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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.
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March 28th, 2009, 10:56 Posted By: wraggster
New from Divineo China
Set of 4 Amazing and colorful B-Touch Pen in different colors. It comes with the finger strap which allows you to tie it to the console. It is thicker and longer than original NDSi/NDS Lite/NDS stylus pen and suitable for both adults and children to use.
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March 28th, 2009, 00:08 Posted By: wraggster
With all of the amazing stuff that Nintendo did show at GDC, we briefly forgot about what it didn't show: Wii Sports Resort and the MotionPlus device, both of which we'd expect to hear something about if they were still planned for "spring."
MTV Multiplayer's Stephen Totilo asked Reggie Fils-Aime about the missing game and peripheral, and Reggie suggested they could still make a spring release. "We haven't announced the full spring line-up ... And it feels like winter in Seattle right now."
Reggie also mentioned that Wii Sports Resort's controls had been improved beyond the previous demo. "The level of full motion capability is far in excess of what we showed at E3."
http://www.joystiq.com/2009/03/27/gd...till-possible/
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March 28th, 2009, 00:02 Posted By: wraggster
Virtual Console Arcade is running and the service looks promising after seeing Namco Bandai’s huge arcade line up. We’ll have to wait for those games to come out another month. The only arcade game they are releasing in the next few weeks is Samurai Ghost and it goes online this Tuesday in Japan.
Many of the other games on this list like Castlevania 3: Dracula’s Curse and Kirby’s Dream Land 3 already came out in North America. The Legend of Zelda: Majora’s Mask, however, has not. Chances are Nintendo of America will put it on our Virtual Console sometime this year without the premium price of 1,200 Wii Points ($12).
Here’s this months Virtual Console line up in Japan with the addition of Samurai Ghost:
Famicom
Castlevania 3: Dracula’s Curse
Super Famicom
Der Langrisser
Kirby’s Dream Land 3
Nintendo 64
The Legend of Zelda: Majora’s Mask (1,200!)
Master System
Phantasy Star
PC Engine
Ninja Gaiden
Virtual Console Arcade
Samurai Ghost (3/31)
Space Invaders
http://www.siliconera.com/2009/03/27...le-next-month/
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March 28th, 2009, 00:00 Posted By: wraggster
Let’s travel back in time to a day before the Nintendo DS flew off store shelves. Behind the scenes Nintendo was experimenting with a touch screen adapter for the GBA. This technology was later used for a new handheld which we know very well now. However, a patent application filed by Nintendo in 2004 shows a different concept for the hardware.
An early Nintendo DS only had the top screen flip up and a different button layout. The X and Y buttons aren’t in this prototype. A speaker takes up that spot. Game Boy Advance backwards compatibility wasn’t part of the plan either. DS cards plugged into the bottom and there wasn’t a second slot. Actually, this early design looks a lot like a rectangular Game Boy Advance with a second screen.
What do you think of this Nintendo DS? If Nintendo released it would it be as successful as the DS Phat ?
http://www.siliconera.com/2009/03/27...e-looked-like/
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March 27th, 2009, 23:38 Posted By: wraggster
I got to play two of Gameloft’s DSi offerings, “American Pop Star: Road to Celebrity” and “Real Soccer 2009.” The thing I wanted to know most was how these two DSi versions of existing games make use of the DSi functionality. I was told that “American Pop Star” lets players take their own photos with the DSi camera that will appear throughout the game, like on magazine covers (pictured). Meanwhile “Real Soccer 2009″ takes the DSi photos and can display them on the soccer ball, the giant stadium screen, a team flag or as a player’s face. It seems that a lot of DSi titles will let players take photos that appear in the game, but it’d be nice to see more innovative ways of integrating the DSi camera function.
http://multiplayerblog.mtv.com/2009/...ames-gdc-2009/
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March 27th, 2009, 23:29 Posted By: wraggster
It's the weekend, folks, and you know what that means -- time to blow off a little steam. By way of example, the folks that brought us that Wiimote coil gun a while back have returned to the scene with a little something they like to call OfficeDefender. Using the very same servo and ioBridge module as the last time, this hack finds the gun replaced with a Beretta 9mm replica airsoft gun. Also note the nice use of Construx in a non-beer or iPhone related context. If that weren't enough, this bad boy has a full-auto mode, moves 180 degrees horizontally, can be sighted with the head-mounted webcam and fired via Wiimote. We're not telling you that you can use this to hassle folks in the office come Monday, but you totally could. Videos after the break.
http://www.engadget.com/2009/03/27/r...mote-iobridge/
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March 27th, 2009, 21:33 Posted By: Shrygue
via Eurogamer
SouthPeak has announced that creepy DS game Dementium: The Ward will be out on 17th April.
Exciting. Well, not really. Dementium has been available in America since October 2007, and in Japan since last summer.
Fortunately, reviews from those reaches suggest Dementium: The Ward is worthwhile: Metacritic averages opinion at 73 per cent.
Dementium: The Ward is a survival-horror set in a spooky hospital full of violent monstrosities. Our story begins when players wake within the hospital with no recollection of how they got there, and soon set about uncovering the not-so-simple truth.
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March 26th, 2009, 22:16 Posted By: wraggster
Apparently, there are not enough Space Invaders games on the Virtual Console. Get ready for one more — the original arcade version of Space Invaders. Taito will release it as a Virtual Console Arcade game in early April for an unannounced price. Of course, Space Invaders won’t be Taito’s only Virtual Console Arcade game. The have plenty other arcade code sitting in a closet like Darius, Insector X, and a Superman beat ‘em up.
Also in development at Taito’s labs is Puzzle Bobble Wii for WiiWare. This is also slated for April in Japan. No other details were announced including an international release, but come on we know Square Enix isn’t going to skip this. We might have to wait for Puzzle Bobble Galaxy to come out first though.
http://www.siliconera.com/2009/03/26...le-to-wiiware/
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March 26th, 2009, 21:16 Posted By: wraggster
During Game Developers Conference, Rich Amtower, Localization Manager/Producer at Nintendo of America confirmed to us the games that will be available on Day One when the Nintendo DSi launches on April 5th.
First is the Opera Browser, a free download that's an upgraded version of the internet browser already available for the Nintendo DS.
WarioWare Snapped! will also be available, a fun series of mini-games that are fully controlled by the internal camera of the Nintendo DSi. Players use body motion to solve simple, rapid-fire designs that offer a fun visual surprise at the end of the session.
Art Style: Aquia is a creative "match three" puzzler where players swap blocks off a three-tile-thick stack and try to match up the same colors to make them disappear.
Bird and Beans takes the two Pyoro games from past WarioWare games and combines them into a single downloadable file. These games are simple arcade games that challenge players to get Pyoro to eat beans as they fall from the sky.
No prices were revealed for any of the games, but in Japan Wario Ware Snapped and Art Style: Aquario are available for 500 Nintendo Points (5 US dollars), and Bird and Beans can be had for 200 Nintendo Points (2 US dollars).
Nintendo of America also confirmed that every DSi system that's purchased and that goes online by October 5th, 2009 will get 1000 Nintendo Points for free. In theory, players will be able to snag three of the four launch titles on Day One for no cost at all.
http://uk.ds.ign.com/articles/966/966448p1.html
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March 26th, 2009, 19:45 Posted By: wraggster
Arikado has updated Wii Shooting Gallery to 1.9
Wii Shooting Gallery is a compilation of target shooting games
Wii Shooting Gallery is a compilation of eight (8) shooting games. It is most fun when played with the Wii Zapper.
Still Targets
Horizontal Moving Targets
Vertical Moving Targets
Crazy Targets
Crisscross Targets
Teleporting Targets
Hogans New Alley
Wii Shoot In Space
Download and Give Feedback Via Comments
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March 26th, 2009, 19:39 Posted By: wraggster
Kid Icarus may be floating in limbo, but Over the Top Games is busy crafting a WiiWare title that might sate our appetites for winged heroes in ancient Greece. Icarian: Kindred Spirits is a 2D side-scrolling platformer where players control a girl named Nyx who has the ability to fly. Mythical beasts like harpies and hydras stand in the way of our heroine and her missing friend: Icarus. Zeus and the gods of Olympus will lend Nyx their power so she can change the environment or manipulate the wind.
Over the Top says the game is controlled with pointing and wrist movements. Two players will be able to participate cooperatively.
Icarian is the first effort from Over the Top Games, which is based in Madrid, Spain. A release date has not been announced but IGN hopes to have more info to share soon.
http://uk.wii.ign.com/articles/966/966663p1.html
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March 26th, 2009, 19:38 Posted By: wraggster
After a decade hiatus, Kenji Eno returned to the gaming scene with newtonica for iPhone. But that was apparently just a teaser. The real Kenji Eno surfaced today with a new WiiWare game.
Titled "Kimi to Boku to Rittai," this latest WiiWare download hit the Japanese service today at 1,000 Wii Points. The game is published by Nintendo and developed by Eno's company fyto ("From Yellow to Orange").
The name translates, roughly (very roughly), to "You, Me, and Shape." Presented with a stack of cubes, your goal is to position human-like characters called "ninge" onto the cubes. This is tough because the cubes respond to weight, and tilt in one direction if the Ninge balance is off.
You control the action exclusively with the Wiimote. To add Ninge to the world, you shake the Wiimote up and down. Pointing and pressing A tosses a Ninge to your desired location. You can toss two in at a time.
This is all probably best understood by viewing the videos at the game's official site.
There's no word yet on Kimi to Boku to Rittai's chances for a release outside of Japan, but given the simple concept and the fact that Nintendo is serving as publisher, we wouldn't be too surprised if it did come our way.
And with any luck, Eno will follow up with another D or Enemy Zero game.
http://uk.wii.ign.com/articles/966/966581p1.html
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March 26th, 2009, 19:36 Posted By: wraggster
While Virtual Console Arcade launched with a modest four titles, it turns out that there's more on the way -- a lot more!
In Japan, the service launched today with six titles. Four of these were from Namco Bandai, who went on to also reveal that it has an additional 26 games on the way!
The Japanese launch lineup for Virtual Console Arcade includes the following: Star Force (Taito), Space Harrier (Sega), Gaplus (Namco Bandai), The Return of Ishtar (Namco Bandai), Emeraldia (Namco Bandai) and Solvalou (Namco Bandai). Star Force is priced at 500 WiiPoints. Everything else, at 800 WiiPoints.
Different from the US lineup, Japan did not get Namco Bandai's Tower of Druaga or Mappy at launch. These will be added in the future. Here's the full list of what Namco Bandai has on the way for the Japanese VCA service:
Assault
Galaga 88
Cosmo Gang the Puzzle
Cosmo Gang the Video
Cyber Sled
Sky Kid
Star Blade
Splatterhouse
Xevious
Dragon Spirit
Dragon Saber
Dragon Buster
Tower of Druaga
Knuckle Heads
Burning Force
Pacmania
Finest Hour
Numan Athletics
Pehlios
Hopping Mappy
Mabael Land
Mappy
Rolling Thunder
Wonder Momo
Genpei Toma Den
Youkai Dochuki (Shadow Land)
These will be released gradually, at a rate of one per week. Each game will carry a 800 WiiPoint price point.
For screenshots, mostly of the title screens, see Namco Bandai's Japanese Virtual Console Arcade page.
Bandai Namco isn't the only company offering up future support for the service. Taito is planning on releasing the classic of all classics, Space Invaders. This, the company announced at an arcade event in Tokyo today, will be released in early April.
These announcements concern Japan only at present, but we won't be surprised if many of the games end up coming our way as well.
http://uk.wii.ign.com/articles/966/966579p1.html
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March 26th, 2009, 19:31 Posted By: wraggster
In celebration of the upcoming Punch-Out!! revisit on Wii, Nintendo will be offering the Super NES sequel, Super Punch-Out!! on its Virtual Console this coming Monday, March 30.
The last time Super Punch-Out!! showed up on a Nintendo console was as an unlockable in Fight Night Round 3 on the GameCube. This time you'll be able to download it straight to your Wii. The original NES Punch-Out!! has been available since April 2007.
We're expecting the pricing of Super Punch-Out!! to remain the same: 800 points for the standard Super NES offering.
http://uk.wii.ign.com/articles/965/965800p1.html
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March 26th, 2009, 19:29 Posted By: wraggster
News from Marcan:
Good job trying (again) to kill PatchMii and forgetting to overwrite cIOS. In case you don’t know, that’s IOS249 (not IOS254), and it’s what all the VC/WiiWare pirates use, as well as the softmod pirate’s choice of IOS, as it includes DVD read patches. It’s also what they’re using to patch your update now so they can enjoy SD launching of pirated titles. Good job.
Hint: If you worked on screwing up piracy instead of blocking homebrew, you might have a better chance at stopping it. And you know that we aren’t going to help the pirates, don’t you?
This was also your last chance to get rid of some piracy before the release of a NAND backup/restore solution. You blew it.
http://hackmii.com/2009/03/hi-there-nintendo/
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March 26th, 2009, 17:31 Posted By: wraggster
Before the launches of the Nintendo DS and Wii, almost no one expected them to reach their current level of mainstream acceptance, remarked Nintendo president Satoru Iwata at the GDC keynote Wednesday morning.
Now Nintendo is hearing similar misgivings from external developers. Many, says Iwata, have questioned whether their games would be able to sell on the system. Many have asked if third-parties can succeed. There is a general belief, he says, that third-parties cannot compete with Nintendo.
Iwata says they are wrong. Seventy-three titles have sold 1 million copies on the Wii. It is not a matter of Nintendo's branding or monetary funds, rather, says Iwata, it is a difference in approach.
The Nintendo president used to hold similar views himself. When he worked for HAL Laboratories, he believed Nintendo could make better games because it had more money and therefore more time to spend during the development process. Once he was inside, he realized that their success stems from a philosophy similar to the rapid prototyping found in the Experimental Gameplay Project.
In particular, it is how game designer Shigeru Miyamoto works that makes Nintendo so different. He sees game development opportunities where others don't, and leverages them for game players better than anyone else in the world today, says Iwata.
Miyamoto takes his ideas from observing how others have fun, but he never writes a design document. Instead, he assembles a small team to build a rough prototype that is very limited in scope but clearly defines what the game is about. The objective is to create fun through trial and error with the smallest number of developers possible. Only when the concept is ready for mass production does Nintendo begin to assign more developers and begin building art assets.
Sometimes this prototyping stage lasts more than two years. Sometimes they are abandoned. But this way Nintendo doesn't waste money. And if a concept doesn't work, there's nothing to prevent it from showing up in other games.
The Game Boy Advance version of Rhythm Heaven was made by a team of five people, says Iwata. The DS version was made by a team of three.
Miyamoto's other secret is "random employee kidnapping." He steals a Nintendo employee who is not involved in development and asks them to play through a game, watching where they have fun and where they become bored. Nintendo can't send a developer to every household, so Miyamoto has to make sure people can always figure out the games on their own, says Iwata.
"If it can't be enjoyed, it is not the consumer's fault," he says. "The fault belongs to us."
Gamer evangelists
"We work in a time of rapid change," he notes. Much has been made of videogaming's expanded audience. But when videogamers make purchase decisions, one rule remains the same: software sells hardware, he says.
To date the company has shipped 100 million DSes and 50 million Wiis worldwide. The videogame industry has rapidly grown in North America and Europe.
People think this industry growth is a result of the expanded audience, he says. But according to research firm NPD Group, only 20 percent of Wii-owning households held no consoles before Nintendo's motion sensing system.
Wii's success is dependent on established game players introducing the Wii to new consumers. They are the ones supporting the industry, says Iwata.
Iwata also notes that the reason why Nintendo released a Mario, Zelda, Smash Bros. and Mario Kart so early in the console's life cycle was to expand the install base, which should expand everybody's ability to sell games.
WiiWare and DSiWare
Iwata closed his talk by championing development opportunities on WiiWare and DSiWare. On WiiWare, 90 percent of all games were developed by third-parties. To help spur creativity, he showed off a few upcoming projects:
Rock & Roll Climber is a rock climbing game for WiiWare that makes use of both the motion-sensing capabilites of the remotes and the Balance Board to let gamers virtually climb rock faces.
Nintendo also showed off what it dubs "Moving Memos" for the DSi, which is best described as Hypercard for a handheld. It lets people animate pictures and then upload and share their creations through a central server.
WarioWare Snapped takes advantage of the device's on-board camera, merging addictive WarioWare mini-games with EyeToy-style gameplay. You'll be asked to rapidly shake your head to get a dog to shed water from its coat, or quickly match your face and hands up with on-screen symbols. Later, friends will be able to watch a video of your recorded actions.
Nintendo also announced its new storage solutions for the Wii. A new system update allows players to save WiiWare and Virtual Console games directly to their SD cards, as well as launch saved titles from the cards. The system update also makes the Wii compatible with high-capacity SD cards that will be capable of holding up to 240 game files apiece.
It will also add Virtual Console Arcade to its downloadable services, initially launching with four titles in North America. Both the VC Arcade and the system update are available today.
Now is the time, says Iwata, to invent things that gamers have never seen or imagined before.
http://www.edge-online.com/features/...succeed-wii-ds
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March 26th, 2009, 17:31 Posted By: wraggster
Before the launches of the Nintendo DS and Wii, almost no one expected them to reach their current level of mainstream acceptance, remarked Nintendo president Satoru Iwata at the GDC keynote Wednesday morning.
Now Nintendo is hearing similar misgivings from external developers. Many, says Iwata, have questioned whether their games would be able to sell on the system. Many have asked if third-parties can succeed. There is a general belief, he says, that third-parties cannot compete with Nintendo.
Iwata says they are wrong. Seventy-three titles have sold 1 million copies on the Wii. It is not a matter of Nintendo's branding or monetary funds, rather, says Iwata, it is a difference in approach.
The Nintendo president used to hold similar views himself. When he worked for HAL Laboratories, he believed Nintendo could make better games because it had more money and therefore more time to spend during the development process. Once he was inside, he realized that their success stems from a philosophy similar to the rapid prototyping found in the Experimental Gameplay Project.
In particular, it is how game designer Shigeru Miyamoto works that makes Nintendo so different. He sees game development opportunities where others don't, and leverages them for game players better than anyone else in the world today, says Iwata.
Miyamoto takes his ideas from observing how others have fun, but he never writes a design document. Instead, he assembles a small team to build a rough prototype that is very limited in scope but clearly defines what the game is about. The objective is to create fun through trial and error with the smallest number of developers possible. Only when the concept is ready for mass production does Nintendo begin to assign more developers and begin building art assets.
Sometimes this prototyping stage lasts more than two years. Sometimes they are abandoned. But this way Nintendo doesn't waste money. And if a concept doesn't work, there's nothing to prevent it from showing up in other games.
The Game Boy Advance version of Rhythm Heaven was made by a team of five people, says Iwata. The DS version was made by a team of three.
Miyamoto's other secret is "random employee kidnapping." He steals a Nintendo employee who is not involved in development and asks them to play through a game, watching where they have fun and where they become bored. Nintendo can't send a developer to every household, so Miyamoto has to make sure people can always figure out the games on their own, says Iwata.
"If it can't be enjoyed, it is not the consumer's fault," he says. "The fault belongs to us."
Gamer evangelists
"We work in a time of rapid change," he notes. Much has been made of videogaming's expanded audience. But when videogamers make purchase decisions, one rule remains the same: software sells hardware, he says.
To date the company has shipped 100 million DSes and 50 million Wiis worldwide. The videogame industry has rapidly grown in North America and Europe.
People think this industry growth is a result of the expanded audience, he says. But according to research firm NPD Group, only 20 percent of Wii-owning households held no consoles before Nintendo's motion sensing system.
Wii's success is dependent on established game players introducing the Wii to new consumers. They are the ones supporting the industry, says Iwata.
Iwata also notes that the reason why Nintendo released a Mario, Zelda, Smash Bros. and Mario Kart so early in the console's life cycle was to expand the install base, which should expand everybody's ability to sell games.
WiiWare and DSiWare
Iwata closed his talk by championing development opportunities on WiiWare and DSiWare. On WiiWare, 90 percent of all games were developed by third-parties. To help spur creativity, he showed off a few upcoming projects:
Rock & Roll Climber is a rock climbing game for WiiWare that makes use of both the motion-sensing capabilites of the remotes and the Balance Board to let gamers virtually climb rock faces.
Nintendo also showed off what it dubs "Moving Memos" for the DSi, which is best described as Hypercard for a handheld. It lets people animate pictures and then upload and share their creations through a central server.
WarioWare Snapped takes advantage of the device's on-board camera, merging addictive WarioWare mini-games with EyeToy-style gameplay. You'll be asked to rapidly shake your head to get a dog to shed water from its coat, or quickly match your face and hands up with on-screen symbols. Later, friends will be able to watch a video of your recorded actions.
Nintendo also announced its new storage solutions for the Wii. A new system update allows players to save WiiWare and Virtual Console games directly to their SD cards, as well as launch saved titles from the cards. The system update also makes the Wii compatible with high-capacity SD cards that will be capable of holding up to 240 game files apiece.
It will also add Virtual Console Arcade to its downloadable services, initially launching with four titles in North America. Both the VC Arcade and the system update are available today.
Now is the time, says Iwata, to invent things that gamers have never seen or imagined before.
http://www.edge-online.com/features/...succeed-wii-ds
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March 26th, 2009, 17:16 Posted By: wraggster
Publishers and retailers praise ‘masterful’ Nintendo launch; Handheld update ‘certain to sell out’, says industry
The hardware launch of the year is just a week away, and the UK games industry expects Nintendo’s DSi to give retail a huge boost.
The handheld arrives in the UK on Friday, April 3rd, just as consumer spending ramps up ahead of the Easter weekend.
“Nintendo is hugely influential and retail uplift on hardware and software [after DSi’s launch] will make for industry growth,” said Codemasters CEO Rod Cousens.
“The cloud of recession is deep and widespread but the games industry, while affected, will be less so than others and the consumer is looking for a ‘feel good’ factor in their lives. Why not DSi? Nintendo has been masterful at broadening the market.”
An Atari spokesperson added: “For Nintendo, the Easter timing seems excellent and we certainly wish them every success.”
Morrisons’ games buyer Jon Biggs enthused: “We intend to launch the DSi across the entire Morrisons estate. I expect we will quickly sell out. It’s always exciting when a product breathes new life into the market.”
DSGi games buyer Peter Willis continued: “The DSi will be just as popular as DS. We already have one of our strongest ever pre-order executions in place.”
http://www.mcvuk.com/news/33730/Trad...ter-domination
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March 26th, 2009, 17:13 Posted By: wraggster
During the DSi development panel, DSi design director Masato Kuwahara showed some early handheld prototypes that never made it to market. Like this Game Boy Advance predecessor from 1995, the first prototype for a next-gen color handheld system, shown next to a DSi:
“There’s no way you’re fitting that thing in your pocket,” Kuwahara said via a translator. “You would be shocked to see how big that device was.” He also said that the graphics engine wasn’t proficient, and that there were performance issues.
The next prototype shown was a touch-screen adapter that Kuwahara designed to attach to the Game Boy Color. He said it was not “favorably received” by the software development team because the LCD screen didn’t have a backlight. He also revealed that Miyamoto liked the adapter when it was used on the GBA SP, but it was not brought to market. Kuwhara was disappointed but said, “I’d like to to think my prototype led to the appearance of the Nintendo DS.”
http://multiplayerblog.mtv.com/2009/...e-it-gdc-2009/
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