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April 1st, 2012, 19:58 Posted By: wraggster
Partners to be provided with MULTI integrated development environment
Nintendo has entered into a global licence agreement that will enable Wii U developers to use tech that is promised can produce high-performance, efficient code.
Developers making Wii U software can now employ Green Hills' MULTI integrated development environment middleware.
It was not stated whether Nintendo's development partners will have to pay for the licence.
"We selected the Green Hills Software solution because it generates highly optimised code, and Green Hills provides excellent global support," said Nintendo’s R&D managing director Genyo Takeda.
Green Hills said its middleware offers “maximum reliability, maximum performance, and minimum code size”.
http://www.develop-online.net/news/4...-to-Wii-U-devs
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April 1st, 2012, 23:57 Posted By: wraggster
Bermuda Syndrome Wii is a port of the Bermuda Syndrome game engine.
0.2 - March 28, 2012- Better usb support(ios58).
- Use BMP instead of PNG for background menu(libpng issue with latest SDL-Wii).
[h=3]0.1 - March 23, 2012[/h]
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April 2nd, 2012, 00:11 Posted By: wraggster
Advance Wars 2 - Black Hole rising was the second of the quirky turn based strategy wargames that got released outside of Japan on the Gameboy Advance. While not as well recognised as its partner series Fire Emblem, it has a cult following of some extremely skilled players.
The War Room challenge is actually the second attempt at a full challenge mode for the game, with the first attempted in the very early days when the map format wasn’t even known so it was mostly substitutions and new goals for maps. This hack is a much fuller implementation of what was aimed at a good six years ago, aided by a huge understanding of how the game works and all the hacking advancements that have happened over that period.
The original intention for the project was to develop a new War Room challenge for Advance Wars 2 in about two months with some fun maps and a few new challenge. Instead, it has turned into something that’s taken over a year to put together, complete with a large amount of refinements and gameplay additions. Lots of music, graphics, maps and assembly code were generated solely for the hack. The more enthusiastic members of the Advance Wars community were also involved - helping with graphics, map design, utilities and playtesting.
Complete with new COs from the AW series, plenty of challenging maps and a bundle of hand-coded new features, this is a definitive hack to play for Advance Wars fans (or people who like turn based strategy games!). All the challenges present are hand-crafted by Xenesis and many, many members of the Advance Wars community with over a year’s worth of refinement.
Game Features:
- 30 New War Room Maps to play on - Some remixes of existing maps, most brand new from the AW Community.
- Tutorial map with summary of game rules, scoring and new hack features.
- Each map has an info dossier with the par time and author of the map.
- Each CO has unique combat abilities in the War Room setting. Some COs from Advance Wars Dual Strike and Days of Ruin make an appearance as well!
- Improved high score support - The game records S-ranks achieved on each map with each CO.
- Improved status screens - The unit status screen now shows CO abilities more accurately and with more stats.
- Pre-deployed maps provide unique army compositions depending on your CO selection - a feature returning from Advance Wars 1!
- New deterministic weather rules for fairer scoring!
- Extended Status Screen - Shows your rank in progress and whether you have S-Ranked this map with the current CO.
- Improved Enemy AI - Enemy COs no longer use CO powers when they’d have no reason to use them and use them more intelligently!
- Unlockables - Earn more COs by scoring S Ranks on maps!
- Play against or as the series’ evil villains - Caulder, Sturm and Von Bolt
RHDN Project Page
Relevant Link: (http://forums.warsworldnew....com/viewtopic.php?t=13051)
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April 2nd, 2012, 00:26 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
- Improved PSX emulation.
- PSX emulation works on big-endian platforms now.
- PSF1 playback now uses an idle loop detection hack, for much less host CPU usage.
- Minor optimizations to NGP, VB, and GBA emulation when compiled for PowerPC platforms.
- Preliminary support for SNSF playback.
- Updated internal copy of libmpcdec; SV8 Musepack files are now supported.
File: Download
News source: http://forum.fobby.net
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April 2nd, 2012, 00:28 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator based on 1964mod v1.5.2(Final) codebase has been updated. Changes:
Core:
Implement individual rom setting for NICE64 "Audio Sync" option
auto-detect user setting for each game when rom starts(read post on our forum)
Refactor and/or re-write and/or re-design many parts of the source codes :
audio thread handling, events & related functions
pause, stop & resume handling, events & related functions
gui window & handling codes
further reduce flickering during resize and switch between window mode etc
initial game bootup handling codes, events & its related functions
implement new timer event type & remove invalid from list
trim audio when there is no display, speedup transition etc e.g. Goldeneye dam scene
VI interrupt handling codes
fix high interrupt VI/s etc e.g. NBA Live 99
Fix language switching bug - working again
you need to do your own translation because we don't have contributor
Fix tooltips bug
Fix setting wrong cpucore compiler bug
Fix auto repeat message being sent
Fix out-of-focus romlist / boxart items when emu window state changes
restore items visibility from an out-of-focus state
Fix Micromachines spurious exception looping, still doesn't go in-game
Replace Kill with new ForceRomClose option
Clear gamename and alternate title
fix Nushi Tsuri 64 - Shiokaze ni Notte wrong name display on statusbar when it crash
fix wrong name captured during debugging
Major codes cleanup
Re-write some of my previous codes because I know a bit more now
Switching between window and fullscreen mode works fine after several games and switching, then the next game will not boot and hang.
seems to originate from official Glide64 and/or 1964 source (can reproduce)
users are advised to use window mode and exercise discretion if you do multiple switching over several games in a single emu session
Some others that I forgot
Audio:
Plugin Changes & Fixes
MyGlide64:
Fix Namco Museum regression
Fix VI/s slowdown after playing several games e.g. Super Robot Taisen
Fix Spiderman freeze at the end of 2nd comic cutscene
remove previous tempfix which reduce VI/s by 1/4 of max VI/s
use Speedup option +3 or +4 to get pass the freeze point and enjoy max Vi/s
NICE64 Audio:
Minor fix to audio ucode detect state
Other Changes & Fixes
Update and merge Nice64_Instruction_Manual into Nice64_Readme
File: Download
News source: http://sites.google.com
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April 2nd, 2012, 00:29 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
[h=4]DS2x86 runs Windows 95![/h]Well, not really, but that was too good a title to pass by on April Fool's Day. :-) What I am actually working on, is support for Windows 3.11. The problem with it in the current DS2x86 was that it crashed immediately when switching to protected mode. This was caused by it storing the Global Descriptor Table into virtual memory before switching to protected mode. I did not have support for that in DS2x86. It is actually a bit of a chicken and egg situation, as virtual memory needs the GDT table to be correct for page fault handling. Windows 3.11 actually accesses virtual memory using the page tables from real mode before going to protected mode and activating paging! Adding support for such allowed it to continue to protected mode correctly.
After fixing that problem, I needed to improve pushad opcode behaviour, add better support for accessing CPU debug registers, add support for reading secondary DMA controller ports, etc. All of these were pretty easy and straghtforward, so it was nice to see some real progress without having to hunt for bugs for a change. After those I did run into a bigger unsupported issue, namely Virtual 8086 mode. Windows 3.11 seems to use VM86 mode when calling some real-mode interrupt vectors from protected mode, and until now I have not had any support for VM86. Or to be more precise, I have checked that if the processor is supposed to be in VM86 mode, I simply drop into the debugger. However, to support Windows 3.11, I need to add proper support for VM86 mode.
So, for the last couple of days I have been working on adding the VM86 mode handling into DS2x86. Many opcodes need only minor changes, but the actual going into VM86 mode and back using the IRET opcode is a bit complex, so adding support for that will still take some time. I have also found some weird behaviour in Windows 3.11 on DS2x86, so there seem to be something else besides the VM86 mode also missing on broken. So, I don't expect Windows 3.11 working in the next version yet, but we shall see.
I have also checked Alien Legacy, which seems to loop displaying the sound selection menu. I originally thought the problem is in the key input routine, but it seems that the keyboard interrupt INT 16 is never even called by Alien Legacy in DS2x86, even though it is called in DOSBox, so this needs some further studying and debugging. I hope to get that at least working in the next version.
Thanks for the debug logs and error reports again, I plan to fix some issues in those as well for the next version.
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April 2nd, 2012, 01:40 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-583 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* small fix to writing memorycards, open as r+b so the file is not cleared when opening. should eliminate the 0byte memory card files reported
http://www.mediafire.com/?9615hs0wwdmjv7w
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April 2nd, 2012, 01:47 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/03/29) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Thanks to Exophase for noticing the x-coord resolving for DMG sprite priority was more inefficient than it should have been.
- Prevent buffer overrun.
- Minor update
http://www.grantgalitz.org/gameboy/
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April 2nd, 2012, 01:50 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4228 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4220
core:
- fix swi 0x03 (CRC16) R3 contains the last processed halfword;
r4221
re-time LCD state machine to conform more closely to reality. also, delay IRQ for vmatch and vblank by 1 dot from their flag settings to act very crudely like a pipeline and fix games with race conditions between flag-read and irq by allowing the flag-read to win sometimes (e.g. egokoro kyoushitsu). check for regressions in any raster fx.
r4222
core-switch some hardcoded PROCNUM checks in opcode handlers to checks against the arm architecture version, which is what they really were
r4223
Cocoa Port:
- Disable SSE4.1 and SSE4.2 in build settings.
- Disable SSSE3 in build settings for 32-bit builds (remains enabled for 64-bit).
r4224
fix regression from r4111 in store/restore matrix operations regarding stack size and overflow. also fix regression from other time in the handling of push/pop commands regarding stack size and overflow (fixes sims games and spiderman games). also a bunch of unrelated license cleanup i foolishly mixed in here
r4225
other license cleanup
r4226
win32-did not mean to check in this hack
r4227
gpu-backtrack a little bit from r4073, which introduced bugs involved with flashing colors during fully-faded transitions between game modes. i left insufficient records at the time to know what i was trying to fix by r4073, so I can't double check it, but I think this checkin is even better than before while fixing the noted regressions.
r4228
license cleanup (but none of the linux port files yet)
http://www.mediafire.com/?9r11ig22572i1qi
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April 2nd, 2012, 01:53 Posted By: wraggster
via http://www.emucr.com/
Snes9x unicode Test Build (2012/03/29) is released. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product.
Since the last release I've added unicode support to the windows port of snes9x. Since this involved quite a few changes I've decided to post an interim test version.
I'd really appreciate feedback from users with roms/movies/paths that contain unicode characters.
The archive also contains an x64 build that you can try if you have an x64 windows version. Also present is HLSL shader support for direct3d (provided by mudlord). I've packaged mudlord's shaders into a separate zip, and fes made a few shaders on the bsnes board that you can try.
The config file is now considered utf-8, so if you previously had characters in your specific locale they might not load correctly.
http://www.mediafire.com/?vaa5340cvzwwj24
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April 2nd, 2012, 01:56 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2478 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2478
* Taseditor: Alt+Wheel = jump across gaps in Input/Markers
* updated the site on fm2 format
http://www.mediafire.com/?9s9tteyn35m9d3q
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April 2nd, 2012, 01:57 Posted By: wraggster
via http://www.emucr.com/
Project64k v0.38 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.38 Changelog:
- Fixed some shit.
- Jabo7 removed from plugins
- Removed CTRL C shortcut (Full screen issues)
- Removed configuration short cuts for GFX, input and audio
- Removed broken shortcuts
- Default Input changed to Jabo
http://www.mediafire.com/?72owjm88yraryop
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April 2nd, 2012, 22:49 Posted By: wraggster
Sources say that Nintendo's new console is not even equal to the current generation
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo's upcoming Wii U console may generate full HD graphics, but it's not up to the graphics power of the Xbox 360 or the PS3, according to developers familiar with the hardware who spoke on a condition of anonymity to GamesIndustry International.
"No, it's not up to the same level as the PS3 or the 360.," said one developer who's been working with the Wii U. What does that mean? "The graphics are just not as powerful," reiterated the source.
This developer is not alone in their opinion. Another developer at a major company confirmed this point of view. "Yeah, that's true. It doesn't produce graphics as well as the PS3 or the 360," said the source. "There aren't as many shaders, it's not as capable. Sure, some things are better, mostly as a result of it being a more modern design. But overall the Wii U just can't quite keep up."
"There aren't as many shaders, it's not as capable. Sure, some things are better, mostly as a result of it being a more modern design. But overall the Wii U just can't quite keep up"
Anonymous developer
This may be a surprise to some consumers, who could be expecting that with a new console design five years later than the Xbox 360 or PS3 designs, that Nintendo should be able to produce more raw power than those consoles. It's not quite that simple, though. Cost and graphics power are generally tightly linked. Graphics on the cutting edge of chip technology is going to be more expensive.
Taking the latest generation of Nvidia GPU and pairing it with a powerful CPU and plenty of high-speed RAM is relatively straightforward engineering, but you could easily produce something that would cost $1000 or more at retail. The real test is in how much graphics capability you can produce at a given retail price, and the target price for a new console these days is likely to be fairly low.
http://www.gamesindustry.biz/article...developers-say
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April 3rd, 2012, 00:06 Posted By: wraggster
Fractured Soul's release status may be in question, with Endgame Studios tentatively planning to put it on the 3DS eShop in two parts, but it's worth hoping the game finds its way to players. The side-scroller takes one clever DS-friendly mechanic -- parallel worlds, one on each screen, that the player can jump between at any time -- and then cranks that to every possible extreme, to challenge and/or punish the player.
The main gimmick is easy enough to understand, and the first few levels ease you into it nicely. Two side-scrolling environments exist in parallel, one on each screen, but they're slightly different from one another. There might be a bridge on the top screen where there's a gap on the bottom screen, or a wall in place on one screen that isn't on the other.
http://www.joystiq.com/2012/04/02/ge...ractured-soul/
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April 3rd, 2012, 01:05 Posted By: wraggster
Nintendo's new Wii U home console launches in the US on Sunday 18th November, according to a leaked internal email from a leading Japanese retailer.As picked up by WiiUDaily, the memo in question was circulated among staff at the Tokyo-based store before finding its way into the wild.According to the email, a Japanese launch apparently follows a week later, though there was no mention of a European date.The original Wii launched in the US on 19th November 2006, also a Sunday, with Japanese gamers getting it two weeks later and Europe three weeks later.Nintendo is expected to offer up more details about the launch during this year's E3 show in Los Angeles during the first week of June.
http://www.eurogamer.net/articles/20...etailer-report
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April 3rd, 2012, 01:19 Posted By: wraggster
Nintendo-created puzzler SpeedThru: Potzol's Puzzle will be released on the 3DS eShop this week.It's an Aztec-themed brainteaser that involves rotating 3D objects to fit them, key-like, into the correct slots. It's a bit like Hole in the Wall, but without Dale Winton.SpeedThru's Nintendo-developed pedigree comes at a price, however: £5.60/€6. But you get 90 stages for your money, plus local two-player using one or two 3DS systems.A free demo of Farming Simulator 2012 3D is also available. It allows you to drive a fleet of authentic farm machines from renowned manufacturers around your fields, plus explore nearby roads, a small village and your house. Presumably not in a tractor.Also on the eShop: Pirates Assault, a tower defense title released on DSiWare for £1.80/€2.And on Wii there's Violin Paradise, which allows you to shake your Wii Remote and pretend you're a master violin player for 500 Wii Points (£3.50).
http://www.eurogamer.net/articles/20...shop-this-week
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April 4th, 2012, 00:54 Posted By: wraggster
'The controller is perfect' for most MMO interfaces, says Joel Bylos
Funcom's Joel Bylos has weighed in on Nintendo's Wii U, claiming it might be the first console to play MMORPGs well.
"Wii U could be the first real console on which running an MMORPG without compromise is plausible," Bylos told Official Nintendo Magazine.
"The controller is perfect for lining up those rows of hotbars that are essential in most MMOs. A customisable touchscreen interface combined with the 3D spatial movement of a console controller could be a winner."
Funcom is currently developing MMO The Secret World, and has a great deal of experience in the medium, having produced titles like Anarchy Online and Age of Conan.
http://www.develop-online.net/news/4...apable-console
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April 4th, 2012, 00:58 Posted By: wraggster
'We've always had a close relationship with Nintendo so we had an advantage in getting dev kits early', says Tony Key
Ubisoft intends to be the number one third party developer on Nintendo’s upcoming Wii U, claims the studio’s SVP of marketing.
Speaking to Gamasutra, Tony Key said the French publisher is planning on releasing numerous games for the next-gen console, much like it did with the Wii and 3DS.
"We have big plans for Wii U. Our intention is to be the number one third-party on Wii U, just like we were on Kinect and just like we were on 3DS," said Key.
"We've always had a really close relationship with Nintendo, so I'd venture to say that we did have an advantage in getting dev kits earlier than other people. I'm not saying we got them earlier than everyone, but I do think we got them early.”
Ubisoft is currently developing five titles for the Wii U, including Assassin’s Creed III, Ghost Recon Online and Rabbids.
http://www.develop-online.net/news/4...r-one-on-Wii-U
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April 4th, 2012, 01:06 Posted By: wraggster
E-mail sent out with the launch date for Nintendo's new console, claims report
A news site claims to have obtained an e-mail that reveals Nintendo's Wii U will be released in North America on November 18th, 2012, with the Japanese release a week later.
This is consistent with the November 19th 2006 launch of the Wii, which also hit shelves on a Sunday in America, a week ahead of Japan.
Wii U Daily says the e-mail was circulated among staff at the Japanese retailer Media Land.
Nintendo have already confirmed the Wii U will launch this year, but if true, this is the first we have heard of an official date.
http://www.develop-online.net/news/4...se-date-leaked
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April 4th, 2012, 01:33 Posted By: wraggster
Wii U will be released in the United States on November 18, and one week later in Japan, according to reports.
The claim comes from Wii U Daily, which cites an internal email circulated to staff of Media Land, a videogame retailer in Tokyo's Akihabara district. While unconfirmed, a November 18 release date would make sense given that Wii U's predecessor was released on November 19, 2006 - both Sundays. The email in question made no mention of a European release date.
Nintendo is expected to reveal the system's release date, and show off final hardware, at E3 in June.
http://www.edge-online.com/news/repo...ed-november-18
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April 4th, 2012, 02:14 Posted By: wraggster
If you've got a bunch of Club Nintendo Coins burning a hole in your virtual pocket, you could do worse than spend them on this month's selection of downloadable games. For April, Nintendo is offering Kenji Eno's WiiWare puzzle game You, Me, and the Cubes; the WiiWare bike retread Excitebike World Rally,and a 3DS-only download of DSiWare shmup Metal Torrent (all right, they can'tall be winners).
As always, these games are also available through your console's online store for regular money, but you have the extra option of trading your fake Club Nintendo currency this month.
http://www.joystiq.com/2012/04/03/cl...e-and-metal-t/
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April 4th, 2012, 23:38 Posted By: wraggster
Those plasticine aficionados over at Aardman must be on cloud nine right now.
Last week, during the Budget, the firm’s most iconic characters – Wallace and Gromit – were name checked by the Chancellor.
And its latest movie – the excellent sounding The Pirates! In an Adventure with Scientists – has just reached cinemas nationwide.
But one of the Bristol-based firm’s more quirky projects is its partnership with Nintendo.
Every week since the start of this month, Aardman has released a free one-minute exclusive episode of Shaun the Sheep exclusively over 3DS. 15 3D adventures will be released in total.
Nintendo and Aardman have struck up quite a partnership – unsurprising when you consider their target audiences (skewing young but invariably appealing to everybody on the planet). And they’ve worked together before, when Aardman created a range of animations using the DS’ Flipnote software.
“They are an innovative company and reach an audience our work may not normally reach,” says Aardman’s David Sproxton.
“By putting our content on 3DS, not only do we reach a different audience but Nintendo gets great content.”
Nintendo marketing manager James Honeywell adds: “The partnership between Nintendo and Aardman was a natural step.
“Aardman has a reputation as a world leader in model animation and in developing award-winning characters and stories that appeal to adults and kids around the world.”
THE RIGHT TROUSERS
Nintendo has often come under fire for its digital strategy, but commissioning a digital TV series from one of the world’s most renown animators comes across as forward thinking.
But is there really a big audience for this sort of content on a console?
“We launched Angry Kid all those years ago as an online property, and that platform has now become commonplace. Mobile devices are now growing in numbers, with iPad, tablets and smart phones, and the 3DS is clearly a leader in this field with the 3D capabilities,” adds Sproxton.
“I think there could well be more content made specifically for the device.”
So for Aardman, partnering with 3DS gives it the ability to promote Shaun the Sheep to a dedicated audience. But what about Nintendo? Do consumers really buy 3DS hardware for these shorts?
“A great range of 3D content has been made available on Nintendo 3DS since its launch including Red Bull sports footage, Sky 3D and Eurosport videos, which obviously adds value for Nintendo customers,” explains Honeywell.
“Our goal is to give users something new everyday on their connected device.
“By offering a variety of content for a limited time, we encourage consumers to actively check their 3DS and engage with it frequently.”
THIRD DIMENSION
A big attraction for Aardman on 3DS is the technology itself. Its latest movie – The Pirates! – is a full 3D affair. But the company is wary of poor quality 3D produtions.
“It all depends on the quality of the content and the 3D,” says Sproxton.
“It’s easy to make bad 3D material and that does no favours for anyone. Done well 3D can really enhance the storytelling. We are lucky in that with stop frame animation we have great control over the 3D so that it is both comfortable to watch and effective.”
Honeywell continues: “3D is capturing the imagination of some of entertainment’s biggest names – whether it’s James Cameron and Avatar or Martin Scorsese and Hugo – so it comes as no surprise that the next step is to look at innovative ways to share 3D content.”
There’s been a temptation from some quarters to play down 3DS’ 3D capabilities. And some of the games haven’t made best use of the format.
But as the machine starts to find its feet, we are starting to see some great 3D projects – and much of it has been available digitally. Whether that’s Shaun the Sheep, the game Pullblox and even movie trailers for films like Star Wars Episode I: The Phantom Menace 3D.
A Nintendo machine with top of the range digital content from a several big name third party developers. Who’d have thought that?
http://www.mcvuk.com/news/read/analy...e-sheep/093888
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April 4th, 2012, 23:50 Posted By: wraggster
Nintendo's Wii U demo reel at E3 last year contained a clip of Aliens: Colonial Marines, but we haven't heard much about the version since then. Speaking with Gearbox President Randy Pitchford, we tried to surgically extract a viable specimen of information out of him, but he refrained from getting too specific.
"Nintendo still has a lot to announce with their platform, and it's not up to us to go ahead of them," he told Joystiq. "I think it's a great platform and I'm really excited about it, particularly with this game, there's a lot of exciting opportunities like, 'Wow, my motion tracker is there, and I can move it like this!'" he said as he moved his arms side to side. "There's just so much cool stuff."
http://www.joystiq.com/2012/04/04/ge...bridge-to-the/
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April 4th, 2012, 23:53 Posted By: wraggster
Yes, that's a factual headline above: Nintendo is publishing the bizarre crossover of Pokemon Plus Nobunaga's Ambition in the US as "Pokemon Conquest" for the Nintendo DS. And yes, you also read that right -- Pokemon Conquest marks the second Pokemon game heading to the DS in 2012 rather than the 3DS (Pokemon Black/White Version 2 being the other).
Unlike main series Pokemon games, Tecmo Koei handled development rather than Game Freak. Conquest is also a 2D adventure set in the world of Ransei, where players inhabit "a young warlord who is linked with a Pokemon."Pokemon Conquest arrives on June 18.
http://www.joystiq.com/2012/04/04/po...eside-on-june/
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April 5th, 2012, 00:09 Posted By: wraggster
Further evidence has emerged pointing to a November 18 US Wii U release date.
Earlier this week an internal memo reportedly leaked from a popular video games retailer in Tokyo suggested Nintendo was targeting that date to launch its new console, and a similar email sent by a regional manager at US retail giant GameStop has now cropped up too.IGN posted a photo of it, and while not conclusive, the site also pointed out that GameCube released on November 18 and Wii released on November 19.
Nintendo president Satoru Iwata said in January that Wii U will be available in the US, Japan and Europe by the end of 2012.
This week development sources told CVG that Wii U games look "just as good" as Xbox 360 and PS3 titles, but that Nintendo's console still struggles to match its rivals when it comes to processor intensive game systems such as complicated physics and AI.
http://www.computerandvideogames.com...-release-date/
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April 5th, 2012, 00:10 Posted By: wraggster
Wii U games look "just as good" as Xbox 360 and PS3 titles, but Nintendo's console still struggles to match its rivals in other areas, development sources have indicated to CVG.
Backing up a report this week claiming Wii U is less powerful than Xbox 360 and PS3, key developers told CVG that it's processor intensive game systems which they're struggling to get up to par with current-gen consoles.
Sources said graphical quality "won't be a problem" on Nintendo's new console, but a drop in CPU horsepower compared to 360 and PS3 could see Wii U lag behind in areas such as complicated physics and AI."Assumptions that Wii U games will look like 'up rezzed' current-gen titles with better textures aren't quite right. They'll look just as good, but not better," one developer told CVG. "You shouldn't expect anything special from a graphics point of view," they added.
A second source working on a big name franchise said GPU and RAM power "won't be a problem" on the new console but, again, claimed Wii U struggles to match PS3 and 360 in processing power.
"We're still working on dev machines but there have definitely been some issues [in porting PS3/360 games]," our source said. "It's not actually a problem getting things up and running because the architecture is pretty conventional, but there are constraints with stuff like physics and AI processing because the hardware isn't quite as capable."
The same source concluded, bluntly: "I suppose you don't need sophisticated physics to make a Mario game."
Some dev sources have speculated that Wii U's relatively low technical specs may be down to an attempt to attractively price the console, which will of course come bundled with a pricey touchscreen controller, as first revealed by CVG. It's also worth noting that unlike its rivals, Wii U has the task of sending separate images to that controller, potentially eating up more hardware juice.
Wii U tech demoA GI.biz report earlier this week quoted several developers as stating that Wii U hardware is "just not as powerful" as current-gen consoles like Xbox 360.The various sources of course conflict somewhat with fresh comments made by Gearbox COO Brian Martell, who claimed in a video interview published today that Wii U has "more RAM" and a "great processor".
It's unlikely we'll know exactly how powerful the Wii U is before we've actually got it in our hands later this year. One thing looks certain though, and that's that Nintendo is sticking to its strategy of less powerful hardware combined with an innovative interface, leaving the high-end console space to its rivals.
http://www.computerandvideogames.com...ot-as-capable/
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April 6th, 2012, 00:57 Posted By: wraggster
Hardware numbers do not illustrate the console's core strength, platform holder claims
Nintendo has moved to calm the frenzy of speculation surrounding the hardware details of its next generation console, the Wii U.
For a number of weeks, developers have both publicly and anonymously provided contrasting views on the Nintendo console’s system performance.
Develop’s sources claim the system doubles the performance speed of existing generation systems, though studios such as Vigil Games claim the system is "on par".
In a statement issued to Digital Trends, Nintendo has placed emphasis on the system’s unique control system over its internal GPU/CPU set-up.
“We do not focus on technology specs,” the company said.
http://www.develop-online.net/news/4...t-system-specs
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April 6th, 2012, 21:09 Posted By: wraggster
The latest figures from Japan's Media Create are in, showing that last year's trend has been fully reversed. Now the consumers are hungry for Nintendo's 3DS, given that it shipped 121,921 units in the week ending April 1st. That put it comfortably ahead of the PlayStation 3 (23,771), PSP (18,356) and PS Vita's (12,105) sales combined. The stats reveal that the 3DS is now accounting for 65 percent of all hardware sales in the country, a marked turnaround from when the console's future looked gloomy. Meanwhile, the biggest selling game was Kingdom Hearts 3D for Nintendo's newest handheld, which managed to shift over 200,000 units in just seven days.
http://www.engadget.com/2012/04/05/3ds-sales/
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April 6th, 2012, 21:26 Posted By: wraggster
An analyst in Japan with Macquarie Capital Securities does not see a bright future for Wii U
[h=3]Nintendo[/h]www.nintendo-europe.com
Wii U will launch later this year (one rumored date points to November 18) and Nintendo is hoping to make a big splash with the system this year at E3 in June. Many questions about the console's capabilities still linger, however, and one analyst in Japan is not too optimistic about Wii U's long-term prospects.
David Gibson at Macquarie Capital Securities (Japan) Limited has downgraded Nintendo stock to "underperform" and remarked that there are "increasingly problematic structural problems for the company."
Gibson assigned a target price of ¥10,000 and noted that "if Nintendo went iOS/Android with games we think the stock could be worth ¥20,000+, but in our view that's not going to happen."
Ultimately, Gibson said the "competitive position of the WiiU has deteriorated" and he advises avoiding Nintendo stock until E3.
Gibson outlined three potentially big problems for Nintendo:
- Wii U GPU is less powerful than Xbox360/PS3 according to developers, which means it has no edge besides the tablet interface to attract core users. Initial third-party titles are likely to be only ports from Xbox360/PS3 titles. A bundled WiiSports/Mario title may help initial sales beat Wii launch, but Wii was severely production-constrained and the surprise factor from Wii U is less.
- iPad with its retina display shows where Apple is taking its 4 screen infrastructure, leaving Wii U less connected and less relevant. The GPU processing power for handsets is reaching consoles such that we think core gamers have no interest in buying into the Wii U. Apple might add in a controller to its line-up to be more attractive to core users. MocoSpace survey shows that 96% of gamers like to play their games at home, and with a better infrastructure we think iOS will be able to deliver a single game experience across four screens that Nintendo cannot.
- Wii U will have 1-year window to gain installed base before PS4 (Orbis) and then Xbox Durango launch in late 2013. At that point, the core gamer that Nintendo is after for the first time will have no interest in Wii U. We understand that Activision has no plans to support Wii U, which means the biggest selling title of Call of Duty will be missing; Konami is also planning minimal support.
On that last point, we reached out to Activision, and the official answer is that the publisher hasn't made any announcements about Wii U support. Activision Publishing CEO Eric Hirshberg has said multiple times that Wii U would more closely align with the types of games Activision makes, but we'll see how that translates into support from the company.
http://www.gamesindustry.biz/article...s-deteriorated
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April 6th, 2012, 22:37 Posted By: wraggster
We still have no official word on the aftermath of Sega's restructuring -- how many employees were laid off, or which games have been canceled. However, we obtained confirmation from a Sega rep on the PAX East show floor of one upcoming packaged game that has not been canceled: Rhythm Thief and the Emperor's Treasure.
The representative told us explicitly that the 3DS rhythm action game is "still happening." Good news, because we've enjoyed our brief time with it so far. It seemed like a relative lock, given that it's done, and out in Europe, but given Sega's recent issues no packaged game seemed safe. We're glad to have confirmation of that one.
We were also assured that Aliens: Colonial Marines was still going to make it to retail, but the recent media blitz, explicit mention as a profitable franchise in Sega's restructuring plan, and giant, separate booth were already clues to that.
http://www.joystiq.com/2012/04/06/se...ill-happening/
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April 6th, 2012, 22:39 Posted By: wraggster
Despite Assassin's Creed 3 creative lead Alex Hutchinson's recent fighting words with the internet over its "boring" ideas for potential AC settings, he told us this morning that he still loves you. Or something like that. "It's part of a bigger discussion. Obviously any setting is potentially awesome," he said in a brief PAX East show floor followup. "The point we were making was that some settings are more familiar in video games than other settings. And the two particular ones that were mentioned are very familiar video game settings."
Hutchinson is referring to both the World War II and Feudal Japan ideas brought up during an interview with OXM recently. "The exciting thing is that the game can go anywhere," Hutchinson said. "We've had versions of the assassin ... people have thrown ideas around for probably literally any setting that people would think of. But when you get right down to it – when we're doing the actual nitty gritty of spending the time on it, spending a couple years making something – we wanna go to a setting that other games haven't gone to." As for the aforementioned pair of settings? "We're trying to find places that will surprise people."
And Hutchinson doesn't want you to hate him, internet. He also spoke to his statements regarding net denizens coming up with "the most boring settings" for future AC games. "If people think they have the worst ideas, I apologize for that," he told us. "But really, they're very predictable. The internet is not the place for insight, unfortunately," Hutchinson added with a laugh.
As for recent news that AC3 will be Desmond's biggest outing yet, Hutchinson said, "There's a big opportunity when the real timeline crosses the fictional timeline. Like, this is a fun idea. So there's stuff that we have to deal with. We feel like it's about time to pay off the people who've been sticking with the franchise for a long time." When asked if this would be Desmond's last appearance in the series, Ubisoft PR assassins jumped in and said, "I think people are gonna be entertained by it." We're not sure what that means either, but we'll be sure to keep asking.
http://www.joystiq.com/2012/04/06/as...ke-your-ideas/
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April 6th, 2012, 22:42 Posted By: wraggster
Xenoblade Chronicles executive director Tetsuya Takahashi should probably have a lot to say given his latest project's tumultuous journey to worldwide launch, but his extremely concise interview answers to us indicate otherwise. When we asked Takahashi how Xenoblade Chronicles' development scaled comparatively with past projects, he simply told us, "There's no doubt that the scale of this project was large compared to past projects." O ... okay then!
He got a bit more verbose on other subjects, however. How different is the NA/EU version of Xenoblade Chronicles from the original Japanese release last year, for instance? "We made some minor bug adjustments and revised some of the written content for localization. There were also some places where we made minor adjustments to the game balance, but none of the changes resulted in significant differences from the original (Japanese) version," Takahashi said.
Takahashi also spoke to his approach to development of modern RPGs. "I like Western game design a lot, so there were places where I referred to it without thinking about it." But that's not to say Xenoblade Chronicles is a product of a Japanese dev looking solely at Western design philosophy. "Xenoblade is not just influenced by Western game design; it has also undeniably inherited the DNA of Japanese RPGs." Find out for yourself just how that plays out whenXenoblade Chronicles arrives on US retail shelves tomorrow.
http://www.joystiq.com/2012/04/06/xe...by-western-de/
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April 6th, 2012, 22:51 Posted By: wraggster
Colors! 3D is the heartwarming story of how an unofficial, homebrew DS app "graduated" into a for-real downloadable 3DS eShop game. It's also an app that allows you to draw and paint on your 3DS, and share your drawings online with the Colors! 3D gallery.
Other new content on 3DS this week includes a video interview with Warren Spector about the two new Epic Mickey games, and "The Rifle's Spiral" by The Shins (available tomorrow).
http://www.joystiq.com/2012/04/05/ni...kly-colors-3d/
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April 9th, 2012, 00:07 Posted By: wraggster
Camelot's Mario Tennis franchise debuts on Nintendo's 3DS handheld withMario Tennis Open. But this isn't another RPG-fueled handheld installment that have veers from the groundwork laid by console games. Mario Tennis Open is designed to be a console-quality experience for the 3DS.
That made for an ultimately unsurprising gameplay experience in the recent preview build I was able to sample -- it felt just like you'd expect a Mario Tennisgame to feel. But hiding under the surface was something far more interesting and exciting. Super Mario Tennis is an inventive mini-game that reimagines Nintendo's classic platformer.
http://www.joystiq.com/2012/04/07/ma...n-old-classic/
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April 9th, 2012, 21:30 Posted By: wraggster
Funcom, the studio behind upcoming MMO Secret World, has suggested that the Wii U system with its unique controller would be perfect for an MMO.
"Wii U could be the first real console on which running an MMORPG without compromise is plausible," Funcom's lead content designer Joel Bylos told Official Nintendo Magazine.
"The controller is perfect for lining up those rows of hotbars that are essential in most MMOs. A customizable touchscreen interface combined with the 3D spatial movement of a console controller could be a winner."
Bylos seemed to just be speculating on the prospect, with no confirmation that the developer/publisher would actually consider putting the hardware to the test in such a manner.
That said, with most attempts at console MMOs falling flat on their faces, the thought is certainly intriguing.
http://www.mcvuk.com/news/read/funco...o-genre/094121
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April 9th, 2012, 21:45 Posted By: wraggster
Quake Rev PAK is a collection of gaming engines, related to the Quake series of games by id Software, modified to run on the Nintendo Wii, using the popular devkitPPC toolchain for homebrew development.
Release 3a is out!
This release introduces the first GX-accelerated builds of Q1Rev and QWRev. They run at 60fps (instead of the 30fps of the software-rendered ones), and look really gorgeous!
To load them, be sure to check the new "Use GX-accelerated builds if available" option on the Quake Rev PAK launcher.
IMPORTANT: Release 3a is a fix to Release 3, compiled using libogc 1.8.9 . The previous release had many problems loading game data; this fix should solve most of them.
The provided launcher will start the following games (provided that their respective game data files were copied into the installation folder):
Quake (using the Q1Rev engine)
QuakeWorld (using the QWRev engine)
Quake II (using the Q2Rev engine)
Quake II Threewave Capture The Flag (using the Q2CTFRev engine)
Visit each page in order to learn to set-up and play the games.
http://wiibrew.org/wiki/QRevPAK
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April 9th, 2012, 22:32 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator based on 1964mod v1.5.2(Final) codebase has been updated. Changes:
Core:
- Remove a well hidden bug from dialog
- maybe it is the cause of some weird issue
- remove combo preload, so far no issue
- major update to MyROM_Properties.ini (must read forum post before upgrade)
- Minor update to class style
- Change audio length spec, Mario Tennis seems to violate it (experimental change)
- so far, no issue with re-spec
- Re-write looping check handling during VI interrupt
- lower the check limits base on timing control
- appropriate reset base on timing control
- reset exception counter
- help timing sensitive games e.g. Turok Dinosaur Hunter, Re-Volt etc
- Re-design and re-write core audio handling
- fix TGR music audio skipping (read gamenote in NICE64_Readme)
- fix In-Fisherman SP DMA Read error
- fix South Park Rally no audio and slowdown
- remove tempfix for above 3 games
- Implement new ini read / write logic
- reduce unnecessary write to ini by > 50%
- Fix Nushi Zuri 64 - Shiokaze ni Notte for the following issues:
- game start in interpreter mode if run after emu startup
- game crash immediately if it is the same as previous game
- game pickup previous game rom settings instead of its own rom settings
- remove buggy tempfix
- Fix NFL QBC 2000 settings (read gamenote in NICE64_Readme)
- Use CF=2 & Speedup=2X for Forsaken
- Fix Fighting Force 64 lost audio during gameplay - finally
Other Changes & Fixes
- Add DO & DONT for multiple emu window switching in NICE64_Readme
- Add Top Gear Rally gamenote in NICE64_Readme
- Add NFL QBC 2000 gamenote in NICE64_Readme
- Update MyROM_Properties.ini
File: Download
News source: http://sites.google.com
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April 9th, 2012, 22:33 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo DS emulator for Windows has been updated recently. Changes:
General/Core:
bug: fix more IPC FIFO errors
bug: import more save files correctly
bug: don't autopatch already-patched roms
bug: fix bugs in piano and guitar grip
bug: fix ARM7's VRAMSTAT register
bug: fix memory leaks on compact flash emulation
bug: fix reading of rom from low header area
bug: spu: fix some poppy interpolation audio quality issues
bug: improve timing of dma operations by running through normal mem cycle accounting; fixes an annoying number of games and graphical glitches
bug: fix opcode MRC and fake bios CRC16
enh: jitter some related register and irq events to simulate pipeline effects and stimulate some race conditions to other outcomes
enh: fake (deterministic) some tiny jitter from human's hand holding stylus; some games were accidentally depending on this
enh: support nocash-stylep rints from arm
enh: add lua apis for accessing vram
enh: platforms other than windows receive threading optimizations
enh: provide diagnostics when system powers off (useful for homebrewers returning from main())
enh: clarify handling of different console types within the family (ds,dslite,debug)
enh: vfat support for slot-1 devices
enh: emulate temperature register
enh: add paddle emulation
Graphics:
bug: fix occasional crash from uninitialized blending table
bug: fix some 2d alpha blending cases resulting in white screens
bug: fix VRAM_I B_OBJ mirroring and fix sprites rendering across the end of vram
bug: fix rotoscaled sprites wrapping around screen
bug: dont fix rotscaled bitmap sprites with alpha==0
bug: opengl: fix degradation of toon rendering during loadstate
bug: opengl: alpha blending fixes
bug: many refinements to opengl renderer
bug: opengl: support rear-plane/ClearImage emulation (fixes many graphics)
bug: rasterizer: fix some rare alpha blending cases
bug: fix bug in environment mapping introduced after 0.9.6
bug: fix totally glitched out 3d graphics with several improvements involving matrix stack
bug: fix memory overflows in epx filter
bug: prevent backdrop from blending with ???
enh: opengl: better depth buffering emulation
enh: better support for line segment "polys" by detection and special rendering logic
enh: opengl: support quad primitives directly
enh: add hq4x filter
Windows:
bug: fix a long-standing loadstate crash
bug: fix lag frame accounting
bug: fix glitches in cheat entry menu
bug: stop compact flash emulation from accidentally scanning c:\ sometimes
enh: add support for game database for improved save type detection
enh: hotkey for limit framerate toggle
enh: remove stop and reset toolbar buttons which were accidentally getting used
enh: additional complexification to desmume's behaviour run from a console prompt. whether it's better is uncertain.
enh: add support for cheats databases
enh: improvements to ram search tool
enh: preliminary support for varying stylus pressure
enh: add [Display] Show Console=1 to ini file
enh: more graceful cheat parsing and add some hotkeys
enh: add 5x window size
enh: add big endian and 20.12 toggle to memview and ramwatch
enh: improve FPS throttle feedback and granularity
enh: add lua menu API
enh: hud font switching
enh: add optional file association for .nds to path config dialog
Cocoa:
enh: Big update to cocoa frontend. Pretty much entirely new. (rogerman)
Linux:
bug: gtk: glitches in rom and recent rom loading
bug: glade: normalize savestate slot to hotkey mapping
enh: support soundtouch for use by metaspu
enh: gtk: add SPU mode selection (Tobias Jakobi)
enh: cli: better fps limiting (Thomas Jones)
Wx:
bug: some small fixes here and there (Jan Bьcken)
enh: lot of code cleanup (Jan Bьcken)
File: Download
News source: http://sourceforge.net
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April 9th, 2012, 22:51 Posted By: wraggster
Sorry, no new version released today. I have been working on Windows 3.11 support so extensively, that I have not had time to do any other improvements. I did check Alien Legacy, and found out that it uses CON device (stdin) input when selecting the sound support (in the beginning of the game). It reads the user selection with a C-language equivalent of fscanf(stdin, "%d", &value). I do not have proper support for stdin buffered input via file handle yet in DS2x86 (nor in DSx86). I tried to quickly code a hack for that, but it did not help with the problem, so I moved back to working on Windows 3.11.
The Windows 3.11 work has progressed slowly, as I keep running into various difficult problems that take several days to solve. The first weird problem was that after going to VM86 mode and executing a real-mode interrupt call in VM mode, the code returned to inside a string in emulated BIOS area! That is, the IRET opcode that pops the return address from stack, popped a real-mode address F4E4:1637, which was inside the BIOS ROM area.
I began looking for a problem in my code, tracing backwards for code that sets those invalid values to variables later used as the return address, until I found code that begins scanning from the end of the BIOS area downwards, until it finds a lower case 'c' letter, and then it stores the address of this letter as the return address for all DOS interrupt calls! I didn't think this made any sense whatsoever, so I began debugging the Windows 3.11 behaviour in DOSBox. After a while I realized that it behaves exactly the same way also in DOSBox! It still took me a while to believe that this was indeed the correct behaviour. Windows 3.11 returns from VM mode back to proper protected mode using a General Protection Fault exception. This fault is generated by trying to execute a protected mode ARPL opcode in VM mode. This opcode has a hex value of 0x63, the same as the ASCII letter 'c'. So, Windows just saves some code space by executing the faulting opcode directly from BIOS. I added a GPF generation code to that opcode, and then finally managed to progress a bit further.
The next problem was that I got a BSOD exception in DS2x86, and the exception adderss pointed to within my emulated file routines. After some thinking it occurred to me that with paging on, the page tables I use in my file routines might not have been properly set up. I haven't had to check this before adding VM mode, as the DOS file routines could only be used in real mode with paging off. Now Windows wants to call them with paging on in VM mode, so I needed to add a much more complex page table address calculation to every DOS routine that needs a memory address (which is pretty much all of them). This will cause a slight slowdown to every DOS operation, but since those are very slow compared to the actual CPU emulation in any case, this is probably pretty much unnoticeable. It is a major architectural change, though, so it is possible that some game will get broken because of this change.
After fixing the BSOD problem, I again felt I managed to get good progress done, as I ran into several opcodes that needed VM mode enhancements, like GPF generation for PUSHF and STI opcodes when the current I/O protection level did not allow the VM-mode program to access the CPU flags without the protected mode monitor intervening. This work progressed nicely, until Windows simply dropped back to DOS with a message "Video initialization failed".
This problem was again somewhat more difficult to track down. Windows 3.11 reads all the VGA register values into it's memory during the logo screen display (which is in 640x480 16-color mode). It then goes to the EGA-compatible 640x350 16-color mode, and then to the normal text mode. What was weird, was that after going to the text mode it checked that the register values it had saved when in 640x480 graphics mode were for a text mode! This again seemed to make no sense, so again I needed to debug the behaviour in DOSBox. In DOSBox the values saved to memory were indeed for text mode. I then added a watch for the memory address that seemed to change somewhere between storing and later reading the value. I noticed that the memory values changed when DOSBox was executing the INT 10 mode change routine (the C-language routine within the DOSBox sources, not in the emulated machine code)! This was pretty strange, but I finally found out that DOSBox detects if the INT 10 code is running in VM mode, and actually launches a separate emulation core (called IOFaultCore) for every port access (of which there are several dozen when changing the video mode)! This separate core then causes a GPF and calls the Windows 3.11 trap routine, which then checks that the VGA registers are getting changed and stores the new values into memory areas.
In DS2x86 and DSx86 I have not paid much attention to the VGA registers when changing the modes. My mode change C routine simply copied the new mode-specific register values to the memory addresses that the emulated I/O port routines used, in case a program wants to read the VGA ports after the mode change. I had used simple memcpy() calls, which obviously will not work at all for the Windows needs.
So, I spent a day changing the DS2x86 mode change routine and INT 10 emulation so that after calling the mode change C routine, I execute within the emulated BIOS area a x86 routine that outputs the proper mode-specific VGA CRTC and Graphics register values, so that Windows can trap each of these access and handle them as it wishes. I actually first thought that I could simply read the port value and then write it back, so that I don't need to actually access the VideoParameterTable, but that did not work. Windows traps also the VGA port read routines, and replaces the actually read value with the value from it's memory table! I believe this is how it virtualizes the screen access so that it can prohibit a game from changing the graphics mode for real, but still make the game think that the graphics mode has been changed. When running such code within DS2x86, there is sort of two layers of emulation on top of each other!
After I finally got Windows to think that it is running on 100% VGA compatible display adapter, I had a simple "Unsupported INT 15 call!" problem (Windows tried to detect the BIOS mouse device type), but after implementing that, Windows startup simply drops back to DOS with no messages. This is again a bit more difficult to find and fix, and this is what I am currently doing. I still have various missing features in the VM mode support, which may be the cause, but I still need to spend some time debugging this problem and comparing the behaviour of DS2x86 with that of DOSBox.
Have a Happy Easter, and I hope you can wait for a while longer for the next version. It has been interesting learning about Windows internals while attempting to make it run in DS2x86, so I plan to continue with that for a while longer, at least.
http://dsx86.patrickaalto.com/DSblog.html
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April 10th, 2012, 00:07 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Current version : 0.58
Changelog:
0.58 (bugfix relase)
Correct a crash with some fds roms (thx Gokun for reporting).
Help Request:
Any volunteers who wants draw a new icon? You will be rewarded with a nice cold beer Smile.
If anyone is interested can contact me at this address
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April 10th, 2012, 00:07 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.046 (4/7/2012)
-VRC7 audio (Lagrange Point) sounds much closer to the real thing
-Fixed several UI bugs:
-menu bar is no longer visible in fullscreen on some systems
-no longer possible to load a ROM or open the preferences window in
fullscreen as this could sometimes cause hangs
-Full screen now defaults to maintain aspect ratio
(doesn´t stretch and look terrible on widescreen displays)
-Now handles mising JInput library more gracefully
-NTSC filter is somewhat faster (still not really real time) and disables
dot crawl in Battletoads as it should.
-Changed audio core so it shouldn´t clip with sound filtering on any more
-Found a solution to the packaging problem! Library folder is no longer necessary.
Next version I will be switching to LWJGL for the interface as it should add
a decent speed improvement and the NTSC filter will be MUCH faster if written
as a shader.
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April 10th, 2012, 00:12 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...8d27e969933336
Nobody offers version 1.4 of " The Living Dead ", shooting game for the Nintendo DS in which you must survive as long as possible against hordes of zombies that break.
Quote:
V.1.4
EXCHANGE AND FIXED-
Many bug fixes. Changes to currency system and weapon system. Prices Have Changed, max cash is now 30.000 to Avoid Some glitching. Weapon balancing WAS done by rats Altering fire, bullet speeds, and ammo amounts.
NEW THINGS-
Background music has-been added to menus. There are five more rounds total to 15 rounds of zombie horror (good luck making it past round nine, there 'sa badge for you if you do . Pistols shoot Improvements. You Cdn now tap the fire button Repeatedly to fire pistols INSTEAD of using the Slower auto fire. added four new weapons, RPG-7 (replaces grenade). Added Ak-47, SPAS-12, and Dragunov (the more of the bullet hits the zombie, the more damage it DOES). WARNING: RPG-7 HAS a huge blast range; get as far away from enemies as you go Cdn Before Launching Because It Has a bigger and Higher Than the ranks Concentrated blast frag grenade. Also, take it easy on the MAC-11 trig. When the bullets fired from it start getting really glitchy then stop firing for a FEW frames. The MAC-11 is the buggiest weapon in the game so keep that in mind. If the sprites crash in the room, try a new weapon Purchasing Which Will Force a delete of the old glitchy weapon. Also The Other zombie map is not supported.
http://dsgamemaker.com/dsgmforum/vie...hp?f=13&t=1582
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April 10th, 2012, 00:22 Posted By: wraggster
via http://www.emucr.com/
Bsnes-SX2 v008 is released. Bsnes-SX2 (originally called Bsnes-Bsx) is a modified version of bsnes 0082 to improve the use of BS-X files, programs used by the X-Satellaview.
Bsnes-SX2 v008 Changelog:
- New format of BSX data files supported.
- Added Year data to Time Channel.
- Fixed Day data to Time Channel.
- Fixed Crash when erasing full Flash data.
http://www.mediafire.com/?jxeu2a7u8vsbt4o
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April 10th, 2012, 00:25 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/04/08) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Modifying the audio buffering levels to work against the 2048 limit in web audio and flash slightly better.
http://www.grantgalitz.org/gameboy/
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April 10th, 2012, 00:29 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2485 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2482
Change the ines bad rom error message to say FCEUX not FCE Ultra
r2483
* Taseditor: changed the order of "Select between Markers"
* Taseditor: applying PAL and PPU flags when loading projects
* Taseditor: much better way of calculating Branches Tree; hinting full timelines
* Taseditor: miniarrow showing current Playback cursor position in Branches Tree
* Taseditor: "Bookmark#" modtype, undo/redo works for Bookmarks
* Taseditor: version data in fm3
* fixed HUD/messages dumping in AVI
r2484
hopefully fix compilation on new gcc by fixing unused template function with bugs in it
r2485
sdl: reverted default frame advance key to backslash (from backtick)
http://www.mediafire.com/?saiv1k789a8yd65
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April 10th, 2012, 22:45 Posted By: wraggster
Nintendo 'to put a bigger focus' on downloadable content and digital distribution
The manufacturing cost of Nintendo’s upcoming Wii U console is estimated at around $180 per system, according to a report.
Speaking to Forget The Box, sources “closely involved with manufacturing and distributing Nintendo products” also said that the cost of components and materials for the controller is set around $50.
The costs of R&D, shipping, packaging and holding were not included as part of the estimates.
“Cutting production costs to maximise profits is Nintendo’s main concern with the Wii U,” said one of the sources.
“They are cutting costs in the Wii U’s hardware to build back confidence in investors. Nintendo wants investors to view Wii U as a less risky proposition.”
http://www.develop-online.net/news/4...timated-at-180
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April 10th, 2012, 23:50 Posted By: wraggster
The positive reaction to the original trailer has prompted Capcom to release the game early
Capcom has announced that it's changing the release date for Resident Evil 6, shifting it up more than a month and a half from November 20 to October 2. This new release date was announced at Capcom's Captivate showcase event.
Executive producer Hiroyuki Kobayashi says that enthusiastic fan reaction to the game's original trailer made Capcom want to get it into fans' hands earlier. The logical concern of launching the game in late November during the busiest time of the year for gaming, which will also includes a new console from Nintendo, likely factored in as well.
Capcom has 600 people working on Resident Evil 6, with 150 of those in-house. Pre-orders for the game are reportedly off to the fastest start in series history.
http://www.gamesindustry.biz/article...ming-october-2
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April 11th, 2012, 00:02 Posted By: wraggster
The original NES Legend of Zelda will be available to download on the 3DS eShop from this Thursday, Nintendo has announced.Zelda is freely available for those in the 3DS Ambassador Programme. Everyone else must pay £4.50/€5.Super Street Fighter 2: The New Challengers arrives on the Wii Shop Channel's Virtual Console for 800 Wii Points (about £5.60).Nintendo fans get the Mega Drive version of the title, which includes red blood splashes and online multiplayer.Two new DSiWare titles complete this week's list of launches. [video=youtube;U3V_e08U38g]http://www.youtube.com/watch?v=X45nTPF9cGU"]Crystal Caverns of Amon-Ra[/URL]is a barely Egyptian-themed puzzler (£4.50/500 DSiWare Points) which looks very similar to a game once free on old Nokia phones.There's also [URL="http://www.youtube.com/watch?v=U3V_e08U38g[/video], a cel-shaded side-scroller (£1.80/200 DSiWare Points).
http://www.eurogamer.net/articles/20...shop-this-week
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April 12th, 2012, 00:00 Posted By: wraggster
Capcom, Namco Bandai and Sega are collaborating on Project X Zone, a strategy RPG for 3DS featuring characters from IP owned by three of the biggest Japanese publishers.
This week's Famitsu (via Andriasang) contains the first details about the collaboration, pronounced Project Cross Zone in a nod, we presume, to Capcom-Namco crossover Street Fighter X Tekken.
Representing Capcom are Street Fighter's Ryu and Ken; X and Zero from Mega Man; Demitri from Darkstalkers; Dante from Devil May Cry; and Resident Evil's Chris Redfield and Jill Valentine.
On the Sega side are Shinguji Sakura and Ogami Ichiro fromSakura Wars; Pai and Akira from Virtua Fighter; Kurt and Rela fromValkyria Chronicles; and Space Channel 5's Ulala and Touma.
Finally, Namco Bandai's characters include Sanger Somvold fromSuper Robot Wars, Jin and Ling Xiaoyu from Tekken, Xenosaga's Kos-Mos and T-elos, Yurie and Estel from Tales Of Vesperia, and Kaito and Black Rose from .Hack.
That's your lot for now, though Famitsu does say a trailer is due later this month.
http://www.edge-online.com/news/capc...project-x-zone
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April 12th, 2012, 01:07 Posted By: wraggster
Toy retail giant Toys R Us has compared the hunger for Activision’s Skylanders to the crazed fenzy that surrounded virtual pet toy Tamagotchi in the mid ‘90s.
The release of new figures for the game regularly leads to pre-opening queues at Toys R Us outlets across the US.
“The consumer is absolutely looking for the product and we continue to see Skylanders as one of our best sellers in the store,” the retailer’s divisional merchandising manager for electronics and entertainment Troy Peterson told The New York Post.
“We are consistently ordering products from Activision and are planning the business with them so we can meet the demand.
“As with any high-demand product, what we do as a retailer is try to be very organised and create lines with the guests, set expectations with them in terms of the inventory that we have. Our intent is to meet demand and exceed expectation with that.
“Toys R Us over its history, it has always been a top video game destination, I think that Skylanders has just reiterated and solidified that. We continue to plan Skylanders Giants with Activision and we are once again going to be the global launch partners with them.
“We plan to have exclusive product offerings like last year. We plan to be the No.1 retailer for Skylanders again, just like we were last year.”
http://www.mcvuk.com/news/read/skyla...i-mania/094224
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April 12th, 2012, 01:09 Posted By: wraggster
Popular arcade game Taiko Drum Master is hitting the 3DS this summer in Japan, courtesy of publisher Namco Bandai.
The series already consists of several cult hits on formats including the PS2 and PSP.
Now the latest instalment – Taiko Drum Master: Little Dragon and the Mysterious Orb – will arrive in Japan on July 12th priced at ¥5,040 (around £40). It marks the series’ debut on Nintendo 3DS.
Andriasang reports that Japanese games magazine Famitsu will have more details of the game in its latest issue.
There’s currently no word of a UK release. MCV has contacted Namco Bandai for confirmation.
http://www.mcvuk.com/news/read/cult-...-to-3ds/094221
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April 12th, 2012, 02:34 Posted By: wraggster
1992 was the year Bill Clinton became US President, Charles and Di split and, on the 11th April, when Nintendo launched its new console in the UK. The Super Nintendo Entertainment System cost £150.UK Nintendo fans had been waiting nearly a year-and-a-half for the console's launch (nothing unusual at the time) ever since the Super Famicom first released in Japan in November 1990.The SNES would go on to sell over 49 million units: less than its predecessor, but enough to make it the clear winner of the generation. The Sega Mega Drive, its main competitor, sold 39 million, the TurboGrafx-16 sold 10 million.The SNES provided a fine home for some of Nintendo's much-loved classics, with the developer's most high-profile franchise represented from the off in the excellent Super Mario World.But the SNES would also become a birthing ground for other standout series. Futuristic racer F-Zero quickly flew the flag for new Nintendo franchises, while Pilotwings, Star Fox and Super Mario Kart followed.Nintendo also stunned with strong continuations to existing series, such as Super Metroid and The Legend of Zelda: A Link to the Past.It was a system that saw plenty of success from non-Nintendo developers too. Capcom's various Street Fighter 2 versions sold over 10 million combined units, Killer Instinct helped put an increasingly-impressive British developer named Rare on the map, while Japanese RPG powerhouse Square was busy pumping out classics such as Chrono Trigger and Secret of Mana.It was Rare that would provide one of the SNES' best-loved and graphically most stunning titles in the console's autumn years: Donkey Kong Country. It had the looks of 32-bit and CD-ROM based consoles and the second-best sales of any SNES game, behind only Mario himself.
http://www.eurogamer.net/articles/20...birthday-in-uk
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April 12th, 2012, 02:35 Posted By: wraggster
From the bygone days of Mario Paint to the recent success of Art Academy via countless scribbles in PictoChat and Letter Box, Nintendo has often offered gamers a little bit of culture. Or the chance to draw obscene pictures and show your friends.Nintendo legend Shigeru Miyamoto is no exception to the Nintendo-wide love of art: here he is touring the world-famous Louvre to test out the gallery's new Nintendo-designed 3DS tour guide.
http://www.eurogamer.net/articles/20...vre-tour-guide
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April 12th, 2012, 02:36 Posted By: wraggster
Resident Evil 6 won't be out on Wii U when it hits other HD consoles this year, but producer Hiroyuki Kobayashi didn't shrug it off completely.
"Unfortunately, RE6 will not be available at this time on the Wii U," Kobayashi told IGN recently."Right now we're concentrating on the PlayStation 3 version, 360 version and the PC version of the game.," he added, leaving more than a glimmer of hope for a possible future port to the upcoming Nintendo platform.
Capcom today revealed that the Resident Evil 6 Premium Edition will be possibly the most expensive limited edition to date, featuring Leon Kennedy's leather jacket and setting potential buyers back a massive 105,000 yen (£818/$1300).
http://www.computerandvideogames.com...for-wii-u-yet/
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April 12th, 2012, 02:38 Posted By: wraggster
Inafune, who left his position as Capcom's global head of production two years ago to found two new companies, is currently working on mysterious 3DS title King of Pirates.Speaking to Nintendo Gamer however, he assured he intends to release "several" home console games in the future.
"I think it's important to be on every platform," he said. "I also intend to release big-budget games with regular frequency. [We are] already making several console games. I can't tell you what kind of games yet, but I'm sure gamers in the west will be happy."
Quizzed by NG on his lust for Zombies - he created Dead Rising and worked on Resident Evil - the designer hinted that the undead could again star in his future titles.
" I could never get sick of zombies," he said. "But it's boring to do the same thing over and over. If I do it, I'd like to do it in a different way. I'd love to make another zombie game, but not the same sort of zombie game."
http://www.computerandvideogames.com...lar-frequency/
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April 12th, 2012, 22:23 Posted By: wraggster
Company opts for event alternatives post E3
Nintendo has decided against attending Europe’s biggest consumer games event which takes place just months before the Wii U's worldwide launch.
Gamescom, which takes place in Cologne from August 15th to 19th, will showcase games from hundreds of the biggest games companies in the sector.
EA, Ubisoft and Take-Two will be three of an expected 500 exhibitors, but Nintendo has confirmed it will forgo attending.
“Although Gamescom is one of the most important fairs for us, we have decided not to participate this year”, said Nintendo spokesperson Silja Gülicher.
The company told Nintendo-Online.de that it will instead “broaden post-E3 activities to introduce the Wii U, and the latest titles for Nintendo Wii and 3DS, to trade and media partners”.
http://www.develop-online.net/news/4...-skip-Gamescom
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April 12th, 2012, 23:42 Posted By: wraggster
Shigeru Miyamoto has told us he would like to make a new Legend Of Zelda game "based on, or starting from" SNES classic A Link To The Past.
Last year Nintendo's most respected developer told us that Link's 1991 outing, which he produced, would be his first choice for a 3DS remake. Speaking to us in Paris yesterday, we asked if that was still the case - and while he said it was, it seems he's been thinking about a new game in the same style, rather than a remake.
"I think the answer would be the same if we're talking about just porting," he said, "but I think I'd be even more interested in creating something new maybe based on, or starting from, A Link To The Past. I think it's important to bring some really new software."
Miyamoto, however, is far less hands-on at Nintendo these days. He famously said last year that he was taking a back seat, andmentoring the next generation of Nintendo developers. Were Nintendo to make a spiritual sequel to A Link To The Past, it wouldn't be with him at the helm - and he admits this could mean his vision being compromised.
"To be very honest and open, it really depends on the directors that have time at the moment as well," he said. "Some directors, I can give them the title and I know they will do something great with it.
"Other directors I'm not so 100 per cent confident [in], so they're the ones I'd rather take a more remake approach to the title. It really depends on that as well."
Miyamoto wouldn't be drawn on his favourite among the current crop of Nintendo directors, but he reserved special praise for one in particular: Koichi Kawamoto, who developed the concept demo that birthed the WarioWare series, and more recently created 3DS'sStreetPass Quest. Miyamoto says Kawamoto is "a very strong figure [who] will play a very important role in the future."
In closing, we couldn't resist asking about one Nintendo series that is conspicuous by its absence from the company's release schedules. It is so frequently criticised for leaning on its established franchises, and the 3DS has played host to 3D remakes of classic Nintendo games. Where, then, is F-Zero?
"I think at the time it was a really big surprise, a new thing, a product that made sense," he said. "I don't see with current hardware how you could create a similar surprise.
"But maybe with future hardware, with Wii U coming up, maybe we could create something that does make sense, either as a smaller game, or a fully fledged title."
http://www.edge-online.com/news/miya...-new-link-past
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April 12th, 2012, 23:44 Posted By: wraggster
Talismanic Nintendo designer Shigeru Miyamoto has lavished praise upon Angry Birds, telling us Rovio's mobile smash is his favourite game of the past year.
Miyamoto admitted the high regard in which he holds Rovio's game, which has been downloaded over 600 million times, during an interview in Paris yesterday.
"I usually don't comment on these sorts of questions," Miyamoto said, before praising the Nintendo-developed audio guide for the Louvre museum which prompted his visit to the French capital. "Non-Nintendo… Angry Birds, maybe.
"What I like about Angry Birds is that it has a traditional videogame [feel] to it, but also a very creative side. And you can really feel that they’re having fun developing the game. That's what I like about it."
Given comments made during the past year by Nintendo president Satoru Iwata, and US boss Reggie Fils-Aime, it's surprising to hear the company's most high-profile and respected developer praising a smartphone game.
At GDC last year, Iwata blasted cheap games, saying traditional companies had to "focus on a single question: is maintaining the high value of games a priority or not? What we produce has value, and we should protect that value." Fils-Aime hit out at "candidly disposable" smartphone games which he said represented "one of the biggest risks today in our industry."
Those comments, however, were borne out of business considerations, of the need to continue to sell £40 games in an era where conventional business models and attitudes to pricing are rapidly changing. Miyamoto is a designer, and he sees merit in small games built on one solid idea. Does he keep an eye on smartphone games in general?
"I check up on them sometimes, but I don't have a lot of time," he admits. "I think we also have a history of having certain fun ideas and making a game out of it, and there's lots of other people also doing this [now].
"This kind of environment inspires us to try even harder, and create even more unexpected new things."
http://www.edge-online.com/news/miya...se-angry-birds
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April 12th, 2012, 23:56 Posted By: wraggster
A new Wii game built specifically for UK families launches in summer.
Nintendo’s Quiz Party is a trivia game packed with brain teasers and puzzles. It lets an unlimited number of players take part using just one Wii Remote.
It’s even hosted by British TV quizmaster Roy Walker, of Catchphrase fame.
“Quiz Party has been tailored specifically for the UK audience and their love of quizzes. It should be a hit with families,” junior brand manager Vanisha Kavia told MCV. “It’s the perfect multiplayer game for the upcoming bank holiday weekends.”
The game’s launch will be supported by TV ads and an extensive PR campaign.
http://www.mcvuk.com/news/read/will-...ey-says/094286
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April 13th, 2012, 00:04 Posted By: wraggster
Nintendo's next Mario project could be another marquee Mario title
Nintendo has registered the domain 'supermario4.com', possibly outing the platform holder's next Mario title. The domain is owned by Nintendo of America and currently redirects to Nintendo's official website.
In an investor meeting in January, Nintendo president Satoru Iwata said that the company was working on a 2D Mario game for 3DS, with a planned release date by the end of the this fiscal year. It's currently unknown if this registration and that title are related, or for wishful thinkers if it's a Mario launch title for Wii U later this year.
We'll probably find out more at this year's E3.
http://www.gamesindustry.biz/article...mario-4-domain
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April 13th, 2012, 00:18 Posted By: wraggster
This week's content dump from Nintendo features a pair of titles for handheld fans. Ketzal's Corridors is the big release, similar to WiiWare's ThruSpace. It's a sort of on-rails Tetris experience – if you've ever seen , then it's kinda like that. It's joined by Anne's Doll Studio: Tokyo Collection, a game about dressing up dolls.
On the video side, there's a new 3D video for Death Cab for Cutie's "Underneath the Sycamore."
http://www.joystiq.com/2012/04/12/ni...ll-studio-tok/
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April 13th, 2012, 00:22 Posted By: wraggster
Several images from the upcoming Pokemon Black Version 2 and White Version 2 have surfaced in Japan's CoroCoro magazine, reports Serebii.net. The images offer a few details about the game, which has so far been contained in a Pokeball of silence. Black and White 2 takes place two years after the first and will be set in Unova, part of which seems to be frozen. The game kicks off in a new area, Hiougi City. The Unova Pokedex includes 300 Pokemon, featuring both new and familiar pocket monsters.
If you crave more granular information – and we know you do – head over to Serebii.net (or crack open your freshly imported copy of CoroCoro). Pokemon Black Version 2 and White Version 2 are slated to arrive on the DS in Japan this June. The North American release will arrive this fall.
http://www.joystiq.com/2012/04/12/ja...k-and-white-2/
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April 13th, 2012, 00:24 Posted By: wraggster
Xenoblade Chronicles is available for rent on Gamefly, a reader informs Joystiq. We checked and, sure enough, it's there. "But it's supposed to be exclusive to the Nintendo Store and GameStop!" you say. To that ... well, we don't really have a snappy retort because we're just as flummoxed as everyone else. Whatever the cause, it seems being able to rent the game has created an exception.
Regardless, if you don't feel like paying a premium to try out the excellent RPG, and you happen to have a GameFly account, give it a rent. As of this writing,Xenoblade Chronicles is listed as "available now."
http://www.joystiq.com/2012/04/11/xe...le-on-gamefly/
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April 15th, 2012, 22:45 Posted By: wraggster
Sports highlights have arrived on the 3DS via the Nintendo Zone.
Owners who connect to a Nintendo Zone location will be able to access football, basketball, and baseball videos through Fox Soccer, NBA Digital, and MLB.com.
Offerings will be updated weekly with new video packages, top 10 plays, and weekly round-ups. Players will also have the ability to view 3D images of the sporting events, and save them.
"Nintendo 3DS owners will now get access to their favorite sports content at thousands of Nintendo Zone locations across the country," stated Nintendo of America’s director of strategic partnerships Zach Fountain. "With video highlights, weekly recaps and exclusive 3D collectible images, fans can connect with their sports passion as they carry their Nintendo 3DS."
Nintendo Zone refers to a smattering of special wifi access points in restaurants, airports, malls, and other public areas. The service launched in 2011 and has playable demos, coupons, trivia, information, and television episodes to offer as well as the just added sports portion.
Nintendo previously explored the sports landscape years ago with the Seattle Mariners "Fan Network" on the Nintendo DS.
http://www.mcvuk.com/news/read/ninte...hlights/094463
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April 16th, 2012, 00:21 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Lion King 6, The (Unl)[!]. Ok, first of all, a new version of old known LK game by TomSoft: "The Lion King 6" (thanks to Oreanor). There is not much difference inside, apart from title screen. Some parts of levels are changed, some code was altered, starting level is changed too. For sure it wasn't just a ROM hack of previous version.
- Tetris (Pyramid Game Card)(Unl)[!]. Just a generic tetris, but seems copied from some old chinese carts by russian translators/developers.
News source: http://cah4e3.shedevr.org.ru
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April 16th, 2012, 00:22 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
During the past week I have continued trying to get Windows 3.11 running in DS2x86. This work has progressed slowly but steadily. I keep running into new problems, all of which seem to take a day or two of debugging and studying before I understand the cause of the problem and can implement a fix for it.
The problem of dropping back to DOS that I had last Sunday was caused by my RETF opcode not adjusting the CS register properly when in VM mode. It was an easy fix, and the next problem was also reasonably easy to fix, I needed to add support for INT 2F AX=1603 (MS Windows/386 - GET INSTANCE DATA) and INT 2F AX=1607 (MS Windows - DOSMGR VIRTUAL DEVICE API) software interrupts. I looked at DOSBox to see what it returns for those interrupts, and created similar handling into DS2x86.
The next problem was a bit more difficult, Windows 3.11 again dropped back to DOS, but this time with a message "Insufficient memory to run Windows". Windows 3.11 should run fine in 16MB of RAM, so I knew it was not a question of having too little RAM, but some problem with the memory managers or such. After some debugging I noticed that Windows calls the DOS interrupt INT 21 AH=52 (DOS 2+ internal - SYSVARS - GET LIST OF LISTS), and then preforms all sorts of checks of the list pointers. In DS2x86 I had left many of the list pointers (like pointer to directory array, pointer to next device driver after NUL device, pointer to FCB file pointers, and the next pointer of the master file table) as 0xFFFF:0xFFFF, which means the list end. However, Windows assumed all of those to be valid pointers, and attempted to make some size checks and memory allocations using those pointer values, which then of course failed. I needed to create new fake data to the DOS memory segments for many new data structures and have those pointers point to these new structures before I was able to make Windows continue past the checks. I also added proper CON device header, which had been missing until now. This will make the DOS device list look a bit more realistic, so it might be useful for other software besides Windows as well.
After fixing that problem, Windows next dropped back to DOS with a message "Unsupported expanded memory driver". This problem took several days to find and fix, as I was first looking for the problem in the code that gets executed after the previous fix I made. It took me a while to realize that Windows stores the EMM driver features almost as soon as it starts, but only checks these stored values much later in the bootup process. In the end it turned out that this problem was caused by my not supporting the DOS interrupt INT 21 AX=4402 (Memory Managers - GET EMM IMPORT STRUCTURE ADDRESS). I still don't know exactly what Windows checks from within this structure, I just used the same values as what DOSBox puts into that structure. DOSBox creates the structure into the VGA BIOS segment 0xC000, so I assume the contents do not need to actually reflect the current EMS manager state.
The current problem with Windows 3.11 is that it causes some unsupported I/O port accesses (it writes to VGA port 0x3CA, which is a read-only port). This port access does not happen in DOSBox, so somewhere before this happens the execution path has differed between DS2x86 and DOSBox. After a few of these port writes Windows 3.11 in DS2x86 shows a BSOD with a message: "Invalid VxD dynamic link call to device number 0001, service 2484. Your Windows configuration is invalid. Run the Windows Setup program again to correct this problem." I strongly suspect this is caused by the VGA driver, but I have not yet managed to find where the difference between DOSBox and DS2x86 execution begins. After I locate that, I can then check what VGA features my emulation is still missing.
So, all in all, slow progress, and I have no idea yet how many problems are still ahead before I get Windows 3.11 to actually start up in DS2x86. After that it might still take a while before any actual Windows programs will start running properly.
http://dsx86.patrickaalto.com/DSblog.html
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April 16th, 2012, 01:48 Posted By: wraggster
via http://www.emucr.com/
1964 SVN r123 is compiled. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r116
1964: Revert majority of the code back, keep some of the clean ups I have done, still needs a fair bit of work, also needs the 60fps control to be rewritten properly XD
r117
Re add the KailleraClient.dll to the repo
r118
1964Video: More code cleaning up, going to try and clean out the source code as much as I can before I start trying to fix things up, should make it easier on me and for others new to the code
r119
1964: Rewrite the way we previously had implemented the overclock, the counter factor stuff is still in the code, however the overclock function will override the counter factor and forcing it to a CF of 1.
r120
1964: quickly fix up a small mistake of mine
r121
Quick build fix.
Fixes issue 76
r122
1964: Just removing unneeded stuff...
r123
1964: Remove the last rom directory feature, a feature i really didn't think was necessary at all
http://www.mediafire.com/?z2gyr2hex8n98jz
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April 16th, 2012, 01:49 Posted By: wraggster
via http://www.emucr.com/
SaveGame Manager GX SVN r125 is released. SaveGame Manager GX is a SaveGame & Mii Manager for the Wii with GUI based on LibWiiGui by Tantric,
SaveGame Manager GX Features:
SDHC and USB2 support
Protected save support
Mii Support
Multilanguage support with Custom Font
WiiTDB support
Display information about savegames/miis in a special windows
Extract, Install, Delete, Copy, Move fonctions are available
Online AutoUpdate
Widesreen support
ScreenSaver
SaveGame Manager GX SVN Changelog:
r125
* Added Controllers Mapping (from WiiXplorer)
* Added Controllers Settings Menu to allow you to change the mapping
* Added Controllers Settings Menu to Parental control
* Added SdPort Class to auto detect SD card eject/insert
http://www.mediafire.com/?c893y4bq6nqqe1q
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April 16th, 2012, 22:17 Posted By: wraggster
Games icon not yet ready to resign, but is passing responsibility to younger colleagues
Shigeru Miyamoto is helping foster a new generation of games developers within Nintendo as age begins to catch up on the talismanic games designer.
Months after Nintendo tried to calm investors from anxieties over Miyamoto’s retirement, the games designer has again been questioned on his long-term position.
"We all get older. I'm already about to turn 60,” he told Spanish national paper El Mundo.
“In recent years I've been telling people within Nintendo [that] I'll have to retire at some point. We must be prepared. That's why I given more responsibility to younger colleagues.”
But Miyamoto reiterated that he is not yet ready to quit, and that previous claims suggesting otherwise were the result of a “misunderstanding”.
http://www.develop-online.net/news/4...-my-retirement
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April 16th, 2012, 22:26 Posted By: wraggster
Fatal Frame spinoff Spirit Camera: The Cursed Memoir will be released for 3DS on June 29, Nintendo has confirmed.
The game, which in a handy coincidence is released in the US today, uses the 3DS camera and augmented reality features to, Nintendo says, "scare you in brand new ways."
Tecmo Koei's Fatal Frame series - known in PAL territories asProject Zero - debuted on PS2 and Xbox in 2001. The second game in the series has been remade for Wii, and will also be released in Europe on June 29.
http://www.edge-online.com/news/spir...nfirmed-europe
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April 16th, 2012, 22:31 Posted By: wraggster
It would appear that none other than Shigeru Miyamoto has confirmed that a brand new Super Mario game will be announced for Wii U at E3.
The confirmation comes from an interview with Spanish language website El Mundo, as deciphered from Google’s translation (and a translation from forum Neogaf).
Could this be the Super Mario 4 rumoured in last week’s domain filing?
Elsewhere into the interview Miyamoto gives some insight into Nintendo’s current directions.
He says that “traditional games” are now very well catered for by emerging markets such as iOS, so Nintendo is instead focusing its efforts on trying to create new types of gaming experiences.
He is also training up a new generation of devs who will be capable of taking over from Miyamoto when he retires.
As for Miyamoto himself, his time is currently being occupied by work on Pikmin 3 and Luigi’s Mansion 2. He also confessed to wanting to revisit the Wii Music franchise, admitting that he was “sad” about sales of the first game.
http://www.mcvuk.com/news/read/miyam...o-wii-u/094492
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April 16th, 2012, 22:51 Posted By: wraggster
What's cooler than Super Mario Bros. and Legos? Why, Super Mario Bros. with Legos, of course. That's the premise behind Lego artist Zachary Pollock's "Epic Mario" project, which aims to recreate the entire Level 1-1 of Super Mario Bros. using one Lego block at a time. At one brick per pixel, Pollock's project is expected to come in at around six feet tall and 90 feet wide once completed. He also estimates that he's going to need "just over 780,000 Lego studs" and some significant coinage -- to the tune of $26,400. Unfortunately, money just doesn't come from punching bricks in real life, and Pollock is turning toKickstarter to get all the extra coin he needs for the project. This isn't the first time Legos were used to re-imagine a beloved classic -- heck, it isn't even the first Mario level to get the blocky treatment. That doesn't make the concept any less amusing, however, and Pollock promises to hold brick-building parties and take his project on the road to various conventions if it gets funded. Check out the potential project in all its blocky glory in the video after the break, as well as an update on our last Insert Coinproject, the Berlin Boombox.
http://www.engadget.com/2012/04/16/i...-lego-project/
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April 16th, 2012, 22:53 Posted By: wraggster
Canadian modder Brent Smith has managed to connect an aging exercise bike to Nintendo's perennial racer. Naturally, there's some Arduino involvement, but the whole setup plugs directly into an originalSNES console -- no emulation necessary. Power-ups are accessed with a button in the center of the exercise bike's handles, each of which has a directional button for steering, while the pedals function as the acceleration button, accurate to one sixth of a rotation. According to Smith, "it's a lot harder than it looks" -- and we believe him. Watch his test-drive kart plow off-track in the video demo after the break.
http://www.engadget.com/2012/04/16/m...exercise-bike/
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April 16th, 2012, 23:00 Posted By: wraggster
One of our favorite Xbox Live Indie games is headed to the 3DS and the Wii U. More specifically, Nicalis will be bringing a remake of the ridiculously punishing Aban Hawkins & the 1,000 Spikes in time for the Wii U launch, reports RevoGamers. Cheekily titled Aban Hawkins & the 1,001 Spikes, the game will feature a new 4-player multiplayer, new graphics and sound.
The original was a lot of fun, and the quick, brutal platforming action should certainly be right at home on the 3DS. Aban Hawkins & the 1,001 Spikes is scheduled to arrive on the eShop this year.
http://www.joystiq.com/2012/04/16/ni...and-3ds-eshop/
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April 17th, 2012, 13:13 Posted By: wraggster
Nintendo confirmed yesterday that it'll be showing off a new Mario game forWii U at E3, but those hoping for a 3D successor to the Galaxy series look set to be disappointed - unless the platform holder's keeping something big secret for now.
We were hoping for Mario Universe or something along those lines, but Nintendo has said the Wii U Mario scheduled to be shown at June's event will be based on the tech demo from E3 2011.The "prototype" at last year's show featured four player gameplay set on 2D side-scrolling levels. Users could control Mushroom Kingdom characters or play with their Mii alongside Mario and the gang. You could also take the action away from the TV and play the game on the Wii U controller.
A Nintendo spokesperson told Kotaku. "A new Super Mario Bros. game for the Wii U system will be shown at this year's E3 Expo. This is based on the Mario experience that was demonstrated at last year's E3 Expo."
A new Pikmin game for Wii U is also set to be demoed at E3.
http://www.computerandvideogames.com...011-tech-demo/
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April 17th, 2012, 13:50 Posted By: wraggster
As the culmination of Titanic's 100th anniversary approaches, experience the rich history of that fateful voyage with Titanic Mystery, now available for Wii™ and Nintendo DS™. With hidden historical treasures and mysterious secrets waiting to be uncovered, players can commemorate the ship's maiden voyage in 1912 with the entertaining and informative adventure-based game, Titanic Mystery.
Players will find themselves at a pivotal moment in history as they search for a hidden bomb on-board the new ocean liner, Titanic II. Conduct an investigation and uncover clues to save the ship and all its passengers. Learn fascinating secrets of the original Titanic, interact with the crew and explore 30 intricate levels to discover elaborate twists and turns around every corner and solve challenging mini-games.
Titanic Mystery Game Features:
- Investigate and interrogate passengers and crew members to solve the mystery
- Find hidden objects in the many rooms of Titanic II
- Discover hundreds of items and reveal timeless secrets about the original Titanic
- 30 intricate levels and challenging mini-games
Rated "T" for Teen by the ESRB (Entertainment Software Rating Board), Titanic Mystery is a delight for history buffs and gamers of all types.
To download assets and learn more, please go to:
http://bhimpact.gamespress.com/product_page.asp?i=1281
Titanic Mystery website:
http://usa.og-international.net/games-details.asp?gameid=90
Titanic Mystery YouTube video:
http://www.youtube.com/watch?v=dPDgwG6w39U&context=C48d6989ADvjVQa1PpcFOL su0bfxG7fkUjrKdv2hjDBCfw4dY_6ck
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April 17th, 2012, 13:54 Posted By: wraggster
Week ending 14 April 2012
1 MARIO KART 7
2 SUPER MARIO 3D LAND
3 KID ICARUS: UPRISING
4 MARIO & SONIC LONDON 2012 OLYMPIC GAMES
5 - SONIC GENERATIONS
6 - NINTENDOGS + CATS: GOLDEN RETRIEVER
7 - SUPER POKEMON RUMBLE
8 RAYMAN 3D
9 new RHYTHM THIEF & THE EMPEROR'S TREASURE
10 FIFA 12
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April 17th, 2012, 13:56 Posted By: wraggster
Week ending 14 April 2012
1 - MOSHI MONSTERS: MOSHLING ZOO
2 - NEW SUPER MARIO BROS.
3 - MARIO KART DS
4 - PROFESSOR LAYTON AND THE SPECTRE'S CALL
5 LEGO HARRY POTTER: YEARS 5-7
6 1001 TOUCH GAMES
7 POKEMON BLACK VERSION
8 - POKEMON WHITE VERSION
9 JEWEL QUEST: THE SLEEPLESS STAR
10 ART ACADEMY
11 MARIO VS DONKEY KONG: MINI-LAND MAYHEM!
12 LEGO STAR WARS III: THE CLONE WARS
13 LEGO NINJAGO: THE VIDEOGAME
14 VICTORIOUS: HOLLYWOOD ART DEBUT
15 - JEWEL LINK ATLANTIC QUEST
16 - COOKING MAMA WORLD: OUTDOOR ADVENTURES
17 - BEN 10 TRIPLE PACK
18 POKEMON HEARTGOLD
19 new SECRETS OF THE TITANIC
20 BARBIE: JET, SET & STYLE!
21 HORRID HENRY: MISSIONS OF MISCHIEF
22 POKEMON SOULSILVER
23 - SUPER MARIO 64 DS
24 - ZHU ZHU BABIES
25 100 CLASSIC GAMES
26 INAZUMA ELEVEN 2:
27 BEN 10: GALACTIC RACING
28 INAZUMA ELEVEN 2: FIRESTORM
29 re BEN 10 ULTIMATE ALIEN COSMIC DESTRUCTION
30 NINTENDOGS: LAB & FRIENDS
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April 17th, 2012, 14:08 Posted By: wraggster
Week ending 14 April 2012
1 - MARIO & SONIC LONDON 2012 OLYMPIC GAMES
2 - MARIO PARTY 9
3 - JUST DANCE 3
4 - SKYLANDERS: SPYRO'S ADVENTURE
5 - ZUMBA FITNESS
6 new PANDORA'S TOWER
7 ZUMBA FITNESS 2
8 MARIO KART WII
9 POKEPARK 2: WONDERS BEYOND
10 WII PARTY
11 - LEGO HARRY POTTER: YEARS 5-7
12 FIFA 12
13 - THE LEGEND OF ZELDA: SKYWARD SWORD
14 NEW SUPER MARIO BROS. WII
15 CALL OF DUTY: MODERN WARFARE 3
16 DONKEY KONG COUNTRY RETURNS
17 LEGO STAR WARS III: THE CLONE WARS
18 - THE LAST STORY
19 WE SING: POP!
20 WWE '12
21 MARIO SPORTS MIX
22 - BEN 10: GALACTIC RACING
23 GO VACATION NAMCO
24 SUPER MARIO GALAXY 2
25 BOOM STREET
26 XENOBLADE CHRONICLES
27 KIRBY'S ADVENTURE WII
28 WE SING: ENCORE
29 CALL OF DUTY: BLACK OPS
30 KIRBY'S EPIC YARN
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April 17th, 2012, 14:12 Posted By: wraggster
Pick up your stylus and shut away your easel because now you can master real painting techniques on your Nintendo 3DS. Colors! 3D, available on theNintendo eShop this week, is a simple to use but surprisingly deep painting application, built specially for use with your Nintendo 3DS touch screen.
Whether you are looking to sketch, paint, or draw, Colors! 3D is your perfect digital sketchbook. Catering to everyone from serious artists to aimless doodlers you can now connect to the online Colors! 3D gallery and share your masterpieces with the world or paint with a friend on the same canvas using Nintendo 3DS Local Play.
Also available to play this week is GO Series: Escape Trick Convenience Store, on Nintendo DSiWare, which tasks you with using everyday objects found in a local shop to solve a mystery, while Rush Rush Rally Racing on WiiWare brings some classic top down 2D racing to Wii.
For the very first time on Nintendo 3DS, you are able to purchase video content, via the Nintendo eShop, and keep it on your Nintendo 3DS for as long as you wish! The first clip,The3D Machine, is the story of a brilliant inventor who finally makes a breakthrough creating a wondrous invention only to leave it in the hands of his incapable assistant leading to wealth and love, but inevitably ending in a catastrophe.
Check out all the latest offerings which are available for download this Thursday via Nintendo eShop, Nintendo DSi Shop and the Wii Shop Channel below.Title |
Platform |
Available on |
Price Point |
Further Info Contact |
Colors! 3D (Collecting Smiles) |
Nintendo 3DS (Download Software) |
Nintendo eShop |
€6
£5.40 (UK Only) |
Jens Andersson
jens@collectingsmiles.com |
Game Description: Colors! 3D is simple to use but has some powerful painting tools. You can learn modern painting techniques or simply colour in existing images depending on your skill level. Colors! 3D is tailored for touch screen devices like the Nintendo 3DS and allows you to create and view your own 3D paintings for the very first time. |
The 3D Machine (Ka-Ching Cartoons) |
Downloadable Video |
Nintendo eShop |
€1
£0.90 (UK Only) |
Joost van den Bosch
info@ka-chingcartoons.com |
Video Description: 3D Machine, the first paid for video download on Nintendo 3DS, is here this week! After an inventor makes a breakthrough, he leaves his incapable assistant alone with his new wonder invention, which leads to wealth, love...and catastrophe! |
GO Series: Escape Trick Convenience Store (GAME BRIDGE) |
Nintendo 3DS
(DSiWare) |
Nintendo eShop |
€5
£4.50 (UK Only) |
Shinya Kutsukake
shinya.kutsukake@intergrow.co.jp |
Nintendo DSi (DSiWare) |
Nintendo DSi Shop |
500 Nintendo DSi Points |
Game Description: After finding yourself mysteriously trapped inside a shop, you must find clues and solve puzzles to mastermind your way out and get to the bottom of what is going on. |
Rush Rush Rally Racing (red spot games) |
Wii (WiiWare) |
Wii Shop Channel |
900 Wii Points |
Max Scharl,m.scharl@redspotgames.com |
Game Description: Rush Rush Rally Racing brings the fast paced 2D retro gameplay you've been waiting for. No sponsored cars, no realistic environments, just plain old top down 2D racing fun. |
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The SpotPass™ feature on Nintendo 3DS allows you to automatically receive a host of exciting content such as 3D videos for Nintendo Video ™, notifications, add-on data for your software and system updates without lifting a finger. SpotPass content can be received automatically and free of charge from thousands of supported public Wi-Fi access points across Europe and through wireless broadband internet connections at home. It works even if the system is in Sleep Mode.
Available this week, exclusively for Nintendo 3DS owners, is the seventh in a series of highly anticipated Shaun the Sheep 3D clips created for the very first time in 3D by Aardman Animations, the multi-award winning creators of Chicken Run and Wallace & Gromit. The seventh clip titled, Members Only, sees a very curious Farmer after he hears strange noises coming from a hay stack and goes to explore, but the Flock isn’t about to reveal its secret.
The sixth part in a series of Kid Icarus Anime clips is also available this week via Nintendo Video, exclusively for Nintendo 3DS owners. The sixth clip is part two of the third episode titled, Palutena’s Revolting Dinner, which centres on the goddess Palutena and her attempts to deal with a great catastrophe in her Skyworld home.
Keep up to date with all the official Nintendo announcements and exclusive new game information by following the official Nintendo of Europe Twitter feed @NintendoEurope
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April 18th, 2012, 23:59 Posted By: wraggster
'Numerous similarities' between Assassin's Creed and novel 'Link', claims authorJohn L. Beiswenger, an American Science Fiction author, has filed a copyright infringement suit against Ubisoft for alleged similarities between Assassin's Creed and Beiswenger's novel, Link.In Assassin's Creed, the main character lives the memories of his ancestors that lie locked in his DNA through the aid of the 'animus' device.Beiswenger thinks this constitutes an infringement of his novel, Link, in which a new device allows "ancestral memories can be accessed, recalled, relived, and re-experienced by the user."The lawsuit also cites similarities such as the mention of assassins and assassinations in the book, the character's "use of the first person", a battle between good and evil, and references to Jesus, Adam and Eve, and the Garden of Eden.Requested damages amount to $1.05 million, with that amount rising to $5.25 million if the court finds that Ubisoft intentionally infringed upon Beiswenger's copyright. The suit also asks that Assassin's Creed III cease production.http://www.develop-online.net/news/4...-sci-fi-author
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April 19th, 2012, 00:09 Posted By: wraggster
US patent for 'software emulating a handheld video game platform'
Nintendo has filed a United States patent for software capable of emulating the performance of handheld devices on 'low capability target platforms'.
Though it is unclear what precise use Nintendo has in mind for the tech, the patent cites possible applications to include seat-back displays for airline or train use, PDAs, and cell phones.
The patent specifies the Game Boy series of handheld devices, and it seems likely that Nintendo hopes this tech will open up a new market for their backlog of games.
The patent was filed in October of 2003.
http://www.develop-online.net/news/4...ation-software
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April 19th, 2012, 00:12 Posted By: wraggster
Beamdog exec claims Nintendo platforms are not helpful to external developers
Canada indie studio Beamdog wrestled with Nintendo’s certification process for nine months on a single game, a director at the company has said.
Beamdog executive Trent Oster said the whole experience, which was allegedly marred by other problems, had burnt bridges between the two companies.
“We don't do Nintendo development,” Oster said in a message on Twitter.
“Our previous experience with Nintendo was enough to ensure there will not be another.”
Oster then proceeded to detail other flaws he believes Nintendo is guilty of, such as developers “requiring 6,000 unit sales before payment”.
http://www.develop-online.net/news/4...-took-9-months
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April 19th, 2012, 01:23 Posted By: wraggster
Sure, we've seen plenty of dancing games harness the Wii and Kinect's unique motion capture systems, but the Wiipop prototype takes things to another level, combining the technology of both with some pro-level dance moves. The game utilizes the Kinect's 3D camera and up to eight body-mounted Wiimotes, letting players improvise freestyle dance moves in a SingStar-like game, matching body pops to beats in a song. The game's not quite ready for primetime, but when it is, Christian "Mio" Loclair sees its potential beyond simple gameplay. The title could, perhaps, be used to help design choreographed productions or to generate and trigger visual effects for live performance. In the meantime, pop and lock into the video after the break.
http://www.engadget.com/2012/04/18/w...tes-into-a-ve/
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April 19th, 2012, 01:34 Posted By: wraggster
Taking to Twitter once again, Beamdog's Trent Oster has made it painfully clear that Baldur's Gate: Enhanced Edition will not be ported to the Wii U. When asked about the possibility, Oster told a fan that "we don't do Nintendo development," adding that Beamdog's "previous experience with Nintendo was enough to ensure there will not be another [Nintendo project]."
Oster's issues with Nintendo extend from Beamdog's WiiWare port of MDK 2. A6,000 unit sales requirement before a developer receives payment – combined with a drawn-out certification process – soured Oster's feelings for WiiWare. He also noted that the Wii's "exceptionally low attach rate" is "bad for devs" and essentially makes the Wii "a toy."
We contacted Oster for clarification on Beamdog's experience with Nintendo. "It's pretty simple," he said.
http://www.joystiq.com/2012/04/17/be...experience-to/
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April 19th, 2012, 01:37 Posted By: wraggster
Nintendo will reveal Pikmin Wii U at E3 in June, it has announced.Yesterday an interview with Shigeru Miyamoto in Spanish newspaper El Mundo suggested an appearance at E3. Now Nintendo has confirmed it."In a recent interview, Mr. Miyamoto confirmed that a new Pikmin game will be shown at the E3 Expo in June," a Nintendo spokesperson said. "He believes that anyone who has played Pikmin games in the past will enjoy playing."The last Pikmin game was the superb Pikmin 2 for GameCube in 2004 (it was re-released in 2009 for Wii). Miyamoto has said he decided to delay development on the planned Wii threequel and move it over to the Wii U because he thought the franchise would be especially suited to HD visuals. Miyamoto first confirmed a sequel to the GameCube's two Pikmin games was in the works for the Wii back in 2008, though no details were ever released.Meanwhile, Nintendo has confirmed that the new Super Mario Bros. game for Wii U, whichEurogamer confirmed yesterday was set for an E3 reveal, is based on Super Mario Mii, the tech demo shown off at E3 2011 as part of the Wii U showcase. "This is based on the Mario experience that was demonstrated at last year's E3 Expo," a Nintendo spokesperson said.Super Mario Mii allowed up to four players to play with one touch screen controller, although this may have changed. In the E3 2011 demo, you hunted Mii and Mario characters across a map, with the controller giving one player an advantage.
http://www.eurogamer.net/articles/20...joy-playing-it
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April 20th, 2012, 00:09 Posted By: wraggster
Ghostlight have today announced that they will be releasing their first Nintendo 3DS™ JRPG. As anticipated by many fans, Ghostlight’s first title on the platform is the eagerly awaited Shin Megami Tensei: Devil Survivor Overclocked, the Nintendo 3DS™ remake of Shin Megami Tensei: Devil Survivor. They will also be releasing the amazing Shin Megami Tensei: Devil Survivor IIon Nintendo DS™ throughout the PAL region.
About SMT: Devil Survivor Overclocked
Considered one of the best RPGs of 2009*, the original Devil Survivorpresented gamers with a novel premise: Tokyo is in full lockdown, the government's swift, coldblooded response to a surprise demon invasion. While you and your friends must solve the nature of the inter-dimensional rift through which the horrific creatures are entering your world, saving the world is not your highest priority; staying alive, on the other hand, is.
Expanded and enhanced, Devil Survivor Overclocked for Nintendo 3DS builds upon the game's original release with the addition of voice acting for the entirety of the game's lengthy, unconventional narrative. Moreover, that very story, already boasting multiple endings based on critical decisions by the player, now concludes with a special eighth chapter, a rousing epilogue forShin Megami Tensei fans. The game's beautifully remastered hand drawn artwork and character portraits benefit from the new system's higher resolution screens, offering players a crisper, higher fidelity experience.
*Nominee - Best RPG (2009), GameSpot.com
© 2011 Index Corporation. Licensed by ATLUS/Index Digital Media, Inc.
Nintendo DS and Nintendo 3DS are trademarks of Nintendo. © 2012 Nintendo
About SMT: Devil Survivor 2
Hailed as "a solid sequel" by Nintendo Power, SMT: Devil Survivor 2 continues a long tradition of excellence for the acclaimed Shin Megami Tensei universe of games. Destructoid.com gives Devil Survivor 2 a resounding 8.5 out of 10, citing the game as having "an even better story, better characters, more demons to collect and a bunch of gameplay improvements." ZT Game Domain hands out an impressive 8.8 out of 10 score along with their Editor's Choice Award, stating that "the story is very well told, and the situations and story driven set pieces are actually more enjoyable than the first game." RPGFan callsDevil Survivor 2"a fantastic game worth every dollar" and gives it a massive score of 89%.
With an all new story and cast, an expanded roster of demons to manage, vastly expanded party interaction plus a host of refinements and improvements over its predecessor, SMT: Devil Survivor 2 delivers everything fans loved about the first game and more. The sequel boasts an all new soundtrack from composer Kenji Ito along with an intense narrative and multiple endings based on player actions. There are also of course, all the beautiful visuals and sounds the SMT series is so renowned for, not to mention the highly addictive challenge of collecting, customizing, auctioning and fusing every last demon in the game!
When a new website that shows the manner of people's deaths in advance makes the rounds amongst Japanese high schoolers, a trio of students is shocked to witness their own deaths in a terrible subway accident just minutes away. They narrowly escape the carnage, only to find themselves in a worse situation-facing otherworldly demons. Desperate to survive, they fend off the demons and flee, but the destruction at the station is only the beginning...
Key Features
What if You Could See People's Deaths Before They Happened?
The spread of a mysterious website that offers a preview of people's deaths, and the great calamity that suddenly strikes Japan – a mere coincidence, or part of something larger? A band of high school students must use the website to avert their own deaths, as well as others', amidst the unprecedented nationwide chaos.
Recruit Your Party, Build Bonds
Adding a new dimension to traditional party mechanics, players must recruit new members to their team and then invest time into developing relationships with them. The closer the connection, the more effective they'll be in battle. Every party member is mortal and susceptible to death, making it essential that every decision be weighed carefully lest they be lost forever.
Collect, Customize, Barter and Fuse Every Last Demon!
Endlessly addictive, the task of discovering and enlisting new demons to aid you in battle is a staple of the Shin Megami Tensei universe. With nearly twice as many demons to find and unlock as in the original game, there's no shortage of work to be done in assembling and managing an army of your own demons for battle.
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April 20th, 2012, 00:19 Posted By: wraggster
Rising Star Games Inc. today announced four new Nintendo 3DS™ and Nintendo DS™ titles to further expand the company's current 2012 North American portfolio.
Rising Star Games' portable lineup offers a variety of casual titles, all due for release in summer through fall, including the following (in order of scheduled release):
- Cradle of Rome 2 - This addictive match-three title focuses on players rebuilding one of the greatest civilizations known to man, Rome. From the humble farmstead to the spectacular Colosseum, players must gather enough gold and materials to return Rome to its former glory and ascend to the position of Caesar.
- Platforms: Nintendo 3DS and Nintendo DS
- Scheduled Release Date: May 2012
- Cradle of Persia - Journey through 100 levels of challenging match-three fun and enjoy the exhilarating process of rebuilding the great Persian Empire. A part of the Jewel Master series, Cradle of Persia lets players combine three or more tiles to obtain all the gold and materials required to transform a desert settlement into one of the greatest empires in history.
- Platform: Nintendo DS
- Scheduled Release Date: June 2012
- To-Fu Collection - Stretch and ping To-Fu as he tries to become the illustrious "Master of Chi" by overcoming each of the 200 in-game trials. With a unique puzzle awaiting players in each trial, To-Fu Collectioncomes equipped with more than a dozen surfaces and booby traps, ranging from slippery walls to deadly circular saws.
- Platform: Nintendo DS
- Scheduled Release Date: June 2012
- Super Black Bass 3D - Cast the lure through the air, feel the impact as it hits the water surface, and wait in anticipation of the next big catch. Players search for more than 30 types of fish as they experience fishing in vivid 3D, all while competing for the top spot on the leaderboards.
- Platform: Nintendo 3DS
- Scheduled Release Date: September 2012
For more information on Rising Star Games, visit:http://www.risingstargames.com/
For press assets, including screenshots and trailers, visit:
http://bhimpact.gamespress.com/client_page.asp?i=207
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April 20th, 2012, 01:54 Posted By: wraggster
Nintendo has announced and detailed the upcoming launch of the 3DS in Korea.
The company has revealed (via Siliconera) their portable platform will arrive on April 28th for 220,000 won (equivalent to $193).
Model colors include blue, pink and black models, with three titles making up the launch lineup. Those games would be Tekken 3D Prime Edition, Nicola Magazine Model Stylish Audition 2, and Super Mario 3D Land.
Nintendo also mentioned plans to offer several more hits later this year including Mario Kart 7, Star Fox 64 3D, and The Legend of Zelda: Ocarina of Time 3D.
http://www.mcvuk.com/news/read/ninte...s-month/094675
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April 20th, 2012, 02:10 Posted By: wraggster
The Nintendo 3DS debuted in its latest occupation last week, as tour guide at the biggest and best museum in the world, Paris' legendary Musée du Louvre. I just happened to be in the neighborhood this week while on a month-long trek across Europe, so I paid my 5 € along with the 10 € museum admission for the audio guide, and was handed a Korean Air-branded black 3DS and a pair of headphones on the way to go see some of the world's finest art.
The 3DS isn't the only portable device in use as a museum tour guide. While visiting the Musée d'Orsay last week, I was handed an iPod touch in a special security case, and walked around among the works of French impressionists while using Apple's device to hear insights in English. And I've used quite a few other audio guides on this trip – in London, Westminster Abbey and the Royal Observatory both used custom-made audio guide systems, with a keypad and a play button to choose certain audio tracks for various sights on the tour.
But the 3DS was definitely the only gaming-specific device I've seen in use so far. And because of all of the various technologies included, specifically the wireless features, it actually did a great job.
http://www.joystiq.com/2012/04/19/to...re-with-a-3ds/
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April 20th, 2012, 02:13 Posted By: wraggster
For the second week in a row, there's nothing new to download on Wii. No WiiWare, no Virtual Console, not even a demo. Troubling!
Meanwhile, on 3DS, the highlighted game is something that's actually been available at GameStop for almost a month, and elsewhere as a pre-order bonus: 3D Classics Kid Icarus. If you didn't think the 3DS game was bizarre enough, you should check out this nicely updated version of the NES original to see how weird Nintendo can get.
Nintendo would also like you to know that a new season of Dinosaur Office will premiere on Nintendo Video tomorrow.
http://www.joystiq.com/2012/04/19/ni...cs-kid-icarus/
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April 22nd, 2012, 21:52 Posted By: wraggster
Are all those ambassador games crowding your 3DS' home screen? Sit tight, Nintendo's got a fix. During the outfit's Nintendo Direct conference livestream, head honcho Satoru Iwata announced that folder organization is coming to the 3DS. Fastidiously organized gamers can expect the firmware update to land on April 25th, bringing with it the joy of creating directories, stuffing them with up to 60 items and ascribing them fitting names. Iwata also detailed a handful of upcoming titles, including New Super Mario Bros. 2 and Tobidase Doubutsu no Mori (or, "Leap out Animal Crossing") for the 3DS and a Kirby compilation for the Wii. Follow the source link below for a full playback of Iwata's spiel, or check out Joystiq's coverage of the event for more details.
http://www.engadget.com/2012/04/21/3...d-home-screen/
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April 23rd, 2012, 19:53 Posted By: wraggster
The controllers that came with the Nintendo 64 don’t exactly measure up to the “Duke” of Xbox fame, but they’re not the smallest in the world either. Made by Bacteria forum member [Bungle] says that his girlfriend has incredibly tiny hands, so he thought he might try trimming some of the fat from an N64 controller by cramming its components into an N64 cartridge.
He tore down a 3rd-party N64 controller, tossing out the D-Pad, plug, and rumble motor, retaining all of the other buttons. After gutting the game cartridge, he heated the back side under a lamp and stretched the plastic over a roll of electrical tape to make room for the N64’s trademark “Z” button. Having only removed the rumble motor due to size constraints, he found a suitable replacement at Radio Shack, which fills in for the original nicely.
After a good amount of careful trimming, wiring, and mounting, he came up with the little gem you see above. We’re sure [Bungle’s] girlfriend is pleased with his work, and he seems happy with how it came out as well.
Continue reading to see a short video showing off [Bungle’s] latest creation.
http://hackaday.com/2012/04/22/minia...ds/#more-72288
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April 23rd, 2012, 22:25 Posted By: wraggster
A Kirby anthology collection is in the works for the Wii, Nintendo has revealed.
The announcement came yesterday via the Nintendo Direct event in Japan. The compilation is being put together in celebration of the Kirby franchise’s 20th anniversary.
The company had little more to offer then the announcement itself, so at the moment it’s unclear what games will be specifically selected for the disc.
There’s a myriad of titles to choose from, starting from when the series debuted with Kirby’s Dream Land on the Game Boy in 1992 and going through Kirby’s Return to Dream Land released on the Wii late last year.
Kirby titles have also seen release on Nintendo, Super Nintendo Game Boy Advance, Nintendo 64, GameCube, and DS among others.
We’ll share more on the collection when Nintendo passes some new info along.
http://www.mcvuk.com/news/read/kirby...-to-wii/094836
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April 23rd, 2012, 22:35 Posted By: wraggster
How the Wii U can thrive in a tough market
Nintendo is unveiling its next console, the Wii U, in early June for shipment this holiday season. The launch of a new console, every 5 years or so, is a crucial moment for any console manufacturer. The stakes are much higher than normal for Nintendo's Wii U launch, since Nintendo is projecting its first annual loss in 30 years, estimating a net loss of ¥45 billion (about $552 million, or £343 million, or €420 million) after previously projecting a ¥20 billion profit. The Wii, after a very successful run, has seen steep sales declines in the USA, from 7 million units sold in 2010 down to 4.5 million sold in 2011; Nintendo is now estimating only 10 million units sold for the FY 2012 worldwide.
Third-party developers have slowed development of new Wii titles to a trickle, and Wii software sales have plunged. "Everybody needs to realize that the Wii software segment is trending down 50 percent year over year, and has been for the last 12 months. That is a massive decline," said Cowen and Company analyst Doug Creutz. This all occurs at a time when overall sales in the console industry have slowed, and many analysts attribute this to the impact of mobile, social, and downloadable games. Analysts have begun to wonder if the console industry can ever get back to the size it reached in 2008, with sales dropping every year since then.
"As of March 2012, Nintendo had over $10 billion (£6.2 billion, or €7.6 billion) in cash in the bank"
The Wii U has already come under fire, even before solid information has been released. The graphics and processing capability is rumored to be about the level of the Xbox 360 and the PS3; the retail price may be $300 or more in the USA; many wonder if the tablet controller will actually add to gameplay or just become a focal point for arguments over which player gets to use it, since there can be only one. It's a tough market, and there's a skeptical crowd of analysts and consumers who are already hearing rumors of vastly more powerful consoles from Microsoft and Sony that may be released by the end of 2013. Does Nintendo have a chance?
Absolutely. In fact, Nintendo has many advantages in this battle, and if they extend some of the boldness and creativity they show in game design to their marketing and business practices, Nintendo could once again be the leader in the console business. Let's take a look at some of Nintendo's key strengths and how they could leverage them into a profitable leadership position.
Start with a fact that's not mentioned often enough: As of March 2012, Nintendo had over $10 billion (£6.2 billion, or €7.6 billion) in cash in the bank, and another more than half that again in premises, equipment, and investments. That is a huge competitive advantage over Sony, which is looking at a loss of over $6 billion for the year. Microsoft has a huge pile of cash, more than 5 times that of Nintendo, but they have many other places to spend money (such as the mobile phone business, and Windows 8). Nintendo can afford to spend a lot of money in order to grab market share, and can easily outspend Sony (Microsoft might be a different story if they feel sufficiently threatened).
Nintendo's vast resources give it many chances to recover from mistakes, and they've shown how they can recover from severe mistakes with the 3DS. Nintendo made a number of big mistakes with the 3DS launch: They priced the handheld much too high, at $250; they didn't have any top-notch titles or key franchises available at launch; the eShop wasn't working for months; and Nintendo was so confident they didn't bother with much in the way of marketing. Not surprisingly, after a good initial sell-in sales fell off a cliff. Nintendo watched this for a few months, then surprised everyone with a bold $80 price cut. By the holiday season, when several key 3DS titles shipped, the 3DS had recovered and turned into a solid seller (though still not up to their initial projections for the year). Nintendo showed that they can recognize a problem and figure out the correct solution, and return to leadership in the handheld console market.
The Wii U's strategy for success is simple. It's value.
Think abut it. The raw power of a console is not the most important thing; it's price performance and the total value of the package to the user. Nintendo has usually tried to make money from the sales of their consoles from day one, unlike the vast amounts of money that Sony and Microsoft lost with each sale of the PS3 and the Xbox 360 when they launched (said to be $300 per unit or more). The rumors point to a hardware cost for Nintendo of $180, and suggest that Nintendo may need to price the Wii U at $300 or more in the USA in order to make a profit. What if Nintendo were to price the Wii U at $249, or even $199? This would instantly change the battle for console leadership. Microsoft and Sony would have a huge problem trying to meet that sort of price even with their current consoles; for their next-gen consoles, forget it.
How could Nintendo afford to lose $50 or $100 per unit? Remember that massive stockpile of cash Nintendo has in the bank? Time for an investment in market share. It's not as dire as it seems if you take the long view. Let's say Nintendo loses $50 for every Wii U they sell; that will in a year or two be reduced to nothing as component costs come down, and Nintendo re-engineers for cost savings (the usual pattern in console manufacturing). Let's pick some numbers to work with; say that Nintendo could sell 10 million Wii U consoles in a year at $300, but they could sell 15 million if they priced it at $249. We'll assume they break even on each sale in the first case, and lose $50 on each sale in the second case. So pricing the Wii U at $249 would cost Nintendo $750 million over the first year. That's a lot, but less than 10% of their cash on hand.
The real trick is when you examine what leadership does for you in the console market. Nintendo probably takes in about $7 per unit of software sold by third-party publishers as their licensing fee. If you're selling a lot of consoles, you're going to get more publishers making more software, and each title will sell more. If Nintendo could see sales of 100 million additional third-party titles, that's $700 million in pure profit... which just about covers that expense of losing $50 on each console. And remember, once the hardware costs are reduced, they would no longer be losing money on each unit.
That basic math is why Sony and Microsoft were willing to lose hundreds of dollars per console initially, and it has proven to be a solid investment for both companies in the long run. Nintendo has had the luxury in the past of not having to make that investment, but if there was ever a time to do so, it's now. Nintendo could even make it more dramatic: Price the Wii U at $199, drop the Wii to $99, and watch Sony and Microsoft squirm as they try to match those prices.
"Nintendo could even make it more dramatic: Price the Wii U at $199, drop the Wii to $99, and watch Sony and Microsoft squirm as they try to match those prices"
This could give Nintendo a window of opportunity. Microsoft and Sony are planning on introducing their next-gen consoles in 2013, and those will likely be aiming at high power and high prices. Nintendo could have a strong market position at the low end, as they did with the Wii. The Wii U has to offer things the current consoles don't, which the tablet controller might make possible. New gameplay, 3DS connections, iconic Nintendo brands.
Pricing is only one part of the value equation, and Nintendo has plenty of ways to add value to the Wii U without increasing costs very much. Software can provide great value at a very low cost of goods. What if Nintendo offered some classic games updated with new graphics? Take some classic appearances of key brands (Mario, Link, Donkey Kong, etc.), spiff them up a bit artwise, but keep the gameplay intact. This would add value to the console and encourage users to get all of the games in the series, if the marketing was handled properly.
Nintendo shouldn't just assume that everyone knows their brands and loves them. True enough for a big fan base, but Nintendo's brands haven't been the center of kids' attention for the past decade or so. The latest kids are looking at Angry Birds more than Mario. Nintendo could make their classic brands exciting again and motivate fans to pick up new software. Tie in to big titles coming up, and use these classic games to pre-sell the latest adventures. For that matter, why not include the first levels of a new Mario game, and the intro and first dungeon of a new Zelda game? Give players hours of fun right in the package before they have to buy some software. Remember how well that worked with Wii Sports?
There are plenty of other avenues for Nintendo to explore. They could redefine the industry's business model by being the first company to make episodic content work; regular new levels of Mario or dungeons for Link to conquer. Utilize the technology advantages inherent in the tablet controller; a software keyboard can easily be put on the tablet, so social networking is a natural, and this is something we won't see for the next-gen consoles from Sony and Microsoft (at least, not that we've heard). Note also that it's possible to put ebooks and movies and music on the tablet, just like on an iPad or a Kindle Fire. Get a bestselling children's ebook on there just to completely redefine what experiences people can have with a console, and get educators on your side to boot. For a truly bold move, cut a deal with Amazon to latch on to their huge content library for digital sales. If your engineers can make it happen, Nintendo, see about using the 3DS as additional tablet controllers to get around the limit of only one tablet controller. That will not only be a compelling advantage over the console competition, it would help to sell more 3DS units.
Nintendo has been slow to embrace digital distribution, though the Nintendo Network they've announced looks like it will mean some advances in that area. Physical retail stores still have advantages, though. Nintendo can play up those advantages by making the boxes cool again. The industry has spent years trying to squeeze packaging costs, getting rid of manuals, posters, maps, all the cool stuff that used to be in there, and making the boxes as flimsy as possible. Turn that around; don't cut costs, add them. Make every game something to collect physically again. Add posters, DLC, figures, maps, books, music, video. Do collector's editions for all major titles. Give customers a reason to run to the store, and the stores more reasons to push your products. If you do all that, you can get away with offering all the titles on a download basis, and the stores won't mind as much. Customers will win both ways, and satisfaction with the platform will increase.
One last idea that Nintendo really has to implement: Use the NFC capability of the Wii U like Skylanders. What if Nintendo had a game with hundreds of cool characters where players would want to collect 'em all? If only they had such a game... Think how those figures would sell! If you really want to get that game going fast, give away a Pikachu figure usable in the game packed into every Wii U at launch, and include a playable demo with it... Sales would be incredible.
These are just some of the advantages that Nintendo can employ to make the Wii U a success. Of course, there's the whole panoply of traditional marketing campaigns, the possibilities for new and innovative gameplay that the tablet controller brings. Will Nintendo actually do any of these things? We'll have to wait until E3 to find out. Nintendo could always implement poorly, forgetting the lessons of the 3DS launch and failing to have killer games at launch time, or price the Wii U too high, or fail to muster significant third-party support. Using the tablet controller might turn out to be more of a hindrance than a help as you try to shift your attention between the controller screen and the TV. Apple could launch their Apple TV this holiday and suck up all the PR attention, and provide some steep price competition. There's a lot that could go wrong. But make no mistake: Nintendo has plenty of ways to make the Wii U a success whatever the power of the hardware may be.
http://www.gamesindustry.biz/article...gy-for-success
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April 23rd, 2012, 22:49 Posted By: wraggster
Nintendo's released a tonne of new Mario Tennis Open 3DS screenshots, following this weekend's trailer drop.
The screens show the new Special Games mode, which offers tennis games with a retro Mario twist, including stages based on Super Mario Galaxy and the classic Mario Bros.
Nintendo also confirmed this weekend that the game will hit US on May 20 and UK on May 25.
http://www.computerandvideogames.com...customisation/
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April 24th, 2012, 14:03 Posted By: wraggster
UAE is a famous Amiga emulator ported to the Wii. UAE Wii can be found on googlecode at uae-wii.googlecode.com, and is based on the source code of E-UAE. It allows you to play Stunt car racer, Turrican, Midwinter and the other good old Amiga games on your Wii. The port uses SDL Wii.
You can read about the current status on my blog. Interested developers should mail me at simon.kagstrom@gmail.com and I'll give you commit access to the googlecode repository.
Version 9
- Added dms and zip support
- Added drive sound
- (build) Compiled against libogc 1.8.9
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April 24th, 2012, 14:09 Posted By: wraggster
This is a complete translation of a cute little Famicom RPG based on Sailor Moon and other shoujo manga that were published in Nakayoshi Magazine in the early 90s (Goldfish Warning!, Pocket Park, MinMin!, Taiyou ni Smash and Kurumi and the Seven Dwarfs). If you’re looking for a hardcore, complex old-school RPG, look elsewhere. If you’re looking for a simple, light-hearted, cutesy RPG, then this may be up your alley. This game has an interesting slot-machine mechanic in its battles, and is overly simplified (there are no experience points, for example), but otherwise plays like other RPGs of the time.
Two versions of the patch exist, one with the Sailor Moon characters adopting the same names as the DiC dub of the anime that aired on Cartoon Network (Main character is named Serena, etc.), and the other with names more accurate to the original Japanese Manga (Main character is named Usagi, etc.). Both versions of the patch are included in the zip.
RHDN Project Page
Relevant Link: (http://hti.rpgclassics.com)
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April 24th, 2012, 14:24 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com[/URL]
This release is for the Dreamcast, PSP, Wii[/URL] Wiz, GP2x and Dingoo:
Heres whats new;
-
r3679 | utunnels | 2012-04-21 11:43:31 -0400 (Sat, 21 Apr 2012) | 1 line
Changed paths:
M /engine/openbor.c
Make stop before player turns, for keyboard users can press left and right at the same time and will leave the player sliding while turning.
http://lavalit.com:8080/OpenBOR/download.php
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April 24th, 2012, 14:28 Posted By: wraggster
via http://gbatemp.net/index.php
WiiMC, the media center for the Wii made by Tantric, was recently updated to version 1.2.5 which handled Youtube and stability issues, then to 1.2.6 to fix USB support. See the change log below for what's new, and visit the project's homepage for more information about this homebrew audio and video player.
QUOTE: Change Log
1.2.6 (04/20/12)
•Fixed USB support
1.2.5 (04/19/12)
•Fixed stability issues
•Fixed YouTube (thanks jhb50!)
•Synced to MPlayer r34869 and ffmpeg 74e4bb691254
http://www.wiimc.org/
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April 24th, 2012, 14:29 Posted By: wraggster
via http://gbatemp.net/index.php
huiminghao has updated nesDS, the feature-rich Nintendo Entertainment System emulator for the DS/DSi, to version 1.1a. See the change log below for a list of what's new in this edition. More information about this homebrew can be found at the project's page, and at the on-going discussion linked below.
QUOTE: Change Log (04/21/12)
•fds sound added, just works.
•Mapper198 added, SRAM saving not supported.
•Sound update.
•Gesture update
http://www.nintendomax.com/viewtopic.php?t=14306&f=19
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April 24th, 2012, 14:32 Posted By: wraggster
via
http://gbatemp.net/index.php
Patrik Rak has updated ZXDS, the Sinclair ZX Spectrum emulator, to version 0.9.9 beta 2. See the spoiler below for the list of recent changes, and be sure to check out the project page and developer's blog for more details about the progress of this emulator.
Change Log
•0.9.9 beta 2 (04/24/12)
•The paused time is now not counted towards the current file times.
•The sleep time is now not counted towards any times but sleep time.
•Fixed the stats date display.
0.9.9 beta 1 (04/23/12)
•Kempston mouse emulation, including dual mouse in multiplayer.
See docs/mouse.txt for more detailed info.
•Tape deck now supports tape recording and tape block deletion.
TAP and TZX tapes can record standard blocks, PZX anything.
The recorded tapes can be then saved in save requester like other files.
•Track statistics about overall usage as well as games and apps launched.
The statistics are additionally automatically saved every minute by default.
If your card is too slow to deal with this and you keep noticing slowdowns,
you may increase stats_write_timeout or set it to 0 to disable the autosave.
You may also remove the ZXDS/stats directory to disable statistics entirely.
•Built in viewer for viewing both text and binary files.
•The World of Spectrum online server listings now include text instructions.
•The emulation speed can be slowed up to 8 times.
•The data dump view now allows poking whole 2byte words at once.
•More thorough DLDI startup to work around misbehaving drivers.
•Fixed loading of files from the root directory.
•Fixed playback of RZXs containing multiple snapshots.
•Properly mark SCL disks as such when saving SZX.
•Few minor enhancements (improved PZX fast loading, AY register masks).
•Other subtle changes (file type recognition, avoid snapshot single step).
•Minor bugfixes (delayed IME handling, proper user settings slot).
! Happy birthday, Speccy.
http://zxds.raxoft.cz/
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April 24th, 2012, 14:40 Posted By: wraggster
via http://emu-russia.net/en/
SNES, GB, GBC & GBA emulator has been updated recently. Changes:
- As promised from the last news update, this release adds preliminary Game Boy Advance emulation. It's not perfect by any means, but it's one of the better first releases I've put out. It emulates all GBA functionality with the exception of the link cable and ROM prefetch buffer, although being a first release, there are bound to be plenty of bugs lurking in the core. I'd of course love some help with bugfixes, if anyone is interested =)
It's important to note that the GBA emulation has not been optimized yet. The GBA is a more demanding system than the SNES, by way of a much faster CPU core and higher frequency audio. You can expect about ~150fps on average with a Core i7-class CPU for now, but please note that I do intend to improve upon this performance in future releases.
For a bit of backstory: this is basically a byproduct of SNES ST018 emulation. This processor ended up using an ARMv3 CPU core. And since the GBA uses an ARMv4 CPU core, it seemed like a good choice: we could improve the ARM emulation for the ST018, and emulate the final 2D-based Nintendo system.
In the end, it turned out to be harder than expected: it took about a month to complete the emulation core, and it was only this quick due to extensive help from Cydrak; who fixed numerous CPU bugs, emulated the affine and bitmap rendering modes, and also implemented the new GBA FIFO audio channel, among other things.
On a side note, thanks to Cydrak and krom's hardware testing, we do have a nice milestone right out of the gate: proper OBJ mosaic emulation, which seems to be a first. At the very least, hopefully this will be helpful to other emulators.
Note that you will need the GBA BIOS image to use this. There will not be any high-level emulation of the BIOS functions for obvious reasons. Name the file "bios.rom", and place it inside the "Game Boy Advance.sys" folder.
File: Download
News source: http://byuu.org
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April 24th, 2012, 14:45 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
During the past week I have been busy with other things besides working on DSx86 or DS2x86. We have a major customer installation coming up at my work in the beginning of May, so I have been busy with work-related stuff. During this weekend, instead of continuing with the DS2x86 Windows 3.11 support (which seems to be a bit of a never-ending project), I decided to attempt to fix the issues with the experimental proportional text mode font system that were left in the 0.41 version of DSx86. It took me the whole Saturday to hunt down the bugs, so I did not have time to do much else to it. But, the Smooth text mode should now be somewhat more usable. I used the Moria game and Norton Sysinfo for testing the system, and at least those do not seem to have the problems that were present in the previous 0.41 version.
The next week looks to be as busy as the previous week, so do not expect much progress with DS2x86 during the next week either. I hope to get back to working on it when the work situation eases up. Thanks again for your continued interest in DSx86 and DS2x86!
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April 24th, 2012, 15:03 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Game Boy emulator zBoy has been released. zBoy is available for Windows and Linux.
Quote:
zBoy v0.52 [22 Apr 2012]
- added a GTK-based GUI,
- added a colorization feature that allows zBoy to render some games in color by using specially crafted palettes (following titles are supported so far: Super Mario Land, Tetris, Pinball Revenge of the Gator, Pac-Man, Asteroids, Dig Dug, Tetris Attack).
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April 25th, 2012, 01:52 Posted By: wraggster
The GAME is well and truly on.
Having yesterday announced that it had secured an exclusive Assassin’s Creed III SKU, GAME has today gone one step further by nabbing exclusive UK rights to Heroes of Ruin.
The Square Enix RPG is due out on 3DS in the UK on June 12thand can only be bought from GAME. It can currently be pre-ordered for £34.99 on GAME’s website.
The deal is yet more great news for a GAME that appears back on its game following a turbulent start to the year that saw it fall into administration and, for a brief period, stare down the possibility of closure.
The UK arm of the business was eventually saved by retail specialist OpCapita, which also later moved to acquire the Spanish and Portuguese operations.
OpCapita has since gone on to win over all of the suppliers with whom the previous management had fallen out with and now appears to be almost back to full-strength – albeit it with a drastically reduced store count and hundreds of former employees still pursuing redundancy payments.
http://www.mcvuk.com/news/read/heroe...e-in-uk/094933
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April 25th, 2012, 02:08 Posted By: wraggster
Nintendo has confirmed that New Super Mario Bros 2 will be released for the 3DS this August in Europe.
That’s the same month the game is due out in Japan and North America.
As you would expect from the modern, family-friendly Nintendo the game has been “created specifically as a pick-up-and-play experience that can be instantly enjoyed by players of all skill levels”.
The game is also described as being "a new, yet traditional side-scrolling Mario adventure game featuring Mario, Luigi and lots of other favourite characters from the Mario universe”.
There is also evidence to suggest that a new Mario platform title is in development for Wii U, with an announcement possibly pencilled in for E3.
http://www.mcvuk.com/news/read/new-s...-august/094917
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April 25th, 2012, 02:10 Posted By: wraggster
Square Enix has revealed a Europe/PAL territories release date for Kingdom Hearts 3D [Dream Drop Distance].
The 3DS title will arrive on July 20th in the aforementioned regions, ahead of the July 31st target in North America.
The reveal was originally made via a shown at Europe’s Nintendo Direct presentation this past weekend, and subsequently confirmed by the Square Enix EU blog.
Kingdom Hearts 3D [Dream Drop Distance] launched in Japan last month and thus far has been extremely well received.
http://www.mcvuk.com/news/read/kingd...in-july/094915
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April 25th, 2012, 23:24 Posted By: wraggster
Nintendo has announced the launch of Nintendo Zone, a location-based interactive service that gives 3DS owners access to trailers, screenshots, demos and other content while on the move.
Users can access the service using one of 25,000 WiFi hotspots across the UK, locating the nearest ones by visiting hotspot.nintendo.co.uk; the Nintendo Zone icon will then flash when it is in range of a WiFi signal.
It's smart stuff, highlighting the fact that, even if they're not interested in game trailers or screenshots on the move, 3DS owners are able to browse the web, download SpotPass data, and even buy games from the eShop download store while out and about.
Access to the service requires that users update their 3DS to the latest firmware update, which has been released today. In addition to heralding the launch of Nintendo Zone, the update enables users to organise their 3DS games and apps into folders on the home screen. It also adds support for patches, with Nintendo to patchMario Kart 7's notorious next month.
http://www.edge-online.com/news/nint...wnload-service
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April 25th, 2012, 23:28 Posted By: wraggster
Heroes of Ruin may not be a GAME exclusive after all, Nintendo has said.
GAME yesterday announced that it will be the only retailer stocking the game in the UK.
However, having contacted MCV to say that no decision has yet been made, a statement issued to MCV says: “Nintendo UK can confirm it is currently in discussion with UK retailers about the sale of Heroes of Ruin for Nintendo 3DS.
“However, we have nothing further to announce on this title beyond the recent distribution agreement with Square Enix Europe.”
Speaking of which, Nintendo has been confirmed as the distribution partner of the Square Enix game throughout EEA, Switzerland, Russia, Turkey and South Africa.
Heroes of Ruin will be released on 3DS on June 15th.
http://www.mcvuk.com/news/read/ninte...y-talks/095014
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April 25th, 2012, 23:30 Posted By: wraggster
Kid Icarus: Uprising is to come under the spotlight once again as Nintendo kicks off a fresh round of retail promotions for the title.
Any consumers who buy the game from Argos between April 24thand May 31st will receive a free pack of 24 AR Cards for the game.
In addition, HMV has announced a series of Kid Icarus multiplayer events at stores across the country, the first of which takes place at HMV’s Oxford Circus branch this Saturday (April 28th) between 12:00-16:00.
Attendees will need to bring their 3DS and have the chance of winning a limited edition Kid Icarus poster.
And make sure you take a photo of yourself while you’re there, as doing so will allow you to enter a free prize draw on Twitter. Simply send the tweet on the day to @KidIcarusUK using the hashtag #KidIcarusBattleSquad to be in with a chance of winning one of six £50 HMV vouchers.
The Kid Icarus: Uprising Battle Squad dates and locations are as follows:
HMV Oxford Circus – Saturday 28th April
HMV Reading Oracle – Saturday 5th May
HMV Birmingham Bullring – Saturday 12th May
HMV Brighton Churchill – Saturday 19th May
http://www.mcvuk.com/news/read/ninte...l-press/095013
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April 26th, 2012, 00:06 Posted By: wraggster
The Wii port of GameCube classic Pikmin 2 will finally arrive in US in June - over three years after its UK and Japanese launch.
That's according to the latest issue of Nintendo Power, which reports the release window that sits right around E3 - when Nintendo is expected to reveal first details on the long-awaited sequel, Pikmin 3.Pikmin 2 was remade for Wii under Nintendo's 'New Play Control!' line which saw GameCube titles ported to Wii with new motion controls suited to the Wii Remote.
While the NPC version of Pikmin 1 launched in US alongside other regions, Americans missed out on the Pikmin 2 port which launched in UK and Japan in March and April 2009 respectively.
http://www.computerandvideogames.com...ts-us-release/
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April 27th, 2012, 00:09 Posted By: wraggster
Year-on-year revenues down 36%; 3DS system expected to again sell at profit-per-unit by September
Nintendo has confirmed unprecedented negative results for the financial year, recording a net loss of £329 million ($531m) for twelve months ending March 31st.
The poor figures mark Nintendo’s first annual loss for thirty years and the only time it has accounted a year in the red since it began shipping games consoles.
Despite Nintendo shifting about 13.5 million 3DS units across the period, year-on-year revenues were down 36 per cent.
Nintendo claimed it “continues to pursue its basic strategy of ‘gaming population expansion’ by offering compelling products that anyone can enjoy, regardless of age, gender or gaming experience”.
Last year the company slashed the price of its 3DS systems in a bid to move on from the handheld’s stuttering start on the market.
http://www.develop-online.net/news/4...in-console-era
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April 27th, 2012, 01:44 Posted By: wraggster
Tecmo Koei will release Project Zero 2: Wii Edition in the UK on June 29th.
The SKU is a remake of Project Zero 2: Crimson Butterfly, which was released on PS2 in 2003 and Xbox in 2004.
This new version swaps the joypad for the motion-sensitive Wii Remote “allowing you to really feel as if you are in the haunted environment”. Players will use the controller to direct the flash-light, exploring the game’s darkest corners.
There’s also a brand new mode – Haunted House. This on-rails section sees players guiding a ride around a scary amusement park type setting. This also supports two-player action.
http://www.mcvuk.com/news/read/proje...in-june/095077
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April 27th, 2012, 01:58 Posted By: wraggster
Japanese analyst Nanako Imazu believes it could happen in a few years
Nintendo today reported its first annual loss of over $531 million (£328.7m), and with pressure mounting from the mobile sector, it's not about to get any easier for the house that Mario built. Many believe that Nintendo ought to give into the pressure and put some of its IP on smartphones and tablets in addition to its own hardware.
"Nintendo has to deal with the change and let Mario games be played on non-Nintendo devices," Nanako Imazu, an analyst for the brokerage firm CLSA in Tokyo, told the New York Times. "I think it will take at least couple of years to see that."
David Gibson, an analyst for the Australian bank Macquarie in Tokyo, added, "They have been beaten by smartphones and tablets, in particular, for consumers' spending and, more importantly, time."
Nintendo has repeatedly said that it will not put its games on non-Nintendo devices, and in the meantime the company is laser focused on making sure its Wii U launch later this year is a success. The price point on the hardware will be key (it was vital in Wii's success), but with Microsoft and Sony both likely to consider price drops on their respective hardware, Nintendo will have to think carefully.
Some have said that anything over $300 for Wii U would be disastrous, but according to Imazu, Nintendo may need to go higher in order to break even on Wii U costs. He said that a price point of $350 should allow the company to break even on the hardware, but that's $100 more than what Wii launched at and may not sit well with consumers - Nintendo learned that lesson already with 3DS.
The good news is that Nintendo is still flush with billions in cash, and in reality the company can afford to lose money on each unit sold as it solidifies its strategy and software lineup.
http://www.gamesindustry.biz/article...s-says-analyst
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April 27th, 2012, 02:02 Posted By: wraggster
Nintendo producer Masahiro Sakurai is aiming to allow players to play on either platform
Super Smash Bros producer Masahiro Sakurai has toldIGN that the key to the sequel will be Wii U and 3DS connectivity. Sakurai believes the game has to expand beyond just adding more content.
"I intend to change direction a little as we go," said Sakurai. "The key to that's going to be its dual support for 3DS/Wii U."
Sakurai admits that work on the game is in the early stages, but explained that the connectivity between the two systems would be a center pillar for the new experience.
http://www.gamesindustry.biz/article...s-connectivity
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April 27th, 2012, 02:09 Posted By: wraggster
Ever since Nintendo slashed the price of the 3DS, there's been plenty of speculation that the gaming giant has been selling the portable console at a loss. The company acknowledged that fact during itsdisappointing earnings report, stating, "its hardware has been sold below cost because of its significant price cut in the fiscal year ended March 31, 2012," something that's uncharacteristic of the company's past operations. But as with its fairly unfortunate financials, the company plans to turn things around, adding, "Nintendo expects to cease selling it below cost by the middle of the fiscal year ending March 31, 2013."
http://www.engadget.com/2012/04/26/n...-expects-that/
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April 27th, 2012, 02:19 Posted By: wraggster
After two weeks of absolutely nothing in new Wii downloads, Nintendo dropped a new Virtual Console game on us. And not just any new Virtual Console game,Super Street Fighter II ... with online play. Even after being released in Japan last November, and being announced locally by Capcom the same month, it's still surprising to see extra functionality.
It's still surprising to see a Wii Virtual Console game.
http://www.joystiq.com/2012/04/26/ni...-console-game/
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April 27th, 2012, 02:21 Posted By: wraggster
Dragon Quest X, the Wii continuation of Square Enix's real flagship series – and the one that is an MMO this time – will launch in Japan on August 2, Square Enix announced today. The base retail price for the actual disc and stuff is ¥6,980 ($86); this includes 20 days of free play. A limited edition will include a USB memory stick for an extra ¥2,000. A Wii U version is still on the way, but all details are "undecided."
Of course, there are also the fees to contend with. For ¥1,000 ($12.35), you can get a 30-day voucher allowing you to play with up to three characters; 60 days runs ¥1,950 ($24), and 90 days costs ¥2,900 ($36). Wii Points can also be used to buy DQX time, in equivalent denominations.
http://www.joystiq.com/2012/04/26/dr...apan-august-2/
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April 27th, 2012, 23:28 Posted By: wraggster
Just looking at this little thing makes our hands ache. But [Kirren] did do a great job ofbuilding an N64 controller inside a tiny project box. It’s not a mod, but a ground-up build based on a PIC 16F628 microcontroller.
It has most of the buttons found on a standard controller, and he assures us that you can play most games without missing the ones that didn’t make it into the design. You can just make out the analog stick to the left, but that silver ring on the right is actually a 4-direction tactile switch which stands in for the C buttons. He’s also included Start, A, B, R, and Z.
The link above goes to his Wiki, and there are more than enough details if you’re interested in doing this yourself or just understanding how everything works. Check out his writeup on the protocol, and you can even get a copy of his code. There’s also a video demo after the break which shows [Kirren] playing some Bond with the controller.
http://hackaday.com/2012/04/27/tiny-...amp-guarantee/
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April 28th, 2012, 22:53 Posted By: wraggster
Nintendo will adopt a simultaneous digital and retail release policy for its own Wii U games when the console launches later this year, the company's investor briefing reveals.
The news comes from president Satoru Iwata's briefing to investors following the release yesterday of Nintendo's annual results. As expected, the company posted a loss for the first time in its 30 years in the videogame business. Iwata, naturally, focused on the ways in which Nintendo intends to return to profitability, and it appears he is following through in his previous pledge to grow digital revenue.
Nintendo-published 3DS games will also be available in retail and digital formats from August, with the recently announced New Super Mario Bros 2 leading the charge - though the briefing makes no mention of whether 3DS digital versions will be available on day one.
Digital versions will be available from the Nintendo eShop, but also from retailers via codes - a move the report partly puts down to the increasingly short shelf lives of boxed releases and retail's resultant cautious attitude to re-ordering stock of ageing games.
Nintendo won't set recommended retail prices for codes, allowing traders to set their own, but it's unlikely that many retailers will choose to significantly undercut boxed prices with little incentive to do so.
"To adapt to the changes in circumstances surrounding the video game industry, Nintendo is intending to deploy its digital business significantly," Iwata said. "We would like to prove that our challenges in the digital business will result in an expanded business sustainable for the long term."
As has been the case with all eShop purchases, downloaded software will be locked to the 3DS - unlike purchases made in XBLA and PSN which are tied to the account, not hardware - which could cause problems if you lose your device, or want to upgrade to the seeminfgy inevitable 3DS Lite, further down the line.
Nintendo, a company that has been famously slow to embrace online, is clearly working hard to revise its position. But the company's strategy is markedly different to Microsoft's, recently told MCV that it believes retail should remain the focus on day one, with digital sales following on a few months later.
"We don't do Games on Demand on day one, we focus on boxed retail for day one," Xbox Live UK product manager Pav Bhardwaj said. "That's where our focus has always been and will remain that way for the foreseeable future.
"We release a game roughly six months after it arrives at retail at full ERP. That's our model and we'll be sticking to that. It's a successful model, so why change something you don't need to?"
Sony, however, currently makes digital versions of Vita games available at retail launch, and EA's experimental day-and-date digital and retail release of the PlayStation 3 version of Mass Effect 2 - Sony's first test of such a strategy - proved a huge success.
http://www.edge-online.com/news/nint...se-wii-u-games
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April 28th, 2012, 23:03 Posted By: wraggster
A leaked Rayman Legends trailer (that is sure to be shortly removed) has revealed not only a Wii U version of the game, but also a host of platform-specific functionality.
As spotted by GoNintendo, players will be able to place certain objects on the new Nintendo controller which open up new perks and features in the game.
Seen in the short is a Raving Rabbids figure and, rather mysteriously right at the end of the video, Ezio from Assassin’s Creed.
Also seen are touch-screen controls and various multiplayer options.
http://www.mcvuk.com/news/read/video...onality/095175
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April 29th, 2012, 23:57 Posted By: wraggster
All eyes are on Nintendo, now that it has revealed losses of $460 million. Buried in all of the financial paperwork were the revelations that it sells the 3DS at a loss, its plans for digital distribution and its projected sales figures for this year. It aims to flog 18.5 million 3DS handhelds and 10.5 million Wii consoles by March 31st 2013. But wait, what about the Wii U? That figure actually encompasses both old and new hardware, so it is either hoping for a sharp fall in Wii sales or a tough opening for the new baby. It's a bold pair of figures that relies upon how well New Super Mario Bros 2, Animal Crossing and the new hardware capture the public's imagination in a time when people are tightening their belts (especially if they've been using Wii Fit).
http://www.engadget.com/2012/04/27/n...s-projections/
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April 29th, 2012, 23:59 Posted By: wraggster
Nintendo is going to sell its 3DS and Wii U games through the eShop as well as on the high street. Concerned about the money wasted in "inventory," the company will let consumers choose where they get their fix from. The first two games to get the treatment will be New Super Mario Bros 2 and Onitore Brain Training (working title) for the handheld, with more expected in the future. As consumers transition to downloads, the company will keep its brick-and-mortar partners on-side by allowing them to sell "activation codes" to the digital titles -- although that does mean you'll have to drive down toGamestop and back.
http://www.engadget.com/2012/04/27/nintendo-e-shop/
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April 30th, 2012, 00:26 Posted By: wraggster
Given that purple plastic housings were as iconic to the Game Boy Color and Game Boy Advance as many of the games that made them so wildly successful, it's always struck us as odd that Nintendo's subsequent handhelds haven't followed suit. Sure, we have Pearl Pink and some gorgeous limited edition models, but what about that classic Grape, or Atomic Purple?
Someone at Nintendo may just share our sentiment, as a listing for a "Midnight Purple" 3DS has been discovered on Sam's Club. The page lists the model just below market value at $168.58, although no other information is given or implied, nor are any pictures available for legit-ness verification. Obviously no official announcement has been made by Nintendo, but we've got our collective ears to the ground and will update with any information that arrises.
http://www.joystiq.com/2012/04/28/my...-3ds-surfaces/
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April 30th, 2012, 01:24 Posted By: wraggster
Terry Cavanagh's 2D excursion into the world of gravity control and chiptune excellence, VVVVVV, finally has a release date for its long-belated debut on the European eShop: May 10. The announcement comes to us via Twitter, where publisher Nicalis revealed that VVVVVV has passed Nintendo of Europe's certification process – implying immediately afterwards that the game will hit virtual store shelves on "MMMMMMay 10th."
VVVVVV's European eShop debut will take place a little over two years after the game's original release in January of 2010, and while that may sound like a long time, fake scientific studies have shown that it takes at least four and a half years to get the game's phenomenal soundtrack out of your head. So, comparatively, the delay isn't really all that bad.
http://www.joystiq.com/2012/04/28/vv...hop-on-may-10/
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April 30th, 2012, 01:42 Posted By: wraggster
So, Nintendo may not be particularly keen to admit it, but Super Mario is now an annual franchise. New Super Mario Bros. 2 will arrive on 3DS in August, less than a year after Super Mario 3D Land appeared on the same two screens.After 17 Super Mario titles in the first 27 years of the series' life to date, six have now appeared in the last seven: New Super Mario Bros. (DS, June 2006), Super Mario Galaxy (Wii, November 2007), New Super Mario Bros. Wii (November 2009), Super Mario Galaxy 2 (Wii, June 2010), and then the 3DS duo. That's the same number of instalments as we've seen in the Call of Duty series, at least until Black Ops 2 is unveiled.When New Super Mario Bros. 2 (even the title is hilarious) was announced last weekend, I remember saying to someone I was with: "Cool! How long before we're typing in digits for our Mushroom Pass and patching Mario on day one to fix backwards-flying Koopas?"I've forgotten my first kiss, but I remember the first time I reached World 8 in Super Mario Bros. 3.Obviously that was rather crass (Koopa Paratroopas can already fly backwards), but while it's always tempting to pretend that Nintendo walks to its own beat, there's a grain of truth in there. Nintendo is actually a far more conservative games company than many others, only adopting even completely proven technologies - like online gaming - when it can do them on its own terms, and conservatism - the desire to "double down" on successful game series - is what breeds things like annual instalments and Online Passes.As the growing frequency of Super Mario games illustrates, it's not immune to the trends going on around it - the sorts of things that people on our comments threads typically find discomfiting, which is a polite way of saying they hate them hate them hate them.Games like Call of Duty have been growing ever more accessible through ruthless testing, steering your weapon onto targets, giving you someone to follow at all times, and even allowing you to complete some levels without ever firing a bullet. We laughed, we cried, we called it bad design. Meanwhile, Nintendo made it virtually impossible to run out of lives in Super Mario games, and introduced the Super Guide and Cosmic Guide in its last two Wii titles. What's the difference?One crumb of comfort may be that the way Nintendo actually sells its wares hasn't changed much despite everything that's going on around the company; despite Online Pass, premium downloadable content, day-one patches, in-app purchases, weapon unlocks, subscriptions and pre-order bonuses. Or at least that was true, but then anyone who pre-ordered Kid Icarus: Uprising from certain retailers was rewarded with a download code for 3D Classics: Kid Icarus - and the recent news that Nintendo's to offer day-and-date downloads for its own titles on Wii U and 3DS shows it's attacking the digital market with conviction.Some games warm the soul. Secret of Mana did for me when I was a teenager falling in love with Japanese RPGs for the first time.A cynical commentator might point out that while these things have been rare up to now, that may simply be because the Wii Shop and 3DS eStore lack the infrastructure to support things like premium DLC in their current forms. Perhaps those consistently hectoring Nintendo to make its online service a bit more like PlayStation Network or Xbox Live should be careful what they wish for.Whatever its motives, however, it is also fair to say that Nintendo has rarely behaved cynically in all of this. It has made mistakes - like the costly 3DS launch shambles and subsequent apology, price cut and Circle Pad Pro release - but, while it has frustrated them over the years, its fans have never had cause to liken its attitude to its corporate adversaries and partners like Activision and Electronic Arts.It's not just a strong heart, free of cynicism, that vouchsafes the quality of Nintendo's output though. The other thing that makes a huge difference is that Nintendo doesn't actually need to offer my fictional Mushroom Pass, because people don't really trade in Super Mario games in large quantities.The reason why came to me while I was watching Hayao Miyazaki's wonderful Spirited Away last Sunday evening, although I didn't realise it until later. Spirited Away has always been aptly named, because like so many Studio Ghibli films (especially Howl's Moving Castle, by far my favourite), it transports you utterly to the place where it is set.As I've grown older, I've found new places to drown my imagination, like The Wind Waker's Wind Temple.A lot of games used to do that to me when I was younger - most notably Secret of Mana on the SNES - but it's become a more elusive sensation as I've grown older and subconsciously set higher standards. It's harder to find things that elicit that completely willing suspension of disbelief, where you can see the structure of the media you're consuming and understand the director's methods, but you give yourself up to them nonetheless.The best Super Mario and Zelda games still have that. I used to find it in places like World 8 of Super Mario Bros. 3 or the Wind Temple in The Legend of Zelda: The Wind Waker, and these days I find it staring down from the top of a descending stack of platforms in Super Mario 3D Land. It comes from a mixture of places, events, people and ideas; stuff that warms the soul. It creates a bond between the player and the game which cannot be easily broken down, and certainly won't be cast aside by the desire to make another satisfying but forgettable new release £25 cheaper at the till.For me, then, what will be really interesting about Super Mario arriving once a year, if the run continues, is whether Nintendo can still create that sensation; whether I'd rather cling on to every copy of Mario and Zelda they ever sell to me than give them up for a discount on something that can't elicit that response, whatever else it achieves.Hopefully, however else Nintendo chooses to bend to the commercial realities of the 21st century, it will always remember that it must not give up that magic. We've forgiven it the 3DS launch, but we had good reason, and hopefully we always will.http://www.eurogamer.net/articles/20...-mushroom-pass
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April 30th, 2012, 02:00 Posted By: wraggster
Nintendo will soon release a new 'Midnight Purple' 3DS in America, major US retailer Sam's Club would have you believe.
The unannounced colour popped up on the retailer website, as spotted by a Joystiq reader, before being briskly removed again.Sadly, there was no picture or any indication of a release date, but it would appear an unlikely slip up if it were not related to some form of behind-the-scenes info.
If a purple 3DS sounds like your kind of style, hold off picking one up for a few weeks.
Nintendo recently released an important 3DS firmware update which adds folder functionality to the home screen, and support for game patches/updates.
http://www.computerandvideogames.com...ht-purple-3ds/
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April 30th, 2012, 02:06 Posted By: wraggster
Nintendo president Satoru Iwata has expressed concerns over Mario game sales in the UK.
Speaking to investors and highlighting the UK top 20 software chart to the right, he said: "Although there are six titles for the Nintendo platforms, the two Mario titles for the Nintendo 3DS have the smallest presence in the world. We need to promptly improve this situation."We don't think Iwata means Mario games are selling more copies in European microstates like Andorra and San Marino than they are in the UK, but rather that their UK performance is relatively poor when compared to sales in other major gaming nations like the US, Japan, Italy, France, Spain and Germany.
Iwata presented top 20 lists for these countries too, in which Mario games charted more frequently or in higher positions.
The Xbox 360 version of Mass Effect 3 was the top-selling game in the US and the UK during the first three months of the year, while One Piece Pirate Warriors for PS3 was the No.1 game in Japan during the first 16 weeks of 2012.
http://www.computerandvideogames.com...es-says-iwata/
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April 30th, 2012, 02:09 Posted By: wraggster
New evidence has indicated that the Wii U tablet controller may be struggling to live up to its original billing as a fully wireless peripheral.
The tablet was announced as a fully wireless controller capable of streaming a game's video and audio from Wii U and displaying it on the controller, but a leaked Ubisoft Wii U videosuggests the system may need to be wired to the console, in some instances at least.As you can see from the Ubisoft video (and the image on this page), the Wii U controller is clearly shown with a trailing wire, which appears to include a removable connector for a non-wired mode.
It's understood that development consoles currently feature wired controllers but let's face it, if Nintendo wanted to remove the wire from this official promo video, it wouldn't give the special effects team too much of a headache. Or, if as it looks, the wire is able to be unplugged, why not remove it?
[UPDATE: CVG reader Dean Jones points out that Ubisoft . Add that to the list of possible explanations.]
It's all speculation of course, but there have been reports before that Nintendo might be struggling with the streaming of data from the HD console to the tablet controller's LCD touchscreen.
A report last September claimed that Nintendo had rushed the final Wii U architecture through the door "with undesirable consequences" including "inadequate streaming and wireless functionality".
"So far, the wireless functions simply do not work at all," a source told 01.net, a usually reliable site for leaks. As a result, they went on to claim, developers are working with a tethered controller which apparently "still does not work properly".
Nintendo's current official line is that Wii U will only support one controller. According to a Developsource, Nintendo engineers are working hard to upgrade Wii U so that it can simultaneously support two tablet controllers.
"Nintendo now know they absolutely need to support two tablets," the site was told. "At E3 they didn't commit to this, but they know how important it is to make it technically feasible to support two screens. Even if that affects framerate, as a developer and player, I don't care. It needs to work. Developers will design appropriate games for this. If you're building a quiz game you're not going to give a shit about the framerate."
http://www.computerandvideogames.com...suggests-leak/
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April 30th, 2012, 11:58 Posted By: wraggster
The Wii System Menu Player (a.k.a. mitschwanzenegger) is a reconstruct of the System Menu with the original resource files of the System Menu. It loads the resource and animation files from the NAND and replicates the behaviour of the System Menu
Features- Use and demonstration of the Wii animation and layout system (brlan/brlyt)
- Main system menu layout
- Settings menu layout
- Home menu layout
- Game saves menu layout
- Channel edit menu layout
- Full screen animation banners
- Icon animation banners
- Several system animation banners (e.g. disc/gc channel)
- Gamecube/Classic/WiiMote controller support
- Playing ".bnr" and ".app" files from "sd:/banners/" (e.g. game opening.bnr)
- Widescreen detection
- Language detection
- http://code.google.com/p/wii-system-...downloads/list
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April 30th, 2012, 12:01 Posted By: wraggster
You can finally play the iconic movie on your NES!
Akira is a point-and-click text adventure following the plot of the movie (not the manga), and is sure to give even the greatest fans quite the challenge.
This project was many years in the making and was a combined effort of danke, Pennywise, and Niahak with some early aid from RedComet. The game was translated rather quickly, but, because it was a text adventure, space immediately became an issue. After a line hack and hijacking the native DTE, space was still a major issue. It was decided that the ROM needed to be expanded and the pointer system reworked. After that headache, the text was inserted without issues and with minimal editing for space. You can enjoy the game as it was meant to be.
The game itself is extremely challenging if you haven’t watched the movie. There are also some ’shooting’ mini-games that are enough to make you swear, so saving often is highly recommended.
To make use of the patch, you need to run the ROM through ROM Expander Pro, which is included in the zip file. All instructions can be found in the readme.
Due to the nature of the game and the hundreds of possible choices and responses, no amount of beta-testing could have checked over everything. As far as we know, the game is 100% bug-free, but there may be a typo or two. If you spot anything, feel free to report it in the forum post linked with this article.
RHDN Project Page
Relevant Link: (http://www.romhacking....net/translations/1725/)
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April 30th, 2012, 12:05 Posted By: wraggster
thunderstuck has released a new and improved version of his homebrew music game GameHero. Here's the most notable changes in version 1.1:
- Now two difficulties: easy and hard
- Buttons are now highlighted when pressed
- Saving scores is no longer glitchy (you might have to press the L and R triggers simultaneously on the start screen to delete old save data)
- Added credits (shown if all normal songs finished)
- Stronger depth effect
- Song menu displays highscores (easy and hard) for a song as well as the total score
- Updated song selection with some removed and some new songs
- 8 songs to be unlocked as soon as all normal songs completed
- Polished graphics a little bit
More information and a download link can be found in our forum.
http://www.planetvb.com/modules/news/
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April 30th, 2012, 12:10 Posted By: wraggster
xFlak vient de mettre * jour son excellent logiciel tout-en-un dédicacé au hack software de la Wii. Il permet comme toujours de créer les cIOS, récupérer les IOS officiels, mettre en place les failles nécessaires, etc.
La grande nouveauté réside cette fois-ci dans l'ajout d'une nouvelle faille exclusive développée par giantpune, et reprise entre temps par la team Twiizers pour proposer LetterBomb. Cette faille ne semble pas non plus permettre d'être générée de manière totalement offline, hélas.
Nouveautés/Corrections :
- Letterbomb was replaced by Wilbrand. Wilbrand was created by giantpune and he has given ModMii the unique privilege of being the first to use and share Wilbrand. Wilbrand, named after the inventor of TNT, is a discless Wii Message Board exploit, or "bomb" if you will. ModMii users will no longer need to be instructed to manually download the Letterbomb exploit; instead ModMii will prompt users for their Wii's unique MAC address and build the exploit on the fly. Unlike Letterbomb, ModMii will only require a wifi connection the first time it constructs the Wilbrand exploit. ModMii will only build the Wilbrand exploit for 4.3 system menu's; however, Wilbrand is supported on all system menu's from 3.0 to 4.3. The reason ModMii does not offer Wilbrand exploits for system menu's 3.0 - 4.2 is because bannerbomb, another discless exploit, can be used instead and it does not require knowing your Wii's MAC Address. Wilbrand is available on ModMii's Download Page 2 as well as other wizard\guide functions. A big thank you goes out to giantpune for creating Wilbrand and allowing ModMii to share it with the world.
- ModMii's forwarder dol builder and all of ModMii's supported forwarder channels were updated from v11c to v12 and now support 3TB+ hard drives. Thanks for this goes out to FIX94 and the WiiXplorer team.
Fixed bug that sometimes occurred when building an "Advanced cIOS" from ModMii's Advanced Downloads page. If a new IOS slot was not identified then version number patches were not applied. Thanks to JoostinOnline for spotting and reporting this bug.
- Fixed rare bug where the wrong guide was generated if installing a custom theme without also using MMM to install at least one WAD.
sysCheck updated from 2.1.0.b17 to 2.1.0.b18 on ModMii's download page 2.
- WiiFlow-Mod was renamed back to WiiFlow at the request of the WiiFlow team.
- Other minor changes.
ModMii 6.1.0
Site officiel : http://code.google.com/p/modmii/
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April 30th, 2012, 12:19 Posted By: wraggster
via http://gbatemp.net/index.php
GBAtemp community member LeRodeur has updated Diablo2 Sorceress Project to version 1.1.2. This DS homebrew game is a Diablo2 tribute, where you play as a sorceress that must survive an onslaught of zombies. See the change log for what's new in this edition, and be sure to join the on-going discussion to get more information about this project.
QUOTE: Change Log (04/26/12)
For the players:
•Added a menu after splash screens, save/load/controls.
•Npc dialogue (with sound streaming) On
•Questline: small and simple quests. Complete the questline for a special reward
•Finished waypoint menu
•Fixed some display glitches
•Adjusted some skills, firewall/blaze were too powerful
Code improvements:
•Map are now loaded via nitrofs, with text files for config
•Quests can be made easily via a text file
•Sprites/images are now loaded dynamically, it's a bit more clean
•Cleaned some ugly parts of the source code (though there's a lot to do left...)
•Fixed various bugs
http://filetrip.net/g35132356-Diablo...t--zombi-.html
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April 30th, 2012, 12:25 Posted By: wraggster
via http://gbatemp.net/index.php
Settings Editor GUI, made by JoostinOnline and stfour, has been updated to version 1.6. You can use this Wii application in conjunction with postLoader, or as a standard homebrew app for changing several facets of your Wii's system, such as screen resolution, aspect ratio, sensor bar position, and internet settings. See the change log for what's new in this edition, and check out the discussion link below for the off-site download, and more information about this project's progress.
QUOTE: Change Log
v1.6 (04/28/12)
•It now uses truetype font instead of bitmap font.
•You can use your own font with a theme, just put font.ttf in "/ploader/theme/" or "/ploader/SE_theme/"
•I finally updated the icon. It's much nicer than the old one.
•grlib/grrlib has been updated.
•Pressing HOME now exits without saving.
•Minor code cleanup
v1.5 (03/16/12)
•Updated to work with new motion+ remotes.
•There is a "Back" button included in the save prompt screen in case you accidentally select Exit to Internet Settings.
•If Priiloader's "Autoboot" or "Return to" settings aren't "System Menu", Exit to Internet Settings will take you to the System Menu.
http://gbatemp.net/topic/310091-settings-editor-gui/
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April 30th, 2012, 12:27 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator based on 1964mod v1.5.2(Final) codebase has been updated. Changes:
Core:
- Minor update to exception handling codes (experimental change)
- fix set wrong status for CPU task
- fix Banjo-Tooie(E) hang while doing continuous back jump in No Delay timing
- Minor update to interrupt jump (experimental)
- fix Banjo-Tooie(U) hang using No Delay timing
MyGlide64:
- Re-design and re-write portion of framebuffer handling codes (experimental - phase I)
- fix Glover2 missing intro photo frame image with max VI/s
- fix 1080 SnowBoarding missing monitor image & save game framebuffer effect with max VI/s
- remove tempfix
- fix soft audio on certain games and clearer music and voice audio (overall) e.g. TGR, South Park etc
- fix Mario Tennis missing opponent during intro cutscene, single and double
- remove both tempfix for missing opponent & missing black texture pixel
- update fill rect code
- Remove "read every frame" from PPL and fix the following:
- fix black transition image for Mimic mansion, SPA service, Oak's Lab
- fix corrupt graphics on the top of Stadium battle
- remove PPL hack
- fix missing framebuffer effect for Stadium Battle when scoring combo hits
- Remove TGR2 and fix the following:
- fix TGR2 & Kirby64 frame flickering when switching between fullscreen and windowed mode
- fix Pilot Wings text flickering at view photo when switching between fullscreen & windowed mode
- Fix Pokemon Stadium 2
- fix ugly line gap in intro pokemon stomach framebuffer effect
- fix Pokemon Lab gfx corruption
- fix missing pokemon portrait & oversized pokemon portrait in Stadium and Gym Castle battle
- cleared 8 rounds in PokeBall and GreatBall battles
- cleared 4 Gym in Castle battles
- fix defence curl & related attacks using pokemon portrait to emulate correctly
- fix missing pokemon transfer effect between player 1 & 2
- fix pokemon remain covered(only one is displayed) when same pokemon appear in opponent & your team
- fix missing pokemons(some) in battle team frame slot when window resolution match your desktop resolution
- fix corrupt mini game menu(still slow & partially broken again by missing portrait fix)
- Remove "detect cpu write" and fix MIA corrupt & incorrect menu on Controller Pak screen
- Fix weird HyperBike bootup crash if started after Paper Mario when certain global variable is initialized when video plugin is opened
- Fix Last Legion UX wrong ucode
- can see intro graphics & go in-game (still missing menu text and certain graphics)
- Fix Super Robot Spirit missing menu white bar(???)
- Fix All-Star Baseball 2000 hang (playable at 1/2 max VI/s)
- Fix Mini Racers missing ucode, missing menu framebuffer effect image and missing in-game menu
Other Changes & Fixes
- Remove duplicate ini entry for Seeds of Evil(E)
- Remove Speedup=3X from All-Star Baseball 99
- Recheck ucode in MyGlide64.ini (in-progress)
- some ucodes are comment out pending verification - uncomment if your game prompt for those ucode - drop me an email stating which game need which comment out ucode
- Update MyROM_Properties.ini and MyGlide64.ini
File: Download
News source: http://sites.google.com
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April 30th, 2012, 12:28 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.htmlLast week was again a busy week at the office. In addition to that, I was given an additional project that I need to spend my free time on, so I have not been able to work on DSx86 or DS2x86 at all during the past week. It seems that I need to spend my free time mostly working on other things besides DSx86/DS2x86 also for the next few weeks at least. Sorry about that, but occasionally real life interferes with your hobbies. I do plan to continue working on DS2x86 Windows 3.11 support and other enhancements as soon as I have more time to spend on it. I have my summer vacation in July, and I am pretty confident that I will have these other tasks finished by then, so I should be able to concentrate on DS2x86 fully during my summer vacation. It is quite possible that I am able to continue long before that, but we shall see.
Thanks again for your continued interest in DSx86 and DS2x86, and sorry for not being able to enhance them for a few weeks. I hope they are currently at a sufficiently usable state, so that you can manage for a while without new updates.
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April 30th, 2012, 12:36 Posted By: wraggster
via http://www.aep-emu.de/
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
What´s New!!! DSP Emulator
DSP 0.12b4 26/04/12
**********
-General
+ Added a new system to change the dip switches on the arcade drivers using the configuration button
- Drivers implemented so far: ´Black Tiger´, ´Pacman´ hardware, ´Terra Cresta´, Gaelco hardware, ´Ghost and Goblins´ and ´Bagman´ hardware
+ Fixed loading drivers from the main list
+ MSM5205
- Fixed audio quality, very obvious on ´KungFu Master´, ´Double Dragon´, etc
- Fixed chip implementation in slave mode, but doesn´t sound quite well right now
+ OKI 6295 - Fixed audio quality, very obvious on ´Thunder Hoop´, ´Caveman Ninja´, CPS1, etc
+ Q-Sound - Fixed audio quality
+ VLM5030 - Fixed audio quality, very obvious on ´Yie Ar Kung-Fu´, ´Jail Break´, etc
+ YM2203:
- Implemented timers with internal timers. Remove some hacks such as ´Xaid´d Sleena´
- Simplified the initialization
+ YM3812:
- Implemented timers with internal timers
- Simplified the initialization
+ YM2151 - Implemented timers with internal timers. Remove some hacks on ´Street Fighter´, ´CPS1´, etc
+ Z80 - Finished the conversion of IRQs system in several states
+ Sprites - Added a generic system to avoid cuts in sprites
+ Fixed small problems in many drivers
-Chip 8 / Super Chip 8
+ Support
- Video resolution 64x32 (Chip8), 64x64 (Hires) y 128x64 (SChip8)
- Vertical and horizontal scroll (Schip8)
- Internal timer
- Preliminary sound
- All the opcodes, some small compatibility issues
- Teclado
+ Support .ch8 y .bin formats
-Vigilante
+ Fixed audio generation IRQ´s
-Legendary Wings
+ Fixed audio generation IRQ´s
- Trojan: Added ADPCM sound
-Xain´d Sleena
+ Fixed and simplified the video system
-NMK 16 Hardware
+ Fixed audio NMK112
-Gaelco Hardware
+ Fixed sprite priorities
- Big Karnak: Fixed audio
- Squash: Added driver with sound
- Biomechanical Toy: Added driver with sound
-Street Fighter
+ Added ADPCM sound
-Capcom System 1 (CPS1)
+ Implemented color cache, more speed
+ Fixed some minor bugs
-Solomon´s Key
+ Fixed audio generation IRQ´s
-Bagman Hadware
+ Missing TSM-5110 digital audio
- Bagman: Added driver with sound
- Super Bagman: Added driver with sound
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April 30th, 2012, 12:37 Posted By: wraggster
via http://www.aep-emu.de/
NICE64 is a Nintendo N64 emulator based of the code from 1964mod.
Quote:
language translation is outdated due to several recent changes (thanks Eddy for the reminder)
updated English.lgm
fix language translation bugs
re-order and add new translation text
this maintenance release is for non-English NICE64 users who use translated language file
must re-translate your existing lgm file and use NICE64 v2.1.1(Final) exe
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April 30th, 2012, 12:40 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Current version : 0.61
Changelog:
0.61
Added mappers 44, 45, 46, 47, 49, 50, 51, 52, 53, 57, 58, 60, 61, 62, 74, 116, 165, 191, 192, 194, 195, 199, 242, 245, 246.
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April 30th, 2012, 12:42 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator My Nes has been updated.
Quote:
Version 4.1.1.14:
=================
* Added: browser save changes button
* Fixed: Load state failure
* Fixed: sound doesn´t start instantly (you have to pause then resume the emulation to start sound)
* Fixed: mapper 4 "PRG RAM protect" register
* Fixed: browser doesn´t save rating until user make changes to a folder.
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April 30th, 2012, 12:44 Posted By: wraggster
via http://www.aep-emu.de/
DSx86 is a DOS emulator for Nintendo DS.
Quote:
DSx86 v0.42 Beta Release Notes
==============================
This version has the following fixes and improvements:
- Fixed a couple of bugs in the proportional font 80x25 Smooth scaling.
- Another attempt to fix the "Smooth" mode initialization when used in dsx86.ini.
- Implemented DOS function INT 21 AH=87 (Moria)
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April 30th, 2012, 12:50 Posted By: wraggster
New update for WinDS PRO , PC application including 3 multi-emulators for the Nintendo DS ( No $ GBA / DeSmuME / iDeaS ) and 2 for the Gameboy Advance ( VBA-M / VBA Link) as well as various tools (customizable emulator / zoom / cheat / etc ...). Reminder: Uninstall the old version completely before installing the new.
Quote:
WinDS PRO 2012.6
- DeSmuME 0.9.8 x86
- x64 0.9.8 DeSmuME
- DeSmuME usrcheat.dat 2012.4.11
- 2012.4.11 usrcheat.dat NO $ Zoomer
http://www.nintendomax.com/viewtopic...36267163660777
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April 30th, 2012, 12:57 Posted By: wraggster
NekuSoul offers version 2.3 Release Candidate 1 of its video converter for Nintendo 3DS, " 3DS Video Converter ".
Quote:
FEATURES:
Multiple File Conversion
Fast Conversion Threads using
Drag'n Drop
Supports Multiple Cores
Supports 2D and 3D Videos
Changeable Quality
Output Folder Can Be Set-
Progress-Bar in Taskbar (Win7 only)
Renaming Videos to Automatically fits Into 3DS's naming scheme
Automatically cuts video Into Multiple Videos 10 minutes Change log (v2.3_RC1): - Reverted MOST exchange to 2.2 - Added FAQ Box - Added Volume Setting - General Tab Added - Added information to all Sliders
http://www.nintendomax.com/viewtopic...36267163660777
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