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March 1st, 2007, 17:28 Posted By: wraggster
via cvg
The Grim Adventures of Billy and Mandy is a four-player fighting game with characters and scenes based on the Cartoon Network show - another one for the kids.
Players will do battle using weapons and items in the destructible arenas. It sounds similar to Powerstone which, if you don't know (criminal), is an awesome arena battle game originally on Dreamcast.
Here are five new screens that introduce four of the game's wacky characters, The Boogeyman, Nergal, Irwin and General Skarr.
The game is due out on Wii on March 16.
Screens Via Comments
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March 1st, 2007, 19:18 Posted By: wraggster
via cvg
Codemasters is gearing up to launch its action-focused flight sim on Wii with a new in game video of the dogfighting shenanigans.
Instead of the usual mundane techie flight sim formula, Codemasters has taken influence from games like Burnout and Black to make an adrenaline-fuelled aerial shoot-'em-up with a focus on action and meaty explosions.
Read more about it now in our hands-on preview
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March 1st, 2007, 19:37 Posted By: wraggster
via gamesradar
It's hard to believe, but today is the tenth anniversary of the UK launch of Nintendo 64. Has it really been that long since we stood as teenagers in the then-new Virgin Megastore and watched in awe as some kid manoeuvred his way skillessly across a spectacular landscape in PilotWings 64? Apparently so.
Of course, as we all know, the console was eventually overrun by the PSone horde, despite N64's superior technology. Blurry graphics, a 'child's toy' image and a severe shortage of new games all contributed to its premature demise. But we, like thousands of fans across the country (and millions across the world) saw past its relative shortcomings and rejoiced at its innovation and charm.
So now we look at its legacy - the innovations that helped shape gaming as we know it today. Ladies and gentlemen, please raise your glasses to... Nintendo 64.
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March 1st, 2007, 22:24 Posted By: wraggster
Vicious Cycle Software Inc. today announced that the Vicious Engine®, the company's powerful middleware solution for cross-platform development, has joined Nintendo's WiiTM Third Party Tools Program.
The Vicious Engine is a middleware solution for creating games across multiple platforms. The tool's ease of use and wide array of features separate the Vicious Engine from the competition as an approachable technology that does not require a large staff of full-time programmers to maintain.
"Wii is a remarkable platform with boundless potential," said Eric Peterson, president of Vicious Cycle. "As a Wii middleware solution, the Vicious Engine will provide developers with a practical approach to exploring the unique and creative possibilities of Wii. Our technology allows developers to focus on what makes Wii special-fun gameplay and innovative peripheral integration."
The Vicious Engine's capabilities allow developers to create games with ease and speed while still delivering top-notch quality. Point-and-click scripting, Wii RemoteTM and Nunchuk integration, intuitive AI (Artificial Intelligence) development, straightforward platform conversion and the ability to powerfully render complex, dynamic scenery efficiently are just a few of the many features of the Vicious Engine.
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March 1st, 2007, 22:34 Posted By: wraggster
via playnintendo
Alright, so unfortunately Husain himself wasn't able to post this story, but give full credit to him on the following:
So here are the questions asked:
1. So here's the big question; when will we be getting the full version of the browser to download on Wii?
2.The biggest problem (Which is still very small) to do with the Opera browser is that typing can be very slow (Especially for Novices). There was a rumor that keyboard drivers were a possibility. Does that stand?
3. A question asked by many is if the "safe zone" (Black bar above screen) will still be there in the final version. Can you tell us anything about that?
4. The browser has a very unique and natural sense of going online, with the exception of tabs. We noticed tabs were not on the Nintendo DS browser either. Is there a reason for why?
5. We know Flash 7 is used because it is the most offical version, but will Java be used in final version?
6. Will there be a wider variety of viewing media in the final version, or is Flash the limit?
7. Our last question is will there be any updates to the browser after this version, or is this it?
And here are the answers...
Hi Husain,
I can help you out with a few questions, but for the rest you'll have to wait for the final version of the browser to be announced, as we are under NDA with Nintendo.
First, I'm glad to hear you enjoy the browsing experience on Wii! We believe you'll soon find the browsing experience on Wii to get even better.
1) Opera and Nintendo are planning the release for the final
version of the browser for late March/early April.
2) You will have to check with Nintendo on their plans to offer a
keyboard. Opera would not be involved in this.
3-6) Cannot answer at this time.
7) The browser for Wii will be regularly updated.
Sorry about the limited answers, but it's the best we can do right now.
Thanks, Berit
Take note that the keyboard fact is still a possibility, seeing as Opera doesn't really have much to say about it. The release date now has a possible early "April" entry there (a bit different from the previously made solid "March" statements), and it appears that the Opera browser will have regular firmware updates... possibly for the keyboard function soon to be implemented?
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March 1st, 2007, 22:36 Posted By: wraggster
via palgn
Sometimes, fiddling with your new toy can be useful. And it seems that by fiddling with their PAL Wii, some clever chaps have achieved something not thought possible with an un-modified console. A user of a certain forum (that we won't name because of some questionable activities there, legally speaking) who goes by the handle 'dolqube' apparently decided to experiment with his Wii console's GameCube boot function. And he found that it's actually possible to run original NTSC GameCube discs on a PAL Wii console without modification, and without the use of Datel's Freeloader software.
The method goes like this: Pop a PAL GameCube disc into the Wii, and head to the 'Disc Channel'. A GameCube logo should be up on the screen. Point the Wii Remote's cursor over the 'Start' option so it's highlighted, and while keeping your hand steady, press the eject button on the Wii. For about one second, the 'Start' option will remain active. In this window of time, hit the A button on the Wii Remote and then swap out your ejected PAL GCN disc with an NTSC (Japanese or USA) disc, which the Wii will accept into the drive.
If you get it right, the Wii should boot up in GameCube mode and run your NTSC game! We've tried it with several different games from both the USA and Japan, and after learning the timing, we got every game running on our PAL Wii first time.
What's great about this trick is that unlike many 'disc swap' import tricks in the past (such as those that worked on the Sega Saturn and the original PlayStation) this one doesn't require any physical modification of your console, and probably won't even harm it since the Wii is simply using its own disc loading mechanism the whole time. Apparently the reason it works is that the Wii takes a couple of seconds to power itself down to GameCube mode, but for the sake of brevity it tells the disc to boot before the transformation is complete. It is the window between the two that allows this trick to work.
But will it work with imported Wii discs? PALGN's resident 'import crazy man' Chris Sell has tried and can't get it to work. So it seems not for now, but we'll keep you updated.
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March 1st, 2007, 23:13 Posted By: wraggster
via dsfanboy
Eventhough he owns a PSP, Joystiq reader Zach sent in this beaut to the fine folks over there, looking for some props on his masterpiece. Well, he gets them here at DS Fanboy (we'll overlook the PSP) as we wouldn't mind one bit fusing a DVD player with a NES. It's just yet another way we could instill more Nintendo into our lives (never a bad thing).
What do you guys think? Senseless butchering of a timeless console or an ingenious method of putting some life back into dead technology?
Photos Here
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March 1st, 2007, 23:14 Posted By: wraggster
via dsfanboy
We're puzzle junkies. Yes, we love the genre and are always keeping our eyes out for new and interesting puzzle games. Tetris, Puzzle Fighter and Lumines are some of our most favorite games of all time. That's how even with the Disney theme stamped all over this title, we're still interested in Meteos: Disney Magic. Sure, we kept a realistic head about us and kept thinking of how it wouldn't be better than its predecessor. But then they changed how the game would be played and we became interested again. Then we forgot about it for a bit, but Mizuguchi's interview came and our interest was renewed yet again.
Now, the game has released and although many of the reviewing outlets haven't made their determination on the game's worth, we wanted to start this topic in the hopes that anyone who has gotten their hands on the game would speak up and let us know how it compares to the original. So, without further delay:
IGN (80/100) says the game improves on the original: "Meteos: Disney Magic does a really good job moving the design forward. Now let's bring back the alien worlds and take this sucker online."
Nintendo Power (75/100) sees the experience as being improved also: "Meteos: Disney Magic does more than provide a Mouseketeer-friendly facelift to one of the DS's best puzzle games; thanks to the ability to move blocks horizontally, the sequel has a thoroughly different dynamic than the original block launcher."
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March 1st, 2007, 23:18 Posted By: wraggster
via dsfanboy
Capcom released a ton of screens today for the new Megaman ZX sequel, Rockman ZX Advent, and they show exactly what we want to see in our Megaman games: running from left to right and shooting at robots, all delivered in gorgeous hand-drawn 2D. We could look at stuff like this all day. Coincidentally, that's kind of our job.
In the first ZX, kids use "Biometals" ("Livemetals" in the Japanese version) to transform into robots similar to X and Zero from the Megaman X series, as well as a fused ZX form. The kids from last time, Vent and Aile, have been replaced by a pair of functionally-identical crimefighting children, called Grey and Ashe.
They operate a new Biometal, called Model A, which enables transformation into a dual-wielding robot seemingly based on Axl from Mega Man X7, a game that we're glad is on the PS2 (so we don't have to like it).
Screens Here
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March 2nd, 2007, 01:40 Posted By: MangledLftThumb
This is my 1st NDS homebrew project using devkitpro & PAlib. I had some trouble handling sound & sprites. The movement system leaves alot to be desired but, it was fun. Enjoy.
download and give feedback via comment
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March 2nd, 2007, 07:41 Posted By: wraggster
New DS Game released:
features
Deep, challenging labyrinths that change every time you enter!
Use Talismans to cast spells or power up your equipment!
Customize and power up your weapons, which gain strength over time!
description
Finally, a dungeon RPG strong enough for a man… but played as a hot chick! Bust out those nunchucks and get back to the old school, hardcore, monster bashing we all grew up on! See if you have what it takes to conquer the impossible levels and gruesome bosses. After all, does it get any better than the feeling of cold steel at the palm of your hands?
Buy at Play Asia
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March 2nd, 2007, 07:43 Posted By: wraggster
New game released for Wii:
features
Fast, frenetic gameplay with Sonic in constant motion
Exotic settings and creatures inspired by the Arabian Nights tales
Branching paths for extensive gameplay variety and replayability
A variety of party games for up to four players
description
Sonic brings his trademark speed and attitude to the Wii™ in his first solo adventure since 1991. In Sonic and the Secret Rings, Sonic finds himself in the colorful and vibrant world of the Arabian Nights tales. There he embarks on his most outrageous journey to date through an expansive 3D world brought to life with realistic water reflections, light bloom, and lifelike physics.
Sonic and the Secret Rings makes custom use of the innovative Wii remote to create a truly immersive gaming experience. Mimicking the energy and movements of Sonic, players actively perform specialized moves with the controller, bringing their stamina and wide range of motion into the action! Players will hurtle Sonic forward by rotating the controller from side to side and perform combo moves with a flick of the wrist. This, combined with a dizzying sense of speed, will quickly draw players of all ages into the action!
Buy at Play Asia
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March 2nd, 2007, 16:36 Posted By: wraggster
It's a good day for Sega fans. UK Wii owners can now download the legendary Sega Megadrive scrolling beat-'em-up, Streets of Rage, from the online Wii Shop.
Fans of the classic will remember it as one of the best side-scrolling brawlers of its time. Up to two players choose to control either Axel, Blaze or Hunter and hit the crime-infested streets to bust some serious arse using flamboyant fighting skills and whatever items come to hand.
Also from the Megadrive camp comes the Sega-developed RPG adventure, Sword of Vermilion, and a scrolling shooter that lets up to two players to blast their way through hectic enemy-filled stages.
Turbografx also gets a piece of the action with Chew Man-Fu. This is a basic single-screen game that sees you kill all the enemies on the screen with bouncing ball weapons in an effort to foil the curse of villain Chew Man-Fu, who plans to rob the world of egg roles, fried rice and other snacks which, we imagine, would be devastating.
All three Megadrive games cost 800 Wii points, while Chew Man-Fu will set you back 600 points.
via cvg
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March 2nd, 2007, 16:42 Posted By: wraggster
Divineo China have announced that they have it lots of colours condoms for your Wii Controllers,
Heres a pic of the pink one:
Available in several stylish colors, this silicon sleeve comes in a set of 2 pieces, one for Wii remote and one for Nunchuck. Beside the design improvement, it also protects your controller against scratches and small shocks, and also improves your great with its high quality silicon material
Specifications & extra information
- Pressing buttons with suitable cutting provides convenient control.
- Elastic soft silicon material provides the best protection.
So whos gonna slap a condom on ?
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March 2nd, 2007, 16:52 Posted By: wraggster
via engadget
If you liked the NES Paul, you'll flip for the Family Computer Guitar, an impeccably hand-crafted working electric guitar done up in a retro-tastic Famicom style. You might take a look at the body and think, "Huh? Where'd the other controller go?" Check out the other end where you'll find the headstock, a.k.a. the other controller, cleverly placed as if it were removed from the console. Paper templates were used to ensure accuracy when shaping the controller and console parts, which were later painted and adorned with decals to yield a most authentic look. Anyone who gets to rock this axe better have a list of Famicom jams ready.
more info
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March 2nd, 2007, 17:01 Posted By: wraggster
via cvg
Zany boxing series Ready 2 Rumble is returning thanks to 10Tacle Studios.
Ready 2 Rumble is memorable for its comedy overtones and caricatures of celebrities that stepped into the ring to duke it out. The new game is heading to to-be-announced platforms, with development handled by Japanese studio AKI.
Like previous titles in the series, the new outing will star plenty of caricatured celebs. 10Tacle Studios has also said the voice of Michael Buffer, famous boxing ring announcer, will feature.
Hopefully we'll have more details soon.
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March 2nd, 2007, 17:04 Posted By: wraggster
Nintendo's Wii console will outship and outsell the Xbox 360 and the PlayStation 3 throughout 2007 and 2008, according to market research firm IDC.
But although the Xbox 360 has enjoyed a full year's head start over rivals, and the Wii is likely to perform well over the next two years, the company believes that this home console cycle will see no clear-cut dominant hardware.
"IDC believes hardware shipments of Nintendo's Wii will capture a little more than a third of the worldwide market by 2008, rising slightly above Sony's PS3 and Microsoft's Xbox 360," reported the firm.
"Nintendo is the only one of the three manufacturers working to grow its accessible market for its hardware and software by broadening its audience beyond the traditional market," observed the company.
IDC believes that Nintendo will be responsible for capturing consumers new to gaming, while Sony and Microsoft continue the obsession with higher specifications and digital home entertainment packages.
Billy Pidgeon, program manager at IDC added: "With the Wii, Nintendo is abdicating the specification war, leaving Sony and Microsoft to slug it out between themselves for the hardcore market."
"We believe concerted efforts to broaden the appeal of videogames beyond the traditional enthusiast base will deepen the industry's penetration."
"This is good news for an industry that seemed to be receding last year due to over-saturation of the core base," he added.
via gibiz
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March 2nd, 2007, 17:17 Posted By: wraggster
via joystiq
GamePro investigates continued soft demand for PS3s months after its release. More interesting from the article, however, is this little allegation by one anonymous retailer concerning Nintendo's supply (or lack thereof) of Wiis: "I'm not going to deny that there's an amazing demand, but Nintendo's supply chain could be a little better," says the unnamed manager.
Pointing out the obvious, manufacturers don't like sitting inventory because it loses them money. But the observation that Nintendo might be a little slow to replenish supply in an effort to further swell demand isn't outlandish. They've got plenty of hype, so who's to say they couldn't exploit the situation a little to their advantage? And who would know when a large part -- if not all of the demand -- is legit?
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March 2nd, 2007, 17:28 Posted By: wraggster
New for Nintendo DS:
features
Use the Touch Screen to execute launch procedures from within the cockpit and assess enemy targets during briefing
Fly 20 unique missions with multiple targets and objectives
Engage in intense aerial dogfights against hostiles
Master first-person take offs and landings
Harness the power of the 20MM Cannon, Sidewinder Missiles, Tomahawks and more!
4 player multiplayer aerial combat
description
SQUADRON HEADQUARTERS ADVISORY: Intelligence reports indicate that Iran is looking to conduct offensive air operations within the No Fly Zone. As an F24 fighter pilot you must eliminate the enemy, rescue international leaders and secure diplomacy in the Middle East.
Good Luck and Godspeed.
Buy from Play Asia
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March 2nd, 2007, 17:29 Posted By: wraggster
New for Nintendo DS:
features
Test your skills: With 4 modes, there are endless challenges! Travel through 8 planets to defeat the Space Monster on Arcade Mode, tackle 45 missions to rescue the Princess, take the challenge to reach up to Dimension 99 and more!
Challenge a friend: Invite a friend, or match up against Hell Metal to test your stacking skills! Can you fuel your ship faster than your mate?
Customize your experience: With 50 Effects and 10 screen Arts, the options are endless on how to create your very own look.
Different shapes, different strategies: With 5 different shapes, strategize to create your ultimate chain without breaking the 3x3 stacks.
Save up your coins: Accumulate coins through your games, and you can purchase new Effects and Arts - watch sushi rolls, dogs and tambourines pop out of your Trioncube!
description
The evil Hell Metal has kidnapped your Princess! As the Captain of the mighty ship Penko, you will embark on a journey to return her to safety.
Reach your goal by using blocks to provide your ship Penko with fuel - a series of 3x3 blocks, or Trioncube™, will start a chain reaction that fuels your ship If you break the series of 3x3's or you over stack, all the blocks turn into coins and the chain is broken. Can you continue the action without losing your rhythm, and defeat Hell Metal?
Buy from Play Asia
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March 2nd, 2007, 17:35 Posted By: wraggster
New from Play Asia:
features
Contains 1 out of 7 (+2 secret) available Gashapon (shipped randomly!)
Include 2 kinds of secret micro clock Gashapons
Official item
Limited availability
Buy from Play Asia
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March 2nd, 2007, 17:39 Posted By: wraggster
Vivendi Games’ Sierra Entertainment division is bringing Scarface™: The World Is Yours, the smash-hit video game based on the 1983 classic film by Universal Pictures, to the Wii™ console this summer. The game, which presents a sequel storyline that asks “What if Tony Montana survived the mansion shootout?” has already sold more than 1.5 million copies worldwide on other platforms.
Scarface: The World Is Yours for Wii will include graphics and gameplay optimizations, an all-new control scheme that takes advantage of the Wii console’s unique motion-sensitive Remote and Nunchuk controller design, as well as other alterations for the Wii audience.
Scarface: The World Is Yours was created through a licensing agreement with Universal Studios Consumer Products.
“Bringing Scarface: The World Is Yours to Wii is an exciting opportunity to take an already amazing game and add an incredible twist, thanks to the Wii console’s unique Remote controller abilities,” said Cindy Cook, chief strategy and marketing officer for Vivendi Games. “Adding motion-sensitive elements to a game that already includes an incredible celebrity cast, Hollywood production values and non-stop action, delivers a gaming experience unlike any other, truly bringing the world of Tony Montana to vivid life.”
Scarface: The World Is Yours plunges players deep into the seedy underbelly of 1980s Miami as the one-and-only Tony Montana, featuring the likeness of Al Pacino. Players are challenged to re-enact the climactic mansion shoot-out from the original film, but in the game, Tony fights his way out of the mansion and survives. Returning to Miami, Tony must rebuild his fallen empire and wreak vengeance on his enemies.
Scarface: The World Is Yours delivers a Hollywood-quality cinematic experience in a video game, effectively bringing Tony Montana to life through unprecedented casting, leading technology and renowned Hollywood partners. The game has secured a triple-A voice cast of more than 50 celebrities from movies, television, sports and music and boasts a soundtrack of more than 120 licensed music tracks from the 80s and today, as well as the original motion picture score by Giorgio Moroder. In addition, Sierra Entertainment partnered with legendary Hollywood companies to create the feel of a sequel film in a video game, including working with Skywalker Sound to mix all in-game audio and partnering with Prologue Films for to create a gripping opening title sequence.
Scarface: The World Is Yours for Wii is expected to be available in summer 2007. For more information about Scarface: The World Is Yours, please visit the game’s official Web site at www.scarfacegame.com.
Screens Via Comments
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March 2nd, 2007, 17:41 Posted By: wraggster
Press release:
System 3 again delighted video game historians when it today announced the re-launch of the classic Epyx Commodore 64 title, Impossible Mission, with some special enhancements for the Nintendo DS™, PlayStation®Portable, PlayStation®2 and Nintendo Wii™.
It's hard to believe that it was twenty-five years since the original release. Impossible Mission was the first game to use real synthesized speech, an incredible development when first unleashed on the 8-bit formats. The original game included a random game-map system which ensured that no two games were the same. Although the original still stands the test of time today, inclusion of brand new graphics and sound ensures that Impossible Mission is primed to thrill a brand new audience.
The gamer takes the role of a secret agent attempting to stop evil genius Professor Elvin Atombender who has been tampering with National Security Computers. Players must penetrate Atombender's base, attempting to recover parts of the system password whilst avoiding deadly robots in a race against time.
Whilst the game has been re-written from the ground up and features new graphics, 3D objects, new Sound Effects and Music the gameplay remains impressively loyal with the game layout changing for every new game. There are now three main characters to choose from plus a brand new tutorial mode. The player can now chose from three game modes, new, original and for the purist; a hybrid mode with the original gameplay using the updated graphics.
The PSP versions offer an unusual feature which allows players to send a full copy of their game to a friend by Wireless so they can try it for themselves.
"We've worked hard to bring Impossible Mission up-to-date whilst keeping the original gameplay that made the game such a hit in the eighties", commented CEO, Mark Cale, "We're particularly pleased with the handheld versions which will ensure this historic game can be enjoyed by a completely new generation of gamers".
Impossible Mission is part of the Epyx back catalogue and will be available Quarter Two.
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March 2nd, 2007, 17:41 Posted By: wraggster
Press release:
System 3 again delighted video game historians when it today announced the re-launch of the classic Epyx Commodore 64 title, Impossible Mission, with some special enhancements for the Nintendo DS™, PlayStation®Portable, PlayStation®2 and Nintendo Wii™.
It's hard to believe that it was twenty-five years since the original release. Impossible Mission was the first game to use real synthesized speech, an incredible development when first unleashed on the 8-bit formats. The original game included a random game-map system which ensured that no two games were the same. Although the original still stands the test of time today, inclusion of brand new graphics and sound ensures that Impossible Mission is primed to thrill a brand new audience.
The gamer takes the role of a secret agent attempting to stop evil genius Professor Elvin Atombender who has been tampering with National Security Computers. Players must penetrate Atombender's base, attempting to recover parts of the system password whilst avoiding deadly robots in a race against time.
Whilst the game has been re-written from the ground up and features new graphics, 3D objects, new Sound Effects and Music the gameplay remains impressively loyal with the game layout changing for every new game. There are now three main characters to choose from plus a brand new tutorial mode. The player can now chose from three game modes, new, original and for the purist; a hybrid mode with the original gameplay using the updated graphics.
The PSP versions offer an unusual feature which allows players to send a full copy of their game to a friend by Wireless so they can try it for themselves.
"We've worked hard to bring Impossible Mission up-to-date whilst keeping the original gameplay that made the game such a hit in the eighties", commented CEO, Mark Cale, "We're particularly pleased with the handheld versions which will ensure this historic game can be enjoyed by a completely new generation of gamers".
Impossible Mission is part of the Epyx back catalogue and will be available Quarter Two.
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March 2nd, 2007, 17:43 Posted By: wraggster
Press release:
Join the Family, Earn Respect, Become the Godfather
After a life of small-time crime you've been accepted into America's most powerful criminal organization - the Corleone Family. Now it's up to you to carry out orders, earn respect, rise through the ranks, and make New York City your own. Choose your path in the world of The Godfather in this game custom-built for next gen systems with nwe content, improved gameplay, upgraded graphics, motion-sensing controls, and more. Take on a variety of action-packed missions, including mob hits, bank heists, and extortion, plus all-new missions and contract hits, in a fully living New York City. Play your cards right and you could become the next, and most powerful Don.
The World of The Godfather, Rebuilt for Next Gen - The authentic The Godfather experience reaches a new level on the PLAYSTATION®3 computer entertainment system with much more content thatn the current gen version of the game, including new hits, compounds, families, hubs, mini-games and more.
The Power of Intimidation - Wield the power of the BlackHand like never before with new motion-sensing controls, including special Wii gesture-based maneuvers for extra damage.
Do It Your Way - The non-linear action-adventure gameplay features orginial and film-based missions, including all-new missions.
Develop Your Characters - The new RPG system lets you choose your path as an Enforcer for better fighting skills or an Operator with a gift for extorting and influencing others.
Respect and Consequences - Use your powers of loyalty and fear to earn respect. How you go about gaining power - through negotiation, intimidation, or a strategic mix of both - affects how others deal with you.
More Explosive Action - Mafia warfare gets more intense on next gen with new car bombs, hard-hitting Corleone strike teams, and more.
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March 2nd, 2007, 21:40 Posted By: wraggster
In support of Wii's technical ability, Geoff Thomas, producer at Radical Entertainment told CVG that Nintendo's console can pack a fair punch in the graphical department.
Speaking about his latest project, Scarface: The World is Yours, being reworked for Wii, Thomas said: "The Wii has a lot of horsepower under the hood and we're making full use of it.
"We've overhauled our graphics engine to get the most out of the console by updating all of the shaders responsible for rendering the environment, vehicle, and characters. In many ways Scarface looks sharper on the Wii than it does on the PS2 and Xbox."
Many gamers have expressed concerns over the visual quality of the current run of Wii games which look no better than GameCube games.
It's true that some Wii games have been visually underwhelming, but having played Super Mario Galaxy with its awesome textures and large, detailed worlds, we're certain the Wii's full potential is yet to be unlocked.
The motion-controlled Wii version of Scarface: The World is Yours is due to hit shops in Summer.
via cvg
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March 2nd, 2007, 21:49 Posted By: wraggster
via /.
Even though the DS is already blessed with a large and varied library of great titles, its hard not to wish for the games that should be, and the games that probably will never be. Nintendo's little white pandora's box of quirky interfaces seems destined to forever remain pregnant with possibility, no matter how creative the developers get. To vent their desires, Pocket Gamer has assembled a canon of forgotten gaming heroes and oddball fancies that would make a good fit for Nintendo's dual-screened play thing
Heres the list:
A LucasArts adventure game collection
Okami DS
Pilot Wings DS
Sketch Fighter DS
A board game compendium for big kids?
Mario Paint DS
Donkey Kong DS
Anima Wars
GoldenEye DS
Marble Madness DS
me personally i want C&C Red alert on DS
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March 2nd, 2007, 22:40 Posted By: wraggster
Amponzi's has released a new version of his progress of the DS Emulator for windows called DeSmuME
Heres whats new:
Sprite Rotation now supported
Minor graphical fixes
Magically compiled despite Hyperina's genius claims otherwise
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March 2nd, 2007, 22:47 Posted By: wraggster
NDS has released a new version of the DS Emulator for windows:
Heres whats new:
- Modified the icona of the program - Corrected a bug that gave problems to the execution of the emulatore
- Improved the function Open and Execute eliminating the bug that could block the computer
- Corrected some errors of text
- Inserted in the bar of the instruments the function Configuration
- Possibility to shape the diagram (as as an example not to allow the emulatore to execute nl operation of the game Main BG 0)
- Key rom improved and rendered automatic
- Possibility to decide in the operation of the game if to use or not to use the key rom through the menù of configuration
- Corrected an error of the key rom (it could make to block the computer)
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March 2nd, 2007, 23:23 Posted By: wraggster
FluBBa has released a new version of his Renegade arcade emu for GBA
Heres whats new:
V0.03 - 2007-03-02 (FluBBa)
Fixed decimal calculations.
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March 2nd, 2007, 23:36 Posted By: wraggster
via dsfanboy
If you're going to do a jigsaw puzzle (or ten), then why not learn the details of a great masterpiece of art at the same time? We're not saying this DS puzzler is educational or anything, but it probably can't hurt. This is probably another of those games it's safe to import regardless of your comfort level with Japanese, and a great idea for the touchscreen
Screens Here
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March 2nd, 2007, 23:38 Posted By: wraggster
via dsfanboy
It's a Wonderful World just keeps getting more wonderful, and, um, worldly. Now in addition to the graphic style, we're hyped about the gameplay! Jeux-France has posted some scans of the game in action, highlighting the touch-screen weapons system, which uses badges to assign different attacks.
The attacks shown include Patrol Shot, Piercing Shot, Black Hole, Burst Shot, and Velocity Crash. All of these attacks are done with stylus gestures. The scans also state that part of the game takes place in Shibuya, making the game even more Jet Set Radio-like than we thought.
Screens here
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March 2nd, 2007, 23:50 Posted By: wraggster
New release from Indecisive and Kitsuta :
These are two early (and short) demos for a point and click adventure game Kitsuta and I are working on. It's our first game for the DS. Only tested on emulators and GBAMP as that's all we have.
The first file is a much earlier demo, the other has elements of the eventual storyline incorporated into it.
Controls –
The SceneDemo just uses the stylus.
ScriptDemo uses buttons too; d-pad left switches to “Interact” mode, d-pad up switches to “Walk” mode, and d-pad right switches to “Look” mode. The left shoulder button brings down the top screen so you can interact with your inventory, etc.
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March 2nd, 2007, 23:56 Posted By: wraggster
Smealum posted a new release of his game for DS:
Heres the info:
Demonstration! As promised, even if I did not succeed in respecting my times and that I have a whole heap of things to make, here small a demonstration which shows a little all that was made. That remains however at a stage rather not very advanced, therefore do not expect any much... It is ugly, I acknowledge it, the framerate is not stable, the limited IA, the horrible jump... But that will come all that, that will come...
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March 3rd, 2007, 00:10 Posted By: wraggster
Normally the moment anyone mentions a plane sim our eyes glaze over and we desperately search around the room for someone else to talk to. So, when Codemasters told us we could have an in-depth hands-on with it's all-action flight-sim Heatseeker, we couldn't help but think the worse. However, from the moment we grabbed the Wiimote and started wiping out bogies like a mum cleaning up a kid with a cold we realised Heatseeker isn't your average flight-sim - it's Burnout with wings.
In fact it's worth disregarding the word 'sim' entirely because Heatseeker is an arcade experience to the core. It takes its inspiration from classic fight 'n' flight games like Afterburner and focuses purely on action, rather than recreating a faithful flying experience. As a result Heatseeker feels like no other flying game we've played - it's more about stylish kills and taking down entire fleets of enemy aircraft as quickly as possible.
Full article
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March 3rd, 2007, 00:12 Posted By: wraggster
via ign
Want to try out the latest DS games for free? Well, step right up to one of Nintendo's wi-fi enabled retail locations and make sure you're packing a DS. Right now, you can sample Dr Kawashima's Brain Training: How Old Is Your Brain?, Big Brain Academy, Clubhouse Games, Mario vs Donkey Kong 2: March of the Mini's, Hotel Dusk: Room 215 and Elite Beat Agents.
While you're there, you can also download unique items for Animal Crossing DS, and a special Nintendogs function that allows Nintendogs owners to experience the joys of Bark Mode without having someone else physically there to play with.
If you have a Nintendo Wi-Fi Connection compatible game, you can use it at a Hotspot to interact and play with other players around the world. Nintendo Wi-Fi Connection hotspots are currently available across numerous Australian retail locations.
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March 3rd, 2007, 00:13 Posted By: wraggster
Disney's next big animated feature's been a long time coming, but we're finally going to see Meet the Robinson hit the theaters later this spring. With big kid's movies come videogames attached to the brand, and Meet the Robinson is no different -- Disney Interactive will be releasing a bunch of games based on the film. We recently had the opportunity to romp around within the Nintendo DS version, which is a completely separate game from the Wii and PS2 versions in development at Avalanche.
The Nintendo DS game's being worked on by Altron, a Japanese studio that's very familiar with the Nintendo handheld platform. The game the team's created for Disney Interactive is a touch-screen focused over-the-shoulder action adventure that puts heavy emphasis on the Will Robinson's arsenal of gadgetry...something that fans of the movie will be quite familiar with.
The game's story is similar to what's been created for the console -- instead of a game that's a by-the-numbers retelling of the film, this game's more of a spin-off that revolves around the movie's characters but tells a new tale. Meet the Robinson starts in the past (as the Robinsons are huge on time travel) where Wilbur screws up the time line somewhere down the line and must fix a future gone completely screwy.
Players control Will using a combination of the D-pad and touch screen. Will's maneuvered via the directional pad, and enemies are targetted with a tap on the touch screen. The camera will lock onto the targetted enemy or object until the target's unlocked or simply destroyed by Will's firepower. Players can fire weapons and activate gadgets either by the system buttons or, better yet, via on-screen buttons so that players don't have to leave the touch screen. Shoulder buttons are used for rotating the camera for when you're not locked onto an object. Obviously with your hand off the system it'll make it difficult to hit the other shoulder button to rotate the camera the other way, which is why the developers added a virtual shoulder button on-screen to do the job. If that's not enough, simply tapping the L button will snap the camera in the direction Wilbur's facing.
The Nintendo DS version actually looks really impressive, offering an incredibly detailed 3D engine running at a fast and smooth 60 frames per second rate on the lower screen. The game is more about action than platforming -- in fact, like in Zelda, players don't have to worry about jumping. Wilbur jumps automatically in context to where he is...whether it's just across a gap in the floor or when he's trying to climb up a ledge.
Outside of the main adventure, players can take part in Charge Ball, a version of a futuristic sport that's a lot like a cross between Breakout and Discs of Tron. This sport can be played against the computer or against another player on a second system. It's not a bad diversion, offering a quick pick-up-and-play competition that's not easy to dominate.
via ign
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March 3rd, 2007, 00:46 Posted By: TeenDev
Me and LiraNuna had a little contest today if you want to call it that. We made DLDI conversions of Tales of Dagur. Of course LiraNuna has been coding a lot longer than me so LiraNuna "won". (By 5 freaking min.) News via LiraNuna's Blog: http:liranuna.drunkencoders.com
"Due to some request made, I have decided to throw a quick DLDI support to Tales of Dagur.
There’s a known bug that prevents game reset after the "Game over" screen. If anyone finds a fix for that, Please do not hassist to notify me.
Thanks goes to DragonMinded for libfatdragon."
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March 3rd, 2007, 23:16 Posted By: wraggster
via /.
IEEE Spectrum is running an article on the inventor of the motion sensor that the Wii uses. The microelectromechanical system (MEMS) gives Wii its core ability to sense motion in the controller. What's really interesting is where Benedetto Vigna wants to take this technology. He has plans to make the sensor smaller and tougher, and hope to place it inside of things like shoes, textiles, and medical devices to aid in data collection. He continues, 'Then I want to make a three-dimensional gyroscope, to measure rotation around three different axes. Today, such products are quite big, a cube 10 centimeters on a side. We want to do this in less than a 30-millimeter cube, to serve as an image stabilizer in cameras and to track a person's position in the intervals when he can't get a GPS signal
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March 3rd, 2007, 23:29 Posted By: wraggster
via kotaku
Here's a hot deal for all you Castlevania fans out there. Amazon.com is currently offering Castlevania: Portrait of Ruin for the DS at the low, low price of $21.99! Also available is the sometimes hard to find Castlevania: Dawn of Sorrow for $20, which seems to be the regular going rate for this title now. Both games are eligible for free shipping so you can get both of these solid Castlvania DS titles delivered to your doorstep for a mere $41. If you haven't checked out either of these games yet, they are well worth having, especially at such a cheap price. So, fire up that credit card and get your Castlevania on!
Castlevania: Portrait of Ruin [Amazon]
Castlevania: Dawn of Sorrow [Amazon]
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March 3rd, 2007, 23:30 Posted By: wraggster
via palgn
Nintendo has updated the demo games at its Wi-Fi enabled locations, meaning DS owners can now take their DS along to one and try out the likes of Dr Kawashima's Brain Training: How Old Is Your Brain?, Big Brain Academy, Clubhouse Games, Mario vs Donkey Kong 2: March of the Minis, Hotel Dusk: Room 215 and Elite Beat Agents.
You can also download extra items for Animal Crossing DS, as well as a special function for Nintendogs which lets you use bark mode without havng someone else physically there to play with.
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March 3rd, 2007, 23:35 Posted By: wraggster
via play nintendo
Through various forums, I've been able to compile a list of games we SHOULD be seeing this Monday on the Virtual Console.
*Sword of Vermilion - Genesis
Elevator Action - NES
Super Ghouls 'n Ghosts - SNES
Excitebike - NES
*Game has been confirmed.
It appears that Excitebike, Super Ghouls 'n Ghosts, and Elevator Action have all been found on Nintendo's servers. Sword of Vermilion has already been confirmed through Sega's Virtual Console page. Tecmo Bowl is also being speculated.
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March 3rd, 2007, 23:43 Posted By: wraggster
David Hawley has posted a ton of info of how to edit your Mii, heres an excerpt:
Overview
Nintendo This should try to explain how Mii's with different coloured pants can be created through an explanation of the Mii ID.
Mii ID's
Before we start you need to understand how to change the Mii ID. The basic format of the Mii ID is a hexadecimal in the form xx-xx-xx-xx. This is easily edited with any Hex editor, I used HxD.
If you don't know how the binaries are formatted the Mii Data Specification is very helpful.
Quick Mii ID guide
0x00000000 - 0x1FFFFFFF Creates Special Mii - Gold Pants
0x20000000 - 0x3FFFFFFF Creates Normal Mii - Black Pants
0x40000000 - 0x5FFFFFFF Creates Special Mii - Gold Pants
0x60000000 - 0xBFFFFFFF Creates Normal Mii - Black Pants
0xC0000000 - 0xDFFFFFFF Creates Foreign Mii - Blue Pants (uneditable)
0xE0000000 - 0xFFFFFFFF Creates Normal Mii - Black Pants
More Info --> http://www.davidhawley.co.uk/blog.aspx
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March 3rd, 2007, 23:51 Posted By: wraggster
via spong
As you may be aware, Nintendo made a somewhat muted announcement that was to see SNK titles hitting the Wii Virtual Console. No games, franchises or a release date was known. We spoke to SNK US boss Ben Herman to find out more.
"Nintendo is going to be adding Neo Geo games to Virtual Console," Explained Herman. "The games will be available at some point this year. I can't say exactly when. I expect that we'll be putting out a certain limited number of titles per month.
"I can't say which games or franchises will come available right now, though that is being worked out in Japan as we speak. Of all the MVS and AES games in the Neo Geo Library, I'd say that any of them would be available.
"I know that Nintendo has all the code for NES and SNES titles, all of the manuals and so on. They have a pretty good filing cabinet and all they have to do is seek permission from the IP holder to put the game out over Virtual Console, then share the income. When this was announced, I said to you, wouldn't it be great if they could put the Neo Geo system on there. I didn't mean the arcade system, rather the AES home system. Right now I don't know if the focus will be on AES or MVS, even though they are largely the same, but the fact that the Neo Geo is being added is a very exciting thing."
So how will this news impact on SNK's traditional business areas of delivering home versions of its coin-op offerings? We're aware that SNK has encountered some trouble in the US domestic market with platform holders over content issues with modern released of older titles... "It's difficult to say," continued Herman. "If you're dealing with a customer, who wants to download games through Virtual Console, that's great. I think that if anything, it's going to make our consumers who know us, as well as a lot of new players who do not know us, become much more familiar with the SNK franchises."
So no conflict between the boxed SNK releases? "No. I think that if we were to release games that have not been available on modern systems... There are a lot of games that people want from us that we have been unable to release for whatever reason, and it would be a nice opportunity to deliver these games. There'd be a lot of money involved in releasing a version of a game that has limited or niche appeal. This way, if people want to buy something, they can just buy it. \
"I think that when we're added to Virtual Console, if people don't know Neo Geo, they're going to see it on Virtual Console, look at it, taste it and in that sense, it's going to be a very good thing for SNK's visibility and the world rediscovering who we are."
How does this impact on the deal with Sony, being penned out right now, for Neo Geo content on the PlayStation 3? Will certain titles be exclusive to one system's online offering?
"What I would say is, right now, I personally have not seen anything to suggest that there will be any exclusivity of titles for either machine. Microsoft has been very selective and is not looking for everything... Sony is just getting started. Nintendo is being careful, with NES and SNES titles, not to over-saturate the market. Microsoft has shown us that online games can be a strong part of a machine's offering. Nintendo is still not letting Wii third-party publishers include online capabilities in their games and it doesn't look like they will during 2007. So the best chance they have at building an online presence appears to be what they're doing with Virtual Console.
"You have two platforms out now that run high-def games and a lot of our catalogue merchandise is not in high-def, obviously. There will be new arcade development, and the arcade development that was announced last year at the Tokyo Game Show, will include high-def content because unless you have a high-def product, you're not going to put out a PS3 of an Xbox 360 game. Right now we have PlayStation 2, PSP, Nintendo Wii and DS, for which I would like to get more product, though we have the first DS product coming out this spring... These are great platforms and we're participating in many of them."
So, any exciting peripherals for the VC? There's speculation that we might see a huge dirty wireless arcade stick...
"Two things: One, Nintendo has told the games community to go out and developer peripherals that will work with whatever games are coming out for the Wii. Two, there's a number of peripheral companies. It's their job to do this and those are the companies that will work on that. Of course, one nice thing Nintendo did was to release the Classic Controller..."
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March 3rd, 2007, 23:52 Posted By: wraggster
via wiifanboy
Details on Blazing Angels have been thin, and the game's release date was shaky for a long time as well. Given those factors, it's understandable that rumors can sprout from the tiniest things -- like a WiFi logo on a placeholder box at IGN. We've seen placeholder boxes start a ruckus before, but this time there may be more too it than a simple mistake.
Blazing Angels was, as far as we know, slated to be online all along. It's not unpossible that we'll see online dogfights, but it may be very, very unlikely. However, this game was originally slated for an earlier release, so maybe we can cross off at least one "very" from that statement. We know online devkits went out, and that with the game's delay ... well, we can definitely understand the speculation.
Reggie Fils-Aime said the Wii should be online by Q2. But here's the thing -- that article didn't specify whether we're talking about the second quarter of the fiscal year or the year by the calendar -- and either way, late March is on the cusp. So it's actually more feasible than, say, hell freezing over this afternoon, but maybe only just.
However, you'd think if Blazing Angels were slated to feature online competitive play, Ubisoft would be promoting this game in spectacular, heretofore unseen ways. But let's not forget that lately, when it comes to the Wii, sometimes things get sprung on us out of nowhere.
Go Nintendo has a collection of information from different sources that refer to online play, and it's difficult to determine if this is generic info (since this is a cross-platform title) or specific to the Wii. We've e-mailed our Ubisoft rep and hope for a response, or something that clarifies the situation, but it's late on a Friday afternoon, so hopes are not high when it comes to getting a straight answer today.
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March 4th, 2007, 00:07 Posted By: wraggster
News from the makers of the Free Web Browser for the Nintendo DS:
Heres the newspost:
Yeah, I figured it would be time to give you an update...
Just to make (almost everybody happy): It will work on any card that uses DLDI.
I will also post a picture of the browser fully working soon. (Probably Monday).
Oh, and the last thing: There will be 4 different versions. They are somehow the same, but they differ in size. We don't know the exact sizes yet, but the difference is the amount of space that can be stored in the file. That is "to be honest" the only thing that's left to do here (and some parts of the interface, but that's not that important). The biggest file will probably have around 100 mb of space to store images, favorites, pages and maybe Flash in the future. If you don't have enough space on your Flash Card, you can always use a smaller one.
PS: I can't wait untill it gets released! I would love to hear your reactions, so we can expand it even more!
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March 4th, 2007, 00:11 Posted By: wraggster
Tom has updated his Game Collection for the DS:
Changes:
New DevkitPro, PALib and libfat
If it says "Could not initialize FAT driver", then try to patch it with a .dldi file from here
Background music from modarchive.org
All games can be controlled with the stylus, except Tetris. If anyone has a suggestion how to solve this, post it!
Default icon was replaced and description slightly changed. But I don't know how they look because my Supercard SD doesn't show them.
I didn't change anything in the save/load code, so you can use your old highscore file if you have one.
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March 4th, 2007, 00:13 Posted By: wraggster
Robert Durbin has updated his Deal or no Deal game
Heres whats new
v.1.01 (03-3-2007)
added an internet highscore table for top 10 players
rewrote the code a lil bit to take less space and faster
Download Here
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March 4th, 2007, 00:14 Posted By: wraggster
Robert Durbin has made an update to his game Press Your Luck,
Heres whats new:
I now made it so Press Your Luck will display the top 10. Most of the changes were server side, but I fixed a small bug that wouldn't display the top 10 correctly on the DS.
Download Here
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March 4th, 2007, 00:27 Posted By: wraggster
News from Zoozen
If you have ever attempted any repair or improvement of any kind, you know that the right tools can make the difference between a good experience and a bad one. The Access Pro Toolkit by Zoozen has everything you need to get into your console and accessories. It is the only toolkit that includes tools for every console and handheld on the market today. And it includes unique and custom tools that are only available from Zoozen.
This tool kit includes the tools you need for the:
* Microsoft products, including: Original Xbox, Xbox 360 and accessories like the Xbox 360 wired controller, and the Xbox 360 wireless controller. Special tools: the OneSnap, the only one-piece Xbox 360 case separator, and a special long neck tamper resistant Torx bit.
* Nintendo products, including: the Nintendo Wii, GameCube, GBA, DS, DS Lite, and most accessories like Nintendo Cartridges, Gamecube controllers, and power supplies. Special Tools: Triwing bits in two sizes and two sizes of rare Linehead Nut Setters in hardened steel. Also has the correct tools for most of the retired Nintendo game machines (those not currently for sale in the marketplace).
* Sony Products, including: PS3, PS2, PStwo, and PSP and many accessories (for example: Sony controllers).
* The Access Pro Tool Kit also has the correct tools to open most third party products.
The tools are all housed in a convenient plastic case that keeps all the parts just where they belong. And, duplicates of most bits are provided, just in case you drop a bit behind your desk during a critical procedure.
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March 4th, 2007, 01:03 Posted By: wraggster
Last years Neoflash Coding contest was a great success with excellent PSP and Nintendo DS/GBA Games and Applications being entered and this year DCEmu is to be a partner and member of the Judging Team for this years Coding Contest. The top prize in the contest is a Nintendo Wii.
As well as helping to judge the contest there will be a poll here at DCEmu so you the community can have some say.
Now theres only 3 weeks till the contest end and some of our DCEmu Coders did very well in the last contest (if memory serves me right Deniska won ).
Full Details on the contest at the Neoflash Forums Here
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March 4th, 2007, 10:50 Posted By: wraggster
Newly released at Divineo UK
Wii Steering Wheel housing
Easy fit design
High gloss polished finish
Compatible with all tilt controlled driving games
Officially licensed by Nintendo™
More info at link above
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March 4th, 2007, 11:00 Posted By: wraggster
Datel have finally released to retail the SD Media Launcher(1 Gig) For Nintendo Wii/GameCube. This Homebrew launcher for Wii lets you play all the latest Gamecube Homebrew on the Nintendo Wii and Nintendo Gamecube including many emulators and Honebrew games and apps, all available here at Wii News and Gamecube Emulation.
Heres the press info:
There's a wealth of really excellent home brew material out there for the GameCube, but how do you get it to run on your happening console? Our GameCube/Wii SD Media Launcher has the answer...
With GameCube/Wii SD Media Launcher, you can run all your home brew Cube software on an unmodified GameCube, or on a Nintendo Wii in GameCube Mode. All you need to do is download the program of your choice from one of the many web pages dedicated to amateur programming on the Cube (Google for 'GameCube home brew' to find dozens of sites). Drag and drop it onto the 1GB SD card supplied with the Media Launcher, then plug it into your Wii or GameCube. Launch the application CD on your console and the home brew program is run from there. Easy!
Everything you need is in the box. The pack includes a software CD, 1GB high-speed SD card, a USB SD card adapter and an SD media adapter to fit in your Cube's memory card slot.
Heres a Screen of the bits you get:
This is a great all in one solution for Homebrew on the Gamecube and Wii (excellent work Datel)
Buy from Divineo UK for £24.95 which is way cheaper than buying all the parts needed seperately.
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March 4th, 2007, 11:00 Posted By: wraggster
Datel have finally released to retail the SD Media Launcher(1 Gig) For Nintendo Wii/GameCube. This Homebrew launcher for Wii lets you play all the latest Gamecube Homebrew on the Nintendo Wii and Nintendo Gamecube including many emulators and Honebrew games and apps, all available here at Wii News and Gamecube Emulation.
Heres the press info:
There's a wealth of really excellent home brew material out there for the GameCube, but how do you get it to run on your happening console? Our GameCube/Wii SD Media Launcher has the answer...
With GameCube/Wii SD Media Launcher, you can run all your home brew Cube software on an unmodified GameCube, or on a Nintendo Wii in GameCube Mode. All you need to do is download the program of your choice from one of the many web pages dedicated to amateur programming on the Cube (Google for 'GameCube home brew' to find dozens of sites). Drag and drop it onto the 1GB SD card supplied with the Media Launcher, then plug it into your Wii or GameCube. Launch the application CD on your console and the home brew program is run from there. Easy!
Everything you need is in the box. The pack includes a software CD, 1GB high-speed SD card, a USB SD card adapter and an SD media adapter to fit in your Cube's memory card slot.
Heres a Screen of the bits you get:
This is a great all in one solution for Homebrew on the Gamecube and Wii (excellent work Datel)
Buy from Divineo UK for £24.95 which is way cheaper than buying all the parts needed seperately.
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March 4th, 2007, 11:23 Posted By: wraggster
Datel have finally released their Games ‘n’ Music DS Card thats the first Nintendo DS Homebrew Supporting Cartridge thats under £20 and comes with a 128mb Micro SD Memory Card and also a CD of the best in Nintendo DS Homebrew, some games included are Bingo games which are extremely popular these days, Heart Bingo is a good online example of a Bingo game.
Heres the full info:Home brew games and music on the move with your DS!
With Games ‘n’ Music, you can put your Nintendo DS or DS Lite at the centre of your digital lifestyle. You can use it to launch home brew games written for the DS and readily available on the internet, listen to your happening sounds with the device’s integrated MP3 player or even watch videos. And you don’t need to modify your console to use it…
Games ‘n’ Music comes with a 128MB Micro SD card for you to store your games and data, and if that’s not enough, just slip in a new card and expand its capacity to up to 2GB. It’s really easy to use too. Just fit the Micro SD card into the USB adapter (supplied), plug it into your computer and drag and drop your files onto the card. It’s that easy!
Games ‘n’ Music contains everything you need straight out of the box. It even comes bundled with a 25-game CD, offering some of the best games the DS home brew scene has to offer, as well as a video conversion program for your PC (Windows XP or later required) to convert your movies and video clips to a format you can play back with Games ‘n’ Music. It’s the ultimate in digital entertainment!
As a webmaster of one of the biggest DS Homebrew websites on the net im pleased to see that companys are taking an effort into introducing DS Homebrew to the mainstream with a cheap device bundled with games and memory card.
HOT News
Today has also seen the release of a new Homebrew Launcher for the Wii pack from Datel, full details HERE
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March 4th, 2007, 20:07 Posted By: wraggster
Via wired
Ben Herman, president of SNK's American division, has spoken to UK rumormongering site Spong about Virtual Console. In so doing he has spilled many interesting tidbits about how Nintendo is running things these days. The info:
Nintendo has all the data. "I know that Nintendo has all the code for NES and SNES titles, all of the manuals and so on. They have a pretty good filing cabinet and all they have to do is seek permission from the IP holder to put the game out over Virtual Console, then share the income."
No online party? "Nintendo is still not letting Wii third-party publishers include online capabilities in their games and it doesn't look like they will during 2007."
Arcade sticks? "Nintendo has told the games community to go out and developer peripherals that will work with whatever games are coming out for the Wii."
SNK's high-def ambitions. "There will be new arcade development, and the arcade development that was announced last year at the Tokyo Game Show, will include high-def content because unless you have a high-def product, you're not going to put out a PS3 of an Xbox 360 game."
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March 4th, 2007, 20:11 Posted By: wraggster
Interesting tidbit of info from a Gamedaily interview with ID Software`s Steve Nixon:
The Wii is interesting. I think the Wii is fantastic. I think it's great that Nintendo did something really unique with the control system. They've made it really more mass market friendly. Mouse and keyboard combinations or controllers can be baffling for people who haven't played games since the Atari 2600. So I think what they did, the more intuitive they can make games for that system, that my mom can pick up and get into in 5 or 6 minutes, that's fantastic and it's necessary in growing the market. But where we're at, since id's always been about taking revolutionary steps in graphics technology, the Wii's really not a great platform for that part of our strategy because there's just not a lot of horsepower there. We've looked at what would make sense, some of our older technology, to get up and going on the Wii, because people have expressed interest in licensing tech from us that would be for Wii games, so we're still figuring out how we can do that. Some of our brands could end up on the Wii. But our new stuff, the next-generation stuff we're doing, there's no way that it could run effectively on the Wii.
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March 4th, 2007, 20:25 Posted By: wraggster
Infantile Paralysiser has released a new version of their Media Player for the Nintendo DS Called Moonshell.
Heres whats new:
Version 1.7 beta0 2007/03/04
The DPG video decoder do speed-up.
OGG was supported with DPG audio. (Only very low bit rate.)
Version 1.7 beta1 2007/03/04
'Touch panel GUI draw bug' in DPG playing was corrected.
The bug that was not able to be ended with DPG/MP2 was corrected.
The GUI drawing bug when starting was corrected.
Start DPG playing from resume. The color bug was corrected.
Download Here
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March 4th, 2007, 20:38 Posted By: wraggster
via dsfanboy
Strategy RPG's seem like a natural fit for stylus controls, which is one reason we're glad to see Hoshigami coming to the DS. Another reason is that we missed it back on the Playstation when it came out in 2001, and we want to try again to like SRPG's.* Maybe we'll like them better on a cool console?
It's somewhat more likely, since in addition to stylus control, the new Hoshigami has wireless item trading. Importers will be able to make their own decision on May 24th.
Screens Via Comments
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March 5th, 2007, 17:07 Posted By: wraggster
Nintendo has said in a consumer email that it will give further details of a DVD playing Wii in "the latter half of 2007".
Nintendo and Sonic Solutions revealed last year that both companies would team up and launch a DVD playing Wii at some point in the future. A Go Nintendo reader sent the Big N an email asking about it's the new model of Wii coming with DVD playback and when it will be released.
The response? "As you know, Nintendo and Sonic Solutions have made an agreement to allow Nintendo the use of Sonic Solutions' DVD technology in a future version of the Wii console. However, launch details, like where (regions or countries) it will sell, release date, or price (although it will be more expensive than the original version) are currently unavailable and won't be revealed until sometime in the latter half of 2007. It will not be available as an add-on attachment."
The email then goes on to deter anyone owning a DVD player (but let's face it, who doesn't?) from buying the new Wii. "For those who already own a DVD player at home, the launch version of Wii will be the best choice. This version of the console is more affordable and you'll be able to enjoy Wii games immediately."
via cvg
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March 5th, 2007, 17:16 Posted By: wraggster
Concerns regarding accuracy issues with motion control continue as an EA producer told CVG they're "messy".
Jay Balmer, associate producer for EA's new skateboarding sim entitled Skate, told CVG: "If you're well-behaved with the controller, the motion control will be super cool. It won't just be steering [in Skate]; we're going to put a lot more into the motion controls than just steering," speaking of the inclusion of motion control in the PS3 version of Skate.
"But it's very messy," he goes on to say, referring to motion control as an interface. "All of the sensors are active and all reporting information at the time, so we really have to find a way to filter what comes through on the motion controls so that everyone can have fun with them.
"Like I said if you're well behaved with the controls they work great but if you're jerky or jumping around the signal becomes very messy," as Wii owners will probably have frustratingly found when toying with their new console. We know we have.
"It's the reality for the Wii, as it is for the PS3," says Balmer.
Does that mean motion control is a rubbish idea? Balmer doesn't think so: "I think they still pay off. I think it's a great feeling to be using motion controls. It's just difficult because you don't always get what you expect."
Getting motion controllers to function properly is a challenge for developers, and as we delve deeper into the Wii/PS3 generation, we're bound to see some developers get it right while others get it disastrously wrong.
via cvg
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March 5th, 2007, 17:39 Posted By: wraggster
Today Nintendo adds three new classic games to the popular Wii™ video game system's Wii Shop Channel. The games go live at 9 a.m. Pacific time. Nintendo adds new games to the channel 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:
Elevator Action (NES®, 1-2 players, 500 Wii Points): This is a multidirectional, scroll-type spy-action game that is a blast from the past. Control a spy and sneak alone into a building to steal the secret papers hidden there. Use a pistol, kicks, an elevator and even the lights to take out the building's guards. The gun-fighting action is full of thrills. Players will need speed and timing to get on the elevators, move between floors, steal the secret papers and escape from the basement parking lot.
Super Ghouls 'n Ghosts™ (Super NES®, 1 player, 800 Wii Points): The third game in the legendary Ghosts 'n Goblins series of video games, Super Ghouls 'n Ghosts follows Arthur in another quest to rescue the princess, his fair maiden and damsel in distress at large. Players take control of Arthur and defeat the creatures of the night to save the day once more. Discover what glory awaits those brave enough to take on the armies of Super Ghouls 'n Ghosts.
Sword of Vermilion™ (Sega Genesis, 1 player, 800 Wii Points): Sword of Vermilion is about the role of Erik's son, who takes on a quest of revenge to defeat Tsarkon and free the world of Vermilion from evil. In the town of Excalabria, the people went about their business and tended to the fields. One day, vicious fighting broke out everywhere as the army of Cartahena, led by the wizard-king Tsarkon, swarmed all over the town. The townsmen were overwhelmed. The castle of King Erik V collapsed. Erik summoned his bravest, strongest and most faithful warrior, Blade, and gave him his infant son and an ancient family heirloom, the ring of wisdom. He ordered Blade to save himself and the child while the castle burned. Blade traveled to a small village named Wyclif, where he settled down and raised the child as his own son. Eighteen years later, the son of Erik begins his quest. Save the world of Vermilion and fulfill the prophecy of the Malaga fortune-tellers!
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March 5th, 2007, 17:43 Posted By: wraggster
New from Divineo UK
- Official accessories for Wii™ Console.
- Silicon Protection for your Wiimote™ and Nunchuk™
- ´Soft Touch´ coating for improved comfort
This pack includes the following:
1 x Silicon ´Double injection´ protection for your Wiimote™
1 x Silicon protection for your Nunchuk™ controller
Red, Blue and Black Colours Available
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March 5th, 2007, 18:31 Posted By: scorpei
Just finished my review of the CycloWiz V1. Sorry for the giant delay but I'm afraid because of both slow shipping and the lack of the update (I was waiting for it but decided not to a day or so ago ) my review was delayed quite a bit.
http://wii.scorpei.com/CycloWiz.html
"....thankfully I was able to fix it by chipping away the bridges with my trusty leatherman (a very, very sharp knife). Although fixing a defective unit isn't very hard I highly suggest (if you have limited experience) you return it to your reseller in exchange for a new unit.
Second as my unit was a V1 unit I am not able to fully test the latest greatest version of the CycloWiz. The Cyclo team have promised to release an update soon that will pull both units to the same level and as soon as that update is here I will update my review accordingly (I was originally planning on waiting until the release of the update). Also, as I do not have every game available (I simply do not have the budget) I was unable to test the CycloWiz with every available title. I am however able to test it's general performance (as with the Wiinja V1). So let us see how the CycloWiz V1 holds up."
As soon as the update is released I'll make sure to revise my review accordingly .
~Scorpei
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March 5th, 2007, 19:13 Posted By: wraggster
Goldeneye 007 is the game every proper N64 fan wants to see running in slick hi-res on the Wii's Virtual Console, but with all the licensing issues, can it ever happen?
Can any of Rare's own franchises appear on the VC? It's the question that we all want to know, so one avid rare fan took the next step by posting on a Q&A page on Rareware's website. And here's Rare's response in full:
"This is where we finally edge into territory that could see Scribes neutron bombed from management level. The only Rare-developed title on Virtual Console right now is the original Donkey Kong Country, and unofficially there's a strong likelihood that its sequels will follow.
"But the Donkey Kong series of games is a Nintendo-owned franchise starring an established Nintendo character, whereas something like Banjo isn't (and even Diddy Kong Racing is less clear-cut), so it's nowhere near as easy to call.
"Especially when you also consider the existence of Xbox Live Arcade. So right now, the best answer we can offer (for either download service) is 'it's possible'. I like your sausage casserole mix, by the way."
Random sausage casserole reference aside, that's the state of play, so we can continue to dream.
Elsewhere on the Q&A page Rare's representative spoke more specifically about Goldeneye, explaining that it's "caught up in a convoluted web of rights", but that this "doesn't mean it won't happen, just that a lot of people with a lot of different perspectives are involved."
Who do we have to kidnap to make it happen, Rare? Just name names.
via cvg
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March 5th, 2007, 19:32 Posted By: wraggster
Chishm has posted a sweet new app for the Nintendo DS, an Action Replay Clone that lets you cheat on Commercial games and even the codes used are the Action Replay Ones, excellent free clone for the Nintendo DS.
Spread the Word
Heres the details:
This is a homebrew Action Replay DS clone. The first release is version 0.1. It should be able to run any ARDS code, with one small exception. Since I wrote the cheat engine from scratch, any code that modifies the ARDS cheat engine won't work.
There are 3 added codes that don't exist on the ARDS:
C100000000 00000000 - this is the cheat list terminator. It is added to the end of the cheat list after it is loaded, so you don't need to worry about it.
C200000000 xxxxxxxx - relocates the cheat engine to xxxxxxxx.
C300000000 xxxxxxxx - changes the hook address to xxxxxxxx. The hook can be any address that is loaded then branched to. For example, you could hook the third word in:
Code:
ldr r0, . + 8
bx r0
.word 0x0200AC90
Codes are loaded from the file "/cheats.cht" on the root of your flash card. All libfat supported cards should work. All codes are loaded; this is version 0.1 after all. The codes should be in a format similar to:
Code:
Infinite Lives
220eca80 00000063
Infinite Mario Time
b20ecf40 00000000
10000008 0000001e
d2000000 00000000
The layout doesn't matter, the data values should be 8 nibbles long. Anything that isn't interpretable as hexadecimal is ignored.
If you find any codes that don't work, and don't rely on specific quirks of the ARDS, mention them here so that I can try to fix them.
Thanks go to:
kenobi - that AR code doc saved me heaps of time
Parasyte - thanks to you, hooking couldn't be simpler
bLAStY - provided the dumps I needed
cReDiAr - gave me the last missing piece required to boot a DS game
Everyone else who helped me along the way
Big thanks to Datel, for creating the original ARDS and the code DB to go with it.
Version 0.2 is now available. This version fixes an issue with type F codes and adds the ability to choose which cheat file(s) to load.
Download Both Versions and Give Feedback Via Comments
Spread the Word
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March 5th, 2007, 22:14 Posted By: wraggster
Divineo USA have added both the Wiikey and the Cyclowiz v2 Nintendo Wii Modchips to their store:
Heres what they posted about the Cyclowiz:
We received the Cyclo-wiz v2 today and we'll ship all pre-order tomorrow.
The v1 is still in stock in limited quantity. If you dont have a Wii with a D2B chipset, you can use this version and enjoy a rebate on your purchase.
Like we said, we check all v1 before shipping them, to be sure they are fully working.
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March 5th, 2007, 22:17 Posted By: wraggster
A highly reliable source just sent in this image of a Nintendo DS using WiFi -- rather than GPS -- for geopositioning data (sorta like that iriver W10 we mentioned back in January). Not sure when this might be commercialized, but it would potentially make it possible to add location-based data to DS games without requiring some sort of GPS add-on.
Screens Via Comments.
via engadget
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March 5th, 2007, 22:26 Posted By: wraggster
Just in case you were confused between the convenience store and the upcoming Namco game, we secured two exclusive videos showing the game in action. Though the clips are short, it is clear that some sort of hasty, brain stimulating gameplay is taking place, a la Brain Training or Wario Ware. Click the movies tab above to see for yourself.
Movies Here
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March 5th, 2007, 22:31 Posted By: wraggster
No, Odama isn't coming to the Wii. At least, that's not likely. But on the final day of the Japan Media Arts Festival, the game's designer Yoot Saito took a little time to publicly tinker with the Wii Remote, showing how the Remote and Nunchuk could be used to replace or enhance existing control schemes by running through a quick game of Odama with them.
He was pretty impressed by the added immersion the Wii Remote could offer, as he says gesture controls can make games feel more realistic. Not that Odama is a game whose controls could have gotten any worse, mind you, but it's nice to see at least some devs tackling the subject of Wii Remote integration seriously.
via kotaku
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March 5th, 2007, 22:45 Posted By: wraggster
New from SuccessHK
Sonic brings his trademark speed and attitude to the Nintendo Wii. The story begins with Sonic turning the pages of the classic book, "Arabian Nights". Suddenly, he is visited by the tale’s central character, the Genie, who reveals that the last several pages of the book have mysteriously gone blank. This mystical being grants Sonic the ability to travel into the book's world. Armed with his signature speed, Sonic sets off on an adventure to retrieve the missing pages, and set the world of the Arabian Nights back in order. Mimicking the energy and movements of Sonic, players actively perform specialized moves with the Wii controller, bringing their stamina and wide range of motion into the action!
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March 5th, 2007, 22:51 Posted By: wraggster
New from SuccessHK
A special version of the hectic puzzle game featuring many beloved Disney characters. Featuring an original story within the classic Disney universe, players will be asked to help Jiminy Cricket and Tinker Bell in their quest to re-organize the famous Disney storybook vault after someone accidentally changed the stories. By piecing together three or more Disney-themed blocks with the Nintendo DS stylus and launching them from the touch screen, players will be challenged to create puzzle patterns while interacting with some of their favorite Disney characters, including Pirates of the Caribbean, Tim Burton's The Nightmare Before Christmas, Disney/Pixar Toy Story, The Lion King and more.
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March 5th, 2007, 23:27 Posted By: wraggster
New Wii game released:
features
Soul of the SSX on the Wii: SSX Blur brings us the essence of the franchise - re-mixed, re-energized and fully realized.
On the Ground and In the Air: We are pushing the envelope and taking full advantage of the hardware's potential to give you a 'Wii-ified' SSX experience. Use the Nunchuck on-the-ground to carve down the slopes and huck into the air, while using the remote in-the-air to pull off spins, flips and tricks.
Paint your Uber Tricks: To unleash your uber tricks, think of yourself as an artist painting different shape outlines in the air for each aerial maneuver.
Feel the Groove: With dynamic music mirroring your experience, you will feel the tunes intensify as you stick your tricks and your groove meter starts to fill. Keep grooving to boost your speed and amp up your air.
The Mountain is your Playground: With 3 distinct peaks and 12 tracks all freshly styled, you can bomb down the mountain nonstop, top-to-bottom.
Mac is Back: Mac, Kaori, Psymon, Allegra, and many more of the SSX favorites, are all back and ready to rip. There will also be two brand-new faces for you to hit the runs with.
Motion Based Front End: Every second of your SSX Blur experience will be maxed out with motion. The UI is entirely motion-based with virtually no use of buttons. Aim the remote at the screens to navigate your way from one place to the next.
description
SSX™ Blur is everything you expect from the franchise, delivered in a totally unexpected way. Revolutionary controls take full advantage of the Wii's potential by putting you in total command of your skier or rider, on-the-ground and in-the-air, by translating every motion you make into the skills that create mountain legends. One of your hands controls you as you tear down the mountain; the other hand unleashes your virtually unlimited array of aerial maneuvers. This is the soul of SSX, remixed, re-energized, and fully realized.
Buy SSX Blur
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March 5th, 2007, 23:37 Posted By: wraggster
New guide released:
features
Pages: 304
Comprehensive tactics for all Missions, including how to claim Gold Medals on every stage!
All Fire Souls located!
All Skills showcased, and tactics for each one provided.
Complete revelations, including hidden secret character locations!
Learn which Skills help you the most, and how to unlock them.
Buy from Play Asia
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March 5th, 2007, 23:43 Posted By: wraggster
New toy released in 2 Variants:
features
Official Super Mario Bros. Plush Doll
Dimension: 200 (W) × 200 (D) × 200 (H) mm
Limited availability
More info at Play Asia
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March 5th, 2007, 23:56 Posted By: wraggster
via tanooki
Super Smash Bros. Brawl is probably somewhere in every Wii owner’s or future Wii owner’s top five games they want this year. There’s no doubt people have spent the last few years debating and speculating about the new game’s character roster.
The game’s director, Masashiro Sakurai, recently spoke on a Japanese radio show about the game. We’ll start with the bad news. The following characters will NOT be returning to the game’s roster: Young Link, Mr. Game & Watch, and the Ice Climbers. While reports don’t include the reasons for the removal of these characters, I think it’s safe to say a clone, an unknown, and a pair of characters with pretty lame moves won’t be missed by too many people. Personally though, I’d take Game & Watch or Ice Climbers back as long as they get rid of Pichu.
Now for some good news. Sakurai was able to confirm the arrival of Bowser Jr. to the game. Will he be a clone of Bowser? I’m thinking not, since Sakurai seems to be taking his time with this game, so I have a feeling we’re going to see less clones this time around. Next up, Link from The Wind Waker will be entering the ring. As to how his moves will differ from Young Link remains to be seen, but his inclusion makes sense with The Wind Waker being the most recent incarnation of “boy” Link, as well as the next one (in Phantom Hourglass). Lastly, Metroid’s Ridley will finally be playable in the Super Smash Bros. series. With Samus, Zero Suit Samus, and Ridley in Brawl and Metroid Prime 3: Corruption all coming this year, this is definately a year for Metroid.
Aside from Sakurai’s interview, Sonic and the Secret Rings director Yojiro Ogawa recently told the Nintendo Official Magazine that he would love to see Sonic in Brawl. “In my personal opinion, it would be great to have Sonic in it. But that would really involve Sonic and Nintendo’s management, it’s nothing to do with me!” Hopefully, Ogawa’s expressed desires will have more weight on the Brawl team than the fans do. I know some people around my dorm that desperately want Sonic in this game - as do I.
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March 5th, 2007, 23:58 Posted By: wraggster
The Super Mario Bros. 2 prototype marks a rare find. The cartridge was purchased by Johan_1984 on eBay in 2005 for $350. We would like to thank Johan_1984 for his huge contributions to this page.
The following comparisons use several different versions of Super Mario Bros. 2. For more information on these versions, please refer to our SMB2 Madness special and Doki Doki Panic & Super Mario Bros. 2 comparison. The SMB2 prototype represents a true transitional phase between Doki Doki Panic and the final version of Super Mario Bros. 2.
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March 6th, 2007, 00:01 Posted By: wraggster
Nintendo have announced that their revolutionary console, the Wii, has seen record-breaking sales since launch in every major region. Over 400,000 units were sold at the Japanese launch, 325,000 at the European and 600,000 at the North American launch and sales have not slowed since. Nintendo expect sales over over 6 million by the end of March
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March 6th, 2007, 00:10 Posted By: wraggster
via wiifanboy
Taken by flickr user illustr8a, this picture of Mario was found at a local karaoke joint. Done with UV light paint (the stuff that glows under the black light), we see Mario, with smile wide, traversing the infinite black void of space. Personally, it makes us foam at the mouth for Mario's upcoming title later this year: Super Mario Galaxy.
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March 6th, 2007, 00:24 Posted By: wraggster
GPF has released a new version of his Commodore 64 emulator for the Nintendo DS, heres whats new:
This version loads the preference file /rd/Frodo.fpr which can be created with the pc version or use the enclosed version.
Code - LimitSpeed = FALSE
Code - Emul1541Proc = TRUE
are the only options i played with, and only really tested the 1541 Emulation worked.
I have also included some snapshots I created with the pc version, rename the one you want to load to jjr.fss and load by pressing the X key, most probably require that you have already mounted the correct D64 file the next time they go to load
I have tested Maniac Mansion and it is working, now I used a snapshot because I was impatient to wait for it to load but with 1541 Emulation on it seems to work fine (jjr.fss in zip file is Maniac Mansion, i think you need disk 2 mounted)
This version doesn't include an icon, for some reason the icon seemed to crash my m3sd for some reason.
Download and Give Feedback at GPFs Forum here at DCEmu Here --> http://www.dcemu.co.uk/vbulletin/sho...096#post371096
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March 6th, 2007, 00:50 Posted By: wraggster
Kevin has released a new version of his app that collects stats and more for both DS and Wii Games.
heres whats new:
- Added auto updater for new games and boxarts (Settings -> Update)
- Added 4 DS games (incl. Panel de Pon DS (J) and the new Yu-Gi-Oh)
- Added 1 Wii game (Elebits)
- Added Diddy Kong Racing gamehub
- Added a few new boxarts
- Fixed Megaman Dragon/Pegasus boxarts
Download at New domain here --> http://wfcstatus.net/
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March 6th, 2007, 00:50 Posted By: wraggster
Kevin has released a new version of his app that collects stats and more for both DS and Wii Games.
heres whats new:
- Added auto updater for new games and boxarts (Settings -> Update)
- Added 4 DS games (incl. Panel de Pon DS (J) and the new Yu-Gi-Oh)
- Added 1 Wii game (Elebits)
- Added Diddy Kong Racing gamehub
- Added a few new boxarts
- Fixed Megaman Dragon/Pegasus boxarts
Download at New domain here --> http://wfcstatus.net/
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March 6th, 2007, 01:03 Posted By: wraggster
Updated release from Zarxrax:
This program is created to help me study Japanese (although it is not useful for that purpose yet). It is a basic flashcard program, displaying text on 2 sides of a card. In addition, it has a drawing pad where you can scribble an answer before you flip the card over.
Update: March 4, 2007
After many months of working on this on and off, I was just about ready to give up, but over the past few days I made some significant progress. Here's a new version just to let people know the project isn't dead. It still has a bit of a way to go before it's very useful.
Changes:
- Renamed the project from DSLearn to DSLearnJ, to indicate it is intended for learning Japanese.
- Can display Japanese characters now! Thanks to Benjamalin!
- DLDI support to load files.
Known Issues/Limitations:
- Don't use the quit option from the pause menu. It's better to restart your DS.
- I don't know what will happen if you put a lot of text on a card, or have a lot of cards.
- If cards are not in the correct format, it will probably lock up.
Upcoming:
I plan for the next version to support 3-sided cards (english, kana, kanji), have some options, cleaned up interface, fix bugs and have more stable code.
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March 6th, 2007, 01:09 Posted By: wraggster
News/release from exdream
Hi!
I spend a few hours with palib to program something for my DSLite. The result is (just another) pong-clone ;-)
It has only a two player mode (with one DS), because there is still no AI.
Player1: UP/DOWN
Player2: X/B
Inspiration was the original arcade automat (GFX & sound):
It works fine with my M3Lite (load the game with the START-Button instead of A).
Just play it, like it or delete it!
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March 6th, 2007, 01:13 Posted By: wraggster
New release of the RTS game for the DS by JimmyL
Here's another update with some much needed features, mostly small things to make the game a little more comprehensible.
Added all building/unit action buttons to the map screen.
Finally added some text descriptions for each of the actions.
Rewrote the building/unit status area.
You can now cancel queued items by tapping on the item itself.
That's about it, other than I fixed the random again, seems I broke it when rearranging menu stuff for the previous version. Hope you all enjoy it.
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March 6th, 2007, 01:17 Posted By: wraggster
The game formerly knoown as wright flight has seen another new release.
Heres whats new:
v0.2.3 (04-Mar-2007)
* Starting a network match doesn't reset the planes any more.
* A suicide is worth one minus point.
* The missile turrets don't target invulnerable planes any more.
* Changing layers eats now batteries, and the batteries are
recharged over time.
* Shrunk the plane graphics, and made the planes a little more
agile to make the levels appear larger.
* Added layer check to bullet vs AI bot collision checks."
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March 6th, 2007, 01:19 Posted By: wraggster
via dsfanboy
Just when we thought we had settled the issue of Professor Layton and the Townlike Area of Disputed Size (aka the 'Mysterious Village'), 1UP's preview of the second installment in the trilogy raises questions about the upcoming game's translated title. Thus far we've seen it written Professor Layton and Pandora's Box, but according to 1UP, it's the 'Devil's Box.' By any name, however, the first game looks incredible, and the second may be shaping up to be even better.
Some things in this second installment will be the same, such as the logic puzzles created by Akira Tago, and the Professor will again be accompanied by his assistant Luke. The story is where the second title really takes a turn. Instead of exploring -- you guessed it -- a mysterious village, the action in the second adventure revolves around a corpse, a train, and a strange box. Since the game already features a soft, retro look, mixing that with a traditional train-based murder mystery looks like a match made in heaven. Now if only we could get some localization news!
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March 6th, 2007, 01:24 Posted By: wraggster
Yes, Pokemon Diamond/Pearl will feature Wi-Fi trading and battling, hurray-hurrah. Little did we know, however, that some independent developers (i.e. programmers with way too much free time) were developing an MMORPG version of the franchise based on the original Red and Blue versions. Sister site Joystiq clued us in, and we were rather intrigued.
Upon installation, we noted the extreme "alpha" status of the project. The only system currently implemented is that of battle, and even that seemed shoddy at best. You simply choose your six Pokemon from the standard list of 151 and walk around a grassy field until challenged. The game has a long way to go, and the chances that it can make it all the way past Nintendo's elite legal team seem slim. Try it out if you're bored a Pokemon fan!
And please, Nintendo, take a hint. We really want an official Pokemon MMO.
via dsfanboy
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March 6th, 2007, 01:26 Posted By: wraggster
via dsfanboy
Over at 4 Color Rebellion, writer (and Seoul resident) N Rumas tells us of a nation's ability to love Nintendo again. In riding the train, he reports of daily sightings where people are enjoying the DS and Brain Age, as well as seeing the handheld plentifully stocked at local retail outlets. He even reports of a friend, who owns a shop, enjoying a boost in business.
Now, with the release of New Super Mario Bros. this week, sales in the region for Nintendo should skyrocket that much further. With the universal appeal and popularity of Nintendo's plumber mascot, the game should sell very strongly upon release.
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March 6th, 2007, 01:35 Posted By: wraggster
MangledLftThumb has updated his RiverCrossingDS game
Heres whats new:
Version 0.2
more puzzles (upto 20 now)
logs snap into place
added some logic to check log placement is near hiker
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March 6th, 2007, 01:39 Posted By: wraggster
Robert Durbin had updated his game for the DS
Heres whats new:
I added internet highscore support to my Yahtzee game. A good score in Yahtzee would be around 300. Lets see how we all do. Can get some really high scores if you account for the Yahtzee bonuses, have fun.
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March 6th, 2007, 02:12 Posted By: wraggster
Bronto has updated his Mail app for the Nintendo DS:
fixes
- JPEG image viewer
- downloading of large mails (press 'A')
- "bare LF" problem when sending mails
- number of mails in folder tabs
- some more
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March 6th, 2007, 04:47 Posted By: TeenDev
via TeenDev (aka. Me and the team).
"Hey everybody! In the last few days I decided to start learning C/C++ so I could do DS coding. Today I made my first app with PAlib. It’s kind of a multiple demo kinda thing.
Features:
Shows user info from the firmware.
Demonstration of all 3 PAlib splash screens
Shows a picture of a Hamster playing a DS Lite on the top screen
Shows a picture of a stick man pour gasoline on his head and starting on fire
plays a sound when you close the lid
if you can suggest anymore features to add in tell me.
Does anyone know how to launch NDS files in a program?"
Enjoy!
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EDIT: This version doesn't actually work (at least with my MMD) go to the blog to get the updated version that works with MMD.
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March 6th, 2007, 17:02 Posted By: wraggster
With exception of Snake, the odd golf game and, of course, Sonic the Hedgehog, mobile phone games are generally rubbish. But that could change.
The 'Using Touch, Sight and Gesture in Mobile Games' Keynote at GDC today, headed up by Developer Paul Coulton, demonstrated some interesting new tech to be utilised by mobiles games of the future.
Motion-sensing technology was pointed out as a key factor for the development of mobile games, with ball-tilting and driving applications demonstrated, according to Next-Gen.biz.
"The possibilities are endless with this technology. It's about thinking of new ways to play games, that might be played by very different people than we are used to," commented Coultron.
"Wii has had an amazing impact but this technology in mobile phones could ultimately be even more dramatic."
More interestingly, the use of mobile phone cameras in games was also discussed, suggesting that they could be used to 'aim and shoot' in-game targets using the real world.
We're trying to get our heads around that one - but it involves more than just taking a picture of your face and putting it onto an in-game character, so we're intrigued.
Maybe mobile games will actually be, dare we say, good in the near future.
via cvg
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March 6th, 2007, 17:04 Posted By: wraggster
EA's Wii version of Medal of Honor: Vanguard releases on March 30, and to whet your FPS appetite for its deployment four new screenshots have been released. Take a look and see what you think.
Vanguard focuses on US Airborne operations during WWII, players strapping on jump boots as a corporal in the 82nd Airborne Division and fighting in the Western Theatre. From the shores of Sicily into the heart of Nazi Germany, EA is promising that the action will be epic and intense.
Screens Here
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March 6th, 2007, 17:28 Posted By: wraggster
via insert credit
Housewife Superstar is a DS game from a new thai game developer by the name of Studio Nocturne, though they haven't put up their site yet. I met them today at GDC because of this entrancing poster you see below. I've got closeups of the bottom bits too, as you'll see. The game, though it's just in concept form now, is basically about being the perfect housewife - learning flower arranging, embroidery, dressing up, and various other things, but all a bit tongue in cheek, not taking it seriously. It looks really fun to play, and the story bits are definitely inspired by Ouendan, which isn't so bad.
This is one title I really hope comes out. They had a number of other very nice looking game concepts on display as well, which we'll handle in a new post entirely. For now, check out Housewife Superstar.
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March 6th, 2007, 17:34 Posted By: wraggster
via kotaku
When Japanese customers won't buy your 18K gold stylus for the Sharp W-Zero3 smartphone, there's always the DS Lite. We've seen 18K gold touch pen before, but never gold bandwagoning. Retailer Coffret Jewelry actually advertises that its ¥63,000 (US $536) touch pen can be used with the Nintendo DS. Well, of course it can. It is a stylus!
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March 6th, 2007, 21:43 Posted By: wraggster
Nintendos awesome Yoshis Island released for Nintendo DS (Jap Version)
Spread the Word
Return to the colorful wilds of Yoshi’s Island in a new platforming adventure for Nintendo DS.
A mysterious floating island has suddenly appeared over peaceful Yoshi’s Island. Soon after its arrival, a gaggle of kids vanishes from the island school. Thankfully, Baby Mario, Baby Peach, Baby Donkey Kong and Baby Wario manage to avoid being kidnapped. Now, Yoshi and the four young superstars must set out on a wild and colorful quest to rescue the kids and investigate the ominous island hovering overhead. Thanks to the power of Nintendo DS, all of the lush vistas and perilous paths of Yoshi's Island span two screens.
The Yoshis populating this wild and mysterious island take turns transporting the babies. Each baby gives Yoshi access to unique powers while they cling to his back: Baby Mario gives Yoshi speed; Baby DK gives him strength and the ability to climb vines; with her umbrella, Baby Peach gives him the ability to float high, and Baby Wario gives him magnetism (perfect for grabbing grown-up Wario's favorite things: coins!).
Buy Yoshi's Island 2 / Yoshi's Island DS
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March 6th, 2007, 21:52 Posted By: wraggster
New from SuccessHK
The Ice Age is ending and our subzero heroes return in this action adventure video game set in a melting paradise of water parks, geysers and tar pits. Manny the Mammoth, Sid the Sloth and Diego the Sabre-Toothed Tiger are back and realize that the melting glaciers will soon flood their valley. With the help of everyone's favorite sabre-toothed squirrel from the first movie, Scrat, help your big friends cross the perilous landscape to safety. Scrat will dig, swim, sniff, spin and roll his in his never-ending quest to collect acorns. In the process, he serves as the unwitting hero in the quest to save the land from a giant flood
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March 6th, 2007, 22:04 Posted By: wraggster
via wiifanboy
According to AMN, the latest issue of EGM confirms that Mario Party 8 has been pushed back from its release date of this month to the vague release date of Summer 2007. Color us sad as we were really looking forward to this title (as most of you undoubtedly were), and now with the vague release date, we could honestly be receiving this title as late as the end of August, which is just criminal.
Guess the next Nintendo game we all have to look forward to is Super Paper Mario, eh?
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March 6th, 2007, 22:05 Posted By: wraggster
During that same Media Arts Festival Yoot Saito demonstrated Odama with Wii controls at, the fellow responsible for directing Okami, Hideki Kamiya, talked a bit about Twilight Princess. His words, however, were not as one expects when someone is talking about Link's latest adventure; words strung together in such phrases as "it was phenominal" and "my life has been profoundly changed" were not used. Instead, Kamiya could only muster an apathetic response when asked how he felt about the game.
Kamiya said "To be frank, I was disappointed when I saw [Twilight Princess'] visuals. I'm a Zelda freak -- it's no overstatement to say that I created Okami because of Zelda. I really wanted [Twilight Princess] to have that regal aura, because Zelda was what we were aspiring to. I wanted it to show me things that were surprising, but..." Wow, we thought the visuals were downright impeccable at times, such as riding Epona across Hyrule Field during the day.
What do you guys think?
via wiifanboy
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March 6th, 2007, 22:16 Posted By: wraggster
Amponzi has released a new build of the DS Emulator for windows called DeSmuME
Heres whats new:
Sprite Rotation for alternate sized sprites works now
(Fixes Super Princess Peach and Megaman ZX crashes)
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March 6th, 2007, 22:39 Posted By: wraggster
via dsfanboy
The New Gamer might not have enjoyed their stay at Hotel Dusk: Room 215, but they appreciate the work put into creating its memorable characters. Adding onto the unique visual style, each individual has a rich set of expressions and postures to communicate with. When one of the hotel guests describes a mannerism of the game's protagonist, you know exactly what he means by "that serious look in [Kyle's] eyes."
Sonic's toe-tapping idle animation and King Hippo's falling shorts were also cited as great examples of unforgettable character details. Simple idiosyncrasies like that stay with you long after you've finished playing a game. What unique traits have you seen give a collection of pixels an identity? Was it Midna's sigh? Or Dry Bones' skeletal chuckle as he passed you in Mario Kart DS?
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March 6th, 2007, 23:41 Posted By: wraggster
Infantile Paralysiser has updated MoonShell to version 1.7 Final Beta. Moonshell is an awesome media player for the Nintendo DS:
Ver1.7 doesn't change excluding the DPG decoding at all. Please copy the NDSROM file for adaptor onto media that have installed Version1.6 (or Ver1.7beta0/1/2).
Version 1.7 Changelog 2007/03/06:
The DPG video decoder do speed-up.
OGG was supported with DPG audio. (Only very low bit rate.)
'Touch panel GUI draw bug' in DPG playing was corrected.
The bug that was not able to be ended with DPG/MP2 was corrected.
The GUI drawing bug when starting was corrected.
Start DPG playing from resume. The color bug was corrected.
The NDSROM plug-in was enabled. (It disabled in Ver1.7b0/1.)
The OGG option was added to DPGEnc.
'Smooth frame blending' option was added to DPGEnc. (It was up to now always enabled.)
The bug that was not able to do the pause while DPG was playing was corrected.
When DPG was begun, the bug to which garbage was displayed was corrected.
The channels of DPG information windows was changed to the format.
The START button can be customized to soft reset.
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March 6th, 2007, 23:44 Posted By: wraggster
eXdreAm has released a new version of the Pong game for the DS, heres whats new:
Only one day after the first release, there is a new version of Pong
New features:
AI (still easy to win)
You can switch between 1 and 2 player mode with "SELECT" (also while playing against your DS)
original retro scoreboard
Same controls:
Player1: UP/DOWN
Player2: X/B
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March 7th, 2007, 00:03 Posted By: wraggster
UK consumers are still struggling to pick up Nintendo Wiis, IGN has discovered - despite the fact it was launched in Europe three months ago. High street retailers, including GAME and HMV, have both reported short supplies of the machine, with any limited stock they do get selling out in a matter of hours.
"Wiis are like gold dust", said one store manager, who admitted that many customers queue outside every morning in the hope that new stock arrives. In fact, of the 20 retailers we contacted all across country, only one - Toys R Us in Bristol - had Wii consoles left in stock. All other shops had completely sold out and most had no idea when more consoles would be available, with a handful of retailers still trying to fulfill launch pre-orders three months on.
However, by far the most worrying aspect of our investigation was the fact that some retailers had been seriously deprived of stock, with one store manager telling us they'd only received two deliveries since launch and that their last delivery contained a meagre five units. Even those shops fortunate enough to get regular shipments have complained they only get a maximum of a dozen units at a time and that any new stock has "sold out within minutes".
Commenting on the shortage, a spokesperson for Nintendo UK said, "The sheer level of demand for Wii over the launch period was something that no one could have anticipated. While we were certainly very well prepared for a good launch the level of demand we saw, and continue to see in the New Year, remains very high". However, Nintendo believes the shortage is only a short-term problem and claims it's addressing stock issues: "We are continuing to make multiple and regular shipments across the UK to ensure that we keep up with demand".
Meanwhile, Fiona Haldane from GAME remained positive about the demand for Wii: "We are still seeing a huge customer demand for the Nintendo Wii and as soon as stores receive stock they are flying off the shelves within minutes. The console appeals to so many customers and has expanded the gaming market to a new consumer. As soon as we receive stock in we want to sell it and are working closely with Nintendo to ensure we satisfy the customer demand."
via ign
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March 7th, 2007, 15:48 Posted By: JKKDARK
via el33tonline
SEGA of America and SEGA Europe today announced that six of its SEGA Genesis library titles are now available for download on the Wii Shop Channel. Wii owners can download Streets of Rage, Bio-Hazard Battle, Gain Ground, Comix Zone, Bonanza Bros. and Sword of Vermilion, with prices starting at 800 Wii Points. Wii Points can be purchased online or at retail outlets.
“The Wii Shop Channel continues to be a great avenue for gamers who want instant access to classic SEGA Genesis titles,” said Scott A. Steinberg, Vice President of Marketing, SEGA of America. “Streets of Rage, Bio-Hazard Battle, Gain Ground, Comix Zone, Bonanza Bros. and Sword of Vermilion, are all great titles that were popular hits in their day and now they have a second life via Wii’s Virtual Console.”
Here is a list of the SEGA Genesis titles (descriptions provided by SEGA):
Streets of Rage - A top secret crime organization has taken over what used to be a happy, peaceful metropolis and now no one is safe. Rampant crime and violence are commonplace after the syndicate bought off government officials and the majority of the police force with lucrative bribes. Frustrated by the corruption on their force, a group of young officers quits with a plan to take back the city in their own way. With special hand-to-hand combat abilities, Adam Hunter, Axel Stone and Blaze Fielding step onto the Streets of Rage to risk it all to save their city, even if it means putting their lives on the line.
Bio-Hazard Battle - An army of biogenetic mutants has gone haywire, terrorizing the world and putting the future of the planet Avaron in jeopardy. It's up to you to defeat the mutant menaces and restore order before it's too late! Through eight levels of intense action, you'll be up against some of the nastiest, most vile creatures you've ever seen from mega amoebas and nuclear crabs to electroworms and gut-grabbing insects. You’ll have four different Bioship fighter crafts to choose from, each with unique handling capabilities and weapon systems. Hop into your fighter craft and save Avaron from certain doom!
Sword of Vermilion - When the evil wizard-king, Tsarkon, invaded Excalabria with his massive army, King Erik V had no choice but to turn his infant son over to his most trusted warrior, Blade. As his castle burned, King Erik also gave Blade a valuable, ancient family heirloom for his son, the Ring of Wisdom. He asked Blade to leave at once in the hopes that the young heir to the throne would survive. Blade raised Erik VI as his own, knowing one day the prince would fulfill the prophecy of the Malaga fortune tellers. Now, eighteen years later, Erik VI returns to Excalabria to avenge his father’s death and reclaim the kingdom.
Comix Zone - Sketch Turner, an artist from New York City, is drawing during a huge thunderstorm when a bolt of lightning hits his picture and brings it to life. The image, Mortus, is a megalomaniac mutant who wants to become human and rule the earth. Mortus magically transports Sketch into the pages of his comic book so he can end his creator’s life and become real. Once inside the story, Sketch meets General Alissa Cyan who believes he is a superhero who has come to save their post-apocalyptic world from Mortus. Sketch soon discovers his superhero powers and he can instantly fight like a one-man mercenary platoon!
Bonanza Bros. - Mobo and Robo Bonanza are watching TV when the screen suddenly flickers and a shadowy figure appears. The mysterious man offers them a lucrative sum to help test the security in his many buildings by retrieving certain items. They agree to get the job done in just three minutes, but they don’t yet know that each building is packed with security guards and there is a huge reward if they are apprehended. Fortunately, they are equipped with bullets that can knock the guards unconscious for a few seconds. Help the Bonanza Bros. infiltrate a number of different locations ranging from banks to mansions to casinos!
Gain Ground - In the 31st century, the human race was near perfection: no war, no poverty, and no conflict. With nothing to worry about, people lost their ability to cope with problems and their survival instincts were nearly forgotten. The United Earth Government grew concerned over the vulnerability of the passive planet and created the Gain Ground system, a war simulator to help humans rediscover their lost instincts. Yet, the system malfunctioned and they became prisoners in their own creation. Team up with two courageous comrades to rescue your fellow humans and destroy the system.
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March 7th, 2007, 21:12 Posted By: wraggster
The Wii is a cute little console that looks pretty nice in both a home theater or a living room, though we've heard some reports about people being a little creeped out by the Wii's all seeing, pulsating blue eye. iPod white is all the rage these days and Nintendo embraced it rather successfully. As Nintendo fans are well aware, however, if the Wii follows in the path of the company's other modern consoles it will only be a year or two before Wiis are launched in a variety of colors.
Some people can't wait for Nintendo to get around to offering new colors, and by some people we mean the team at Xtreme Enterprises. A couple of weeks ago we took a look at the company's first Wiimote and Nunchuck shells (story). Today the team revealed the first pics of the full Wii replacement shell the company has in the works.
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March 7th, 2007, 21:24 Posted By: wraggster
Newly released for Nintendo Wii:
Bomberman Land Wii features a collection of various, Wii Remote-based minigames.
The player uses the Wii Remote to point and destroy falling rocks coming out of a volcano located in the background. The player also receives bonus points for shooting at the rocks consecutively without missing. In the Pierrot minigame, the Wii Remote is used to balance a giant bomb on a stick, which grows in size as the game progresses.
The player must also avoid objects falling off from the balcony, which will cause the stick to tilt. If the stick manages to tilt too much, the bomb will fall off and explode. The Space Tube minigame uses the Wii Remote to tilt the tube that Bomberman runs through, which makes Bomberman jump or turn right and left. The player must also avoid obstacles including closing doors and spikes.
Buy Bomberman Land Wii
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March 7th, 2007, 21:26 Posted By: wraggster
Newly released for Nintendo DS:
Seiken Densetsu: Heroes of Mana is a real-time strategy role-playing game for the Nintendo DS. The game takes place 19 years before Seiken Densetsu 3, and features an all new cast of characters, as well as a few returning heroes from Seiken Densetsu 3. Take control of Roger, a skilled sword combatant in the Pendan Kingdom army. Using an air ship as your base, summon monsters to defeat oncoming enemy attackers.
Buy Seiken Densetsu: Heroes of Mana
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March 7th, 2007, 21:40 Posted By: wraggster
During an interview with IGN that mainly focused on the company's recent acquisition of Demonware, a third-party source for networking solutions, Activision confirmed its plans to bring online functionality to Wii games. What they implied during said interview, however, was that they would be the first third-party publisher to flip the online switch in its games.
What exactly was said to imply as such, you ask? Well, Duke Collins responds to the question of online play in Wii games, stating "If you look at our track record, we've always been pretty much the first network guys on any platform coming out," backing up that implication when asked directly if they would be developing online-enabled games for the system by saying "Yeah, I would say we do." Can you say rock?
via wiifanboy
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March 7th, 2007, 21:42 Posted By: wraggster
A pair of anticipated titles from Hudson are set to release a little bit earlier than expected. With Wing Island and Kororinpa both set to release on the 20th of this month and retailing for $39.99 each, this should help quench the thirst of gamers who feel they are suffering from a gamer's drought.
So, who's going to be picking these games up? Getting both, or are you only going to get one? Could you care less about either?
via wiifanboy
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March 7th, 2007, 21:44 Posted By: wraggster
Rumor has it that Crave Entertainment is going to publish a version of Dave Mirra BMX Challenge on the Wii. The rumored release date is Q3 2007 and the game is said to retail for $39.99 USD. The source of the rumor comes from Codename Revolution, who say a distribution contact of theirs confirms the news. Still, even if it is true, is anyone even interested?
The weird thing about BMX titles is that none have really enjoyed the success of the Tony Hawk series. That isn't for wanting, though, as the Matt Hoffman and Dave Mirra games tried to enjoy the skateboarding game's success in the BMX world. So, are you one of those BMX fans? Looking forward to some BMX action on the Wii?
via wiifanboy
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March 7th, 2007, 21:45 Posted By: wraggster
via siliconera
Packaged in my copy of Fire Emblem: Goddess of Dawn was a small brochure for Touch Generations titles on the Wii. The Touch Generations brand has been used by Nintendo to select games that gamers and non gamers can enjoy. In Japan the Brain Training (Brain Age), Picross DS and English Training titles have been part of this brand. In North America Nintendo of America used Touch Generations to highlight Nintendogs, Magnetica and Club House Games. Nintendo of Japan selected two Wii games as Touch Generations titles in the brochure, Wii Sports and Hajimete no Wii (Wii Play). Obvious picks, but Nintendo is proud of the brand and they are continuing to use it on the Wii.
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March 7th, 2007, 21:48 Posted By: wraggster
via wiifanboy
The first Wii game likely to ship with a peripheral in the US (not counting foam doodads) is not a Nintendo first party game. It is a licensed game. From Disney. Based on a made-for-TV movie.
Disney Interactive is bringing an adaptation of their hit movie High School Musical to the Wii as a karaoke game. The story of the game will follow the first movie, while also affording players the chance to sing the songs from the second. We weren't really aware karaoke games needed or could support stories, but we'll accept it. High School Musical is set to ship this August with an included microphone.
High School Musical is facing competition only from Dance Dance Revolution: Hottest Party in the race to be the first US-released Wii game with a special controller as well as the first full music game for the system. That's pretty progressive for Disney!
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March 7th, 2007, 21:51 Posted By: wraggster
With the help of a custom GlovePIE script the Wii remote can be used to play Stepmania. The demo shows that instead of pressing keys or stomping on arrows you move the remote: up, down, left or right. It’s a new way to experience DDR, but hopefully Dance Dance Revolution: Hottest Party will be more innovative than this.
Video at Siliconera
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March 7th, 2007, 21:56 Posted By: wraggster
via wiifanboy
When we say screenshot explosion, we mean it. JeuxVideo put up fifty screens from Bleach for everyone outside Japan to sigh over. It's been out there for months, and we haven't seen any sign of a non-Japanese release, which we think is a travesty, particularly after seeing the trailer. Hit the jump for a selection of screens, and let us know what you think the odds are that we'll ever see this in an English-language version.
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March 7th, 2007, 22:50 Posted By: wraggster
It's a good time to be a DS gamer, especially if you think games could be serious business. In an interview with German financial magazine Finanzen, NoE's Laurent Fischer talked about the Wii shortage as well as the success of the DS, and the impact of bringing the talking Cooking Navigator to European handheld owners. Unsurprisingly, the cooking simulation, which guides users through recipes, is seen as a follow-up to Dr. Kawashima's Brain Training. We can't wait to see the English-language version in action!
via dsfanboy
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March 7th, 2007, 22:53 Posted By: wraggster
Confirmation - Cubed³ has just spoken with a representative of the UK branch of Xider to confirm exactly what will be coming to the Nintendo DS in 2007. In response to our enquiry, it has been confirmed that Luminator and Ankh 1 will indeed be heading to the DS, the former being released on 18th May, 2007 and the latter on 31st August, 2007, both retailing for £29.99.
Great news indeed! Especially as others are definitely on the way, but just cannot be discussed at the moment.
Keep it locked to Cubed³ for further details...
Original Update - According to an update over on popular gaming website Gamasutra, Xider has revealed to of its Nintendo DS projects for 2007. The list mentioned is as follows:
Luminator DS (May),
World of Chaos (May),
European Street Racing (May),
Ankh (August)
There is a little bit of ambiguity in the way the article is phrased, though, so Cubed³ has attempted to make contact with Xider to get some clarification on the matter.
Stay tuned to see the final verdict...
Original Story - In what has been quite a busy day for news, a new games publisher has revealed its DS plans and a rumour has appeared about Sega resurrecting the Daytona racing franchise. First of all there is news of Xider stating it will release twelve games across the DS and PC throughout 2007. However, before getting your hopes too high, none of its DS projects have been announced yet. What is interesting to note, though, is that it will be bringing Telltale Games' previously download-only title 'Bone' to retail on PC, plus a sequel to Ankh. With Telltale's current love for Nintendo's Wii, could that be spreading over to the DS as well, via Xider? You can only hope so...
As for the Sega news, long-running UK Industry favourite EDGE recently held an interview with Sega's Racing Studio in which there was a suggestion made that a new entry in the Daytona racing series could well make an appearance...at some point in the future...and that the team is definitely a big fan of previous Daytona games. Vague? Most definitely. So certainly do not hold your breath for this one.
via cubed
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March 7th, 2007, 22:57 Posted By: wraggster
via dsfanboy
By the time Final Fantasy Fables: Chocobo Tales hits shelves next month, we'll hardly even need to play it! We've already seen several of the minigames in action, and GameVideos has added even more to the collection.
And we know, we're not fooling anyone. We're going to play this one until our fingers cramp. That little chocobo is just too cute to resist, and we're helpless when it comes to Final Fantasy.
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March 7th, 2007, 22:58 Posted By: wraggster
via dsfanboy
We aren't sure how to feel about the announcement of DS and Wii games based on the Disney TV-movie High School Musical. On the one hand, it they're music games, and we categorically get very, very excited about all music games. On the other hand, it's based on a made-for-television movie, which, despite High School Musical's popularity, still makes a negative statement about the quality of the property.
The DS game involves dancing competitively, and creating and sharing videos of those dance performances-- it sounds kind of like Unison. We're going to have to go watch the movie now and try to sort out our feelings.
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March 7th, 2007, 23:07 Posted By: wraggster
Bong has posted a new release for the DS, heres the translation:
Presentation:
The purpose of this application is to make function your DS like a pad without wire for PC.
History:
0.1:
functional customer and waiter (tested lengthily with zsnes)
file of configuration xml
compatible dldi (tested only on supercard sd)
PAlib for the interface
How to use:
Insofar as I develop only under linux, for the moment, only my happy colleagues will be able to test the thing. Can be a version win will come later.
To make function the waiter, you will have need for the modules uinput and joydev beforehand charged.
The waiter will reach the nodes /dev/misc/uinput | /dev/input/uinput | /dev/uinput according to your system…
Ensure to have the rights necessary on these nodes (unless making turn the waiter in root, which I do not advise you).
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March 8th, 2007, 02:12 Posted By: wraggster
The guys behind Gnirfleo the free Internet Browser have released Screenshots of their app in progress:
Sorry it took so long, had some trouble with signing in to Blogger: (Updated to the new blogger, but forgot that I had to log in with my e-mail instead of my account name.., but everything works fine again. Thanks for being patient.
Now, this is the browser fully working. As you can see, you have to hold the DS like a book. This can be changed if you want to, but trust me: Once you've tried this: you don't want anything else anymore! I mean it! It works so nice:
Sorry for the quality, just taken with a webcam.
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March 8th, 2007, 02:17 Posted By: wraggster
Shadow90 has released a new paint app for the Nintendo DS:
It may not be nothing special, but it is a basic drawing application.
Made entirely with PAlib it is in early development.
What's more, I'm only 12!!!
PS. SuperCard only for now!!! rename a approriate
Start plays music, not select
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March 8th, 2007, 02:22 Posted By: wraggster
GrizzlyAdams has updated MythRemote :
MythRemote is a remote control application for the DS. It is for use with MythTV front-ends only.
Whats New etc:
Automatic LCD backlight off.
Three pages of touchscreen buttons.
Support for latest DSLite wifi hardware (using DSWiFi CVS)
Return to menu (libCartReset)
Three Frontend IP Configurations (configurable at runtime)
LCD fade out
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March 8th, 2007, 02:44 Posted By: wraggster
via ign
During a session at GDC this morning titled 'Burning Mad - Game Publishers Rant,' time was taken about half way through to allow developers a chance to spew their own rants. One speaker, Chris Hecker, currently working on Spore at Maxis, took the opportunity to call out Nintendo for not taken games seriously.
"The Wii is a piece of shit!" Hecker began his talk, which was called "Fear of a Wii Planet." He blasted a few bars of Public Enemy to set the tone. Hecker said the Wii is nothing more than two GameCubes stuck together with duct tape, and that the console isn't powerful enough to provide the next-gen experience he has been waiting for.
Although he stated the system is "severely underpowered," Hecker noted that he wasn't simply referring to the Wii's graphical capabilities. He wants to spend a console's CPU making games more intelligent, and he has found the Wii doesn't have the power to process things like complicated AI.
Hecker also took Nintendo to task for not taking games seriously enough. "It's not clear to me that Nintendo gives a shit about games as an art form," he said. To illustrate his point, he searched for references to games as art on all three console manufacturers web sites. While he found numerous such references on both the official PlayStation 3 and Xbox 360 sites, Wié.com had none at all. He then shared quotes from executives at Sony and Microsoft talking about games as a serious artistic medium, and then a quote from a Nintendo executive saying the company only wanted to make "fun" games.
Hecker ended his spirited rant with two demands for Nintendo: First, recognize and push games as serious art. And two, "make a console that doesn't suck ass."
Vent your anger at his comments
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March 8th, 2007, 02:46 Posted By: wraggster
At the Game Developers Conference in San Francisco today, VP of Development at iNiS Corporation Keiichi Yano announced at his session entitled "From 'Ouendan!' To 'HELP!'": Inside the Elite Beat Agents" that the upcoming Ouendan sequel will feature a new rival group of Ouendan cheerleaders that players will both encounter and play.
Keiichi Yano mentioned that Nintendo will reveal more details on the sequel, later this week, but he gave us a glimpse of the new game and characters on the overhead projector. He also revealed that the original cast of Ouendan characters will return with a slight, ever so subtle edgier art style.
The sequel will be called Moeru! Nekketsu Rhythm Damashi: Osu! Tatakae! Ouendan 2, which, according to Keiichi Yano, loosely translates to "Burn hot rhythm soul!"
In his panel at GDC, Yano revealed the behind the scenes effort in not only bringing the Nintendo DS rhythm game Osu! Takakae! Ouendan! to life in Japan, but what lengths the team went to bringing the design to the US with different characters. He credited inspirations such as Ghostbusters, Men in Black, and The Blues Brothers for the creation of the Elite Beat Agents team, as well as Austin Powers and Charlie's Angels for their drive to motivate through music.
One tidbit of note was the revelation that the Elite Beat Agents were originally inspired by The Village People, and that the team was originally set to be called the Disco Rangers.
No details were revealed on a possible sequel to Elite Beat Agents, only hopeful words that the series may continue in some capacity...either as a continuation on the Nintendo DS or on a different game platform. Yano did seem very excited for the Wii platform in particular, and mentioned that Inis is in talks with Nintendo about developing on the system.
via ign
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March 8th, 2007, 02:47 Posted By: wraggster
The last we saw of The Legend of Zelda: Phantom Hourglass was at the Electronic Entertainment Expo last year where Nintendo cobbled together a four level demo for the show. Since then, all has been quiet in the first touch-screen Zelda game. At the Game Developers Conference in San Francisco today, the company prepared a new demo for show floor attendees which spotlighted a new mode in the upcoming DS game: battle mode.
The demo at GDC did not have any single player component. When players booted up a system and touched the screen to begin a game, the system would automatically search out a system also looking for a second player. When two systems connected, the battle began.
In this two player competition mode, one player controls Link while the other controls three armored guards. Players who assume Link's control do so via the established touch-screen mechanics introduced in the E3 demo -- Link moves in the direction of where the screen's being touched in relation to him, so he'll move faster if the screen's touched further away from his centralized position. Players who take control of the guard have the map on the touch screen and guide them via drawn paths. The task: collect Triforces scattered around an enclosed dungeon and bring them back to your colored area while avoiding the guards that wander the playing field. If a guard captures Link, their turn's over and control swaps between the players.
There's a surprising amount of strategy involved in this mode. For example, the "Guard" player can always see Link on the map, but Link cannot see the guards on the map until he picks up a Triforce. The downside to carrying a Triforce is that it weighs Link down, and moreso as the Triforce pick-ups increase in size. Some Triforces are tiny and worth fewer points, but only slow down Link's movements a little bit. Huge Triforce pickups are worth more points but slow Link down to a crawl.
Almost as if the designers took a cue from Pac-Man, Link can hit escape tunnels at the top and bottom of the map, which are also surrounded by a "safe zone." While in these zones, Link cannot be touched by guards since the guards can't wander into them. Link also disappears from the guard player's map while in these zones...but if Link's carrying a Triforce, the Guard player can still see that Triforce move...giving away Link's location.
On top of all this, there will be power-ups scattered throughout the dungeon. Red power-ups can only be used by the red player, blue pick-ups by the blue player. Red players can run over blue power-ups to destroy them and take them out of play. Power ups include giving Link or the guards an extra boost in speed, or allowing Link to take a hit from the guard. Guards can activate power-ups that turn blowers on within the dungeon that will block Link's path with enormous gusts of wind.
At the end of three Link and three Guard turns for each of the competitors, the game calculates how many Triforce points each player earned within the battle and decides the winner...and in the demo it's a very uneventful "Win" or "Lose" screen.
It's a pretty cool tease of a mode that will eventually make it into the final product, but Nintendo's still not talking release dates for Phantom Hourglass. Nor do we know if the multiplayer will be accessible single cart or if it will be an online mode. Visually the engine nor the Wind Waker toon style hasn't changed since we saw the E3 demo.
We'll have more on The Legend of Zelda: Phantom Hourglass as the game continues in its development cycle.
via ign
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March 8th, 2007, 19:13 Posted By: wraggster
via cvg
Hidden in the corner of Nintendo's GDC expo booth is the first mutliplayer demonstration of Legend of Zelda: Phantom Hourglass.
The demo pits two players against each other in a Pac-Man-style battle mode, with one player controlling Link and the other guiding three enemies around the map using stylus-drawn directions.
The player controlling Link is tasked with collecting as many Tri-Force pieces littered around the stage as possible, though the larger the pieces you pick up the slower you will be able t move. Once the baddie player successfully captures our green-hatted hero roles will swap and the game goes on.
Screens Via Comments
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March 8th, 2007, 19:22 Posted By: wraggster
EA and Spielberg formed a partnership last year with the intention of creating dazzlingly amazing story-focused games. Since the deal was announced, EA has been very tight lipped until now...
Speaking to GameDaily, Young was asked about the deal EA and Spielberg struck last year. Nothing's been released officially about the deal or games, but that didn't stop Young dropping a few hints.
He said, "I can't really share any game details, but recall our original announcements was for three projects. Well, two of those are underway right now in the studio.
"The first one, what I can tell you is what you'd expect, sort of, from a Steven Spielberg production. Steven's stories are intimate stories that take place around huge, world-changing events... sort of, big stories shown through the eyes of a small group. Doug Church is producing it...
"The second project is something Lou Castle is producing, one of the great producers in this industry, and that's one of the products we're building for the Wii. Very exciting and interesting..."
Apparently Spielberg's in the LA studio once a week and he's a joy to work with.
via cvg
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March 8th, 2007, 19:32 Posted By: wraggster
Gamers will be able to use the DS as a controller to play Pokémon Battle Revolution when it launches in the west later this year.
Nintendo told CVG: "There will be games that take advantage of a connection between DS and Wii. The first game to do this is Pokemon Battle Revolution."
"In Pokemon Battle Revolution, players can port characters from Pokémon Diamond and Pokémon Pearl via the DS and use their Nintendo DS units as controllers," explained Nintendo.
With both the DS and Wii having built-in Wifi capabilities, the two consoles will connect without the need for wires.
Pokémon Battle Revolution is, of course, also the first Wii game to boast online gameplay as we mentioned here last year.
The game will release in the US on June 25. A UK release is yet to be announced.
via cvg
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March 8th, 2007, 19:32 Posted By: wraggster
Gamers will be able to use the DS as a controller to play Pokémon Battle Revolution when it launches in the west later this year.
Nintendo told CVG: "There will be games that take advantage of a connection between DS and Wii. The first game to do this is Pokemon Battle Revolution."
"In Pokemon Battle Revolution, players can port characters from Pokémon Diamond and Pokémon Pearl via the DS and use their Nintendo DS units as controllers," explained Nintendo.
With both the DS and Wii having built-in Wifi capabilities, the two consoles will connect without the need for wires.
Pokémon Battle Revolution is, of course, also the first Wii game to boast online gameplay as we mentioned here last year.
The game will release in the US on June 25. A UK release is yet to be announced.
via cvg
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March 8th, 2007, 19:36 Posted By: wraggster
4 CommentsExpectation of StarFox 64's - Lylat Wars in the UK - appearance on Virtual Console has been ramped up courtesy of ESRB.org.
The website for the Entertainment Rating Software Board has a listing for the game for Wii.
StarFox 64 has been heavily rumoured for Virtual Console, and the listing on ESRB gives strong indication that those rumours are true. We've contacted Nintendo for comment and are awaiting a response.
via cvg
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March 8th, 2007, 19:37 Posted By: wraggster
Following Sony's announcement of its new online community software, PS Home, Nintendo has gone on the offensive, deeming the service "an example of Sony's 'Mii-too' approach."
When asked of the company's thoughts on Sony's online plans, Nintendo told CVG: "This is an example of Sony's "Mii-too" approach. But as Mr. Miyamoto states, Nintendo years ago considered and rejected the type of approach Sony is now taking", presumably referring to creating a virtual online world.
Just in case you missed it, PS3 Home allows players to create their own character, like a 3D avatar, and take it into a realistic online virtual world to interact with PS3 gamers from around the globe.
Nintendo's equivalent avatar system, the Mii Channel, lets gamers make simple cartoon-style characters and save them onto the Wii's internal memory. These Miis can then be imported into games for gameplay, or sent to other Wii consoles via the internet.
Nintendo has clearly opted for a simpler approach - although some say the lack of customisation options make it a bit too basic.
But Nintendo is pleased with it's avatar system, saying: "Miis have become a cultural phenomenon in their own right, appealing well beyond the traditional core gamer audience, and the process of populating them across the Wii universe is just beginning."
3D avatars and real time interaction could become a huge aspect of gaming with the current generation of consoles. But will Microsoft join the party with their own PS3 Home or Mii equivalent?
via cvg
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March 8th, 2007, 19:44 Posted By: wraggster
The first Wii title to utilise Nintendo's Wi-Fi Connection for online play will be Pokemon Battle Revolution, the company has announced - with the game due to launch this summer.
The game, which continues the immensely popular Pokemon franchise, will also showcase the wireless link-up between the Nintendo DS and Nintendo Wii consoles for the first time.
Players who own Pokemon Diamond or Pokemon Pearl on the DS will be able to link up with the Wii title to import characters into Pokemon Battle Revolution - and will even be able to use the DS as a controller for the game.
The DS and Wii both have Wi-Fi functionality built in by default, but while many DS games take advantage of the function, to date no Wii games have offered online play or DS connectivity. Instead, the Wii has focused on non-games services delivered over the network, such as news, weather, messaging and Virtual Console downloads.
Pokemon Battle Revolution is due to launch on June 25th in North America, with no European date as yet announced for the title.
via gibiz
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March 8th, 2007, 19:48 Posted By: wraggster
via gamespot
Koji Kondo, the veteran Nintendo composer responsible for the music behind the Super Mario and The Legend of Zelda series, received a rock star's reception during his lecture at the Game Developers Conference today. Once the cheers and applause had died down after his introduction, Kondo outlined what he views as the three essential elements of great gameplay music--rhythm, balance, and interactivity.
Kondo, speaking through an interpreter, said all games have an internal rhythm that must be identified and followed to create music that makes an impression. He used the now-famous music that is played during the first level of the original Super Mario Bros. as an example of finding rhythm, saying that he wrote the theme after long observation of how Mario moves and jumps in the level.
"All games contain unique rhythms in some form or another. These rhythms can be found in character movements and also in the timing of players pressing buttons. It's essential to grasp these rhythms and use the ones that represent the most satisfactory playing experience and create music based on them. To be able to do this, you have to play the game you're working on again and again," Kondo said.
When it comes to balance, Kondo said he thinks the most important sound effect should be the one heard most clearly. But Kondo added that the overall flow of the music from a game's beginning to its end is just as vital. Kondo says unlike other composers who hand in each piece of music to a game director after they are completed, he prefers to hold on to a piece for some time before handing it in with several other completed compositions. This allows the director to look at the music as a whole and not as discrete sections.
"It's important to think of all the music as one piece for an entire game and not just simply a collection of individual pieces," he said. "I consider how one song flows into the next and look at the overall flow of the music from the beginning to the end of the game."
However, interactivity is the key element that sets game music apart from other media, Kondo said. He urged the attendees at the lecture to continue to create real-time, interactive music to further the genre.
"I believe that incorporating sound ideas that showcase the interactive nature of video games is the most important part of sound work. For example, as the remaining time decreases in the original Super Mario, the tempo of the music increases. This is something you can't do with CDs, movies, or other broadcast media. It's just one example of sound changing to suit a player's condition." he said.
"Incorporating interactive elements has the following advantages. It has the ability to create music that changes with each play-through. And it has the ability to create a multicolored composition by transforming themes within the same composition. Musical changes can also add surprises to a game and make it more enjoyable to play. And it has the ability to add musical elements as actual gameplay features. Video game music is not the simple background music you find on movies or TV."
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March 8th, 2007, 19:51 Posted By: wraggster
via gamesradar
Readers, let's try and work something out together. See, we went out and splashed a penny shy of $70 on a brand new Game Boy Micro last month, despite the fact we've already got another, ooh, five or so machines that can already play GBA carts. Why did we do this? Seriously, we want to know. After all, surely the Game Boy brand is deader than the much-neglected GamesRadar potted plant?
In a recent interview, Reggie himself conceded that there was only one more holiday season left in the Game Boy Advance, a glum forecast that still looks woefully optimistic when you consider Nintendo has dropped support for their smallest child like a hot sausage roll.
Additionally, the third-party publishers we spoke to regarding GBA support were non-committal at best. Only Square Enix seem particularly interested, with a few Final Fantasy remakes and a proposed sequel to FF Tactics in the pipeline - despite the fact that in December 2006, the GBA outsold the Wii, with 850,000 units snapped up. Clearly, the console itself does still have a future. And not just as a "gateway console" for younger players to buy, which the endless stream of depressingly conservative licensed cartoon-games seem to be geared at.
But if you walked into your local Best Buy and strolled over to the forlorn GBA department, you would be forgiven for thinking that's all the Game Boy has left to offer anymore. And it's understandable that, for all its success, people are abandoning the format. Greedy-eyed publishers look at the DS sales and see the larger margins, while smaller developers are often locked out because the prohibitive costs of the Nintendo license discourages some of the quirkier ideas from ever being more than a napkin scrawl.
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March 8th, 2007, 19:56 Posted By: wraggster
via joystiq
Ubisoft has picked up the North American publishing rights to Hiite Utaeru DS Guitar M-06, simplifying the name to 'Jam Sessions' and adding a save feature. Guitar Hero this is not. Gone is the rock star play-along backdrop, replaced with bare chord cues and player-generated rhythms. Jam Sessions morphs your DS into a simulated acoustic guitar, meaning that "it's both cooler ... and potentially way more niche" than the Harmonix pastime. Picture it: Minibosses take the stage and rock an entire 'Unplugged' sesh on their DSs.
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March 8th, 2007, 19:57 Posted By: wraggster
Almost a year after its release in Japan and six months after the same in Europe, Nintendo is finally sending the Opera DS browser to North America on June 4. Although it lacks Flash, video, sound and PDF support (yikes!), the package includes full stylus control as well as handwriting recognition. You can create bookmarks and display images, but forget about saving sexy pictures of Anna Kournikova to your DS. It's definitely a gimped way to surf the web, but reports say it's a generally smooth experience. The browser retails for roughly $32 in Japan and $52 in Europe, but no pricing has been mentioned for the North American release.
via joystiq
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March 8th, 2007, 19:59 Posted By: wraggster
While at the Vicious Cycle booth, we got a chance to view at Vicious Engine, now working on the Wii, and how the team sees to implement controls for first-person and over-the-shoulder titles.
Essentially, only the nunchuk is used for camera and movement. The top joystick moves and strafes your character, while left and right rotations trigger the accelerometer and rotate the characters perspective left and right and a forward / back roll with cause the camera to look down / up, respectively. In play testing the control scheme, using the accelerometer control to move the camera feels awkward, and the rotations seem to move in 15 degree spurts (as opposed to fluid movement). After a few minutes, however, the movement became more intuitive.
With the simplification of movement in one hand, the other hand (and, more importantly, the infrared motion sensor) is free to control whatever -- sword-fighting or off-of-middle cursor positioning. Level Designer Bryan West told us, rather bemused, that with how the control scripts are implemented in the engine that even he could build a game with what's available.
Visually, the engine looked slightly better than Red Steel, especially the character model we saw. West talked with us and lamented about the common trend of ignoring Wii's graphical capability and simply upscaling textures used for PSP titles. We're assuming, then, that we won't be seeing the same issue with Alien Syndrome, a PSP and Wii title using the Vicious Engine. West also told us that they are working on a Wii game internally that involves the Vicious Engine but cannot currently discuss at this time.
via joystiq
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March 8th, 2007, 21:25 Posted By: wraggster
via gamespot
On Wednesday, the big news at the 2007 Game Developers Conference was Sony's debut of its PlayStation Home avatar-based service. On Thursday, Nintendo had the opportunity to claim some of the buzz with Shigeru Miyamoto's keynote at the Moscone Center's cavernous south hall esplanade.
The line of eager developers waiting to get into the hall surrounded an entire city block 20 minutes before the keynote was intended to tip off. It snaked back around on itself as GDC staffers did their best to keep the crowd from spilling over onto the streets.
The enthusiasm was understandable, though. The previous evening, Miyamoto took home a lifetime achievement award at the Game Developers Choice Awards for his three decades of work. After receiving a standing ovation, he promised those in attendance that he would have much to say at his keynote the following morning, amping up expectations to stratospheric heights.
10:40: Inside the hall, attendees are greeted by the obligatory gaming press conference thumping techno music. Five massive video screens dominate the space as a host of gaming journalists huddle over softly glowing laptops. Almost 10 minutes after the scheduled start time, people are still finding their seats as an announcement is made asking for cell phones to be turned off.
10:47: People are still finding seats. A certain game-blog staffer is running around with a video helmet haranguing anyone in range.
10:48: Staffers are still trying to find seats for attendees, squeezing as many people into the auditorium as possible. Mutterings in the crowd range from discussion of Sony's keynote to assessments of the week's various parties, with free beer, swag, and embargoed news being freely disseminated.
10:52: People continue to jostle for seating. Hopefully there aren't any fire marshals about...
10:55: The DS pictochats are almost as full as the auditorium as attendees are again asked to take their seats. The keynote is scheduled to end at 11:30 a.m., but that seems unlikely at this rate.
10:59: Still nothing happening. You can almost feel an epidemic of gluteal cramps begin to break out amongst the constantly shifting crowd. Still, Perhaps surprisingly, the crowd seems to be tolerating the delay in good spirits. Conversations about Mega Man, Mario, and other familiar franchises rise above the din.
11:00: Now the show starts.
11:01: GDC director Jamil Moledina takes the stage to introduce Shigeru Miyamoto, talking about the creator's "quarter century of disruptively contagious hits."
11:02: Miyamoto takes the stage to a round of applause and cheers. He's wearing a link pin on his lapel.
11:03: Speaking through a translator, Miyamoto says he will use the Wii's photo channel to give his presentation.
11:04: Miyamoto begins talking about his 25 years designing video games, referencing games like Donkey Kong and Pac-Man as the games people talked about.
11:05: He shows a picture of the stereotypical child gamer, eyes glazed, jaw slack, and calls it "disturbing."
11:06: He brings up the top-selling games of 1998, pointing to Nintendo's GoldenEye at the top of the charts and saying that the gamer image was still generally neutral. But by 2004, he said something had changed.
11:07: With Grand Theft Auto and Halo 2 on the top of the charts, Miyamoto said he was getting new questions from reporters, questions about what effects games had on people. Even though sales went up, he said the reputation of the industry went down.
11:08: Miyamoto expressed his concern about games becoming stagnant as everyone tried to do the one type of game that was successful, and then brings up his creative vision, and "The Nintendo Difference."
11:09: The three elements of Nintendo's corporate vision are next. Up first is the expanded audience. Miyamoto says he has his own way of gauging a product's potential success with an expanded audience. He calls it "the Wife-o-meter," and shows a graphic of it. It measures one variable: The interest of his own wife.
11:10: He says that we may remember the first time we played Pac-Man or Super Mario Bros. as important moments in our lives. However, they were not important moments for his wife.
11:11: Not even Tetris attracted Miyamoto's wife, but she took some interest in their daughter's experience with Ocarina of Time. Animal Crossing scored even better on the Wife-o-meter, convincing her to actually pick up the controller, but Miyamoto still strived to drive the meter higher.
11:13: Now he talks about pets. While his wife is a cat person, Miyamoto prefers dogs. He references the Wii Everybody Votes Channel poll on the subject to show that more than 60 percent of the voting population agrees with him.
11:14: After an extended detour and pictures of his dog, Pick, Miyamoto gets back to the point. He talks about showing Nintendogs to his wife, and how she started looking at games from a different perspective.
11:15: For Valentine's Day, Miyamoto said he came home from work expecting her to be asleep, but instead found her playing the Wii. She had stayed up casting votes on the Everybody Votes channel.
11:16: Miyamoto was shocked, saying it meant she had downloaded the channel herself. He said it would have been less surprising to find Donkey Kong ransacking his house.
11:17: Now he shows a picture of the second installment of Brain Age, and how she's embraced the game completely. Miyamoto says she's turned into a hardcore gamer and shows off her Mii, which she uses to play Wii Sports. Apparently she's made Miis for the whole family, extended relatives, and everyone in the neighborhood. He calls it her first step in game design, filling the Wife-o-meter completely.
11:18: The second key element of the Nintendo vision is balance.
11:19: At Nintendo, Miyamoto says teams working together work in the same building to emphasize teamwork. He talks about his collegiate education in industrial design, and how he's used that knowledge to help design every Nintendo controller from the NES to the Wii remote.
11:20: But he doesn't want people to think that he created the controllers solo. "It doesn't work that way at Nintendo," he says, "It's a group collaboration."
11:21: As for the Wii, he described it as the most intense creation process ever. One team was dedicated to developing new games. A second team wanted to preserve the company's classic franchises. A third team was dedicated to helping third parties work with the new controller.
11:22: In the process of designing the controllers, they designed numerous prototypes. Miyamoto shows images of a few of them, some showing the roots of older gaming controllers, some looking more like standard TV remotes. One prototype appeared to simply be a giant button with a Mario star shape on it.
11:23: Miyamoto says the final version of the Wii controller is the result of a true collaboration between different teams.
11:24: As a controller, Miyamoto says the Wii remote does a lot of what he's dreamed of for years.
11:25: He stresses the importance of providing game creators with the chance to make new kinds of entertainment that couldn't be realized with the way things were.
11:26: Miyamoto says Nintendo's viewpoint of progress goes beyond game hardware. He shows a picture of a museum in Kyoto for a Japanese game that blends playing cards and poetry. Nintendo is one company that makes said cards, and Miyamoto says he was asked to design the exhibits for the museum.
11:28: He said the project was enjoyable to work on because it wasn't technically a game, so they didn't have to worry about details like how it would end. But he said it was important because it bridged the gap between generations. Typically the poems are only of interest to the elderly, but the interactive elements have helped draw younger people into the traditional art.
11:30: Now he brings up the last element of Nintendo's corporate vision: risk. He says Nintendo employees are encouraged to do things differently from everyone else. He brings up the DS and Touch Generations titles, saying some may be good for the soul, and some may be good for the brain, but the ultimate goal is fun.
11:32: He says none of the company's past risks hold a candle to the Wii, however. He calls the GameCube a step towards the Wii with the emphasis on the big green A button on the controller, but said it was ultimately still too complex an interface for non-gamers. To really break through, he said they had to do more, but they were still challenged in developing the Wii Remote.
11:33: Miyamoto talks about meeting with his producers and think not about what functionalities would be lost by the Wii Remote's design, but what would be gained. He says didn't know the risk was going to pay off until last spring at E3 when he saw the long lines of people waiting to play the Wii and their happy faces as they left.
11:34: He moves from the corporate vision to his own personal vision.
11:35: In interviews, Miyamoto says he's often asked about where he got ideas from, or why he designed a certain level in a certain way. But he says that the harder people look at the particulars of his games, the further they get from the actual answer.
11:36: "When I'm creating a game, what I always try to envision is the core element of fun within a game," he tells the crowd. "And to do that, I imagine one thing, and that's the face of the player as they play the game."
11:37: He talks about watching people play the DS for the first time and shows clips of Japanese consumers' first reactions to the system.
11:38: Miyamoto points out that it wasn't just hte person playing each game that was happy, but the people watching (including the attendees in the auditorium) were happy and smiling as well.
11:39: Miyamoto talks about all the emotions that can be triggered by gameplay, and while he always wants them to walk away happy, he says all that's important is what "you" (the developers in the crowd) want the players to feel. However, Miyamoto again mentions that his personal taste is to always make that experience a positive one.
11:40: He says that developers sometimes get tunnel vision when creating a game, and says that they have to force themselves to create from the consumer's viewpoint.
11:41: That's why Miyamoto says he's willing to take a risk, delay a game, or change a key spec late in development. "In any case, I believe that my vision of a happy player's face--the one I try to imagine in every project--is also a good match for Nintendo."
11:42: He says that positive focus is what will appeal to expanded markets, and brings up Wii Play. Even though Wii Play isn't a core gamer's game, Miyamoto says traditional gamers are enjoying it because it's something they can play with non-gaming friends.
11:43: Miyamoto says he often makes games so that players themselves are encouraged to become more creative. At the core of that is communication.
11:44: Great games don't necessarily need to include communication (Solitaire, Pac-Man), Miyamoto says. He brings up Zelda, saying his first prototype of the game didn't go over well in Japan. People were confused, they couldn't solve the puzzles, and asked for simple routes through the dungeons. "I ignored them," Miyamoto said.
11:45: Instead, he dropped gamers into the world without even a sword, so that they would be forced to think about what they had to do. Other puzzles also inspired gamers to ask their friends for help and compare notes on the game.
11:46: He said in that sense, Zelda laid the groundwork for Animal Crossing.
11:47: The next aspect of game design he talks about is prioritization. He says all developers have the same complaint: "not enough." There's not enough people, not enough budget, or not enough time. As a developer, he shares those complaints, but has to cope with them anyway.
11:49: He talks about Wii Sports, and how it has only one stadium, no fielding, no ability to lay a bunt, and three-inning games. Not even the characters are realistic, Miyamoto says. They were based on traditional Japanese wooden dolls.
11:50: Despite all the unrealistic elements, Miyamoto said they prioritized pitching and hitting in order to make the game seem realistic regardless.
11:51: At one point in development, they tried to use Mario characters in place of the wooden doll-styled characters, but found that people liked the non-Mario style better.
11:52: Miyamoto says he's a baseball fan himself and hopes to play a more realistic baseball game on the Wii eventually, but says people are already enjoying Wii Sports baseball in its own form of realism.
11:53: Now Miyamoto is talking about tenacity. Referring to Wii Sports baseball again, he talks about how the idea for it had been something he wanted for a long time, and it was just a matter of waiting.
11:54: He brings up the Famicom disk drive and a simple face-creation utility Nintendo developed for it.
11:55: He changes the character's eye, hair style, and face shape in a way fairly reminiscent of the Mii. The utility was intended to come with an animation program. Miyamoto liked it, but the internal feedback was confusion over how it could be a game, and the product was shelved.
11:57: He revisited the idea in another form with the Nintendo 64 disk drive, and showed a 3D character editor made for the system with a wide variety of clothing options for characters. Miyamoto thought nobody at Nintendo could resist that idea, but again the project never reached fruition.
11:59: He tried to bring the idea back yet again with Stage Debut, a GameCube game that was intended to use the Game Boy e-Reader and a camera attachment. He demonstrates the title, which shows a digital Miyamoto dancing with Pikmin characters--and gets much laughter from the crowd. However, Nintendo once again balked at the idea, saying there wasn't really a game to make out of it.
12:00: However, when the Wii was in development, Miyamoto was told of a team within Nintendo that was working on a face creation utility for the DS.
12:01: Miyamoto said he went back to his team and called them useless before jumping to work on the new team's project for several months. He wasn't angry at his own team, he said, but frustrated that they had been working on it for 20 years without succeeding.
12:02: Miyamoto brings it back to the company's vision of an expanded audience, saying he'd had it backwards for years. By making things complicated, he was alienating potential audiences. By keeping the choices limited and making things simple, they got it to work.
12:03: He said tenacity paid off, but only when he was willing to take the risk.
12:04: Miyamoto says he's now working on a new Wii channel as a result of how successful the Mii concept has been. He's going to create a popularity contest for Miis that will feature contributions from gamers around the world.
12:05: His final example of tenacity is Mario. Miyamoto says the plumber came from humble beginnings to be in countless games. He event suggests there may be too many Mario games, a heretical concept to many Nintendo faithful.
12:06: But he's always asked what happened to Mario 128. He said the original Mario 128 demo at Spaceworld was intended to show off the GameCube's horsepower. Not only that, he said most of the developers had already played it, because it eventually became Pikmin.
12:07: A Super Mairo Galaxy graphic appears on the screen, and Miyamoto says the spherical stages of the game are another element of Mario 128 revived for the game, which will come out later this year.
12:08: He then shows a short demo of Mario catapulting between various objects and islands in space, dealing with changing gravity, collecting coins (natch), and fighting monsters.
12:09: Miyamoto's main message is that creative vision isn't one element of game design; it is the very essence of it. He stresses that the developers in attendance don't need to share his vision, saying their success will depend on how well they can realize their own visions.
12:10: Miyamoto talks about measuring the success of a game by how well it breaks outside of the sphere of gaming to attract those who don't play games, or are even afraid of them.
12:11: He again shows a picture of the stereotypical gamer sitting in a dark room staring a the glow of a TV with a controller in hand, and contrasts that with pictures of people playing the Wii.
12:12: Miyamoto closes saying if we can make a gamer of his wife, we can make a gamer of anyone. He receives a standing ovation as the lights come up.
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March 8th, 2007, 21:25 Posted By: wraggster
via gamespot
On Wednesday, the big news at the 2007 Game Developers Conference was Sony's debut of its PlayStation Home avatar-based service. On Thursday, Nintendo had the opportunity to claim some of the buzz with Shigeru Miyamoto's keynote at the Moscone Center's cavernous south hall esplanade.
The line of eager developers waiting to get into the hall surrounded an entire city block 20 minutes before the keynote was intended to tip off. It snaked back around on itself as GDC staffers did their best to keep the crowd from spilling over onto the streets.
The enthusiasm was understandable, though. The previous evening, Miyamoto took home a lifetime achievement award at the Game Developers Choice Awards for his three decades of work. After receiving a standing ovation, he promised those in attendance that he would have much to say at his keynote the following morning, amping up expectations to stratospheric heights.
10:40: Inside the hall, attendees are greeted by the obligatory gaming press conference thumping techno music. Five massive video screens dominate the space as a host of gaming journalists huddle over softly glowing laptops. Almost 10 minutes after the scheduled start time, people are still finding their seats as an announcement is made asking for cell phones to be turned off.
10:47: People are still finding seats. A certain game-blog staffer is running around with a video helmet haranguing anyone in range.
10:48: Staffers are still trying to find seats for attendees, squeezing as many people into the auditorium as possible. Mutterings in the crowd range from discussion of Sony's keynote to assessments of the week's various parties, with free beer, swag, and embargoed news being freely disseminated.
10:52: People continue to jostle for seating. Hopefully there aren't any fire marshals about...
10:55: The DS pictochats are almost as full as the auditorium as attendees are again asked to take their seats. The keynote is scheduled to end at 11:30 a.m., but that seems unlikely at this rate.
10:59: Still nothing happening. You can almost feel an epidemic of gluteal cramps begin to break out amongst the constantly shifting crowd. Still, Perhaps surprisingly, the crowd seems to be tolerating the delay in good spirits. Conversations about Mega Man, Mario, and other familiar franchises rise above the din.
11:00: Now the show starts.
11:01: GDC director Jamil Moledina takes the stage to introduce Shigeru Miyamoto, talking about the creator's "quarter century of disruptively contagious hits."
11:02: Miyamoto takes the stage to a round of applause and cheers. He's wearing a link pin on his lapel.
11:03: Speaking through a translator, Miyamoto says he will use the Wii's photo channel to give his presentation.
11:04: Miyamoto begins talking about his 25 years designing video games, referencing games like Donkey Kong and Pac-Man as the games people talked about.
11:05: He shows a picture of the stereotypical child gamer, eyes glazed, jaw slack, and calls it "disturbing."
11:06: He brings up the top-selling games of 1998, pointing to Nintendo's GoldenEye at the top of the charts and saying that the gamer image was still generally neutral. But by 2004, he said something had changed.
11:07: With Grand Theft Auto and Halo 2 on the top of the charts, Miyamoto said he was getting new questions from reporters, questions about what effects games had on people. Even though sales went up, he said the reputation of the industry went down.
11:08: Miyamoto expressed his concern about games becoming stagnant as everyone tried to do the one type of game that was successful, and then brings up his creative vision, and "The Nintendo Difference."
11:09: The three elements of Nintendo's corporate vision are next. Up first is the expanded audience. Miyamoto says he has his own way of gauging a product's potential success with an expanded audience. He calls it "the Wife-o-meter," and shows a graphic of it. It measures one variable: The interest of his own wife.
11:10: He says that we may remember the first time we played Pac-Man or Super Mario Bros. as important moments in our lives. However, they were not important moments for his wife.
11:11: Not even Tetris attracted Miyamoto's wife, but she took some interest in their daughter's experience with Ocarina of Time. Animal Crossing scored even better on the Wife-o-meter, convincing her to actually pick up the controller, but Miyamoto still strived to drive the meter higher.
11:13: Now he talks about pets. While his wife is a cat person, Miyamoto prefers dogs. He references the Wii Everybody Votes Channel poll on the subject to show that more than 60 percent of the voting population agrees with him.
11:14: After an extended detour and pictures of his dog, Pick, Miyamoto gets back to the point. He talks about showing Nintendogs to his wife, and how she started looking at games from a different perspective.
11:15: For Valentine's Day, Miyamoto said he came home from work expecting her to be asleep, but instead found her playing the Wii. She had stayed up casting votes on the Everybody Votes channel.
11:16: Miyamoto was shocked, saying it meant she had downloaded the channel herself. He said it would have been less surprising to find Donkey Kong ransacking his house.
11:17: Now he shows a picture of the second installment of Brain Age, and how she's embraced the game completely. Miyamoto says she's turned into a hardcore gamer and shows off her Mii, which she uses to play Wii Sports. Apparently she's made Miis for the whole family, extended relatives, and everyone in the neighborhood. He calls it her first step in game design, filling the Wife-o-meter completely.
11:18: The second key element of the Nintendo vision is balance.
11:19: At Nintendo, Miyamoto says teams working together work in the same building to emphasize teamwork. He talks about his collegiate education in industrial design, and how he's used that knowledge to help design every Nintendo controller from the NES to the Wii remote.
11:20: But he doesn't want people to think that he created the controllers solo. "It doesn't work that way at Nintendo," he says, "It's a group collaboration."
11:21: As for the Wii, he described it as the most intense creation process ever. One team was dedicated to developing new games. A second team wanted to preserve the company's classic franchises. A third team was dedicated to helping third parties work with the new controller.
11:22: In the process of designing the controllers, they designed numerous prototypes. Miyamoto shows images of a few of them, some showing the roots of older gaming controllers, some looking more like standard TV remotes. One prototype appeared to simply be a giant button with a Mario star shape on it.
11:23: Miyamoto says the final version of the Wii controller is the result of a true collaboration between different teams.
11:24: As a controller, Miyamoto says the Wii remote does a lot of what he's dreamed of for years.
11:25: He stresses the importance of providing game creators with the chance to make new kinds of entertainment that couldn't be realized with the way things were.
11:26: Miyamoto says Nintendo's viewpoint of progress goes beyond game hardware. He shows a picture of a museum in Kyoto for a Japanese game that blends playing cards and poetry. Nintendo is one company that makes said cards, and Miyamoto says he was asked to design the exhibits for the museum.
11:28: He said the project was enjoyable to work on because it wasn't technically a game, so they didn't have to worry about details like how it would end. But he said it was important because it bridged the gap between generations. Typically the poems are only of interest to the elderly, but the interactive elements have helped draw younger people into the traditional art.
11:30: Now he brings up the last element of Nintendo's corporate vision: risk. He says Nintendo employees are encouraged to do things differently from everyone else. He brings up the DS and Touch Generations titles, saying some may be good for the soul, and some may be good for the brain, but the ultimate goal is fun.
11:32: He says none of the company's past risks hold a candle to the Wii, however. He calls the GameCube a step towards the Wii with the emphasis on the big green A button on the controller, but said it was ultimately still too complex an interface for non-gamers. To really break through, he said they had to do more, but they were still challenged in developing the Wii Remote.
11:33: Miyamoto talks about meeting with his producers and think not about what functionalities would be lost by the Wii Remote's design, but what would be gained. He says didn't know the risk was going to pay off until last spring at E3 when he saw the long lines of people waiting to play the Wii and their happy faces as they left.
11:34: He moves from the corporate vision to his own personal vision.
11:35: In interviews, Miyamoto says he's often asked about where he got ideas from, or why he designed a certain level in a certain way. But he says that the harder people look at the particulars of his games, the further they get from the actual answer.
11:36: "When I'm creating a game, what I always try to envision is the core element of fun within a game," he tells the crowd. "And to do that, I imagine one thing, and that's the face of the player as they play the game."
11:37: He talks about watching people play the DS for the first time and shows clips of Japanese consumers' first reactions to the system.
11:38: Miyamoto points out that it wasn't just hte person playing each game that was happy, but the people watching (including the attendees in the auditorium) were happy and smiling as well.
11:39: Miyamoto talks about all the emotions that can be triggered by gameplay, and while he always wants them to walk away happy, he says all that's important is what "you" (the developers in the crowd) want the players to feel. However, Miyamoto again mentions that his personal taste is to always make that experience a positive one.
11:40: He says that developers sometimes get tunnel vision when creating a game, and says that they have to force themselves to create from the consumer's viewpoint.
11:41: That's why Miyamoto says he's willing to take a risk, delay a game, or change a key spec late in development. "In any case, I believe that my vision of a happy player's face--the one I try to imagine in every project--is also a good match for Nintendo."
11:42: He says that positive focus is what will appeal to expanded markets, and brings up Wii Play. Even though Wii Play isn't a core gamer's game, Miyamoto says traditional gamers are enjoying it because it's something they can play with non-gaming friends.
11:43: Miyamoto says he often makes games so that players themselves are encouraged to become more creative. At the core of that is communication.
11:44: Great games don't necessarily need to include communication (Solitaire, Pac-Man), Miyamoto says. He brings up Zelda, saying his first prototype of the game didn't go over well in Japan. People were confused, they couldn't solve the puzzles, and asked for simple routes through the dungeons. "I ignored them," Miyamoto said.
11:45: Instead, he dropped gamers into the world without even a sword, so that they would be forced to think about what they had to do. Other puzzles also inspired gamers to ask their friends for help and compare notes on the game.
11:46: He said in that sense, Zelda laid the groundwork for Animal Crossing.
11:47: The next aspect of game design he talks about is prioritization. He says all developers have the same complaint: "not enough." There's not enough people, not enough budget, or not enough time. As a developer, he shares those complaints, but has to cope with them anyway.
11:49: He talks about Wii Sports, and how it has only one stadium, no fielding, no ability to lay a bunt, and three-inning games. Not even the characters are realistic, Miyamoto says. They were based on traditional Japanese wooden dolls.
11:50: Despite all the unrealistic elements, Miyamoto said they prioritized pitching and hitting in order to make the game seem realistic regardless.
11:51: At one point in development, they tried to use Mario characters in place of the wooden doll-styled characters, but found that people liked the non-Mario style better.
11:52: Miyamoto says he's a baseball fan himself and hopes to play a more realistic baseball game on the Wii eventually, but says people are already enjoying Wii Sports baseball in its own form of realism.
11:53: Now Miyamoto is talking about tenacity. Referring to Wii Sports baseball again, he talks about how the idea for it had been something he wanted for a long time, and it was just a matter of waiting.
11:54: He brings up the Famicom disk drive and a simple face-creation utility Nintendo developed for it.
11:55: He changes the character's eye, hair style, and face shape in a way fairly reminiscent of the Mii. The utility was intended to come with an animation program. Miyamoto liked it, but the internal feedback was confusion over how it could be a game, and the product was shelved.
11:57: He revisited the idea in another form with the Nintendo 64 disk drive, and showed a 3D character editor made for the system with a wide variety of clothing options for characters. Miyamoto thought nobody at Nintendo could resist that idea, but again the project never reached fruition.
11:59: He tried to bring the idea back yet again with Stage Debut, a GameCube game that was intended to use the Game Boy e-Reader and a camera attachment. He demonstrates the title, which shows a digital Miyamoto dancing with Pikmin characters--and gets much laughter from the crowd. However, Nintendo once again balked at the idea, saying there wasn't really a game to make out of it.
12:00: However, when the Wii was in development, Miyamoto was told of a team within Nintendo that was working on a face creation utility for the DS.
12:01: Miyamoto said he went back to his team and called them useless before jumping to work on the new team's project for several months. He wasn't angry at his own team, he said, but frustrated that they had been working on it for 20 years without succeeding.
12:02: Miyamoto brings it back to the company's vision of an expanded audience, saying he'd had it backwards for years. By making things complicated, he was alienating potential audiences. By keeping the choices limited and making things simple, they got it to work.
12:03: He said tenacity paid off, but only when he was willing to take the risk.
12:04: Miyamoto says he's now working on a new Wii channel as a result of how successful the Mii concept has been. He's going to create a popularity contest for Miis that will feature contributions from gamers around the world.
12:05: His final example of tenacity is Mario. Miyamoto says the plumber came from humble beginnings to be in countless games. He event suggests there may be too many Mario games, a heretical concept to many Nintendo faithful.
12:06: But he's always asked what happened to Mario 128. He said the original Mario 128 demo at Spaceworld was intended to show off the GameCube's horsepower. Not only that, he said most of the developers had already played it, because it eventually became Pikmin.
12:07: A Super Mairo Galaxy graphic appears on the screen, and Miyamoto says the spherical stages of the game are another element of Mario 128 revived for the game, which will come out later this year.
12:08: He then shows a short demo of Mario catapulting between various objects and islands in space, dealing with changing gravity, collecting coins (natch), and fighting monsters.
12:09: Miyamoto's main message is that creative vision isn't one element of game design; it is the very essence of it. He stresses that the developers in attendance don't need to share his vision, saying their success will depend on how well they can realize their own visions.
12:10: Miyamoto talks about measuring the success of a game by how well it breaks outside of the sphere of gaming to attract those who don't play games, or are even afraid of them.
12:11: He again shows a picture of the stereotypical gamer sitting in a dark room staring a the glow of a TV with a controller in hand, and contrasts that with pictures of people playing the Wii.
12:12: Miyamoto closes saying if we can make a gamer of his wife, we can make a gamer of anyone. He receives a standing ovation as the lights come up.
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March 8th, 2007, 21:30 Posted By: wraggster
via wiifanboy
Update: This schedule is only good up until Q2 for this year. Sorry for the mistake.
Along with their press release for Pokemon Battle Revolution, Nintendo sent along a release schedule for all of the upcoming Wii games in 2007. Know what's weird, though? Mario Party 8 is listed as being released on May 29th.
This, of course, doesn't support what we reported earlier about the party title involving Mario and his friends. We've put in a call to our Nintendo rep and will update you all on what they say later on. In the meanwhile, head past the post break for the full list of titles releasing on the Wii in 2007.
[Via press release]
Here's the goods:
April 9 - Super Paper Mario - Nintendo
April - Prince of Persia Rival Swords - Ubisoft
April - Bust-A-Move Bash - Majesco
April - Bioncle Heroes - Eidos
May 15 - Mortal Kombat: Armageddon - Midway
May 29 - Mario Party 8 - Nintendo
May - Tamagotchi Party On - Namco Bandai
May - Disney's Pirates of the Caribbean: At World's End - Disney Interactive
May - Escape from Bug Island - Eidos
May - Spider-Man The Movie 3 - Activision
June 11 - Big Brain Academy - Nintendo
June 25 - Pokemon Battle Revolution - Nintendo
June - Cosmic Family - Ubisoft
Spring - Heatseeker - Codemasters
Q2 - Legend of the Dragon - American Game Factory
Summer - Shrek the Third - Activision
Summer - Transformers the Game - Activision
What games are you looking forward to?
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March 8th, 2007, 21:43 Posted By: wraggster
via wiifanboy
During an interview with Mercury News, Nintendo's resident ass-kicker and name-taker Regie Fils-Aime spoke about the problems with Wii supplies and the demise of E3 as we knew it, commenting on the phoenix that has risen from the ashes. His take: the new E3 is just important as the old E3. Reggie say wha?
See, Reggie says that Nintendo will still continue to hold their big press conference every year at the event, as they had in the past (which was already confirmed), and sees the show now as focused more on North America. Wasn't the show always focused on North America? Regardless, we wouldn't say the new E3 is as important as the E3 of year's past, from our perspective. Now smaller press outlets will be denied access and that really boils down to hurting you guys, the readers.
In speaking about the still-woefully-absent-from-retail-shelves Wii, Reggie said "we [Nintendo] are all acutely aware of the issue and we all realize we have a limited period of time to address the issue." The limited amount of time comes from the knowledge that consumers aren't going to wait forever for consoles to be on store shelves and eventually will just give up on the Wii altogether.
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March 8th, 2007, 21:44 Posted By: wraggster
Pandemic Studios, best known for big-kid games like Destroy All Humans and Full Spectrum Warrior, are working on a new children's game for Wii. According to a quote on Business Week's website from Pandemic Chief Executive Andrew Goldman, the game is the reflection of a desire to do something fresh and offer new gameplay, in a medium that they see as becoming stale. "The Wii does something new, and draws people back in."
via wiifanboy
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March 8th, 2007, 21:45 Posted By: wraggster
We brought you the story that an EA producer was not given access to Mii code for My Sims, and that according to him, no third parties were. The situation seems to have changed, because Sega Sammy is using the little guys and gals in its Jissen Pachinko/Pachislot Hisshouhou! Sammy's Collection Hokuto no Ken Wii. It's not the most exciting implementation of Miis, with no Fist of the North Star-style makeovers or actual in-game avatars-- in fact, it consists mainly of a Mii portrait tied to a character profile.
The game uses Nintendo Wi-fi as well, but for online rankings, which hardly counts as online play. We aren't ready to call that an implementation of third-party online play yet.
Coming from a licensed pachinko game, proof that it is possible for third parties to use Miis. Sega does what E ... Ain't?
via wiifanboy
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March 8th, 2007, 21:51 Posted By: wraggster
Sektor has released a new version of the port of Flashback to the Nintendo DS:
Heres whats new:
Updated to DLDI version of libfat for greater device compatibility
DS LED blinking is stopped at startup because DS-X annoyingly leaves it on
DS sleeps when closed (you have to pause manually)
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March 8th, 2007, 21:54 Posted By: wraggster
Emu_Kidid has released a new version of GCOS for the Nintendo Wii, GCOS is an operating system for the Nintendo Wii via the Gamecube slot.
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March 8th, 2007, 21:58 Posted By: wraggster
The Nintendo DS Emulator for Windows gets another update:
Added LZ77UnComp function.
Fixed a bug in EEPROM management.
Fixed a bug in CpuSet function.
Fixed a bug in Texture management.
Fixed a bug in Extend Palette.
Fixed a bug in BGxCNT register.
Fixed a bug in 3D stacks.
Fixed a bug in MMU functions.
Fixed a bug in load roms.
Fixed a bug in IRQ routines.
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March 8th, 2007, 22:09 Posted By: wraggster
Nintendo sent us a press release today, informing that Custom Robo Arena has gone gold and is on track to meet its expected release date of March 19th in the United States. Nintendo is quick to point out that in this future of theirs, all disputes are settled via robots fighting on holographic battlefields, reminding us that we have a long ways to go before achieving this Utopian society of theirs. Not only that, but the Wi-Fi Connect possibilities make us anxious to get our hands on this game for some Game Night action.
via dsfanboy
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March 8th, 2007, 22:11 Posted By: wraggster
via dsfanboy
Mixing together the run-and-gun violence of Doom with the cute sounds and characters of the Mario universe could only produce one thing: awe. That's right, we're in awe of how well these two things mix together. To tell the truth, if we found ourselves being chased by dozens of Yoshis on go karts, we'd probably pull out a pistol and start firing too.
Video Here
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March 8th, 2007, 22:37 Posted By: wraggster
News from Link_of_Hyrule
I have managed to get chex quest working with ds doom im still working on getting it all up and running but heres the .wad files you need to use with ds doom for it to work!
Thanks to the ds doom crew and to doom legends! I hope you guys like this!
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March 8th, 2007, 22:39 Posted By: wraggster
News from the CnC DS Site
I’ve decided to do the first release of my source code. I hope to do this more regularly from now on too. This project has not become open source but you can now download the source and do whatever you like with it. If you do something cool with the code and want to send it back to me by all means do.. I’m totally open to suggestions and bug fixes!
There’s a .doc file included in the archive that I would like everyone to read before using the source code!
source_march.rar
This is the first time I’ve done this, so erm, any questions let me know! Oh yeah, and I don’t think this build works on the DS If you can figure out why not then please tell me ;p
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March 8th, 2007, 22:44 Posted By: wraggster
New from Liranuna:
Tileoptimize is a tool that is aimed to size-optimize tiled images for machines with multiple palettes.
Although the output is primarily made for GBA and NDS, it could be easily adjusted to output for other machines aswell.
The application will quantisize the colors of the image to NxM sized palette of M colors spreaded over N palettes, resulting a more colorful image in smaller tile size with repeating tile and palette combinations to save size.
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March 8th, 2007, 22:50 Posted By: wraggster
New release from Kukulcan:
Number Minds Changelog March 3, 2007:
Creation of an icon for the play.
Rewriting of the engine of the play (considering it was my 1st homebrew on DS I had very badly programmed it)
Button R: Music ON/OFF
Effect of transition
Change of sound effects (lost, gained)
Correction of crachouillement in the applause
Change of some graphics for the play.
And especially homebrew much lighter.
No the system of safeguard.
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March 8th, 2007, 22:56 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Doublons Changelog March 3, 2007:
Creation of an icon for the play.
Effect of transition.
New management of the basic images (easily modifiable now)
And especially homebrew a little lighter.
No the system of safeguard.
.
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March 8th, 2007, 23:03 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Caisse DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause
.
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March 8th, 2007, 23:05 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Puzzle-DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause
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March 8th, 2007, 23:12 Posted By: wraggster
New release from Kukulcan of his game for the DS:
Pegs DS Changelog March 3, 2007:
Creation of an icon for the play.
Correction of crachouillement in the applause
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March 8th, 2007, 23:21 Posted By: wraggster
New release from Kukulcan of his game for the DS:
New Caisse DS Changelog March 3, 2007:
Creation of an icon for the play.
To insert Start with starting for zapper screens of intros.
Correction of crachouillement in the applause.
Correction of a bug during the loading of the safeguard.
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March 8th, 2007, 23:57 Posted By: wraggster
Infantile Paralysiser has updated Moonshell to version 1.71 and also released DPG Tools v1.3:
Moonshell is an all singing all dancing Media Player for the DS:
Heres whats new:
Moonshell v1.71 Changelog 2007/03/08:
Changed default to '24kHz 2x oversampling'.
The DPG video decoder do speed-up.
The START button can be customized to soft reset.
General bug fixes.
Attention. Please do not mix MoonShell with the file of an old version.
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March 9th, 2007, 00:08 Posted By: wraggster
Nintendo of America was on-hand at the Game Developers Conference 2007 with a handful of playable Wii titles, including the anticipated platformer/RPG Super Paper Mario. We took the gorgeously stylized sleeper for a spin and walked away completely dazzled. The title, which was originally planned for GameCube before it made the jump to Wii, is a sequel to the hit GCN game Paper Mario and bears many similarities to its predecessor. For one, it is brought to life with a quasi-2D style made possible with cardboard cut-out visuals. Mario is literally paper thin as he walks through colorful storyboarded environments complete with blocky clouds and skinny enemies. In addition, the title is neither a dedicated platformer nor RPG, but a combination of the two. That being said, in our experience Super Paper Mario leans closer to the former than the latter, as some of the turn-based battles of previous games have been thrown to the wind in favor or new real-time action. But the commonalities seem to end there because Super Paper Mario takes the 2D/3D relationship several steps farther and really bathes itself in new and improved play mechanics, which are deeper and more engaging than ever before, even as it oozes enough style to satiate any desire for nostalgic presentation.
In Super Paper Mario, gamers control not only Nintendo's classic Italian plumber, but also Peach and Bowser, too. The characters become unlocked and join Mario's party, so to speak, as he progresses through the adventure, which Nintendo promises will be lengthy and challenging. In fact, a company representative suggested that the title could take some players upward of 40 hours to complete. Gamers grip the Wii remote classic style and move the mascots through the levels with the D-Pad, sacrificing true analog controls - and trust us, nobody is even going to notice. The 2 button causes the selected hero (or heroine) to jump into the air and the 2 button executes special moves endowed by floating collected Pixls, which we'll explain in detail momentarily. But the most important function falls to the A button, which literally transforms the play field from 2D to 3D in an instant.
Full article at IGN
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March 9th, 2007, 00:11 Posted By: wraggster
via ign
The last we saw of The Legend of Zelda: Phantom Hourglass was at the Electronic Entertainment Expo last year where Nintendo cobbled together a four level demo for the show. Since then, all has been quiet in the first touch-screen Zelda game. At the Game Developers Conference in San Francisco today, the company prepared a new demo for show floor attendees which spotlighted a new mode in the upcoming DS game: battle mode.
The demo at GDC did not have any single player component. When players booted up a system and touched the screen to begin a game, the system would automatically search out a system also looking for a second player. When two systems connected, the battle began.
In this two player competition mode, one player controls Link while the other controls three armored guards. Players who assume Link's control do so via the established touch-screen mechanics introduced in the E3 demo -- Link moves in the direction of where the screen's being touched in relation to him, so he'll move faster if the screen's touched further away from his centralized position. Players who take control of the guard have the map on the touch screen and guide them via drawn paths. The task: collect Triforces scattered around an enclosed dungeon and bring them back to your colored area while avoiding the guards that wander the playing field. If a guard captures Link, their turn's over and control swaps between the players.
There's a surprising amount of strategy involved in this mode. For example, the "Guard" player can always see Link on the map, but Link cannot see the guards on the map until he picks up a Triforce. The downside to carrying a Triforce is that it weighs Link down, and moreso as the Triforce pick-ups increase in size. Some Triforces are tiny and worth fewer points, but only slow down Link's movements a little bit. Huge Triforce pickups are worth more points but slow Link down to a crawl.
Almost as if the designers took a cue from Pac-Man, Link can hit escape tunnels at the top and bottom of the map, which are also surrounded by a "safe zone." While in these zones, Link cannot be touched by guards since the guards can't wander into them. Link also disappears from the guard player's map while in these zones...but if Link's carrying a Triforce, the Guard player can still see that Triforce move...giving away Link's location.
On top of all this, there will be power-ups scattered throughout the dungeon. Red power-ups can only be used by the red player, blue pick-ups by the blue player. Red players can run over blue power-ups to destroy them and take them out of play. Power ups include giving Link or the guards an extra boost in speed, or allowing Link to take a hit from the guard. Guards can activate power-ups that turn blowers on within the dungeon that will block Link's path with enormous gusts of wind.
At the end of three Link and three Guard turns for each of the competitors, the game calculates how many Triforce points each player earned within the battle and decides the winner...and in the demo it's a very uneventful "Win" or "Lose" screen.
It's a pretty cool tease of a mode that will eventually make it into the final product, but Nintendo's still not talking release dates for Phantom Hourglass. Nor do we know if the multiplayer will be accessible single cart or if it will be an online mode. Visually the engine nor the Wind Waker toon style hasn't changed since we saw the E3 demo.
We'll have more on The Legend of Zelda: Phantom Hourglass as the game continues in its development cycle.
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March 9th, 2007, 07:34 Posted By: wraggster
New for Nintendo DS:
The world's most low-down and ornery garlic-lover never lets a get-rich-quick scheme pass him by. Wario: Master of Disguise opens with our money-mad hero taking a break from being a shady software impresario to watch a TV show about a master thief. Working himself up into a lather of jealousy, Wario leaps through the screen and embarks on his own glamorous globe-trotting career as a thief!
With the helpful advice of a mustachioed magic wand named Goodstyle, you'll soon learn how to use your DS stylus to draw specific designs on Wario to give him new costumes.
The US release version of Wario: Master of Disguise for Nintendo DS™ is available today, shipping at US$ 39.90 only.
Buy Wario Master of Disguise
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March 9th, 2007, 07:43 Posted By: wraggster
via joystiq
GameTrailers has posted the new Mario Galaxy trailer shown during Miyamoto's keynote of a keynote address today (read: not really a press event). That's some decent blurring for two GameCubes duct tapped together. But alas, it's definitely not "playing with power." Galaxy was vaguely confirmed for a release "this year." Holiday season is a sure bet.
Video Here
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March 9th, 2007, 16:38 Posted By: wraggster
Concluding Zelda designer Eiji Aonuma's GDC session this evening was a new nostalgia-packed trailer of colourful DS installment Phantom Hourglass.
As usual the handheld adventure is looking as wonderful as ever, with lush "art-shaded" dungeons and charming characters animating just as well as in the Gamecube look-a-like. The video also reveals new grappling enemy encounters where you have to rub the touchscreen to break Link free, as well as Link to the Past music tracks that still raise a few hairs.
Trailer Here
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March 9th, 2007, 16:44 Posted By: wraggster
In the speech made yesterday at GDC Hecker laid into the Wii's technical power, comparing it to two GameCube's stuck together and called it a "piece of s***!"
From the thread the developed in our comments section, everybody seemed to agree that his comments were a little out of order.
Now Hecker has taken them back and apologised during another presentation: "I was trying to be thought provoking and entertaining and fun, and a lot of the stuff went too far over the top on the entertaining and fun side, so that it was no longer thought provoking, just inflammatory. And in the process I hurt a bunch of people I care about. And so, I want to apologise now."
Pressure from above?
via cvg
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March 9th, 2007, 16:47 Posted By: wraggster
via cvg
Zelda director, Eiji Aonuma, told an audience at GDC yesterday that videogaming in Japan is in decline.
Aonuma described the situation as "gamer drift" during his speech, which focused mainly on Zelda and how he has tried to evolve the series to suit changing trends.
Aonuma said that the demand for more complex and realistic games is increasing in America, according to 1Up, where realistic shooting a driving games are favourites.
He pointed out that Japanese gamers were put off by Wind Waker's complexity, while the US frowned at its cutesy graphics, which resulted in disappointing sales. Thus a more realistic approach was taken with Twilight Princess.
It's interesting how gamers in different parts of the world look at games. We personally thought Wind Waker was one of the easiest games in the series.
It's all about getting the right balance, explains Aonuma. What are your thoughts on the recent 3D Zelda games? What do you want to see next? Or don't you care? Let us know below.
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March 9th, 2007, 16:51 Posted By: wraggster
The Super NES version of the rock-hard classic, Super Ghouls and Ghosts has arrived on the Virtual Console.
For 800 Wii Points, you can once again play as Knight Arthur and run through zombie-packed levels to rescue his girlfriend. Well, that's the idea anyway, but unless you're some kind of super gamer you'll be spending more time looking at the Game Over screen - it's a classic but it's freakin' tough.
Fixed-screen NES shooter, and 1981 arcade hit, Galaga has also turned up, and clearly showing its age. That one will cost you 500 Wii Points.
And Double Dungeons has been added to the Turbografix collection - a two-player co-op RPG quest, and another game that has us thanking the stars for the technological development of games in the past 15 years. 600 Wii Points will get you in one that.
A Link to the Past, where are you?
via cvg
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March 9th, 2007, 16:58 Posted By: wraggster
Square-Enix has confirmed that Final Fantasy Fables: Chocobo Tales will be available throughout Europe in May.
The game sees you take the role of a chocobo, who has to save the day by stopping Darkmaster Bebuzzu from regaining his devastating array of powers. Because he's evil, as highlighted by the name.
Your epic journey will challenge you with more than 40 minigames, each successful one bolstering the deck you use in Pop-Up Duel Card Battles.
As usual, the stylus and touch screen are being put to good use, and you'll be able to use the DS Wi-Fi connection to battle your friends in duels or minigames.
"Fans of Final Fantasy both old and new will love the colourful cast of characters and fun minigames," said John Yamamoto, president and CEO of Square-Enix. "With adventure, puzzles, multiplayer and the impressive Pop-Up Duel Card Battles there is something for everybody in the game."
The game is due for release on 3rd April in the US, and is already out in Japan.
via eurogamer
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March 9th, 2007, 17:03 Posted By: wraggster
The Legend of Zelda: Twilight Princess, was almost the last ever Zelda, Nintendo's manager of software development, Eiji Aonuma, said. Speaking through a translator, he told how the previous game, The Legend of Zelda: The Wind Waker, hadn't been hugely popular in Japan, although it had been reasonably well received in the West. One of the reasons for this was that the Japanese market in general was moving away from games, he said, and this was well publicised, and known as "gamer drift."
So, in order to make a successful game that would appeal to this disenchanted audience, and continue his beloved Zelda series, Aonuma said, "We needed a new style of gameplay to breathe life into the market."
Eiji Aonuma poses for photos before his talk.
Aonuma was speaking at GDC in a talk titled "The Legend of Zelda: Twilight Reflections in the Hourglass." The event was hugely popular, and before he started the talk, Aonuma posed for photos, and signed autographs while a long line of attendees filtered in hunting for seats in the hall.
The company found that Wind Waker's cartoon-like graphics were alienating the lucrative teen audience in North America, who would look games of that style and think they were for kids, he continued. With the Japanese market in the midst of the dreaded "gamer drift," and the North American market much stronger, Nintendo decided to give the US what it wanted--a realistic Zelda. He said, "We had to make a game that met expectations of fans in North America. If it didn't, it could mean the end of the franchise."
The decision was also made for Link to have the ability to turn into a wolf. "This kind of disruptive breakthrough was just what we needed for the staff to change their way of thinking."
But still, the game needed something more, something to make it truly innovative. It was around this stage that Aonuma was talking to Nintendo senior managing director Shigeru Miyamoto, who told him something along the lines of, "It's as though the Revolution (later renamed the Wii) was designed just for Zelda! Why don't you try making a Zelda for the Revolution?" In the end, believes Aonuma, the kind of direct control offered by the Wii Remote was exactly what was needed to breathe life into the game.
So the decision was made to bring the game to the Wii. "Creating a launch title was a first for the Zelda franchise and we had no idea what a challenge it would be," he told the audience.
The company also felt strongly that it did not want to disappoint all the GameCube owners who had been waiting patiently since the game's announcement back in 2002, so it decided to push the game back to 2006 to be able to release it on both formats.
Developers experimented with switching to a first-person session for Twilight Princess' combat sequences with Link's sword movements being controlled by moving the Wii remote. However, it soon became apparent that there was a fundamental problem with this idea... "Link is left-handed, so when a right-handed player swings the sword, it felt awkward...So we abandoned the idea." In the end, the problem was party resolved by flipping the world laterally in order to make Link right-handed.
Aonuma said he realised that the game was a success when, "I saw some of our female employees swinging a sword to defeat a huge monster. Then I was convinced Zelda had been reborn."
He also filled in some gaps on the upcoming Nintendo DS version of the series--The Legend of Zelda: Phantom Hourglass. There will be a Wi-Fi enabled battle mode nicknamed Wi-Fi Hide and Seek. The game is a Pac-Man style chase, with two players taking on red and blue versions of Link.
Players must pick up "force gems" in order to see the positions of the phantoms on the board. However, carrying these also has a penalty--they will slow the player down, making it easier for the player to be caught. The other controls the phantoms, using the stylus to move them around to chase Link, and hopefully bring him down. Aonuma commented, "The more you play, the more you get to experience the other player's habits, so it's very addictive."
via gamespot
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March 9th, 2007, 17:07 Posted By: wraggster
At the Nintendo keynote address delivered by the company's creative guru, Shigeru Miyamoto, the Mario creator spent much of his talk lecturing game developers about the creative process.
However, amid tales of getting his wife to play Wii Sports and focusing on entertaining not only players but also those around them, there was one nugget of new information.
Miyamoto divulged that he was working on a new Wii Channel for Miis. Whereas the current Mii Channel focuses on the creation of the cartoonish avatars and occasionally swapping them with friends, the new Mii-centered channel will sport a so-called "popularity contest," where users from all over the planet can showcase their Miis across the Internet.
Miyamoto did not mention a name or release date for the new channel.
via gamespot
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March 9th, 2007, 17:38 Posted By: wraggster
New from SuccessHK
Specialise in design for Wii remote control, multi-color and design bring to you different mood.
Special craftwork treatment and no remnant pastern
With preventign slippery function, let you reach success easily in the game.
Precision measure and easy to use.
Protecting your remote control completely and can be reuse.
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March 9th, 2007, 17:43 Posted By: wraggster
via wiifanboy
We've had enough time now with the Wii to discover some real gems (how many hours have you put into just Wii Sports so far?) ... but like any system, there are also a few duds, particularly within the launch window. If you're looking to expand your collection, or if you're one of the Wii-less trying to figure out how to budget when your day comes, we're here to help you find the best and the worst of the Wii so far.
First up? The five best games according to metareviews of those titles released so far:
1. The Legend of Zelda: Twilight Princess
Metascore: 95%
Maybe everyone doesn't agree -- and we know some of you aren't terribly enthused by the Wii's premiere launch title -- but reviewers on the whole had nothing but praise for Link's latest epic adventure. And with the sales the title has boasted, unless you have been living firmly under a rock, it should be no surprise that this is tops on many Wii lists.
2. Wario Ware: Smooth Moves
Metascore: 83%
There's nothing like a game that encourages players to use the Wiimote to pick their noses. Wario Ware: Smooth Moves deserves the second slot on this list if only for all the comedic fodder and raised eyebrows it brings to this series of tubes we call home.
3. Madden NFL 07
Metascore: 81%
We've seen such mixed player reviews on this one that we're surprised it pulls in at number three. For football fans, the Wii's Madden NFL 07 seems to be a love-it-or-hate-it proposition, and enough reviewers loved it to make up for those who didn't.
4. Trauma Center: Second Opinion
Metascore: 80%
While we didn't find this particular edition of Trauma Center quite as soul-crushingly difficult as the DS version, we were definitely pleased with the move to the Wii. We're not surprised to see this one here at all, particularly after watching random people encourage others to buy it, sight unseen.
5. Rayman Raving Rabbids
Metascore: 76%
There are a lot of things that bunnies can't do, but we'll tell you what they can do, and that's rock your socks. While Super Monkey Ball has a few gems (though they're in the rough), and Wario Ware is a fun, frenetic challenge, Rayman Raving Rabbids shows us exactly why minigames are just so good on the Wii. This one has it all.
While we can mostly agree with the above as a representation of the best the Wii has to offer right now, we have to say ... as great games go, those scores seem a little low overall. Since the SSX Blur debacle, there have been some rumbling questions about reviews for Wii games in particular. Is the system so different that the old reviewers have trouble adjusting? Do you think the above scores are fair ... and are there other games that you think are better overall?
It's not all about reviews and scores, though. Sometimes, a game just has a certain something that defies all logic and reason, and even we here at Wii Fanboy are not immune. We'll even own up to our guilty pleasures.
Alisha: I can't deny it -- I spent a ridiculous amount of time playing Tony Hawk's Downhill Jam. I didn't even particularly like the game at first, but I'm what you might call a Tony Hawk obsessive devotee, so I had to give it a fair shot, and it quickly grew on me. I found the controls much more engaging than Excite Truck (which is somewhat similar in control style), and it's definitely fun for multiplayer races.
Dave: Elebits, because I never really grew out of loving to play hide and seek. That and I get evil fun from trashing the neighborhood capturing those poor, defenseless, cute little guys.
Frankly, we're shocked. Shocked! That Dave seemed like such a nice fellow.
But what good is a list of the best without a little something to balance it out? While we love the Wii like ice cream, we're not above admitting that not everything has been exactly spectacular. So which three games have racked up the worst reviews so far?
1. Far Cry Vengeance
Metascore: 38%
At first, it seemed like everything was gonna be okay ... and then ... well, the review scores are worth a thousand words. So far, Far Cry Vengeance sports the worst scores of any Wii game, and serves as a good lesson that sometimes, graphics do matter.
2. GT Pro Series
Metascore: 41%
Once we saw the first screens from GT Pro Series, it quickly became the game everyone loved to hate, and for good reason. We've seen better pictures slapped onto refrigerators with a magnet before.
3. Rapala Tournament Fishing!
Metascore: 42%
Fishing may seem like a natural fit for the Wii, but this isn't the game to prove it. Shoddy controls and subpar graphics mean that not many are nibbling at Rapala's hook.
So there you have it -- the top contenders and the bottom of the barrel. With a lot to look forward to in the coming months, we doubt that the top five will remain static until the end of the year. Is it possible that something could take the top spot away from Twilight Princess? 95% is tough to beat, but we'd be willing to bet that Trauma Center and Rayman at least will slip off this list ... and that's a little sad, because those games deserve the attention they've gotten so far.
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March 9th, 2007, 22:01 Posted By: wraggster
Speaking about the history of upstart developer That Game Company at GDC, President Kellee Santiago revealed an extremely interesting tidbit as to where flOw was heading on consoles. Two companies were interested in the title: Sony, as we all are now aware of, and Nintendo.
"That was the hardest decision we ever had to make, choosing between Sony and Nintendo," admitted Santiago. Speaking during the Q & A, Santiago clarified that "they weren't right for us at the time. Sony kind of came to us with the process of incubation ... They helped us get our studio started." Nintendo did not approach them; the team actually cornered them about Cloud at a prior Game Developers Conference. FlOw creator Jenova Chen chimed in, saying "in the end, we are game makers and not console makers," expressing his satisfaction working with Nintendo on other projects. That Game Company did not rule out working on the Wii in the future.
From our current impressions, we think Nintendo missed a golden opportunity here. We'll have more on That Game Company's presentation later in the day.
via joystiq
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March 9th, 2007, 22:03 Posted By: wraggster
In an otherwise un-noteworthy article about the "console war," BusinessWeek reveals that Pandemic Studios is developing a concept title for Wii. So would that be Project B, Q, X, Y, or Z? In other words, we can rule out another version of Mercenaries 2 -- apparently this Wii project "could attract younger players."
We don't know how you all see it, but when it comes to the children, 'Pandemic' is for the children.
via joystiq
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March 9th, 2007, 22:07 Posted By: wraggster
press release:
You know how it is. You’ve got the family around, drinking your wine and munching their way through your groceries, happily chatting about a previous family meeting. Thing is, you’ve a great home video of the event. You filmed uncle Harold making a fool of himself dancing to MTV, your kid brother tripping over the dog and your cousin and her new boyfriend snogging on the sofa when they thought no one was looking. You just have to show them to your folks…
Trouble is, the movies are on your computer, and your computer is elsewhere in the house. In a tiny room. Which is full of your junk. There’s no way you can squeeze the entire family around your PC, so what do you do? Easy! You use MAX Media Manager Pro, and watch them on your Wii…
MAX Media Manager Pro for Wii is the perfect media management solution. You can transfer MP3s to your supplied SD card, and even rip CDs. Video footage can be converted and condensed, and you can subscribe to Podcasts, manage your picture collection and even swap gamesaves with people from all over the world!
MAX Media Manager Pro for Wii’s audio manager lets you rip the tracks from your CDs and transfer them directly to your 1GB SD card using your PC. Alternatively, copy your digital music collection instead. Just insert the SD card into the supplied USB SD Card Reader and plug it into your PC. When you’ve transferred the files, you can remove the SD card and play back your tracks on your Wii. 1GB is enough to store around 250 songs, or approximately 35 hours of listening.
Video files can be converted and transferred too. You can control the precise size, aspect ratio, zoom, bitrate and audio settings, and encode your movies to fit precisely on the available space on your SD card, ready to be watched on your Wii. You can even rip DVDs directly to the card, as long as they’re not copy-protected.
Viewing your digital photos and other such images on your Wii is really easy with MAX Media Manager Pro for Wii. You can stretch, zoom, resize and generally mess around with your photos as much as you like, then transfer them to your SD card for viewing on your console. As a gigabyte is enough for over a thousand standard digital photos, you’ve the means to make a really impressive slideshow.
You can also subscribe to Podcasts and have them downloaded directly to your computer. Using RSS for automatic updates, the shows of your choice are saved to your PC, ready for you to transfer them to your Wii for listening, or even viewing – video Podcasts are automatically transcoded and saved in a format your console can play back.
Last, but by no means least, MAX Media Manager Pro for Wii is your key to a world of downloaded gamesaves. You can download saves from the internet for use with your favourite Wii games, back them up to your PC and even email them to your friends.
MAX Media Manager Pro for Wii contains a 1GB SD card, a USB Card Reader for your PC and a MAX Media Manager Pro software disc. Everything you need to open a whole world of multimedia marvels! It's also your ticket to a thriving gamesaves community! What more could you ask for?
coming Soon
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March 9th, 2007, 22:12 Posted By: wraggster
via infendo
Waiting for the Miyamoto keynote to start, I’m sitting three rows from the front. Close enough to see Nintendo’s resident BMOC, Reggie Fils-Aime at the front of the crowd, working it with his trademark smile and good will. He poses for pictures, he signs Wiimotes, he presses the flesh with a good natured ease that would make even the most seasoned politician weep with envy.
“Kick his ass and take his name!” someone shouted from a few rows behind me.
“Who?” answered Reggie in mid-autograph.
“Phil Harrison, front row!” Sure enough, there was Phil Harrison, seated dead center, front row. Looks like he could show up on time for Nintendo’s keynote, but not Sony’s.
With a grin and a chuckle, Reggie replies, “Some would say we’ve already done that.”
Touchdown. The crowd goes wild.
Truth hurts. But it's damn funny.
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March 9th, 2007, 22:29 Posted By: wraggster
Eke-Eke has released a new version of the Genesis Emulator for the Gamecube and Nintendo Wii (gamecube slot)
Heres whats new in this release:
- little rendering code speedups
- modified HV counter tables (fix graphic glitches in Skitchin's sky, Lotus 2 Recs, Panorama Cotton, Dashin Desperados & maybe more)
- completely rewritten DMA timings emulation so that it works for all games (no more cpu freezing)
- added all DMA tranfer rates handling for each three DMA modes and added dma busy flag emulation
- modified interrupts handling on VDP register #0 and #1 writes (fix Lemmings status bar)
- added VDP RAM write latency (fix Chaos Engine/Soldier of Fortune gfx glitches)
- slight modifications on FM timers handling a bit (fix Vectorman2 music)
- corrected Sprite Limit rendering (fix Sonic 1 & Micromachines 2 title screens)
- corrected IO Registers writes (fix Decap' Attack controls, no more need for alternate input)
- corrected 6 Buttons Pad emulation (fix 6buttons detection in Mortal Kombat 3, Comix Zone and other 6-buttons compatible games)
- slight sound mixing modification, according to Generator sourcecode (FM and PSG ratios seems more correct)
- added separate CPU Region (USA, Europe, Japan,...) & Speed (PAL or NTSC) choice in menu options
- modified main frame synchro in PAL mode (fix sound glitch in this mode), thanks to Softdev for the solution
- added savestates support (go to SRAM menu, memory card supports only)
More Info
About savestates, please note that only memory card support is actually implemented as I don't have SDLoader to test with (if someone wants to add a similar state managment as in snes9xGX2, you are welcome).
One file takes 19 blocks on the card so don't expect to save as much files as you want
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March 9th, 2007, 22:36 Posted By: wraggster
Eke-Eke has released a new version of the Master System Emulator for the Gamecube and Nintendo Wii (gamecube slot)
This is a sourcecode only release, info below:
- updated to last version (1.3) from Charles McDonald ( http://cgfm2.emuviews.com/): added TMS9918 display mode support for SMS2 and GG video chips.
- corrected NGC savestate loading (fix FM & graphics problem on loading state)
- added an option to change Joypad Type in Misc Menu (SMS button 1 is assigned to Button A (typeA) or Button B (typeB))
- updated Sound Engine (same as Genesis Plus)
Heres more info:
Notes:(1) You have to compile SMSplus sourcecode on your own as it needs a rom to be linked with... NO SMSPLUS BINARY sorry
(2) Binaries were compiled & tested with Libogc previous version (28/07/06). If you want to compile with the last one, it seems to be some problems with the actual sdcard code so use AT YOUR OWN RISK.
(3) If you force game settings (region, cpu peed,..) in misc options menu, you have to reload the rom to take it in effect.
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March 9th, 2007, 22:47 Posted By: wraggster
via siliconera
Back in the mists of time 6 AA batteries could only buy you 4 hours of handheld dogfighting in a pseudo-3D 16-colored environment of a game heavily inspired from Sega’s Afterburner arcade. The game was Blue Lightning and ran on Atari’s now-forgotten Lynx. Apparently 15 whole years ago. Funny thing is Jet Impulse, an import game for the Nintendo DS, immediately reminded me of said game. Then my Nitnendo DS died a particularly gruesome death and I got myself a nice (and rather used) replacement unit.
Still, arcadey flight sims are too much of a childhood favorite to allow me to fret over such minor disturbances, especially when they come all the way from Japan (uhm, the flight sims, not the disturbances, that is), feature a distinctly manga/anime storyline, 19 missions usually broken down in 2 to 3 stages and engrossing gameplay. You see, Jet Impulse is the product of one of those rare moments Nintendo comes up with a new franchise and thus is extremely polished, highly enjoyable and quite addictive. It also is another game designed especially for handhelds, which mean it’s perfect for a quick 10 minutes long bus-ride, what with its non-existent loading times and short but frantic levels.
The game, in essence a pure 3D shmup, plays rather traditionally for a DS title. The top screen is where the main action takes place, while the touch-screen serves mainly as a zoomable radar and a handy way to alternate between missile types. The d-pad controls the plane’s movement, R+L buttons its throttle and you got one button for selecting targets, one for shooting missiles and one for the machine guns. Nothing fancy really, but a tried and tested control method that feels intuitive enough to overcome the games’ Japanese manual and instructions.
In-game updates, objectives and mission descriptions in Japanese, on the other hand, do pose quite a bit of a problem. I for one spent hours chasing a certain red plane I should have simply ignored. I did hone my flying skills mind you, but the futile chase and pointless waste of enough tons of ammunition to take down a moderately sized army got incredibly boring and frustrating. Then, I just discovered the damn thing wasn’t supposed to go down. I was supposed to merely avoid it and run away. Moral of the story? Either learn Japanese or use a walkthrough.
Speaking of stories, well, the story of the game, lavishly as it might be narrated, is equally incomprehensible to objectives written in Japanese. Then again, it’s probably a tacky near-future superpower vs superpower affair.
It’s moments like speeding with a jet-fighter through heavy rain, climbing above cloud level and enjoying a serene silence only marginally spoiled by two enemy bombers, that are eloquent beyond the barriers of language and show off the sheer class of Jet Impulse. Same thing goes for huge naval battles, stealthy night missions and most of the set pieces the game has to offer. Actually, baring a few lengthy cutscenes and the odd incomprehensible objective, the language is more of an atmosphere enhancer than a problem. Especially considering that the English version of the game (to be released at some undefined point in the future) will be shockingly called DS Air. Don’t believe me? There’s a whole website to prove the truth of my words, even though there’s only this humble article to tell the western world how great a game Jet Impulse is. Not innovative, neither ground breaking or visually impressive, just great.
As for the online element of Jet Impulse utilizing the DS’s WiFi capabilities, well, it seems pretty darn impressive, giving access to downloadable game content (via the official Japanese website) and the ability to go head-to-head against players over the Internet. Problem is my wireless connection has been generally non-existent for the past weeks, which means I’ll be covering online play at some other day, provided I don’t first microwave my router. Oh, and there’s a 1-4 players wireless multiplayer mode, too.
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March 9th, 2007, 22:49 Posted By: wraggster
via dsfanboy
Oishinbo is a manga about cooking that is apparently well-known for featuring delicious food. And now it's a DS game that features, well, pretty much everything. Usually licensed games aren't renowned for their innovation, but this thing looks nothing short of amazing.
Oishinbo Recipe Shuu features recipes, of course, keyword-searchable with handwriting input, and browsable images. It also has a quiz game (about food), manga-style tutorials of cooking techniques, and-- here's where it gets pretty impressive-- Oishinbo manga with links to the recipes shown in the manga. We love it! Well done, Bandai Namco. You've gotten us interested in a cooking game!
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March 9th, 2007, 23:29 Posted By: wraggster
New game from hewenxie:
This is my first DS game which build with palib! It's a pretty simple card game, this game has sound and a bad AI (I learned C only about 1 year, and many things not very clear)
I test it on Ewin2 and SC and run well build with old palib, But I use the newest palib+devkitPro, it can run well on r4, but running on Ewin2 the touch screen not work and in Emulators will crash!
rule is 3 same card>royal flush>same color>flush>double same>nothing(I'm sorry my English is poor)
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March 9th, 2007, 23:43 Posted By: wraggster
Nearing the end of his anticipated Game Developers Conference 2007 keynote, Nintendo's Shigeru Miyamoto played a short, but incredibly sweet new video of Super Mario Galaxy in motion. The movie showcased less than two minutes of new gameplay footage, but it was enough to ignite a wave of applause from excited Nintendo fans.
In the video, Mario again collects stars and soars through space, landing atop giant spherical bodies complete with enemies and platformer obstacles. In addition, though, the footage debuts a variety of different, never-before-seen planetoids, baddies, and challenges, all of which look incredible. In older demos, Mario could be seen traveling across more traditional asteroids and planets, but in the new trailer he is shown bounding across enormous eggs, glass cylinders, exploding volcanoes, through stars, onto grassy knolls, on wooden planks, and even onto gargantuan apples, among other objects. It's clear that Nintendo has absolutely abandoned any attempt at keeping a galactic logic of laws with the game, which is, we're sure, just fine by everybody.
Although regular-sized worlds make up the backgrounds in many of the galaxies Mario explores, the mascot seems to traverse much smaller bodies, going from spheres to apples, from volcanoes to glass cylinders, and so forth. Gamers expecting giant land masses are - at least so far - out of luck. That noted, Nintendo has done quite a lot with the objects and obstacles in place as many of them seem to change dynamically or are altogether interactive.
When Mario reaches the end of a grassy peak, a beanstalk sprouts from its edge, rises into space and eventually connects to another body, enabling Nintendo's iconic mascot to jump to it. Later in the footage, Mario stomps a protruding cork into an oversized apple and a greenish walkway extends from the giant fruit. Mario is sent flying over flowing volcanic landscapes and crashes through pillars in the process. All of the planets share one trait in common, which is that they ignore gravity, which means that Mario can run up and over or down and under anything he sees. As readers can imagine, the physics go hand-in-hand with a series of impressive environmental puzzles. In one sequence, gamers must use the Wii remote to first point at and then drag Mario through a hazardous obstacle course made of fiery planets, but the satellites spew flames as he nears them.
Mario is seen swimming and battling what appears to be a fish boss of some kind in one snippet of the footage. In another, a spiral galaxy twists in the depths of space as he flies to a nearby ship. It's evident from the footage that gamers have only seen a very limited selection of the game's variety.
Galaxy is probably the prettiest title yet for Nintendo's new console. Not only does the art design shine with stunning characters, worlds and enemies, but the mascot and environments come to life with a host of graphical effects. The title's crispy-clean textures look to be bump-mapped in some cases, and we can't recall spotting better particle effects in a Nintendo title. Plus, everything runs in progressive-scan and 16:9 with a silky smooth framerate.
Via IGN
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March 9th, 2007, 23:53 Posted By: wraggster
Nintendo of America was on-hand at the Game Developers Conference 2007 with a handful of playable Wii titles, including the anticipated platformer/RPG Super Paper Mario. We took the gorgeously stylized sleeper for a spin and walked away completely dazzled. The title, which was originally planned for GameCube before it made the jump to Wii, is a sequel to the hit GCN game Paper Mario and bears many similarities to its predecessor. For one, it is brought to life with a quasi-2D style made possible with cardboard cut-out visuals. Mario is literally paper thin as he walks through colorful storyboarded environments complete with blocky clouds and skinny enemies. In addition, the title is neither a dedicated platformer nor RPG, but a combination of the two. That being said, in our experience Super Paper Mario leans closer to the former than the latter, as some of the turn-based battles of previous games have been thrown to the wind in favor or new real-time action. But the commonalities seem to end there because Super Paper Mario takes the 2D/3D relationship several steps farther and really bathes itself in new and improved play mechanics, which are deeper and more engaging than ever before, even as it oozes enough style to satiate any desire for nostalgic presentation.
In Super Paper Mario, gamers control not only Nintendo's classic Italian plumber, but also Peach and Bowser, too. The characters become unlocked and join Mario's party, so to speak, as he progresses through the adventure, which Nintendo promises will be lengthy and challenging. In fact, a company representative suggested that the title could take some players upward of 40 hours to complete. Gamers grip the Wii remote classic style and move the mascots through the levels with the D-Pad, sacrificing true analog controls - and trust us, nobody is even going to notice. The 2 button causes the selected hero (or heroine) to jump into the air and the 2 button executes special moves endowed by floating collected Pixls, which we'll explain in detail momentarily. But the most important function falls to the A button, which literally transforms the play field from 2D to 3D in an instant.
full article at ign
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March 9th, 2007, 23:55 Posted By: wraggster
via ign
All right, so Nintendo has already established that DS provides exercise for your brain while Wii gives your body a workout. But that doesn't mean that Wii owners can't take part in daily mental training, too. It's with that thought in mind that the company is readying Big Brain Academy for its home console. The title is inspired by the DS-based brain titles before it, but puts the unique abilities of the Wii remote to use in order to enable a fun and challenging multiplayer brain-off.
Nintendo showcased a fully playable version of Big Brain Academy at the Game Developers Conference 2007 in San Francisco and naturally, we were on hand to give it a try. The project can be enjoyed by a single-player, but one of the main advantages of the Wii build is a two-player challenge and Nintendo encouraged gamers to try out the mode at its GDC booth. In it, two gamers square off in vertical split-screen brain tests. Some will be familiar to those who played Big Brain Academy on DS, but others are brand new to the Wii build. Nintendo says some 15 activities spanning five categories, from memory and analysis to number crunching, visual recognition and quick thinking, are new to the console version.
Gamers who have never played any of Nintendo's brain games will find the experience similar to Wario Ware on some level, meaning that mini-games rotate in and out of the screen and players have only seconds to complete them, either correctly or incorrectly. The big difference, of course, is that the minis in Big Brain are, in fact, designed to give one's mind a good workout and in some cases, a hard walloping. Using the Wii remote, players interact with on-screen puzzles and aspire to best them quicker than their opponent. We're not embarrassed to admit that our initial attempts at some of the mind twisters resulted in poor completion times only comparable to Neanderthal man or perhaps well-trained monkeys and we're only a little embarrassed to admit that we were playing on easy.
Some of the puzzles were simple. For instance, five different numbers appear on screen and you have to eliminate the a couple of them with the Wii remote so that the end sum forms the five, or three, or two, or whatever predetermined figure the game has selected. In another, players must watch as characters are placed underneath rotating cups and then identify where they are hidden when the objects finally stop moving. In one more, the object is to snugly fit two different protruding pieces of a 3D cube together. In one more, gamers must draw the pathway for a railway. Finally, gamers may have to pop a series of balloons with numbers painted on them in order of lowest to highest. None of the activities require any complex movements from the Wii remote; rather, in most cases, a simple point and button press will do. Obviously, Nintendo's plan is to keep the presentation simple so that - like the DS versions - players of all ages can enjoy the experience.
The graphics are simple - so much so that it's easy to see that they were inspired by the DS version. And yet, the colorful, stylized presentation does have a charm all its own. It is, at the very least, inviting, which is probably the goal.
It may still be too early to tell if Nintendo can duplicate the handheld success off the Big Brain series for its Wii console, but from what we've played so far, it's off to a great start. Not only is Brain Age Academy as pick-up-and-play friendly as its DS predecessors, but it's also challenging and it sports a two-player mode that adds a much-needed competitive element.
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March 9th, 2007, 23:57 Posted By: wraggster
Both Pokemon Diamond and Pokemon Pearl -- the true follow-ups to the immensely popular Pokemon RPG franchise -- will hit the Nintendo DS in late April, so it makes sense that, this close to the release, we're finally seeing an English language build. At Nintendo's booth at the Game Developers Conference, that's exactly what we saw. Sort of. The Pokemon Company threw together an extremely limited demo for show attendees, playable for ten minutes or until you get to the demo's goal. Whichever came first.
In the demo playthrough, we're immediately tossed in Jubilee City in the Sinnoh Region, led through a specific path that will take us, eventually, to a cavern. Before we head off to our adventure, we're handed a Pokemon Watch which displays the time digitally on the lower screen.
However, a brief conversation later we're right into a battle with a trainer ready for the pouncing. Luckily for us, we have level 30 critters at the ready, including Lucario, Roselia, and Mime Jr. The first trainer first tried to take us down with his Buizel and Mantyke, but we stood strong and trounced him easily using the easy to navigate touch-screen interface to toss a few attacks in his direction. The second trainer posed no problem, either. He tossed his whole arsenal of Chatot and Pachrisu at us. Again. No problem. The third trainer brought forth his Kricketot and Cherrim, but again, with such powerful Pokemon in our pockets it was hard not to win.
The demo ends right when we strike up a conversation with the person who's blocking the entrance to the cave. A brief "See you when Pokemon Pearl and Diamond are released" message later and the demo comes to an end. It'll also end if you spend too much time lollygagging in the battles or on the path.
If you haven't been following the development of Pokemon Diamond and Pearl, the two games are modest upgrades to the Game Boy Advance titles. Character models, backgrounds, creature designs and other elements mostly consist of skewed 2D sprites and bitmaps, though you might encounter a structure or two that actually pushes the 3D capabilities of the Nintendo DS system. The real hook in the update is the touch screen navigation which, admittedly, makes moving through menus a dream compared to the D-pad/button interface of the previous games.
The final game will feature Nintendo Wi-Fi Connection support so that players can battle over the internet. The game will also interface with the upcoming Pokemon Revolution Wii title where players can link their system and copy of Pokemon Diamond/Pearl so they can battle their characters in 3D on the Wii system. That feature was also demonstrated at Game Developers Conference, though the versions used in the demo were entirely in Japanese. The DS and Wii systems synched up quickly and smoothly, and enabled a full touch-screen control of the battles via the connection.
The DS games, already available in Japan since September 2006, will ship in the US on April 22nd. We'll have more on the games in the weeks leading to their release.
via ign
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March 10th, 2007, 18:18 Posted By: gunntims0103
news via techwhack
Nintendo to let Wii gamers compare their Miis
Japanese videogame console maker Nintendo has said that they are currently working on developing a new channel for their Wii gaming console.
This new channel would allow Wii gamers to compare their Miis. Mii is a virtual character Wii gamers can create on their consoles. These characters can be used to play games with other gamers on the network.
Nintendo game creator Shigero Miyamoto said in a statement that they expect to launch this new channel soon and it would enable gamers not only to share their custom avatars, but to vote on them in popularity contests.
Nintendo also confirmed that the first of their Mario games for the Wii gaming console would be released later this year. The game has been titled “Super Mario Galaxy”.
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March 10th, 2007, 18:25 Posted By: gunntims0103
news via mercurynews
NINTENDO'S INNOVATIVE SPORTS SIMULATIONS CAPTIVATE A NEW POPULATION OF GAMERS
It's too early to say that Nintendo's red-hot new console, the Wii, is bringing huge numbers of newbies to video games. But it's not too early to /recognize/ cite the hints of exactly that kind of revolution.
Could the Wii be a short-lived fad? Not likely, but impossible to rule out. Could its converts people with almost no previous gaming interest turn out to be a relatively small pool of consumers? Sure.
But until hard research arrives, we're left with anecdotal evidence that is remarkably rich and intriguing.
Nintendo says employees are recounting one example after another of reeling people in as soon as games such as the ""Wii Sports'' versions of tennis and bowling are demonstrated. Those games are based on using the Wii's one-hand remote to simulate the movements you would make if you were playing those sports for real.
Reggie Fils-Aime, Nintendo of America president, says he has a non-gamer girlfriend how did that happen? and that he doesn't have to worry about her becom ing sick and tired of all things Wii. Instead, he says, she's usually the first one in any group to say she wants to keep playing.
Skeptics can argue that anything Nintendo reports is self-serving. But feedback from Mercury News readers has been just as emphatic. It's not just a local reaction Web readers are putting in their two cents from around the country.
And it's the bowling game, despite a huge first wave of publicity about
the tennis game, that's inspiring some of the best anecdotes.
In a comment posted on the Mercury News blogs, one gamer wrote that he never had been able to interest his mother in anything he played and that she hadn't even tried a game since the 1980s. But when the Wii entered the house late last year, ""She noticed my brother and I playing bowling, and a few minutes later . . . we were playing a video game together.''
It wasn't just a momentary attraction, either: ""She used to love bowling, but due to a bad knee and busy schedule, hasn't been able to play in years. (The) Wii brought back some of the fun that she'd been missing, so I left it at her house. She plays with my brother at least once a week. I couldn't imagine her wanting to play if the game were done with traditional controllers.''
The ""mom'' factor shows signs of emerging as a Wii theme. Before the console launched, there was considerable speculation about whether the Wii could draw in meaningful numbers of new women players. But consider this tale from the blogs:
""I also brought my Wii console home for Christmas, and my mother, who I have never seen try any game except for "Tetris' in her life, after seeing what my brothers and I were doing, asked to play some "Wii Sports' tennis! It was definitely a moment to get out the camera and take a picture!
""I thought she would enjoy it and then let others play. No! She proceeded to play game after game for over an hour! I have been completely amazed at how the Wii brought that out of her (finally!) and how she can now appreciate my love for gaming.''
There are scattered press reports of group events being inspired by the Wii a video-game bowling tournament at a retirement community in the Chicago area, for instance and a recent comment on the Mercury News blogs referred to a Wii-themed party:
""My girlfriend's dad and his partner (both 50ish) bought a Wii. Not after seeing ours in action, but after visiting a some of their friends for a Wii party. Now they have more games then me. I am amazed this is the first console they have ever owned. The pull of "Wii Sports' and "Wii Play' is stunning.''
The recently released ""Wii Play'' is a mix of sports and non-sports games, including table tennis, billiards and ""Tanks!'' (a maneuvering and shooting game). In a small way, it symbolizes the next challenge for the Wii: Sustain the interest created by sports simulations with a broader set of games.
Among the upcoming major titles are ""Super Paper Mario'' (early April), a more traditional video game despite including Wii innovations, and ""Mario Party 8'' (late May), a conglomeration of group-oriented games. If Wii newbies migrate to those games, we can start talk ing about Nintendo changing the entire culture of entertainment.
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March 10th, 2007, 18:30 Posted By: gunntims0103
news via gamingbits
Nintendo of America is releasing a couple new Wii commercials in the coming week. The two commercials are based on creating a Mii. Wii gamers already know the success Nintendo has on its hands with the Miis. The Mii commercials show Nintendo knows it as well by placing it in the spotlight with these two ads.
View commercials via link provided
gamingbits
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March 11th, 2007, 14:13 Posted By: wraggster
via kotaku
It seems like the game cakes just keep on coming! Kotakuite Eric was leaving his old job for a shiny new one within the game industry and ex co-workers had this amazing NES cake made for his going away party.
The cake is yellow, the controller is two Hershey bars with nougat between them, connected to the cake by black licorice, and the whole thing is that hard-sugar frosting.
That hard-sugar frosting, I believe, is called fondant.
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March 11th, 2007, 14:17 Posted By: wraggster
Heres the listing:
Nintendo DS
April 22: Pokemon Diamond and Pokemon Pearl - Nintendo
May: Pirates of the Caribbean 3 - Buena Vista
May: Dragon Ball Z: Harukanaru Densetsu - Atari
May: Pony Friends - Eidos
May: Diner Dash - Eidos
May: Touch the Dead - Eidos
June 4: Nintendo DS browser - Nintendo
June 4: Planet Puzzle League - Nintendo
June 11: Touchmaster DS - Midway
June: Zendoku - Eidos
Spring: Naruto Ninja Council 3 - Tomy
Spring: Time Ace - Konami
Spring: Death Jr. and the Science Fair of Doom - Konami
Q2: Rune Factory: A Fantasy Harvest Moon - Natsume
Summer: Shrek the Third - Activision
Summer: Transformers: Autobots - Activision
Summer: Transformers: Decepticons - Activision
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March 11th, 2007, 14:18 Posted By: wraggster
Heres the Listing
Wii
April 9: Super Paper Mario - Nintendo
April: Prince of Persia Rival Swords - Ubisoft
April: Bust-A-Move Bash - Majesco
April: Bioncle Heroes - Eidos
May 15: Mortal Kombat: Armageddon - Midway
May 29: Mario Party 8 - Nintendo
May: Tamagotchi Party On - Namco Bandai
May: Disney's Pirates of the Caribbean at World's End - Disney Interactive
May: Escape from Bug Island - Eidos
May: Spider-Man The Movie 3 - Activision
June 11: Big Brain Academy - Nintendo
June 25: Pokemon Battle Revolution - Nintendo
June: Cosmic Family - Ubisoft
Spring: Heatseeker - Codemasters
Q2: Legend of the Dragon - American Game Factory
Summer: Shrek the Third - Activision
Summer: Transformers the Game - Activision
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March 11th, 2007, 14:19 Posted By: wraggster
via joystiq
The April issue of EGM lands on newstands March 13, but the folks at Obvious Diversion have already sampled the goods. The big "news" is Mushroom Kingdom Hearts for Wii. According to the magazine that never lies, it's Kingdom Hearts sans Final Fantasy characters with Nintendo's Mushroom Kingdom folk in their stead. Over 41 characters will be featured in the game that's set to make more money than the Sultan of Brunei could ever dream of.
EGM's April issue is a famous launching ground for concepts that seem too good to be true. Remember how excited we were when the realistic Wind Waker remake was announced? Wait. That was an April Fools joke? Think what you may, but EGM hasn't officially confirmed Mushroom Kingdom Hearts as a prank. You might want to place a pre-order this weekend. Go ahead, we dare you.
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March 11th, 2007, 14:34 Posted By: wraggster
A few weeks back, Activision showed off the PS3/360 version of Spider-Man 3 to a small gathering of journalists. The PS3 and 360 versions, developed by Treyarch, feature interactive cinematic moments, a sprawling Manhattan with an extensive sewer and subway system and a "gangs of New York" dynamic that evolves crime on the streets as you play through the game. Nothing was said about the Wii version at the time.
Curiosity got the best of us, so IGN spoke to Vicarious Visions' CEO Karthik Bala and controls designer Jonathan Mintz about what Spidey 3 will be like on Wii. As you might expect, the Wiimote and Nunchuk enable you to swing through Manhattan in a way never previously experienced by gamers. We also learned if Miis will populate Manhattan, if Spider-Man 3 on Wii will support progressive scan and find out about two villains appearing exclusively on PS2, PSP and Wii.
full article at IGN
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March 11th, 2007, 14:38 Posted By: wraggster
The Movie streaming software for the PSP is now available for the Wii and PS3 too:
Wii? Miiii? Yeah! Now you can watch your favorite movies on your Wii, streaming from your PC! Just as easy it is for PSP users, now PiMPStreamer extends its use by being a fully HTTP browsable FLV video streamer… Just point your browser at it! You can even use it on a FLV capable pocket PC. Or PS3 !! (not tested)
How does it work for the Wii? Install PiMPStreamerSetup-0.80.msi at your PC. Run PiMPStreamer, and point the Opera browser on the Wii to the PC’s ip address at port 3333 (configurable). Select the video file and happy streaming!
For the PSP users: no new features this version…
Note: I tested it with a wireless Wii… And it is really BETA for the FLV streaming part so if you have bugs/questions please MAIL. (and donate) And also only with short clips, I dont know if the Wii is capable (memory wise) to stream long FLV’s ..
via pimpware
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March 11th, 2007, 14:44 Posted By: wraggster
via wiifanboy
EA Sports demonstrated its commitment to making the Wii port of Tiger Woods PGA Tour 07 a success by casting the title star for the game's commercial. While this move seems like an obvious one, it would have been easy to just fill the 30-second spot with gameplay shots and close-ups of the polygonal golf pro. Instead, the TV advertisement features the sports celebrity demonstrating the Wii's unique controls with a graceful swing. Read on for the classy video.
Video Here
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March 11th, 2007, 14:46 Posted By: wraggster
via ign
The makers of Wish Room, Harvest Moon, Chulip, Final Fantasy XII and Dragon Quest VIII are teaming up for a new super project for the Wii. Project O (a tentative name, of course) has just started development at two southern Japanese development studios, Cing and Town Factory, to be published in Japan by Marvelous Interactive.
This title is already getting attention due to its growing list of development talent. Serving as producer is Marvelous Interactive's Yasuhiro Wada, general producer of the Harvest Moon series. The game's designer is Yoshiro Kimura, who worked on moon (PlayStation) and Chulip (PS2), and has signed on as a contractor for Marvelous in order to do this title. Another key member of the Harvest Moon series is also reportedly working on the game. Kimura also brought in Kazuyuki Kurashima, another staff member from the moon days.
Not enough for you? Well here are a couple of guys who's past games you'll definitely recognize. Project O's programming is being headed up by Town Factory's Youichi Kawaguchi, the main programmer of Dragon Quest VIII. Hideo Minaba, the art director of Final Fantsay XII, is also on board, providing the artwork for the game's world.
Wada and Kimura shared a handful of first details on the new project with Japan's Famitsu magazine. And by "handful," we really mean just a few! In fact, even after reading a three page interview, we're not 100% sure what the game is going to be like.
Wada revealed that his inspiration for Project O originally came from a Doraemon toy set. Similar to the "secret tools" that appear in the popular children's animation series, Wada imagined a tool that allows players to create a world, give it life, and observe the subsequent happenings. He likens this to the game Sim Earth. But in addition to a distant view of the world, he wanted to let players experience the world from the first person perspective of one of its residents. He likens this to Sim People.
Project O started with the idea of being a combination of Sim People and Sim Earth. But it's since become something a bit different, thanks to the influences Kimura took from Norikazu Yasunagano, who created World Neverland for the PlayStation back in 1997. That title was a "life simulation," where players could experience the relationships between artificial intelligence driven characters.
Which at long last brings us to a vague statement describing the kind of game we'll be getting with Project O. The game will combine the life simulation elements of World Neverland with the presentation of Kimura's own Chulip. On top of all that are simulation elements from Harvest Moon. The game will feature simulation, adventure and even a few real time action elements.
The simulation elements will push the Wii to the limit, promised Wada. When in the god's perspective, the game will display dozens of characters simultaneously, each moving using unique AI routines.
Another big point, mentioned Wada, is that on top of the simulation elements, the game will deliver the feeling of being part of a storyline. In the interview, he promised something different from any previous game. Kimura chimed in and noted that there's one exception: the Harvest Moon series. Kimura feels that Project O will be similar to Harvest Moon in that it will feature a loose storyline surrounding the simulation gameplay.
If all this seems conceptual, that's because it may just be. The game is currently being worked on by just the six staffers mentioned here, with the hunt currently on for the seventh staff member, a musician. Marvelous has also started seeking designers, programmers, planners and assistant directors for the game proper, and has placed a big two page advertisement in this week's Famitsu.
We're going to have to wait until 2008 to play this potential dream project for the Wii
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March 11th, 2007, 14:48 Posted By: wraggster
via wiifanboy
We've seen plenty of cakes shaped into Wii remotes and even the Wii console itself before, but a classic controller cake? That's a new one for us! A thoughtful girlfriend treated her gamer paramour with this chocolate dessert for his 21st birthday. We're not sure if he will be able to actually play Virtual Console games with it, but he'll have to find a Wii remote cake to hook the controller onto first before we can find out!
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March 11th, 2007, 14:55 Posted By: wraggster
AgentQ has released a new beta version of ScummVM for the Nintendo DS, heres whats new etc:
THERE ARE NO CHANGES TO FILE LOADING/SAVING IN THIS RELEASE. IF YOU CARD DOESN'T HAVE A FULLY WORKING DLDI, YOU WILL NOT BE ABLE TO USE SCUMMVM DS ON A SLOT-1 CARD. THERE IS NOTHING I CAN DO ABOUT THIS.
These beta releases are meant to be bugfix only, but I've slipped in a new zoom feature since so may people asked.
These are the new features in v0.9.1a beta3 of ScummVM DS:
Added 100%, 200% and 'Fit' options while zooming (Hold L and press A/B)
Allow CD audio tracks to start from track 1 or 2
Fixed long filename support to allow Mac versions of Scumm games to run
Fixed broken turning controls during fights in Indiana jones
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March 11th, 2007, 15:22 Posted By: wraggster
News from Natrium 42:
You can now control my prototype RoboDS bot located in my basement in Kitchener, Ontario, Canada. Please go to natrium42.com/robot. Yes, the robot does have a laser
The setup consists of open RoboDS prototype and DSerial2, 3 cameras, an old computer acting as a camera server and my webhost. One camera is a Canon PowerShot A70 and provides periodic photos uploaded via FTP. Second camera is Logitech webcam, it provides top view video stream to the driver. Third camera is a wireless spy camera attached to the bot itself. It provides first-person view to the driver. The web interface uses AJAX with a PHP back-end to control the bot as well as to control the queue of people. Main concerns were the number of people and security. I cannot host all the people from my home connection, so I can only provide live video stream to the driver. Other people in the queue can see the digicam photos periodically uploaded via FTP. Security was needed so that it wouldn’t be possible to cut in line or view the live video stream or control the bot despite not being in the driver position."
This has got a video too that eventually sings "rock, robot rock"!
http://natrium42.com/blog/
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March 11th, 2007, 15:34 Posted By: wraggster
Deniska released a GPS app for the PSP and now A.A. van Zoelen is near to publically releasing his GPS App for the Nintendo DS:
Heres Some Screens:
SPREAD THE NEWS
Today i finally made it. Not only do i get raw data on screen, now i can format it too. But there is more!
It got graphics now!
This weekend i tight all code snippets that i made and tested the last week together into my first version of a GPS device. I am amazed how accurate it is. despite the old SiRF II chipset. I had many hurdles to take and i took them all. I love this project and i will continue to make it better.
Cant wait for a release for the Nintendo DS
More at aa van zoelens site
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March 11th, 2007, 15:49 Posted By: wraggster
News from JSR
Aireplay is a Wifi Packet injection software, well known for Wifi Hacking.
I decided to port it to NDS as most of the new Wifi Chipset allow only Packet Capture and Aireplay is only available on Linux. Having a mobile wifi hacking solution is also a good idea...
In this build, the only activated function is the Broadcast Deauthentification module which allow to deauthenticate every user connected to a specific Access Point. It's useful for capturing ARP Request or flooding the wifi trafic.
*SPECIAL NOTES*
Most of Aireplay Linux functions are ported but not included. The NDS Wifi Driver allow only capture of packet sended at 1/2mbit rate. As all the function, unless the one included in this build, require capturing some packet from client side, you can't use them as the Client send them at over 2mbit rate(11mbit...).
I have no solution for this problem. If you have an idea/solution to set/slowdown the traffic rate to 2mbit, send me an email here : jsr(.)exp(@)gmail(.)com.
I will implement your solution and release a full build.
Usage :
------------------------------------
AireplayNDS_EarlyBuild.nds for NDS Cart (Slot-1)
AireplayNDS_EarlyBuild.ds.gba for GBA Cart (Slot-2)
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March 11th, 2007, 17:32 Posted By: wraggster
via playeradvance
The sublissime Arialia, goddess among the DS, delivers the new version of DSPhoto to us, a visual display of photograph for Nintendo DS. It improved time of loading of the jpegs and scaling. With this intention, it used the version beta of the libjpeg 6b. The zoom was also implemented. The scrolling oar a little on the other hand. This problem should be regulated with the next version. Lastly, Arialia currently works on the function email.
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March 11th, 2007, 17:39 Posted By: wraggster
via playeradvance
Foxy had 10 minutes in front of him; and it had the idea to make the bearing of mythical (if, if!) Goldrunner (Atari ST/Amiga) on this dear GBA. It is about a Shot Them Up with scrolling vertical, which, for the time being [I leave from now on the word to Mr Foxy] “is not playable. On the screen titrates, while supporting on “start”, one arrives on a test of the scrolling of the play. One can move the vessel, but nothing more for the moment.” Thank you Foxy.
http://www.foxysofts.com/index.php
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March 11th, 2007, 17:42 Posted By: wraggster
via playeradvance
Four years. Yes you read well, quatres years! It will have taken four years for Foxy to integrate in its first homebrew GBA, Deflektor, the sound. And while speaking about lesson, which are those which we must draw? And although even the fastest coder of the history of homebrew GBA can take time to finish a project even after years! While at the same time it is on other projects. That wants to also say, and there I become again serious, that an unfinished project does not want inevitably to say abandoned. Then coders of all the horizons, leave your keys USB your old projects which you think abandoned. Foxy shows us an example and we must follow it. Let us stop our projects in order to leave with the future generations, a ludic inheritance GBAtesque at the level of the console! Amen
Download --> http://www.foxysofts.com/index.php
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March 11th, 2007, 17:45 Posted By: wraggster
Updated release from ratx of his rom trimmer:
Heres a new version that fixes a couple of reported problems. The output filename munging routine has been re-written and overall is more cautious in regards to trimming. Thanks to _psychowood_ and Rejk. I haven’t tested this version much and I’m thinking it will need more tweaking to get the right compromise between trimming and preventing overtrim. As always if you find problems please comment.
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March 11th, 2007, 20:21 Posted By: kcajblue
The English DS Link website has finally updated the files on it.
DSLink software 1.70 version
DSLink English kernel update 1.70 version
1.ROM number in fornt of the file name will be automatically added when replaced by the Chinese name or English name, choose this function in the software setting.
2.Add the choice of ROM processing mode 2 in the software setting. If there is any problem when writting any rom in the mode of default, for example, it appears white sreen after heading cartoon in 0094, in this time user can try this mode 2. But the writting speed of the default processing mode is faster, mode 2 is not recommended at ususal time.
3.0193,0659,0804 support soft-reset function.
4.Solve the problem of 0836 that appears error and can not enter the game, and all are well after reseted using soft-reset function.
5. Solve the problem that some games appear white screen when using their own soft-reset function.
6.Solve the problem that some game appear wrong screen.
Rom:0604
Rom:0635
Rom:0799
Rom:0826
7. Chinese and English game name libraries are updated to NDS:0839,GBA:2683
Simplified English game name library:
DSLink software game name library, kernel game names
Note: Please manually delete the romname.lst of the directory of system_ in the TF card, DSLink software will automatically install the new romname.lst while add ROM.
How to update kernel:
1.Copy _DSLINK_.NDS file to the root directory in the TF card.
2.Enter DSLink's interface to run this NDS file, and then appears the kernel update interface. User can also enter kernel update by long pressing START key.
3.Click SELECT key to start updating in the update interface. It has schedule sign, and updates successfully when it shows to shut off the power.
Note: If there is any accidental error while updating, user can follow the sign on the screen or long pressing START key to restart NDS to update it again. And user can also copy _DSLINK.NDS file to any other GBA flash card which can run NDS file to update DSLink.
In additon, since time is limited, some saver problems(0547,0696,0727) that have not been solved in this version and the update of GBALink software will both be solved in the near future.
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March 12th, 2007, 01:52 Posted By: DanTheManMS
New release of Archeide's SNES emulator for the DS:
This release contains various bug fixes, which should improve games compatibility and stability. Some minor features have also been added like options saved in save states, background Layer selector, and hinge support.
Here is a list of changes:
* Fixed ROM paging, this should improve stability of large ROMs (especillay DKC2)
* Some CPU instructions were bugged because of the way SNEmulDS write in I/O ports, this should also improve stability (ie Crash before first boss in Zelda)
* Fixed a bug that made Chrono Trigger freeze during battles
* Changed the way emulator detect blank screen (Street Fighter Turbo, RTYPE3, Final Fantasy Mystic Quest now works)
* Fixed some bugs with SRAM memory, which unlock most ROM protections (Uniracer, Bust-a-move, … now boot)
* Now sound core doesn’t randomly crash when using line by line engine
* Better reset of sound core, some games now run correctly when they are launched after another game (ie Super Bomberman >2)
* Save states also save options
* Added background layer selector. You can again enable/disable backgrounds.
* Added hinge support. If you close you DS, emulation is stopped and SRAM is saved.
* SRAM is now automatically saved before loading another ROM
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March 12th, 2007, 18:57 Posted By: wraggster
Maxis Game Designer, Robin Hunicke, has spoke out about her enthusiasm for Wii and the thought behind the reinvention of the Sims series for the console.
"The Wii is so cool ... Almost everyone on my team is a Nintendo fan. Almost all game developers are Nintendo fans," commented Hunicke. An appropriate choice of words after fellow Maxis developer, Chris Hecker, last week cited the Wii as "a piece of shit".
"It's not clear to me that Nintendo gives a s**t about games as an art form," said Hecker, who has since appologised.
Now it seems Maxis are only too pleased to express please with Nintendo's console, with Hunicke pointing to its clean design and family-orientated approach to gaming as the key factors in the new direction MySims has taken.
Despite the radically changed controller, Hunicke stressed the importance of sticking to the fundamentals of a franchise on a new console. "We wanted to bring The Sims to the Wii in a way that we could say we were at home on the Wii."
Unlike many other Wii games out there, Hunicke also wanted to avoid using flailing arm movements in MySims.
MySims comes with a radically re-invented cartoony style, and a new emphasis on community as players seek to rejuvenate a run-down town to attract new residents.
MySims is due out on Wii and DS later this year.
via cvg
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March 12th, 2007, 19:02 Posted By: wraggster
Nintendo's Takeshi Shimada, who last week spoke at GDC about the development of Brain Training, revealed that enhanced development tools are in the making for Wii.
Shimada spoke of a development application called NintendoWare. Being made by Nintendo and HAL, NintendoWare emulates Wii hardware on a PC so that developers can sample parts of their games without having to load it to a Wii dev machine.
Shimada also revealed that a new easy-to-incorporate fur-shading effect is in the works - we're thinking effects similar to those in Star Fox Adventures could be the result.
The motion recognition could also see an upgrade, with a new predictive input tool that uses prior movement to predict your next motion. Sounds complex.
And you Wii might be able to read the new and weather headlines to you soon, with a text-to-speech tool also in the works.
All we want is more games to look as good as Super Mario Galaxy which, at the moment, is graphically light-years ahead of anything else on Wii. Is Nintendo keeping the "How to make good graphics on Wii" to itself or something?
via cvg
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March 12th, 2007, 19:07 Posted By: wraggster
Talking about the future of Link and the epic Zelda series, Nintendo director Eiji Aonuma has expressed his wish to put more motion-controlled mechanics in the next Zelda game.
"I knew that the Wii was capable of many more controls than we added to the Wii version of Twilight Princess," admitted Aonuma in an interview with GameInformer.
He continued: "I was kind of afraid of adding too many [motion controls], because I didn't want to confuse the end user or make the game intimidating. Moving forward, though, that was a launch title so we had to keep it kind of "at the basics," but moving forward I can definitely see us incorporating more controls into the game."
Aonuma also declared that he would be prepared to bring back Princess of the Twilight, Midna, if that's what the fans wanted: "Because of the way Twilight Princess ended, I don't see her making a reappearance, but who knows. If we hear enough voices for her to come back, how can we not."
The cartoon-style Link from Wind Waker is set to live on in Phantom Hourglass on DS, and Aonuma had a bit to say about that too: "Because this game is on a handheld, the approach has been a little different than with the Wii or the GameCube.
"In this Zelda, there are several islands, and each one has its own story. It's pretty full because of this, and we'll explain more how this works closer to release. There are some dungeons that you'll have to play more than once. It's a very full, fleshed-out game."
He also confirmed that the one-on-one multplayer mode would be playable online. Check back on CVG later today for a full multiplayer hands-on preview from GDC.
For the record, we'll be all over Phantom Hourglass when it's released later this year.
via cvg
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March 12th, 2007, 19:08 Posted By: wraggster
It's VC update Monday for the US, and Sonic makes his second retro appearance with Sonic Spinball.
Originally released on the Mega Drive (Genesis) in 1993, when "Eggman" went by his PROPER name, Robotnik, Sonic Spinball is a pinball game that sees you batter the hedgehog around tube-filled tables.
Tecmo Bowl, a simple NES American football game, also makes the cut, as well as Double Dungeons originally on Turbografx, which released on the UK Virtual Console last Friday.
Sonic will set you back 800 Wii points, while Double Dungeons costs 600 points, and Tecmo Bowl is 500.
via cvg
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March 12th, 2007, 19:14 Posted By: wraggster
News from Divineo USA
Good news for the hard core Nintendo DS/DS Lite user: The ultimate device for their machine, the DS-X, is now below $100!
And one good news never coming alone, we are also taking preorder for the huge 16Gb version, available end of this month.
For those who don't know the DS-X, this is the most complete, advanced, greater compatibility device on NDS. If you only need one device, you need the DS-X.
Preorder the DS-X 16GB Version from Divineo USA for $124.99
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March 12th, 2007, 19:19 Posted By: wraggster
News from Divineo China of a new Nintendo Wii Modchip that allows for Region Free Gaming. Details Below
We are taking preorders for a new Wii mod called Wiid. This mod, produced by one leading modchip maker will be released within 9 days and appears to be a high quality slighty improved version of the Wiikey.
More details:
The WiiD is a fully featured Nintendo Wii mod, easy to install, easy to upgrade, compatible with every single Wii console system.
Ideal for Wii advanced users. More features to be added in future with software upgrades.
- Non Swap/Direct Boot for Homebrew in GC mode
- Non Swap/Direct Boot for NTSC region Wii games/ on US and JAP consoles
- Boots PAL Originals on NTSC WII consoles (partially without swapping)
- Boots NTSC Originals on PAL WII consoles (partially without swapping)
- Boots different region GC Games Original Imports (partially without swapping)
- EUROPE/USA/JAPAN Wii Console Supported
- Double soldering option, 6 wires or Quicksolder (No wires Required)!
- Compatible with all the WII Console Versions/Drive currently available
- Full D2B Drive Support
- Built-in audio fix
- Full support for DVD-R/DVD+R and DVD+RW/DVD-RW without Booktype
- Supports Multi-Disc/Multigames games for BOTH Wii and Gamecube
- Recovery Mode for incomplete/Bad Upgrades
- Stealth mode
- Firmware fully Upgradable by DVD!
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March 12th, 2007, 20:31 Posted By: wraggster
Lylat Wars is expected to appear on Virtual Console very soon, but Nintendo is keeping quiet about exactly when.
The US version of the game - StarFox 64 - tops the list of recent recipients of an ESRB (Entertainment Software Ratings Board) certificate in the US (it's been rated "E", in case you're interested).
That's not enough for Nintendo to confirm anything though, with a UK representative declining to comment when we made contact this morning.
Still, if recent trends are anything to go by then Lylat Wars should pop out from behind an asteroid and start costing 1000 Wii points in the nearish future.
via eurogamer
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March 12th, 2007, 20:50 Posted By: wraggster
via gamesradar
It's just two years since the UK was first touched by Nintendo's DS, but what a two years it's been. Okay, so its ugly, silver toy-like appearance might not have drawn anyone's adoration at first, but Nintendo's innovative handheld eventually won us over with its sublime gaming possibilities and a barrage of cheerful, colourful and compulsive games designed to use DS's touchscreen, microphone and dual-view to brilliant effect.
Since DS launched in the UK on 11 March 2005, we've had sell-outs, brain-taxing new genres, and that sleek redesign that added supermodel looks to DS's already impressive wealth of talents. With DS Lite, we fell in love all over again - and so did the rest of you, if the 200,000 sold in the first ten days across Europe are anything to go by.
DS has posted some mind-boggling landmarks - a record breaking 87,000 were shifted over the DS's first two days in the UK, 10m have already been sold across Europe, and last summer some bright spark calculated that Nintendo had sold one DS every two seconds across the globe since the first one was sold in Japan. And, if the meteoric rise shown in our snazzy graph suggests anything, it's that DS is destined to become one of the best selling platforms ever made. Long live DS!
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March 12th, 2007, 20:57 Posted By: wraggster
via insert credit
No, this is not a hellish sequel to Act Zero but instead a series of Bomberman games on their way this month. We already have Bomberman Land on the Wii gracing Japanese shelves, whilst this does retain the plucky and cute aesthetic style we are all used to the main game modes are much more generic action platformer fare (though thankfully the Battle Mode has stayed intact).
The other two Bomberman games scheduled for release are another Bomberman Land on the PSP, which is ironically the most faithful in terms of gameplay, and Bomberman Story on the DS. The latter has transgressed into action RPG territory, though there is already a proper Bomberman game on the DS. So at least we have that to be thankful for.
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March 12th, 2007, 20:57 Posted By: wraggster
via insert credit
No, this is not a hellish sequel to Act Zero but instead a series of Bomberman games on their way this month. We already have Bomberman Land on the Wii gracing Japanese shelves, whilst this does retain the plucky and cute aesthetic style we are all used to the main game modes are much more generic action platformer fare (though thankfully the Battle Mode has stayed intact).
The other two Bomberman games scheduled for release are another Bomberman Land on the PSP, which is ironically the most faithful in terms of gameplay, and Bomberman Story on the DS. The latter has transgressed into action RPG territory, though there is already a proper Bomberman game on the DS. So at least we have that to be thankful for.
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March 12th, 2007, 21:04 Posted By: wraggster
via joystiq
Tony Hawk's presence is so strong in the gaming world that he even has titles available for imaginary consoles! Tucked away in the lower right corner of TonyHawk.com is an image promoting the latest game, Tony Hawk's Downhill Jam. It's available for -- brace yourself -- Sony Wii.
We're sure this is an innocent slip-up and not a portent of the future to come. Or are the folks behind Tony's website doing tarot card readings on the side?
For the record, Downhill Jam is available for Nintendo's Wii, DS and Game Boy Advance. A PS2 version is in the works and will be released later this year.
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March 12th, 2007, 21:08 Posted By: wraggster
via joystiq
Although there hasn't been an official announcement yet, we expect to see the Wii-mic by Q3. Rumors have surfaced and GoNintendo confirmed that NDA was broken -- so, yeah, about that Wii-mic. The writing was on the wall earlier this week when High School Musical was announced for the Wii. The Karaoke Revolution-esque game by Disney Interactive will use a microphone. Unless the game is using the Gamecube's mic to be stuck in on top of the Wii, that means a microphone attachment will soon be officially announced by Nintendo.
The real NDA breaking rumor has EA working on a Harry Potter game using the mic in conjunction with gestures to cast spells. Now that's the type of Wii title we're talking about! "Wingardium Leviosah" FTW! Sadly, those who attended the EA Wii event on Wednesday signed NDAs -- so there's a lot of people out there sitting on information they can't confirm, deny or share with their readers.
Update: Statement from GoNintendo, "The NDA I am talking about has nothing to do with the mic for the Wii. I was just mentioning the mic part because we already knew it was coming according to High School Musical info. The NDA deals with something else completely. If EA talked about a mic at their party, I didn't hear anything about it. "
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March 12th, 2007, 22:00 Posted By: wraggster
New from SuccessHK
Rayman Raving Rabbids marks the return of the iconic video-game hero, Rayman, in his funniest and zaniest adventure ever. When the world of Rayman is threatened by a devastating invasion of crazed, out-of-control bunnies Rayman must rise up against his furry foes to foil their wicked plans.
Fight the Rabbid invasion and restore peace to the world in a brand new adventure unique to this handheld. In the DS game, you control control Rayman and his powerful otherworld avatars, the 'Guardians', together they will battle the Rabbids. With the help of four elemental Guardians, use the stylus to destroy obstacles and freeze water. And don't forget to speed up your character by blowing as hard as you can!
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March 12th, 2007, 22:29 Posted By: wraggster
The Game Factory today announces it is publishing a new title based on the animated high-tech action adventure series, “Code Lyoko” for Wii. The new “Code Lyoko” game will be based on the fourth season of the hugely popular animated series and is due for release in Q4 2007.
Utilising the latest advances in 2D and 3D computer graphics imagery (CGI), “Code Lyoko” follows the adventures of four “ordinary” students who discover the existence of a mysterious parallel universe, a virtual world called Lyoko. The students, Yumi, Ulrich, Odd and Jeremy discover that both Earth and Lyoko are being threatened with destruction by a super virus, X.A.N.A., which has infected the Super Computer that controls everything. Now the students, who are joined by Aelita, a virtual being from Lyoko, must lead double lives : ordinary boarding school students on Earth and action heroes inside the digital world of Lyoko, where they learn each have special powers.
“We are thrilled to be bringing Code Lyoko to life on Wii” said Henrik Mathiasen, Game Factory’s President. “Fans of Code Lyoko, and those new to the series, will be able to immerse themselves in the game in new and exciting ways using Wii’s unique controls and gorgeous graphics. This game further demonstrates our commitment to both next generation consoles, and working with leading International children’s brands”
“Code Lyoko combines a cutting-edge look and fantastic storytelling, making it the ideal show to be featured on Wii,” said Cynthia Money, President, Worldwide Consumer Products for Taffy Entertainment. “The Game Factory’s incredible creativity and sense of fun will translate into a Wii game that engages both fans of the show and gamers of all ages with exciting new worlds and interactions with the show’s young heroes.”
Code Lyoko on Wii has been specifically developed for the new platform by French developer Neko Entertainment. Neko’s mandate is to deliver an intuitive and innovative blend of adventure, combat, platform and racing type of game play utilizing the features of the Wii controller.
Code Lyoko will enable gamers to join their favourite characters as they :
• Battle through the 2D real world, and 3D world.
• Interact with their favourite characters – Odd, Yumi, Ulrich, Aelita and Jeremy
• Explore 40+ different locations with a storyline based on the fourth season of the popular animated series
• Battle using a range of skills including shooting, fighting, puzzle solving and exploration.
• Delve into the digital sea with the new season 4 vehicle, in search of the mysterious creature which infected their world
• Discover a new 3D territory
• Fight new bosses
“Code Lyoko” the television series, is produced by MoonScoop Productions, in association with France 3 and Canal J, and distributed worldwide by Taffy Entertainment. The show was created by Tania Palumbo, Thomas Romain and Carlo de Boutiny and directed by Jerome Mouscadet. Executive producers are Benoit and Christophe Di Sabatino and Nicolas Atlan.
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March 12th, 2007, 22:33 Posted By: wraggster
Leading up to the March 16th ship date for The Grim Adventures of Billy & Mandy™, we'll be introducing you to all 15 of the characters featured in the PEGI 12+ title. This first batch includes the three title characters: Grim, Billy and Mandy. The Grim Adventures of Billy & Mandy is slated to ship on the Nintendo Wii™ in March of this year. Look for more in the coming weeks!
The Grim Adventures of Billy & Mandy video game pits the characters from the popular Cartoon Network television show against each other in a fighting-adventure game, filled with mayhem and chaos. In battle mode, up to four players can use a multitude of weapons in destructible arenas like the Desert of Doom and the Underworld to battle it out to be the last one standing. Players also have the option to play on their own or with a friend in mission mode, a series of 45 missions where players can unlock new weapons and characters like Hoss Delgado and the Boogey Man.
Hoss Hoss Delgado is a fierce and experienced monster fighter who lost his right hand between the cushions of his sofa. Hoss wears an artificial hand that can be replaced with everything from a chainsaw to a digital cheese grater.
Eris What Eris lacks in sanity she more than makes up for in lack of sanity. Her attacks cannot be easily predicted, and she is just as likely to kick your teeth in as to buy you a pony.
Lord Pain Lord Pain lives in the Plane of Happy Ponies where he serves his Master from afar. Lord Pain served Grim faithfully until Mandy proved to be a more charismatic Master. Pain has since had his tattoos of Grim removed with lasers and had himself re-tattooed with images of Mandy. Please ask mom and dad before you do the same.
Nergal Jr. Tired of being picked on, little Nergal Jr. is a creepy, nerdy little kid who's learning to fight back. He is capable of changing his shape and mimicking his opponents.
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March 12th, 2007, 22:44 Posted By: wraggster
via siliconera
During the Nintendo keynote Shigeru Miyamoto mentioned that a new voting channel where people can vote on their favorite Miis was in the works. A message was sent to Japanese Wiis with the date of the new channel, April 29. In the channel players can pick one of two Miis as their favorite and results will be shown online, similar to the Everybody Votes channel.
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March 12th, 2007, 23:11 Posted By: wraggster
via dsfanboy
Having created Rotoshop, the software behind uniquely-animated films like Waking Life and A Scanner Darkly, Bob Sabiston is no stranger to new ways of manipulating media. His latest project, Fatbits Pocket Painter, takes advantage of the Nintendo DS' hardware features to create both pixel-based and vector-based illustrations.
The DS' top screen shows the entire canvas while the touchscreen displays a close-up view for editing.
Fatbits won't replace your copy of Adobe Photoshop, but with features like color palette mixing, variable thickness paintbrushes, and opacity sliders, the program is a lot more sophisticated than MS Paint. The application even supports an animation mode and playback for recorded sound effects (via DS mic) just like Mario Paint. Users will be able to share their complete creations or works-in-progress by uploading them to a web server with the DS' WiFi feature.
While Nintendo is aware of the project, there are no cemented plans for a commercial release. Sabistan admits that he might eventually cast the program loose for the homebrew community to play with if he is not able to find a publisher. For now, a brief user manual and a gallery of images created with Fatbits are available.
More Info
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March 12th, 2007, 23:14 Posted By: wraggster
via dsfanboy
While the Game Boy Advance was home to a wealth of strategy RPG titles, the Nintendo DS' selection of SRPGs has been poor in comparison. For a handheld with unique features that seem to be made for the genre, games like Fire Emblem and Rebelstar Tactical Assault have been sparse on the portable. Atlus USA must have sensed this injustice, announcing plans to publish Luminous Arc, a Japanese SRPG, for the North American market.
Luminous Arc pits the forces of the righteous Garden Children against an army of Witches intent on warring with God. With features like item-crafting, online battles, and touchscreen support, the game definitely pushes portable SRPGs in the right direction. Import impressions have been positive, but we will wait until Luminous Arc's US release before we judge it against GBA classics like Final Fantasy Tactics Advance and Tactics Ogre: The Knight of Lodis.
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March 12th, 2007, 23:18 Posted By: wraggster
More news from the CnCDS Site:
I worked on it over the weekend and added a couple of new features as well as ongoing changes to the command queue system and other bits.
First I added rotation, so that units must face the direction of travel before moving and so turrets face their targets before firing. I’m representing a rotation with a single byte right now, with 0 up, 64 right, 128 down and 192 left. This seems to give me enough accuracy and should do for now. This is now worked into the moving code and works fine. Units can have different turning speeds etc.
Lastly I added resources to the map. I see two choices for how to do this. First have a resource level per cell. This is just a number for each cell on the map. The second option is to define each cell that has a resource with a level and x/y co-ordinate. To fill every cell on a map this takes much more memory, but with the amount of resources on a map I’d expect it would take less. I’ve gone for the first option but I’m not sure yet if it was the best one. Still the difference in memory requirement is small but I know things will get tight!
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March 12th, 2007, 23:22 Posted By: wraggster
New firmware released for the r4ds flash cart:
The R4 DS team have released version 1.07 of the R4 DS firmware. This update allows for greater skin customisation, such as the changing of font colours.
Also, loader 1.07 'A' will cycle between 12 different skins every month, whereas 1.07 'B' has this feature removed for those that don't want to use it.
Download
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March 13th, 2007, 00:52 Posted By: TeenDev
As promised here's my MMD supporting ToD by LiraNuna. I haven't actually tested it due to the fact that CreeboMe doesn't work with my MMD just yet. So, tell me if it works.
Enjoy!
Download and Give Feedback Via Comments
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March 13th, 2007, 07:44 Posted By: wraggster
Over in Japan the classic Theme Park has been released for the Nintendo DS, the game has kept all the beauty of the original but with the Nintendo DS Stylus Control it adds a massive new dimension to this game.
Heres some awesome Screens:
Heres the press release from a few months ago:
Electronic Arts (Nasdaq: ERTS) announced today the development of Theme Park exclusively for the Nintendo DS (NDS) system. Based on the popular simulation game series, Theme Park will allow players to create, manage, and develop their own fun-filled park, packed with amazing rides, enticing shops and engaging sideshows, all via an intuitive Touch Screen interface.
"Theme Park is one of EA's long standing properties, and we are excited to breathe new life into the series by bringing it to the NDS platform for the first time ever," said Stan Chow, General Manager of EA Japan Studio and Executive Producer of Theme Park. "Taking advantage of the unique controls in the NDS, we are able to create an easy-to-pick-up game that offers the experience of creating and managing your own park to audiences of all age and gender. The game will have the depth to satisfy fans of the series, and also be accessible to lighter and new gamers with its user-friendly controls."
"We are in a unique position to develop compelling new games that appeal to consumers worldwide by combining EA's proven global IP with the expertise of EA Japan Studio in the NDS platform. Theme Park will be the first title out of the studio for international release, and we look forward to delighting gamers with this new offering," said Jon Niermann, President, EA Asia Publishing.
Developed by Tokyo-based EA Japan Studio, the game will deliver all the fun of the popular Theme Park franchise in the most accessible format for seasoned gamers and first-time gamers alike. The game is slated for release in Spring 2007.
SuccessHK have the game in Stock for USD 38.71
Relive one of the All time classics on your Nintendo DS.
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March 13th, 2007, 20:40 Posted By: wraggster
US online retailer Best Buy has sent out an email notifying customers who have pre-ordered Metroid Prime 3: Corruption for Wii that the release date has changed from summer '07 to New. Year's. Eve.
Will it or won't it make 2007? It's a question that's repeatedly being asked more and more. Back in February we reported that Nintendo US boss Reggie Fils-Aime told MTV: "The focus on 'Prime 3' is to make that the stellar game for a first-person experience on the platform. What that means is we're going to make sure it's perfect when we launch it."
Now Jopystick reports that Best Buy has pulled its summer date saying it has been informed that the release date has changed.
We'll chase Nintendo and let you know.
via cvg
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March 13th, 2007, 21:00 Posted By: wraggster
Owners of a Japanese Wii can now head to the Mii Channel to be greeted by two new Miis in their plaza, sent as a gift from Nintendo.
The two Miis are of Japanese celebrities Shuzo Matsuoka, a professional tennis player, and Sanma Akashiya, a famous comedian.
Nintendo's choice of celebrity is linked their appearance in Wii advertisements, according to Kotaku.
Who knows, maybe UK owners will receive Miis of boxer Ricky Hatton and retired footballer, Ian Wright, who both appeared at HMV's UK midnight Wii launch event in London last December.
We'd prefer a Miyamoto Mii though. Oh... and maybe one on Reggie 'The Regginator' Fils-aime.
via cvg
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March 13th, 2007, 21:01 Posted By: wraggster
via cvg
The guys at Mega64.com, who have made a name for themselves goofing around in public dressed as videogame characters, have release a new video featuring none other than Shigeru Miyamoto.
Two guys dressed up as Mario and Luigi hit the streets leaping out at innocent passer-bys shouting "woohoo" in a Mario-like voice, when suddenly Miyamoto appears, looking bemused by their antics.
Nintendo fans should check out the video and, if you haven't already, take a look at some of Mega64's other movies, in which they cause all sorts of mischief acting out games like Shenmue, Luigi's Mansion and Katamari Damacy. It's hardly Jackass though...
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March 13th, 2007, 21:29 Posted By: wraggster
NARUTO: Clash of the Ninja MVZ is the working title of a new fighting game just confirmed for Nintendo Wii.
Based on anime series Shonen Jump Naruto, it's said the title "will take advantage of the Wii Remote in fast-paced ninja action for up to four players in nine different gameplay modes", by D3Publisher of America - which has jointly announced the game with TOMY Corporation.
Elaborating on Wii Remote use, D3Publisher has said that players will be able to launch attacks with the controller using Ninja-like movements! 14 characters will be stepping into the brawling ring and the plan is to also include mini-games created for use with the Wii Remote.
Currently NARUTO: Clash of the Ninja MVZ has only been announced for a North American release.
via cvg
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March 13th, 2007, 21:34 Posted By: wraggster
News from Divineo China
The manufactuer confirmed with us that the M3 Simply will back in stock around 25th Mar. All the back orders will be shipped immediately. Thanks for your patience waiting.
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March 13th, 2007, 21:37 Posted By: wraggster
New from Divineo China
A set of 2 screwdrivers that allows you to open your Wii, Nintendo DS, Nintendo DS Lite, Gameboy and Gameboy SP. One classic screwdriver to open the outside of the Wii, and one Tri-Wing that opens the inside of your Wii or the DS/DSLite.
Official XCM product with logo on screwdriver handle.
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March 13th, 2007, 21:37 Posted By: wraggster
New from Divineo China
A set of 2 screwdrivers that allows you to open your Wii, Nintendo DS, Nintendo DS Lite, Gameboy and Gameboy SP. One classic screwdriver to open the outside of the Wii, and one Tri-Wing that opens the inside of your Wii or the DS/DSLite.
Official XCM product with logo on screwdriver handle.
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March 13th, 2007, 22:03 Posted By: wraggster
New from Divineo China
Generally electronic components last pretty long, but you can't say the same about the plastic case of handheld consoles, they end up being scratched up and even broken quickly. The solution to this problem, a BRAND NEW case for your Nintendo DS Lite, including all buttons and parts.
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March 13th, 2007, 22:21 Posted By: wraggster
If you've participated in an online game with your Nintendo DS, you've already enjoyed the fruits of this partnership, since GameSpy powered Nintendo's first major foray into online matches, but it looks like Nintendo and GameSpy are about to take things up a notch with the Wii. The pair have just announced that GameSpy middleware will power the multiplayer aspects of online Wii games, with current Nintendo Wi-Fi Connection features at first, but eventually friend rosters, matchmaking and ranking at last. It ain't no PlayStation Home, but it looks like Nintendo is finally ready to start seriously chasing online gamers. Pokémon Battle Revolution will kick things off on June 25.
via engadget
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March 13th, 2007, 22:23 Posted By: wraggster
via eurogamer
In another outrageous outburst of initiative, Nintendo Japan has announced that games developed by students from its Game Seminar 2006 course will be made available to download from the DS Station.
It all kicked off last Thursday over there, and every two weeks a new creation will rear its unique little head on the service, which is free to snatch from.
These games are Attoiu Ma Ni? Ekaki Uta, which lets you communicate with aliens who've journeyed to earth by drawing pictures; Kuru Kuru Tonzuran, an action game that lets you help out mice captured by cats by swinging a steel ball and destroying obstacles; UJ No Tegakichou, which lets you draw pictures to interact with wacky UJ creatures and also doubles as a diary; and Hana Otoki to Hana Onna, an adventure where men and women shout stuff into the microphone at the appropriate times.
However, we won't be seeing either the games or the development course in Europe, unfortunately.
"No, it won't come to Europe, as it's a Japanese local market initiative," a spokesperson for Nintendo told Eurogamer this morning. "Great idea though."
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March 13th, 2007, 22:26 Posted By: wraggster
via gibiz
MumboJumbo boss Paul Jensen believes Europe is an under-served community, and that casual gaming in the region is set to explode.
Talking to GamesIndustry.biz at the Game Developer Conference in San Francisco he reiterated the strength of quick-fix thrills, and MumboJumbo's renewed focus on the European territory.
"We are getting into Europe in a big way," Jensen commented. "We are continuing to be very aggressive at localising our games to get out to the larger countries in Europe."
"Europe is, in my opinion, under served, and is a market that is certainly set to explode, we just have to support it."
MumboJumbo plans to do this both on PC and next-generation consoles, with its first Live Arcade title, Luxor 2, due out shortly.
However, it doesn't want to pigeonhole itself for just one service, and is determined to expand its audience across all available platforms, including previously supported PSP and DS.
"Even though we have a great retail presence, we made a push into PSP and DS because we believe it's opening up an audience even further," Jensen added. "That's why we're supporting [new consoles] with our Xbox Live launch, and we're going to be there when we can with Sony and Nintendo."
With UNO continuing to be a best-seller on Live Arcade, it's a convincing argument, especially as publishers continue to make big noises in the sector - such as EA, and Sierra Online.
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March 13th, 2007, 22:45 Posted By: wraggster
via kotaku
The Wii seems to have no end of quality racing titles in the pipeline, and now Crave adds another with the announcement that Dave Mirra BMX Challenge will bit hitting Nintendo's latest console this June. Featuring 13 different bikes and 12 environments playable in either race or trick mode, the game promises to be the best BMX game ever released for the Wii. I'm interested to see how the controls pan out, though I am imagining they'll be something akin to the setup that SSX Blur used.
"Dave Mirra BMX Challenge will be the first BMX game for Wii," said Jim Flaharty, senior vice president of Crave Studios. "The immersive Wii controls combined with the thrill of BMX racing will make Dave Mirra BMX Challenge a real treat for action sports fans."
I have a real soft spot for BMX games, having broke many a poor bike during my younger teen years. While I was hoping for the long awaited sequel to the critically acclaimed BMXXX (lies!), I suppose this will have to do.
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March 13th, 2007, 22:49 Posted By: wraggster
via joystiq
Who's at fault for Nintendo's lack of third-party support: Nintendo, the developers, or the fans themselves? Kevin Cassidy, founder of website GoNintendo, places the blame on the Nintendo community for showing reluctance or unwarranted disdain toward third-party Wii games.
The rant, part of Newsweek writer N'Gai Croal's P2P series, makes a point out of Dewy's Adventure, a game he feels internet users have called in "kiddie" based on its looks alone, subsequently refusing to give it a chance. This is a problem Nintendo had when revealing Legend of Zelda: Wind Waker to be a cel-shaded romp with a pre-adolescent Link. Of course, that game sold well on merit of its Nintendo roots. Dewy's Adventure isn't even out yet, so opinions have room to alter wildly between now and its release later this year.
Is the "kiddie" problem inherently Nintendo's, though? Regard Microsoft's Viva Pinata, a game that has been praised widely but suffers from low (though steady) sales. Is the kiddie image of the title affecting other consoles, too? Cassidy opines that Nintendo fans are clamoring for "mature" titles that include violence and gore, but we feel this is a more universal trend that is affecting all consoles.
A prong in Cassidy's rant also concerns titles rehashed by Ubisoft and EA: "Prince of Persia: Rival Swords; Godfather: Blackhand Edition; Scarface; Mortal Kombat: Armageddon -- fans lambaste them all because they appeared on last-generation platforms." He's right, but are the fans wrong? Publishers are still testing the water on how to cleverly use the Wii remote since the Nintendo versions are not going to have an advantage in the graphics or online department. The perception of the aforementioned titles is that they are simply rehashed games from last generation with motion controls tacked on. Rehashes are part of all early console cycles, and they will continue to spark ire in online communities until developers figure out how to get an optimal financial return on what they release.
Ultimately, you can't trust all the opinions written online; the real indicator is sales figures -- everyone gripes about the annual Madden upgrades, yet they are still a mainstay of yearly top software sales lists. Ubisoft and EA have expressed satisfaction so far on the Wii sales figures.
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March 13th, 2007, 22:52 Posted By: wraggster
via Joystiq
Zelda co-creator Eiji Aonuma confirmed in an interview with Game Informer on Friday that Phantom Hourglass will feature an online multi-player mode. Without disclosing any deets, Aonuma simply replied "Yes" when asked if the game would support "online battles over the Nintendo Wi-Fi connection." Strangely, GI failed to press the issue for more information. Note to self: If/when Nintendo ever confirms online multiplayer for Wii in an interview with Joystiq, just say "okay" and move on to the next question.
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March 14th, 2007, 00:34 Posted By: wraggster
via joystiq
Wii's recent popularity (likely amplified by the online folk) helped increase Nintendo.com's unique visitors by 91% over last year, this in stark contrast to Playstation.com's 8% decrease of total unique visitors according to a Nielsen/NetRatings report released today. Xbox.com saw a 47% traffic increase over last year.
Site - Feb '06 (000) | Feb '07 (000) | YOY Growth
Nintendo.com - 856 | 1,631 | 91%
Xbox.com - 827 | 1,218 | 47%
Playstation.com - 1,105 | 1,016 | -8%
That's a good metric showing how both Nintendo's and Microsoft's online audiences have grown as PlayStation enthusiasm (at least to its proper website) has dwindled. Web junkies click onward for the full skinny on all that traffic jazz.
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March 14th, 2007, 00:51 Posted By: wraggster
New special offer from Play Asia
In Rockman ZX, hundreds of years have passed since the battles between humans and Reploids (robots). After fierce wars between the two sides, peace was finally restored and the two groups were able to establish various cooperative nations within the "Inner" area of the universe. However, danger zones remained in the undeveloped "Outer" section where independently evolved robots called "Mavericks" began wreaking havoc.
A group called the Serpent Company scours the Outer universe to provide energy created from otherwise unattainable items to the Inner population and also serves to protect these peaceful nations from Maverick attacks over the years. On an excursion to the Outer region, they discover relics of ancient technologies in the ruins. These relics, called Biometals, are living, conscious materials, with records of information and weapon data from history housed within.
Capcom's Nintendo DS™ action game Rockman ZX (aka. Mega Man ZX) is now available at discounted US$ 19.90 only.
Game features:
Two playable characters – play as either a male character named Vent, or as a female named Aile
Biometal is the key – in order to gain the best transformation possible, strategically attack bosses without damaging its Biometals, otherwise its effects may become downgraded and must be repaired to regain its full potential
Transformations offer a range of different abilities
Real time info system – engages both screens of the DS system
Regenerating bosses – based on certain conditions, a boss that had been defeated will reappear again, allowing multiple opportunities to gain items from the repeated battles
Missions and Quests– progress the story by completing main missions while optional quests scattered throughout the map offer valuable information and items
As usually, this weekly special is valid for exactly 1 week (if not sold out earlier) and this time limited to a maximum purchase of 3 units per customer. As a small restriction, please also notice that you cannot use any further discount coupons along with this special offer.
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March 14th, 2007, 00:59 Posted By: wraggster
New from SuccessHK
Play as your favorite Shrek character and pit your racing and combat skills against an assortment of fairy-tale opponents in Shrek Smash and Crash.
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March 14th, 2007, 01:01 Posted By: wraggster
press release:
Oxygen Games is proud to announce the launch of Powershot Pinball Constructor for the Nintendo DS system™ in Q2 2007. Pinball enthusiasts can enjoy a great game of pinball by either choosing one of the pre-designed tables or by creating their very own! With the unique table editor, players can design and build their very own table and then share it online with friends. Play it. Create it. Share it!
Set in a stylish and modern environment, Powershot Pinball Constructor offers players pinball for the hand-held the way they like it. A never–before-seen table editor gives players a unique opportunity to design and create personalised tables, whilst gamers battling against their friends for that coveted high-score can employ the all-new versus mode to sabotage their opponent’s score. Reaction and skill are key to that high score - even more so because opponents will be instigating attacks from their DS.
Powershot Pinball Constructor is designed to be competitive and addictive fun inspired by everybody’s favourite - pinball. Play it. Create it. Share it!
Assets are available to view and more information about the game can be found at www.oxygengames.net
Play it. Create it. Share it!
Powershot Pinball Constructor is scheduled for release on the Nintendo DS system™ in June 2007
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March 14th, 2007, 01:09 Posted By: wraggster
via wiifanboy
We have featured LED mods for the Wii remote in the past, but today we have a tutorial for adding colored LEDs to your Wii nunchuck! Despite the instructional photos and well-documented walkthrough, we wouldn't suggest this sort of hardware hacking to an electronics novice. You won't have much to brag about if you accidentally set your circuit board on fire or unintentionally scar yourself with a triwing screwdriver. Hey, it could happen! "MCWORLD!"
If you happen to be skilled with a soldering iron though, this tweak might be for you. Following the tutorial, your nunchuck should have a swank LED glow right underneath the thumbstick whenever you've got it attached to a Wii remote in use. You'll be the talk of the town!
More Info
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March 14th, 2007, 01:11 Posted By: wraggster
via infendo
Three labyrinth-style games are featured in April's issue of Nintendo Power magazine, and all of them are due for release this year.
The first is a Konami (publisher of Elebits) release with the working title "Dewy's Adventure," a game that "stars a small droplet of water tasked with eliminating a terrible scourge that has befallen the forest."
You'll tilt and twist the Wii remote to move the diminutive protagonist around his environment, and use gesture-based controls to unleash special elemental power - Dewy can shoot bolts of lightning, create earthquakes, and more to vanquish foes.
That thermometer on the side also indicates when Dewy will turn into vapor or crystallize into ice, both forms being key to solving the various puzzles. It should be on shelves by the second half of 2007.
Second is Hudson Soft's "Kororinpa: Marble Mania" - also distributed by Konami - which is due by the end of this month (theoretically) and promises to more or less be your next-gen Marble Madness fix.
Looks maddening. Hopefully we'll see a return of the evil black marble, as he was always my favorite antagonist on the NES. Third and final is "Mercury Meltdown Revolution", developed and published by Ignition Entertainment, and scheduled for release in April.
I believe the distinction between this game and the one above it boils down to a matter of preference between consumers - Specifically, those who like their marbles wobbly and amorphous, and those who do not.
All of these games behave in similar fashion - tilt the Wii remote around to move the game world, add in some physics, and fun is scientifically produced. It's hard to say how much direct influence Sega's first foray into the Wii market has had on software developers, but let's hope they aim to improve on the formula instead of producing clones; I don't think my heart could take another Monkey Ball.
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March 14th, 2007, 01:14 Posted By: wraggster
via wiifanboy
That's right, the popular number puzzles are making their way to living rooms across the world, because there can apparently never be enough sudoku. This is an easy choice for the DS -- that's why there's so much of it -- but we're uncertain about the potential fun of Wii-based sudoku. Maybe as part of something else, but as its own game ... we'll see. Not sure how it'll be played out? Never fear, developer Hudson Soft prepared a movie that should serve to answer all those questions.
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March 14th, 2007, 01:24 Posted By: wraggster
News from archeide:
First, for people asking me the meaning of “final”, don’t be afraid! “Final” only mean that it is the last “0.4″ release. I consider that this version is enough stable to be useable and that i should better work on new features and graphics fixes (which will the main goal of upcoming 0.5).
Second, for people who can’t or doesn’t want to patch (because of their religious belief or whatever), I added a new page containing pre-patched binaries for all known DLDI-supported devices : DLDI.
You just have to put the binary in the root directory of your card, and create a SNES directory with ROMs inside, and that’s (should be) all.
Feel free to add comments if you have found a new way to make SNEmulDS works on your device.
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March 14th, 2007, 01:42 Posted By: wraggster
A New release of the freeware status viewer for Nintendos Wifi Connection:
Heres whats new in the latest DAT release:
- Added RH7, Jissen Pachinko/Pachislot Hisshouhou! ... (J)
- Removed A4I, Shrek Smash 'n Crash (no WFC)
- Updated Omalone to 2.2
- Updated AY7 boxart
- Total games: 71 (67/1/3)"
Download Here
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March 14th, 2007, 01:45 Posted By: wraggster
via dsfanboy
Square Enix's Itadaki Street DS, schedule for this summer in Japan, is shaping up to be a pretty good looking little game. We can't wait to see more on the WiFi multiplayer, since that's what board games are built for. Is it too much to hope that this one sees an English release?
Screens Here
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March 14th, 2007, 01:47 Posted By: wraggster
via dsfanboy
Many of you out there are looking for a quality Bubble Bobble game on the DS and believe us, you're not alone. We're right there with you, biting our nails in anticipation, hoping that Bubble Bobble Double Shot turns out the way we want it to. The embedded trailer, which is available past the post break, shows some promising gameplay, but we must warn you that the music is really hard to listen to. And the trailer is in German.
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March 14th, 2007, 01:48 Posted By: wraggster
via dsfanboy
Preparing for Front Mission 1st's March 22nd release in Japan, Square Enix has released a two-minute promotional video for the futuristic SRPG. The trailer features a touchscreen demonstration and several dozen gameplay clips bookended with two gorgeous FMV scenes.
Players will command an army of customizable mechas, directing their turn-based skirmishes over a 21st century battlefield. While Front Mission 1st will be a remake of the identically-titled 2003 Playstation game (already an enhanced port of the first 1995 SNES original), this first entry to the Front Mission series has never seen an official North American release. Most of the screenshots at the Front Mission 1st site indicate that essential menus will be in English, but the Japanese-heavy dialogue and plot text is still a high barrier for possible importers.
Trailer Here
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March 14th, 2007, 01:50 Posted By: wraggster
via dsfanboy
Oshare Majo Love and Berry, the arcade-game-interfacing, rhythm-actioning, dressing-up smash from Sega, is popular enough to support even the most tenuous promotional items, as evidenced by the Janome sewing machine seen above. When Japanese gamers buy Love and Berry DS Collection stuff, they'll receive postcards they can send in for a chance to win this Love and Berry DS Collection sewing machine, as well as a Love and Berry DS Collection jewelry box. Oddly enough, this is not the first time the worlds of Nintendo handhelds and sewing machines have collided.
No matter what you think of it now, we guarantee you'll be pining for one of these machines when it goes up on eBay in five years. Or are we the only ones like that?
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March 14th, 2007, 02:02 Posted By: wraggster
via playeradvance
Left fine melts of the drawers of our friend Yodajr, here in great exclusiveness on our forum, the return of a project which will make speak about him I am certain, I want to speak about Super Mario Land Advance. This project is a little particular, because in addition to the fact of being conceived in prison, it is not a question of a bearing, even less than one original play. It is indeed a question of the remake of Super Mario Land, that there even which has turned for soon 20 years on Gameboy first of the name. The idea of the remake would have come to him whereas it ate one evening at the restaurant. A man assi with with dimensions of him ordered profiterolles and the waiter, at the time to serve them, malencontresement made fall. See these small balls coated chocolate to roll by ground, according to the rumour, brought the revelation to him to Yodajr. Indeed, a ball drew its attention more particularly. A cockroach probably come from the kitchens him also, was held in balance on the ball whereas this one rolled. The panicked swaying walk of this last was not without rappeller Mario whereas it held in balance on rocks in Super Mario Land, but the scene occurred this time color…
Download at Link Above
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March 14th, 2007, 18:35 Posted By: wraggster
We've been seeing a real lack of originality with Wii games so far with most being cross-platform ports. So the coming of Koei's Opoona, an intriguing space adventure, is a welcome revelation.
You play as Opoona whose family visit to the planet Landroll takes a turn for the worse when he finds his parents are admitted to hospital, and his brother and sister mysteriously disappear.
Your quest to find out what happened sees you travel to different colonies. You will need to earn licences to enter each colony, which entails you taking on various careers like becoming a rescuer, a detective or an "idol", according to 1up.
It sounds bizarre, but interesting. With players able to choose between careers on the fly, this could add some neat variety to the gameplay. We'd hope so, anyway.
Also intriguing is the control system, which uses the Nuchuk alone. All that's been revealed so far is the ability to launch projectiles at enemies by flicking the Nunchuk.
Art Here
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March 14th, 2007, 18:40 Posted By: wraggster
We've got five more screens of the Wii remake of EA's Godfather, although it seems the game's not going to be pushing the Wii too hard in the graphical department.
But what it lacks in graphics is makes up for in controls because, unlike most of the many other cross platform ports that plague the Wii library at the moment, EA is making great use of the Remote to really enhance the gameplay.
The melee combat is what impresses us most. When engaging an opponent, swings of the Nunchuk controls your character's left arm, while jabs with the Wii Remote controls the right.
Grab your opponent by the scruff of his neck and you can shove them around as if they were actually in your hands. You pull them left and right with likewise sideways movements with the controllers, as well as shove them forward and even slam them against scenery, all with mimicking movements.
The brutal beating don;t stop there though. When they fall to the floor you can then reach down and drag them to their feet by lifting the remotes upwards.
The Godfather Blackhand Edition, as it will be known on Wii, is due out on 23 March.
Screens Here
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March 14th, 2007, 18:47 Posted By: wraggster
Press release from Nintendo:
Based on the upcoming feature film from Sony Pictures Entertainment’s Columbia Pictures, Spider-Man 3 allows players to experience the actions of heroic red suit Spider-Man, and for the first time ever, his darker, more mysterious black suit persona. Set in a 3D side scrolling world and delivering complete touch screen handling, players must draw upon Spider-Man’s vast array of moves, attacks and upgrades as they choose their path and embark on a wide variety of city-based missions and multiple movie-based and original story arcs. Additionally, Spider-Man 3 for the Nintendo DS features local wireless multiplayer gameplay featuring with a variety of modes enabling awesome two-player head-to-head challenges like Brawler, Hot Potato, Target Practice, and Combo Challenge.
KEY FEATURES:
Welcome to the dark side – For the first time ever, control the legendary symbiotic Black Suit, which magnifies Spider-Man’s strength, agility, durability and web powers, but the power comes at a price. The longer gamers play as black suited Spider-Man, the more they risk losing the good in him.
Relive the movie and go beyond as you choose – In a unique mixture of open-ended gameplay and linear story progression, players can traverse and protect massive, wide open sections of New York City, battle villains from the feature film, or embark on a variety of original story arcs in whatever order they choose when they choose.
Touching is good – Maximizing the capabilities of the Nintendo DS, players will experience Spider-Man’s unique abilities as never before by controlling both red-suited and black-suited Spider-Man’s movement and combat with a multitude of organic touch screen gestures and motions.
Become the Spider-Man of your dreams – Utilizing an in-depth “hero points” reward system, players can fully customize and upgrade Spider-Man maximizing his powers and abilities.
With liberty and multiplayer for all – A variety of local wireless multiplayer gameplay modes such as Brawler, Hot Potato, Target Practice, and Combo Challenge allow for two players to face off in head-to-head Spider-Man action.
I spy with my little eye – Within the game, various hidden collectibles are waiting to be discovered. Collecting items result in additional hero points and bonus materials.
Publisher: Activision, Inc.
Developer: Vicarious Visions
Release Date: May 2007
SRP: $29.99
ESRB Rating: “E10+” (“Everyone 10+” – Cartoon Violence)
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March 14th, 2007, 18:50 Posted By: wraggster
We all saw it at Christmas. Everyone was desperate for a Wii. And even more than normal, it became every mother’s worst nightmare to hear their child say, “mummy, I need a Wii!”
A couple of months have now passed and it’s no longer unusual for people to happily have a Wii in their living room. But just as you think the excitement has died down and that there is no more Wii left to come out – Gametart, the UK’s largest games rental service releases some more!
From 12/03/07 you will be able to rent every single game available for the Wii from www.gametart.com.
To celebrate, they’re offering two complete weeks of free Wii games – no catches, no tie-ins. Just type “WII” into the promo code box at www.gametart.com, enter a few details and wait for the games to turn on your doorstep.
And now for the worst pun yet: With this free offer you can “unleash your Wii” without “spending a penny”!
Rob Savin, Marketing Manager at Gametart says, “The Wii has made a massive impact on gamers. Games rental offers people to explore its potential without having to shell out lots of cash for different games.”
Head to www.gametart.com and grab yourself some free gaming while it lasts!
Notes to editors
1. The value of two week’s games rental is £5.98.
2. Gametart.com is the UK’s largest online games rental business.
3. Rental extends to Wii, PS3, DS, PS2, PSP and XBOX 360 games.
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March 14th, 2007, 18:53 Posted By: wraggster
via engadget
So long as there are fanboys roaming the streets (and electronics aisles), weird fetishes and unashamed overkill will still have their places, but it's not too often that a gaming addiction finds a home on Broadway. In The Game Boy, Matthew Gandolfo and Robin Rothstein's family-friendly musical, a well-taught lad dubbed Chase purportedly falls a bit too head over heels for his dear Game Boy, which presumably leads to all kinds of childhood development issues. According to the production notes, the kiddo is simply consumed in the pixelated universe, and strives to "always being the best," regardless of the real folks he ignores in the process. As predicted, this behavior eventually results in a life of loneliness and dread, probably forcing poor Chase to switch off the Nintendo handheld and seek out his long lost friends. Of course, his parents could have just shipped him over Amsterdam to remedy the issue, but if you're interested in seeing the outcome yourself, be sure to hit up the Vital Theater Company in New York City from now until April 22nd.
More Info
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March 14th, 2007, 18:56 Posted By: wraggster
Koei has unveiled a new and original title exclusively for Wii.
It's called Opoona, which also happens to be the name of the main character - who soon finds himself investigating mysterious events that left his parents hospitalised and his brother and sister missing.
Set in a quirky cosmic world, you'll have to venture to other colonies to unravel the tale, choosing to become a rescuer, idol, or detective before you can obtain a licence to travel.
Koei were unavailable to tell us more about the game this morning, but had previously told US sites that movement and combat would be controlled entirely by the nunchuck, with absolutely no use for the Wiimote at all.
Opoona is still firmly in the murky release-date waters of TBC, and we have only a spattering of concept art to go by at the moment, which paints the game in a quirky light.
However, Final Fantasy XII's composer Hitoshi Sakimoto is on board, as is art lead Shintaro Majima and planning director Sachiko Yukimura, who previously worked on the Dragon Quest series.
via eurogamer
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March 14th, 2007, 19:08 Posted By: wraggster
via kotaku
Japanese developers so get the DS. Western ones, it appears, do not. A feature over at Pocket Gamer shows that while a ton of non-Japanese companies are making DS games, most of them just aren't very good. The site took all of Metacritic's 201 DS scores and tried to see where American and Japanese games rated on the review scale. Their results?
...realise that the highest-scoring non-Japanese DS game is Tony Hawk's American Sk8land, in 16th position with (a very respectable) 84 per cent. We then have another Activision title, Ultimate Spiderman, in 34th place, and then another Tony Hawk's title, Downhill Jam, in 40th.
On the whole, the bulk of the top 100 places — 74 of them — are from Japan, while the country is responsible for just 32 of the bottom 101 places.
Tony Hawk, the West's great hope in DS gaming.
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March 14th, 2007, 19:12 Posted By: wraggster
via joystiq
There is no truer, geekier homage than reconstructing an object of desire in Lego form, so we weren't surprised to find Brickshelf member, "suu" recreating a Wii with Legos. We especially like how the Lego Wii opens up to reveal scenes from Wii sports, although we don't remember the option of using a gun in Wii Tennis. That could be fun.
Brickshelf hosts submissions representing most consoles, from a fantastic, accurate PS2 by Blue Star Media to more artistic interpretations of the 360 and PS3 by "johnsocal" and "mista-noodles." We wish bricking a console could always be this much fun.
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March 14th, 2007, 19:23 Posted By: wraggster
New from Play Asia:
features
Head to head worldwide dueling via the Nintendo Wi-Fi Connection
Includes over 1,600 of the latest cards and more available via download
Voice chat available before you start dueling
Create and edit the look of your character
description
For the first time, the Yu-Gi-Oh! World Championship Tournament series makes its debut on the Nintendo DS™. The official software of the 2007 Yu-Gi-Oh! World Tournament makes worldwide wireless dueling possible utilizing the Nintendo Wi-Fi connection. The game will include 1,600 of the latest cards and more cards will be available for download. Create your best deck and prepare for the World Tournament in the Summer of 2007.
Buy Yu-Gi-Oh Duel Monsters World Championship 2007
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March 14th, 2007, 19:25 Posted By: wraggster
Play Asia have posted the latest Import releases and its just a DS and PS2 day today, heres the listing of whats been released:
PlayStation2™:
Konjiki no Corda 2 JPN US$ 64.90
Konjiki no Corda 2 [Premium Box] JPN N/A
Neon Genesis Evangelion: Koutetsu no Girlfriend Special Edition (Best Hit) JPN US$ 34.90
Princess Maker 4 (Best Hit) JPN US$ 34.90
Rozen Maiden: Duel Valzer (Taito Best) JPN US$ 34.90
Nintendo DS™:
Finger Print Guard Film DS Lite US$ 12.90
Konami Arcade Collection JPN US$ 39.90
Kuru Poto JPN US$ 29.90
KuruKuru Princess: Figure de KiraKira Koori no Angel JPN US$ 48.90
Tokimeki Memorial: Girl's Side 1st Love JPN US$ 48.90
Calendar:
Gyakuten Saiban 4 2007-2008 School Calendar JPN US$ 14.90
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March 14th, 2007, 19:34 Posted By: wraggster
via guardian
It seemed like such a great story: the real truth from the Swiss company that makes the sensors in the Wii remote about how it won the contract because it was so farsighted and spotted a great market. You could read all about it in IEEE Spectrum:
Nintendo's Wii is the hottest computer game and arguably the only one that's good for you. Its two wireless remote controls track any movement, encouraging players to engage opponents with a heart-pounding physicality that is already melting fat off overfed children. Yet although detecting motion is critical to the success of the US $250 game, the job depends on $3 sensors the size of shirt buttons.
And who made them? Stand up (well, ring up the journalist and say "Hello?") ST Microelectronics, based in Geneva, and "Benedetto Vigna, the Italian physicist who developed the sensor." There's a long explanation of how STM "met Nintendo in March of 2005: our vision was in line with their vision, and we got married, he says. Two months later, ST delivered a prototype sensor, and 16 months after that, Nintendo launched worldwide sales."
Great story! Except for one thing: it wasn't entirely true. ST Microelectronics is not the maker of the sensor in the main Wiimote. No, as Philip Ross, the web editor, explains in his "substantial correction", that honour belongs to Analog Devices Inc:
it was ADI that had supplied the 3-dimensional accelerometer in the Wii's main controller. ST, [ADI noted], had merely provided the sensor in the secondary, "nunchuk" controller. It's secondary because most games now available don't even use it. Indeed, I'd played the baseball, tennis, and bowling games myself, all without having had recourse to the nunchuk.
As a journalist, one tends to go "Aw, crap" when that happens. And feel a little irked.
So I put the question to [the PR person at ST Microelectronics]: if the two chips were interchangeable, then why had the ADI chip been chosen for use in the main controller? "We would argue that both companies came out very well," he replied.
Why had he and Vigna characterized the ST chip as the "core" of the Wii, essential to its success? "I would say our answers were not misleading; they were precisely accurate. If you didn't do external research to find out about Analog, it's not our job."
Okay, okay, so I screwed up: I trusted these guys, and they hornswoggled me. In the old days, my only response would have been to say, "fool me once, shame on you." Nowadays, I have more options. I can, for instance, write this blog.
By the way, if anyone from STMicroelectronics was planning to call and tell us how they made the chip for the Wiimote, we're afraid we're busy... No, honestly...
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March 14th, 2007, 19:36 Posted By: wraggster
via bloomberg
Sony Corp., the world's biggest maker of game consoles, shipped 5 million PlayStation Portable machines in Japan by the end of January, lagging behind Nintendo Co.'s DS handheld devices by about three to one.
Sony Computer Entertainment Inc.'s spokesman, Satoshi Fukuoka, gave the PSP shipment numbers in a phone interview today, confirming an earlier report by the Nikkei newspaper. Both the DS and PSP went on sale in Japan in December 2004.
Nintendo, the world's biggest maker of handheld players, has shipped 14.4 million DS units in Japan by the end of 2006, the Kyoto-based company said, giving its latest available figures.
Sony Chief Executive Officer Howard Stringer is facing declining profit for the group because of losses at the game unit on costs related to the PlayStation 3 and slower-than-expected PSP sales. The company is losing market share to Nintendo's DS, which attracts users with the help of a touch-sensitive screen and games that let them play Frisbee with virtual pets.
Wii sales in Japan totaled 1.69 million units as of Feb. 25, compared with 700,747 for PS3, according to Enterbrain Inc., a Tokyo-based research firm. Consumers are attracted to the Wii's price, at half that of the least-expensive PlayStation 3, and a wireless controller that can be swung like a bat or tennis racquet during play.
PlayStation 3 production snags created supply problems during the holiday shopping season, forcing Sony to concede market share to the Wii. Sony is relying on sales of Bravia TVs and Cyber-shot cameras to make up for losses at the game business.
Wider Loss
Tokyo-based Sony in January forecast losses at the games unit to exceed its October forecast of 200 billion yen ($1.7 billion) for the year ending March 31, because of price cuts to fend off the Wii. The loss will be less than 250 billion yen, Sony said.
The company cut the price of the PS3 in Japan after consumers there complained the player was too expensive compared with players from Nintendo and Microsoft Corp. The PlayStation 3 includes a Blu-ray DVD player that allows users to watch movies in a high-definition format, in addition to playing games.
Both the Wii and PlayStation 3 were introduced in November as competitors to Microsoft's Xbox 360, which was released in 2005. The Wii's $250 price tag compares with $499 and $599 for the PlayStation 3. The Xbox 360 sells for $299 and $399
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March 14th, 2007, 19:47 Posted By: wraggster
via wiifanboy
As the second golf title (third if you want to count Wii Sports), Tiger Woods PGA Tour 07 has apparently gotten it right as many of the critics who reviewed the game have bestowed above-average scores on the game. We haven't gotten our hands on it yet, but with these positive scores, we're definitely more interested. Personally, we're hoping that the Wii controls provide a better solution to putting, as we've always had a problem with that on your standard controller.
But enough about us. Shall we check out what they had to say?
GameZone (83/100) sees the Wii installment as something fans of the series will like: "If you are already a Tiger Woods PGA Tour fan, you will surely appreciate the unique translation on the Wii. Compared to Wii Golf, Tiger Woods 07 is a lot more user friendly."
1UP (75/100) thinks the controls could use a little tweaking: "The control hiccups may cause problems, but most of them can be countered with care. But the biggest bonus: Not once will you see starlight dancing off the ball."
GameSpot (75/100) says it's a great choice for a golf game: "Tiger Woods 07's excellent use of the Wii's motion-sensing abilities makes it a worthwhile purchase for anyone looking to hit the links on the Wii."
EGM (73/100) is of the mind that the game could cause you some major arthritis: "As for Tiger's mechanics, arthritics beware. If my backswing was jittery, I swung before I intended to--which is frustrating, as the maddening result is a dink instead of a dive." [Apr 2007, p.83]
Any readers pick up the game yet and want to agree/disagree with the critics?
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March 14th, 2007, 19:49 Posted By: wraggster
via wiifanboy
GameDaily got their mitts on some new screens for the upcoming Wii installment in Mario's foray into the soccer world, Super Maro Strikers: Charged. These screens show off some of the game's environments, as well as some of the included characters. Bowser, Peach, Donkey Kong and the rest of the crew is all there.
Screens Here
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March 14th, 2007, 20:01 Posted By: wraggster
News from the USA Based GP2X Store
We will soon be distributing the EZ5 and rumble pack flashcarts. First batch are expected to arrive early next week.
We have reduced our prices of the 4Gb DS-X to $94.99. We will also be carrying the 16Gb DS-X's for only $119.99. First batch of the 16Gb DS-X are expected to arrive in early April.
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March 14th, 2007, 21:08 Posted By: wraggster
News from Natrium 42:
Posted schematics, pictures and brief instructions for connecting MIDI input and output to DS to the DSerial Wiki. MIDI output is very easy, because it requires no components besides wire and a 5-pin DIN connector. MIDI input, on the other hand, requires a 3.3V optocoupler because MIDI uses a current loop to prevent introduction of noise.
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March 14th, 2007, 21:11 Posted By: wraggster
via dsfanboy
Did you know this week was Brain Awareness week? Neither did we, which might say something about the current state of our brain (see: mush). As part of this week's focus on the brain and the wonderful things it can do, UK retailer GAME is selling some bundles, along with a few games, at a discount to help you get the most out of that wrinkled little guy that rests snugly within your skull.
The deals offered include the pink and onyx DS Lites, bundled with Brain Training (Brain Age for us Americans) at a discounted price. Also up for grabs are Big Brain Academy, as well as Brain Training by itself, allowing those of you who already have a DS Lite (as you should) to still get in on the action.
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March 14th, 2007, 21:12 Posted By: wraggster
via dsfanboy
We've had our eye on Spectrobes for awhile now, hoping that the game would bring some variety to the monster-collecting genre. Between all of the presentations the game's producer has attended, as well as the idea of utilizing punch cards, Spectrobes very much looked like it would bring that variety we so desired. According to the majority of critics, the game isn't that great, however. Let's see what they had to say:
Nintendo Power (80/100) says the game has enough to make it stand out in the crowd: "The game definitely has its roots in the Pokemon world, but provides enough new features to give it its own identity." [Apr 2007, p.86]
IGN (70/100) thinks the game is just too much to handle: "Spectrobes is way more game than is really necessary. Jupiter has some great concepts and tried to jam them all into one game."
Game Informer (65/100) sees a lot of the game as being a chore: "The slowly paced story turns the fossil digging into a chore, and the real-time battle system starts to feel the same not long after that."
GamePro (60/100) thinks the title is too gimmicky: "As it is, Spectrobes is little more than a dull game of collecting fossils with a momentarily enjoyable gimmick attached to it."
Any of you out there picked up the game yet? What do you think about it so far?
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March 14th, 2007, 21:16 Posted By: wraggster
via siliconera
While hanging out at SXSW I caught up with the Opera team who are responsible for developing the Nintendo Wii browser and the upcoming DS browser. I pulled one of the programmers market researchers aside to give a little demonstration about how the DS browser works. Check past the break for more pictures of the box and video footage of the browser’s features demonstrated by an Opera employee.
Full article
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March 14th, 2007, 21:19 Posted By: wraggster
via playeradvance
Homebrew GBA definitely reconsiders the front of the scene in this moment and it is a very good news, especially for the antique dealers. zeGouky, of its true name Patrick Topaloff, presents the first version of carVup to us, a play in which one directs a car with eyes and a mouth. carVup is a play of 1991 having been published on Amiga and Atari ST It take again the principle of the play of arcade City Connection, namely to repaint while rolling travelling, the totality of the platforms of the level by éviant the enemies. In short, it is pure oldschool gaming as it is liked and it is a project that one encourages all while going on the topic of zeGouky. Perhaps in will exchange it spin you a photograph dedicated of him in company of Sim, it is not beautiful the life? …
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March 14th, 2007, 21:24 Posted By: wraggster
via playeradvance
When I said to you that the GBA went well in this moment! zeGouky, always him, reveals us another project on which it worked with not less brilliant Foxy (the inventor of the sonotone for oil cake). With Bubble Dizzy, a play of 1992 coming from Atari ST, you must go up on the surface of water thanks to the bubbles (coming from flatulances of oil cakes precisely) while collecting the pearls with through 5 levels with an aim of making a collar with the idiot. This bearing at an origin that I invite you to discover, just like the project besides, on the official topic of the forum. Thank you with zeGouky and Foxy for this bearing and long life with the GBA, name of a pipe!
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March 14th, 2007, 21:36 Posted By: wraggster
New from Grizzly adams:
This is the second beta of DSChannels / DualChannel / WiiCloneDS (we haven't made our mind up yet).
You'll need 80x48 pcx icons for all your applications, some samples are included. Applications are looked for in the Apps and Applications folders of your card if present. Upto 60 files can currently be indexed by this menu. This is due to the fact all the icons are loaded at boot.
Many features are still not implemented. A default skin is included, feel free to make your own skins. The loader has a early dldi patching function that tries to find a dldi patch matching the card the file is on. If this doesn't work try any alt versions of dldi patches for your card or removing all the dldi patches from the folder. The dldi patch filename must match the 4 letter cardid (SCSD SCCF NMMC NJDS R4DS...) if it is to be found.
Download and Give Feedback Via Comments
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March 14th, 2007, 21:57 Posted By: wraggster
via ign
Today, Crave announced that it is teaming up with everyone's favorite Crayon producers, Crayola, to bring the company's panoply of colors to Nintendo DS screens.
Armed to the teeth with a wide selection of Crayola crayons, players can draw and color their way through challenging obstacles and mini-games. Throughout the game, players will visit locations around the world, as they hunt for treasure and fame.
"Crayola crayons are an integral part of American childhood," said Mark Burke of Crave. "We're honored to be partnering with a company that has been synonymous with childhood creativity for more than a century to bring a classic piece of American culture to an entirely new medium."
With Crayola's use of Animal Collective's "One Sweet Road" in a recent commercial followed by this game announcement, we can't help but think that Crayola is trying rebrand itself for today's image conscious youth. It's most definitely working.
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March 15th, 2007, 18:11 Posted By: wraggster
via cvg
You will need to build up an entirely new friend list for each and every online Wii game, it has been confirmed.
Talking to a Nintendo blogger about Wii's friend code system, GameSpy commented: "GameSpy's technology does allow for features that could span multiple games. With the Nintendo Wii, however, the multiplayer features are title-specific."
They went on to say: "For the Wii, friend lists are game specific", confirming an earlier report on CVG.
This mirrors system used on DS, which also requires gamers to tiresomely enter lengthy friend codes into each and every game they wish to play online.
This awkward system is unlike the Xbox 360 and PS3, both of which apply a single friend list, stored within the console's front-end firmware, to all online games.
Is this likely to be changed in a future system update? We're awaiting a reply from Nintendo UK but we seriously doubt it.
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March 15th, 2007, 18:21 Posted By: wraggster
Nintendo has admitted that it is still struggling to meet consumer demand for the Wii as the console continues to sell out at retail just as quickly as it arrives.
With demand growing on a weekly basis, Nintendo Europe's senior marketing director Laurent Fischer told GamesIndustry.biz that the company is currently in the process of upping production capabilities.
"We are still struggling to deliver the right numbers of hardware to cope with demand," admitted Fischer.
"We're planning to increase the production capacity but it's not something that can be done in a couple of days. We have to be patient.
"We're delivering new units to market every week and everyone at Nintendo is working really hard to ensure it's harming the consumer as little as possible," he added.
With the company well on track to reach the six million sales target by the end of March, even Nintendo is surprised by the success of its new home console.
"It's astonishing to think that with six million we're not able to fulfil the initial demand," Fischer said.
Despite the success so far, Fischer is aware of the frustration felt by consumers still unable to buy a console that has been on the market since December.
"We know that in the Japanese, US and European market to find a Wii on a daily basis it's not so easy. You have to pre-register or pre-order from the retailer," he said.
"We're having difficulty coping with demand because of the recruiting power of the Wii. It's even more powerful than anyone had guessed."
However, Fischer is confident that the demand reflects Nintendo's much publicised focus on the mainstream market, and the intention to bring new consumers into gaming.
"We're confident the strategy is working, we saw it with the DS, this is what happens when you reach an expanded audience and keep the regular gamers."
"But when you open this new door it's difficult to measure the reaction you'll get," he concluded.
via gibiz
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March 15th, 2007, 18:28 Posted By: wraggster
via insert credit
Trioncube (or Kimochiyourensa Puzzle Trioncube - 'Feelgood Chaining Puzzle Trioncube') is a relaxing, semi-Lumines-like puzzle game for the DS from Namco Bandai. It came out in the u.s., in fact, which I realized only moments ago. The game itself seems nice enough, but what surprised me more than that were the japanese commercials (navigate on the right, press the pink remote control thing to play). The company put out nine commercials leading up to the game's japanese release (technically two were during/past release day), in order to drive interest. I'm not sure if it worked, but it was a great idea, all done with a budget of about $100, a crappy camera, and some editing software.
The commercials all center around the game's simple mascot demonstrating real-life versions of various elements from the game, such as the basic gameplay, the pleasant music, the versus mode, various backgrounds, and a not entirely bad little song thing. I think it was quite a nice campaign, really - I'm not sure if these aired on TV or were available only on their site, but if it were TV...I think it might've made me buy this. I'm probably buying it anyway, at this stage.
If the game interests you, you can basically try it for free in the japanese site's flash browser, or with different music in the american one. Direction keys move, z and x rotate the pieces. The rules are pretty self-explanatory.
More Info
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March 15th, 2007, 18:31 Posted By: wraggster
via kotaku
Opera Software just confirmed that a Nintendo DS Browser powered by their software will be released to North America on June 4.
The haven't confirmed the price yet, but the same browser hit Europe late last year for Euro 39.99. Am I the only one who thinks they should call the thing the Nintendo Bowser?
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March 15th, 2007, 18:33 Posted By: wraggster
via kotaku
Not to let Sega's other card game feel left out, no doubt. The company gave the DS version of Love and Berry a reader, so it more than makes sense that Mushi King gets one to boot! The upcoming DS game will be reminiscent of the arcade smash hit and will be out this summer. It will make lots and lots of money.
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March 15th, 2007, 18:54 Posted By: wraggster
SuccessHK have dropped the price of their US Version Nintendo Wii Consoles to USD 364.00 (£182)
So for those struggling or if you want a US Version (like me) then this could be a good deal for you.
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March 15th, 2007, 18:57 Posted By: wraggster
via ninevolved
Reports are now coming out that Nintendo will be releasing Wii demo's, via the Wii's online service. One Neo-Gaf reader says this is true,
Revealed: Wii-Demo Downloads
Wii owners with an internet connection will be able to download wii demos.
This has been suspected for some time; now it is official: Alongside the virtual console, Wii fans with an internet connection will be able to download demo versions of Wii titles. The demoes can either be saved on the 512 MB console flash memory or on a seperate SD card. Soon, Nintendo will announce which titles they start with.
Hmm, so anyone think that this German site is credible? Im not sure what to believe, but demo's online would be great, all I know is that I need to get my Wii's internet connection fixed!
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March 15th, 2007, 22:05 Posted By: wraggster
With SSX Blur set to launch in UK stores tomorrow, EA is keen to show its lush snow-covered mountains and Uber tricks one last time, to help sway your decision to rush out to grab a copy.
SSX Blur looks even better in motion, we assure you, running at a silky-smooth frame rate even when you leap hundreds of feet high and can see the whole course.
It uses the Remote and Nuchuk controllers innovatively, having you steer by twisting the Nunchuk left and right, and performing tricks with motions on the Wii Remote.
Screens Here
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March 15th, 2007, 22:07 Posted By: wraggster
Nintendo's game music guru, Koji Kondo, says that he "didn't see the need" for fully orchestrated music in Twilight Princess.
According to the highly respected composer, who's responsible for much of the music in Mario and Zelda games, the decision not to use an orchestra was not influenced by a lack of cash or time.
"In the end it was not about the time or budget; we had the time and the budget, and it wasn't a Nintendo philosophical stance", Kondo told IGN.
"Basically while we were working on the game and creating the music, we never really felt that this was a place that needed a full orchestra. We never got the feeling that 'Oh this would be a place that could make more of an impact with a full orchestra'. We just didn't see the need for it this time," he explained.
The only orchestrated piece in the whole game is the powerful score that backs the "attract" movie, which you can see if you leave the game idle for a few moments on the title screen . It's an awesome piece, too - which leads us to wonder how amazing the game would have sounded were it entirely orchestrated.
What do you think? Would TP have been an even more immesive experience with an orchestra? Let us know in the comments section below.
via cvg
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March 15th, 2007, 22:14 Posted By: wraggster
Everyone's favourite French publisher, Ubisoft, has released the first Wii screenshots of WWII flight action game Blazing Angels - and it's looking better than we expected.
There's not much info around on the Wii version at the moment, though we're expecting some remote flight aiming mischief much in the style of fellow Wii fligh-sim Heatseeker.
Blazing Angels is expected on Wii sometime next month. We'll let you know how it turns out.
Screens Here
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March 15th, 2007, 22:46 Posted By: wraggster
via wiifanboy
Wouldn't you agree?
This mod, which we can't get over just how impressive it is, was sent in by reader Jeremy. His friend created this beauty, which is sitting in Atlanta, GA as we type this, and seeks to sell it for vast amount of monies on Ebay. Jeremy also assures us that a portion of the proceeds are going to be donated to Child's Play. The sword is even detachable, allowing the winning bidder to act out their desire to be Link (who doesn't want to wield the Master Sword?), as well as possess one of the sweetest looking Wiis in existence.
As always, if you've spotted a cool mod, feel free to let us know.
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March 15th, 2007, 22:50 Posted By: wraggster
via wiifanboy
If you've made a trip over to the Super Mario Galaxy page at the official Nintendo website, you might've noticed some of the features listed under the title, namely the confirmation of 2-player gameplay. Aside from that, not much else new can be reported on the game. Actually, nothing new can be reported on the game, so won't you sit in the corner with us, huddled in the fetal position, crying your eyes out waiting for this game?
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March 15th, 2007, 22:55 Posted By: wraggster
via wiifanboy
Looks like the folks at Valve are a little late to the Wii party. We can forgive them; after all, they've been busy crafting some of the best games ever. But in this new interview with GameTrailers, Valve's Director of Marketing, Doug Lombardi admits that they didn't really get the console's potential. "I'm just going to be blunt with you -- we missed the Wii," he said. Well, at least he's honest. While Lombardi said they have no plans at the moment to develop anything for the Wii, he did add that he "wouldn't be surprised" if someone came up with an idea they just had to pursue. Well. At least now we have a candidate for today's most vaguely optimistic news award.
He did assure us that they are all "super big fans" of Nintendo over there at Valve. We're certainly reassured.
Video Here
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March 15th, 2007, 22:59 Posted By: wraggster
via wiifanboy
We caught this trailer from the unreleased Gamecube Kirby platformer on Gamevideos, and we are agape. Stunned. We think that given the choice to release this or Kirby Air Ride, Nintendo may have chosen poorly.
Kirby is clearly using HAL's Super Smash Bros. Melee engine, and to awesome effect, as the graphics look great and the combat looks fighting-game solid. The video shows off Kirby's ability to not only copy enemy attacks, but to trade in those attacks for helper creatures. We loved the ability-combining mechanic from Kirby 64, and we're glad to see new stuff being done with Kirby's, uh, eating habits.
The world needs side-scrolling platformers, especially when they look this cool. We sincerely hope that the release of this trailer is foreshadowing a Wii release of the game.
Video Here
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March 16th, 2007, 00:24 Posted By: wraggster
via funtechtalk
Klaus Mueller age (23) playing with a demo Nintendo Wii at an indoor car show got a bit carried way Friday.
A near-by man waiting in line to play the Wii next, warned Mueller about the weak straps that have been reported around the US. Mueller looked back at the man and offered to show him that it was almost impossible to break the cord. Swinging his arm violently around in a display of the straps strength, he snapped the cord sending it into the window of a Volkswagen Lupo. Embarrassed by what he had done, he apologized but still blamed Nintendo for what he called (”grobe Fahrlaessigkeit” ) gross negligence .
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March 16th, 2007, 00:33 Posted By: wraggster
SoftDev has released a new version of the NeoGeo CD emulator for the Nintendo Wii/GameCube.
Heres whats new:
* Corrected CDDA check, confirmed with BIOS
* Numerous code cleanups
* Added safeguard to all cdrom_load_xxx_file
* Changed porting code rendering
* Corrected ISO9660 path tables for Nero Burning ROM
* Partial loading screen support
The File REDUX.DOL is the emulator. No need to compile
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March 16th, 2007, 00:56 Posted By: wraggster
via dsfanboy
While we can't say much about the quality of Rayman Raving Rabbids DS yet, we're more than happy to sing the praises of Ubisoft's marketing behind the recently-released platformer. The France-based company sent out three promotional images showing the game's villains, crazed and deranged rabbits, in various states of distress.
They're not as cute as kittens playing with a Nintendo DS Lite, but not much else is. Head past the break for more artwork of the disaster-prone bunnies.
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March 16th, 2007, 01:14 Posted By: wraggster
via playeradvance
It made prison forever and does not like profiteroles. Its true name is not even Patrick Topaloff. However, ZeGouky, member of Magic TEAM, present his future project GBA today to us: Rick Dangerous 2! Oldest among you remember inevitably this play which is a reference of the plays of platform. Realized originally by Core Design, this play was carried by Foxy and “GBAisé” by ZeGouky. A demonstration should not delay. Update: It seems that a serious error slipped into this news… ZeGouky likes profiteroles. The truth was to be restored.
More info at link above
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March 16th, 2007, 01:19 Posted By: wraggster
via playeradvance
The ex-companion of cell of Yodajr, omg, has just joined the project Super Mario Land Advance. omg was indeed preparing in its corner, its own version of this play, helped of N.Master, a corrupted supervisor. Thus, during the 7 years that they passed to the bagne, and whereas they broke polystyrene stones with length of day, they dreamed each one in their corner to code this play without knowing that the other had the same idea. He results a fusion from it from the engine of play nearly perfect which we owe in Yodajr (if it is not that mario cannot piss) and of incredibly successful graphics of our friend omg, ex-chippendale reconverted as a scrap merchant. As you can note it on the image, the decorations are the faithful retranscription of the original play, it is frankly bluffant and there I stop talking cock. One is in a hurry really to play next version!!!
More info at link above
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March 16th, 2007, 01:32 Posted By: wraggster
Fake R4 Flashcarts are popping up, heres some info to make yourselfs aware of the problem:
It seems that fake R4 Revolution slot 1 devices have been released in China, and have been making their way to customers via unreliable online retailers. Unlike the original R4 Revolution, these knockoffs utilize cheap internal flash memory and are basically poor DSLinker/MK5 replicas being sold under the R4 brand name. However, the packaging is near identical as are the devices themselves, although the main difference is the addition of a small blue label on the fake R4 that indicates the amount of internal memory.
The R4/M3 team will obviously not be providing support or replacements to users who purchase the phony devices. Our advice is to be very careful if you’re planning on purchasing a new slot 1 device and to only order from a reputable online retailer.
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March 16th, 2007, 01:42 Posted By: wraggster
News from Oxtob:
Sure wireless MIDI is awesome, but it still requires a PC if you want to connect your DS to your MIDI keytar, MIDI modded NES or whatever weird MIDI gear you might have. So far, the solution to this dilemma has been TheRain's DSMIDI. But unfortunately it requires some skill to build and only supports MIDI output.
Now, with natrium42's, DSerial it's possible to connect MIDI devices to the DS easily. This method supports both MIDI in- and output.
So, DSMIDIWiFi has now become DSMI (DS Music Interface) and supports both MIDI over WiFi and DSerial - whichever of the two is available. You can even use both connections at the same time, for example to use the DS as a wireless MIDI bridge.
The example apps are DSerial-ready now as well. The current version is a pre-release that doesn't yet support MIDI input via DSerial, which I will implement once I have the hardware.
NitroTracker will soon get support for MIDI Keyboards and other controllers connected via DSerial. Given sufficient demand, natrium42 can probably be persuaded to mass-produce the MIDI-cables for DSerial as well.
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March 16th, 2007, 01:54 Posted By: wraggster
yackom has released his port of Quake for the Nintendo DS, heres the full information:
It’s been a long while since an update. I’ve gotten quite a few emails suggesting that the project was dead but no- my intention in going public before was only to find help in developing on this project. I found a person that has been a great help in developing DSQuake, The Lord of the Pings (LOTP), fitting as he did most of the networking code.
With that said I would like to announce a pre-release of DSQuake available to download here. Since this is a pre-release it isn’t in the full state that we wish to have it, things like better hardware support, graphics glitches, missing dynamic lights, better sound and possibly music and of course better optimized code for the DS.
The shareware of Quake is currently all we support. Which isn’t so much of a technical limitation but because the optimization for the DS of the media in the Quake Pak files isn’t fully automated just yet and without the tools we cannot obviously support the full game because distributing the full game isn’t an option.
DSQuake also currently only supports the flashcards that work in the GBA slot of the DS and emulate a GBA cartridge, the Supercard, M3 and so on or are of the older style Flash Linker types. It currently doesn’t support any of the fat only supported devices or any DS slot 1 devices. Sorry to the ones with hardware that isn’t supported, we may be able to support those in the future.
There is another port of Quake to the DS being run by a friend Simon Hall which is a completely separate effort and our projects don’t share some of the same limitations as mine so please check it out!
Basic sound works and now textures work and the game does looks quite good now and the frame rate is quite playable but it does get somewhat choppy in some sections of the game.
Networking is in fact working for those who want to deathmatch but only in client mode we haven’t got a DS to connect to a DS in network mode yet, but connecting two or more DS to a PC host works fine. It works great locally but the original quake protocol wasn’t designed to work behind NATs which are very common these days so LOTP to developed a tunnel program which can sit between DSQuake and the Quake server. So playing on the internet is also possible with this program. It needs to be run on both client and server side so look into the .bat files for more information.
When starting the game you can press up and down to select the level you wish to play or watch the demos, and press start to make the selection. The controls for the game are the touch screen looks around like a mouse, shooting done with the L button, and jump by either double tapping on the screen or pressing R. Changing weapons is done on the very basic HUD we have now on the top of the bottom screen Pressing the weapon number switches to that weapon. To network or for other reasons to operate the game by the text console is done by Hitting select at the start of the game, but make sure to have a wifi connection configured with the DS, then you can telnet into the DS and operate the Quake command console by doing things like “connect x.x.x.x” to connect to an ip address.
Thanks everyone and I hope you enjoy the port so far.
-john
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March 16th, 2007, 02:07 Posted By: wraggster
via ign
Capcom has an all new adventure title in the works for Wii, the latest Famitsu reports. Tentatively titled Treasure Island Z (Takarajima Z in Japanese), the game gives players control of a cute little pirate named Zack, who's out to solve puzzles and discover the legendary treasure that was hidden away on Treasure Island by the great pirate Barbaros.
The game is played primarily with the Wiimote. You move a pointer around on screen, pointing and clicking on places of interest. Zack moves to investigate. The pointer turns to a star shape when you're pointing at something worthwhile, like a lever or a tool that's been dropped to the floor.
Solving puzzles requires both finding items and coming up with different ways to use the Wiimote. Let's say you find your path blocked by a tree. Search the area, and you'll find a saw. Once you have this item, you'll have to hold and slice the Wiimote back and forth like you would a real saw. Figure out the correct means of operation, and you'll be able to chop down the tree.
Some of the items provide hints to their proper use. In one area, you'll recover an umbrella. Figuring out how to open the umbrella is one part of the puzzle. There's a button on the umbrella, which suggests that you should press the equivalent button on the Wiimote.
Puzzles start off simple but promise to get tougher as the game progresses. If you're having trouble, you can consult a friend for hints. The goal is to clear the stages without getting any hints. Prior to the start of a stage, the game shares with you the percentage of testers who were able to clear the stage on their own, so you can get a feel for the difficulty.
Treasure Island Z has a colorful, cartoon-style look that could remind some of Power Stone. In fact, the game's director is Eichiro Sasaki, known for his work on Power Stone 2 (as well as Resident Evil Outbreak). The producer is Hironobu Takeshita, who previously worked on the Breath of Fire series.
This original Wii adventure will hit Japan some time in 2007. A US release has yet to be announced.
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March 16th, 2007, 02:08 Posted By: wraggster
When we first saw Victorious Boxers in action during one of Nintendo's trailers during the Tokyo Game Show last year, we instantly wanted it. The Victorius Boxers series, predominantly a Japanese franchise, has seen a handful of releases worldwide (including the United States and Europe), so while we weren't expecting to see it reach our shores, we remained cautiously optimistic as we witnessed anime brawlers beating the ever-loving hell out of each other.
Now that the Japanese sits has gone live, new details on the series have surfaced along with it, and while there's still no word on a worldwide release, buzz is growing for this action-packed Wii brawler.
On the Victorious Boxers Japanese Website (translated into Hajime no Ippo Revolution), the development team shares a ton of information on the game, including multiple game modes, story tidbits, and specifics of the Wii technology designers are currently working with.
As the main highlight of the site, Japanese-reading fans (or smarty-pants Babel Fish users) can step into the development offices, sharing interviews with the producer Mr. Yoshihara, check out production photos and Japanese screens, as well as a few snippets of flash demos. One of the more interesting facts about the game centers around control, as there seems to be two modes of play. Players can either hold the nunchuk and Wii remote like boxing gloves (similar to Wii Sports Boxing) to deliver blows, with the gripping of shoulder buttons seemingly used for some sort of dodge or parry mode, or the game can be split into a targeting-specific mode, where the Wii remote's onscreen cursor is used to pinpoint where your boxer's intended hit will land.
While there's been no announcement for Victorious Boxers Wii to release outside of Japan, the series has already seen a worldwide release in the form of Victorious Boxers: Ippo's Road to Glory, published in late 2001 by Vivendi Universal for the PS2. IGN contacted Vivendi to get a statement on the status of Victorious Boxers Wii, but it was unavailable for comment at this time.
via ign
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March 16th, 2007, 02:10 Posted By: wraggster
via ign
Less than a month ago, IGN Wii traveled to EA LA to play a near-final version of Medal of Honor Vanguard for Nintendo's new console. You can read our first impressions right here. Now, we've got reviewable code for the game. So the big question is, what's changed, if anything, and on top of that, are the controls improved since we last saw the wartime shooter in motion? Keep reading for an updated look at the Wii FPS complete with new console-specific 480p / 16:9 screenshots.
We've gunned our way through several hours of Vanguard on Wii so far and the shooter successfully throws players into battle-heavy situations complemented by scripted sequences and visuals that, in our estimation, are prettier than anything in Call of Duty 3 for Nintendo's system. The music and audio portions of the game are a cut above most efforts, too.
That being true, Activision's FPS has Medal of Honor beat where movement is concerned. Vanguard brings to the table a variety of Wii-mote options, including the ability to tweak the sensitivity of turning speeds. However, regardless of which setting is chosen, the process of turning around and about in the environments is generally more sluggish - not Red Steel-level bad by any stretch of the imagination, but indisputably slower than Call of Duty 3. The upside is that as soon as you hold the A button, you activate the iron sights - essentially a scoped-in sniper view - where you can very easily and accurately target and shoot down enemies. It feels great and it's very responsive. We actually prefer the iron sights sniper control in Medal of Honor to Call of Duty 3's, even as we prefer the general maneuverability through levels in Activision's shooter.
Vanguard includes what some would call the Holy Grail option for Wii first-person shooters: a fixed-reticule mode. Before you jump up and down and cite the developer as the savior of the genre, though, be aware that its fixed-reticule is essentially a presentation trick and not the real deal. Although the reticule stays centered, the screen doesn't move around with your Wii remote. Actually, it took us only a few moments to determine that the fixed-reticule was still operating within the confined of a typical bounding box; as soon as you drag beyond the box, the screen begins to move -- you merely lose the ability to precisely target enemies and objects within the invisible field.
You move through the battlefields with the nunchuk's analog stick and aim with the Wii remote. EA has more intuitively mapped some functions to the pointer and nunchuk, too. For instance, you can perform a quick 180-degree turn merely by flicking to the left with the nunchuk. Meanwhile, to hurl a grenade, you simply point at the area you want it thrown, press the B button to lock the spot, and then make a tossing motion with the Wii remote. Easily our favorite feature, though, is the ability to target around corners by leaning with analog accuracy using the nunchuk's stick. We find ourselves using it all the time, especially since there are so many situations that require iron sights-enhanced gun battles.
You don't drive vehicles in Vanguard, but you do man turrets and many of the levels begin with a cinematic paratrooper sequence - after all, you are a member of the 82nd Airborne Division. These sub-stages, if you want to call them that, are over far too quickly for our liking because they both break up the monotony of standard run-and-gun gameplay and add quite a bit of atmosphere to the overall experience. You're usually in the air for about 30 seconds before the ground play resumes, but you do have control while you're up there. Pull back on the Wii remote and nunchuk and you'll slow your descent; push forward and you'll speed it up. And you can even steer left or right by pulling back on one controller and pushing forward with the other.
Vanguard boasts much-improved graphics over Call of Duty 3. Not only are the environments more diverse, but the textures that skin the stages are crisper. On top of that, the action is complemented by advanced real-time lighting effects so that when you shoot down an Italian soldier in a darkened alleyway, your gun's muzzle-fire will illuminate the walls in quick, short flashes. It will also highlight other soldiers, which also looks fantastic. The framerate, though, is less fluid than the mostly smooth make-up of Activision's game. In fact, we're currently playing through a level filled with lots of grass and rain where the fluidity dips well below 30 frames per second. Vanguard supports both 480p and 16:9 widescreen modes on Nintendo's console.
We'll have more on the title as we lead up to the review, including a report on the game's multiplayer mode.
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March 16th, 2007, 02:12 Posted By: wraggster
via ign
Last year Majesco gave us Cooking Mama on the DS. It was a killer cooking game, a bit on the shallow side, and a little too simple to be considered one of the best games of the year, but despite our gripes with the game, it was still a ton of fun to play. In fact, along with games like Brain Age and Big Brain Academy, Cooking Mama still remains to be one of the top titles we shove into the face of non-gamers. Cooking Mama doesn't have the speed of Wario Ware or the depth of the brain games, but it does have a simplistic charm and a loveable concept that anyone can - get ready for the pun - sink their teeth into. We couldn't resist.
And after we were done ripping through the DS version in a matter of hours (yes, it was that addicting for a few of us), we eagerly awaited the inevitable Wii announcement that would promise skillet flipping, egg cracking, pot stirring, and chop chopping. As expected, the announcement came, and like many other DS-to-Wii transitions the game stays extremely true to its roots, ups the graphics just a bit, and delivers nearly the game gameplay concepts.
Garnishing the beef broth like a freakin' champ.Now that we've had a chance to take the game for an initial spin, whipping up a couple dozen dishes in the process, we'd be sugar-coating the truth to say we aren't at least a little disappointed. The style is there, the "Engrish" speaking is there, and the cooking is definitely there, but the overall feel of the game is just a bit more detached and less personal than its pocket predecessor. The game is by no means bad (in fact we keep coming back to it; proof that the charm is still there), but the transition from stylus to pointer is a bit too direct for our liking.
In Cooking Mama: Cook Off, players will step into Mama's kitchen, practicing and preparing a variety of dishes from around the world. Whether you take your time in practicing each step before attempting a full serving, or if you're more into the straight-forward improvisational challenge, the ultimate goal is to pick your poison, prepare the food step-by-step, and impress Mama enough to gain access to more dishes. The better you do, the larger your recipe book gets. Simple, but entertaining.
Go flan go!Where Cooking Mama: Cook Off is a bit of a letdown is in the way you interact with the game, as the Wii remote's primary function will be the IR control. In the DS version players would draw to slice food, grab ingredients a physically place them into pots and pans, or trace designs to fold gyoza or stir ingredients in a pot. While there are a few of these actions in the Wii version - players will literally stir with the Wii remote, chop up and down, and saw back and forth through slabs of meat - many of the actions are still done simply with a cursor, so cutting meat is more about tracing a line, and adding ingredients is a click-and-drag movement.
The split between the two types of play (cursor and action) are still about 50/50, so you'll still be mimicking moves to pull off cooking maneuvers quite a bit, but the feeling is just more of a detached experience. Cracking eggs, for example, centered around physically touching the egg on DS, and slamming the stylus down to crack it. Now it's done by moving the Wii remote softly from left to right. Once you make the move, the game interprets it and gives you the outcome. The feeling of cooking is still there, but the tactile experience is lost with the incorporation of IR.
That isn't to say players should write this one off, as there's still a ton of content for us to explore (two-player mode will have to wait for another day), and dozens and dozens of recipes for us to master. In addition, many of the actions - such as coating a pan in butter or whipping a bowl of eggs - feel much better with the Wii controller than they did on DS, and that many of the actions that do support Wii gestures instead of IR add to the overall experience a ton. It's going to come down to how many of those actions are in the remaining parts of the game, and whether or not they make up for the lack of tactile feel during the other portions.
On the presentation side, Cooking Mama's transition is a decent one, and while the graphics aren't meant to be mind-blowing the game displays in 16:9 and 480p, and has a crisp look to it. Icons are large, colors are vibrant, and the audio is still just as lively (and crazy) as it was on DS. The addition of a worldwide theme for the dishes (each region has specific methods for cooking) and the "Everybody Cook" multiplayer mode could go a long way in the end.
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March 16th, 2007, 02:14 Posted By: wraggster
via ign
The Nintendo DS continues to prove itself as a hugely versatile platform, and come June in Australia and New Zealand, gamers will get the chance to see another example of what it can do. That's the release month for Anno 1701 - a strategy title set between the 17th and 18th centuries, thanks to a new publishing agreement between German-based Sunflowers and Disney Interactive Studios.
The series originated on PC, and is one of the most successful PC game franchises of all time in German-speaking countries. Anno 1701 is at heart an empire-building sim, allowing players to explore new worlds and interact with a wide array of characters, and the DS version is being developed from the ground up to take full advantage of the system's dual screens, with stylus driven gameplay. Wilhelm Hamrozi, CEO of Sunflowers underlined this, saying that: "When expanding the property onto other platforms, we don't simply port the game design, but we develop new concepts that satisfy the familiar high standards in terms of quality and gameplay appropriate to the platform". In addition to a number of features unique to the Nintendo DS version, the game will also feature multiplayer for up to four players.
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March 16th, 2007, 02:15 Posted By: wraggster
While we were surfing the halls at the Moscone Center during the Game Developers Conference in San Francisco last week, game developer Renegade Kid LTD. was out as well shopping around its original IP for the Nintendo DS: a survival horror-style first-person adventure by the name of "The Ward."
The Ward, currently without a publisher, puts players in the role of a man lost inside a mysterious hospital filled with horrifying beings. Players will have to use their smarts to figure their way out of this ward without, you know, dying while trying.
Players will look and aim via the touch screen, offering a similar control scheme to Metroid Prime: Hunters, GoldenEye: Rogue Agent, and Bionicle Heroes on the Nitnendo DS. The Ward will offer advanced 3D graphics and effects, including a real-time flashlight to really set the mood as players investigate the darkness.
Details are light on gameplay mechanics, but the development team hopes to have the game ready to go this fall.
via ign
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March 16th, 2007, 02:42 Posted By: wraggster
via joystiq
Not that Pokémon -- only the second best-selling game franchise evar -- needs any marketing spin to excite sales of its predestined two-headed spawn Diamond & Pearl, but Nintendo does seems eager to herald the game's impending arrival as a sort of "My First Celly" for DS toting youngsters eager for chatter. Of course, this is simply the ability to chat with registered friends using DS's VoIP capabilities, enabled by the new Pokémon game. While it's a far cry from pending productions and possibilities proposed by the competition, VoIP on DS is a little used feature that has the potential to be a unique selling point.
Sure, it's tethered to Wi-Fi hotspots, but the technology offers the promise of safe communication -- in terms of both who your kid be talkin wit' and potential costs (or lack thereof) -- for concerned parents looking to serve their whiny offspring. Then again, DS VoIPin' lacks the much desired 'prank call' feature. With mischief muted, your preteens are gonna have to settle on playground gossip. That, or they could actually engage in some good ol' pocket monster melee. Imagine that.
Pokémon Diamond and Pearl are scheduled for release on April 22.
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March 16th, 2007, 07:34 Posted By: wraggster
New DS Game released:
Developed by acclaimed game designer Michel Ancel, This new Rayman game features the funniest, zaniest, wackiest antics ever when the world of Rayman is threatened by a devastating invasion of demonic rabbits! With the help of magical creatures, Rayman must battle to save his world from the bunnies.
Tame various creatures such as Sharks, Eagles, Rhinos, Spiders, and Angelfish. Each has their own unique capabilities that Rayman will be able to use to battle against the evil rabbits. Help Rayman save his world from the demonic bunny rabbits. They are nasty, mischievous, insane, and completely out of control. There are several types of rabbits and each has their own whacked-out characteristics.
With huge free-roaming environments and epic landscapes that mix real and cartoon style.
Rayman Raving Rabbids for Nintendo DS™ is shipping today at US$ 29.90 only. This is the Australian release version, labeled as "Asia" version at Play-Asia.com.
Game features:
Take control of Rayman and his knack for attack to help save his world from the mischievous, insane and completely out of control Raving Rabbids
Tame and control various creatures such as sharks, eagles, rhinos, spiders and angelfish -- use their abilities to battle against the devious rabbits
Customize and disguise Rayman - Go punk, pop, rock or hip hop to infiltrate the bunnies and foil their devious plans
Explore amazing free-roaming environments and beautiful epic landscapes that mix real and fantastical styles to create a visually stunning experience
Buy Rayman Raving Rabbids
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March 16th, 2007, 08:43 Posted By: Cap'n 1time
Grizzly Adams has released Beta 3 of his DualChannel / DSChannels / WiiCloneDS project (he still hasn't decided on a name).
He has yet to write whats new in this release, but the screenshot looks nice.
Download and Give Feedback Via Comments
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March 16th, 2007, 16:15 Posted By: wraggster
Ferrari and System 3 today announced that System 3 has secured the rights to publish Ferrari licensed games on the PlayStation 3, Wii, Nintendo DS and PSP. Details are somewhat thin on the ground regarding the games at this stage, other than that they'll be based on the Ferrari Challenge series and will feature "real cars, real tracks and true Ferrari racing dynamics".
In terms of each specific version, the PS3 game is apparently being "developed to maximise the technology in the new console format such as a 16-player feature rich simultaneous online mode with elements not yet seen in any race game to-date", while the Wii game will "fully support the unique control system offered by this system, including control by a Wii steering-wheel". No surprises there. As far as the handheld games go, the PSP and DS versions will "feature 4-player wireless play including adhoc play and game share".
While we know next to nothing, the announcement is exciting in and of itself, and we know that a first look at the game is only three months off - System 3 have already announced that international press will be able to attend a preview session at the home of Ferrari, in Maranello, Italy, in late June, which will coincide with the company's 60-year celebrations. The event will also play host to announcements of further System 3 titles, such as "Ferrari Street Racer" which features the entire range.
System 3's CEO, Mark Cale had this to say about the announcement: "Video games and racing have been my two passions during the twenty-five years that I've been in the business. Finally the two have collided and I'm immensely proud to be bringing the Ferrari Challenge to market this year. We have invested in the best development talent in the industry and I'm confident that the game will be even more impressive than the license."
via ign
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March 16th, 2007, 16:15 Posted By: wraggster
Ferrari and System 3 today announced that System 3 has secured the rights to publish Ferrari licensed games on the PlayStation 3, Wii, Nintendo DS and PSP. Details are somewhat thin on the ground regarding the games at this stage, other than that they'll be based on the Ferrari Challenge series and will feature "real cars, real tracks and true Ferrari racing dynamics".
In terms of each specific version, the PS3 game is apparently being "developed to maximise the technology in the new console format such as a 16-player feature rich simultaneous online mode with elements not yet seen in any race game to-date", while the Wii game will "fully support the unique control system offered by this system, including control by a Wii steering-wheel". No surprises there. As far as the handheld games go, the PSP and DS versions will "feature 4-player wireless play including adhoc play and game share".
While we know next to nothing, the announcement is exciting in and of itself, and we know that a first look at the game is only three months off - System 3 have already announced that international press will be able to attend a preview session at the home of Ferrari, in Maranello, Italy, in late June, which will coincide with the company's 60-year celebrations. The event will also play host to announcements of further System 3 titles, such as "Ferrari Street Racer" which features the entire range.
System 3's CEO, Mark Cale had this to say about the announcement: "Video games and racing have been my two passions during the twenty-five years that I've been in the business. Finally the two have collided and I'm immensely proud to be bringing the Ferrari Challenge to market this year. We have invested in the best development talent in the industry and I'm confident that the game will be even more impressive than the license."
via ign
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March 16th, 2007, 17:06 Posted By: wraggster
press release:
Capcom® , a leading worldwide developer and publisher of video games, today announced its first original title exclusively for the Nintendo Wii™, Project Treasure Island Z (Working Title), an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wiimote and challenges gamers to “play different.” Capcom plans to release Project Treasure Island Z (Working Title) this autumn.
“Innovation has been the cornerstone of Capcom’s successful history ,” said Michael Pattison, Senior Marketing Director, CE Europe. “By introducing a whole new level of interactivity, this title reinforces our commitment to pushing the limits on how people view and play games.
Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.
Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of vast riches and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform items, unlock new pathways and navigate through perilous stages based on a variety of themes including a jungle, ice temple, volcanic caves and more, each with their own sub-areas. Players will rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect Barbaros’ legendary treasures.
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March 16th, 2007, 17:12 Posted By: wraggster
Square Enix Ltd., the publisher of Square Enix® interactive entertainment products in Europe and other PAL territories, today announces that FINAL FANTASY® III will be released on 4th May 2007 exclusively on Nintendo DS™.
Originally available only in Japan for the Famicom (known in Europe as the Nintendo Entertainment System®), FINAL FANTASY III is considered the sole missing title in the world-renowned series in the Western world. Now, 17 years after its Japanese debut, European fans will be able to savour the legendary adventure for the first time.
John Yamamoto, President and CEO of Square Enix Ltd. comments, “The arrival of FINAL FANTASY III on Nintendo DS showcases the power of the hardware and proves that no compromise has to be made in order to create an adventure of this magnitude for a handheld system. With over 1.4 million copies already shipped in Japan and North America, we are sure that FINAL FANTASY III will be a big success in Europe too.”
Hiromichi Tanaka, Director and Executive Producer of FINAL FANTASY III comments, “FINAL FANTASY III has been made anew on the Nintendo DS platform, including new graphics in 3D, rebalanced jobs, and brand new characterisation for the four young heroes. We hope that not only FINAL FANTASY fans, but a wide variety of players in Europe, enjoy the new FINAL FANTASY III.”
With an innovative interface that capitalizes on the Nintendo DS capabilities, players can now experience the title that introduced the popular moogles, summons and the dynamic job system to the FINAL FANTASY series.
About FINAL FANTASY III
-The Story-
Protected by the crystals of light, the once peaceful land has forever been changed by the great tremor. Without warning, the earthquake pulled the crystals into the earth, upsetting the world’s fragile balance. It seems as if all hope is lost – but as the Gulgan prophecy foretold, four souls blessed with the light shall once again restore balance to the world.
Near the small village of Ur, fate guides Luneth to a sentient crystal that changes his life forever. As the light of the crystal fades, Luneth embarks on a journey to seek three others who share his destiny to search for the remaining crystals, and fight the battle of light and darkness.
-Features-
The missing link in the evolution of FINAL FANTASY is unveiled – experience a tale untold
A dynamic job-changing system allows for more than 279,000 party variations
The Touch Screen interface seamlessly utilizes DS capabilities – explore dungeons, dispatch foes and cast spells using the Nintendo DS stylus
A complete visual overhaul breathes new life into a classic with colourful 3D graphics
Take advantage of both DS Wireless Communications and Nintendo Wi-Fi Connection to access the Mognet and communicate with other players as well as NPCs and uncover hidden dungeons, quests and items
Character designer Akihiko Yoshida of the award-winning and critically acclaimed FINAL FANTASY XII lends his talents by designing the four main characters
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March 16th, 2007, 17:13 Posted By: wraggster
This week Wii takes you back to the classic old-school era with a selection of action-packed titles which will have your heart pounding and hands sweating in minutes.
Nintendo fans will remember the charms of Ice Climber™ from the Nintendo Entertainment System. Players take control of a small Eskimo who, armed only with a hammer, must make his way up an icy mountain, breaking blocks to make new routes and defeating enemies which block his way. With perilous black-ice, deviously placed indestructible blocks and challenging time limits, this game will have you on the edge of your seat.
Next in this week’s tour of 1980s culture we travel from the arctic mountains to the sewers of New York where we meet four bright green 80s ninjitsu legends in Teenage Mutant Ninja Turtles®. Again making its debut on the NES, this game requires players to battle through five large stages to foil a criminal plot threatening the city. Players can switch between their favourite Turtles at any time during the game allowing you to pick the ideal pizza-eating reptile for every situation.
Finally, challenge your nerve and take on the game which gave birth to the survival horror genre with Splatter House™ originally for Turbografx. Following a storm, the hero and his girlfriend take shelter in a creepy mansion. When our hero wakes the next morning his girlfriend is gone and a hockey mask is stuck on his head, giving him superhuman strength. Using this new-found power, players must hack and slash their way through seven levels full of undead and save their girlfriend from the evil which has taken control of this house.
These great games join the list of 62 classic titles already available for the Virtual Console in Europe.
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March 16th, 2007, 17:14 Posted By: wraggster
According to independent sales data released by the NPD Group, the Wii™ from Nintendo was America's best-selling video game console in the U.S. again in February, with consumers snapping up virtually every system available in America totaling more than 335,000 units.
Only one game system sold more in February, the portable Nintendo DS™, with sell-through of 485,000 units.
Together, Nintendo systems represented 54 percent of all hardware sales in February, more than those of all other manufacturers combined.
"We're gratified that the explosive appeal of Wii, in terms of both new players and new ways to play, has created unprecedented demand, substantially beyond supply," says Reggie Fils-Aime, president, Nintendo of America. "But we also understand that there are hundreds of thousands of consumers still waiting to get their hands on the system so we continue to both ship more units to retail every week and work non-stop to build capacity."
Reports from households across the country indicate that Wii has become the centerpiece for weekend parties a new method for improving athletic technique and losing weight, and a landmark product for generating cross-generational fun.
The strength of Wii and Nintendo DS was also apparent in monthly software sales where three of the top four best-selling games for the month (Wii Play™ and The Legend of Zelda®: Twilight Princess for Wii, and Diddy Kong® Racing DS for Nintendo DS) play exclusively on Nintendo systems. In addition, so far this year 10 of the top 20 best-selling games are exclusive for Nintendo hardware.
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March 16th, 2007, 19:57 Posted By: wraggster
Click on the video player now to witness one of the most cringe-worthy videogame trailers in recent memory.
It features a bunch of fully-grown, ADULT blokes rolling water balloons around home-made obstacle courses. Why? Watch it and find out.
It's almost as bad as those painfully cheesy NES adverts back in the eighties, when people seemingly had no shame.
Those poor actors. It's so bad, we're embarrassed for them. That's one minute and 19 seconds of our lives we'll never get back.
Trailer Here
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March 16th, 2007, 20:39 Posted By: wraggster
via insert credit
My old pal vander fujisaki from ociojoven (OJgames) sent me an email with an interesting find - YesAsia has an entry for a japanese release of a game called Sailor Moon, from Namco Bandai Games. Working title though it may be, this certainly brings exciting possibilities to light for fans of the series - and the page gives a release date of December 31, 2007, which looks suspiciously like a placeholder. Unfortunately this remains a rumor until we can confirm that it really exists, which may take a bit of time. But I'll try!
In other Sailor Moon game news, vander pointed out Sailor Moon Plus, a five-part game series using the Beats of Rage engine, which follows the story loosely through several episodes and iterations of the original tale, while also adding new elements at times. Three parts are currently available, with more promised. It's generally fashioned after the SNES game (certainly using some of its sprites - the screenshot to the left is from SMP), but seems to be a fair bit better in execution. Seeing as it's the Beats of Rage engine, this means you can play the game on a variety of consoles as well as PC.
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March 16th, 2007, 20:58 Posted By: wraggster
via ninevolved
Alot of rumor has been floating around recently, most of it being some new hit games coming to the VC, or possibly even a new console being added. Well now the guys over a Rumor Reporters come up with this story!
The rumor comes from fellow reader Fei34 who claims that a fellow DigiPen employee told him that Sega Saturn games would indeed be making an appearance on the Wii. Although this could still be wells away from becoming true, the fact that DigiPen, a highly respected video-game school in Redmond Washington, has this sort of knowledge is pretty intriguing. Especially by the fact that both Nintendo of America’s offices and DigiPen’s campus actually interconnects by a simple hallway. Could Fei34’s DigiPen source have even closer access to NOA’s employees in which he/she may have gotten the information?
The only thing that Fei34 left me was a confirmation that a “big game was coming.” Whether that’s a Sega Saturn game (like Panzer Dragoon Saga) or not, only time will tell. So don’t dismiss Nintendo’s systems on the Virtual Console as being cemented just yet.
So what do you guys think of this latest rumor? Personally I would be thrilled if it happened, due to the fact I have never play a Sega Saturn!
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March 16th, 2007, 21:11 Posted By: wraggster
via wiifanboy
Sega's branch in Germany is hosting a contest to celebrate Sonic and the Secret Rings' release, offering up prizes like figurines, signed memorabilia, and a Sonic-Team-branded Wii. The winner of the limited edition Wii will also receive a German copy of the game -- a cruel reminder of the hardware's region lock.
We're not sure how faithful the customized console will be to the mock-up pictured above, but the simple stamping of the blue hedgehog's head on both the system and the Wii remote is a lot more attractive than we expected. Entering the contest is as easy as sending an email to Sega's offices with the German title for Sonic and the Secret Rings. They will be accepting entries until March 23rd, so don't put your Google-searching off for too long!
More Info
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March 16th, 2007, 21:19 Posted By: wraggster
On ebay is an amazing auction of every Snes game released in the USA, heres the auction info:
Up for auction is a once in a lifetime opportunity. I used to be an avid collector of video games, but as times changed I decided to sell off my collection. The majority of it I have sold of piece by piece, but I no longer have the time or energy to do that. Many of you remember me from selling my NES collection a few months back and that was very good, but this collection is definitely my pride and joy.
The complete US Super Nintendo collection, every game COMPLETE IN BOX with manual and most inserts!
Every game that was commercially released in the US (list taken from the Digital Press Advanced Collector's Guide). Now I know some people will make a huge splash with the title of their auction, but then not have everything they are claiming. This is not the case, what is NOT in this auction are the following 2 games, both were exclusive blockbuster competition carts:
Donkey Kong Competition Cart (Not included)
Starfox Competion Cart (NOT included)
In total you are getting the entire 720 game collection, which includes some games that are brand new and factory sealed. The condition of the games are beautiful, the majority are near mint/mint condition. If you would like additional photos, I will be happy to supply them of specific game(s). You are also getting an additional 74 games (duplicates) to what you are already picking up, that are also Brand new and Factory Sealed. In total, there are 794 Super Nintendo games in this lot.
The price is $15,000 more info here
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March 16th, 2007, 21:19 Posted By: wraggster
On ebay is an amazing auction of every Snes game released in the USA, heres the auction info:
Up for auction is a once in a lifetime opportunity. I used to be an avid collector of video games, but as times changed I decided to sell off my collection. The majority of it I have sold of piece by piece, but I no longer have the time or energy to do that. Many of you remember me from selling my NES collection a few months back and that was very good, but this collection is definitely my pride and joy.
The complete US Super Nintendo collection, every game COMPLETE IN BOX with manual and most inserts!
Every game that was commercially released in the US (list taken from the Digital Press Advanced Collector's Guide). Now I know some people will make a huge splash with the title of their auction, but then not have everything they are claiming. This is not the case, what is NOT in this auction are the following 2 games, both were exclusive blockbuster competition carts:
Donkey Kong Competition Cart (Not included)
Starfox Competion Cart (NOT included)
In total you are getting the entire 720 game collection, which includes some games that are brand new and factory sealed. The condition of the games are beautiful, the majority are near mint/mint condition. If you would like additional photos, I will be happy to supply them of specific game(s). You are also getting an additional 74 games (duplicates) to what you are already picking up, that are also Brand new and Factory Sealed. In total, there are 794 Super Nintendo games in this lot.
The price is $15,000 more info here
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March 16th, 2007, 21:54 Posted By: wraggster
via dsfanboy
Oh, we're not asking. This time, Miyamoto is. It seems the master himself is looking for more stories of happy gamers to add to his collection. At Yahoo! Answers, he's asked, "How old were you when you first heard the term, 'Nintendo,' and what does the name mean to you now?" With hundreds of answers and counting, it's likely he'll end up with more nostalgia than you could shake a mushroom at.
Since many of us started with Nintendo, back in a time when everyone was a Nintendo fan and no one was a fan of anything else, we've already hashed over a lot of the 'first encounter' memories. But the second prong of the question is intriguing. What does Nintendo mean to us now? There are a lot of possible answers, but most of them boil down to one thing: if you're here at DS Fanboy, then 'Nintendo' probably means fun. Through the ups and downs, for us, Nintendo always means a good time.
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March 16th, 2007, 21:57 Posted By: wraggster
via dsfanboy
Jake Nickell assures us that he never ignored Norman, his Pug/King Charles Spaniel mix, in favor of playing the copy of Nintendogs that came with his Nintendo DS. If that's true, what could have lead the hound into chewing up the pet simulation's cart?
Maybe the puppy just grew tired of sinking his teeth into Jake's shoes, homework, and remote controls? Or perhaps Norman took the game's "Best Friends" label to heart, biting down on the newcomer in a fit of jealousy. We happen to think that this was his revenge on Jake for dressing him up in silly outfits and posting the photos on the internet. We would be pretty pissed too.
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March 16th, 2007, 21:59 Posted By: wraggster
via dsfanboy
No, it's not another training game. Kotoba no Puzzle Mojipittan (Word Puzzle Mojipittan) is a Scrabble-style board game from Bandai Namco in which players use characters from the Japanese hiragana syllabary to spell words. Therefore, it's really, really, really hard to play if you don't know a load of Japanese words, and basically impossible if you can't read hiragana.
Mojipittan has appeared on other platforms before, but as the Shockwave demo says, "The stylus makes it simple!" We suggest giving the demo a shot and seeing if you're up for some wordplay. The bouncy music and adorable tile mascots may convince you to enroll in Japanese classes.
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March 16th, 2007, 22:05 Posted By: wraggster
Magicwp has updated 4 of his GBA Homebrew Games. Heres the details via Playeradvance
Magicwp does not do anything with half. It has just updated several of these projects GBA, four to be precise. It thus updated Space Runner, a play between CAP Man and Lode Runner, by putting in conformity the logo. This play passes in version 1.07. Subject on the forum Wall Breaker, a play of breakage brick, was also updated. The logo was put in conformity in this version 1.03. Subject on the forum Frosty Paint, a play with the CAP Man, also was the subject of an update, always to put in conformity the logo. This play passes in version 1.04. Subject on the forum Lastly, Deluxe To mine, a play of bomb disposal expert, passes in version 1.02. Here also, the logo was put enconformity.
More details and downloads via Playeradvance
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March 16th, 2007, 22:08 Posted By: wraggster
GBA Homebrew game updated, heres the news from playeradvance:
Legendary Foxy, member of Magic TEAM, has just finished its bearing on GBA of GoldRunner, a shot them up published in the beginning on Atari ST, Amiga and C64. This final version can be downloaded on the official site of our preferred fox. With your lasers!
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March 16th, 2007, 22:22 Posted By: wraggster
Elusion has released a new game for the Nintendo DS, heres the news:
Hello all,
This is my first submission to the Nintendo DS homebrew scene. Hopefully the first of many...
It has some striking similarities to a game on PocketPC's <ahem>... I won't name any names
The usual blah blah blah stuff applies -- I hold no responsibility if it blows up your DS (it shouldn't).
Big thanks to the guys that created PALib.. I would not have been able to crank this out as quickly
as I did without their stellar library and docs.
Also a big thanks to Grymmjack for providing a music track and digging out all of his old Mod
tracking tools!
Basically the point of the game is to clear the board of similar colored balls and get the best
score you can. The more similar colored balls you clump together, the higher the score.
Known Bugs:
The sounds get a little screwy with the music on. Not sure if this is PALib or me.
Controls:
Use the stylus for highlighting the balls.
Use the Left Trigger to reset your game board.
Use the Right Trigger to toggle the music on and off.
Ball Buster was created using devkitpro and PALIB.
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March 16th, 2007, 22:44 Posted By: wraggster
Next month ushers in the release of Pokemon Diamond and Pearl in North America, and it seems like Nintendo is wising up to the appeal of online play for these games. It was already previously known that both of these games would support voice chat with people from your Friends List, but Nintendo confirmed to IGN today that it was releasing a headset peripheral for its popular little dual-screened monster, making chatting with your friends even easier.
Nintendo representatives were wary to confirm a specific release date, but they did state that the company plans to release the attachment to coincide with Pokemon Diamond and Pearl's April 22 release date. While Nintendo was characteristically tight-lipped, online retailer Gamestop lists a ship date of April 23 and a price tag of $14.99.
via ign
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March 16th, 2007, 22:45 Posted By: wraggster
Via IGN
So, in just a few days from now Ubisoft will flood the market with games based on the upcoming Teenage Mutant Ninja Turtles flick, titled TMNT. GameCube, Wii, PlayStation 2, Xbox 360, Game Boy Advance...if you own just one videogame system, then chances are you'll have the opportunity to play a virtual version of the flick. Nintendo DS owners, it's the same for you: not only will you be able to play the absolutely rockin' side-scrolling brawler that's to be released for the GBA, you'll also get an original version that makes use of the Nintendo DS capabilities.
In our early playthrough of the version sent over by Ubisoft, you won't need the stylus -- all of the action's taking place on the upper-screen using the D-pad and buttons. The game isn't a port of the console games, however -- it's a completely original design that's admittedly very difficult to describe.
Yes, there will be weapons combat in TMNT for the Nintendo DS. The game features battles where you'll need to kick, punch and block while fighting with multiple enemies on-screen. But these fights are merely intermissions to the game's main focus: using the cityscape as your playground as you jump from situation to situation.
There's a lot of jumping in the Nintendo DS version of TMNT. A lot. So much that you'd think the second T in the title stands for "Toads." In this game it's all about leaping left, forward, or right by using the Y, X, or A button. Timing is everything as you'll need to prepare your next jump ahead of time -- if you hit the button at the proper time your speed will increase, and this jolt in pace will come in handy when you have to beat the timer. In many cases one of your brothers will show up on the scene and you'll need to race to his location so he can throw you to a particular part of the level that normally wouldn't be accessible. Take too long and he'll grow impatient and leave, which means you'll miss the opportunity to reach that hidden area.
You'll also have to time jumps while sliding through the sewers -- miss the proper opportunity to leap over a gap and you'll have to try that move again...with one live removed from the queue.
We'll hold our full impressions of the game for when the game ships next week, but at the very least the Nintendo DS version is a unique design that doesn't play anything like anything you've experienced on the handheld before. It looks pretty decent in motion, too -- though the character models are a little angular, the game runs at the Nintendo DS's silky smooth 60 frames per second mode which gives the production a bit of fast-paced energy.
If words didn't do this game justice, take the time to check out the game in motion by hitting the media link below.
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March 17th, 2007, 11:10 Posted By: wraggster
News from Divineo USA
We received our shipment late today, so we'll ship all pre-order monday.
More Info
The WiiKey is another Wii upgradable chip that can be easily installed.
Specifications & extra information
- Direct boot of homebrew in GC mode.
- Supports fullsize 4GB discs for gamecube homebrew.
- Supports all currently available console/drive versions (including the D2B chipsets).
- Update mechanism via DVD.
- Recovery mode - Can recover from a bad flash.
- 512 byte EEPROM to store configuration.
- Direct boot of JAP imports.
- Partial support for PAL imports.
- Boots GC imports (partially without swapping).
- Supports GC and Wii multi-disc.
- Improved readsettings for recordable media.
- Built-in audio fix.
- Stealth mode.
- Quicksolder interface - no wires required.
- Unique disc application via sdcard.
- Compact design with high quality components.
- Professional ESD packing.
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March 17th, 2007, 11:21 Posted By: wraggster
via kotaku
Does two things. First, it answers a lot of questions (yeah, this is VERY RPG). Second, it ratchets up the excitement levels. This is exactly the kind of thing Wii owners need to be seeing to remind them real, actual games are on the horizon.
Hit the link for the trailer. It's very nice.
Trailer Here
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March 17th, 2007, 11:37 Posted By: wraggster
via gonintendo
Reader dc12iscool grabbed a couple pictures of a preview in the latest ONM.
The text reads, “World Exclusive! Step back in time as a classic game makes a long overdue return”. According to dc12iscool, the magazine also states that the exclusive will be about a Wii game. Now what do those stars mean?!
Update - Pretty strong evidence that the game will be NiGHTS! Thanks to everyone that sent this tip in.
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March 17th, 2007, 11:41 Posted By: wraggster
Jeux France has a story that rumours of an external hard drive is coming to the Nintendo Wii.
No other details are known but i suppose it could be an external DVD Drive.
More as we find out more.
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March 17th, 2007, 11:43 Posted By: wraggster
via wifanboy
We've surveyed your irritation with the Virtual Console's rates and even had you calculate the exact amount of Wii points you've been swindled out of so far, but VGamp's Chris Sinclair argues that the game downloads aren't expensive at all. Chris listed eleven reasons to support his claim, even admitting that he would be willing to pay more for the retro titles. While he might come across as an inflexible apologist, some of his points make sense.
According to Chris, you're getting a deal whenever you make a purchase on the Shopping Channel. For example, let's say that you put out the cash for Soldier Blade, a title that sometimes sells for $50+ on eBay. You're scoring a discount on a relatively rare game that's guaranteed to work decades from now, and you don't even have to pay for the TurboGrafx-16 console or the controllers to play it with. As an added bonus, many of these emulated games look better than they ever did before.
Alright, so we're still not entirely convinced that Altered Beast is worth the 800 Wii points Sega is asking for, but we can see where Chris is going with this. What do you think? Does the pricing seem justified after considering his points, or do you still feel like you're being fleeced?
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March 17th, 2007, 11:46 Posted By: wraggster
via wiifanboy
Yeah, you've probably seen this one already, and that's okay. You don't have to watch it again if you don't want to (but we think it's pretty cool). But Nintendo's latest Wii ads are not only effective, but they reflect the Mii craze that is such a big part of the Wii's success. And since people are using Mii-like images on corporate websites now, Nintendo's boardroom ad is simply brilliant, and that's why it's in the spotlight this week.
Video Here
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March 17th, 2007, 11:48 Posted By: wraggster
via wiifanboy
2007 is the twentieth anniversary of the PC Engine (the Japanese Turbografx-16) and Hudson, who co-created the console with NEC, is honoring the little console and its little HuCards in two ways this year:
By releasing lots of awesome games on the Virtual Console, and By featuring a multipart PC Engine retrospective on their home page
We're so happy to see the Wii bringing the PC Engine back into the limelight. It brought us a lot of games that deserve a second look, and deserve to be played by a new audience. Please, tip your hat to NEC and Hudson's masterpiece. Go check out the first part of the article, and then check out some Turbo games on the VC if you haven't already!
Full Article
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March 17th, 2007, 11:54 Posted By: wraggster
Amponzi has released a new DeSmuME Build dated17.03.2007 the DS Emulator for windows has only one new feature:
3D Support (Note that this slows down the emulator a lot)
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March 17th, 2007, 12:16 Posted By: wraggster
Dragonminded has released a new version of his excellent app for the Nintendo DS:
Heres whats new:
Update log is as follows:
- Sped up text display routines a lot, helping with larger text and html files.
- Vastly improved HTML rendering mechanism, large HTML files don't bog down any more.
- Switched to latest dsWifi from CVS as it no longer freezes on my DS.
- Added <q>, <dt> and <dd> to HTML renderer.
- Added flac support to the sound player.
- Added primitive sid support to the sound player.
- Added nsf support to the sound player.
- Added spc support to the sound player.
- Added ability to check card type in plugins.
- Added ability to move the cursor with the stylus on the configuration and irc pages.
- Added ability to customize colors with colors.ini file.
- Changed the sound player volume maximum to 400%.
- Changed vCard loading to load simple unicode files, though only ascii charset is supported still.
- Changed behavior of HTML renderer when leaving <TD> tags to fix bad HTML coding.
- Changed behavior of default settings creator to direct people to the correct IRC server.
- Fixed issue where keyboard repeats didn't work on the configuration screen.
- Fixed screen swap glitch with text input box on the scribble pad.
- Fixed potential bug with vCard separator, fixed naming issue with vCard separator.
- Fixed slight issue with mp3 playback clicks, but had to take oversampling down to 2x.
- Fixed memory leak in plugin loading.
- Fixed <pre> tag not changing to fixed width.
- Fixed bug in HTML syntax highlighting with more than one tag property that wasn't quoted.
- Fixed language being wrong issue when there is no config.ini file.
- Fixed issue where L and R GUI widgets were not clickable on picture viewer.
- Fixed a wordwrapping bug that popped up on the IRC window affecting scrolling.
- Fixed text color inconsistency on configuration page 3.
- Fixed issue with help screens and absolutely no help pages available.
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*Some users have compained about corrupt zip files etc, if you have a problem with this just redownload it again. Some downloads can time-out if the site is particularly busy*
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March 17th, 2007, 13:33 Posted By: wraggster
Spinal has posted an entry in the Neoflash Coding Comp, heres the details:
This is a very great puzzle game for the Nintendo DS, the gameplay is simple, yet very addictive!
Please note this if for FAT cards only (sorry) and must be Dldi patched to work (it is currently patched for R4DS).
Sensitive will create a folder on your card called 'sensitive' for storing its data. Please do not delete this (unless you no longer play SensitiveDS).
[edit] SensitiveDS is compatable with DSMotion Card, so you can tilt your way around this extremely fun puzzler. [edit again] Just insert the motion card on the main title screen and a logo will apear on the top screen to show you have inserted it correctly.
In each level you must move the disk over every orange and green tile then get to the exit. If you fall off, you must start over.
There are five options in the main menu, they are -
[1] Instructions - Give you a breaif explanation of how to play.
[2] Challenge - Play as many levels as you can in one life.
[3] Puzzle - Complete each puzzle to unlock the next one.
[4] Custom Levels - Play some levels created with the Level Editor.
[5] Level Editor - Create your own levels to play in custom mode.
Any comments are welcome.
Thankyou.
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March 17th, 2007, 13:41 Posted By: wraggster
Keoniomega has posted an entry into the Neoflash Coding Comp:
Fall Down DS v. 1.01
------------
This game is based on the classic TI-Calculator game, Fall Down.
Able to work on Max Media Dock and DSEmuME for sure.
------------
Gameplay:
Move the ball with the stylus
Try to fall through the openings in the bars of blocks
------------
Known Bugs:
If you fall from too high, you can skip a row of blocks
There is a way to earn unlimited amount of points, but I won't tell
If you lose, you have to reset
------------
Future Improvements:
Be able to restart without having to turn off the system
Music (nothing fancy)
Better Collision detecting
Saved High Scores List
2 Player (not anytime soon but hopeful)
------------
Credits:
Keoniomega - Main Programer
[edit] UPDATE: I've fixed the bug with restarting. All you need to do is hit start when you lose. [\edit]
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March 17th, 2007, 13:47 Posted By: wraggster
M3 Team have released a new version of their software:
Heres whats new:
M3DS Simply Kernel upgrade to v1.03, it supports upgrade feature of Skin DIY, which is the expansion of formal feature of Skin DIY, it allows to all options of text colors on the Skin, the more features will be added in coming kernel upgrade.
Download Here
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March 17th, 2007, 13:50 Posted By: wraggster
MangledLftThumb has updated his RiverCrossingDS game:
Heres whats new:
Updated RiverCrossingDS to v0.25.
Added a couple more puzzles & some animations with the help of my kids.
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March 17th, 2007, 13:53 Posted By: wraggster
Zarxrax had updated his DS application called DSLearnJ:
Heres more info:
DSLearnJ is a homebrew application for the Nintendo DS that I created so I could learn Japanese Kanji more easily.
Updated DSLearnJ to version 0.5. The program was completely rewritten from scratch. I have finally included all of the basic functionality, making the program actually useful now. There is still lots of room for improvement though, and code is still incomplete in some places (like the file menu).
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March 17th, 2007, 13:56 Posted By: wraggster
Cedric witha NeoFlash Coding Comp Entry has updated his wireless gamepad app for the Nintendo DS:
Heres the info:
This program aims to act like a wireless gamepad.
History :
Version 0.2
Settings Gui, no need to edit xml file
Animated menus, just for fun
Automatic backlight shutdown after * choosen time
Touch screen work as an analog stick with one or more DSes at the same time
Turbo keys!
ds2key 0.6 compatibility mode (keys + touch screen)
Open Source!
[Server] : xml config too.
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