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June 24th, 2009, 23:04 Posted By: wraggster
Newly released today:
Summer is coming, but you still have not planned your family trip yet? Let Wii Sport Resort give you some inspiration.
Tennis and bowling are good activities, but want to try out more exotic sports such as canoeing? Pick up your Wii remote control and slap the motion plus gadget onto it.
The Wii remote can track 3D movements and are even more sensitive to your actions. This opens a world more of options.
You can use remote control as the pedals of a bicycle and your canoe since it now sensed your arm's circular movments.
http://www.play-asia.com/SOap-23-83-...j-70-3fez.html
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June 24th, 2009, 23:01 Posted By: wraggster
Newly released today:
Nintendo's upcoming Wii™ MotionPlus accessory for the revolutionary Wii Remote™ controller again redefines game control, by more quickly and accurately reflecting motions in a 3-D space. The Wii MotionPlus accessory attaches to the end of the Wii Remote and, combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player's arm position and orientation, providing players with an unmatched level of precision and immersion. Every slight movement players make with their wrist or arm is rendered identically in real time on the screen, providing a true 1:1 response in their game play.
http://www.play-asia.com/SOap-23-83-...j-70-3ff1.html
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June 24th, 2009, 22:47 Posted By: wraggster
Nintendo's sequel to a game nobody thought needed a sequel is out next month, is impressive and could be the best thing for hardcore gamers on the Wii since, what, Metroid?
Away from the chaos of E3, we've gotten a chance to swing a MotionPlus-appended Wii Remote to control Wii Sports Resort, the showcase game for Nintendo's latest controller add-on. Yes, the chaos of the big show was absent, but present were guys from Nintendo.
And here's the thing: the more one spends time chatting with guys from Nintendo of America, the more one feels that parts of their headquarters must feel like a gamer variation of a varsity locker room, where the jocks walk around with swelled chests bragging not about how much they can bench press but how many more times they can return a serve in Wii Sports Resort table tennis.
With meager skills and a willing attitude, Kotaku took a swing.
http://kotaku.com/5300989/wii-sports...me-of-the-year
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June 24th, 2009, 22:40 Posted By: wraggster
It seems as though there are dissenting voices coming from the cast of Transformers: Revenge of the Fallen regarding Nintendo's Wii console. Why, just the other day, Shia LaBeouf expressed to the world his discontent with the system and those employing it for gaming -- that group of people apparently including his cast mate, Megan Fox.
In an interview with WhatTheyPlay.com, Fox said, "I'm totally a fan of the Wii, I'm just not good at it." As LaBeouf (S. Beef to us) noted in his interview with Joystiq sister site Big Download, the two were playing LEGO Star Wars most recently, though Fox has some rather specific complaints about the game, telling the interviewer, "One thing I don't like about that game is that if one person is lagging behind and wants to check something out, and you're running ahead, you drag the screen with you -- you can't stay separate when you're playing on a team together ... that becomes annoying." Point taken! Apparently the lady knows her games, eh? Care for a guest column, Ms. Fox?
http://www.joystiq.com/2009/06/24/oh...-into-the-wii/
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June 24th, 2009, 22:35 Posted By: wraggster
New from Divineo China
Protect your console from scratches and shocks with the NOMAD carry bag series !
Available in Black, Silver and White, the NOMAD pouch will perfectly secure your DSi or DS Lite console !
The NOMAD carry bag will make sure your Nintendo DSi / Nintendo DS Lite console is safe during transportation.
Prevent your console from scratches, shocks and dust, even while playing.
Comes with free cleaning cloth and stylus.
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June 24th, 2009, 17:29 Posted By: wraggster
So, Nintendo launched Wii no Ma (Wii’s Room) channel in Japan. The service lets users watch free, corporate sponsored videos and download coupons to a Nintendo DSi from a magical house plant.
Nintendo has yet to announce more Wii room channels, but just in case Nintendo trademarked a batch of possible names. I want to emphasize these are most likely protective trademarks, titles for things that Nintendo probably doesn’t plan on launching like the list of DSi-something trademarks. However, it’s interesting to see what kind of Wii rooms Nintendo trademarked. Notice that the list doesn’t contain Mario’s Room. Instead you have Real Estate Room and Financial Credit Room. Is Nintendo thinking of a corporate Wii?
Here’s the translated list of trademarks:
Anywhere Wii Room
Corporation Room
Travel Room
Gourmet Room
Real Estate Room
Fashion Room
Financial Credit Room
Movie Room
Enterprise Room
Living Room
Playing Room
Medical Room
http://www.siliconera.com/2009/06/24...ore-wii-rooms/
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June 24th, 2009, 17:26 Posted By: wraggster
Wolfteam, known for Sega Genesis games like Arcus Odyssey and Final Zone, made Tokyo Twilight Busters for the NEC PC-98. This fall their adventure game is leaving the platform and heading to the Nintendo DS.
Since Wolfteam no longer exists Starfish is handling the porting and graphic overhaul. Apparently that took longer than expected since Tokyo Twilight Busters was originally slated for February. No word on a North American release, but UFO Interactive picks up a lot of Starfish titles. They aren’t afraid of publishing text heavy games like Way of the Samurai 3 either. Perhaps, they will localize this horror adventure game in 2010.
http://www.siliconera.com/2009/06/23...ated-for-fall/
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June 23rd, 2009, 23:32 Posted By: wraggster
New release for the DS from CoinCoin
Shoot is a NdShoot ds on (logical). It involves using your stylus and one of your fingers down a target after another. He let no rules or time limits (beta), the sole aim of no-stop shooter.
History
1.01: 20 possibility positioning target + adding a viewfinder.
1.0: 1st public release.
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June 23rd, 2009, 23:24 Posted By: wraggster
Updated release from Blazerrazor:
Remote Touch DS gives you the opportunity to remote-control your computers mouse, keyboard and other things from your Nintendo DS hand-held console. This solution is not like remote desktop, but more like an advanced remote control.
The solution is client-server based, obviously, and requires you to have a server running. It is not plugged with synergy, it is my own solution. The server receives commands from the Nintendo DS and acts according to them.
Current release (out now; 0.2.2):
Media Control Extended (MEX) - good for Media Center or similar.
Keyboard fully calibrated and working with key press sound for comfort.
Remote restart or shutdown of your computer - good for those late night movie sessions where you just want to shutdown your computer directly from the comfort of your bed.
Added support for a "rtds_settings.txt" config-file on your cartridge with connection data - look in README.txt for more info.
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June 23rd, 2009, 23:08 Posted By: wraggster
Seiken has released WiiSPACE v1.0
WiiSPACE is an original retro-themed spaceship shoot-'em-up supporting up to 4 simultaneous players for co-operative play. Features include powerups, bosses, high scores, and an aiming system allowing independent movement and targeting.
Version 1.0 was released on 22 June 2009. I'd like to wait a little while before putting this on the homebrew browser (to fix any bugs that might have slipped through the cracks),
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June 23rd, 2009, 22:58 Posted By: wraggster
Akinai Games, the downloadable games division of leading videogame publisher YUKE'S Company of America, today released NEVES Plus on Nintendo's WiiWare game service. Dressed up with a new, fun Egyptian theme, the updated version of the classic Nintendo DS tangram-style puzzle game now includes four new modes, including Speed, Versus, Lucky Number and Party Trivia. More than 500 challenging puzzles await Wii owners, who can download the game now for 600 Wii Points.
"Thanks to WiiWare, we have the opportunity to introduce NEVES to a whole new group of game players that enjoy fun, casual puzzle experiences," said Ken Gratz, Director of Product Development at Akinai Games. "NEVES veterans will enjoy a host of new modes which provides a fresh way to experience the game with friends and family."
The new gameplay modes transform the solo NEVES experience into a four player party game appropriate for the whole family. Speed mode pits you against up to three other players to see who can solve puzzles the fastest. Versus mode pairs you up with another NEVES player to challenge a team of two to see who can solve a set number of puzzles the quickest. Lucky Seven mode awards points to players for finishing puzzles in the least possible number of moves, and Party Trivia is a game show style challenge where players guess the identity of NEVES Plus silhouette puzzles.
NEVES Plus is now available for download through the Wii™ Shop Channel for 600 Wii Points™ and has been rated "E" for "Everyone" by the ESRB.
More information on NEVES Plus can be found at http://www.nevesplus.com.
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June 23rd, 2009, 22:56 Posted By: wraggster
You know that Erotic Photo Hunt game you play every Friday night at your local bar? Well, it's coming to WiiWare, but without the erotic part. Developer CosmonautGames has announced its first project: 5 Spots Party. It will make its debut on WiiWare, although it might come to other platforms later on. Up to four players will be able to compete and spot the differences between two photos at a time.
5 Spots Party will include three game modes:
Super Fun Classic – One to four players search for five differences between two photos within a time limit. The Wii remote is used to point out mistakes. As players progress they have less and less time to find all differences.
Find the Monkey – This is a "Where's Waldo?"-type game where up to four players search for monkeys in one busy scene.
Leisure – A one-player version of Super Fun Classic mode that ditches the time limit.
With over 300 photographs, each with more than five programmed mistakes, CosmonautGames hopes to minimize the repetition players experience.
http://uk.wii.ign.com/articles/996/996763p1.html
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June 23rd, 2009, 22:54 Posted By: wraggster
tehpola posted this news:
In the past few months, we’ve made significant progress on the Wii64 dynarec. Most of the bug fixes are pretty minor fixes like correcting off-by-one or other various memory errors; however, there are several substantial changes to both the infrastructure and features of the dynarec.
On the N64, there is a register called Count which keeps track of how many cycles the system has been running. This is primarily used to determined when interrupts can be taken. In Mupen64, Count is estimated as 2 cycles per instruction executed. Some emulators actually increment Count differently depending on which instruction ran (because on the hardware, some instructions will take longer to execute). The fact that Mupen was doing really well with the Count estimate led me to believe that getting an exact Count was unnecessary, and I initially tried playing some tricks to estimate without explicitly keeping track of Count. However, I quickly discovered that even deviating from the way Mupen counts will quickly result in crashes and freezes. Several major fixes have involved correcting edge-cases which caused Count to be somewhat off.
Initially only 32-bit integer instructions were supported in the dynarec (they comprise most of the ISA, and I just wanted to get something working before I tried anything too complicated). Once I got the dynarec running with just those basic instructions, it was still fairly slow because a lot of instructions were still being interpreted (thus trumping any performance benefits of the dynarec). Getting the floating-point and 64-bit instructions (which aren’t used all that often as the name N64 would lead you to believe) supported in the dynarec were important for improving the dynarec performance beyond that of the pure interpreter.
With the exception of the way floating-point comparisons and conversions are done in MIPS vs PPC and MIPS’s sqrt, floating-point was fairly straightforward to implement in the dynarec as most instructions had a 1-1 mapping. Even the comparisons were relatively simple although they do not take advantage of what I feel is a more rich FP comparison on the PPC. However, since the Wii does not have a floating-point square root instruction, it was difficult to support the MIPS sqrt instruction in only a few instructions. We did manage to get it working with what seems to be good-enough precision using the PPC frsqrte (floating reciprocal sqrt estimate), Newton-Raphson refinement, and a fmul. The only floating-point instructions left to support are conversions to and from 64-bit integers which are nearly impossible to generate code for because there is no hardware support on the Wii and the process is rather complex.
64-bit instructions were a similar story: most of the instructions had a straightforward translation from MIPS to PPC (even though the PPC in the Wii is 32-bit), but there were a few which were difficult to emulate. The simple addition, subtraction, and logical instructions were very simple: you simply need to use two PPC registers to store a 64-bit value and there are instructions which will keep track of and use the carry bit so that a 64-bit add/sub can be performed in two 32-bit add/sub. The 64-bit shifts were relatively complicated because you have shift both 32-bit words separately, and then determine what would have spilled from one into the other and or it into that word, but it can be done in around 10 instructions in PPC. Like with FP, there were a few 64-bit instructions that we couldn’t reasonably generate code for: the 64-bit multiply and divide are too complicated for generating code using only 32-bit operations.
However, even with most of the ISA implemented, there was still significant room for improvement in performance. I have since made some other significant improvements which I will be detailing in more posts to come soon.
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June 23rd, 2009, 22:12 Posted By: wraggster
Wolfteam, known for Sega Genesis games like Arcus Odyssey and Final Zone, made Tokyo Twilight Busters for the NEC PC-98. This fall their adventure game is leaving the platform and heading to the Nintendo DS.
Since Wolfteam no longer exists Starfish is handling the porting and graphic overhaul. Apparently that took longer than expected since Tokyo Twilight Busters was originally slated for February. No word on a North American release, but UFO Interactive picks up a lot of Starfish titles. They aren’t afraid of publishing text heavy games like Way of the Samurai 3 either. Perhaps, they will localize this horror adventure game in 2010.
http://www.siliconera.com/2009/06/23...ated-for-fall/
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June 23rd, 2009, 22:10 Posted By: wraggster
Since were discussing defunct games its a good time to mention I asked Vic Ireland, President of Gaijinkworks, about the possibility of seeing Cosmic Fantasy 2 on Virtual Console. “I’m not going to say no, but it’s very difficult because Telnet [developers of Cosmic Fantasy in Japan] are bankrupt and gone. Yeah, anything is possible,” Ireland said.
“Cosmic Fantasy has a special place in it since we were only able to do two [in the series]. I really like 1, 3, 4A, and 4B and were only able to do one of those chapters. To be able to revisit that would be fantastic, but the rights are really a problem.”
Even though Xseed picked up Lunar: Silver Star Harmony I inquired if Ireland would help them out with the localization since Working Designs originally brought the game to the states. “We’ve been talking with them [Xseed] and hoping they make the right choices in the US,” Ireland said.
http://www.siliconera.com/2009/06/23...rtual-console/
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June 23rd, 2009, 22:07 Posted By: wraggster
New special offer from Play Asia:
Phantasy Star Zero is a highlighted production by Sega, the fruit of the combined efforts between the anime producer Kobooka Toshiyuki and the mystery novelists Shiwasu Tooru and Arai Teru. It inherits the exciting gameplay and adopts a completely new storyline.
The game takes place two centuries after a great war which destroys everything. To rebuild civilization, the humans, the only race left on the crumbling world did all they could and constructed cities.
Within the city everything remains peaceful, but once they step out, the people are accosted by enemies.
To keep their cities safe, the humans formed the hunters organizations and joined forces Casts to combat the enemies' aggression.
However, there is another race which humans have forgotten for they have disappeared even from the history books. When the Newmans descend from the moon, new opportunities for adventures and conflicts opened.
Phantasy Star 0, one of Sega's prized gems is available at the bargain price of US$ 14.90 only. The game is a region free Japanese version, simply slip it into your Nintendo DS and embark on a heart pounding adventure.
http://www.play-asia.com/SOap-23-83-...-22p-84-n.html
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June 23rd, 2009, 22:02 Posted By: wraggster
Newly released today:
Fushigi Yuugi is two romantic adventures combined into one DS card. Become the miko destined to save a nation from calamity and meet all the handsome body guards along the way. The fans who have read the manga may already know who the heroines ended up with, but now, with you in the miko's robes, you don't have to end things the way the anime or manga did.
Fall for the enemy if you have to. One unique thing about Fushigi Yuugi is the cast of absolutely captivating villains. Besides falling for someone, you can help the heroine win her happy ending in the Genbu Gaiden route, so make yourself happy as you help someone.
http://www.play-asia.com/SOap-23-83-...j-70-3bsh.html
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June 23rd, 2009, 21:50 Posted By: wraggster
Newly released today:
features
Every member of the family can jump into the game with these simple controls. Players place their Wii Remote™ on a box or flat surface and tap through five gameplay modes
Sprint for the finish line in over 16 courses while avoiding obstacles including hurdles, ice wall and electric fields
There are a wide range of songs to master in Rhythm Tap. Feel the beat and tap light, medium, hard in sync with the on-screen tap indicators
Different modes using light and hard taps to strategically remove blocks one at a time from the column without causing it to topple over
Clad in a space suit, solo players tap to keep their character afloat through many levels filled with dangerous objects; a double tap will launch a missile. In multiplayer matches, you will shoot each other a number of times to win
Everyone will take their turn with several Unique stages including Fireworks, Paint, River, Gem Game and Ink. Tapping with light, medium and hard strokes produces on-screen effects ranging from a fireworks display to undersea bubbles. In special tap sequences, various sea animals will appear
description
Let’s Tap™ is a completely innovative gaming experience on the Wii™ with easy to pick-up-and-play controls that will appeal to gamers of all ages. Simply place the Wii Remote on a box or a flat surface and tap! All methods of tapping (light, medium, hard) will allow you to jump hurdles and create environmental effects such as a dazzling fireworks display. There are five fun-filled game modes, all of which allow for multiplayer fun!
http://www.play-asia.com/SOap-23-83-...j-70-39cu.html
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June 23rd, 2009, 21:38 Posted By: wraggster
It was E3 in New York last night as Nintendo re-booked the highest floor we've ever played games in, to showcase a fall line-up headlined by New Super Mario Bros. Wii. Some observations from a four-player session.
Crecente has already previewed Nintendo's holiday-slated return of side-scrolling Mario to the Wii. He played it at E3 where he discovered its "competitive cooperative" design.
I played that same E3 build last night, high above my old work neighborhood in Times Square. I played as the blue Toad three Nintendo reps controlled Mario, Luigi and the Yellow Toad. You hold the Wii remote sideways and control things like you're back playing the Nintendo Entertainment System.
Over the course of three levels, I got a healthy helping of competitive cooperative. I had victorious moments and failures, all involving the game's goal to reach the end of a level with the most points. Victoriously, I put my Toad in a propeller suit and had him flutter to the top of the screen to grab coins my fellow players failed to reach. Furiously, I watched my Toad get hoisted above the head of another player's character and ferried right into a piranha plant poking its toothy blossom out of an upside-down pipe.
New Super Mario Bros. Wii is similar to the GameCube's Legend of Zelda: Four Swords Adventures in that it seems to reverse technological innovation in its franchise in order to present a multiplayer game with simpler level design and more complex player-driven interaction. Most previous Mario games have been player vs. Nintendo-level-designer. This one's essentially player-vs.-player with the level as, well, a stage. As in one where drama occurs.
Another victorious moment (for someone else): They got all the penguin suits and sledded away while I fell down an icy crevasse.
Another victorious moment (for me): I discovered that New Super Mario Bros. Wii has a wall-jump that makes the beginning of a plummet down a bottomless pit a recoverable drop. I bounced Toad up and out of that crevasse.
There are risks with allowing the chaos of sometimes-cooperative friends to try to traverse a Mario level together. Not all of them are due to human nature. Some are design decisions that aren't yet convincing. Character death, for example, makes the game hiccup a pause. That effectively signals that someone has bought it. But it also disrupts the momentum and timing of he or she who is bounding through the same level. There's an inspired invisible countdown that requires all players reach the end-of-level flag within a few seconds of the first one reaching it. There's a more questionable design element that warps players all in or out of a green transit pipe within a few seconds of the first player going through it. So imagine we're playing and you go through the pipe to get us to the coin-filled underground. We both go there. And you run toward the coins. But I just back out through the pipe. The result: we warp back out. You get no coins. That spells trouble.
http://kotaku.com/5300987/fifty+seve...mario-bros-wii
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