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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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January 9th, 2010, 23:11 Posted By: wraggster
Wii Web Server alpha v1.20 released by Cboomf
http://wiibrew.org/wiki/Wii_Web_Server
The web server for Wii has been updated once more, heres whats new;
Vast speed improvements (no more sleeping)
Compiled against libogc v1.8.1 and devkitppc r19 etc
Stability issues fixed
Restuctured faster code
Re-coded in c++
Various HTTP rfc compliance improvements
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January 9th, 2010, 23:01 Posted By: wraggster
SpaceBubble 0.93 released by wplaat
SpaceBubble is a classic board puzzle game based bubble breaker. Select multiple bubbles with the same color and destroy them, the more you hit in one the higher score you will get. Created by wplaat (www.plaatsoft.nl). Special thanks to my family for their support during the development of this game.
http://wiibrew.org/wiki/SpaceBubble
08/01/2010 Version 0.93
- Improve main menu screen.
- Added 60Hz (640×480) TV Mode support.
- Increase local highscore list to maximum 100 entries.
- Store current game score in highscore area also when game is quited.
- Added extra help screen with WiiMote control information.
- Use GRRLIB v4.2.0 library as graphical engine.
- Use libogc v1.8.1 library as Wii interface engine.
- Build game with devkitPPC r19 compiler.
If anybody has a good idea how to improve this game, please post a comment
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January 9th, 2010, 22:28 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14359.html
Game INI update of the N64 Emulator UltraHLE 2064!
Download Link - update ultra.ini
Quote:
Unofficial ultra.ini Version 1.0.6.1
Whats new in 1.0.6.1
--------------------
*Playable Games*
Lode Runner 3D (E)(J)(U)
*Intro works Games*
Excitebike 64 (E)(U)
Whats new in 1.0.6.0
--------------------
*Playable Games*
Bokujo Monogatari 2 (J) (V1.2)
Jikkyou G1 Stable (J) (V1.1)
Jikkyou J. League 1999 - Perfect Striker 2 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu - Basic Han 2001 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu 5 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu 6 (J) (V1.1)
Jikkyou Powerful Pro Yakyuu 6 (J) (V1.2)
Pro Mahjong Kiwame 64 (J) (V1.1)
Star Fox 64 (J) (V1.1)
Wave Race 64 (J) (V1.1)
WinBack - Covert Operations (J) (V1.1)
*Almost playable Games*
Mario Golf 64 (J) (V1.1)
*Intro works Games*
Super Real Mahjong VS (Arcade)
Whats new in 1.0.5.9
--------------------
*Playable Games*
Excitebike 64 (J)
*Intro works Games*
CyberTiger (E)
Gauntlet Legends (E)(J)(U)
International Superstar Soccer 2000 (E)(FI)
NBA Jam 99 (E)
Pokemon Puzzle League (E)(F)(U)
Added new dumped roms.
thanks Nekokabu!
uo_ultra_1.0.6.1.rar
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January 8th, 2010, 23:30 Posted By: wraggster
Nintendo is preparing a nationwide New Super Mario Bros. Wii tournament in search of Japan’s number one Mario master. Contestants will play New Super Mario Bros. Wii in a series of coin battles.
You can enter solo or as a two player team. Either way, each coin battle has rounds with four players competing for coins. Not all of the stages are based on the Coin Battle mode in New Super Mario Bros. Wii. World 5-2 and World 4-5 where a Lakitu throws coins instead of Spinys are also on the course list.
Start practicing, if you live in Japan. Regional tournaments start next month leading up to a final battle in Tokyo in March.
http://www.siliconera.com/2010/01/08...ayer-in-japan/
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January 8th, 2010, 23:02 Posted By: wraggster
Icon Games has released its WiiWare arcade racer Stunt Cars on the Nintendo console. Priced at 800 points, the game offers over the top racing in an excessive, fantasy setting.
Already out for aalomist a month in the US, Stunt Cars features 24 'wild' tracks, and offers players four different multiplayer game modes for up to four players. An extensive single player campaign is also included, offering Race, Time Trial, Championship and Time Challenge modes.
The game is compatible with the Wii Steering Wheel made famous by Mario Kart, and lets gamers choose from a sextet of individually tuned cars which promise to deliver a balanced gameplay experience. A dozen achievement awards are also included.
http://www.casualgaming.biz/news/296...ropean-WiiWare
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January 8th, 2010, 17:07 Posted By: wraggster
Meanwhile, in the Netherlands... Engine Software has developed a hitherto yet undisclosed method of motion sensitivity for the Nintendo DSi (which we're guessing utilizes the camera). That got your attention, right? Well, wait'll you get a load of this: the company has been kind enough to try the thing out on a game of Tilt -- on video. According to our friends at Joystiq, the company's currently working on a DSiWare title that incorporates the technique. See for yourself after the break.
http://www.engadget.com/2010/01/08/e...ique-demos-it/
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January 8th, 2010, 16:56 Posted By: wraggster
Nintendo's revealed a 5th February release date for Wii game Endless Ocean 2.
As in EO, deep-sea diving is the catch of the day, although this time you can wade out of the depths to look at birds and things that look like jellyfish but aren't, probably.
The sequel also allows you to go diving with friends in multiplayer, where you can chat via Wii Speak and swap watery tales.
Missions in Endless Ocean 2 include tending to coral reefs, riding dolphins and hanging around with whales. You'll be plunging into icy Arctic waters, foraging through sunken wrecks in the Aegean Sea and exploring the riches of the Brazilian Amazon.
But life under water isn't all parrot fish and sea horses: there are dangerous predators down there, and you'll need your Pulsar gun at the ready to repel them when they strike.
Released in 2007, Endless Ocean stood apart from the shoal for being different, and it's encouraging to see Nintendo commissioning more from developer Akira.
http://www.eurogamer.net/articles/en...ted-for-europe
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January 8th, 2010, 16:55 Posted By: wraggster
Nintendo's Friday WiiWare, Virtual Console and DSiWare update brings six new games to the table.
On WiiWare you can tear around hair-raising courses in Stunt Cars and relax with a baseball bat in Stop Stress: A Day of Fury.
Each of those costs 800 Wii Points (£5.60/€8).
On DSiWare you can learn how to paint with Art Academy: Second Semester, roll a ball around in Move your Brain - Rollaway Puzzle or push crates around in Sokomania.
In order, those cost 800 DSi Points (£7.20/€7), 500 DSi Points (£4.50/€5) and 200 DSi Points (£1.80/€2).
On Virtual Console you'll find Shadow Dance: The Secret of Shinobi. This is a pricey glimpse at yesteryear at 800 Wii Points (£5.60/€8), but cheap considering this was the first Shinobi game with an attack dog! Get real! That would kill your face!
http://www.eurogamer.net/articles/ne...are-vc-dsiware
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January 8th, 2010, 16:55 Posted By: wraggster
Nintendo's Friday WiiWare, Virtual Console and DSiWare update brings six new games to the table.
On WiiWare you can tear around hair-raising courses in Stunt Cars and relax with a baseball bat in Stop Stress: A Day of Fury.
Each of those costs 800 Wii Points (£5.60/€8).
On DSiWare you can learn how to paint with Art Academy: Second Semester, roll a ball around in Move your Brain - Rollaway Puzzle or push crates around in Sokomania.
In order, those cost 800 DSi Points (£7.20/€7), 500 DSi Points (£4.50/€5) and 200 DSi Points (£1.80/€2).
On Virtual Console you'll find Shadow Dance: The Secret of Shinobi. This is a pricey glimpse at yesteryear at 800 Wii Points (£5.60/€8), but cheap considering this was the first Shinobi game with an attack dog! Get real! That would kill your face!
http://www.eurogamer.net/articles/ne...are-vc-dsiware
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January 8th, 2010, 14:29 Posted By: wraggster
Greenpeace has once again highlighted Nintendo as the most environmentally unfriendly of all its annually surveyed electronics companies.
This year's Greenpeace Guide to Greener Electronics study scored the company just 1.4 out of 10 for its chemical, e-waste and energy policies, the lowest of the 18 companies included.
The Japanese manufacturer scored zero on e-waste and on its commitment to reduce greenhouse gas emissions due to a second year of increases, despite its pledge to cut them.
It did pick up some plus points for its chemical policies - for having PVC-free internal wiring in its consoles, banning phthalates and monitoring the use of other harmful chemicals.
The company has said it will eventually eliminate its use of PVC, however hasn't set a timeline for its phase-out.
Points were also gained for the low power Nintendo DSi AC adaptor and for disclosing CO2 emissions from its own operations, but they weren't enough to lift the company from last place, where it has remained for several years.
Microsoft fared little better in the guide, with a score of 2.4 points, which put it just one place above Nintendo at the bottom.
Of the three console makers, it was Sony that revealed itself as the most green, gaining one place to 7th in the chart with a score of 5.1.
Points were awarded for Sony's 17 per cent reduction in greenhouse gases from 2000-2008, with renewable energy now accounting for eight per cent of that purchased globally by the company, and it was also praised for its use of recycled plastics in its products.
Nokia, Sony Ericsson and Toshiba led the chart, while Apple was applauded for its rapid response to completely eliminating chemicals from its computer systems.
"It's time for a little less conversation and a lot more action on removing toxic chemicals," said Greenpeace campaigner Casey Harrell. "Apple, Sony Ericsson and Nokia are winning this game and HP is catching up, but the lack of action from other companies is ensuring that customers and the environment are still losing out."
http://www.gamesindustry.biz/article...any-greenpeace
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January 8th, 2010, 02:33 Posted By: wraggster
FluBBa has released a new version of his Master System and Game Gear Emulator for DS:
Update of S8DS for the new year.
*Added option to turn off 3D display.
*Fixed color/saturation setting for SG/Coleco games.
*Fixed some bogus handling of the 3D display mode.
*Fixed "Perfect Sprites" mode, should now be used as default.
*Changed startup values for VDP regs 0,1 & 10, might break something.
*Changed sound renderer to be more correct.
*Removed PAL timing for GG.
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January 8th, 2010, 02:27 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d690702906c6bd
weeaboo has released a new version of "Touhou DS", a shoot Em Up Maniac shooter.
v0.9 2010-01-07
bugfixes:
- On-screen keyboard was broken.
improvements:
- Added support for writing scripts in LUA.
- Update to tools (new TextureConverter & repository creation tool).
- Improved collision system which lifts the maxsize=64x64 restriction and
gives a choice between line-segment and circle collision shapes.
- Added sixth stage + new playable character.
- Added the option to change starting lives.
http://www.weeaboo.nl/index.php?aid=30
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January 8th, 2010, 02:20 Posted By: wraggster
Super Mario War Wii 1.3 released by Tantric
Super Mario War Wii is a port of Super Mario War to the Wii, using SDL Wii. It should be fully functional. To make this port possible, I've had to rewrite significant portions of SDL Wii, particularly a complete re-write of the file, video, and sound systems. However, I'm hoping this work will encourage other developers to port more SDL-based games and applications to the Wii.
1.3 - January 7, 2010
Fresh port of Super Mario War 1.8 beta 2. This requires you to replace ALL old files. Enjoy!
http://code.google.com/p/smw-wii/
http://wiibrew.org/wiki/Super_Mario_War_Wii
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January 8th, 2010, 02:13 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14357.html
A second beta version of the Nintendo 64 emulator Mupen64Plus 2.0 is ready for testing. However, this time there is no source or binary package, but the source may be obtained as always from the public SVN access. Read more...
Quote:
January 6th, 2010: The second Beta build has been tagged 1.99.2. I´m not creating official source and binary packages of this tag, because it is primarily meant to be a Developer Preview for the new native Win32 build of Mupen64Plus. That´s right, Mupen64Plus can now be built, run, and debugged from within Visual Studio. Check out the official annoncement at emutalk.
Mupen64Plus v1.99.2 - January 6, 2010
doc: added tarball of emuwiki api documentation from 2010-01-06 for backup purposes
clean-up: removed almost all of the ifdef WIN32 statements
bugfix: stop spamming console with "Core: couldn´t open memory pack file ´...´ for reading" messages
bugfix: stop spamming console with "Core: couldn´t open eeprom file ´...´ for reading" messages
new feature: MSVC8 project file for mupen64plus-core, refactored code for VC8 compatibility
Makefile improvements:
throw error if OS/CPU not supported
use DESTDIR in install/uninstall paths
Allow user-specified CC/CXX/LD paths
makefile needs to install Core header files so that plugins can be built later
http://code.google.com/p/mupen64plus/
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January 8th, 2010, 02:12 Posted By: wraggster
News via http://emu-russia.net/en/
SNES emulator has been updated recently. Changes:
- fixed a bug in the save state manager that was allowing saves for unsupported special chips;
- added save state support for SuperFX games;
- added save state support for SA-1 games;
- the "Apply UPS" checkbox actually works now; allows bypassing of patching prior to ROM loading;
- ROM loader will display internal ROM title and header info for uncompressed files ending in ".sfc";
- added Shift JIS to UTF-8 conversion for internal ROM titles;
- "open-folder" concept now requires folders to end in ".sfc" to avoid false positives;
- shrunk all GUI buttons and right-aligned them, as some of them were ridiculously long before;
- rewrote settings and tools windows to be driven via tabs instead of lists; this saves a lot of screen space;
- rewrote input mapping system to use a tree view instead of the confusing combo box hierarchy; hopefully more people will find the user interface GUI hotkey remapping section now;
- added support to map modifiers as individual keys (eg you can map the shift key to the SNES select button);
- rewrote the cheat code editor, it behaves exactly like the state manager now; there are 128 pre-defined slots, and it is easy to clear any or all of them
the cheat file will auto erase itself upon exit if all codes and descriptions have been erased;
- fixed title bar game name ordering; was "bsnes v058 - Game Name", is now "Game Name - bsnes v059"'
- fixed a bug where pressing escape inside the main window's menus would cause the program to quit;
- Windows: worked around QTBUG-7188 to fix the multi-file archive loading dialog; it was not updating properly before;
- Linux: added full-API PulseAudio driver with synchronization and latency control [RedDwarf];
- Linux: fixed a crashing bug involving OpenGL and glXSwapIntervalEXT();
- Linux: X-Video driver texture now resizes dynamically to support > 1024x1024 for any future filters to use;
- Debugger: single-stepping instructions now updates all windows marked to "auto update";
- Debugger: fixed execute breakpoints, they were disassembling at the wrong offset;
- Debugger: S-CPU bus breakpoints now mirror WRAM $7e:0000-1fff to $00-3f|80-bf:0000-1fff;
- Debugger: fixed a rendering issue when stepping through hires games;
- Debugger: added property system; can now view internal register states of all S-CPU and S-PPU registers (S-SMP and S-DSP coming soon);
- Debugger: added CGRAM palette viewer;
- Debugger: added OAM sprite viewer (no graphical output yet);
- Debugger: added options window -- so far only to control output of memory / execution usage tables;
- Debugger: updated usage and memory export file names to start with the loaded cartridge name;
- Source: cleaned Utility class, split some of the functionality out to Cartridge class;
- Source: greatly simplified SNES::Cheat class, SNES::Cartridge class; etc.
http://byuu.org/
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January 8th, 2010, 01:17 Posted By: wraggster
An oblique reference to a DS successor helped turn Satoru Iwata's interview with Japan's leading newspaper into a full-on bombshell. Specifically, the Nintendo chief said such a device must be enabled for motion control. What could they be working on?
Motion control in a handheld is trickier proposition because, of course, you're manipulating the thing you're supposed to be watching. So offhand, an accelerometer seems like a no-brainer. And Shigeru Miyamoto himself referred to it as far back as 2004, before the original DS's debut.
An accelerometer would enable tilt-steering for a racing game, for example, plus shaking or waggle controls. It's not hard to imagine a game in which players tilt or flip their characters/vehicles/puzzle pieces back and forth across two screens.
But Iwata specifically told the Asahi Shimbun the device must have a sensor to "read the movements of people playing." Something like WarioWare: Snapped already uses the DSi's camera to recognize player motion independent of the device, through capturing a player's hand as a silhouette, for example. Maybe the DSi successor would improve that.
Finally, what will this thing be named? The DSe? The DS2? The DX? The Dii? Nintendo had some interesting working names for the DSi LL, maybe one of those could be recycled. The company would likely only break from the DS branding if it were a radically different device. Well, Iwata referred to successors of the handheld in dismissing speculation that Nintendo would not implement cellular functions or monthly service plans for connecting to a gaming service. And the DS is absolutely a proven winner. So something different sounds unlikely.
We've asked Nintendo for a clarification of their plans for a DS successor device, but haven't heard back yet. Until we hear something, let's put it to the mob: What can we expect to see? What DS franchises and hits can most benefit from motion controls? What does motion control on this platform offer that it doesn't on something like the iPhone - or even a console? We've got the rumor - let's start the speculation!
http://kotaku.com/5442055/motion-con...ight-that-work
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January 8th, 2010, 01:16 Posted By: wraggster
Yesterday, Nintendo president Satoru Iwata made the first public mention of the company's plans for a successor to the wildly-popular DS handheld. So we know, vaguely, what Nintendo want from the console. That's fine. Here's what we want.
But first, some caveats! This isn't pure fantasy. We're not going to be asking for HD graphics with simulated surround sound speakers and a wholly digital shopfront. Those are things Nintendo just will not bring to the table, at least not over the next few years.
Instead, we're going to say what we want, but within the parameters of what we believe Nintendo, a company as conservative as it is successful, could actually deliver.
NOTE: The picture above is not intended as a true "concept", or mock-up. It's just a DSi XL, modified to give you an idea of where we're headed with all this.
GRAPHICS
Iwata says the next Nintendo handheld will have "highly detailed graphics". Now, this doesn't mean "high definition"; that would be far too costly and tech-savvy than Nintendo have shown themselves willing to be in recent years. And besides, on a small handheld screen, you're not going to notice (or care) whether something is really 720/1080p or not.
It just means "highly detailed", something the Nintendo DS was not. It was a Nintendo 64 on a smaller screen. Just like the Game Boy Advance was a Super Nintendo. And the Game Boy a NES. Put the dots together and it's not hard imagining the DS's successor having the graphical punch of, say, a GameCube. Or, for that matter, a Wii.
A GameCube in your hands? That's something we'd like to see.
CONTROLS
A big reason for the success of the DS was the accessibility of its touch-screen controls. Nintendo are also (usually) big on backwards-compatibility. So we'd say it's a lock that the next handheld will have some form of touch-screen interface.
But! We'd like to see some changes to the rest of the controls. Namely, the introduction of not just one thumbstick, but two. Sony had kind of the right idea including a nub on the PSP, but then blew it by only having one, meaning direct ports of not only PS2 games, but many successful PS2 control schemes, were out of the question. And the PSP has suffered from this ever since.
Including two thumbsticks might not be as aesthetically pleasing as Nintendo's Apple-copying designers may like, but sometimes you need to trade beauty for functionality. Plus, it would let Nintendo do what they're enjoying so far on the Wii, and that's re-release a ton of old GameCube games.
DISPLAY
It's 2010. Time to cut your ties with the 4:3 aspect ratio, Nintendo. Widescreen is the industry standard these days, so the DS's successor needs to stretch its screens out a little. Those screens also need to be of a slightly better quality, especially the "spongy" bottom screen, which on the DS sometimes looks a little washed out.
And yes, we said "screens", not screen. The two-screen gimmick worked well on the DS when developers made proper use of it, and with Nintendo on top of the world and in no need of further zany attempts at differentiation (as the dual-screen layout was thought of when first unveiled), we're fine with the company's next handheld again coming with two screens.
Though, if costs could be kept down, two touch screens would be nice...
APP STORE
We're only copying Apple's name for the thing so we're all on the same page. Nintendo have shown with the DSi that they're finally comfortable not only with downloading games directly to a handheld, but downloading non-gaming applications as well. Thing is, with these games and apps available only for the DSi and DSi XL - and not the more numerous DS Lite - it's more a niche service than a full-blown aspect of Nintendo's handheld strategy.
But on a new platform, they can step things up a little. Really integrate it, make it a cornerstone of the device. Applications, small games, retro re-releases, even communications (with Nintendo unwilling to make a phone, a Skype application could plug the gap), they could really go to town. The only limits would be that Nintendo would of course control the store (so it wouldn't be flooded with crap), and there's always a question of size...
STORAGE
Ah, a tricky one. Adding a considerable piece of onboard storage would drive the price of the device up, and Nintendo don't traditionally release pricey devices. But it's got to come with something. A continuation of the trend set with the DSi would be fine; a small amount of onboard storage (though 1GB would be nice instead of the DSi's paltry 256MB) built into the handheld, then the option of inserting an SD card for more space, or for transferring stuff off the internal memory.
Nintendo should also learn a lesson from the Wii's early problems, and support the running of applications and smaller games directly from an SD card.
MEDIA
Nintendo have traditionally shied away from multimedia convergence with their devices, but this is gradually giving way, particularly with the more recent editions of the DS, which can do things like play music.
This new device, then, needs to have some sort of media functionality. Though nothing fancy; a basic mp3 player, a basic movie player, and we're good to go. I should be able to insert an SD card with music or movies saved in a basic format (.wmv, .mov, .avi), and the handheld can play them. Same goes for photos, too.
In essence, then, what they've "trialled" with the DSi, only refreshed and improved for an all-new console.
MEDIUM
While the PSPgo has set a trend by going wholly digital, it's one we can't see Nintendo following just yet. Their #1 priority is accessibility, and since casual gamers aren't likely to be as comfortable making digital purchases as they are bringing a box home from a store, the next handheld's games should still come on a physical medium.
A cartridge similar to that used by the DS, only with a larger capacity (at least 4GB) would be fine, as it would provide the added bonus of making it backwards-compatible with the DS. It may not alleviate the rampant piracy issues currently afflicting the DS, but until the world becomes more comfortable with digital downloads, that's something Nintendo are just going to have to live with.
MOTION CONTROL
We've covered some possibilities on this already, but here's what we want: we want motion control with the precision of Wii MotionPlus, but used sparingly. This is a handheld device, used primarily while people are travelling or away from their homes. Games can't, and shouldn't, require people to go jumping around or waving them madly in the air. The odd tilt or lean would be fine.
Basically, learn from the Wii's mistakes: unless you're Nintendo, don't go motion-crazy for the sake of it.
One area motion control would be beneficial to Nintendo's new handheld is when you combine it with the App Store. Like, literally. If the new device has a touch-screen and motion sensing, developers could easily port the more successful iPhone games to Nintendo's handheld.
CONCLUSION
So, a quick run-down:
- GameCube-quality graphics
- Dual thumbsticks
- Improved Dual display (bonus: dual touch-screen)
- 1GB onboard storage space
- SD card compatibility
- Music & movie playback
- Advanced motion-sensing, equivalent to Wii MotionPlus
- Backwards compatible with the DS
And a few more things to finish off with:
- A free, integrated web browser
- NO MORE FRIEND CODES; a single user ID, like every other company uses, should suffice
- A telescopic stylus; the DS ones are too short for prolonged play
- Keep the microphone; some games use it well, while applications like Skype would find it just as useful
- A Mini-USB charger; when everything else you own is charged from mini-USB, using proprietary Nintendo chargers is stupid
- The camera on the DSi seems to be going down OK; if it's cheap, may as well stick it on the new handheld, let developers plan to actually release games that support it
- The systems and games must be region-free
- All that for $199 at launch would be just fine
So, there you have it! That's what we want from the new Nintendo handheld. It might not be fancy, it might not be terribly daring, but remember, this is Nintendo we're talking about. Now they've taken the plunge with dual-screens in the portable space and motion control at home, it'll be time for a little consolidation, which is why we see this device being to the DS what the Game Boy Advance was to the Game Boy: more of the same, just better.
http://kotaku.com/5442081/what-we-wa...tendo-handheld
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