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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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November 25th, 2009, 18:13 Posted By: wraggster
Professor Layton and the Devil's Flute is out in Japan tomorrow, so Level-5 decided it was an appropriate time to go ahead and announce the next DS game in the second Layton trilogy. At a Devil's Flute launch event, Level-5 president Akihiro Hino revealed the above artwork for Professor Layton and the Miracle Mask.
This fifth game has Layton and Luke investigating the mystery of the title artifact in Casino City, which seems to have been created by the wish-granting mask. According to a Famitsu report that leaked before the official reveal, there could be major changes to the familiar gameplay system.
Miracle Mask will be out in fall 2010, and may be followed by a second movie, Hino said. The company first has to solve the puzzle of how much money it will receive from the first one.
http://www.joystiq.com/2009/11/25/le...ask-coming-to/
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November 25th, 2009, 18:12 Posted By: wraggster
Mario 64 remains, for many, the pinnacle of singleplayer gaming. As close to a perfect game as you're going to get. Wonder how that would have changed had the game's original multiplayer component made it into the final product.
In a Q&A session posted on Nintendo's site, Mario creator Shigeru Miyamoto has revealed that Mario 64 had, at one stage during development, a significant multiplayer component.
Iwata: Ever since Mario Bros., you've had your heart set on making a multiplayer Mario game. You've tried each time, but it's never quite come together… Even with Mario 64, it started with Mario and Luigi running around together, didn't it?
Miyamoto: That's right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.
Iwata: Yes, that's right.
Miyamoto: That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off…
Course, he now says with Super Mario Bros. Wii he has pulled it off, but...it's not the same. Wonder if it's something they could include with Super Mario Galaxy 2.
http://kotaku.com/5412516/mario-64-u...ve-multiplayer
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November 25th, 2009, 17:04 Posted By: wraggster
Xmas marketing planned for publisher's fitness genre contender
publisher Ubisoft has unveiled a Christmas marketing blitz for Your Shape, designed to fight off stiff competition from Wii Fit Plus and EA Sports Active.
The Wii fitness title – which uses a motion sensing camera to monitor body movements – is due for release on December 4th. And Ubisoft feels that pre-Christmas is the ideal time to launch a new fitness product.
“A release prior to Christmas enables us to make the most of the public’s health-conscious mindset by sustaining continuous marketing and PR campaigns,” said brand manager Ombeline Wallon.
“These will build up from launch, reaching a high for New Year, and will last until the end of January, covering both the Christmas period and New Year’s resolutions – peak buying times for video games and for fitness products.”
Ubisoft has arranged two bursts of television advertising – firstly at launch and then in early January to ensure Your Shape is highly visible during the key periods.
This will be supported by print ads running from early December to the end of January, covering women’s publications such as Fabulous, Heat, Grazia and Zest.
The publisher has also signed up TV actress Zoe Lucker (pictured), who recently appeared in the current series of BBC’s Strictly Come Dancing, to be the face of Your Shape’s launch. A dedicated PR campaign will ensure her appearances and promotions will generate coverage across a range of different media.
“Thanks to the exclusive camera, Your Shape is a very innovative title on the fitness market,” Wallon added.
“It really brings something different in terms of consumer experience as they are finally able to exercise controller-free and still get feedback in real time. We think this will really make Your Shape stand out in this now busy market.”
http://www.mcvuk.com/news/36652/Ubis...kes-on-Wii-Fit
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November 25th, 2009, 16:59 Posted By: wraggster
Shigeru Miyamoto has revealed that Mario's ability to jump was introduced only because of a chance hardware configuration, in the latest in the ongoing series of "Iwata Asks" interviews conducted by Nintendo president Satoru Iwata.
Newly translated into English, the multi-part interview discusses the origins of Mario, beginning with the creation of the Donkey Kong coin-op. Miyamoto reveals that originally the main character, which would later become known as the iconic Mario, could not jump and the ability was only added because of a spare button on the arcade board being used for the game.
"I also recall that the cabinet we were making the game for had one joystick and one button, but initially I intended it to be controlled using only the joystick," says Miyamoto.
The wide-ranging interview also focuses on new title New Super Mario Bros. Wii, with Miyamoto describing how he attempted to recreate the "smell" of the previous games.
The use of the word does not appear to be a translation error, with even Iwata apparently confused by the usage. "I think that when something summons forth a lot of emotions, what you feel is perhaps something like a 'smell'", says Miyamoto.
"I wanted to make Mario so that it had its own distinctive 'smell' - a Mario-esque 'smell', continues Miyamoto. "I wanted to create something that stimulated as many of the five senses as it could. If you can do that, then when you get the game out to play from time to time, it really makes you happy."
In another revealing passage Miyamoto also discusses his theories on game difficulty, stating his belief that being forced to repeat part of a level after dying is a necessary part of the experience - despite the inclusion of the new Super Guide feature to aid less skilled players.
"So even if you slip up just before clearing the castle, you'll be sent right back to the starting point. Maybe this is all due to my nasty streak!" comments Miyamoto with a laugh. "But I think playing at that level of intensity is actually the most enjoyable way to play."
"With platform games, only playing the difficult parts can really take it out of you. It feels good to play parts that you can breeze through as well," he explains to Iwata.
"I think replaying the levels is the correct way to enjoy an action game. That's something that I'm quite particular about," states Miyamoto.
"It's become commonplace to assume that as games continue to develop, they will steadily become more clearly divided between games for very skilled players and games for beginners," added Iwata, who said that Nintendo is still strongly motivated to make "games for everyone".
It's important to make games players can enjoy together, regardless of their abilities, he explained. But it's something other people don't seem to discuss, perhaps because they consider it unfeasible.
"I am very serious when it comes to making games for everyone and this is something, Miyamoto-san, which you and I have been talking about constantly for over a decade," he said.
"The impression I get is that with Mario, which is in no sense an easy type of game for such a purpose, you have actually gone and done it - you've made a 'game for everyone'."
http://www.gamesindustry.biz/article...e-for-everyone
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November 25th, 2009, 16:58 Posted By: wraggster
Cowen Group analyst Doug Creutz has said the Wii bubble could be deflating as consumers plan to buy fewer Wii titles over the coming months than they did a year ago.
Using the results of a survey that quizzed console owners on their purchase intentions, reported by Gamasutra, Creutz noted that while PlayStation 3 and Xbox 360 owners planned to buy more games this year, Wii owners were cutting back.
This is partly because of the economic climate and the fact core gamers - the group least likely to curb their spending on games - are unlikely to own just a Wii, said Creutz. Over half of Wii owners also own an Xbox 360 or a PlayStation 3, and of those who own more than one console only 23 per cent considered Wii as their main platform, he added.
"While core gamers who own a Wii own more Wii games on average than casual Wii owners, the average title ownership spread between the two categories of gamers is much lower than it is for owners of Xbox 360 and PS3 console,"
Core gamers that own two or more consoles primarily own a Wii in order to play first party titles, Creutz concluded, adding: "We believe that the optics of the hardware cycle have been significantly distorted by the explosive growth of the Wii console."
As evidence, the analyst points to the fact that despite the Wii's driving of industry growth throughout 2007 and 2008 and its excellent performance in the US, its success does not correlate with strong rises in performances by US software publishers as a group.
"While we believe the Wii is likely to be a drag on overall software sales through the holiday, the impact should be limited to those publishers which have invested significantly in Wii development, with the biggest negative impact likely to be felt by Electronic Arts which (unwisely in our view) heavily invested in Wii development for [calendar 2009]," he said.
PlayStation 3 hardware fared best in the survey, with 21 per cent of respondents who didn't currently own one saying they plan to buy one this season - some way ahead of the 360's 12 per cent figure. Wii hardware still came out on top though with a 26 per cent intent figure.
http://www.gamesindustry.biz/article...d-be-deflating
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November 25th, 2009, 10:14 Posted By: wraggster
Nintendo's website has published another Q&A session between company legends Satoru Iwata and Shigeru Miyamoto. And, like always, there's some interesting stuff being discussed over upturned tea tables.
In this instance, the fact that in the 80's, Miyamoto thought seriously about patenting the idea of a jumping platformer.
Iwata: Donkey Kong involved jumping, as did Mario Bros., so you felt that Nintendo were the real originators of this kind of game.
Miyamoto: I did. I went as far as thinking that jumping is an original idea and that it should be patented! Anyway, I thought: "Right, I'm not going to let those other games top us!" (laughs)
Imagine if he'd tried it. And gotten away with it. And then been able to charge a fee every time somebody wanted to make a character jump in a platformer. You think they're rich now!
http://kotaku.com/5412438/miyamoto-w...patent-jumping
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November 25th, 2009, 10:09 Posted By: wraggster
Nyko's just unleashed its latest charging base for Wii controllers. This newest unit makes use of induction charging, so you can dispense with the sleeves, and just throw your contollers or Wands straight onto the dock for charging. The controllers are attached to the dock via magnets, and it also boasts a USB port for charging up other devices. The Nyko Charge base comes with two battery covers that are compatible with both Wiimotes and Nyko's own Wands, as well as two rechargeable battery packs. It's available now at Sam's Club and Amazon, and retails for $39.99. Full press release is after the break. Also, be on the lookout -- we'll be giving away five of these puppies on Black Friday (among many, many other things).
http://www.engadget.com/2009/11/24/n...-now-shipping/
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November 25th, 2009, 09:53 Posted By: wraggster
The low tie-in ratio of Wii software to hardware can be attributed to the amount of low quality games being put out on the platform, Blue Fang chief operating officer Scott Triola has told GamesIndustry.biz.
"There's a circular argument going around in the industry. There's a low tie ratio on the Wii platform therefore it's not worth investment, therefore we'll just put out a bunch of low quality title," he explained.
"From a consumer's standpoint, a lot of families have bought those low quality titles and once you spend 40 hard-earned dollars on a game that just isn't very good, you're less likely to buy another product. Or, you're more likely to buy from a proven brand like Nintendo that takes quality seriously.
"I think we've entered a bit of a downward spiral here in this industry that we need to get out of."
Speaking about the Zoo Tycoon studio's new game World of Zoo, published on DS and Wii by THQ, Triola said he hoped the title would "cut through the noise" as a result of positive word of mouth and consumer feedback.
The game is a "triple A, original IP product that was designed ground-up for the Wii," he said. The studio has better technology than a lot of those with rival animal products, added Alex Chouls, Blue Fang's creative director, as well as a "great development team" consisting of animators from Disney and technology staff from MIT.
And it's also a game parents can feel safe buying their children, said Chouls.
The studio has won numerous parent and family focused awards for its Zoo Tycoon series, and a National Geographic partnership that was formed for World of Zoo was important for the developer.
"There are a lot of games out there that frankly upset parents," said Chouls. "They look at the state of our industry and a lot of it is a lot of death mongering and violence and destruction. We really focused on creative, fun, constructive play that the parents can feel really good about buying and kids enjoy playing."
http://www.gamesindustry.biz/article...-to-get-out-of
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November 24th, 2009, 21:23 Posted By: wraggster
News via http://www.nintendomax.com/index.php...99&format=news
Reversi DS is an open source (GPL liscensed) reversi game for the Nintendo DS. It features an intelligent computer opponent and an intuitive touch screen interface. It is developed to run on the Nintendo DS using 3rd party homebrew capable media or on Nintendo DS emulators. It is programmed in C++ and uses devkitPro. The project was started by Darren Earl in the Fall of 2009.
Version .2
11/10/09--Improved AI and computer avatar
Version .1
The first release of Reversi DS. Features fully playable game with beginning level AI opponent, touch screen interface, end of game recognition, and restart. The player can only play as black, the first color to play.
http://reversids.sourceforge.net/index.html
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November 24th, 2009, 21:13 Posted By: wraggster
SDL MAME Wii (official Release link) 0.4 released by Toad King:
SDL MAME Wii is an Arcade Emulator based on SDLMAME. Many games for early arcade boards can be played with varying amounts of success.
Issues
Lots of ROMs are supported, but not all of them. If you don't see the ROM in the list in the emulator, then support for that ROM isn't included. This is to keep the size of the emulator low enough to run effectively on the Wii. A list of all the ones that are can be found here: http://www.toadking.com/wiimame-0.4.txt
Just because a ROM is supported does not mean it will run. Even games for early boards like CPS-1 can fail to run due to RAM limitations. If the emulator suddenly kicks you out to the Homebrew Channel, look in the MAME folder (sd:/mame/) for a file called errors.txt. If it says something about failing to allocate space, then odds are the ROM can't run on the Wii. The emulator might also crash outright and leave you with a code dump if RAM runs out.
Only software rendering is supported. This makes playing games without using the frameskipper slow, but the auto-frameskipper feature is enabled by default.
The joystick on GameCube controllers can't be used.
The default UI font is way too small. A custom font is included, called Helvetica LT. (http://mrdo.mameworld.info/mame_artwork_supp.html)
The default controller mapping is unsuitable for lightgun games, but there is currently no way to make seperate mappings for lightgun and non-lightgun games. If you wish to change the configuration for lightgun games, replace the default.cfg file in mame/cfg with the default-lg.cfg file included.
Changelog
0.4 - November 24, 2009
Upgraded MAME to 0.135
Added WiiMote Sensor support
Stereo support fixed
Game list now shows up to 150 ROMs instead of just 15
Changed USB/SD detection (Tries USB first, then falls back to SD)
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November 24th, 2009, 21:06 Posted By: wraggster
GRRLIB 4.1.1 released by the GRRLIB Team
GRRLIB is a C/C++ 2D Graphics library for Wii application developers. It is essentially a wrapper which presents a friendly interface to the Nintendo GX core. With it, coders can quickly and easily start creating graphical applications.
As of v4.1.0, GRRLIB is supplied as a standard C/C++ library (aka. archive) called 'libgrrlib'. Because GRRLIB processes JPEG and PNG images, it requires the installation of the 'libjpeg' and 'libpngu' libraries. 'libpngu', in turn, requires 'libpng' and 'libpng' requires 'libz'. GRRLIB also has FileIO functions to allow real-time loading and saving of graphical data, and thus also requires 'libfat'.
Update History
4.1.1 - November 24, 2009
Fully compatible with devkitPro release 18 and 19 (code and examples)
libpng was updated to version 1.2.40
Support for MS-Windows Bitmap format uncompressed (1-bit, 4-bit, 8-bit, 24-bit and 32-bit)
New function called GRRLIB_DrawPart to draw a specific part of a texture
Extra parameters to GRRLIB_Screen2Texture
Video is now initialized even without a SD card
Fixed a problem with scaling images
Documentation improvement
http://wiibrew.org/wiki/GRRLIB
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November 24th, 2009, 21:03 Posted By: wraggster
It seems that Spain is a country that is pretty consistently figuring out that we shouldn't just throw out all other rights the second "piracy" is shouted by the entertainment industry. We've noted recently that the country hasn't just rejected three strikes and declared broadband a basic right, but has also ruled, repeatedly, that personal file sharing is legal. And now, it even has judges who realize that "anti-circumvention" laws should have limits as well.
As you probably know, one of the key things that the entertainment industry has pushed for throughout the world is "anti-circumvention" clauses in copyright law. In the US we have this in the DMCA and it's a total mess. The law basically says that any attempt to circumvent (or to make or sell a tool to circumvent) DRM on a digital work is a violation of the copyright law -- even if making a copy of the content in question wouldn't violate copyright law.
Spanish copyright law includes an anti-circumvention clause, but as Leo Martins alerts us, a judge in Salamanca, Spain has taken a much more nuanced view of it in a case pitting Nintendo against Grupo Movilquick, who produced alternative cartridges for Nintendo DS devices. The judge's ruling (translated from the original) appears to find that the alternative cartridges do, in fact, circumvent Nintendo's DRM and can be used for "pirating" games, but also extend the utility of the devices for perfectly legal purposes. For that reason, the judge dismissed the lawsuit (translation from the original) noting that it doesn't make sense that the law would be intended to say that only Nintendo can expand the functionality of its devices, and the fact that Nintendo doesn't offer similar functionality shouldn't preclude others from doing so. There are areas where Nintendo can still bring a lawsuit, such as for patent and trademark issues, but the judge notes those should be dealt with in a civil court.
http://techdirt.com/articles/20091120/1152097027.shtml
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November 24th, 2009, 20:03 Posted By: Shrygue
via MCV
Having debuted in a respectable third place in the ELSPA GfK-ChartTrack All Formats Top 40 yesterday, Nintendo’s New Super Mario Bros Wii has been given top marks by weekly Japanese games mag Famitsu.
Mario’s latest becomes only the 13th game to ever receive the highly-coveted accolade, though it is the second in just a few weeks following the recent 40/40 score for Sega’s Bayonetta.
Things are slightly different on this side of the globe, however. Cult consumer mag Edge agreed with Famitsu’s enthusiasm for Bayonetta, giving it top marks, though it’s slightly less enamoured with NSMB Wii, giving it just 7/10.
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November 24th, 2009, 16:00 Posted By: wraggster
Strong debut for Nintendo’s super-sized version of its twin-screened handheld console
Having launched in Nintendo’s homeland of Japan on November 22nd, numbers from stats body Enterbrain show that the DSi LL sold 103,524 units in its first two days on sale, according to Kotaku.
By comparison, Sony’s PSPgo sold 28,000 units in its first 48 hours on the market.
Still, the DSi LL failed to trouble the numbers boasted by the DSi, which shifted a huge 170,000 in its opening weekend.
The DSi XL, as it will be known outside of Japan, is scheduled to launch iN Europe some time in Q1 2010.
http://www.mcvuk.com/news/36641/JAPA...LL-shifts-104k
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November 24th, 2009, 15:38 Posted By: wraggster
Ant512 has released a new version of his Amiga-esque Windowing System for the Nintendo DS:
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Heres the rather long whats new:
Version 0.41 is now available.
This version contains the usual set of bugfixes, optimisations and new test projects. The SDL compatibility layer has been greatly improved in this release - I compiled a quick test for the GP2X F-200 and it now runs at the same speed as the DS version.
New features are limited to some more graphics functions. It is now possible to draw bitmaps in greyscale, and convert a region of a bitmap to greyscale.
Downloads available from SourceForge:
http://www.sourceforge.net/projects/woopsi
- Fixes:
- Removed Gadget::unregisterChildrenFromVBL() declaration from gadget.h as the function does not exist.
- Graphics::dim() draws to correct dimensions.
- GraphicsPort::dim() clips properly.
- BitmapButton::getPreferredDimensions() returns the correct size.
- AnimButton::getPreferredDimensions() returns the correct size.
- Anim button animation continues playing correctly when clicked if disabled.
- ListBox::getPreferredDimensions() returns the correct size.
- ListBox::draw() clips more effectively.
- Removed getEditableData() bodge from bitmap classes; all interaction with bitmap data happens through bitmap methods.
- Moved IK bitmaps out of demo folder/NDS into animbutton test.
- ScrollingListBox::getPreferredDimensions() returns the correct size.
- SliderHorizontal and SliderVertical produce correct values when they are showing a range of values large enough for the grip to be artificially enlarged.
- Scrollbar buttons scroll by amount based on max/min values and height of slider rather than arbitrary value.
- Removed ScrollbarVertical and ScrollbarHorizontal setButtonScrollAmount().
- AnimButton animations pause when the button is disabled.
- DMA copying function uses DMA for RAM->VRAM copies.
- New Features:
- SDL framebuffer code merged into FrameBuffer class.
- Added label test.
- Added button test.
- Added DOS batch files to build examples and tests.
- Added grayScale() function to GraphicsUnclipped, Graphics and GraphicsPort.
- BitmapButton greys out when disabled.
- Added bitmapbutton test.
- Added drawBitmapGreyScale() function to GraphicsUnclipped, Graphics and GraphicsPort.
- AnimButton greys out when disabled.
- Added animbutton test.
- Added listbox test.
- ListBox greys out when disabled.
- Added scrollinglistbox test.
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November 24th, 2009, 15:34 Posted By: wraggster
Jayenkai has today released a new game for the DS, heres the info from his release page:
A simple game with a Munky in it.
What could possibly go wrong!?
Level editor included.
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November 24th, 2009, 12:59 Posted By: wraggster
Ishopvideogame have got on sale yet more refurbed DSLite Consoles, this time in a green colour, prices start at around $90 and theres a lot of special edition DSLite Consoles too.
Nintendo DS lite refurbished Green
Based on original used DS lite, nintendo DS lite refurbished just makes a few adjustments (motherboard is not included), such as the screen, axis of rotation and shell. But the refurbished ones have the same functions and appearances as the original ones.
Notice: We guarantee the quality of the products we sell on ishopvideogame. Every Refurbished DS lite is retested by our quality supervision department before sending.
Product Details
Refurbished DS Lite Green has the same features as the original console:
1. Original motherboard and chips
2. Same size and appearance
3. Nothing different from the original one when using
4. Available color: Green
5. Weight: 0.45kg
6. Based on original DS lite US Edition
Please feel free to contact us within 7 days if there is any questions of the console from the date of receiving.
More...
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