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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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March 2nd, 2009, 17:19 Posted By: wraggster
The Media Player for Nintendo Wii has again been updated:
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
v0.3a
Fixed a little bug in keepalive issue that hangs the wii
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March 2nd, 2009, 17:15 Posted By: wraggster
In like a lamb and out like a lion, or vice-versa? Whether March finds you digging out from a late-winter blizzard or reeling in the spring thaw, the fun is both mild and wild at the Wii Shop Channel. Even the littlest lambs in your household can take part in a cool new family-friendly WiiWare game, while strategy-loving gamers will be roaring like lions as they battle evil foes in a classic Virtual Console title.
Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week's new games are:
WiiWare
Family & Friends Party (Gammick Entertainment, 1-8 players, Rated E for Everyone, 1,000 Wii Points): Have fun with all your friends and family as you take on some very exciting challenges. This is an interactive board game for as many as eight players of all ages. The goal is to be the first to complete a series of challenges. During each turn, a challenge will be played by one or two players per team depending on the type of challenge you've been given. (Other players on your team can still help and support you). There are six different "Single" challenges that must be played cooperatively by members of the same team. Family & Friends Party can also suggest "Versus" challenges, which must be played competitively by all teams at the same time.
Virtual Console
Ogre Battle: The March of the Black Queen (Super NES, 1 player, Rated E for Everyone, 800 Wii Points): It's up to you to defeat the Empire. It's been nearly a quarter of a century since the Zetegenian Empire first conquered the Kingdoms of Zenobia with a wrath of fear and bloodshed. You are the leader of a band of rebels who've fought to preserve the last shred of honor in this desperate time of treachery. Manage the ranks of a full-blown rebel army, complete with hundreds of characters, magic items, weapons and mystical Tarot cards. You must succeed in ousting the evil usurpers-your fate, and that of the entire population, depends on it.
http://uk.wii.ign.com/articles/958/958273p1.html
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March 2nd, 2009, 02:40 Posted By: wraggster
sammystag has released Toddtris 1.0:
One or two player tetris-like game for Wii.
Two player rules based on the gameboy classic:
4 lines = 4 lines attack on opponent
3 lines = 2 lines attack on opponent
2 lines = 1 line attack on opponent
1 lines - no effect
Thanks to Pete for the soundtrack.
The graphics and sounds are customisable to an extent. All the images and the soundtrack can be changed by swapping the files in the images / sounds directory. The background JPEG can be swapped no problem, the PNGs for the blocks and so on need to be in the format required by GRRLib. I use libogc's mp3player v1.7.0 for soundtrack, there seems to be an issue where the last second or two of the file are not played so I had to add some padding to compensate. It would be good to see what someone with better graphic skills than me could come up with.
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March 2nd, 2009, 02:34 Posted By: wraggster
Yes, this is another Wii rant. There are plenty of other articles talking about the poor recent game offerings, the hardware limitations, and the primitive online play. I’m not here to talk about those. Instead, I’m going to talk about the Wii’s software stack, and how it compares to other consoles.
The Wii’s software architecture sucks.
If you look at lists of software updates for the PS3 or the XBox 360, you’ll find things such as PS3 update 2.40, which made XMB available in-game, or XBox 360 update 2.0.7357.0, which added the New XBox Experience, among many smaller updates are stability fixes, new peripheral support, and new features like in-game screenshots. A large amount of the features affect or improve the in-game experience.
Meanwhile, the Wii got all of:
Things, such as copying saves to SD, which should have been there from the start
Support for new features for new games, with zero improvements for any games already released (USB keyboards, WiiSpeak, etc).
Updates to built-in channels (WiiShop, etc)
Wii menu or messageboard tweaks, like moving channels or, get this, a clock.
Security updates, or their failed attempts at stopping homebrew.
This isn’t a coincidence. As it turns out, Nintendo chose not to have any operating system or common code at all running on the Broadway CPU. When you run a game, everything that shows up on your screen, ever, is being loaded from that spinning polycarbonate disc. And there are no mechanisms for anything else to run on that CPU: no update infrastructure, no Home Menu updates, nothing. If they ever want to have a “hypervisor” run above games, they’ll need to get a new CPU with full-blown virtualization capability (or an emulator), because games assume they have direct access to the CPU and most of the hardware.
If you’ve been following the Wii scene, you might be thinking, “what about IOS?” Indeed, Nintendo’s security and I/O Operating System runs alongside games (on a separate CPU built in to the Hollywood chipset) and it is updated as part of system updates. It includes some important bits and pieces like some peripheral drivers. However, as it turns out, Nintendo has decided that every new feature will be developed as a separate fork. Your Wii contains many IOS versions, and the older have never been updated except for security reasons (to fix our exploits). Not that they’ve added many new features, but if you look closely, new IOS features do not operate when you’re playing older games. This includes any updates to the WiiConnect24 downloads code, and even some minor things like the “slot LED blinks when you eject a disc” feature - try it when you’re playing Zelda and you’ll see that it doesn’t work, because it’s using the very old IOS9.
There are 23 IOS versions installed with current updates (this is also wasting the scarce 512MB internal memory!). Any new feature that they want to use in older games would have to be retroactively and individually added to each version, and it could create compatibility concerns because the interfaces with IOS functions aren’t all that stable either. Just doing these updates would cost them an immense amount of effort - it took them well over half a year to fix the fakesigning exploit and ship the IOS updates for all 23 versions, and that’s a minor update that can’t possibly affect games. Every time they’ve added a new feature (for example, the recent Wii Speak support, or USB keyboard support, or USB mouse support) they’ve just made a new fork of IOS for it. And IOS is limited to what it already handles - the ARM CPU that it runs on has no access to the graphics capabilities of the Wii (nor is it fast enough anyway - it has no floating point capability and it is a lot slower than the Broadway), so they can’t add any user-interface features to it.
Even worse - some things that should have been implemented in IOS aren’t. Like the Bluetooth stack and the Wii Remote code. Forget about any Bluetooth device support in older games - they couldn’t pull off a VoIP feature, ever. The SD card filesystem code is implemented in the games, which means that they can’t possibly add any code that uses SD card files, because two filesystem drivers can’t be used on the same device at the same time. Some things, such as saving games to SD for titles that don’t otherwise use the SD slot, are possible, but the changes needed to accomplish them would be so hacky and intrusive that I doubt they’re ever going to happen. One of the few things they can update with relative ease is networking (because the TCP/IP stack runs in IOS), but even then they still need to touch all IOS variants to fix it retroactively in older games. We’ve seen some changes but I doubt we’ll see many more.
As a specific example, let’s look at the much-discussed future ability to load Virtual Console and WiiWare titles from an SD card (seriously, what the hell were they thinking with 512MB of internal storage and no sane infrastructure to ever expand it externally?) There are three possible solutions to get this to work:
Add FAT filesystem code to IOS retroactively, disabling any SD access for titles that launch from SD
Add FAT filesystem code to IOS retroactively and push title updates for everything that uses SD, to remove the in-title FAT code and replace it with a new interface to IOS
Just fake it and transparently copy titles to the Wii system memory when you want to launch them, causing more Flash wear and tear and longer launching times
Chances are they’re going to go for number 3. And the only reason 1. and 2. exist is because downloadable content access is implemented through a unified “application security” subsystem, which forced them to define a sort-of-standard interface for it. They wouldn’t have done it otherwise.
While other consoles get firmware updates, new peripheral support, bugfixes, and even major updates like the XBox New Experience, pretty much everything on the Wii will remain just as it is now. The best Nintendo can do is update the Wii Menu, but once you get into a game, there’s nothing it can do. Forget about an improved Home Menu. Forget about any changes to online gaming beyond minor server-side tweaks. A unified friends system to avoid having to enter friend codes for every game? Not going to happen. Bad game bugs? Tough luck, there’s no patching system (remember the Zelda issue?) Some future proper online support with social features, like the other consoles have? Will never work with older games. Worse, Nintendo are really proud of themselves, so they won’t admit that they screwed up their software by releasing such big new features and having them only work for newer games. Instead, they’ll wait until Wii2 (or worse, Wii3), lag behind their competitors, and the features still won’t work in backwards-compatibility mode.
All in all, the Wii’s software stack is designed with little to no future proofing. There are basically zero provisions for any future updates; even obvious things like new storage devices or game patches. What’s worse is that this will affect the compatibility mode of any future Wii successor. Just like DS titles won’t get WPA support on the DSi, effectively making the DSi’s WPA mode useless if you ever want to use DS titles on-line. The DS WiFi drivers and configuration stack are built in to every game.
Remember, when Nintendo fails to deliver new Wii features, it won’t be because they aren’t trying. It’ll be because they’ve killed their chances from the start.
http://hackmii.com/2009/02/why-the-w...et-any-better/
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March 2nd, 2009, 02:19 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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March 2nd, 2009, 02:16 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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February 28th, 2009, 20:39 Posted By: wraggster
Nintendo today posted the latest Nintendo DSi themed volume of Iwata Asks. In last week's chat, the company president Satoru Iwata talked with members of the hardware team. In today's edition, Satoru Iwata throws questions towards the software team: Tomoaki Kuroume, Yoshihiro Matsushima, and Masahiro Imaizumi of the Software Development and Design department, as well as Shigeru Miyamoto and Yusuke Akifusa were on-hand to talk all about the features of the Nintendo DSi system.
Kuroume's task was to bring new elements to the Nintendo DSi system. Both he and Matsushima worked on the Wii console and took their experiences to produce a friendly menu system for DSi. Matsushima felt that it was important that users understand the new items right away, so many of the features had to represent the camera, the SD card slot, and internal memory right away and make them easy to understand to the users.
One of the first ideas to get the axe was the ability to make video calls between DSi systems using the cameras, a concept that was weeded out to ensure that the system would make its original release date.
Imaizumi stepped up to the plate as the director of the Nintendo DSi camera applications and came up the concept of a digital camera you could play with. There are a total of 11 different ways to play with the camera, including the distortion lens, where you can bend subjects out of shape, and the graffiti lens where you can write and stamp on the images. Since there were a lot of women on his team, they came up with a lot of stamps, frames and other frills that would be considered "cute."
Miyamoto wasn't deeply involved in the development of Nintendo DSi, but he did insist that art tools and a graphic editor should be included. He figured that it would be good if there are enough elements to fiddle around with. For a time he believed that cell phone texting was beating out videogaming as a time killer, so he wants everyone to walk around with a DSi and use it to kill time on the train by editing pictures and sending them to friends.
Miyamoto also suggested that music playback should be a feature that's in right from the start and not added in after launch. Developers of the system were running low on time, but Iwata agreed with Miyamoto after the producer suggested features such as manipulating the pitch and playback speed using the stylus. The sound tools were added at the tail end of the DSi development, but the reason why it's so full featured is that staff from all over the company lent a hand to put in all the features.
Matsushima also offered up one tidbit of information: PictoChat is now in color on the Nintendo DSi, and the messages will retain the color on the Nintendo DS and DS Lite systems.
http://uk.ds.ign.com/articles/957/957990p1.html
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February 28th, 2009, 20:37 Posted By: wraggster
Aksys Games, a publisher of interactive entertainment software, is pleased to announce Jake Hunter Detective Story: Memories of the Past on Nintendo DS! Developed by WorkJam, the creators of Theresia and the Jake Hunter series, players will return to the city of Aspicio to unravel the many mysteries that stand in the way of Jake Hunter! Will you be able to solve the memories of the past or will it consume you?
Jake Hunter Detective Story: Memories of the Past features three brand new stories, one made exclusively for Nintendo DS. Jake Hunter Detective Story: Memories of the Past also includes a brand new mode, Jake Hunter Unleashed, which incorporates brand new art direction and six mind-boggling comedic stories. As an added bonus, Jake Hunter Detective Story: Memories of the Past includes the first three stories found in Jake's original adventure, all re-localized with creative imagination and flare.
"Like a Phoenix, Jake Hunter has been reborn as a game infused with personality and a brand new localization that will keep you coming back for seconds," says Frank deWindt II, Project Lead, Aksys Games. "We hope this new Jake Hunter will appeal to new and old fans alike."
Key Features:
Jake Hunter REMIXED!
We listened to the feedback from all the fans, so enjoy a brand new localization that will entertain and keep you hooked!
More Mysteries to Solve!
Play through all five episodes, plus an all new original episode made specifically for Jake Hunter on the Nintendo DS!
Unleash The Jake In You!
Get ready for some hilarious and suspicious misadventures in five "Jake Hunter Unleashed!" comic episodes! Also included is an original comic episode added for this Nintendo DS iteration of Jake Hunter!
A Plethora Of Unlockables!
Uncover more passwords than before and unlock short stories, interviews with the developers, and much, much more!
Jake Hunter Detective Story: Memories of the Past has not been rated by the ESRB. For more information about Aksys Games and Jake Hunter Detective Story: Memories of the Past can be found at www.aksysgames.com.
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February 28th, 2009, 20:37 Posted By: wraggster
Aksys Games, a leading publisher of interactive entertainment software, is pleased to announce Rockin' Pretty, a music simulation game, exclusively for Nintendo DS! Developed by Arc System Works, creators of Princess On Ice, players will once again test their music-rhythm prowess to the beats of hard rock! Will you be able to rock on and take our lovely girls to fame?
Rockin' Pretty showcases four hard rocking instruments (guitar, bass, keyboard, and drums) for the player to master. Using the stylus, tap or strum the screen according to the beats to gain applauses and stardom. Use the stars collected in each level to unlock new outfits, hairstyles, and instruments.
"Girls of all ages with a love of music won't be able to resist the excitement and fun of being a rock star..." says Frank deWindt II, Project Lead, Aksys Games. "Fans of Princess On Ice and rhythm games alike, will definitely not be disappointed!"
Key Features:
A Tale of Music and Love....
A great family story of teenage proportions, will our beloved girls pick love, or their love for music?!
To Trade Or Not To Trade...
Using Nintendo DS wireless connectivity, players will be able to trade items, outfits, and instruments they unlock with friends and family!
Fame Is All You Need!
Earn your audience's love and watch your girl's appearance change!
On The Road To Stardom!
Perform your heart out at eight tour events, ranging from basic open-mic nights to stardom arena venues!
Rockin' Pretty has not been rated by the ESRB. More information about Aksys Games and Rockin' Pretty can be found at www.aksysgames.com.
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February 28th, 2009, 20:35 Posted By: wraggster
News/release from Izhido
Well, like they say, a geek is not a true geek until he/she attempts to do a port of Doom or Quake to his/her favorite gaming platform. With that in mind, and remembering too the Hidden Rule of every software developer (software must have the most cryptic & complex names one can think of), I present to you:
Q1DS
A port of the original Quake engine to the Nintendo DS.
http://dsotaku.drunkencoders.com/Q1DS/Q1DS.php
And, yes, there are not enough ports of Quake to the DS in this world.
Apologies for the simple, uninformative web page... I promise I'll make something up more decent in the following days.
Important points:
- Read the readme. It's good for us all!
- Copy Q1DS.nds to your media card, copy /ID1/ to the *root* of the card, voila!
- This thing is playable... if you can stomach playing a 10FPS engine (*my* limitation, not the original one) at effective 2-5 FPSes.
- You might need to preconfigure your keys in order to play the game to your liking. But feel free to use your own config.cfg files the way you want them.
- At least once, try to play the game with the default settings. You will find e1m1 (the very first play level, after the Introduction) a little more... um... "colored" than you remember it from the original game.
And, please, remember: this is just a prototype. It could use LOTS and LOTS of improvements; I expect to work on it on a regular basis (after DualBASIC, of course... and after my own job, of course )
In the meantime, please try it, suffer with it, get mighty-angry with it (and me), then send your kind, nice comments to heribertod@gmail.com. k?
- Izhido
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February 28th, 2009, 20:20 Posted By: wraggster
Updated release from Scip, Rodries,
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX.
Changelog
v0.3
Fixed code to play videos with incompatible size; we now support many video formats and unorthodox resolutions
Fixed keepalive issue in samba (thanks to Ludovic Orban)
New loop.avi and widescreen version (thanks to Blue_K)
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February 28th, 2009, 20:12 Posted By: wraggster
Aksys Games, a publisher of interactive entertainment software, is pleased to announce Family Pirate Party exclusively for WiiWare! Developed by ARC SYSTEM WORKS, creators of the Guilty Gear series and Family Glide Hockey, players of all ages will finally be able to battle their family members in an all or nothing family board game!
Family Pirate Party has players controlling our beloved family through several unique pirate-themed virtual board game. Players will traverse to multiple island spots on the board and plunder their riches and defend their spot against newcomers. Go head-to-head with your buddies in hilariously exciting minigames!
"The "Family" series of games was created to offer simple-yet-fun alternatives to classic games that are appropriate for gamers of all ages," said Bo deWindt, Project Lead, Aksys Games. "FAMILY PIRATE PARTY is a unique twist on the classic digital party game and promises hours of family friendly fun."
Key Features:
Get In The Fun With The Whole Family!
Enjoy 1-4 player board game fun, with any combination of players or CPU opponents!
Maximize your Bootay!
Find and collect Help Cards to increase your gold, or use them to give you an advantage!
Plunder Ye Island!
Play through three maps of varying difficulty which include Beginner's Island, Freezing Winter Land, and Fluffy Cloud Land!
Keep the party going with add-on content!
Use your Wii Points and download new maps and new costumes pack for the whole family!
Family Pirate Party has been rated "E10+" by the ESRB. For more information about Aksys Games and Family Pirate Party can be found at www.aksysgames.com
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February 28th, 2009, 18:04 Posted By: wraggster
Newly released:
features
Over 150 battles within story mode, incredible replay value
Short, easy, pick-up-and-play battles, with incredible depth and RPG-style character building
Re-designed, hexagonal puzzle board that is intuitive for players new to the Puzzle Quest gameplay style, but adds an extra layer of strategy for Puzzle Quest pros
Collect a fleet of customizable spaceships which endow your player with new skills
Wireless multiplayer between players
description
The most popular new puzzle brand of 2007 returns with an out-of-this-world adventure. Play as a rogue pilot and gain skills, craft items, and maneuver among political factions as you attempt to end a possible genocide. Use Puzzle Quest's signature RPG/puzzle gameplay to command a fleet of ships as you scour the galaxy for clues, interact with alien species, and battle to save the human race. In the future, there is only one puzzle game...Puzzle Quest: Galactrix!
http://www.play-asia.com/SOap-23-83-...j-70-2oxh.html
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February 28th, 2009, 18:01 Posted By: wraggster
Newly released:
features
Preloaded with loads of codes for the latest and greatest games
Full 'touch screen' control
New codes can be downloaded seamlessly via USB cable (included) or entered manually
description
Even the odds by arming yourself with infinite health, bullets and time. Unlock secret levels, characters and vehicles. Now YOU can become all-powerful and beat ANY game! Action Replay EZ™ is already loaded with totally unauthorized codes for all the latest and greatest Nintendo® DS™ games and can easily be updated with new codes by manual entry or automatic updates.
http://www.play-asia.com/SOap-23-83-...j-70-39su.html
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February 28th, 2009, 17:59 Posted By: wraggster
Newly released:
features
Aim and fire guns, swing and throw weapons and shake off zombie attacks with added Wii Remote functionality
Expansive indoor and outdoor areas of the mall provide a variety of different locations to explore
Hoards of enemies on screen at once resulting in non-stop, pulse-pounding action
Grab environmental objects like umbrellas and benches to use as improvised weapons
Snatch items from different stores to use as weapons including golf clubs, lawnmowers, frying pans and more
description
Dead Rising: Chop Till You Drop’s infectious humor delivers some welcome relief from the incessant tide of zombies with players able to dress Frank up in a variety of comedic costumes and take on the undead hordes with a selection of improvised and sometimes highly ineffective weapons such as a toy sword or a football.
http://www.play-asia.com/SOap-23-83-...j-70-2x9a.html
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February 28th, 2009, 17:58 Posted By: wraggster
Newly released:
features
Experience two all time classics that helped shape the action RPG genre… Now on a portable system!
Behold remastered 3D graphics, a remixed musical score, and new enemies and equipment to discover. Touch control and local wireless multiplayer for up to four people deepen the adventure, while difficulty levels and dual control schemes tailor the experience to the gamer
Available to North American audiences for the first time, this ultimate translation delivers the most substantial version of the famous Ys story ever made!
description
Stories tell of a land of yore, now shrouded by centuries of time forgotten, called Ys. Despite its great knowledge, endless wealth, and bountiful prosperity, a sudden and unexpected cataclysm devastated the realm. Soon, its memory had faded completely from the minds of man. Centuries later, a young adventurer named Adol set sail to explore the world and leave his mark on history. During his travels, he learned of the tragic tale of Esteria, a once prosperous island now inexplicably engulfed by a crippling storm. Adol plotted a course for the besieged isle, curious to unravel the mystery...
http://www.play-asia.com/SOap-23-83-...j-70-34j6.html
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February 28th, 2009, 17:51 Posted By: wraggster
There are tons of games Nintendo and their third party partners could put on the Virtual Console. North America been missing out on them for months. Now Japan isn’t getting them either. A total of seven Virtual Console games will be released next month compared to eleven games released in February. Since we already got Sonic Chaos and Space Invaders: The Original Game the only items from Japan’s list we can look forward to are The Revenge of Shinobi and New Horizons.
Here’s what Japan is getting in March. Games marked with an asterisk are coming out on March 3.
Famicom
Clu Clu Land
Takeshi no Chousenjou
Super Famicom
New Horizons (Uncharted Waters II)
Master System
Sonic Chaos
Mega Drive
Dragon Slayer: Eiyuu Densetsu II*
The Revenge of Shinobi
PC Engine
Space Invaders The Original Game*
http://www.siliconera.com/2009/02/27...land-in-march/
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February 28th, 2009, 17:51 Posted By: wraggster
Made in Ore is a game in the WarioWare series and it’s sort of like WarioWare Paint. Players design custom sprites and make microgames using the DS’ touch screen. A demonstration video with a balloon popping microgame first announced the project. Made in Ore should have more to it than bursting balloons. We’ll find out soon since Nintendo stealthily set Made in Ore’s release date as a April 29 in Japan.
http://www.siliconera.com/2009/02/27...e-ds-in-april/
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February 28th, 2009, 17:47 Posted By: wraggster
Nintendo's upcoming release list for the second quarter of 2009 was packed with games, including the highly anticipated Punch-Out!! and the surprise semi-sequel Excitebots. Missing from the list, however, was Wii Sports Resort.
Kind of curious, considering that Wii Sports Resort was listed as shipping "Spring 2009," according to Nintendo of America's Product Launch Schedule at its press room just a few days ago. That release has since been changed to simply "2009."
http://kotaku.com/5161208/wii-sports...ing-games-list
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