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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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November 8th, 2008, 23:35 Posted By: wraggster
Newly released today:
description
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
2011 - 2014. The world enjoys an unprecedented era of peace as enhanced defense technology eliminates the threat of nuclear war. But can it last?
2020. Constant depletion of resources has international tensions at a breaking point. One spark will ignite what no one thought could happen...a third and final world war.
Introducing Tom Clancy's EndWar, the first new Clancy I.P. since the highly acclaimed Tom Clancy's Splinter Cell launched in 2002. EndWar will bring World War III to life in a way only Clancy can.
http://www.play-asia.com/SOap-23-83-...j-70-2eah.html
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November 8th, 2008, 23:26 Posted By: wraggster
We've been anxiously anticipating Nintendo's next big peripheral since it was unveiled at their mind-blowing E3 2008 showcase -- a groundbreaking, futuristic device that actually allows you to speak with your online gaming cohorts. However, we've had a lot of questions concerning the price and release date of the cutting edge technology known as Wii Speak (and its companion software, the Wii Speak Channel) -- questions that were recently answered in a press release from the money-printing company.
You can get your hands on Nintendo's talkin' puck on Nov. 16, either bundled with Animal Crossing: City Folk for $69.99, or by its lonesome for $29.99. The accessory comes with a coupon which allows you to download the Wii Speak Channel for free (we're unclear whether City Folk includes said coupon), which will be available for download sometime in December -- and yes, you can only chat with those whose unwieldy friend codes you've already acquired. Sure, it's a minor inconvenience -- but considering the social gaming revolution this peripheral will initiate, it's a hoop we're certain you'll be willing to jump through.
http://www.joystiq.com/2008/11/08/ni...speak-details/
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November 8th, 2008, 03:12 Posted By: wraggster
Xseed and Electronic Arts are bringing Populous to the DS in North America next week, but it’s not exactly the Populous you remember. Sure, Populous DS has the classic land shaping / civilization growing gameplay with mouse-like touch screen controls, but this version of Populous has new deities and Wiis. I asked Takahiro Murakami, Lead Producer at Electronic Arts, about these new features and how the Populous project got started in the first place.
Almost twenty years passed since Populous came out. Can you explain the concept of the game?
Takahiro Murakami, Lead Producer at Electronic Arts: When we first decided to sell the title in Japan we started with the concept of “keeping the well received Super Famicom gameplay and adding new game elements to it.” Since this is a title that has a lot of history and a large fan base we didn’t want to change the gameplay too much, which would disappoint the fans. For the visuals we wanted to keep the old look so that fans can look at the package and feel comfortable and think, “Oh, I get to play the Populous that I loved again.”
how did the Populous DS project get started?
A year before Populous DS we created SimCity DS and soon after that SimCity DS2.
After those two titles we all got together and discussed “what other EA games are there that’s a popular IP in Japan?” and from all the titles that came up we decided to go with “Populous.”
Since the SimCity DS series was selling well in Japan we wanted to create a title that targets the same type of audience.
There were so many versions and ports of Populous. Which one is the DS based on?
This is based on Japan’s Super Famicom and PC Engine version.
How does Populous DS improve on the formula?
Since Populous had fun versus play we wanted to emphasize on this with wireless versus play. However, the original Populous only had one type of god and that would just make for a simple match of the fastest player having a big advantage. So to make this more exciting we created variations of gods and god powers as well as each god having their own element with strengths and weaknesses that can be exploited to balance the gameplay.
Can you tell us about the new deities? Where did the ideas that inspired their design come from?
We got the inspiration from Japanese and foreign fantasy games as well as mythologies and tried to design them in a way that you will intuitively know what type of elemental god each one is.
For example, the Earth God looks powerful, the Harvest God’s legs looks like plants, and the Fire God looks like a flame incarnate.
Populous is a nostalgic game for Japanese users but it’s also a new game for all the young users so we wanted to create the gods in a way that they can intuitively understand what they are.
http://www.siliconera.com/2008/11/07...-in-bit-world/
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November 8th, 2008, 01:38 Posted By: wraggster
Without much surprise Aksys is localizing Okiraku Air Hockey which will be known as Family Glide Hockey when it comes out in North America. Like Family Ping Pong before it, this is pick up and play motion controlled air hockey with a few mini-games. When Japan got Family Glide Hockey it was sold on the Shopping Channel for 500 Wii Points and Aksys is likely to release it at the same price whenever it comes out here.
In addition to this title Arc System Works has three other WiiWare games currently in development. Given Aksys and Arc System Works’ tight relationship we’re nearly guaranteed to get Okiraku Putter Golf and Okiraku Slotcar Racer which might be called Family Miniature Golf and Family Slotcar Racing respectively. Okiraku Sugoroku is a different story since it’s a Japanese off shoot of Backgammon. Maybe Aksys will be bold enough to localize it as Family Dice Party.
http://www.siliconera.com/2008/11/07...wiiware-games/
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November 8th, 2008, 01:27 Posted By: wraggster
Game development for Nintendo's Shigeru Miyamoto is all about his team working "very diligently" and then having him come in to suggest adding silly things. Miyamoto's latest game, Wii Music, is different — he didn't have to go in and tell the team to add goofiness like the cheerleader. "I just turned the game on one day and all of a sudden there was a cheerleader," Miyamoto told Rolling Stone. "From that sense I would say that Wii Music was a relatively easy development project for me." We like it better when game development is difficult for Miyamoto.
http://kotaku.com/5078846/shigeru-mi...elatively-easy
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November 8th, 2008, 01:24 Posted By: wraggster
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November 8th, 2008, 01:19 Posted By: wraggster
Speaking with GI.biz, Sega's Darren Williams was asked his thoughts on the Wii. And Darren Williams - like Sega as a whole, we'd wager - are still kind of torn. Sure, some games, and some things are working. Mario & Sonic, that worked a treat. But other things about the Wii present a little more of a challenge:
I think on one hand the Wii has become the most expensive board game on Earth - it's the kind of thing that families will play at Christmas, and probably won't play again throughout the remainder of the year. So things like Wii Sports, Wii Fit to a certain extent, that's great.
Great for Nintendo, maybe. And that's definitely a problem with the Wii, one that may start to rear its head 12-18 months down the line once a lot of these "new" gamers get sick of Wii Sports and Wii Fit. Wonder how companies like Sega (and Nintendo!) are going to overcome it.
http://kotaku.com/5079135/sega-wii-i...-game-on-earth
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November 8th, 2008, 01:17 Posted By: wraggster
Is there some rule among game developers that all creepy space aliens have to look like vaginas with teeth? If so, what makes you think you can throw a half-dozen of them into a pinball game and have the best possible WiiWare title ever?
Alien Crush Returns hit WiiWare Monday; I found this out after attending Hudson’s preview event, where I went to preview the game. I also found this out right as the game crashed and had to be reloaded – a process which took something like six minutes. So forgive me for previewing this game instead of reviewing it, but I’ve got to have faith that somehow the retail release of Alien Crush Returns on Monday was way better than what I saw last night
http://kotaku.com/5079730/alien-crus...trikes-wiiware
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November 7th, 2008, 23:52 Posted By: Shrygue
via IGN
The new in-game voice chat function for Animal Crossing: City Folk will be ready to go as soon as the game launches on Nov. 16, using the Wii Speak accessory. A separate Wii Speak Channel that people can use to chat independent of Animal Crossing: City Folk will be available in December.
The new voice chat function makes use of the new Wii Speak accessory, a microphone that sits on top of the television and allows entire rooms of people to communicate with one another. Only users who have traded Friend Codes can connect with one another using Wii Speak. The accessory is sold separately at an MSRP of $29.99 and will also be available as a bundle with Animal Crossing: City Folk at select retailers at an MSRP of $69.99. The Wii Speak accessory comes with a code that lets users download the Wii Speak Channel from the Wii Shop Channel at no charge.
The Wii Speak Channel will allow friends and family members to chat with one another, whether they live across town or across the globe. When users are chatting with the Wii Speak Channel, they can see each other's Mii characters representing them on the television screen.
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November 7th, 2008, 20:31 Posted By: Shrygue
via Eurogamer
Nintendo has refreshed the WiiWare line-up with three brand new games.
Brain Challenge is the most expensive at 1000 Wii Points (approx GBP 7.00 / EUR 10.00). This buys a familiar package of 25 brain-boosting mini-games, which can be played in Mii multiplayer with friends and family "whatever their age", or so says the statement. That's a bit unfair on decaying granny, don't you think?
Slightly cheaper is Alien Crush Returns at 800 Wii Points (approx GBP 6 / EUR 8). This is a remake of the Turbografx pinball game Alien Crush, which "Returns" with Wi-Fi multiplayer for four people, plus the outlandish ability to nudge the table with the motion-sensing Wiimote. Otherwise, pinball with flippers and things.
Then, even cheaper still, is Space Invaders Get Even at 500 Wii Points (approx GBP 3.50 / EUR 5). This casts players as the descending flock of retro UFOs - although they wouldn't be UFOs if they were your ships really now would they?
The idea is to smother the tanks, fighter jets and artillery traditionally controlled by humans at the bottom of the screen, using five attack types and the wrath of the mothership. Wi-Fi leaderboards are there to compete on.
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November 7th, 2008, 20:11 Posted By: Shrygue
via Kotaku
his thoughts on the Wii. And Darren Williams - like Sega as a whole, we'd wager - are still kind of torn. Sure, some games, and some things are working. Mario & Sonic, that worked a treat. But other things about the Wii present a little more of a challenge:
I think on one hand the Wii has become the most expensive board game on Earth - it's the kind of thing that families will play at Christmas, and probably won't play again throughout the remainder of the year. So things like Wii Sports, Wii Fit to a certain extent, that's great.
Great for Nintendo, maybe. And that's definitely a problem with the Wii, one that may start to rear its head 12-18 months down the line once a lot of these "new" gamers get sick of Wii Sports and Wii Fit. Wonder how companies like Sega (and Nintendo!) are going to overcome it.
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November 7th, 2008, 12:47 Posted By: Darksaviour69
TomServo has posted in our forums a new version of RushHour:
I can post my next generation version of RushHour DS. Titled the "Carpool Edition" because not only does it incorporate the solution to the slot-1 saving issues, but now you can save the unique progress for up to 4 games so you and 3 of your family members can each save your own games.
I've tested it fully on my M3DS-Simply card, and Groquick says it works on his R4. If you experience problems on other cards or devices, let me know and I will certainly take a look.
But, for now, here is RushHour DS Carpool Edition.
This zip contains both the ds.gba and the .nds files, since even the users of slot-2 cards might want the multiple game save feature.
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November 7th, 2008, 03:34 Posted By: wraggster
News via gxmod:
Hell Owl offers a modified version of Wii GameCube Homebrew Launcher which is a homebrew originally created by Mega Man to launch homebrew works only on GameCube.
It makes it possible to use a loader to ISO for GC games. This version has been modified so it's easier with Wii Homebrew Launcher. To use it, you will need at least version 0.9 of Wii Homebrew Launcher.
Installation
- First, you have to patch the MIOS, why you need a firmware <= 3.2.
- Copy the directory MIOSPatchingWADInstaller in répartoire apps vorte SD card and run the installation.
Caution, this may brick your Wii (Making partially or totally useless). Neither Owl Hell or Mega Man will not be responsible for the damage can be caused to your Wii through the use of Homebrew.
- Then copy the EMULATOR directory on your SD card.
- Copy the homebrew GameCube as in the OJL EMULATOR / GCUBE / ROMS. You can assign an icon in this homebrew creating a PNG file with the same file as non-DOL (except the extension.
- It'll just Launch Wii Homebrew Launcher, go to 'Emulators' and in' GameCube Homebrew 'and finally select the Homebrew.
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November 7th, 2008, 03:17 Posted By: wraggster
News/release from Mirovader
Commenter on my site zomboula’s gonna be mighty pleased with this new version of Wee Basic because:
- it has SOUND (can play mp3s); and
- you can record and play from the DS MICROPHONE.
Yipppppeeeeeeeeee!!
One more surprise: some of you my be happier with the editor. Not brilliantly astonishingly pleased, but a tinsy bit happier.
As usual, download the ppt file from http://freescifistories.wordpress.com/ and change the extension to zip. Archive includes a sample program to test the new commands.
Happy programming.
PS Wee Basic manual is now a separate page on my site: http://freescifistories.wordpress.com/wee-basic-manual/ . Enjoy my friends. (Sorry for being presumptuous - I really have no friends except for me, me and me!
(As always, use at own risk)
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November 7th, 2008, 03:11 Posted By: wraggster
Updated release from Sylus101:
Sprite Designing/Testing/Creating/Animating On the GO!
Just so it's clear and the purpose of the app isn't in question (as I think it might be) this is intended to be a developers helper in designing/modifying sprites, particularly for use with PALib, but since there is a binary export now I'm gathering they could be used with any dev platform (not like there are many others...).
This is NOT meant to be a stand-alone a program where you make neat-o animations.
Welcome to the v0.93.2a release of Pixelman. No longer the first to introduce the Sprite Testing Arena I've been working on for the last few months, but that new feature still bears mentioning.
I'm really really hoping to have as many people as possible to check this new feature out. All instructions are in the Readme included.
*Added limited drawing with DPad option...
*Added Hflip and Vflip Tools.
*Note on Gridshift - Shifting past one edge of the grid will wrap around. This was fixed in this release from v93.0c
*Note on Rotation - Rectangular sprites really won't rotate correctly at 90 degrees so instead, they'll rotate a full 180. This was fixed in this release from v.93.0c
*Note on Zoom - Currently all other tools are disabled while zoomed. Use D-Pad to move around the viewing box. Stylus still draws and hold R and use DPad to change colors on the palette.
Please see new ReadMe for complete history
Since I really think I need to give people a better idea of what this app is all about (without having to download and review the readme) here's a couple of screen shots:
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November 7th, 2008, 03:07 Posted By: wraggster
sverx posted this:
Hi!
finally, after many hours spent trying to write something that looks like an API documentation I can release the long time ago promised XM replay library (see this topic...).
It works completely on ARM7, it has some effect column support, some volume column support, instruments with complete volume envelopes support, 8 & 16 bit samples with normal & ping-pong loop support...
Everything is explained with detail here
Feedback about the lib and the documentation is warmly welcome!
Thanks everybody that helped me to achieve this personal milestone... and I hope somebody will find my work worth a try
http://forum.gbadev.org/viewtopic.ph...9e22881b798641
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November 7th, 2008, 01:27 Posted By: wraggster
Mad Catz Interactive, Inc., a leading third-party interactive entertainment accessory provider, announced today that it has entered into a multi-year licensing agreement with Nintendo of America Inc. whereby Mad Catz has secured the rights to produce and distribute peripherals for the critically acclaimed Rock Band video game for the Wii system.
The agreement provides Mad Catz these rights worldwide, outside of Asia. The products to be produced under the agreement are a bass guitar and a portable drum percussion set. Mad Catz expects these products to be available early in 2009.
"We are thrilled to enter into this agreement with Nintendo," said Darren Richardson, President and Chief Executive Officer of Mad Catz. "Together we will provide Rock Band fans the opportunity to enhance their gameplay with Mad Catz' premium instruments for Nintendo's extremely popular Wii system."
The Rock Band series of video games, published by MTV Games and developed by MTV Network's Harmonix Music Systems, allows music fans and gamers to interact with music, challenging users to master the lead/bass guitar, drums and vocals as solo artists or cooperatively as part of their own band. Built on deals with the world's biggest record labels and music publishers, the music featured in the Rock Band games span all genres of rock and includes many master recordings from the greatest songs and artists of all time. Rock Bandfor Wii is currently available in North America and in Europe.
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November 7th, 2008, 01:24 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.
Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Heres whats new:
fixed an off by one error I created in the texture copy function in
bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
noticed the real HW doesn't clip some things it should. modified the projection
matrix to account for this.
changed normal loader to better handle 1 or 3 index NBT data which fixed an
underrun.
added missing z component in biasing section of indirect texturing.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 7th, 2008, 01:24 Posted By: wraggster
A new beta release of Dolphin the Gamecube and Nintendo Wii Emulator for Windows has been released.
Dolphin is a Gamecube emulator. It also has preliminary support for Wii and basic Triforce emulation (this is pending a commit, and does not run games yet).
Gamecube compatibility is about the same (or worse, due to various core changes and lack of subsequent compatibility work) as previous releases.
Wii compatibility is very low. Some games show their intro movies, that's it. There is preliminary Wiimote emulation but it does not work yet.
Heres whats new:
fixed an off by one error I created in the texture copy function in
bpstructs.cpp. SSBM no longer has black on ground. sorry about that ;p
noticed the real HW doesn't clip some things it should. modified the projection
matrix to account for this.
changed normal loader to better handle 1 or 3 index NBT data which fixed an
underrun.
added missing z component in biasing section of indirect texturing.
Download Here and Leave Feedback and Compatability reports Via Comments
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November 7th, 2008, 01:17 Posted By: wraggster
Animal Crossing: City Folk has a neat connectivity feature that lets you import your character from Animal Crossing: Wild World into the Wii game. However, all the hard work that you put into the DS game doesn’t carryover. You arrive in the Wii world with empty pockets. All the bells you amassed by digging up dinosaur bones stay in the DS game. This means you’re force to work for Tom Nook, make lazy friends, and deliver their packages. But, the capitalist raccoon does remember you. He has your catalog just in case you want to buy any of the items you already purchased in Animal Crossing: Wild World again.
If you’re ready to become Tom Nook’s indentured servant for the second time the data transfer can be done by downloading a special DS program from Animal Crossing: City Folk. Here’s a look at how the system works.
http://www.siliconera.com/2008/11/05...ke-on-the-wii/
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