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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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June 28th, 2010, 23:50 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Fixed gameplay stats and movie uploading;
- Improved movie checkpoint editor;
- Improved GUI acceleration feature;
- Each mappable action ("Load State", "Save State", etc) can be enabled/disabled independently;
- Fast-forward function can now be mapped to a controller button.
News source: http://www.ubernes.com
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June 28th, 2010, 23:48 Posted By: wraggster
The reduction of new IP coming out of Marvelous Entertainment isn't as total as we'd heard. In a recent investor Q&A summarized by air-be and translated by Siliconera, the company revealed that it will have original IP in the next fiscal year, for "new hardware." The current fiscal year ends March 31, 2011.
This hardware is likely to be something other than the 3DS. The company refers to that system explicitly when discussing its plans to release a Harvest Moon game on Nintendo's extradimensional handheld. That Harvest Moon game, by the way, also won't be ready until the next fiscal year, which means that you won't be planting crops deep into the ground -- with visible depth -- at the 3DS's launch.
http://www.joystiq.com/2010/06/28/ma...t-fiscal-year/
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June 28th, 2010, 23:33 Posted By: wraggster
Newly released today
features
Use the intuitive touch screen to play the game
Atmospheric weather effects
Sophisticated story and puzzle design in the classical point&click mode
More than 100 highly detailed and lovingly animated locations
description
Unravel one of the greatest mysteries of our time!
The story of the Nintendo DS™ adventure Secret Files: Tunguska begins with a puzzle. Nina Kalenkow's world is turned upside down when she learns that her father, the scientist Vladimir Kalenkow, has vanished without a trace. Since the police can't (or won't?) help, Nina decides to search for clues to her father's whereabouts on her own. On the way, she meets Max Gruber, one of her father's colleagues, who spontaneously offers the attractive young woman his help. The trail leads Nina and Max to the mysterious disaster in the Tunguska region of Siberia in 1908...
http://www.play-asia.com/SOap-23-83-...j-70-36af.html
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June 28th, 2010, 23:31 Posted By: wraggster
Newly released today
features
Intuitive controls, rumble feature and the optional puzzle assistant
Play co-operatively in 2 player mode
More than 100 highly detailed and beautifully animated locations
description
Unravel one of the greatest mysteries of our time!
The story of the Nintendo Wii™ adventure Secret Files: Tunguska begins with a puzzle. Nina Kalenkow's world is turned upside down when she learns that her father, the scientist Vladimir Kalenkow, has vanished without a trace. Since the police can't (or won't?) help, Nina decides to search for clues to her father's whereabouts on her own. On the way, she meets Max Gruber, one of her father's colleagues, who spontaneously offers the attractive young woman his help. The trail leads Nina and Max to the mysterious disaster in the Tunguska region of Siberia in 1908...
http://www.play-asia.com/SOap-23-83-...j-70-36aj.html
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June 28th, 2010, 23:28 Posted By: wraggster
Newly released today
features
Players can run on foot or take to the skies with a jetpack or hovering skateboard-like device to dodge enemy attacks or get a better lock on their targets
Players can fire at targets in the distance or switch to sword attacks for close-range targets
The Wii Remote™ controller’s pointing ability is used to aim weapons, while the Nunchuk™ controller is used for positioning and maneuvering
Numerous beautifully rendered settings include gorgeous cityscapes and dramatic underwater tunnels, all populated by fierce enemies
It’s all about the multiplier. The better a player’s skills, the more points are earned, and the bigger the bonus. Players will want to play the game again and again to beat their personal best on each level. The better the performance, the bigger the multiplier and the higher the final score
description
Players engage in nonstop shooter action as they’re propelled through this on-rails game. Isa and Kachi are being hunted. They go on the run and on the defensive. And they shoot everything. Sin & Punishment™ 2 is the long-awaited sequel to the Japanese Nintendo 64™ cult-classic shooter. It brings a frantic arcade sensibility to a post-apocalyptic world. Fans who can’t wait for the sequel can replay the original game by downloading it from the Virtual Console™ section of the Wii™ Shop Channel.
http://www.play-asia.com/SOap-23-83-...j-70-3f95.html
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June 28th, 2010, 23:22 Posted By: wraggster
Geo deals with all kinds of media in Japan. DVD rentals, CDs, and, of course, video games are on their shelves. In a financial briefing, Geo outlined some of their key products like renting “Alice in Wonderland” on August 4.
In the games category, they listed Gran Turismo 5, Monster Hunter Portable 3rd, and an unannounced PSP-4000. The Nintendo 3DS is on Geo’s expected product list too. According to the calendar, GeoNet will stock both products within this year.
Japanese blogs are buzzing about the find, but Geo’s calendar seems off to me. Notice Pokémon Black & White? Geo says those games are slated for October while Nintendo just announced both games for September 18.
http://www.siliconera.com/2010/06/27...for-this-year/
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June 28th, 2010, 12:48 Posted By: wraggster
Nintendo of America President Reggie Fils-Aime has stated that the Nintendo 3DS handheld will not launch until 2011.
While in prior statements the compant had claimed the portable would hit retail before the end of its fiscal year in March, in an appearance on US talkshow Late Night With Jimmy Fallon, Fils-Aime categorically said "It's coming out next year. We cannot wait."
There had been speculation that the glasses-free 3D device would arrive in the US and Europe in time for Christmas. This may remain the case for Japan, but with Fils-Aime not naming a month or season, the handheld may be some time off for the West.
Chatshow host Fallon was clearly very taken with the 3DS, repeatedly exclaiming "it's crazy," though Fils-Amie did not allow him to keep the handheld.
http://www.gamesindustry.biz/article...elease-for-3ds
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June 27th, 2010, 23:36 Posted By: wraggster
Pate has posted more WIP news concerning his Dos Emulator for the Nintendo DS:
Well, the big architectural change in the next version is that I finally got the self-modifying version of my IRQ handling code to work! This is something that I have wanted to do pretty much since the start of this project. I tried to use SMC back in December last year, but I could not make it work reliably at that time. Now at the beginning of my summer vacation I decided to look into this again, and now it looks like I got it to work reliably! The rewritten IRQ handling I did at the end of May probably helped to make this work, as the IRQ code was now in one place and easier to change.
Ever since the beginning the main opcode dispatcher loop of DSx86 has looked like this:
loop:
ldr r1,[sp, #SP_IRQFLAG] @ Get the IRQFlag value (set to 0 if we need to handle an IRQ, else 0xFF)
ldrb r0,[r12],#1 @ Load opcode byte to r0, increment r12 by 1
mov r2, r3 @ Clear segment override, r2 = r3 = physical DS:0000
and r1, r0 @ AND the opcode value with the IRQFlag value, result is either just the opcode or 0
bic r9, #0xFF @ Clear segment override flags from low byte of r9
ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler (or opcode 0 if r1 == 0)
@ ------------------- 00 = ADD r/m8, r8 -------------------------------
op_00:
@-------
@ Check if we are to handle an interrupt instead of op_00
@-------
mrs r1,cpsr @ Save flags to r1
cmp r0, #0 @ Do we really need to handle opcode 00 instead of an IRQ?
bne IRQStart @ Nope, we need to handle an IRQ instead.
@-------
@ Handle opcode 00. No need to restore processor flags, as the following "adds" will change them anyways.
@-------
...
That is, I first read a mask from the stack which states whether the code should jump to IRQ handler next or keep on handling opcodes. Then I read the opcode byte, then make the effective segment register r2 point to the start of the DS segment, then mask the opcode byte with the IRQ mask, then clear the flags that tell whether we had a segment override prefix, and then load the program counter from the opcode handler address table (in stack), which causes a jump to the opcode handler. If the SP_IRQFLAG is zero, the jump goes to the opcode 0x00 handler, which first checks whether the opcode actually was a zero, and jumps to the IRQStart handler if it wasn't
The annoying thing in this code is that I need to perform a memory read for the IRQ mask and a masking operation for every single opcode, even though the IRQs happen extremely rarery (from the CPU speed point of view). That is 4 extra CPU cycles that go to waste for every single opcode. Really annoying and frustrating when coding an emulator that should run as fast as possible.
However, now that I finally managed to make the SMC version robust, the main opcode loop looks like this:
loop:
ldrb r1,[r12],#1 @ Load opcode byte to r1, increment r12 by 1
mov r2, r3 @ Clear segment override, r2 = r3 = physical DS:0000
bic r9, #0xFF @ Clear segment override flags from low byte of r9
.global SM_IRQFLAG
SM_IRQFLAG: @ SELF_MODIFIED CODE!
ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler (or load r0 register if IRQ)
b IRQStart @ Jump to IRQ handler if we did not jump above.
I got rid of the IRQFlag in the stack and the mask operation, so the main dispatcher loop does not have any code relating to IRQ handling. Instead, I replace the opcode at the SM_IRQFLAG address with a different one when the code needs to jump into IRQStart. The two opcodes that can be at SM_IRQFLAG are as follows:
#define IRQ_ON 0xE79D0101 @ ldr r0,[sp, r1, lsl #2]
#define IRQ_OFF 0xE79DF101 @ ldr pc,[sp, r1, lsl #2]
That is, the opcode loads r0 register (which is used as a scratch register in DSx86) instead of the program counter when an IRQ handling should start, so the program flow continues to the "b IRQStart" branch instruction. The IRQStart routine then restores the IRQ_OFF opcode to SM_IRQFLAG and then performs other stuff needed when beginning an IRQ handling. This change removed the 4 extra CPU cycles from the handling of every opcode, so DSx86 became 8% faster than before just by this small change!
As you might remember, at the end of May the Norton Sysinfo displayed the DSx86 speed as 10.6 times original PC. After this change the speed is up to 11.5 times original PC, which is even faster than the original Nov 12th, 2009 Sysinfo measurement of 11.3 times original PC on real hardware and 11.6 on No$GBA. At that time the code was still missing most of the current features, so it is no surprise it ran much faster then that it has been running recently before this SMC change.
Game-specific fixes
I have been following the compatibility wiki closely, it is very interesting and motivating to see how the compatibility of DSx86 improves by each version, and how thoroughly the testers test and report the problems. So, I decided to focus on the games not working in version 0.15 as reported on the wiki, and especially on the games that have their own pages there. I believe if testers have spent time in creating game-specific pages, they would propably like to see those games actually working! :-)
However, I started by looking further into the problem in Gods, and found out that the flickering problem is caused by the game accessing the VGA VRAM with the ES segment register value of 0x9FFC, instead of something between 0xA000 and 0xAFFF which is how I detect access to VGA VRAM. I added some hacks to the opcodes that the game uses with this segment register value, which fixed the problem in this game, but the annoying thing is that these hacks will slow down these opcodes in every software that uses these opcodes. Luckily the opcodes in Gods were mostly some reasonably uncommon ones, so this should not be much of a problem.
I also looked into the graphics problem in Silpheed, and found out that it does pretty much the same thing as Gods, in accessing the VGA VRAM with ES segment pointing to 0x9F00. This game however used the absolutely most common opcodes, so I really hate to hack these opcodes and make them up to 10 times slower just to make this one game work properly. This actually was the thing that made me look into the IRQ handling again, I thought that if I could make every single opcode run faster than before, perhaps then I would not feel so bad about making the common ones run 10 times slower. I haven't yet made these hacks, as I am still looking into possible other options or workarounds to not have to slow down the most common opcodes. So, Silpheed might not work properly yet in the next version.
After those games I then started looking into the games with their own pages in the compatibility wiki, the first one being A-Train. It seemed to sort of work, but the scenery graphics were strangely monochrome, even though other things on the screen seemed to use the correct palette. After quite a bit of debugging I finally noticed that the game sometimes uses "EGA Register Interface Library" calls to change the EGA registers, and sometimes it accesses the registers directly. I had just ignored all EGA Register Interface Library BIOS calls in DSx86, assuming that if a game wants to use them it would first query whether such exist. A-Train did not query the existence, but instead blindly used the calls, which did nothing in DSx86 and thus it always wrote to the same bit plane in EGA VRAM and thus the graphics got monochrome. I implemented the EGA RIL calls that A-Train needed, and the scenery began to look correct. There are still some minor graphics issues that I need to look into, but it is mostly OK now. The game uses 640x480 VGA mode, so fitting it properly into the DS 256x192 screen will be rather awkward.
The next game I looked into was Alcatraz. It had some serious palette issues and also other graphics problems. It is actually quite curious how it feels like I have fixed the palette handling in DSx86 half a dozen times already, and still I constantly run into new games that use a broken palette! Very strange.. Anyways, I haven't yet figured out what the problem in Alcatraz is, so I will continue looking into this. At first I just wanted to see how it works, as the compatibility wiki only shows information for DSx86 version 0.14.
Next I checked Buck Rogers - Countdown to Doomsday, which looped in trying to write and read port 0x2BB. I don't know what the game thinks that port should contain, but in any case DSx86 has nothing useful in that port so I just ignored the access, and after that the game seemed to work fine. Well, it has the same "Unexpected save error 3" problem as the other Buck Rogers game if the save game is not setup in the config file, but this is not a problem of DSx86.
The next game I checked was LHX Attack Chopper. It turned out to need quite a few new EGA opcodes, but it did not have any other problems (not counting the horrible PC beeper sound effects) so it was pretty easy to fix. It should work fine in the next version, though I have only flown the chopper around a little bit and gotten shot down. :-)
Perhaps the most interesting game I tested was Ugh!, as it uncovered a problem in the DSx86 keyboard handling routines. The game did not recognize cursor key presses, and after I debugged the keyboard IRQ handler of the game I realized that DSx86 does not send the extended keyboard prefix 0xE0 which the game expects. DSx86 emulates the old 83-key PC keyboard and not the currently standard 102-key extended keyboard. However, since games (like Ugh!) might expect to communicate with the extended keyboard, I decided to add the 0xE0 prefix byte to the extended keys, including the cursor keys, to DSx86 keyboard routines. So, from the next version onwards, the correct key map in the DSx86.ini file for cursor keys should look like the following:
KEY_UP=E048
KEY_DOWN=E050
KEY_LEFT=E04B
KEY_RIGHT=E04D
However, the old plain 48, 50, 4B and 4D scancodes should work fine in the games they currently work, it just means that the keyboard does not look like an extended keyboard to those games. By the way, this change also enables some new keys to be mapped, like the Right Control key E01D, Right Alt key E038 and Keypad Enter E01C, which don't exist in the touchpad keyboard. Also, if for some reason some game stops recognizing the new cursor keys, you might try overriding the new extended keys in the DSx86.ini with the old one-byte versions for that game.
Finally, I started looking into the problems in Castle Adventure. The unsupported INT call was due to a missing FCB file handling operation, but when I added that the game still did not work properly. After some debugging I noticed that the FCB structure I used in my FCB handling routines was not correct, so I fixed that, but still the game has problems. The strange thing is that the problems differ in each environment I try to test it. In iDeaS the game progresses to the first room, but does not show the player character and does not take any commands. In my real DS Lite it states "String formula too complex in line 5055" when pressing 'p'. In the bundled version of DSx86 running in No$GBA it just states that the file "CASTLE.RAN" is missing and exits. All in all, something very strange is going on with this game, so this still needs some debugging. I suspect my FCB file functions in general are not very robust yet.
Anyways, my summer vacation is starting now, so next week I can work on DSx86 quite a bit. I haven't yet decided whether I continue fixing the games on the compatibility wiki or start implementing new features already, but we shall see. It is summer and I have no obligations, so I'll do whatever feels interesting at the time. :-)
http://dsx86.patrickaalto.com/DSblog.html
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June 27th, 2010, 22:51 Posted By: wraggster
sysCheck v1.6.2 released by Erik Spyder
sysCheck does several checks on installed IOS and cIOS:
- IOS Stub;
- Fake signature (aka Trucha Bug);
- ES_DiVerify (aka ES_Identify);
- Flash Access;
- NAND Access;
- Boot2 Access;
- USB 2.0.
http://wiibrew.org/wiki/SysCheck
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June 27th, 2010, 19:34 Posted By: wraggster
A Data East double header is hitting Japan. Magical Drop III and Metal Max 2, a RPG set in a mechanical wasteland with dogs, are due for Virtual Console in July.
Next month’s schedule is tilted towards the good old Neo Geo. Here’s the full list.
Famicom
Burn! Twinbee: Rescue Dr. Cinnamon
Super Famicom
Metal Max 2
Neo Geo
Dunk Dream
Magical Drop III
Ultimate 11
World Heroes Perfect
http://www.siliconera.com/2010/06/27...rtual-console/
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June 27th, 2010, 11:06 Posted By: wraggster
Pokémon Black & White is only three months away. Well, if you’re in Japan. Nintendo set September 18 as the game’s release date there. Pokemon trainers in North America have to wait until spring 2011 to catch Zekrom.
In addition to new starters and legendaries, Pokémon Black & White has new Pokémon from the Isshu region to collect. You can see some the new Generation 5 Pokémon below.
Their Japanese names are: (from left to right) Meguroku, Hihidaruma, Munna, Giaru (the floating gears), Shimama, Chiramii, and Mamebato.
http://www.siliconera.com/2010/06/26...se-new-pokmon/
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June 26th, 2010, 12:30 Posted By: wraggster
Donkey Kong Country Returns is a blast from the past. The demo level I played at E3 reminded me of the Super Nintendo games.
Aside from on the fly rendered monkeys, developer Retro Studios added new elements to Donkey Kong Country Returns. The most noticeable one is Diddy Kong’s jet pack. Once you free Diddy from a barrel, he climbs on Donkey Kong’s back. And Diddy has a wooden rocket on his back. This gizmo lets Donkey Kong hover in the air and gently glide to the ground. Donkey Kong also has a ground pound attack, which took some inspiration from New Play Control: Donkey Kong Jungle Beat. You shake the remote and nunchuk, as if you were Donkey Kong slapping the ground.
While I was jumping on frogs, a blimp flew by in the background. Birds flew by in another spot. These little touches made Donkey Kong Country Returns feel lively. Eventually, Donkey Kong jumps into the background when a land mass pops out of the ground via a special barrel. The screen zooms in on the new area and I completed a barrel jumping segment.
Donkey Kong Country Returns wouldn’t be a Donkey Kong Country game without lots of secrets. Levels have hidden banana bunches, puzzle pieces, and KONG letters to collect. The “O” was tricky to get in this stage. It was floating over a pit. Diddy Kong’s rocket pack didn’t help me get it. I couldn’t get enough lift from the jet to avoid falling into the abyss. On my next try, i used rolled into the letter by shaking the remote. Right before falling, I hit jump and landed on solid ground.
http://www.siliconera.com/2010/06/25...wered-jetpack/
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June 26th, 2010, 12:19 Posted By: wraggster
As our retail panel predicted, it's looking increasingly likely that Europe and now US won't get the Nintendo 3DS until 2011.
Earlier this week we detailed UK retailer expectations that the device will most likely arrive around February 2011priced just shy of £200.
Last night, Nintendo of America's president Reggie Fils-Aime appears to have made a similar confirmation on date.
Appearing on the Jimmy Fallon talk show, he remarked that the device was due to arrive "next year".
Until now, all Nintendo has said on the record is that the device will arrive by the close of its fiscal year, which ends in March 2011.
But many have hoped one or two territories - most likely the US and Japan, as with the original DS launch - would get the handheld device in time for Christmas, and help drive Nintendo president Satoru Iwata's plan to quickly hit an installed base of millions.
As we reported two weeks ago, the 3DS is Nintendo's latest handheld - it features a 3D display that doesn't require stereoscopic glasses to view it, new motion-sensing tech, the usual touch screen display plus new online features.
http://www.mcvuk.com/news/39768/Now-...-3DS-in-2011rn
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June 25th, 2010, 22:54 Posted By: wraggster
Newly released
Experience the legendary battle between the Autobots and Decepticons before their exodus to Earth in the untold story of the civil war for their home planet, Cybertron. Two distinct and intertwined campaigns chronicle the Autobots heroism in the face of total annihilation and the Decepticons unquenchable thirst for power. Collect both SKUs to unlock all the Autobot and Decepticon characters. Play as your favorite Transformer characters in the war that spawned one of the most brutal conflicts of all time.
http://www.play-asia.com/SOap-23-83-...j-70-3rq5.html
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June 25th, 2010, 22:53 Posted By: wraggster
Newly released
features
Perform 20 authentic Broadway-style choreographies from the most beloved showtunes, including ‘Cabaret’, ‘My Favorite Things’, ‘Dreamgirls’, ‘Roxie’, and many more!
Challenge yourself to dance your very best AND sing along to the on-screen lyrics for a full performance
A workout in disguise, ‘Dance on Broadway’ will get you moving to the beat as you burn calories while having fun!
description
Dance on Broadway is the Wii dance game that puts YOU center stage performing some of the biggest Broadway hits right at home! Dance, sing, and act to hit songs from your favorite musical performances, like ‘You Can’t Stop the Beat’, ‘Fame’, and ‘Luck Be A Lady’- just to name a few! Challenge up to four friends for the starring role. Get your jazz hands ready for Dance on Broadway!
http://www.play-asia.com/SOap-23-83-...j-70-3vdd.html
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June 25th, 2010, 22:52 Posted By: wraggster
Newly released
features
Relive the Red Ribbon Army Saga and experience all the key events from the original anime series through eight different multi-level episodes. A private army led by Commander Red, the Red Ribbon Army has soldiers all over the world in search of the enchanted Dragon Balls. Even now, their shadow looms over Goku as he sets off unaware of what lies in wait…
Fight not only as Goku, but also a variety of familiar faces that he encounters as his journey progresses, including Krillin, Bulma, Yamcha and more, each with their own abilities and power-ups
A challenging mix of action and exploration requires Goku and friends to use a wide range of skills to solve puzzles, find treasure chests, and defeat armies of skilled opponents. Advance to collect a variety of tools, items, figurines and other valuables that can help you on your journey. Use either standard controls or the stylus to control Goku and unleash aerial attacks, land devastating combos and interact with the environment
A situation-based camera adapts with the changing gameplay to bring players closer to the action. An overhead view allows players a broad perspective as they jump, swing and charge through forests, underwater areas and more. Meanwhile, key boss battles switch to side-view to emphasize the signature fighting style of the Dragon Ballseries
Team up with a friend via a wireless local connection and conquer a series of intense multiplayer battles against unique and powerful rivals. Play through the single player adventure to unlock additional multiplayer stages, including challenging boss fights, as you make your way to the top of Survival Tower
description
Jump into the world of Dragon Ball and play as Goku and his friends in search of the seven mystical Dragon Balls! Dragon Ball: Origins 2 is an all-new action-adventure game encompassing Goku’s battle against the Red Ribbon Army featuring a humorous and memorable story taken from the original anime series. Battle alone or with a friend on Goku’s continuing quest with engaging controls and a fun mix of fierce fighting, dynamic action, exploration and puzzles!
http://www.play-asia.com/SOap-23-83-...j-70-3uj5.html
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June 25th, 2010, 22:39 Posted By: wraggster
Square Enix has announced that Final Fantasy: The 4 Heroes of Light will be released here on 8th October.
This DS game allows groups of friends to adventure together using the wireless connection. And with character classes determined by the hat on your head, swapping roles and trying new approaches can be done quickly and without fuss.
The game's been put together by the Final Fantasy III and IV team, and the beautiful art direction lead by FFXII's Akihiko Yoshida
http://www.eurogamer.net/articles/pr...asy-in-october
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