game with the famous blue hedgehog , "Sonic Robo Blast 2 Wii"
When playing for the first time , there will be writing " Building for tarball images ...". Here , nothing changes and you have to wait four minutes .
Then, windows of old fashion ordis appear. Press " A " then " 2 " and is left for two minutes ! After thirty odd lines and the game starts!
When playing for the second time or more , the first load that lasts more than 15 seconds, but the second time , it is always two minutes ... Note that you need a nunchuck to play.
The archives of the source and the official website is incomplete, it will download the archive below for playing the game
SRB2Wii v2.0.0 Release Candicate 3 Has Been released for testing ( 07/31/2010 00:00) :
Features and bugfixes :
- Booting from a USB stick SRB2Wii Is Now Fully Supported, although it MOST definitely Will Be Slower Than Much doing 'everything "under the internal SD card slot.
- The GameCube Controller Is Now Fully Supported .
- Multiplayer support has been " coded in, although due to limitations with wminput , only one Wii Remote can Be connected at a time ( one more GameCube controller can Than Be Used howeve ) , and SRB2 Seems To Be HAVING créancier Problems with input from the second controller ingame. This Will Be Before the fixed stable release .
- The Swap Is Now Supported extended again , and it really Does make a difference with larger levels. Under the Settings menu of the launcher , you can tell the system to create the SRB2Wii extended swap file ( Which Will Be Used by default Then from then one ) . Be Warned That Will this process take a little while and Requires Some disk space, as the extended Swap File is 128MB.
Regressions and bugs:
- SRB2Wii/mini Will not load anymore , so not uploaded this time.
- Fine text on the splash screen is unreasonably isn't properly. This Will Be fixed in the future .
Future features :
- Internal updates -through the Internet .
Yup, we are getting there! To the final version of SRB2Wii v2.0.0 . Hopefully, SRB2Wii can Be Made To Be as functional as possible , and new serie SRB2 great performance as well .
http://mb.srb2.org/showthread.php?t=31137
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August 1st, 2010, 23:41 Posted By: wraggster
News via http://drunkencoders.com/2010/07/moo...e-nintendo-ds/
Over at The Moon Books Project we are celebrating documentary week and making available a varitable flood of documentaries in both DPG format (for viewing on the Nintendo DS with Moon Shell) and MP4 format.
So far we have made available the following documentaries, so head on over and enlighten yourself:
The Yes Men Fix The World
BBS: The Documentary (if you are unfamiliar with BBSes and want to know what people did before the Internet, check this out!)
Zeitgeist and Zeitgeist: Addendum
Also, we have launced a review website for games, movies and other cool stuff called Moon Books Magazine, we know it’s not very original, but it works…
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August 1st, 2010, 23:40 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=364&Itemid=1
Here is the latest version of the N64 Myth menu - v1.1. Changes include:
Fixed crash when you pressed A or B with no games in the game list.
Fixed crash when you started a game from the SD card before the game info was fetched.
Changed save type and CIC type options to show what they are instead of just a number.
If you have a Neo2-SD or Pro and run the game from the SD card, reset to game works for all games. Still trying to figure a way to do than from game flash in a compatible manner. This feature requires you to have the menu burned to the N64 U2 menu flash.
Added ability for N64 U2 menu to automatically run menu from the GBA menu flash or the SD card. If you run the menu from the GBA menu flash in the first place, it will also check for the menu on the SD card. This creates about a 3 second delay when you don't have an SD card (flash only cart, or no SD card in the cart). Basically, you want to burn the v1.1 menu into the N64 U2 flash, then all minor updates can simply be run from the SD card (or GBA menu flash for flash only carts).
Please read the readme for all the details.
Download: http://www.neoflash.com/forum/index.php/topic,6227
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August 1st, 2010, 23:36 Posted By: wraggster
Pate has released a new version of his Dos Emulator for the DS, heres whats new:
This version has the refactored internals, so it most likely runs some (if not all) games slower than the previous versions. It does however now support practically all real-mode 286 CPU opcodes (not including JPE and JPO which require game-specific hacks), and also unsupported graphics opcodes should now be quite rare. The graphics opcodes are now reported as Unsupported EGA opcode or Unsupported Mode-X opcode, and unlike in previous versions, you can continue after such an opcode using the B button. However, it is likely that you will get the same error again and again, so please send me the log file if you encounter unsupported graphics opcodes. If you get a plain Unsupported opcode error, it most likely means that the program is executing data instead of code, so something has gone wrong in the code before this happened, and thus it is not possible to continue running the program. Again, I am interested in the log files produced in these situations.
Besides the refactored internals, this version has various other fixes, based on many games and other programs I have been testing. Here is a list of the programs I tested, and the changes made into DSx86 or other information about why the program fails to run properly.
Alcatraz, Terminator 2 - Judgment Day, Prehistorik and SimFarm all had various palette problems. I debugged each of these, and noticed that they each failed for different reasons, so in the end I decided to rewrite the 16-color palette handling in DSx86 completely. Now at least those games have correct palettes, so hopefully this change fixes the other games with palette problems as well. The palette handling is still not completely correct, as only the first 64 palette registers are supported in 16-color modes. This is OK for EGA emulation, but some VGA games might use special palette tricks that might still fail.
B.A.T. 2 was freezing. This was caused by the game trying to detect AdLib using Timer 2, while I have only emulated Timer 1 behaviour (and even that one pretty badly). I improved the AdLib timer behaviour, but they still don't work properly. I have run out of Nintendo DS hardware timers, so I need to figure out a way to combine some of the existing timers or use the ARM7 timers from the ARM9 side for some less critical timing operations. In any case B.A.T. 2 now does not freeze, but it seems to run some parts of the intro far too fast. I also found and fixed a problem in the 640x480 mode blitting code when testing B.A.T. 2.
Battle Chess 4000 is reported on the compatibility list as crashing after moving a cursor, however moving the cursor seems to work fine for me, both in D-Pad and touchpad mouse mode. So, I can not debug the possible problem.
The Clue! has been on the compatibility list for a long time, so I finally decided to look into it. I found out that the crash is caused by a bug in the game. The game checks whether the system has an XMS memory driver, and stores the call address of the driver if it has. However, if a driver is not found, it still tries to call the driver, which then causes a null pointer call. I verified this behaviour in DOSBox by making it report no XMS driver, and the game crashed in DOSBox as well. So, this game won't work until I implement XMS memory handling.
Curse of Enchantia hang in 0.21. This was caused by a bug in my refactored CMPSW opcode. I fixed that opcode and Curse of Enchantia began to work properly again.
Darkseed uses an internal flag in it's timer INT8 handler to prohibit re-entrance of the interrupt routine. However, it calls the BIOS INT8 routine with interrupts enabled, so it is possible that the next timer interrupt will happen at this phase, and if it does, the game does not perform an End-Of-Interrupt handling properly. This caused DSx86 to stop sending new timer interrupts, causing the game to hang. I fixed this by turning interrupts off in the BIOS INT8 handler before reporting the End-Of-Interrupt, so a new timer interrupt can not happen until the code has returned from the interrupt handler completely. This seemed to fix the Darkseed hanging problem.
Jazz JackRabbit and Tyrian 2000 began failing with a "At least a 286 processor needed" error in 0.21. I found out that Windows 3.00a only uses one protected mode opcode to differentiate between a 286 and 386 processors, so I implemented that opcode and reverted back to the original 286 CPU behaviour, so these games should now detect a 286 processor again.
Maupiti Island behaves somewhat strangely. Running the maupiti.bat it first runs maupan1.exe, which basically just reserves all memory and then returns with a Terminate-and-Stay-Resident call. However, since it has reserved all memory, there is no room for 4DOS to load itself back from the EMS swap, and thus 4DOS crashes with a memory error. Not running the maupiti.bat but running the start.com directly performs an INT F2 call (which probably would be handled by the TSR program), so it crashes when the TSR program does not exist. This I need to debug further to see if it really is incompatible with 4DOS or if DSx86 does something wrong.
Nomad I quickly debugged and saw the graphical glitches, but did not have time to work on it any further. It is on my TODO list now, though.
Princess Maker 2 seems to work fine, even though it is reported as crashing with an unsupported opcode. I could not get it to crash in version 0.21 either.
Raiden had a couple of problems, it uses the VGA Mode-X VRAM as a continuous wrap-around screen area (same as what Commander Keen does in EGA mode), which was not properly supported. I fixed this, so there should be no flashing scanlines any more (this same problem was probably in Alien Breed as well, but I haven't tested that). Another problem in Raiden is that it wants to use the horizontal smooth scroll (like Supaplex etc do in EGA mode), which again is not yet supported in Mode-X. This problem I will try to fix in the next version.
Return of the Phantom crashes after the intro. It also shows garbage on the screen when it crashes. I did not have time to debug this further, but it is now on my TODO list.
Return to Zork is reported to fail in the VGA detection, but I could not even get it to run that far before it ran into a 386 opcode. Perhaps I have a wrong version of the game.
Robocop gives an unsupported INT call. It attempts to use the BIOS - SET EVENT WAIT INTERVAL (AT,PS50+) call, which is not yet supported in DSx86. I would like to add support for that, but this again would need another hardware timer, so I need to do some hardware timer combining to support all these additional PC timers.
Shadows Over Mordor uses a JPE opcode, and in such a way that it is impossible to code a hack for it into DSx86. So, this game will sadly go to a list of games that will not run in DSx86, most likely not ever.
SimFarm is reported to give a "Sound hardware not found" error. I could not get this error to happen, when using "SoundBlaster 2.0" setting for music and digital effects. DSx86 emulates SoundBlaster 2.0 (not Pro), so if the game offers several SoundBlaster options, use that setting.
Sleepwalker is reported to give an unsupported opcode at startup, but I could not get that to happen. I played it for a little bit, and noticed that it attempts to set a tweaked screen mode with less than 200 rows, the bottom rows of which show as garbage in DSx86. This does not affect gameplay, but I'll see if I can get rid of this problem in the upcoming versions.
Superhero League of Hoboken performs a null-pointer call, which results in an unsupported opcode. This I did not have time to debug further, but it is now on my TODO list.
Tanx crashed with unsupported port I/O error. The game wanted to setup the programmable interrupt contoller into Auto-EOI mode, which was not supported. I added support for this mode, so the game should not crash any more.
Windows 3.00a. I checked what it requires from the EMS driver, and added the required features, and got it to use EMS memory. However, I had to comment out these changes in the end, as it looks like Win 3.00a wants to execute the programs directly in the EMS memory block, and this is not supported in DSx86. Adding support for running code in EMS memory window would slow down all real-mode code execution, so I don't want to do that. Instead, I am looking into the possibility of adding proper protected mode support at some point. So, no change in the Windows 3.00a behaviour in this version.
Wizardry 6 is supposed to crash with an unsupported opcode on the title screen, but I could not reproduce this. It seems to run fine, also in the 0.21 version.
This was the last week of my summer vacation, so after today it is back to the normal slow progress with DSx86. I won't have much time to work on DSx86 during weekdays, so I can not get all that much done during each two-week period. I am glad I got the internal refactoring done during my summer vacation, though, as that was quite an extensive change. I had to change pretty much every single opcode that I have been spending the last year coding.
http://dsx86.patrickaalto.com/DSblog.html
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August 1st, 2010, 23:26 Posted By: wraggster
News via http://hackmii.com/2010/07/hackmii-installer-v0-7/
Update: I’ve just uploaded v0.7b of the installer. The only change is a small bugfix in the installer itself, and only very few people ran into this. If you could successfully install either The Homebrew Channel or BootMii, there is no need to reinstall again, both are unchanged compared to v0.7. If you had problems before, please try again with this version. The download links and the integrated update feature in HBC itself have been updated for this bugfix.
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August 1st, 2010, 22:01 Posted By: wraggster
News via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- fixed a small error in the source that resulted in the PPU not synchronizing properly to the CPU.
Major features in this release are: serial controller emulation, a brand new scheduler that supports multiple simultaneous coprocessors, and accuracy improvements.
The serial controller is something devised by blargg. With the proper voltage adjustments (5v-9v), it is possible to wire an SNES controller to a serial port, which can then be used for bidirectional communication between the SNES, and (usually, but not only) a PC. The support in bsnes was added so that such programs could be debugged and ran from within an emulator, and not just on real hardware.
The scheduler rewrite was meant to allow the combination of coprocessors. It was specifically meant to allow the serial controller thread to run alongside the SuperFX and SA-1 coprocessor threads, but it also allows fun things like MSU1 support in SuperFX and SA-1 games, and even creating dev cartridges that utilize both the SuperFX and SA-1 at the same time. The one thing not yet allowed is running multiple instances of the exact same coprocessor at the same time, as this is due to design constraints favoring code inlining.
There are two important accuracy updates. The first is that when PAL video mode is used without being in overscan mode, black bars are shown. Emulators have always shown this black bar at the bottom of the screen, but this is actually incorrect. resxto took pictures from his PAL TV that shows the image is in fact vertically centered in the screen. bsnes has been updated to reflect this.
Also interesting is that I have backported some code from the dot-based PPU renderer. In the game Uniracers, it writes to OAM during Hblank, and expects the write to go to a specific address. In previous releases, that address was hard-coded to go to the required memory location. But the way the hardware really works is that the write goes to the extended attribute address for the last sprite that the PPU fetched, as the PPU is still asserting the OAM address bus. Now, due to the precision limitations, I was not able to also port timing access during the active display period. However, this is sufficient to at least remove the last global hack from the older, speed-focused scanline renderer.
http://byuu.org/
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August 1st, 2010, 21:53 Posted By: wraggster
Serebii.net has a quick explanation of how you’ll be transferring Pokémon over from previous games to Pokémon Black & White. This is done through the use of an ingame feature called the “Pokéshifter.”
Located somewhere within the Isshu region is a building — similar to the Pal Park from Hg/Ss and Di/Pe/Pl — that will allow you to connect with previous games, provided you have two DSes. Once you connect, an option will appear in the Gen IV games to allow you to complete the transfer. You’ll be able to move six Pokémon at a time, although, there’s no mention of whether there are any limits per day (or any other timeframe).
Capturing the monsters on the Black & White end involves a minigame where they’ll pop out of a set of bushes on the DS’s top screen. Using the touchscreen, you’ll need to aim a reticule to shoot a Pokéball with a bow (a…Bowkéball?) to capture them.
The minigame in Black & White will require you to adhere to its time limit.
http://www.siliconera.com/2010/07/31...thod-revealed/
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August 1st, 2010, 20:14 Posted By: wraggster
In response to MCV’s news yesterday that many companies are continuing to sell R4DS and other DS piracy devices despite the recent court ruling that illegalised the activity, Nintendo has issued a warning to the offending retailers.
“The message is the same to companies big and small, these activities are illegal,” a spokesperson at Nintendo UK told MCV.
“We will continue to work alongside ELSPA, Trading Standards and the police to enforce the recent UK High Court judgment and pursue companies who persist in unlawfully selling these devices.”
Yesterday MCV spoke to two retailers who admitted to uncertainty regarding the R4’s legality, though both remained willing to sell us the devices.
Their details have been now been received by both Nintendo and ELSPA.
http://www.mcvuk.com/news/40232/Nint...rns-R4-sellers
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July 31st, 2010, 22:16 Posted By: wraggster
New from Divineo USA
WODE Wifi Dongle, that allows you to load games via Wifi Samba Shares.
The Wifi Dongle allows you to add network capabilities to WODE. You will be able to share your USB devices on a network or read files from your PC using SAMBA sharing. You will also be able to manage your WODE through a nice web interface. See links section below for an example
Wode Wifi is locked to WODE official hardware. The WODE will ask for the serial number when you are installing.
Specs:
- Main Chipset ZyDAS ZD1211 (official website http://zydas.rapla.net/)
- 802.11/b/g – Max speed 54Mb/s
This is not a product for the "average user", you will need to have a decent amount of experience to set this up. Support on the WODE forums, not via email.
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July 31st, 2010, 20:49 Posted By: wraggster
To win at Mario Kart on a console you must master two things: drifting and power-ups. Half of that is replicated in these R/C Mario Kart toys, which we saw standing still last month but now can finally see in action motoring around what looks to be either Corporate Carpet Raceway or CDR Castle. The controller emits that familiar jingling item select sound when you've snagged a virtual power-up, and you can see how mushrooms boost your speed while banana peels cause your opponents' cars to freak out. Sadly there is no drifting to be found in this version of the game, but we're wondering if a little tape on the rear wheels wouldn't help address that shortcoming.
http://www.engadget.com/2010/07/31/r...-but-do-shoot/
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July 31st, 2010, 20:28 Posted By: wraggster
The internal Bethesda Softworks development team has no plans to develop for Nintendo systems because it feels its games are graphically and thematically better suited to other formats.
That's according to executive producer Todd Howard, who told IndustryGamers, "The stuff we're doing is a better fit on the other platforms. You can never say never, but I think for the kind of games that we like to play and make, it fits the other platforms."
Howard acknowledged that this was more down to a mismatch of audiences than any kind of prejudice.
"Even if there's going to be some bigger, more mature games on it, the system, for better or worse, has been moved to this demographic [of casual gaming]," he said.
"If we had an idea that we thought would really take advantage of that platform, we would do something for it. Usually, we're thinking more in terms of graphically doing things that the other systems do. That's what we get excited about."
Nor is Bethesda considering iPhone or social game development for the time being, although in each case for different reasons.
"Once the id thing came about [Bethesda owner ZeniMax acquired id Software in 2009], they were doing enough mobile stuff that I kind of felt, 'OK, they're doing some really good stuff right now; let's see how that market goes before I start putting my own time or other people's time into something that, at the end of the day, might be a distraction from the bigger game that we need to be making.'" Howard explained when asked about iPhone.
"At the end of the day, [it] might be a distraction from the bigger game that we need to be making. For now, it's definitely on the back burner."
As for social platforms like Facebook and the success of games like Farmville... "I've got to be honest, I don't get it," said Howard. "I look at it and try to understand but for now I've just decided to ignore it."
Bethesda Softworks is currently working on an unannounced project that we assume everyone hopes is a new Elder Scrolls game...
http://www.eurogamer.net/articles/be...-iphone-social
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July 31st, 2010, 19:19 Posted By: wraggster
Despite this week’s ruling that saw the illegalisation of nearly all devices aimed at allowing the running of homebrew and pirated games on the Nintendo DS, MCV has confirmed that some outlets are still selling the accessories.
Though many of the links that come up in a Google search for ‘R4’ now lead to either missing pages or 404 links, in the space of 30 minutes MCV was still able to locate two retailers willing to sell us an R4 card right now.
In addition, we’re waiting on email responses from several more websites claiming to offer the device.
Though both vendors we spoke to were cagey about whether the R4 would allow us to play pirated games, both confessed to uncertainty about its legality – though both were happy to continue selling them.
MCV has withheld the names of the retailers in question and supplied the information to ELSPA and Nintendo.
Thanks to the MCV reader who helped us out with the story.
RETAILER 1
MCV: Hello. I’ve just been looking at something on your website called the R4. The blurb is a little vague so I wanted to make sure it’s the thing I’m after before I order it. Can I ask you what it does please?
THEM: The allow you to play music, video and pictures on your console and can also be used for people who have designed their own games and homebrew on the DS as well.
MCV: I’ve been told that you can play any game you want using them too?
THEM: I wouldn’t know about that.
MCV: I’ve also been told that it’s actually illegal to sell them.
THEM: We’ve not heard anything about that. We’re waiting for a release to find out what’s going on with that. But as far as we’re aware everything’s OK.
MCV: Despite the High Court ruling in London this week saying it’s illegal to import, distribute, advertise or sell them?
THEM: We’re currently in the process of awaiting advice about that.
MCV: But I’m free to order them at the moment?
THEM: That’s correct, yes.
MCV: As long as that’s clear, thanks.
RETAILER 2
MCV: Hello. I’ve just been looking at something on your website called the R4. The blurb is a little vague so I wanted to make sure it’s the thing I’m after before I order it. My friend tells me he’s able to use his to play any game he likes on his DS?
THEM: Erm, it’s used for a number of different purposes. You can use it for watching movies, viewing pictures or playing homebrew games and that sort of stuff.
MCV: What does homebrew mean exactly?
THEM: It’s an unlicensed game that’s been created by a developer without a licence.
MCV: My friend says he plays whatever game he wants on there. Is that how it works?
THEM: Yeah, I mean there is that side of it but we don’t really get involved with that side of things to be honest.
MCV: I’ve also read that these things are illegal. Is that right?
THEM: Yeah, there’s a decision that we’re investigating at the moment that came down through the courts a couple of days ago. It’s possible that once the stock that we’ve got now has sold through that we won’t be stocking this item.
MCV: But I’m OK to order it now?
THEM: I’d suggest that if you want one you order it ASAP. We’ve got limited stock in and it’s selling very fast.
MCV: Sells well, does it?
THEM: Yeah, it’s always been good but I think a lot of vendors have heard about the decision and a lot of them are ceasing to sell them so, yeah, stocks are limited. I’d get one now.
http://www.mcvuk.com/news/40230/Reta...gnore-R4DS-ban
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July 31st, 2010, 19:16 Posted By: wraggster
Atlus U.S.A., Inc. today announced that 101-in-1 Sports MegamixTM for Nintendo DSTM, a collection of one hundred and one addictive sports mini-games that anyone can enjoy, has scored a new release date of September 7, 2010. The game features a wide assortment of all-time favorites like bowling, boxing, volleyball, tennis, basketball and unique sports some may not recognize right away, such as caber tossing, traction kiting, capoeira, street luge, and more! There is practically no end to the fast-paced sports action!
"Do you know how hard it is to fit 101 different sports games on a single cartridge?" asked an out-of-breath Aram Jabbari, Manager of Public Relations and Sales. "We had a hundred of them lined up and ready for the crammage process until someone said, 'Where's the 101th sport?' and we suddenly realized it had run away. It made sense, seeing as how it was one of the track and field games. We can't cram until we have them all, so it'll take a little more time, but cram we will, I can promise you that."
Players of all ages will have hours of fun earning points by successfully completing challenges and spending their points to reveal dozens of exciting new sports games, striving to unlock more and more each time. Simple to play and addicting to master, these games will keep players engrossed in scoring goals, earning medals, winning races, and beating high scores. On top of all this, some of the games allow players to challenge a friend to multiplayer competition through local wireless play, making 101-in-1 Sports Megamix for Nintendo DS a never-ending supply of fun and excitement!
101-in-1 Sports Megamix is now scheduled for release on September 7, 2010 with an MSRP of only $19.99. With one hundred and one titles, the price averages out to less than twenty cents per game! See the official trailer for a look at some of the exciting sports action players can look forward to.
For more information on 101-in-1 Sports Megamix for Nintendo DS, and to check out the other games in the 101-in-1 series, visit the website: www.atlus.com/101sports.
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July 31st, 2010, 19:13 Posted By: wraggster
Experience the fantasy adventures that became a cultural phenomenon! Game publisher Destineer today announces a partnership with Digital Leisure Inc. to develop Dragon’s Lair Trilogy, bringing three timeless arcade adventures together on one disc for WiiTM: Dragon’s Lair, Dragon’s Lair 2: Time Warp, and Space Ace. For the first time ever on a console platform, you can experience the stunning visuals and engaging storylines from all three of these classic arcade games created by legendary American animator Don Bluth. Lead on brave adventurer, your quest awaits!
An instant hit in its 1983 debut, Dragon’s Lair is one of the most beloved arcade games of all time. As valiant knight Dirk the Daring, immerse yourself in a fantasy adventure on a quest to rescue Princess Daphne from the clutches of an evil dragon. You control the actions of the daring adventurer, finding your way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles.
Straight off the success of Dragon’s Lair, Don Bluth and his creative team began working on a galactic adventure known as Space Ace! In Space Ace you play the heroic Ace who must stop the evil Commander Borf from taking over the Earth! Only two people have the courage and strength to stop Borf and save Earth: the beautiful Kimberly and Ace. But as they approach Borf’s stronghold, Ace is hit by the Infanto Ray, changing him into a child, and Kimberly is kidnapped by the evil madman! The fate of Earth is in your hands!
In the sequel to the smash-hit, Dragon’s Lair 2: Time Warp allows you to once again play the heroic Dirk the Daring, who must stop the Evil Wizard Mordroc as he has kidnapped Princess Daphne and taken her through time! But you must hurry, for once the Casket of Doom has opened, Mordroc will place the Death Ring upon Daphne's finger in marriage and she will be lost forever… in the Time Warp!
Features:
Completely arcade authentic
Original arcade gameplay modes
Remastered animation
Both standard and widescreen editions
All-new move guides for beginners
Watch Mode - View all of the stunning animation without playing!
Dragon’s Lair Trilogy will be available this fall for a suggested retail price of $29.99 for Wii. For additional information please visit
http://www.dragonslairtrilogy.com or www.destineergames.com.
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