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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
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October 14th, 2008, 20:24 Posted By: wraggster
New from Mr Modchips
A replacement DVD-ROM drive for Nintendo Wii. D2C version, brand new, they also do a DVD Drive for D2B Also.
You may need to be logged in to see products on Mr Modchips some arent available to see for non members.
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October 14th, 2008, 20:10 Posted By: wraggster
A few days ago I posted a video of something that we’ve come to call BootMii. I think it’s time to answer some questions about what it really is, what it does, and how it will help you. Oh, and by the way, before I bore you and you stop reading this, at least note that BootMii is entirely software-based. The hardware in the video is merely for debugging.
The first thing that you need to realize is that BootMii isn’t a single application or hack - it’s a platform for hacks. Up until now, we’ve had little control over what software our Wiis truly run. Sure, we can run our own stuff, but ultimately we’re users of the system - everything we do has to go through Nintendo’s software. We can avoid updates and try to understand the existing system, but we’re still dependent on it. Every piece of Wii Homebrew currently depends on Nintendo’s IOS. This isn’t a bad thing (it provides many bits of code that we don’t have to write), but it also means we have to follow its rules.
Now, there have been some hacks around the system, of course. PatchMii was developed to get rid of some of the restrictions of IOS - but it’s not particularly practical, and only really works for one IOS at a time. Starfall gets rid of some annoyances of the system menu, but it’s an ugly low-level filesystem hack that will get erased with any Nintendo update. And at any time Nintendo can come and update the entire system to patch all the holes. Of course, we don’t expect the latter to happen (we have / will find more holes), but nonetheless it’s still unnerving to a degree.
BootMii - let’s call it the BootMii platform - is about changing that. Instead of being users of the system, doomed to hacking our ways from the inside, we’re going to turn the tables around. Now we’ll have control and Nintendo’s software will have to go through us to do anything.
Before going into details though, I must mention another subtle but important detail about how we’ve decided to go about designing BootMii. While we will be taking control of the system, we want to accomplish that while minimizing any changes to the existing system. This has many advantages. By keeping BootMii separate from the existing system for the most part, we can switch it on and off at will. This might become handy if, for example, Nintendo decides to start banning homebrewers from online games.
Now, I’ve said that BootMii is a platform. We’re still working on designing and building most of it, so don’t expect detailed explanations about the still-to-be-written pieces. Instead, today I’ll talk about the part of BootMii that was demoed in the video: BootMii-Core.
BootMii-Core is a very important piece of BootMii, ideologically speaking. What it does is give us full control of the console as early in the boot process as possible. A mere fraction of a second after you hit the power button on your console, BootMii-Core will already be running and you’ll have the ability to do anything at that point. This isn’t the only advantage, though. By being such an early hook, BootMii-Core is also the most brick-resistant piece of software that can be written for the Wii. You’d have to deliberately brick your Wii to kill BootMii, excluding one particular type of update by Nintendo (we’ll get to that later).
Let’s revisit the boot sequence of the Wii. The very first piece of code that runs is boot0, which is part of the mask artwork of the Hollywood chipset and thus entirely untouchable. It loads boot1 from the beginning of NAND and verifies it against a hash stored in non-writable memory. This ensures that boot1 is also untouchable (you’ll brick your Wii if you try). Here’s where it gets interesting: boot1 is supposed to load boot2 from a special reserved section of the NAND Flash memory. Boot2, which is a sort of mini-IOS, then kicks off the loading of the system menu (and ends up loading its required IOS beforehand). However, the boot2 verification uses the same exact infrastructure as the one used in the rest of the Wii, and it is also vulnerable to the fakesigning bug. Since boot1 is untouchable once the Wii leaves the factory, every current Wii in existence (as far as we know) is and forever will be vulnerable to this bug, which lets us install a fakesigned boot2 of our choice.
As you may have guessed, BootMii-Core is such a fakesigned boot2. However, it isn’t a hacked version of boot2, nor is it a replacement for boot2. First, you need to realize that boot2 as it actually is stored isn’t a monolithic piece of software. The following applies to boot2 and to all IOSes prior to IOS30, and to the boot file of IOS30 and beyond. These IOS binaries are in a simple format that is in two parts: a simple header, a small ELF loader, and the payload ELF proper. The ELF contains the actual IOS/boot2 code, and the ELF loader is a simple stub that loads it into memory and runs it. BootMii-Core replaces the ELF loader, leaving the original boot2 ELF payload intact.
Now, getting a bit more technical, the BootMii-Core “ELF loader” is itself a two-part file. Due to hardware limitations (strange memory accesses on the Wii and other technicalities that took us forever to figure out), we can’t just stick the main BootMii-Core code in place of the ELF loader. We actually have to make it its own loadable file, and then load it using our own ELF loader. Therefore, BootMii-Core replaces the boot2 ELF loader with a composite file consisting of our own ELF loader (the “stub”), and the BootMii-Core payload (the “loader” - we’ll get to that). Our new “boot2″ now consists of three parts: Our stub ELF loader, the BootMii-Core ELF, and the original BOOT2 ELF - the former two taking up the spot of the original ELF loader.
The stub is a hopefully very simple piece of code that does two things: decide whether to load BootMii or the original boot2, and then load and jump to the selected option. Now, this isn’t going to be the normal way of falling back to boot2 - this is meant to be just a last-resort recovery option in case something goes seriously wrong (which would usually mean we’ve made a mistake). Getting the stub loader to load the original boot2 will probably involve something annoying like repeatedly pressing the RESET button on boot and hoping that the stub catches it. Let’s hope that we never have to resort to that.
The real fun starts in the loader portion. It’s a loader because it loads other code - from an SD card. Here’s the gist of the process: if the loader can successfully mount an SD card and load a certain file from it (/system/iosboot.bin), it will run it. Otherwise, it will just fall back to normal boot2 and your Wii boots normally.
That’s it. That’s BootMii-Core. From there, you can take it anywhere - you can stick a file on an SD card and it’ll be running about a second after you turn on your Wii - with full control over Starlet, and therefore full control over Broadway, Hollywood, and the rest of the Wii’s hardware. No restrictions. Cool, huh?
Now, I did mention that BootMii-Core also helped immensely with brick resistance. The Nintendo DS had FlashMe, which replaced the boot portion of the code and also placed a recovery stub inside a write-protected portion - you had to physically short out a jumper on the DS to install it and consequently to remove or break it. Unfortunately for us, no such hardware-based protection exists on the Wii. Sorry, folks, but we can’t stop someone if they’ve really set their mind on bricking your Wii (so please, be careful with the stuff that you run on it!) However, BootMii-Core is immune to almost any damage that you may cause to your Wii’s flash. It only depends on its own integrity and on boot1’s. boot2 (and therefore BootMii-Core) is stored in a separate section of the NAND, independent from the filesystem. This means that you could delete or format the entire directory structure of your Wii, and BootMii-Core would still run. This is one of the advantages of being independent from the original boot2 - that boot2 does depend on FS stuff as it expects certain things to be there and tries to mount the filesystem. There are only four possible ways of potentially overwriting the area where BootMii-Core and boot1 reside:
Using /dev/flash under IOS (untested)
Using /dev/boot2 under IOS (untested) (does not apply to boot1)
Using ES_ImportBoot (and a proper real or fakesigned boot2 that is newer than the current version) (does not apply to boot1)
Using direct hardware writes from outside of IOS, using some sort of custom code on Starlet (ask bushing about this one - he’ll tell you how fun it is to forget a NAND-erasing call in some early BootMii code)
Nintendo can still update boot2 though - and in the process overwrite BootMii-Core with a pristine copy. We’ll try to avoid this (by using a larger version number for BootMii-Core), but the ultimate solution will be to patch IOS to remove ES_ImportBoot and therefore Nintendo’s ability to do so. But that’s a topic for another chapter…
So what can you do with BootMii-Core anyway? Well, the sky’s the limit - you’re running Starlet code on boot, really, there are no limits. However, a simple example was seen in the video: by using a very simple iosboot.bin that just loads the original boot2 and patches it to change the boot title, we can run The Homebrew Channel on boot instead of the system menu. This by itself will already let you fix banner / system menu bricks and the like, as long as you have HBC and BootMii-Core installed. As a more elaborate example, you could load a NAND backup/restore utility from SD, using custom code instead of IOS and without depending on the filesystem. This would let you fix pretty much any brick that didn’t mess up BootMii-Core. And of course, other parts of the BootMii platform will also take advantage of this run-on-boot system to let you do more fun things. We’ll talk about those when the time comes
Oh, and don’t worry, we’ll release BootMii-Core when it’s ready. No need to pester us for the release date
http://hackmii.com/2008/10/bootmii-the-beginning/
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October 14th, 2008, 19:48 Posted By: Shrygue
via Joystiq
Deca Sports, Wii Sports, Carnival Games and all the other minigame collections on Wii had better watch their backs ... or at least join together, forming some kind of bargain bin Voltron to do battle against Big League Sports. Activision is bringing the new minigame collection to the Wii "this holiday season."
The collection will include 22 of the most "thrilling situations" from tennis, basketball, football, soccer, lacrosse, and hockey. Also, there's character creation so (as we're sure they expected by now) it seems your Miis will miss out on the fun.
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October 14th, 2008, 19:45 Posted By: wraggster
Nice to see a new N64 emulator released, heres the full info:
Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
October 13th, 2008: I finally got around to tagging and releasing version 1.4.1 of Mupen64Plus. I should have done this a long time ago, but I guess it's better late than never! This version includes no new features over v1.4 but it does include over 20 bug fixes. Some of the problems that are fixed include: a major slowdown caused by the On Screen Display, a bunch of different crashes in the 64-bit version, an installation script bug on non-BASH shells, some Blight input fixes, a fix for Conker's BFD, and memory leaks. Details are in the RELEASE file as usual.
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October 14th, 2008, 19:36 Posted By: wraggster
New from Success HK
This NDS-LITE Portable Speaker Pro has the crystal clear sound ality effect with super bass and dual high-quality speakers with woofer effect.
The speaker is easy to use, designed foldable for easy carry and no battery needed. It is compatible with all NDSL too.
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October 14th, 2008, 19:35 Posted By: Shrygue
via Eurogamer
It's been announced that the first DS instalment in the TrackMania series will be released on 21st November.
TrackMania DS will feature more than a hundred circuits, three single-player modes and three types of environment. Rally tracks require you to handle dirt paths and winding tracks in ultra-light vehicles. In the Desert it's all about giant potholes and chain bridges. Power-slides and skidding skills will be needed for the Stadium circuits, where you'll get to race stylised F1 vehicles.
"Words don't do the game justice... Literally," said Alan Wild of developer Ascaron (our italics, his use of the word "literally"). "Play it, and you'll be hooked. Therein lies the TrackMania ethos. This is gaming as it's meant to be."
TrackMania DS will cross the finishing line, stand on the winners' podium and spray champagne in the face of a girl wearing hotpants on 21st November. Discover why that's exciting news in our TrackMania DS hands-on preview.
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October 14th, 2008, 19:25 Posted By: wraggster
New special offer from play asia:
Autumn is such a good time for hunting, witches who have done their mischief in the summer should definitely be exorcised. Follow Akuji and his converted demon partner on adventures to release girls from the witches' possessions.
The hunt is still on, two weeks ago, we have had the regular edition as a weekly special, this week we will have the Limited Box Edtion.
Aside from the game, the package comes with nendoroid figures of Akai Mahou and Seika Koron, the heroines from both first and second installments. Bring your angel and demon sidekicks, Lulu and Kuro, with you wherever you go by attaching them to your mobile phone.
Aside from toys, the package also presents you with a new school handbook to record important appointments on. Get to know the characters by listening to the drama on the special CD-Rom. Besides audio drama, the CD-Rom also carries promotional video, character setting information and other goodies that fans of the series simply can't live without.
Dokidoki Majo Shinpan! 2 DUO [First Print Limited Edition Box], follows the footsteps of its regular edition, became our special product of the week. Selling at a bargain price of US $39.90 only, the maximum number of purchase is set to 1 unit per customer.
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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October 14th, 2008, 19:20 Posted By: wraggster
When Super Smash Bros. Brawl was released earlier this year, a small percentage of Wii consoles had problems reading the double-layer disc if there was grime caused by cigarette smoke on the lens of the disc drive. Back then, Nintendo issued this statement: "Nintendo has specialized cleaning equipment that can resolve this problem. (Please do NOT attempt to clean the lens yourself, as you may damage the system.)" Well, now you can clean it yourself thanks to Nintendo's first party lens cleaner. The Wii Lens Cleaner Set runs ¥800 (US$7.80) and is out sometime this month. Cigarette smoke cleaning is dandy, but why isn't there a stop smoking Wii game? Just think of the Wii-mote peripheral hi-jinx.
http://kotaku.com/5063040/now-you-ca...-your-wii-lens
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October 14th, 2008, 01:16 Posted By: wraggster
Pac has updated his fps homebrew for the DS, heres the release info:
Well, thanks everyone for the encouragement and sugestions. First I've uploaded a new version, that includes some of the improvements some of you have mentioned.
First is the new control style with the stylus, complete with mirroring for left handed people(thank my brother for that). Of course it's optional, there's a menu at the beginning. Though you can use the stylus to look around, you can't look up and down, not because it's difficult to implement but because you can't do it in the original control scheme. Also everything in this game it's at the same height, no need to look up and down.
I also have updated the radar/map thing, now displays the enemies too, the catch is that it only shows them when they move, it's a motion sensor!, so it's still tense. There is too a new decorative element, a light column thing, I think it looks good.
About other things, I don't think I'll code a tool set for this. The game it's almost at the point I wanted it to be so I'll probably start something else. When that happens I'll release the source code, though I don't think it'll be that useful, it's ugly and full of hacks. Anyway there are still things I want to do with this! Right now I'm trying to implement a random level generator, so the game can keep fresh, will see how that works. Also more decorative elements and interactive things like barrels or something, that's easy to do.
So that's it, please try the new version, it's still a bit buggy but plays fine I think:
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October 13th, 2008, 21:35 Posted By: wraggster
I last posted about this back in July and yesterday it was updated, heres the full release info from the official page:
Inferno DS is a port of the Inferno Operating system to the Nintendo DS.
Inferno DS aims to use the distributed nature of Inferno with the variety of input methods, for the hardware capabilities of the DS like wifi, touchscreen, graphics & audio (see TechnicalBackground) to create new and interesting ways of interacting with computational resources.
The GsocProjectIdeas wiki page includes some application examples like gaming, VoIP, jukebox and accessing remote resources using the styx(5) protocol.
whats new
inferno-ds, fixes to screen.c, r4ds reads and arm7/touch.c (rev 175)
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October 13th, 2008, 20:46 Posted By: wraggster
Bioroid has updated his sample based step sequencer, for the Nintendo DS, heres the details:
GrooveStep Public Beta 2 for the Nintendo DS is here! Compressed with 7-zip. This is primarily a bug fix release and has no new features.
What is GrooveStep?
--- GrooveStep is a portable sample based step sequencer and that allows people to write music anywhere with the Nintendo DS.
Is GrooveStep a game?
--- No, GrooveStep is not a game. It is an application for writing music.
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October 13th, 2008, 20:43 Posted By: wraggster
News/release from Aerthel
This Project (though is not the same as before, i'm keeping the name) aims to create a Card Battle engine for RPG games on Nintendo DS, mimicking the Baten Kaitos series's card system. If you haven't played such games (shame on you! ), there are some pretty good YouTube videos like this one to show how the system works. Basically, you have cards that control your characters movements and actions, and played in certain order will resultin flashing and devastating attack combos.
Hello again, it has been a long time without releases (almost a month). So, let's get to it
Current version: v0.015
New Features:
* Relay system now works . It's easy, after you end selecting cards with one character, select another one while the timer is still running. Done that, you can continue for longer card combos! Try to do a 10-card combo.
Changes:
* Fixed a bug that happened when selecting the next character in the combo when the timer is almost to stop
* Fixed a bug that made a character lose his/her turn when selected to participate in a card combo but played 0 cards.
* Removed some songs, making the build ~2.1MB (it was ~3MB in the previous version)
* The card tray now translates correctly user-selected cards into action codes.
The most important change is the last one, since it is the first step into making those little characters actually doing something. It's a shame that, as we're getting closer and closer to November, I got less and less time to work into this.
But by no means I'm gonna let this die, I promise
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October 13th, 2008, 20:39 Posted By: wraggster
News/release from Minoru
I present to you today my homebrew the famous Triple Triad Final Fantasy VIII!
Description:
For those not familiar, it is a card game that is played on a 3x3 tray with a hand of five cards. Each card has four values: one for each side. The players pose a card each turn, and if the value of the card is raised above the value of an adjacent card, he returned this card. The player who has returned more cards wins the game and take one or more cards to his opponent. There are other rules that are adding chilli to the parties
I will not dwell on the rules, there are dozens of sites explain better than me
Only small change: the rule Combo is separated identical rules and Plus (we can play without Same Combo - but not the reverse ...) which increases the possible combinations of rules.
The set includes a fashion adventure (solo) to play against several opponents, each with different rules, and a wireless mode to play with your friends
Backups are automatic and the 33 rare cards are never permanently lost! Again defy the opponent that you took to try to recover, even after turning off the DS! You can see in the Collection menu which has the rare cards you've lost.
On the rare cards:
There are 3 levels of rare cards (8, 9 and 10) and of course they are in possession of any opponents. However, they do not all play from the start. For example, the first opponent, Zell, will play his cards rare level 8 at the beginning, then once you have unlocked other opponents, he will play the other levels of rare cards. So even if you lose a rare card: if the opponent does not play, try to unlock other
To unblock opponents:
There are 2 conditions for releasing opponents. Everyone has one of them to unlock the next.
* You must take a rare card to the opponent.
* You must win a number of party against the enemy
Additional information:
The game is not running on emulator, I have not managed to walk with EFS.
So, no picture gallery, but if you are inveterate fan of Final Fantasy VIII, I can show you the game board to get water at the mouth
I await your impressions
Good game
PS: There is a cheat code that provides access to a hidden character mode WiFi! This is a G-Force! In the menu choice of characters, just spell the name to Select
Change log:
1.0 Final:
* More bug fixes ...
* IA reduced for the first 2 opponents and increased for others
1.0 beta2:
* Fixed several bugs ...
* Added support English
* Added music
1.0 beta:
* First version of the game
So, please let me know your comments
Thank you
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October 13th, 2008, 20:14 Posted By: wraggster
News via DSscene
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October 13th, 2008, 20:06 Posted By: wraggster
Im sure your wondering why i didnt post this yesterday but after 10 hours sorting the forums i was knackered, but floating around the scene yesterday a was a fake version of Lameboy the GBC emulator for the DS, nice to see the ds sites all take the file down once it was confirmed fake, like everyone we really dont need fake releases.
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October 13th, 2008, 19:55 Posted By: wraggster
Ritz has today updated one of the best looking Homebrew Games for the Nintendo DS.
Take a look at these screens:
Heres what ritz has posted about his game:
sonic is the development name for my homebrew nintendo ds 3d game project. some notable features include skeletal animation, static & dynamic point lights, shadow volumes, skyboxes, picking, gravity and object & environment collision detection. in the near future i will build the game logic, a.i., scripting and i hope to include an interactive 3d map builder for easy world creation and object & creature placement
r294
- model compiler bug fixes
- some people wanted to see the dragon
(go downstairs in the sewer room)
r291
- optimized data (recompile with vmds.exe)
- even more collision detection/response work
- far clip plane distance per map (see .map)
- multiple linked maps supported now (see .map)
- main entry configured simply in w_fandian.cfg
- miscellaneous fixes and improvements
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thanks nintendomax for the tip
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October 13th, 2008, 18:58 Posted By: wraggster
Newly released today:
features
Care for up to eight adorable babies from different families. Follow the babies’ growth and development as they learn new skills
Develop a loving relationship with the babies – feed them, nurse them, rock them to sleep
Help the babies learn and grow through 15 interactive mini-games, including memory games, puzzle games, coloring activities and more!
Organize play dates with other babies in multiplayer mode
Give the babies their own looks with a variety of cute outfits
description
Play as a young babysitter who moves to a small town and begins taking care of several cute babies!
http://www.play-asia.com/SOap-23-83-...j-70-306g.html
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October 13th, 2008, 18:57 Posted By: wraggster
Newly released today:
features
Accomplish fashionista missions and learn the basic fashion concepts to perform new tasks
Interact with fashion specialists, like senior designers, photographers, journalists, and models. Set the trends and send your designs straight to the runway
Receive new missions and unlock new design options as you succeed in tasks (new clothes, colors, accessories, and backgrounds for photoshoots)
Collect fashion cards and exchange them with your friends via Nintendo Wi-Fi Connection
description
As a novice fashion designer, express your creativity in sophisticated design workshops and live in the glamorous world of fashion!
http://www.play-asia.com/SOap-23-83-...j-70-306h.html
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October 13th, 2008, 18:56 Posted By: wraggster
Newly released today:
In Crash's latest adventure, the villainous Cortex has teamed up with N.Brio and created a monstrous mind controlling device that has taken over all the bandicoots and mutants on Wumpa Island. Crash sets out to stop the madness by destroying Cortex's evil device using his quick wits, lightening agility, and the hijacked mutant in his pocket!
http://www.play-asia.com/SOap-23-83-...j-70-2td5.html
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