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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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October 7th, 2009, 06:48 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13553.html
An update of the NES emulator My Nes has been released.
Quote:
Version 0.3.1.1 :
Up To BETA !!
* PPU improved, more games are playable (more than 900 games)
* Add support for mappers #: 4, 7, 9, 10, 11, 22, 34, 64 and 66
* Draw size can be changed also video filters
* Supports 16-bit & 32-bit colors in video
* Debugger removed.
http://sourceforge.net/projects/mynes/files/
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October 7th, 2009, 06:20 Posted By: wraggster
News via Nintendomax
By opening its archives, Jayenkai we noticed that another achievement that we had not seen "Blockman. Another Pacman like, where you must save your children and bring them to the door, avoiding the ghosts of the famous series.
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October 7th, 2009, 06:17 Posted By: wraggster
News via Nintendomax
Jayenkai proposes an adaptation for the DS "Gets blockman"He recently encoded on PC. It is like a pacman but with a very attractive option because if you lose go back to a square already passed.
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October 6th, 2009, 15:48 Posted By: wraggster
Newly released:
DECA SPORTS, the hit sports compilation game that has had over 2 million units shipped, is back with this exciting multi-sports competition across 10 NEW sporting events! With easy-to pick up and play controls just like before, DECA SPORTS 2 will make all of your family and friends experts in a broad multitude of new sports. From the familiar to the lesser-known international games, DECA SPORTS 2 includes: Ice Hockey, Dodge Ball, Tennis, Darts, Speed Skating, Mogul Skiing, Petanque, Kendo, Motorcycle Road Racing, and even Synchronized Swimming!
Now the Locker Room features a Team Editor, where you can custom-create your teams! Personalize everything from their names, colors, emblem, and even the looks and sporting attributes of the players themselves. Also included in the Locker Room is a Tutorial Mode, in which you can practice and learn the nuances of each of the 10 sports!
Just like the first game, DECA SPORTS 2 comes with a single player mode in which you can play Open Match (one game in one sport), Tournament (one-sport bracket-style), Challenge (complete a specified goal in a sport), or the ultimate competition in Deca League (vs. 4 teams in all 10 sports).
However, there’s something incredibly new in this sports compilation. DECA SPORTS 2 now has not only local multiplayer, but also online multiplayer! Face off against friends and family, anywhere in the country, in 2-4 player competition in Open Match, VS., and Tournament modes. As the only Wii sports compilation game that utilizes the Nintendo® Wi-Fi Connection for online multiplayer, DECA SPORTS 2 allows you to compete against other ‘DECAthletes’ across the country!
http://www.play-asia.com/SOap-23-83-...j-70-3g0v.html
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October 6th, 2009, 15:46 Posted By: wraggster
Newly released:
features
Challenging Storymode with 20 levels
3 difficulty settings from beginner to expert
Unique 3D Sudoku Ball™ feature for a brand new puzzle experience
90 standard Sudoku puzzles plus additional Story puzzles add up to 240 Sudokus in total
description
Sudoku Ball™ – Detective is Sudoku with a twist: play your favourite puzzle game in a completely new, entertaining detective scenario, and experience multitudes of challenging puzzles to solve a mysterious crime! An exclusive Sudoku ball design adds even more to your Sudoku experience.
Inspired by murder mystery games and famous English detective stories, in Sudoku Ball™ – Detective the player takes the role of a detective in a small town where a murder has been committed.
It is up to you to find the murderer, by completing different styles of Sudoku puzzles representing separate stages of the investigation:
Search clues, pick locks, investigate evidence in the lab, and chase your suspect!
http://www.play-asia.com/SOap-23-83-...j-70-3g1l.html
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October 6th, 2009, 15:26 Posted By: wraggster
The Wii price cut has given sales of the console a significant boost, Nintendo US president Reggie Fils-Aime has said, and with key holiday releases such as Super Mario Bros and Wii Fit Plus the platform holder hopes to attract even more buyers to the console.
By combining the price reduction with marketing incentives such as getting potential consumers to try out Nintendo products, Fils-Aime hopes the company will attract the "fence sitters" to the machine - that is the 50 million US consumers who say they are interesting in videogames but do not have a console. The number of people in this category is 150 million globally, he revealed.
"There are literally millions of consumers out there who want a Wii and had been on the sideline," he told the FT. "They'd been waiting for that little nudge to go out and pick it up - the price decline, the sampling, the launching of key software like Wii Fit Plus - we believe it's what's pushing them over the edge to get into the category."
While the company said it was too early to release precise sales figures, Fils-Aime said the consumer response had been very strong to the Wii price reduction.
This year, sales of the console have dropped off, with August seeing a 39 per cent year-on-year decline according to NPD figures. In the five months following April, sales were 50 per cent below last year's levels and major releases such as Wii Music and Animal Crossing performed below expectation.
However, Fils-Aime said the biggest releases had been kept back to the second half of 2009, with Wii Fit Plus, Wii Sports Resort and Super Mario Bros all being saved for the holiday season. He added that over 140 new Wii titles were being launched by third-party publishers over the next three months.
The Wii's price was reduced by USD 50 in the US at the end of September and by 20 per cent in Japan.
http://www.gamesindustry.biz/article...rice-reduction
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October 6th, 2009, 15:13 Posted By: wraggster
news via nintendomax
Copper, already author of several emulators of arcade games for the DS offers "Pang DS" which emulates 8 roms for MAME games & Pang Super Pang.
History:
--------------------------------------------------
V1.0: 05/10/2009
* First release
* Version compiled with devkit pro libnds R26 and 1.3.8 + (FIFO debugged)
* The rom file is unzipped automatically by the emulator
* Saving the hi-scores
* Save the state of the emulator
* Best viewed with scrolling
--------------------------------------------------
List of supported sets:
--------------------------------------------------
Pang (World)
Pang (bootleg, set 1)
Pang (bootleg, set 2)
Buster Bros.. (U.S.)
Pomping World (Japan)
Super Pang (World 900914)
Super Pang (Japan 901023)
Super Buster Bros.. (U.S. 901001)
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October 6th, 2009, 04:22 Posted By: wraggster
emukidid posted this interesting article over at the emulatemii site:
Since that first post I made, all the way back on the 27th of May 2007 over at tehskeen.com .. the emulator sure has progressed! Back at the time which I created that thread, I considered myself a rather experienced coder, but nothing could’ve prepared me for the long road of development we had ahead of us. Looking back, I think we were all a little naive at how quickly this could be done. It wasn’t until we had an alpha version out that we realized what hard work lied ahead of us. Wii64, then known as mupen64gc simply because we only thought it would ever run on a Gamecube, would soon change my knowledge of N64 hardware, coding and debugging forever.
It was only a few months after that post in which tehpola (mainly) and I quickly got together a mupen64 port which would actually do something on a GC. One of the first games we ever saw emulated in mupen64gc was Rampage World Tour. I remember it would run with bad graphics, no sound, very bad input, direct saving (which would take up to a minute each time a single byte wanted to save), and on top of all that, it wouldn’t even reach past 4 or 5 FPS before eventually crashing anyway due to a limited software rendering graphics plugin. We eventually got Super Mario 64 to work with the software rendering plugin at around 4-5FPS too, but we soon realized we would need a better hardware accelerated plugin.
A little bit of trivia, we actually emulated the public domain ROM “Fire Demo by LaC” before anything but we didn’t see it running as the software graphics plugin was rendering the screen too dark
Very shortly after our initial work and after our search for a graphics coder, sepp256 joined the project. He was keen to learn about the N64, and showed us quick results by porting the mupen64 software rendering graphics plugin to work with some GX hardware acceleration and Super Mario 64 was running at around 35% of the speed. Around this time (October 2007), we released the first alpha for the general public to see, known as the “Basic GX Build” which was followed shortly by the “DVD Loading Build”, enabling users to load ROMs from their Gamecube DVD drive. These builds had quite a large number of graphical glitches, extremely screechy audio, and general lack of features, however the emulator was starting to show positive progress.
As time progressed and we entered the new year of 2008, there was new hope on the horizon, Wii homebrew would soon be possible thanks to Team Twiizers, so we were quite motivated to move forward. The mupen64gc project would continue, with many bugfixes, a GUI with a menu system now slowly coming together, threaded audio emulation, a ROM cache, a TLB cache, native saves working and even more graphics plugin bugfixes and improvements than you could poke a stick at! There was yet another alpha version released for the GC at this point to show the public some more progress, labelled “New Year’s Edition”. This was the first official alpha release to feature the GX graphics plugin and the version 1 menu (pink coloured backdrop made by brakken from tehskeen).
Shortly after this, we were given the ability of being able to load homebrew on the Wii (thx Team Twiizers!), this was great news for us as we would now have so much more CPU horsepower and memory to play with, not to mention the new peripherals. It didn’t take us long to have our code working on the Wii, and we quickly realized how much more power we had in our hands thanks to the Wii. Word got out around the scene, and we were special enough to have a build labelled “Wii64 Tiizer Edition” be included in the Homebrew Channel initial release. This alpha build was pretty far along, but used a very early port of the glN64 graphics plugin port and the Pure Interpreter for everything.
After May 2008’s Tiizer edition release, we started to see a very large influx in the amount of unofficial builds popping up with Wiimote support, and 100’s of different button mappings and other attempts to better the emulator. As a result of this, we were bombarded with bug reports which weren’t even ours to fix, and even more so, there were bugs introduced in the unofficial builds because of bad tool chains people were using to build the emulator which took us a while to track down the causes of (thinking they were problems in our code too). After that, things went a little quiet for a bit as we all continued on with our real lives, but development continued to trickle into the public googlecode repository as we made changes.
Shortly after this time, sepp256’s port of Orkin’s glN64 graphics plugin work was showing major progress and we would soon have a working port on the GC/Wii with hardware acceleration via GX. Although, this was never yet marked with a milestone alpha version as there was a silent boom of progress in another part of the emulator we were awaiting to happen. Around early January 2009 and after a few rewrites, the dynamic recompiler was actually starting to run games and most homebrew demos. This was not a quick step, and whilst things were actually starting to run on the new core, there were major issues. The first notable thing to run on the dynarec was “Fire Demo by LaC” .. which is quite interesting since it was the first thing to run on the pure interpreter. By “run”, you’d all probably think, full fps, etc .. , but in truth, it only executed enough code to emulate 90 video interrupts which showed us about 3 frames of graphics on screen. It wasn’t realized until I coded a N64 demo by hand to print the instruction execution count to the screen that we would need to be a lot more accurate in our emulation.
During early February 2009, we decided to setup a private SVN to get us through what was basically going to be a complete rewrite of the most major part of the emulator, the MIPS to PPC dynarec. You can imagine our relief at the time, it would be the first time in a long while that we could now work on the crucial parts of the emulator at our own pace and not have to worry about people compiling every single small changed revision and making complaints. We did this because the working copy of the source code would be obviously broken until major work was done in the areas of the Dynarec and the menu.
During this time, there was a great increase in progress, tehpola was hard at work on the dynarec, sepp256 was making progress in leaps and bounds on the glN64 bugfixes and the new menu system, and I was tinkering with various areas of the emulator such as thinking about ways to fit the expansion pak support into the emulator and testing everyone’s code out. From this point on, the positive progress never stopped, sure there were hard times when we would find bugs that not even days of debugging would solve, but we always moved on. Some bugs were so hard to debug on the Wii that tehpola found it easier to resolve them by porting his dynarec to the PS3 (which is further explained in this article).
In about a 7 month period after this, which leads us up to this beta 1 release, to sum things up, we managed to transform the emulator to go from only running 3 frames of a homebrew demo to playing The Legend of Zelda Majoras Mask with 2xSaI filtered textures, framebuffer effects, expansion pak support, all at a very playable frame rate with a nice new menu backing the emulator with artwork from Wii homebrew artist drmr.
The future of Wii64 is looking pretty optimistic with many bugfixes and optimizations up our sleeves to better it. We expect to have a minor version out shortly to address some of the bugs which users have come across in beta 1.
I hope on behalf of the team that everyone enjoys emulating their old favourites with the Wii64 beta 1 release as much as I had developing and testing the emulator. Since release, we have had some very positive reviews from you all, which have provided us with motivation to get working on beta 2 and making the emulator more compatible and feature rich in the coming versions. We also really appreciate everyones support towards our hardware and hosting donations fund.
To read more of the post and Download, click here!
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October 6th, 2009, 04:22 Posted By: wraggster
emukidid posted this interesting article over at the emulatemii site:
Since that first post I made, all the way back on the 27th of May 2007 over at tehskeen.com .. the emulator sure has progressed! Back at the time which I created that thread, I considered myself a rather experienced coder, but nothing could’ve prepared me for the long road of development we had ahead of us. Looking back, I think we were all a little naive at how quickly this could be done. It wasn’t until we had an alpha version out that we realized what hard work lied ahead of us. Wii64, then known as mupen64gc simply because we only thought it would ever run on a Gamecube, would soon change my knowledge of N64 hardware, coding and debugging forever.
It was only a few months after that post in which tehpola (mainly) and I quickly got together a mupen64 port which would actually do something on a GC. One of the first games we ever saw emulated in mupen64gc was Rampage World Tour. I remember it would run with bad graphics, no sound, very bad input, direct saving (which would take up to a minute each time a single byte wanted to save), and on top of all that, it wouldn’t even reach past 4 or 5 FPS before eventually crashing anyway due to a limited software rendering graphics plugin. We eventually got Super Mario 64 to work with the software rendering plugin at around 4-5FPS too, but we soon realized we would need a better hardware accelerated plugin.
A little bit of trivia, we actually emulated the public domain ROM “Fire Demo by LaC” before anything but we didn’t see it running as the software graphics plugin was rendering the screen too dark
Very shortly after our initial work and after our search for a graphics coder, sepp256 joined the project. He was keen to learn about the N64, and showed us quick results by porting the mupen64 software rendering graphics plugin to work with some GX hardware acceleration and Super Mario 64 was running at around 35% of the speed. Around this time (October 2007), we released the first alpha for the general public to see, known as the “Basic GX Build” which was followed shortly by the “DVD Loading Build”, enabling users to load ROMs from their Gamecube DVD drive. These builds had quite a large number of graphical glitches, extremely screechy audio, and general lack of features, however the emulator was starting to show positive progress.
As time progressed and we entered the new year of 2008, there was new hope on the horizon, Wii homebrew would soon be possible thanks to Team Twiizers, so we were quite motivated to move forward. The mupen64gc project would continue, with many bugfixes, a GUI with a menu system now slowly coming together, threaded audio emulation, a ROM cache, a TLB cache, native saves working and even more graphics plugin bugfixes and improvements than you could poke a stick at! There was yet another alpha version released for the GC at this point to show the public some more progress, labelled “New Year’s Edition”. This was the first official alpha release to feature the GX graphics plugin and the version 1 menu (pink coloured backdrop made by brakken from tehskeen).
Shortly after this, we were given the ability of being able to load homebrew on the Wii (thx Team Twiizers!), this was great news for us as we would now have so much more CPU horsepower and memory to play with, not to mention the new peripherals. It didn’t take us long to have our code working on the Wii, and we quickly realized how much more power we had in our hands thanks to the Wii. Word got out around the scene, and we were special enough to have a build labelled “Wii64 Tiizer Edition” be included in the Homebrew Channel initial release. This alpha build was pretty far along, but used a very early port of the glN64 graphics plugin port and the Pure Interpreter for everything.
After May 2008’s Tiizer edition release, we started to see a very large influx in the amount of unofficial builds popping up with Wiimote support, and 100’s of different button mappings and other attempts to better the emulator. As a result of this, we were bombarded with bug reports which weren’t even ours to fix, and even more so, there were bugs introduced in the unofficial builds because of bad tool chains people were using to build the emulator which took us a while to track down the causes of (thinking they were problems in our code too). After that, things went a little quiet for a bit as we all continued on with our real lives, but development continued to trickle into the public googlecode repository as we made changes.
Shortly after this time, sepp256’s port of Orkin’s glN64 graphics plugin work was showing major progress and we would soon have a working port on the GC/Wii with hardware acceleration via GX. Although, this was never yet marked with a milestone alpha version as there was a silent boom of progress in another part of the emulator we were awaiting to happen. Around early January 2009 and after a few rewrites, the dynamic recompiler was actually starting to run games and most homebrew demos. This was not a quick step, and whilst things were actually starting to run on the new core, there were major issues. The first notable thing to run on the dynarec was “Fire Demo by LaC” .. which is quite interesting since it was the first thing to run on the pure interpreter. By “run”, you’d all probably think, full fps, etc .. , but in truth, it only executed enough code to emulate 90 video interrupts which showed us about 3 frames of graphics on screen. It wasn’t realized until I coded a N64 demo by hand to print the instruction execution count to the screen that we would need to be a lot more accurate in our emulation.
During early February 2009, we decided to setup a private SVN to get us through what was basically going to be a complete rewrite of the most major part of the emulator, the MIPS to PPC dynarec. You can imagine our relief at the time, it would be the first time in a long while that we could now work on the crucial parts of the emulator at our own pace and not have to worry about people compiling every single small changed revision and making complaints. We did this because the working copy of the source code would be obviously broken until major work was done in the areas of the Dynarec and the menu.
During this time, there was a great increase in progress, tehpola was hard at work on the dynarec, sepp256 was making progress in leaps and bounds on the glN64 bugfixes and the new menu system, and I was tinkering with various areas of the emulator such as thinking about ways to fit the expansion pak support into the emulator and testing everyone’s code out. From this point on, the positive progress never stopped, sure there were hard times when we would find bugs that not even days of debugging would solve, but we always moved on. Some bugs were so hard to debug on the Wii that tehpola found it easier to resolve them by porting his dynarec to the PS3 (which is further explained in this article).
In about a 7 month period after this, which leads us up to this beta 1 release, to sum things up, we managed to transform the emulator to go from only running 3 frames of a homebrew demo to playing The Legend of Zelda Majoras Mask with 2xSaI filtered textures, framebuffer effects, expansion pak support, all at a very playable frame rate with a nice new menu backing the emulator with artwork from Wii homebrew artist drmr.
The future of Wii64 is looking pretty optimistic with many bugfixes and optimizations up our sleeves to better it. We expect to have a minor version out shortly to address some of the bugs which users have come across in beta 1.
I hope on behalf of the team that everyone enjoys emulating their old favourites with the Wii64 beta 1 release as much as I had developing and testing the emulator. Since release, we have had some very positive reviews from you all, which have provided us with motivation to get working on beta 2 and making the emulator more compatible and feature rich in the coming versions. We also really appreciate everyones support towards our hardware and hosting donations fund.
To read more of the post and Download, click here!
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October 6th, 2009, 04:07 Posted By: wraggster
GRRLIB 4.1.0 is now available for download.
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'.
4.1.0 - October 5, 2009
Completely new file structure with sub-folders:
libgrrlib <- 2D graphics library
+-- libfat <- File I/O
+-- libjpeg <- JPEG image processor
+-- libpngu <- Wii wrapper for libpng
+-- libpng <- PNG image processor
+-- libz <- Zip (lossless) compsression (for PNG compression)
Installer for vendor libraries (jpeg, png, pngu)
Makefile for GRRLIB
Many (all suitable) functions are now inlined
Support for the recent changes to libogc
Alpha compositor function added
Correct use of pointers (no more struct passing)
Speed improvement, bug fixing and more...
Download here --> http://wiibrew.org/wiki/GRRLIB
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October 5th, 2009, 15:14 Posted By: wraggster
Newly released:
features
All inputs are performed using the stylus on the Touch Screen, including a revolutionary new trackball that controls Dorothy’s direction and speed based on how the trackball is rolled with the stylus
Turn-based combat can be automated with computer suggested moves for easy, one-touch implementation. For experienced RPG players, actions can be customized manually and additional hidden boss battles await
A new interpretation on one of the most beloved tales of all time, showing what happens after Dorothy and her friends reach the Emerald City
Ranking among some of the best visuals seen on a DS, the brilliant colors of the Land of Oz come to life, while the original soundtrack captures the spirit of the magical land
description
Dorothy, together with her dog, Toto, has been swept away from her home in Kansas by a tornado, only to realize that she has touched ground in an unfamiliar new land. A voice calls out to her to follow the Yellow Brick Road if she wishes to return home, but that path is an arduous one with multiple obstacles and foes. Three of the foes bested by Dorothy on this path; Scarecrow, Lion, and Tin Man, offer to join Dorothy on her journey. As the four new friends complete the journey to the end of the Yellow Brick Road, they encounter the larger than life Wizard of Oz within his magical castle. Despite his almost limitless power, there are four witches running amuck within his land that he just can’t control. Dorothy and her friends are tasked with defeating the witches with a return trip to Kansas as the reward, but is this new mission beyond the Yellow Brick Road everything it appears to be?
http://www.play-asia.com/SOap-23-83-...j-70-3iay.html
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October 5th, 2009, 15:10 Posted By: wraggster
Newly released:
features
The player starts off as a human that seeks to reconcile and recreate old alliances with the dwarves, halflings, and elves. As the story progresses, the player can choose a character of any of the races, each with specific strengths and weaknesses that can be customized further
With five basic job classes (Fighter, Mage, Priest, Thief, Bard) and numerous advanced classes each with their own specific skills, abilities, and weapons and equipment that change the appearance of the player’s character, the customization options are almost limitless
Battles take place in real-time, and all enemies are visible on the field map with no random encounters. These foes may be fought or avoided as the player sees fit
Specify the race and job class of your accompanying party members as you hire mercenaries at the local tavern
Party up with a second player online to explore the land of Eldar together
description
The lands of Eldar have long been known as the origin of chaos, a place where monsters and demons wreak havoc, indiscriminate in their madness. Legend tells of how the Spirit King, whose coming was heralded in by a meteor shower, gained control of the creatures and waged an unrelenting war upon civilization. Order and life were brought to the brink of destruction, but an alliance of the four races was able to drive them back and seal the evil. Centuries more have passed and once again the lands are slowly being overrun by the reemerging monsters. Without a known cause or even a united front to repel them, it would seem that this time, Eldar will fall. It is up to the main character to take up the forgotten mantle of the hero, reunite the races, and confront the hordes of monsters.
http://www.play-asia.com/SOap-23-83-...j-70-3hmg.html
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October 5th, 2009, 15:06 Posted By: wraggster
Newly released:
features
World-renowned creator and character designer Tetsuya Nomura and his team once again unite the magical world of Disney with the characters of FINAL FANTASY, inviting fans to an enchanting gaming experience
Multiplayer Mode – for the first time in KINGDOM HEARTS. Four players can team-up as their favourite Organization XIII members
Fully 3D environments and characters, gigantic boss battles and an orchestral soundtrack push the Nintendo DS capabilities to the full
A wide variety of missions to complete across a range of huge worlds. Lots to explore including Standard Missions, Trial Missions and multiplayer Mission Mode
Limit Breaks! The special near-death ability from FINAL FANTASY VII is brought to the world of KINGDOM HEARTS allowing for explosive special attacks
Panel System – organise your weapons, spells, abilities and even levels with this new system that makes you strategically think about what you can carry
description
In KINGDOM HEARTS, Sora turned the Keyblade on himself in order to release Kairi’s heart, but his heart was also released in the process. This brought about the creation of Roxas, Sora’s Nobody. Unlike most Nobodies, however, Roxas has no memories of his past. He joins Organization XIII and slowly begins to discover the truth behind his existence and the Organization itself. He meets and befriends the fourteenth member of the Organization, who also has no recollection of her past. What will Roxas see during his time in the Organization? What is the connection between him, Sora and the fourteenth member? And what becomes of them? Dive into the heart of the KINGDOM HEARTS storyline’s biggest secrets.
http://www.play-asia.com/SOap-23-83-...j-70-39e4.html
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October 5th, 2009, 14:59 Posted By: wraggster
Newly released:
features
Each mini-game solved throughout the investigation gives players valuable pieces of evidence to help solve the case.
The literary world of the Hardy Boys is brought to life through classic video game point 'n click style gameplay. Check out the Hardy Home, Bayport Police Station and other places most have only experienced through the pages of a book.
Features the voice and likeness of Hollywood teen stars Jesse McCartney and Cody Linley as Frank and Joe Hardy.
Use your cell phone to give pal Nancy Drew and other characters a call and get insight on the case.
Choose Your Dialogue - choose from a variety of responses to make your Hardy Boys' experience your own.
description
In The Hardy Boys: The Hidden Theft, the vault of the Spencer Mansion is robbed, and the Bayport Police call on the Hardy Boys to help tie up some loose ends, but they soon find themselves in the middle of a major criminal investigation that takes them on an adventure all over Bayport, and even into New York City. But the pieces don't add up, and Frank and Joe find themselves embroiled in a drama of sinister proportions. Is the recent theft linked to something from the past? Can Frank and Joe find and decipher the clues in time to prevent another crime from happening?
http://www.play-asia.com/SOap-23-83-...j-70-3epf.html
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October 5th, 2009, 14:57 Posted By: wraggster
Newly released:
features
Choose your very own style – make-up, dresses and more!
Get the moves and learn how to pose!
Terrific mini-games to challenge you!
description
Gorgeous dresses and awesome locations! Enter the fantastic world of fashion! Discover the style that suits you best! Find out what it takes to become a top model and create your own look! Have tons of fun as you glide through the glitter and glamour of a catwalk career starting with the first casting session at a model agency and culminating in a fabulous photo shoot on a Caribbean island!
http://www.play-asia.com/SOap-23-83-...j-70-39di.html
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October 5th, 2009, 14:55 Posted By: wraggster
Newly released:
features
Adventure Game with Puzzles
Use the touch screen and stylus for simple point-and-click gameplay
Several mini-games offer hours of entertainment
Intended for players age 3-6
Vivid Environments
description
The summer is nearly over and Moomin is getting ready for the annual Autumn Party. But there are many things that must be done before the big night - and Moomin needs all the help he can get.
Join the residents of Moominvalley as they prepare for the Autumn Party. Visit the wizard's tent and gaze into the magic crystal ball. Help Moominpappa test his speed, or visit the Snork in his workshop and see what he's up to. Collect all the pieces to Moomin's Autumn Party activity and get everything ready so that the party can start!
http://www.play-asia.com/SOap-23-83-...j-70-3dd0.html
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October 5th, 2009, 14:22 Posted By: wraggster
Earlier this year, Nintendo announced that it and 54 software game companies were filing a lawsuit with the Tokyo District Court against companies that import "R4 Revolution"-type devices, using the Unfair Competition Prevention Law as the legal grounding.
According to Nintendo, such devices hurts the growth of the entire game industry and steps must be taken regarding the legality of R4 carts. It's important to note that this legal injunction is for Japan only.
Nintendo is asking for the cease of marketing, sales and importation of these Chinese-made devices. The R4 allows easy software piracy by fitting right into the DS's cartridge slot. Data is stored on a Micro SD and downloaded from websites via a flash drive, and the R4 has a small slot that the Micro SD card goes into.
In addition to the suit, Nintendo is turning the heat up on retailers who sell the devices by launching website devoted to collecting information about R4 sellers. "It's getting increasingly difficult to track down R4 sellers as day by day they get more ingenious, flourishing online and complicating matters," said Nintendo in a written statement. Because of this, Nintendo is calling on the strength of the masses to eradicate the sale of these devices.
The website Nintendo has set up has an anonymous form that can be filled out. Selectable choices include retail stores, internet shops, online auctions selling R4 devices. Another choice includes "game software uploads" — or those sites or individuals making DS games available online. There's also spaces for dates and time, a box for details and another box for the shop's address or home page.
As recently as last week, countless retailers in Tokyo's Akihabara and Osaka's Den Den Town were openly carrying and selling R4 devices.
http://kotaku.com/5374259/ready-to-r...s-here-to-help
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