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April 2nd, 2014, 00:46 Posted By: wraggster
Square Enix president Yosuke Matsuda mused on a potential shift in the company's focus in a recent interview with Nikkei Trendy (via Siliconera), admitting that the publisher "lost [its] focus" during recent attempts to engineer mass-market games for a worldwide audience.
"Regardless of whether they're for smartphone or console, there's a difficult element to developing global titles, so we'll be making them without focusing too much on the 'global' aspect," Matsuda told Nikkei Trendy. "For example, in the past, when we developed console games with a worldwide premise, we lost our focus, and not only did they end up being games that weren't for the Japanese, but they ended up being incomplete titles that weren't even fit for a global audience."
Matsuda specifically cited Io Interactive's Hitman: Absolution as a victim of this practice. "The development team for Hitman: Absolution really struggled in this regard," Matsuda admitted. "They implemented a vast amount of 'elements for the mass' instead of for the core fans, as a way to try getting as many new players possible. It was a strategy to gain mass appeal. However, what makes the Hitman series good is its appeal to core gamers, and many fans felt the lack of focus in that regard, which ended up making it struggle in sales."
Square Enix reported disappointing sales for Hitman: Absolution and fellow mainstream-appeal effort Tomb Raider last year, resulting in a corporate restructuring and a shift in its publishing strategy.
The worldwide commercial success of Square Enix's Nintendo 3DS JRPG Bravely Default has since made Matsuda reconsider the company's approach. "Bravely Default [...] ended up selling well all around the world," he notes. "For the new games we'll be developing from this point on, while this may sound a bit extreme, we've been talking about making them as heavy JRPGs. I believe that way, we can better focus on our target, which will also bring better results."..
http://www.joystiq.com/2014/04/01/sq...ng-bravely-de/
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April 2nd, 2014, 00:50 Posted By: wraggster
European Wii U owners aren't getting the Deluxe Edition of Batman: Arkham Origins Blackgate until later in April, Warner Bros. revealed today. A press release confirmed the enhanced re-release of last year's 2.5D bat-former is still coming to Wii U today in North America as well as PS3, Xbox 360, and PC, but the European Wii U version won't hit until later in the month. That delayed date may well be April 17, if the launch trailer's is anything to go by.
The Wii U version was previously slated to release alongside the other platforms, and Warner Bros. didn't note a reason for the delay. We approached Warner Bros. about the date listed on YouTube, and a representative directed us to the press release. Today's news isn'tthefirst time Warner Bros has had Wii U-related issues, especially in Europe.
Blackgate Deluxe Edition is an enhanced version of the Vita and 3DS take on Origins, as developed by the Metroid Prime ex-pats at Armature Studios. In addition to polished up visuals, the $20 Deluxe Edition features a brand new map system, and that's definitely a good thing given our review said the previous system's "2D representation of a 2D view of a 3D world" was as it sounds: not great.
Despite that awkwardness, we gave last year's version of Blackgate a plenty respectable three and a half stars out of five - the same score we gave its big brother, by the by.
http://www.joystiq.com/2014/04/01/ba...ater-on-wii-u/
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April 2nd, 2014, 23:18 Posted By: wraggster
Dementium: The Ward, Moon and Mutant Mudds developer Renegade Kid has launched aKickstarter campaign for its upcoming first-person survival horror game Cult County.An in-progress screenshot.
Renegade Kid co-founder Jools Watsham explained in the Kickstarter video that the studio can't make Dementium 3 due to licensing agreements, so it's making Cult County instead. Consider it something of a spiritual successor then.Cult County will be an episodic affair that focuses on loneliness and tension with "vulnerable and personalised melee and firearm combat" as you explore a haunted Texas Town and meet its twisted inhabitants.You'll assume the role of a man named Gavin Mellick whose mother is dying. Upon arriving in Texas to inform his sister, he finds the town in the midst of a freak dust storm and mysterious, cultish figures keep appearing - and creepier yet, disappearing - out of the corner of his vision. Spooky!Cult County is already on track for a May 2015 release on PS4, Xbox One, Wii U, PS3, Vita, PC, Mac and Linux. It won't even have to go through Steam Greenlight as Valve has already approved it.You may notice that 3DS is not part of that listing, which may seem odd as the game was originally announced as a 3DS title, but Renegade Kid explained that the game "has grown beyond the scope of the 3DS, and we do not want to compromise our vision" on its Kickstarter page. "We have chosen to utilize the Unity engine to craft the experience, which unfortunately does not support the 3DS."The developer also noted that Xbox 360 isn't being supported yet as that would cost extra fees for Unity licensing - something Microsoft is footing the bill for on Xbox One. The Xbox 360 doesn't support self-publishing, so Renegade Kid would need to sort out an arrangement for an outside party there. It could still happen - and there's even a $640K stretch goal to make it so - but it can't be confirmed at this juncture.Early adopters will be able to pre-order a Season Pass of Cult County (which will be comprised of five episodes in Season One) for $15, though after the first 1000 backers for this tier the price will increase to $20. $30 pledges come with a digital soundtrack, while $40 ones tack on a digital art book as well, and backers who give $60 will receive early beta access on PC.The Cult County campaign only just launched at 6pm GMT, so it's only raised $7281 so far, but it has until 2nd May to make its minimum $580K goal.
http://www.eurogamer.net/articles/20...me-cult-county
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April 2nd, 2014, 23:29 Posted By: wraggster
Nintendo will launch a new Pink + White version of the 2DS in UK on 16th May.
The handheld's colours and release date tie in with the upcoming 3DS platformer Kirby: Triple Deluxe, which arrives in Europe at the same time.Nintendo is listing the new design for £109.99 on its UK online store, the same price as the existing models.The 2DS originally launched last October in Black + Blue and White + Red flavours and had sold more than 2.11m units by the end of 2013.
http://store.nintendo.co.uk/3ds-hard.../10941131.html
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April 2nd, 2014, 23:33 Posted By: wraggster
EA executive Peter Moore has publicly apologised for a string of April Fools' Day messages posted on Twitter by the official Frostbite account.The tweets poked fun at the fact that EA no longer develops Wii U games, and that there isn't a Wii U version of the latest Frostbite game engine."Frostbite now runs on #WiiU since it is the most powerful Gen4 platform," Frostbite wrote. "Our renderer is now optimised for Mario and Zelda.""Frostbite will power #HalfLife3, coming out summer 2014!" a follow-up message added. "#WiiU exclusive.""Good news," the account concluded, "we have finally fixed and optimised our 'netcode'. Uses quantum entanglement for Zero Latency connections. Exclusively on #WiiU."The messages, posted yesterday afternoon from Sweden where DICE is based, remained visible for several hours and stirred up a considerable amount of ire among Nintendo fans. The tweets were pulled offline late last night shortly before Moore issued the following statement:"Our apologies to partners @NintendoAmerica & fan @FrostbiteEngine 's poor attempt at April Fools not condoned by EA: unacceptable/ stupid."EA originally promised an "unprecedented relationship" with Nintendo to develop Wii U versions of its biggest games - including DICE's Battlefield series - but poor hardware sales prompted it to U-turn on its plans and ditch all Wii U support.
http://www.eurogamer.net/articles/20...ndo-april-fool
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April 3rd, 2014, 11:55 Posted By: wraggster
Segments of Mario Kart Wii’s Rainbow Road ripple beneath you, which skilled players can use to chain together a run of stunts.
Humans have long seen rainbows as signifiers of promise, be it a fabled pot of treasure to claim, the cessation of Biblical-scale ecological cleansing, a bridge to other worlds, or simply that the sun will be waiting when the rain finally clears. After 22 years and seven console games, the Mario Kart series carries its own implicit promises, not least of which is that there will always be at least one Rainbow Road to test you among its track list. The reward at this rainbow’s end is a coveted one and, true to at least one legend, it’s usually a shiny golden prize: the Special Cup.In 1992’s Super Mario Kart, Nintendo laid down Rainbow Road’s fundamentals: a track that is both visual set-piece and ultimate challenge. From the earliest moments you put tyre on tarmac in Mario Circuit, the designers have begun to play with the idea of not hemming you onto the course and the critical path, but it isn’t until Rainbow Road that you’re suspended over black void without a single barrier and left at the fickle mercy of a jostling pack of racers and deadly Thwomps. Kicking off a lasting aesthetic legacy, meanwhile, the ground is mesmerising, a shimmering parade of technicolour that contrasts strongly against the sucking gulf of space beyond. SNES Mode 7 graphics offered a wondrous faux-3D perspective, too, but its limitations left this Rainbow Road pan flat, and the series’ purest test of driving skill. It’s short, taut, and unique among its peers for having no counterpart, which is also a fitting description for the game credited with sparking off the kart-racing genre.But reinvention has proved key to the track’s evergreen popularity, and everyone has a favourite version. A radical overhaul for Mario Kart 64 brought a dash of stardust and neon, but more crucially the additional N64 processing power allowed the road to shift to semi-translucent and wending, stomach-churningly rising and falling through 3D space. Yet in a retrograde step, star barriers came plastered to every edge, all but eliminating the possibly of unforced falls. So early on, the track’s reputation for extreme challenge threatened to spin out, even if vicious Chomps and lengthy turns provided some of the toothy handling requirements fans expected. It wouldn’t last: from GBA’s Super Circuit on, a sizeable portion of every track has been left open to treacherous falls into space, ensuring steady employment for Lakitu and his fishing rod.
http://www.edge-online.com/features/...ons-of-racers/
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April 3rd, 2014, 14:07 Posted By: wraggster
For those of you who dont know the Gateway 3DS is a Flash Cartridge for the Nintendo 3DS, i received a review sample before Xmas but i was waiting for the day i could do justice with a review, add to that the bad press Gateway got over their software being used on clone 3DS flash carts which may or may not have bricked many consoles.
Lets move on to last weekend, Gateway released 2 new firmwares in the space of hours and this is where the Gamechanger happened, the Flash cart could now hold multiple roms, if you own 20 3DS games the last thing you want is to carry 20 carts around, your liable to lose them or they may get broken or stolen etc, well now you dont need to, its as simple as that.
What you Need
First off you need a Nintendo 3DS with firmware in the 4.1 to 4.5 range, this is the hardest bit at present, new Nintendo 3DS consoles will come with a much higher firmware so sadly you wont be able to use them, look in 2nd hand shops and the likes of Ebay and make sure you have proof before hand.
Assuming you have a 3DS with firmware 4.1 to 4.5 on you will also need
2GB SD Card or maybe even a 4GB
Gateway 3DS Blue and Red Card
To use with the Blue card a 1GB Micro SD Card
To use with the Red Card as higher MicroSD card as you can afford im using a 16GB for now.
Adapters to read SD/MicroSD Cards on PC
Your PC Obviously.
Installation
The Installation of files is easier when theres a video guide to watch and theres no better on the internet than the following guide, its up to date except for the part when you put 3DS Roms on the MicroSD, you no longer have to do it that way (make an image file), now you just drag and drop.
Watch this Video and use it as a reference:
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April 4th, 2014, 00:14 Posted By: wraggster
If ever there was a single game that could turn around the Wii U's fortunes and change its story from that of a GameCube-type disappointment to a 3DS-style revival, it's Mario Kart 8.
Smash Bros and Zelda may be the other games hardened Nintendo fans are keeping their eyes on, but Mario Kart is the one that transcends the hardcore/casual divide.
That's why, with an astonishing 35 million copies sold, Mario Kart Wii was the fifth best-selling video game of all time. It's why the latest 3DS offering, Mario Kart 7, shifted another 9 million units. And it's why the eighth game is the one that, if marketed as well as it plays, could finally be the Wii U's golden mushroom Nintendo is so desperate for.
Thankfully, after spending five hours with the game's Grand Prix mode in single-player and multiplayer, it appears Mario Kart isn't just back, it's back with its accelerator pressed right after '2' in the countdown.
The initial feeling when you start up Mario Kart 8 is one of familiarity, with an eternally overjoyed Mario hollering the game's name with unrestrained glee and a brand new version of that classic SNES Super Mario Kart title theme.
As well as your typical single-player and multiplayer, there are now two further options for online racing - solo or two-player - and Mario Kart TV. While the latter was unavailable to us at this preview stage, aspects of it find their way into the game's replays... but we'll come to that.
The character roster is as you would expect with a healthy selection of Mario characters to choose from. The headcount is expanded this time with the inclusion of the seven Koopalings (Bowser's kin from Super Mario Bros 3 and subsequent platformers in the series).
This may seem a little like a cut and paste job - particularly if you aren't a fan of the Koopalings and feel those seven character slots could have been taken up by more unique characters - but Nintendo has done a good job of ensuring each Koopaling feels different enough and brings their own personality to the fore.
http://www.computerandvideogames.com...game-in-years/
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April 4th, 2014, 00:15 Posted By: wraggster
The first round of Game Boy Advance games hits the North American Wii U eShop this week, along with a new 3DS title which stars a haggling dog.
Advance Wars, Mario & Luigi: Superstar Saga, and Metroid Fusion are each available for $7.99 a piece. Eight GBA games are planned to release on Wii U Virtual Console in April.
Rusty's Real Deal Baseball is a baseball-themed minigame collection with a twist: Rusty's real-money DLC prices can be haggled down through a combination of sweet treats, listening to his domestic woes, and performing well in minigames.
Super Monkey Ball 3D also hits 3DS with new tilt-and-roll stages as well as Monkey Race and Monkey Fight multiplayer modes.
Here's the full official list:[h=3]Nintendo eShop on Nintendo 3DS[/h]Rusty's Real Deal Baseball - Celebrate the start of the baseball season with a collection of baseball-themed mini-games. You can even haggle with hilarious ol' Rusty to lower the real-life price of additional batting, pitching and fielding mini-games in the Nintendo eShop. The custom-priced model of add-on content in Rusty's Real Deal Baseball is part of the fun. How low will he go?
Super Monkey Ball 3D - Play Super Monkey Ball as you never have before. In Super Monkey Ball 3D, join AiAi and his friends as you tilt and roll your way into the world of 3D.
[h=3]Nintendo eShop on Wii U[/h]Batman: Arkham Origins Blackgate - Deluxe Edition - Batman: Arkham Origins Blackgate - Deluxe Edition amplifies the 2.5-D game with new maps, enemy encounters, difficulty levels, bat suits and enhanced visuals. A companion game to Batman: Arkham Origins, players can continue the storyline of the console version and discover more details of the Dark Knight's past.
[h=3]Virtual Console on Wii U[/h]Metroid Fusion - April is a month to remember with classic games launching each week! Experience classic Metroid game play as Samus explores the secret passages of a massive research station teeming with hostile life forms. Master moves such as clinging to ledges, leaping to high ladders and firing new weapons like Diffusion Missiles. Along the way, collect iconic power-ups like the Morph Ball, Screw Attack and Wave Beam. All these skills will be useful when you encounter the SA-X, an unstoppable "dark" version of Samus who is on the loose and could be just around the corner.
Advance Wars - April is a month to remember with classic games launching each week! In the face of invasion, you have been assigned as the tactical adviser to the Orange Star Army. Command 18 different types of ground, air and naval units if you hope to survive the coming wars. Take note of the terrain and weather as you lead your forces in 114 maps of turn-based warfare.
Mario & Luigi: Superstar Saga - April is a month to remember with classic games launching each week! Prepare for an epic journey beyond the borders of the Mushroom Kingdom as Mario and Luigi team up for a hilarious, action-filled adventure. The evil Cackletta and her assistant, Fawful, stole Princess Peach's voice, and Mario and Luigi will need to work together to get it back by visiting colorful worlds, finding hidden items and taking on enemies using a clever RPG battle system.
[h=3]Nintendo eShop Sale[/h]Buy Dr. Mario, get $5 off Dr. Luigi in the Nintendo eShop for a limited time - Is there a doctor in the house? How about two? If you buy or already own the classic puzzle game Dr. Mario from the Virtual Console service in the Nintendo eShop on the Wii U console, you can get $5 off the purchase price of its sibling game Dr. Luigi in the Nintendo eShop starting today at 9 a.m. PT until April 10 at 8:59 a.m. PT.
[h=3]Also new this week:[/h]Evofish - (Nintendo eShop on Wii U)
Mystery Case Files: Ravenhearst (Nintendo eShop on Nintendo 3DS)
Mystery Case Files: Dire Grove (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...etroid-fusion/
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April 4th, 2014, 00:21 Posted By: wraggster
The Mario Kart series is infamous for items like the blue shell, an equalizer which last-place racers can use to disrupt the race entirely.
But Mario Kart 8 producer Hideki Konno emphasized in a roundtable interview attended by GameSpot that the latest entry has been painstakingly tweaked to reward player skill over luck.
Konno says that his team adjusts the balance between items "thousands of times, maybe even tens of thousands of times" before they are satisfied. Though items like the blue shell and lightning bolt do have a powerful impact on the game, Konno says they don't reduce Mario Kart 8 to a glorified game of chance.
"We do hear, and a lot of people out there say it, that Mario Kart is all about luck," he said. "That if you're at the front then you'll get hit with a blue shell, so it's all about luck. That feature is not random - it doesn't just happen. There is a lot of adjustment and there is a lot of thought and effort put into that system, and developing it in a way that actually promotes game balance. I would hope people understand that as well."
Mario Kart 8 director Kosuke Yabuki also revealed that the game will feature two Rainbow Road courses: one based on Mario Kart N64's final level, and an all-new course he described as "really spectacular."
http://www.computerandvideogames.com...producer-says/
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April 4th, 2014, 21:14 Posted By: wraggster
Nintendo Directs are always stuffed with an assortment of the company's characters, but next week's Super Smash Bros. Direct will pile tons of them into just one game. The Wii U and 3DS fighter will star in a livestream airing on April 8 at 3PM PT/6PM ET, and there are simultaneous broadcasts scheduled for Europe (11PM UK time) and Japan (7AM, April 9).
Nintendo's been steadily pumping out the character reveals over the last year or so - we're up to 24 fighters now - but we've had no further news on a release date beyond the 2014 window. You'd have to think there's a good chance that'll be narrowed down in next week's broadcast, but we're also not so far away from E3, where Nintendo first unveiled the game.
Whatever happens, you'll be able to watch next week's Direct right here on Joystiq, and we'll have all the news as and when it hits. In the meantime, I'll just say - with no evidence or basis in reality behind it - that in the year Professor Layton and Phoenix Wright are having a crossover, Capcom's lawyer and Level-5's scholar would be my top picks for new introductions to the roster. Behind Walter White, that is.
http://www.joystiq.com/2014/04/04/ne...s-at-your-scr/
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April 4th, 2014, 21:15 Posted By: wraggster
This week sees the first wave of Game Boy Advance games make their way onto the Wii U Virtual Console, starting with Metroid: Fusion, Advance Wars, andMario & Luigi: Superstar Saga. If that doesn't satiate your retro hunger, there's still the likes of Golden Sun and Yoshi's Island: Super Mario Advance 3 to come later this month - check out April's full list of GBA re-releases here.
On the more fresh-faced front, the Wii U port of 3DS and Vita 2.5D platformerBatman: Arkham Origins Blackgate is out now in North America, complete with enhanced visuals and an improved map system. Sorry Europe, you'll have to wait a couple of weeks longer.
Things then take a turn for the surreal with Rusty's Real Deal Baseball. The free download pits you against wheeler dealer Rusty Slugger as you haggle over the genuine, real-life eShop prices of baseball minigames - when Nintendo goes weird, it goes properly weird.
Finally, sales news for plumbers masquerading as doctors: If you own or buy the recent re-release of Dr. Mario on the Wii U Virtual Console, you can get $5 off Dr. Luigi if you grab it before 9AM PT/midday ET on April 10.
http://www.joystiq.com/2014/04/04/ne...irtual-consol/
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April 4th, 2014, 21:16 Posted By: wraggster
A pair of ratings submissions from the Australian Classification Board revealed that Konami's Castlevania: Aria of Sorrow and Nintendo's F-Zero: GP Legend are slated to hit the Wii U's Virtual Console service alongside other Game Boy Advance titles debuting this month.
Castlevania: Aria of Sorrow launched in 2003 as the third Game Boy Advance entry in Konami's long-running Castlevania series, and later saw a sequel in the early Nintendo DS release Castlevania: Dawn of Sorrow. Futuristic racer F-Zero: GP Legend was originally released in 2004, and joins its 2001 GBA predecessor F-Zero: Maximum Velocity as one of the first games announced for the Wii U's Game Boy Advance lineup.
Retro-focused Japanese studio M2 announced today that it developed the technology behind the Wii U's Game Boy Advance software emulation, following up on its recent work in Sega's 3D Classics series for the Nintendo 3DS.
http://www.joystiq.com/2014/04/03/au...rrow-f-zero-g/
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April 6th, 2014, 01:22 Posted By: wraggster
We've got the rest of 2014 to wait before Monster Hunter 4 UltimateenlistsWestern audiences in its latest clash with oversized wildlife, but fans can begin crafting their dream-tier weaponry right now. Capcom Unity's Community Specialist Yuri Lindbergh has announced a competition where participants will submit design and name ideas for weaponry, the winners of which may be featured in MH4U. Capcom will select one victor from the Americas and one from the combined regions of Europe, New Zealand and Australia.
Only one entry is allowed per person though, so make sure you submit the prime choice from your daydreamed arsenal to contest (at) capcom (dot) com. You'll need to title your email as "MH4U WEAPON DESIGN," and the design must be based off one of the 14 weapon classes present in MH4U. Submitting concept descriptions of up to 100 words is allowed, but not required. Participants also need to be 18 or older.
Capcom is accepting submissions until noon EST on May 5, so there's no need to rush through creating your masterpiece. Winners will be awarded with a to-be-determined digital prize, though its monetary value will be $0. You can check out the rest of the contest's terms & conditions here before you start flexing your creative muscle.
http://www.joystiq.com/2014/04/05/mo...sign-weaponry/
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April 6th, 2014, 21:12 Posted By: wraggster
There’s influential, and then there’s Super Mario Kart. Even by Shigeru Miyamoto’s lofty standards, the 1992 SNES racer had an explosive impact on the videogame landscape, but its blast radius was relatively contained. Mario’s main adventures from Donkey Kong to Mario 64 encouraged subtle shifts in the way people thought about and designed games in general. Super Mario Kart conjured a new sub-genre out of thin air, and defined it so clearly that it is still being slavishly copied 22 years on. It has never been bettered, and attempts to stray from its perfect formula – including Nintendo’s own – have frequently ended in disaster. It is the über cartoon racer.The staggering thing about Super Mario Kart – and surely the reason it has been so widely and flagrantly copied – is that its component parts are so very simple. Eight characters dividing into four handling types, eight items, a scattering of track furniture, and 20 tiny, tight little tracks that would fit in their entirety on to a single texture of a modern videogame. The Mode 7 scaling technology that turns those flat pixel maps into consistent worlds that slide and spin past your racing sprite was a beguiling effect at the time, it’s true. But in terms of content and design, Super Mario Kart is a model of beautiful, balanced economy that few games can match.But beauty and balance aren’t the first of its qualities to come to mind. Chaos and capriciousness would be more like it. Super Mario Kart has been engineered for a scrupulously fair unfairness; it’s a game with a cruel streak as deep and malicious as it is even-handed. Pack leaders scrabble for coins and banana skins while the untalented and unlucky are showered in stars and lightning strikes. CPU drivers teleport from a distant second to nip past at the last corner and steal victory. It’s maddening, but because it’s not a faceless car but a character you’ve known and loved (or hated) for years – and if it wasn’t hated, it soon will be – your anger has a personal punchbag, and it makes you more involved, not less.Also crucial to the game’s chaotic argy-bargy is the excellent weighting of the karts, which governs collisions as well as handling. The way Donkey Kong and Bowser can smash their way through the field, while Toad or Yoshi will need to use their grip and acceleration to pick their way gingerly past the competition, gives real presence to the flat sprites. The coin system (which was only reprised in the GBA’s very similar but less taut Super Circuit) added a level of tactics, tight competition and tension to this that later editions in the series would lack.Like its fellow in-house SNES classics Super Mario World and Yoshi’s Island, Super Mario Kart was a masterclass in tactile gaming physics before most developers had realised such a thing was possible or even desirable. The sophistication, bite and character of its handling still come as a surprise today, as do the variety and conviction of the track surfaces, communicated through the slightest details of animation and sound.http://www.edge-online.com/features/...er-mario-kart/
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April 6th, 2014, 21:13 Posted By: wraggster
Getting Super Mario to work on your TI-83 calculator is almost a rite of passage for young geeks, so we really liked this project where [Chad Boughton] managed to
He’s using a Danfoss DP600LX microcontroller with an HMI display along with a CAN bus joystick. This kind of equipment is typically used to control hydraulic systems, as well as display sensor data — [Chad] was curious to see if he could do animation with it as well — it looks like he’s succeeded! The funny thing is we’ve seen those “joysticks” before and it’s cool to see them used for something like this — like [Chad] said, they’re normally used for actuating hydraulic and pneumatic cylinders.
Stick around after the break to see Mario eat some mushrooms.
http://hackaday.com/2014/04/05/super...ine-interface/
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April 7th, 2014, 20:33 Posted By: wraggster
Buried within an announcement of another Pokemon movie, The Pokemon Company revealed today that Pokemon X and Y for 3DS have reached sales of 12 million units. According to the company, the latest installments in the gotta catch 'em all RPG series have helped the franchise reach sales of 245 million games sold to date.
But that's just the video game: The collectible card game has over 20 billion cards out in the wild, and there's also the animated series empire. Pokemon will celebrate 20 years of confining animals in tiny red and white spheres in just a couple of years.
http://www.joystiq.com/2014/04/07/po...million-sales/
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April 7th, 2014, 21:07 Posted By: wraggster
This week's Nintendo Direct event will focus entirely on detailing the upcoming Super Smash Bros title for Wii U and 3DS, Nintendo has announced.
The company will roll out new info on Project Sora and Bandai Namco's take on the popular franchise this Tuesday, April 8th. Hopefully included in that will be a release date more defined than the current '2014' tag.
Polygon further reports that the development team is cracking down on notable exploits – such as “edge hogging,” which allowed players to prevent others from grabbing onto the edge during a fall. New roster reveals are expected as well, to add to the cast that's already been revealed so far.
Nintendo's online event is scheduled to take place at 6 pm EST.
http://www.mcvuk.com/news/read/super...direct/0130770
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April 7th, 2014, 22:24 Posted By: wraggster
The Wii was, undoubtedly, the success story of the previous console generation, encouraging millions of novice gamers to wave their arms around like a crazy person. The Wii U's big gimmick, touchscreen gaming, made plenty of sense, considering the quantity of mobile and DS users out there, but it never seemed to take off in the same way. Launching well ahead of the Xbone and PS4, the general opinion of our reviewer was that it simply wasn't ready for the big time, and sales seem to have backed that up. A year has passed now, so it's high time that we asked you what Nintendo should have done differently? Sign up at the forums andtalk us some change.
http://www.engadget.com/2014/04/06/hwyc-nintendo-wii-u/
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April 9th, 2014, 23:06 Posted By: wraggster
Warner Bros. revealed it's pushed back the Wii U version of Lego: The Hobbituntil April 22 in North America, despite releasing the game on other platforms this week. According to a press release sent to Joystiq, Warner Bros UK is releasing the Wii U version alongside other platforms on April 11, while Vooks reports a May 7 due date for Nintendo's home console, in contrast to April 16 on other systems.
WB didn't explain why it's holding back Bilbo and his dwarven pals from Wii U adventures, but the publisher does have a bit of a history with the Nintendo console. The Wii U didn't get mulitplayer content or campaign DLC for Batman: Arkham Origins, and that version was also delayed in the UK. Add in the recentweek's delay for the Wii U version of Arkham Origins: Blackgate in Europe, and thenthere's the year or so Europeans had to wait for Scribblenauts Unlimitedon Nintendo systems.
As for Lego: The Hobbit itself, the game chronicles the first two films of the trilogy based on Tolkein's beloved book. Reportedly, dev Traveler's Tales is bringing There and Back Again to the game as DLC, with plans to release it when the third film hits cinemas in December.
While Wii U owners have to wait a little longer, if you fancy a halfling with the latest Lego game you can get it now on Xbox One, Xbox 360, PS4, PS3, Vita, 3DS and PC.
http://www.joystiq.com/2014/04/09/le...ii-u-just-yet/
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April 9th, 2014, 23:09 Posted By: wraggster
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April 9th, 2014, 23:10 Posted By: wraggster
In lieu of the classic Adventure Mode, the upcoming Nintendo 3DS Super Smash Bros. sequel will feature Smash Run, a new gameplay type announced during today's Nintendo Direct broadcast.
According to director Masahiro Sakurai, Smash Run pits four players against each other in a cross between a platforming marathon and standard Super Smash Bros. combat. The initial section of each game will see players racing through a labyrinthine dungeon stocked with power ups where they must use each character's individual skills to navigate obstacles and defeat AI-controlled enemies. Players will plumb these depths for five minutes, then they face off in combat, using the power ups they have collected.
Sakurai fails to mention how many stages will be available for Smash Run, though the map shown during the broadcast appeared quite large and complex. Smash Mode is exclusive to the Nintendo 3DS Super Smash Bros., though Sakurai made no mention of what might takes its place in the Wii U version of the game.
Edit: Originally this piece described the new mode as "Smash Mode" when it is actually called "Smash Run." We apologize for any confusion and have amended the error.
http://www.joystiq.com/2014/04/08/sm...mash-bros-3ds/
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April 9th, 2014, 23:13 Posted By: wraggster
Nintendo announced today that its upcoming Wii U and 3DS brawler Super Smash Bros. will feature online play split between casual and hardcore fanbases, with specific measures taken to minimize cheating and abusive play.
When joining Super Smash Bros' online mode, players will be asked to join either the "For Fun" or "For Glory" gameplay modes. "For Fun" matches players with random stages and items, and only wins are counted on a player's record. "For Glory" appeals to series fanatics and tournament players, disabling items and restricting play to the "Final Destination" stage. Both wins and losses are counted in this mode.
Nintendo also announced that many themed stages will now feature "Final Destination"-style variants that eliminate platforms and other gameplay-altering gimmicks, allowing greater stage variety during tournament play.
Nintendo plans to heavily moderate Super Smash Bros. online play, and will issue bans to players who repeatedly cheat, abuse glitches, or harass other players. Nintendo Network IDs will be displayed during online play, and while players aren't ranked in a traditional sense, player skill will be taken into account when searching for matches online.
Super Smash Bros. will launch this summer for the Nintendo 3DS, and in the winter for the Wii U.
http://www.joystiq.com/2014/04/08/su...fun-and-for-g/
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April 9th, 2014, 23:16 Posted By: wraggster
In a tweet posted immediately prior to today's Super Smash Bros. Nintendo Direct broadcast, the company revealed release windows for the next twoSuper Smash Bros. games. The 3DS game will make its debut this summer, while the Wii U version will appear in "winter 2014," presumably in time for the holiday shopping season.
The two latest entries in the fan-favorite fighting series see the return of familiar faces such as Mario, Link and Samus, but also welcome newcomers like the Animal Crossing villager and Capcom's long-absent Blue Bomber, Mega Man.
http://www.joystiq.com/2014/04/08/su...-winter-wii-u/
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April 10th, 2014, 14:22 Posted By: wraggster
Nintendo's bizarre 3DS life sim Tomodachi Collection: New Life will be released in Europe and the US on June 6, the company has announced.
Released only in Japan to date, the Tomodachi Collection series is Nintendo's take on the life simulation genre, much like The Sims, and has reached sales of about 5.5 million units.
Sakamoto on... avoiding Animal Crossing "Although the directions of the games are similar, we didn't receive any influence of input from Animal Crossing. Rather, we intentionally tried to remove their ideas from our heads when developing Tomodachi Life." "We're not saying we do not want to become like Animal Crossing, but we wanted to create a very different sense from that game. If we couldn't do that, I think our original concept would have become vague or deluded. So I told Takahashi-san when developing the game that we should try not to think about or look at Animal Crossing."
SAKAMOTO ON... AVOIDING ANIMAL CROSSING
"Although the directions of the games are similar, we didn't receive any influence of input from Animal Crossing. Rather, we intentionally tried to remove their ideas from our heads when developing Tomodachi Life."
"We're not saying we do not want to become like Animal Crossing, but we wanted to create a very different sense from that game. If we couldn't do that, I think our original concept would have become vague or deluded. So I told Takahashi-san when developing the game that we should try not to think about or look at Animal Crossing."
In it, players become guardians of their Mii characters, ensuring they've got enough friends, food and clothing, and that they're satisfied. As in Animal Crossing, they can also take screenshots of the various encounters their Mii gets up to and share them online.
http://www.computerandvideogames.com...stern-release/
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April 10th, 2014, 23:24 Posted By: wraggster
he second wave of Game Boy Advance titles for Wii U Virtual Console hit the Nintendo eShop this week.
Kirby & The Amazing Mirror and WarioWare, Inc. - the first version of the offbeat "microgame" collection series - are available for $6.99 a piece.Eight GBA games are planned to release on Wii U Virtual Console in April.
Lego The Hobbit arrives on 3DS eShop, featuring brick-reenactments of the first two films in the fantasy series. JRPG Conception II: Children of the Seven Stars also brings its unique approach to party building to North America.
Also of note: WayForward's updated take on Scrooge McDuck's NES adventure DuckTales: Remastered is on sale on Wii U for 50 percent off through April 17.
Here's the full official list:[h=3]Virtual Console on Wii U[/h]Kirby & The Amazing Mirror - April is a month to rememberwith classic games launching each week! Summon Red, Yellow and Green Kirby to help you solve puzzles, fight enemies or take out the big baddies. Use copy abilities such as the arrow-shooting Cupid Kirby or the melee-master Smash Kirby, while platforming through maze-like worlds. Need a break from the action? Try mini-games such as Crackity Hack and Kirby's Wave Ride, which also star our favorite pink hero and friends.
WarioWare, Inc.: Mega Microgame$ - April is a month to remember with classic games launching each week! Prepare for lightning-quick game play as you blaze through more than 200 bizarre microgames designed by a crazy crew of Wario's cronies. Simple controls make each game in WarioWare, Inc.: Mega Microgame$ easy to get into ... until the games start coming faster ... and faster ... and FASTER! Think you can outwit Wario?
[h=3]Nintendo eShop on Nintendo 3DS[/h]LEGO The Hobbit - LEGO The Hobbit allows gamers to play along with their favorite scenes from the first two films in The Hobbit trilogy.
Conception II: Children of the Seven Stars - In this JRPG, monsters have invaded the world of Aterra, and only a few special individuals imbued with the power of the Star God are equipped to fight them. Conception II: Children of the Seven Stars will be available on April 15.
[h=3]Nintendo eShop Sales[/h]DuckTales: Remastered - Embark on an authentic Disney adventure around the world to retrieve five legendary treasures with Scrooge McDuck and his three nephews: Huey, Dewey and Louie. Now through 9 a.m. PT on April 17, get DuckTales: Remastered for 50 percent off in the Nintendo eShop on Wii U.
Escape From Zombie City - For a limited time, Escape From Zombie City will be 50 percent off in the Nintendo eShop on Nintendo 3DS. This promotion starts at 9 a.m. PT on April 12 and ends at 9 a.m. PT on April 27.
G-Style Co. - Select G-Style games will be on sale in the Nintendo eShop on Nintendo 3DS, including Crazy Construction, Chain Blaster, Undead Bowling and Jump Trials Supreme. This offer starts at 9 a.m. PT on April 12 and ends at 9 a.m. PT on April 27.
[h=3]Also new this week:[/h]Mach Rider - (Virtual Console on Nintendo 3DS)
Atlantic Quest (Nintendo eShop on Nintendo 3DS) - Available April 15
Boxzle (Nintendo eShop on Nintendo 3DS)
Governor of Poker (Nintendo eShop on Nintendo 3DS)
My Exotic Farm (Nintendo eShop on Wii U)
http://www.computerandvideogames.com...ror-warioware/
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April 10th, 2014, 23:29 Posted By: wraggster
Nintendo World Championships is a game for Nintendo's first major game console, the NES. It's notorious for popping up every few years on places like eBay andfetching a ton of dough. You won't find articles praising its thrilling gameplay or beautiful soundtrack, and that's because it's not really a game. Nintendo World Championships is actually pieces of three games -- Super Mario Bros., Rad Racerand Tetris -- and was used for competitive NES play in the early 1990s. It's rare because only about 90 copies exist, but now you too can play it on your Wii U. Well, sort of.
Folks who already own NES Remix on Wii U can purchase its sequel in the coming weeks, which unlocks "Championship Mode." Therein you'll find a similar challenge to the one immortalized by Fred Savage in The Wizard, albeit with Super Mario Bros., Super Mario Bros 3 and Dr. Mario. Head below for a video taste of the nostalgia-laced madness in action.
http://www.engadget.com/2014/04/10/n...pionship-mode/
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April 10th, 2014, 23:50 Posted By: wraggster
This portable N64 looks good enough to be sold in stores — that’s because [Bungle] vacuum formed the case!
He started by creating a wooden template of his controller, using bondo to add grips and features. Once satisfied with the overall look and feel of the controller, he threw it into his own vacuum former and created two shiny plastic halves.
He’s chosen a nice little 3.5″ LCD screen for the display, with a 7.4V 4400mAh battery pack that will last just over 4 hours of constant play — he’s included a battery indicator as well! An old N64 controller takes care of electronics, but [Bungle's] gone and made custom buttons and is using a Gamecube style joystick as well. He’s included both the rumble pack and an internal memory card which can be changed with the flick of a switch. A tiny HMDX Go portable audio amp and speakers are also integrated directly into the controller.
http://hackaday.com/2014/04/07/vacuu...the-real-deal/
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April 10th, 2014, 23:53 Posted By: wraggster
Nintendo’s design team has told us that work has begun on the next Mario game, and that if it is to be a Wii U title, it could make greater use of the console’s GamePad.We speak to the team behind Super Mario 3D World in the new issue of Edge, which is published on April 10 in print, on iPad, Google Play and Zinio. Within that feature, Nintendo producer Yoshiaki Koizumi says that while work has begun on the new game, it could not confirm whether it’ll be 3DS or Wii U title. “That’s still a secret!” he says. “I can tell you, though, that we’ve already started approaching our next challenge.”Elsewhere, Koizumi says: “There’s still a lot more room for discovery and invention, and we’ll continue to propose new and exciting game mechanics going into the future.” If follow-up to Super Mario 3D World is to be a Wii U game, co-director and EAD Tokyo team leader Kenta Motokura says his team “might need to make even more use of the GamePad.”There’s extensive discussion of the story behind some of Super Mario 3D World’s finer moments in our Making Of feature, including the how the Double Cherry power-up was conceived entirely by accident. “The Double Cherry came about during development on Super Mario 3D World when one of the level designers mistakenly placed two of the same characters into one of the courses,” says Motokura. “We ended up with a single player being able to control two versions of Mario at the same time! We all tried it and it was really amusing, so we scrambled to readjust the game so that this feature would make it into the final product. If the game had locked up with two identical characters on the level, I don’t think we would have the double Mario feature we have now!”
http://www.edge-online.com/news/pote...says-nintendo/
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April 11th, 2014, 00:22 Posted By: wraggster
A new trailer for NES Remix 2 shows the challenges players face in the series' second album of snippets. The eShop game offers elements mashed-up from 12 NES Classics including Ice Hockey, Wario's Woods, Zelda 2, Super Mario Bros. 2, Dr. Mario, Kirby's Adventure, Super Mario Bros. 3, Kid Icarus, Punch-Out,Metroid, Mario Open Golf and Super Mario Bros: The Lost Levels.
It also features its own full game in Super Luigi Bros. (the Year of Luigi will never end). It looks to be a carbon copy of the original Super Mario Bros, but with Luigi taking the lead instead of Mario - oh, and it's in reverse. Yeah, it's going to take us a long, quiet sitdown to get our heads round going right to left in that game. It's just so... not left to right.
Nintendo is laying down NES Remix 2 in two weeks' time on April 25, priced at $15.
http://www.joystiq.com/2014/04/10/ne...-up-nostalgia/
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April 11th, 2014, 22:06 Posted By: wraggster
Joystiq: Hey Reggie Fils-Aime, what do you think about this week's new eShop releases?
Reggie: Tomodachi Tomodachi Tomodachi Tomodachi Tomodachi Tomodachi Tom...
Couldn't have said it better, Reg, although you could've noted Kirby and the Amazing Mirror and WarioWare Inc on the Wii U, and Conception 2 and Lego: The Hobbit on 3DS.
If your body is ready for more info, head past the break for the full list of new releases. Also, look out for some eShop sales, including DuckTales: Remasteredsproinging to half-price at $7.49 - that offer's good until April 17. Between April 12-27 you can get Escape from Zombie City at 50 percent off, which should equal to $2,. Finally, G-Style Co has a sale on its collection of games includingChain Blaster and Undead Bowling, and that's also running for a couple of weeks starting April 12.
http://www.joystiq.com/2014/04/11/ne...-conception-2/
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April 11th, 2014, 22:59 Posted By: wraggster
Nintendo's had some success with approximating the mundanity of real life in the past, but its latest attempt looks like it'll amp up the crazy rather dramatically. InTomodachi Life you import a collection of Miis (Nintendo's avatar system) and watch as they interact with each other on an island. We know what you're thinking, but trust us, it's the opposite of boring. For example, one scene from its recent unveiling involves Nintendo's senior product marketing manager Bill Trinenprofessing his love for Samus Aran on a beach when a shirtless, musclebound president Reggie Fils-Aime runs down the shore to do the same. And then, CEO Satoru Iwata emerges from the water and joins in on the action. Yes, really.
http://www.engadget.com/2014/04/11/n...omodachi-life/
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April 11th, 2014, 23:14 Posted By: wraggster
Ubisoft has confirmed that Watch Dogs will release on Wii U in fall 2014.
The North American Uplay store now lists the Wii U version's estimated release date as fall 2014, and a Ubisoft representative told Nintendo Enthusiast that the listing is accurate.
Watch Dogs' release date is May 27 on PS4, PS3, Xbox One, Xbox 360 and PC, Ubisoft announced in March. At the time it said only that it would hit Wii U "at a later date".
Watch Dogs creative director Jonathan Morin said the team needed todevote staff members to the Wii U version, making the delay a matter of "logistics".
The highly anticipated open-world game was originally scheduled for release in November, but it was delayed due to quality concerns.
An Ubisoft employee the PS4 version of Watch Dogs is targeting 1080p and it will utilize "Xbox One to its full capabilities" in a since-pulled video interview.
http://www.computerandvideogames.com...-in-fall-2014/
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April 12th, 2014, 00:37 Posted By: wraggster
Microsoft offered its first operating system in the early 80s, besides offering the first OS also could enjoy games that are now classics like Duke Nukem or Prince of Persia 2 : now thanks to the author Patrick Aalto can relive again those great moments in our DS with DSx86 an emulator for PC that offers many options such as the ability to open files with extension EXE and COM (light must endure modo256 and should not be protected ), a wonderful homebrew not to be missed by anything.
http://nds.scenebeta.com/noticia/dsx86
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April 12th, 2014, 00:39 Posted By: wraggster
Want to know details of a 3DS Rom ? o Know that firmware is needed to play ? for those doubts were terminated because 3DS Rom GUI Tool is a useful tool with which we can do the above and not only that, also can compress Rom and save space in our Micro SD definitely an application that should not miss .
http://nds.scenebeta.com/noticia/3ds-rom-tool-gui
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April 12th, 2014, 00:41 Posted By: wraggster
Today I bring you a fantastic emulator of MAME . It is one of those emulator of slot machines that have ever played anyone. A good homebrew, no doubt; we can play a lot of games so far estavan fossilized, good sound, good stability, no crashes, full speed , etc.. Can one ask for more?. Now the author is showing that this is a very active project.
http://nds.scenebeta.com/noticia/ds-pack
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April 12th, 2014, 00:41 Posted By: wraggster
Do you really like the card games ? if so Hoola DS is a homebrew that can not miss on your Nintendo DS. This game, called Hoola is of Korean origin and quite reminiscent of the "game of the 5" . This homebrew us 7 cards will be distributed to us and to four opponents. Thematic is simpler than it actually appears; the goal is to get rid of all the cards before your opponents do.
http://nds.scenebeta.com/noticia/hoola-ds
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April 12th, 2014, 00:53 Posted By: wraggster
via http://www.emulation64.com/
HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application and supports: joystick through DirectInput and xInput, SRAM save, accurate sound core, full screen display and cross-platform portability.
Chere's changelog for latest builds:
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055
-Added support for NSF music files.
-Added mapper for Super Spike V'Ball/Nintendo World Cup combo cartridge
-Changed sprite DMA timings (fixes Battle Chess again)
054
-Changed NES color palette to match NTSC filter colors
-Fixed VRC 7 Vibrato, no longer crackles
-Improved speed of NTSC filter some more
-General code cleanups (more are still necessary)
-Provided a more helpful error on stdout when the jInput lirary is missing |
Visit project homepage for further information and latest version of emulator.
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April 12th, 2014, 00:55 Posted By: wraggster
via http://www.emulation64.com/
Home Blog
:eveloper Shonumi
:: Emutalk post
Emulating Game Boy Games With Custom/Colorized Sprites
When it comes to emulation, one could certainly think that we’ve explored just about every aspect of the Game Boy so far. From multiplayer over the serial port, the Game Boy Printer, the Super Game Boy, the Game Boy Color Infrared Port, Rumble Carts, to even the accelerometers in Kirby’s Tilt ‘n’ Tumble: there isn’t much emulators can’t handle. However, there will always be new territory to uncover and explore, especially for those with creative minds. In the form of an enhancement or modification, custom sprites is one such example. An emulator with custom sprites has the ability to replace a game’s native graphics with data selected by the user. To my knowledge, no one has ever implemented such a feature into a Game Boy emulator. Until now that is.
Art History 101:
The original Game Boy, Game Boy Pocket, and the Japanese-only Game Boy Light were only capable of displaying graphics using four different shades of gray (this applies only to background tiles, sprites were restricted to 3 shades with one shade reserved for transparency). Each pixel was either completely on, 2/3 on, 1/3 on, or completely off. The monochrome palette lasted until the Super Game Boy came out, allowing games to be played with 32 (sometimes garrish) colored palettes, as well as custom ones. I never owned one, but I do remember having quite a few “Play It Loud” poster sheets that came with my Game Boy games advertising the Super Game Boy. Eventually the Game Boy Color came out allowing games to be played with colored palettes as well. Still, games that were not Game Boy Color only or backwards compatible games that did not fully utilize the Game Boy Color never really achieved significant colorizations, at least nothing that made them on par with native Game Boy Color games. There is a Game Boy Colorizer ROM hacking tool that aims to help hackers convert old DMG ROMs into fully capable GBC ROMs, but from what I have heard, it can be finnicky at best.
Currently, I am working on my own Game Boy emulator that I plan to call Game Boy Enhanced. It isn’t a very original or clever name, but this is my first emulator, so I can afford to be simple and straightforward. Since the project will introduce me to emulator programming, I do want it to be as accurate as I can make it, however, I don’t shy away from graphical enhancements when it comes to emulation. This is the future after all, so we might as well be able to make things shiny if we want to. At first, I was planning to have the usual assortment of enhancements that nearly every other emulator has: 2x-3x-4x nearest neighbor scaling, various scaling filters (the HQ family, SuperEagle, 2XSai), save states, and maybe built-in sound-ripping. However, one of the regulars on the Dolphin emulator forums suggested that it would be nice to allow custom sprites as a feature, and this got me thinking.
Dolphin is a pretty advanced emulator; it allows users to dump textures for games, edit them, and then load them into the game. This activity is quite popular in sprucing up old N64 games in the N64 emulation community, and the practice has extended to Gamecube and Wii games now too. I figured it would be possible to do the same with Game Boy Enhanced (GBE for short). Although there are a number of more pressing things to program for GBE, I decided to see if I could implement it anyway. The general theory is similar to how Dolphin operates. Based on the sprite’s raw pixel data, GBE generates a unique hash to represent it. GBE stores every hash in a list. When drawing a sprite, GBE compares the current hash against the list. If the hash is in the list, rather than drawing the pixel data obtained from Video RAM (VRAM), GBE will load the custom sprite data from a file. I will go in-depth more about that, but first GBE needs to allow users to get the sprites to modify in the first place.
Taking a dump:
GBE needs to dump the sprites as the game generates them. The general idea is to get the hash and compare it to what we already have in the list. If the hash is already in the list, there’s no need to dump the sprite again, so GBE ignores it. When it’s a brand new hash, GBE pulls the pixel data from VRAM and then saves that data to a BMP. The trick here is to make sure that the file is going to be as unique as the sprite itself, so GBE names it after the hash. This will help when loading the modified sprite as well. Since this work was fairly experimental, the hashes were simply 128-bit numbers converted to hexadecimal. That’s enough to create a unique hash for every possible 8×8 sprite possible as it takes 32 bytes (128-bits) for the Game Boy to represent an 8×8 sprite. 8×16 sprites have yet to be implemented in GBE, so I’m not worrying about that just yet.
Now here comes the fun part: editing tiny 8×8 bitmaps. Obviously there are a couple of challenges. The first is in determining what you’re looking at exactly. If you don’t have a discerning eye, it can be quite difficult to see the sprites you’re after. Of course enlarging the dumps in an image viewer helps, but most larger sprites are a combination of the 8×8 sprites. Visualizing which ones match together is not unlike a puzzle game in and of itself. The next thing to consider is how you want to edit these sprites. Since whatever data entered here supercedes the Game Boy’s color choice, custom sprites are not concerned with things like the palette. The colors in the BMP file are the final colors that will be output to the screen. If the custom sprites decide not to add color, they need only determine what shade of gray each pixel should be, irrespective of any programmed palette.
It takes a keen eye to edit 8×8 sprites like this. Here we have Mario, obviously.
Once the sprites have been dumped and edited, the next step is to load them back into the emulator. It’s pretty much the reverse of what GBE does when dumping them. Whenever new sprite data is generated, GBE generates a hash for that and tries to load a BMP file named after that hash. Once the BMP file is loaded, it gets stored into a cache. GBE then updates a list of which hashes have already been used to get custom sprite data. The list ensures that the same hash isn’t used again to load the BMP file since the cache already contains the custom sprite data. Whenever GBE draws a sprite whose hash matches an entry on the list, GBE draws the custom sprite data pulled from the BMP instead of VRAM. With this, GBE effectively replaces the original pixel data without affecting the rest of the game.
The whole process of custom sprites:
Look at all the colors
The custom pixel data can be anything we choose; it can even exceed the color limits of the Game Boy Color. The limitations enforced on the original system need not apply to GBE, since the emulator has the final say over graphical output, not the original hardware. It’s easy to have a sprite use 10, 20, or even 30 different colors. Although it takes a bit of creativity, there’s nothing stopping sprites from taking on a 16-bit look and feel. The only issue is the screen size (160 x 144 pixels) which makes for relatively small sprites.
However, the possibilities don’t just end there. We can completely mod Game Boy games with this method to create custom pixel data for anything. Background tiles are stored and processed in the almost exact same manner as sprites. The method of generating hashes for background tiles and replacing background tiles with custom pixel data is identical, so it wasn’t hard to program GBE to manipulate the background as well. Now it’s possible to fully colorize original DMG games in a reliable manner. And yet there’s more; consider that this isn’t just a method a colorizing sprites, it’s a way to make the sprites look like whatever one wants them to look like. How about Tetris with Poke Balls? Super Daisy Land wherein Daisy saves Mario? Master Chief as Mega Man? Anyone with enough time and effort could alter or create just about anything.
If GBE ever catches on, I would hope this to be a defining feature, as it could prove popular within the ROM hacking community (even though, technically, the ROM data is not touched with this process). GBE isn’t quite ready for its public release as an open-source project however, as I’m reworking LCD emulation and increasing game compatibility at this moment, and most of the custom sprite code needs to be rewritten as well. It should up on Google Code within a month however, so anyone wanting to play around with this neat feature can have a go.
Other emulators are quite capable of adding this functionality themselves if so desired. The method described here is not specific to Game Boy Enhanced at all nor the original Game Boy games it emulates. GBC, GBA, NES, SNES, Genesis: basically any system that uses sprites can also use custom sprite data. As long as the emulator has some way to view the sprite data (which an emulator needs to, if it ever wants to draw that data onscreen), it can generate a hash and replace the necessary data. That’s not to say it would be easy to implement in every emulator, only that such possibilities do exist. Personally, I think this is an exciting opportunity for people and communities that want to see new life breathed into games that are now getting to be decades old. It could add interesting twists to games that we’ve already been playing for years. I very much look forward to seeing how people apply this technique in the future.
A video of custom sprites in action can be found on my . It’s only Tetris (and not my best game, mind you), and not everything is fully colorized. This is just a proof-of-concept demonstration until the underlying implementation is perfected. Still, it works, and that’s half the battle
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April 12th, 2014, 01:03 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows/Linux has been updated. Changes:
- Correct Scale2x with Interpolation active in the SDL version.
- Added options to disable text on screen.
- Added the ability to set the size of the borders of the overscan.
- With the overscan active not passed the correct size of the virtual screen to the shader and this involved distortions (see, for example, the filter "CRT" with overscan active in the old version). Fixed.
- Fixed a bug in the management of the IRQ of the FDS and now "Kaettekita Mario Bros. (1988) (Nintendo) (J). Fds" is fully playable.
D3D9:
- Fixed a serious bug that did not pass the correct size of the window of the emulator to the shader, producing undesirable results (such as, for example, with the scanlines filter).
File: Download
News source: http://forums.nesdev.com
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April 12th, 2014, 01:08 Posted By: wraggster
via http://www.nesworld.com/
Frank Westphal, maker of the NES homebrew "Armed for Battle" has released a second demo of the game and the following statement... |
I wish I could be announcing the release, but not quite yet. And no, this is not an April fools joke. I have added a new demo to my blog. 1010howe.blogspot.com It will play similar to the first demo, but there have been a ton of improvements that you'll want to check out. Here's what the readme will tell you (the 'minor' changes have not been listed):
- Resource Income is done in a new way
- The Storage Buildings (storage for excess food/water) have been removed
- The Scholar Temple has been added, which allows for faster upgrades
- Hidden gold can be found by Scouts in 3 locations of the Overworld
- Battle Party entry is done in a new, easier way
- Music is now in place for all transition screens
- A Battle Casualty screen now follows battles that take place
- Changes to costs, timers, troop HP, and more
- Bugs that were in the original demo have been fixed (I hope)
Looking forward to a release soon!Frank |
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April 12th, 2014, 01:17 Posted By: wraggster
After an enormous amount of quiet work, a definitive retranslation of “Etrian Odyssey” for Nintendo DS has been released - Etrian Odyssey Retold: Yggdrasil no Labyrinth. This version corrects many liberties taken with both the original 2007 translation and the 2013 remake and more faithfully renders segments that were eloquently, but loosely, translated in those releases. Additionally, an enhanced difficulty setting has been enabled to provide a truly old-school experience.
The patch is available at cavespeak.org.
http://www.romhacking.net/forum/inde...pic,17930.html
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April 12th, 2014, 01:19 Posted By: wraggster
via Romhacking.net
Yes, Pokémon FireRed hacks are a dime a dozen. However, Pokémon Throwback doesn’t seek to be like the rest. This hack’s goal is NOT to rewrite the story, grant access to many full generations of Pokémon uncomfortably cramped into a single game, or increase the difficulty of the game. Wait…what?
Instead, the goal of Pokémon Throwback is simple: To make the most complete, featured, version-transcending, official-feeling version of the original 1st Gen adventure. Simply put, this hack, started two years ago, strives to be the quintessential version of Pokémon Red/Green/Blue/FireRed/LeafGreen.
With this hack, you’ll get access to all the Kanto Pokémon, with the Johto Pokémon as a post-game bonus. You will be able to listen to the original, 8-bit music and switch between the retro and advanced soundtracks at any time. Dress the main characters in their original outfits to heighten the sense of nostalgia. But that’s not all. Want decapitalized text? Throwback’s got you covered. Want reusable TMs and move tutors? You got it. What about trees you only ever have to cut once, running indoors, a more aesthetically-pleasing Mt. Moon, access to extra items, and more? Come right in. Along with a host of error fixes for the base game, Throwback tries to accomodate to every desire of the gamer who wants only the best for his or her games.
Check out a test of the new GB Player item here. The next time you want to play vanilla Pokémon FireRed or LeafGreen, do it with Throwback! You’ll never be able to go back to the base game again.
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April 12th, 2014, 01:21 Posted By: wraggster
Japanese blog "Tokyo Nerd" has found, ripped and shared a Virtual Boy in-store promo VHS tape (バーチャルボーイイメージビデオ) that was sent to retailers in 1995 to promote the Virtual Boy.
The actual video contained on the tape is a bit over 2:40 minutes long and is repeated over and over for an hour to fill the whole tape. It is like an extended version of the already known Japanese Virtual Boy commercials and also includes edited footage from the Winter CES show that took place in Las Vegas in January 1995.
http://www.planetvb.com/modules/news...hp?storyid=382
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April 12th, 2014, 01:22 Posted By: wraggster
HorvatM has just released version 1.1 of his "Multiple BMP to BGMap/charset converter". This version was used to develop Coding Competition entry "Deathchase".
- Now also supports 32-bit BMPs.
- You can convert BMPs to charsets "one to one" without generating BGMaps (useful for fonts).
- The number of new unique characters for each BGMap generated is reported, along with a total at the end of the conversion.
- If an exact color match isn't found, the closest one is used (thanks to RunnerPack).
- The BGMap buffer is now cleared before converting each BMP (reported by thunderstruck).
- The program now checks for the 2048-character limit before adding a new character.
- Updated the LoadEfficientCharset and LoadEfficientBGMap functions in the readme with those from Deathchase.
http://www.planetvb.com/modules/newb...forumpost27960
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April 12th, 2014, 01:41 Posted By: wraggster
[source: smealum.net] Unfortunately I haven’t taken the time to document the work I’ve been doing on the 3DS lately here, even though it’s been pretty extensive. Normally, I’d try to cover things chronologically, but since I decided to reveal a new exploit today, it kind of takes priority as there’s a lot of stuff I need to clear up. To start off, here’s a in action.
What it is, what it isn’t
If you’ve read my (now really old and outdated) article on 3DS hacking, you’ll recall that for a number of reasons, hacking the console happened by chaining multiple exploits with one another. The most widely used hack (used by flashcart teams, myself and a number of other people) reliies on not one but two completely distinct exploits : the mset DS user settings exploit, which gives us arm11 usermode ROP capabilities, through which a FIRM vuln is exploited to obtain arm9 code exec. This last part was fixed with firmware version 5.0, and it’s the real critical part : while there’s a pretty high number of games that could potentially be exploited through saves to do usermode ROP, it’s useless if you don’t have another exploit to chain that gives you code exec capabilities. This is where ssspwn comes in; it essentially replaces the FIRM exploit we had on 4.5 and lets us execute arbitrary code. That’s why the video looks similar to the one I’d done when I got 4.5 code exec : the first stage exploit used is the same, just fine tuned to work on 6.3.
What does that mean ? Simply that because the two exploits are completely separate, there’s no reason to believe that just because the mset bug was fixed in 7.0, so was ssspwn. That’s right; ssspwn has yet to be plugged by Nintendo, and could in theory give us code exex on latest firmware version. This isn’t the case yet because we haven’t really looked for a new entrypoint, but that’s the next step.
To release or not to release
Generally speaking, the thing that’s been stopping me (and others) from releasing working exploits has been the fact that they might be used for piracy. Fortunately, that should not be a factor in this case, as by its very nature, ssspwn can not by itself allow piracy. That’s right, it’s the sweet spot that gives us just enough to get awesome homebrew code running in arm11 user mode, but not enough to break the system bad enough to let anyone do whatever the hell they want. As such, I personally have no qualms with releasing the exploit into the wild.
You might be wondering why there isn’t a download link available yet. The reason for that is that, as I mentioned, ssspwn has yet to be fixed. In my opinion, it would be dumb to burn such a nice vuln on just 6.3 when we know full well that we should be able to use this on 7.x, and possibly even 8.x+ with some work.
Plan of action
Now, while I don’t think it’s a good idea to release this publicly just yet, I do think it would be a good idea to get it into the hands of devs with consoles still on 4.5-6.3 so we can make progress creating 3DS homebrew development tools. We’ve been making tremendous progress as it is, but we could do much more with some more talented and motivated developers. As such, I want to share this with as many reputable and available devs as possible so that they can work on making things ready for the (hopefully) upcoming 7.1+ release.
Do note that I don’t have a developer-friendly version ready just yet, but I will let everyone know as soon as I do.
Other thoughts
This is, in my opinion, the best shot we have at making a successful and accessible 3DS homebrew scene happen. I’m going to try not to **** it up. That means that unfortunately the number of devs I’ll feel comfortable sharing the current iteration of ssspwn with will be rather limited, in an effort to avoid premature leaks. Even then, there’s a good chance this whole thing is a bad idea and that it’ll lead to the vuln being plugged before we ever get a chance to exploit it on latest system version. I’m choosing to trust people, and I sincerely hope it’s not something that will backfire.
On another, more personal note, this is my first own big boy exploit I unveil so I think that’s pretty cool.
http://www.eurasia.nu/modules.php?na...ticle&sid=3294
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April 12th, 2014, 01:51 Posted By: wraggster
And finally, Stealth had first started his work on Game Boy Advance with a remake of Sonic 1 " Sonic GBA ".
Quote:
Officially STATED to be "95% complete" in late 2006, teaser video WAS released to prime fans for the upcoming "Sonic Genesis". The gameplay Appeared to behave strangely, All which left Some Hopping That The video was just bad, and others That The Remaining 5% WAS major technical work. The final product Did not fail to disappoint, with poor sound, has dithered graphic or two, and bugged, jittery, inaccurate, and lagged odd gameplay. Quickly, I set out to Prove Those Who Went so far as to say the GBA "couldn't handle" Sonic 1 wrong by using my personal knowledge of and experience in reverse-engineering the original game to reproduce a portion of it on the GBA myself. At a smooth 60fps with spot-on gameplay, this one-demonstration area stands as a true testament to the glory of the original. spindash Sonic Has His Ability, and fully functional Tails and Knuckles can be Accessed by holding A or B while pressing start at the title screen. There aussi an extremely incomplete Labyrinth Zone accessed by holding L in the same Manner. While in-game, pressing R trigger Will toggle Debug Mode Causing To Become A and B cycle object and object space This Was Meant Purely for demonstration. It can not and Will not be continued. Most errors are known and reports are not Desired; There Will Be No updates This game uses the "Apex Audio System" for sound, Which Appears to be available though no follow icts original author, Apex Designs This project used to build WAS later two other POCs-Sonic DS and DS Sonic CD
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:53 Posted By: wraggster
Stealth also realized at the time, a Proof-of-concept of the remake of combining Sonic Sonic 1, 2 and 3, " Sonic DS ".
Quote:
WHAT WORKS -General -Sonic -Tails -Knuckles -Invincibility, Sneaker, and regular shield powerups -Elemental shields with special abilities, Including ring attraction -Level End Sequence -Animated Tiles Sonic 1 - Title-Screen -Title Card -Green Hill Zone acts 1-3 with all objects and boss -Labyrinth Zone act 1 without MOST objects -Special Stage with entry from big ring (Appears at level end When You Have 50 + rings) Sonic 2 - Emerald Hill Zone act 1 without MOST objects -Corkscrew object without proper movie -Special Stage with entry from starpost (touch while carrying 50 + rings) Sonic 3 - Angel Island Zone-acts without 1-2 MOST objects AIZ1-tree (sometimes) fire-Miniboss cutscene Miniboss- Level-chaining -Bombing cutscene -Zone Boss cutscene -Zone Boss -Bonus Stage entry from starpost (touch while carrying 20 + rings) -Special course with entry from big rings Placed Throughout levels - "Blue Spheres" courses (manual or randomized "magic number" selection) Megamix - Sunny Shores Zone-acts 1-3 (V4.0B) -Both old and new bumps SSZ -Homing Attack (mostly) -Light Speed Dash (mostly) -Special Stages WHAT DOES NOT WORK -Drowning -Emerald Hill Zone background and animated pallet -Angel Island Zone Background and animated pallet -AIZ1 tree (sometimes) -Sonic 3 Bonus Stage gameplay -Some sounds are incorrect (Did not rip them all) -Some music is incorrect (Mostly substitutions due to Lack of Existing modules. Planned to replace 'em with better SMPS2XM exports than the one I created for Sonic 3's Special Stage) -Some graphics are garbled Basically anything-That Was not listed in "WHAT WORKS" USAGE NOTES Hardware - Copy the hand "Sonic1" folder (All which contains "Sonic1", "Sonic2" etc. .. subfolders) to the ROOT of the SD card. It Will not Work From Any Other rental - Place SonicDS.nds anywhere on the card - Run SonicDS.nds No $ GBA (Recommended for emulation) - Run SonicDSFull.NDS DeSmuME (Not recommended) - In the "Emulation" menu, select " GBA Slot ", and from the dropdown menu Appears That, select" MPCF Flash Card Device ", and Then click" Use path of the loaded ROM " - Ensure That SonicDS.nds is in the same folder as the main "Sonic1" folder. Do not put it inside the "Sonic1" folder - Run SonicDS.nds - This emulator exhibits a noticeable delay before the initial disclaimer screen Appears - This emulator exhibits a noticeable stall When The Music Exchange - There are additional level graphics errors (mostly missing tiles ) in Angel Island Zone When played in this emulator Windows - Ensure That sonicwin.exe, inst.bin, samp.bin, wavs.bin, and xm.bin are in the same folder as the main "Sonic1" folder. Do not put 'em inside the "Sonic1" folder - Set desktop color depth to 16bit color. The renderer Does not Support 32bit color desktop - Run sonicwin.exe - There are a Few graphic, sound, and logic anomalies not present in the DS version due to incomplete implementation - There is no second graphic screen, and therefore, no map editor gold for the Special Stage Sonic 3 - The main menu is Handled by a Windows "Static" object in a secondary window USE INSTRUCTIONS Main Menu Navigate through options using up / down on the D-Pad Change MOST options by navigating to That option and using left / right on the D-Pad Change the game selected by navigating up beyond the "Title" option and using left / right on the D-Pad Change Zone Act and by using A / B and X / Y Select an option by pressing Start Change the "Magic Number" for "Blue Spheres" by navigating to the "Blue Spheres" option and using left / right, A / B, X / Y, and L / R to modify Each component "Randomize" will choose a random "Magic Number "for the" Blue Spheres "game Gameplay Use the D-Pad to move, and A / B to jump Use R trigger to toggle Debug Mode. While in Debug Mode, Become A and B cycle and object placement Touch the options on the second screen to enable powerups- 0 - No Shield 1 - 1 Sonic Blue Shield 2 - Sonic 2 Blue Shield (Not implemented) F - Fire Shield L - Lightning Shield B - Bubble Shield I - Invincibility S - Speed Sonic 3 Special Stage / "Blue Spheres" Editor Mode Press R Trigger to enter / exit fashion editor Hold Select and press L Trigger level to clear the Use left / right on the D- Pad to select an object to place or tap the object in the row at the bottom of the screen Use the up / down on the D-Pad to pan the map up or down. The map wraps around, in order scrolling Either management is restricted by the player's position Touch the screen to spot the selected object at the training location in That Green Sphere - This sphere Effectively takes two hits. One hit Will turn it into a normal blue sphere, that 'must be hit again to turn it red. Will not turn green spheres into rings When surrounded by red spheres Purple Sphere - Touching this sphere Will teleport you to Reviews another purple sphere Placed somewhere in the level at random. There Will Be a brief break to allow Effective teleport you to get your bearings
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:54 Posted By: wraggster
Many asked, and yes it is indeed a DS version of Sonic CD. Indeed Stealth worked in 2009/2010 with Christian Whitehead in order to make a remake for SEGA. The project will not succeed but the result is a proof-of-concept entitled " Sonic CD DS ".
Quote:
WHAT WORKS General - Sonic -Tails -Knuckles -Title Screen and Menu -Level End Sequence -Animated Tiles -Invincibility, Sneaker, and shield powerups -Time Travel (Activate time post and run at full speed for a Few seconds) -Palmtree Panic Zones 1-3 all time Periods, all objects, Including boss -Special Stage with entry from big ring (Appears at level end When You Have 50 + rings) WHAT DOES NOT WORK -Basically anything That Was not listed in "WHAT WORKS " USAGE NOTES Hardware - Copy the hand "SonicCD" folder (All which contains "Player", "R1", etc. .. subfolders) to the ROOT of the SD card. It Will not Work From Any Other rental - Place SonicCDDS.nds anywhere on the card - Run SonicCDDS.nds No $ GBA (Recommended for emulation) - Run SonicCDDSFull.NDS DeSmuME (Not recommended) - In the "Emulation" menu, select " GBA Slot ", and from the dropdown menu Appears That, select" MPCF Flash Card Device ", and Then click" Use path of the loaded ROM " - Ensure That SonicCDDS.nds is in the same folder as the main "SonicCD" folder. Do not put it inside the "SonicCD" folder - Run SonicCDDS.nds - This emulator exhibits a Lengthy delay before the initial disclaimer screen Appears - This emulator exhibits a noticeable stall When The Music Exchange - The Special Stage runs at half speed When played in this emulator USE INSTRUCTIONS Main Menu Navigate through options using up / down on the D-Pad Change MOST options by navigating to That option and using left / right on the D-Pad Change the game selected by navigating up beyond the "Title" option and using left / right on the D-Pad Change "Round" by using A / B, X / Y, and L / R to change Each individual component Select an option by pressing Start Gameplay Use the D-Pad to move, and A / B to jump Use R trigger to toggle Debug Mode. While in Debug Mode, Become A and B cycle and object placement
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 12th, 2014, 01:56 Posted By: wraggster
Copper , to whom we owe many arcade emulators for Nintendo DS offers 1.0 and 1.3 " DS 2048 ". You guessed it, it is indeed adaptation for Nintendo DS Game Free mental math " 2048 "by Gabriele Cirulli which is a box on the web since early March.
Quote:
-------------------------------------------------- ------------------------------
Version History:
---------------- -------------------------------------------------- --------------
V1.3: 31/03/2014
* Fixed minor glitches V1.2: 28/03/2014 * Continuation of the game after 2048 V1.1: 27 / 03/2014 * Added game stylus * Fixed minor glitches V1.0: 25/03/2014 * compiled with libnds Version 1.5.7 + and R41 devkitARM * First version
http://www.nintendomax.com/viewtopic...217e7acb6c3ae6
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April 13th, 2014, 21:50 Posted By: wraggster
Wii U owners will eventually join the crowd of hack-savvy players roaming the streets of Watch Dogs, but they won't be there when the game launches on May 27 for other platforms. A Uplay store listing suggests that Wii U owners will have to wait until fall of this year to start handling personal data from the world's citizens, which is plenty of time for future targets to change their passwords from "password" to "password123."
Ubisoft CEO Yves Guillemot explained in February that the Wii U version's delay is meant to "focus the team's resources where they could have the broadest possible benefit for both our customers and Ubisoft."
http://www.joystiq.com/2014/04/12/up...for-this-fall/
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April 13th, 2014, 23:01 Posted By: wraggster
After about a year of hard work, Silva Saga II has finally been fully translated in Romanian! This means that you can now either grab the patch here at RHDN or at Dynamic-Designs, your choice. The game has been completely translated and should work well on most SNES emulators. But if you’re using Zsnes, make sure it’s the latest version (1.51) to avoid some minor graphical glitches that seem to randomly occur with the older versions. Dynamic-Designs will continue to bring you high quality translations in both English and other languages as well, so stay tuned!
http://www.romhacking.net/forum/inde...pic,17986.html
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April 13th, 2014, 23:03 Posted By: wraggster
One year after its previous release, the final version of Final Fantasy Zz Hard Type (Version 1.51) is now available for download. For those unfamiliar with this, FFZz is a considerably more difficult version of Final Fantasy for the NES. FFZz offers new weapons, buffed enemies, new magic spells, revised text dialogues, new enemy formations, and redesigned dungeons. Even though almost every team is required to be at Level 50 in order to beat this hack, it never feels like grinding.
Final Fantasy Zz also offers numerous enhancements and bugfixes. The critical hit bug, Black Belt armor bug, door bug, invisible character bug, enemy magic bug, double-level up bug, broken spell bugs (SABR, HEL2, XFER, LOCK, etc.) and all other known bugs have been fixed. There are also some enhancements, including being able to dash by holding the B-button, being able to buy 9 potions at a time, being able to see the contents of a treasure chest even if your inventory is full, moving Heal Potions to the top of your inventory to make them easier to use, not rearranging poisoned characters after a battle, and increased spell capacity for anyone who can use magic. Other enhancements and bug fixes are listed in the hack’s readme.
Even though Version 1.0 was a lot of fun to play, there was a bit of wasted potential, particularly regarding the Temple of Fiends Revisited. Some of the monsters also could have benefited from further tweaked stats. This resulted in the release of Version 1.1 in April 2013. That version was superior to 1.0, but it introduced some unanticipated bugs regarding the wrong enemies appearing in the northwestern corner of the northwestern continent and around Matoya’s Cave. The fights against the later fiends were also still unacceptably underwhelming. The TOFR still was not quite right and needed to have a way of accessing Chaos without having to spend an hour just fighting your way to him. However, the shortcut introduced in 1.1 overcorrected by making accessing Chaos a bit too easy.
The final result of these changes is Version 1.51. This version includes some new treasure chests, better treasure chests at the end of the game, even more difficult enemies, an improved Red Mage, improved magic spells (particularly LOCK and MEGA, but a few others too), and more difficult fights against the later fiends. Please consult the readme for other changes with 1.51. Note that the readme now also includes information on every enemy formation in FFZz as well as information on which enemy formations cannot be run from.
After extensive playtesting and debugging, Version 1.51 of this hack is as good as a hard-type Final Fantasy hack is going to get. The original Final Fantasy pales in comparison to this. Final Fantasy Zz has been downloaded over 500 times as of this writing, and there are at least three different sets of videos on YouTube of people playing the game. It’s gotten great reviews. One person has even called it the Final Fantasy equivalent of Legend of Zelda Outlands in terms of quality.
You can download Final Fantasy Zz 1.51 here: http://www.romhacking.net/hacks/1278/
If you know Final Fantasy inside and out and are looking for a challenge, Final Fantasy Zz has more than enough challenge and suspense to keep you on the edge of your seat. There’s nothing cheap here, but carelessness will almost always result in trouble! Good luck, have fun, and get those Heal Potions ready! Are you up to the challenge?
Thanks for giving Final Fantasy Zz a try!
http://www.romhacking.net/forum/inde...pic,17985.html
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April 13th, 2014, 23:53 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r5034 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:
r5034
Cocoa Port:
- Fix bug where video filters weren't preferring to use the GPU by default.
- Display threads now each pull a copy of the video frame from the emulation thread, rather than the emulation thread pushing copies of the video frame to each display thread. (Slight performance improvement when many display threads are used.)
http://www.sendspace.com/file/rjlz11
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April 13th, 2014, 23:55 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 4.0-1388 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- OpenGL backend: remove useless header Globals.h. (PR #268 from magumagu)
- VideoSoftware: Remove const memory usage of DebugUtil (PR #135 from degasus)
http://www.sendspace.com/file/qe0cp4
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April 13th, 2014, 23:57 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r3072 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:
r3072
* Hex Editor: don't forget to load the symbols, when hex editor is first launched before debugger.
http://www.sendspace.com/file/51qx7s
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April 13th, 2014, 23:59 Posted By: wraggster
via http://www.emucr.com/
WinDS PRO 2014.12 is released. WinDS PRO is a Nintendo DS & GameBoy Advance emulator package. This have NO$Zoomer, NO$GBA, NO$MOOZ, NOZ, myZOOM, NGZoom, NO$GBA 2X, iDeaS, DeSmuME, VBA Link & VBA-M.
WinDS PRO 2014.12 Changelog:
- New DeSmuME r5033 (32 and 64 bits)
- WinDS PRO Apps Pack 2.8: PPSSPP 0.98
http://filemarkets.com/fs/bCrfim9so0nR1ai0n777/
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April 14th, 2014, 00:04 Posted By: wraggster
via http://www.emucr.com/
GiiBiiAdvance v0.2.0 is released. GiiBiiAdvance is a GameBoy emulator: It emulates GB, GBC, SGB and GBA roms. To load them, just drag them to the program icon or clic in File/Load (or press CTRL + L).
After a few years, at last I continue with this emulator. :P I’ve been coding for a few weeks and at last I have a release.
The main change is that it now uses SDL2 for the GUI, not WinAPI. It can compile under Windows or Linux with the included Code::Blocks project file (I want to add a Makefile later). You can check the source code here:
http://hugefiles.net/n5n0xhof4w7d
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April 14th, 2014, 00:19 Posted By: wraggster
via http://www.emucr.com/
Swiss SVN r258 is compiled. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss SVN Changelog:
r258
- Metadata WIP - Fix multi-game disc support for Xeno GC v2 drives - Improve various device size calculations (DVD disc etc) - Automatically try the other slot if trying to browse SD Gecko/IDE-EXI - New WKF/Wasp icon
---------------------
r256
- Make speed determination more reliable
http://www.sendspace.com/file/0d6fnc
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April 14th, 2014, 00:25 Posted By: wraggster
via http://www.emucr.com/
Yanese v0.18 is released. Yanese is a Yet Another NES Emulator.
Yanese v0.18 Changelog:
- Speeded up code. I tested the emu in a crappy single core 32 bit Atom CPU and worked fine. Anyway there could be sound glitches in your setup.
- Added Mapper #118 support. Games like "Goal 2!" now works.
- Fixed MMC3 bugs
- Fixed a lame bug returning the focus of the window after a "unsupported mapper" MessageBox appeared.
http://www.sendspace.com/file/lwfxzq
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April 14th, 2014, 00:27 Posted By: wraggster
via http://www.emucr.com/
Game Boy Enhanced v1.0 is released. Game Boy Enhanced (GBE for short) aims to be a fully functional Game Boy emulator. The goal is to create a highly portable emulator using C++ and SDL, document the Game Boy's functions through clear code, and add as many enhancements (scaling filters, cheats, custom sprites) as reasonably possible.
http://www.sendspace.com/file/xwc6tg
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April 14th, 2014, 21:00 Posted By: wraggster
Nintendo of America will permanently cut the prices of five3DS games, the firm announced Monday.
Mario Kart 7, Super Mario 3D Land, New Super Mario Bros. 2, Animal Crossing: New Leaf, and Donkey Kong Country Returns 3D will now be available at retail and on the Nintendo eShop for $29.99 each.
The first three games are also the system's three best-selling games in the U.S.: each has sold more than 2.15 million physical and digital units combined. The standard price of a new 3DS title is $39.99 at retail and on the eShop.
Nintendo announced in January that 3DS sales had topped 11.5 million units across the U.S., including 3DS, 3DS XL, and 2DS.
More than 16 million combined packaged and digital 3DS games were sold in 2013, an increase of more than 45 per cent over 2012's total, according to Nintendo of America.
"Nintendo 3DS is a powerhouse with games and experiences that appeal to all kinds of players," said Scott Moffitt, Nintendo of America's executive vice president of sales and marketing.
"We're not slowing down in 2014. With more games featuring fan-favorite franchises on the way, the best days of Nintendo 3DS are still to come."
http://www.computerandvideogames.com...n-5-3ds-games/
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April 14th, 2014, 21:02 Posted By: wraggster
Nintendo has detailed this week's European eShop update.
The main release is Nintendo Pocket Football Club, a first-party football management sim for 3DS.
Also available this week is a free Mario Golf World Tour demo. The full game is planned for release on May 2.
On the Virtual Console front, GBA titles F-Zero: Maximum Velocity and Golden Sun will be released on Wii U, while NES classic Castlevania III: Dragon's Curse will launch on 3DS.[h=3]3DS[/h] - Nintendo Pocket Football Club (Nintendo) - £10.79 / €11.99 until May 1, then £13.49 / €14.99
- Putty Squad (System 3) - £17.99 / €19.99
- Tiny Games - Knights & Dragons (Reactor) - £2.49 / €2.99
- I Am In The Movie (Circle) - £1.79 / €1.99
- Castlevania III: Dracula's Curse (NES Virtual Console) - £4.49 / €4.99
- Mario Golf: World Tour demo/b> (Nintendo) - Free
- Etrian Odyssey Untold: The Millennium Girl demo (NIS America) - Free
[h=3]Wii U[/h] - F-Zero: Maximum Velocity (GBA Virtual Console) - £6.29 / €6.99
- Golden Sun (GBA Virtual Console) - £6.29 / €6.99
My Exotic Farm (BIP Media) - £4.49 / €4.99
[h=3]Special offers[/h] - Nintendo Pocket Football Club (3DS) - £10.79 / €11.99 until May 1 (regular price £13.49 / €14.99)
- Disney Epic Mickey: Power of Illusion (3DS) - £8.99 / €9.99 until April 24 (regular price £17.99 / €19.99)
- Disney Epic Mickey 2: The Power of Two (Wii U) - £14.99 / €17.49 until May 1 (regular price £29.99 / €34.99)
http://www.computerandvideogames.com...rio-golf-demo/
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April 15th, 2014, 00:46 Posted By: wraggster
Target is offering a Nintendo 2DS and Pokemon X hardware bundle at a steep discount this week, pricing the set at just $99.99 while supplies last.
The package includes a black-and-red Nintendo 2DS and a digital copy of 2013's Pokemon X. The bundle is regularly priced at $149.99, and the 2DS hardware itself normally retails for $129.99.
If you'd prefer to manage your Pokemon collection on a larger pair of screens, Target is also offering a $40 gift card with Nintendo 3DS XL purchases through April 19.
http://www.target.com/p/nintendo-2ds...s/-/A-14951521
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April 15th, 2014, 23:54 Posted By: wraggster
It's not just the handhelds that are going peach and pink: A new Princess Peach Wii Remote Plus is floating onto retail shelves in North America next week. You can acquire the peachy Motion Plus controller starting April 24, at the suggested retail price of $40. To bask in its full regal splendor, take a peek below the break.
It's a shame the Peach controller didn't make it out in time for Super Mario 3D World, or with a Toad one that Nintendo's not yet dreamed up. Playing that game with Mario, Luigi, Peach, and Toad controllers is bordering on the problematically geeky, but we'd so do it.
http://www.joystiq.com/2014/04/15/re...lus-next-week/
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April 17th, 2014, 23:55 Posted By: wraggster
Nintendo reportedly turned down a deal that would have launched Activision's highly successful toys-come-to-life series Skylanders exclusively for the Wii. A report from Polygon on the Toys for Bob franchise notes that, despite Activision's confidence in the product, it was looking for a partner to spread the risks of the venture.
"[Nintendo] spent a long time looking and looking," Toys for Bob co-founder Paul Reiche said. "They were just like 'we have never seen anything like this before.' I've always wondered about the full meaning of that comment [laughs]." Nintendo opted out of making a full commitment to the project, though the two companies did enter a co-marketing agreement for the series. "Clearly, they have got properties well suited to this world," Reiche added. "Why it is that they didn't rush in here will probably haunt them for the rest of their days."
Activision's Skylander series has since surpassed $2 billion in sales worldwide. The franchise has found its way to ten different platforms, including the recently launched Xbox One and PlayStation 4.
Though Nintendo would later experiment with a similar game in the disappointing Pokemon Rumble, it would be Disney that would eventually invest in the genre with its Disney Infinity series, leveraging the company's multitude of popular characters.
"Nintendo could have kicked Disney's ass," Reiche said. "If I was running Nintendo I would have jumped on this."
http://www.joystiq.com/2014/04/17/ni...lusivity-deal/
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April 18th, 2014, 00:30 Posted By: wraggster
Nintendo brings seminal platformer Super Mario Bros. 3 to Wii U and 3DS virtual console this week, along with a host of other classic titles headed to the US eShop.
The game costs $4.99 across both systems, however it must be purchased individually for each. Game Boy Advance RPG Golden Sun and racer F-Zero: Maximum Velocity also arrive exclusively for Wii U. Eight GBA games are planned to release on Wii U Virtual Console in April.
http://www.computerandvideogames.com...-3-golden-sun/
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April 18th, 2014, 00:32 Posted By: wraggster
Nintendo of Europe is reportedly planning to release a Wii UMario Kart 8 hardware bundle.
According to French site Gameblog, the package will include a black 32GB console, GamePad, the game and a seven day Wii U Karaoketrial. Supposedly pictured below, it's expected to retail for €299 in line with other Premium bundles.
Nintendo's UK arm opted not to comment on potential plans to launch a Mario Kart 8 hardware bundle in Europe when approached by CVG on Thursday morning.
While the Mario Kart series is infamous for items like the blue shell, an equaliser which last-place racers can use to disrupt the race entirely, Mario Kart 8 producer Hideki Konno recently stated that the latest entry has been painstakingly tweaked to reward player skill over luck.
Earlier this month CVG published a Mario Kart 8 preview in which Chris provides his impressions of 16 of the game's tracks, as well as new items and characters.
"Providing there's no surprise broken online multiplayer mode," he says, "or some yet-to-be-revealed tracks turning out to be uncharacteristically dull, from what we've played it seems certain that Mario Kart 8 will be another exceptional entry in one of gaming's most popular series."
http://www.computerandvideogames.com...tedly-planned/
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April 20th, 2014, 00:17 Posted By: wraggster
Format: SNES Publisher: Nintendo Developer: In-house Release: 1992
It’s almost a matter of course, discussing a Nintendo great in a retrospective, to detail its innovations at length. If it was the first in beloved series on a new platform – and Super Mario World was just that – then so much the better, because Shigeru Miyamoto and his team are bound to have littered it with paradigm shifts, breathtaking new technology, and courageous reversals of accepted thinking in videogame design. Rewriting the rule book is what Nintendo does, and a debut Mario game at the launch of a new console is when it does so. Isn’t it?Not this time. The surprising truth is that Super Mario World is, by the admittedly insane standards of the Mushroom Kingdom, quite conservative. Its ideas are few that aren’t refined or expanded versions of things that appeared in the truly visionary Super Mario Bros 3. The liberal, non-linear structure, the world map, the item granting the power of flight, and eight-way scrolling all made their debut in the preceding NES game. The only major addition in World is Yoshi, Mario’s cute dinosaur steed, and subsequent star of his own SNES classic, Yoshi’s Island (which formed a beautifully apposite bookend for the machine’s library when it was released at the very end of its life, five years later).Neither was Super Mario World a technical showboat for Nintendo’s new platform. It was left to Sega’s freshly conceived rival Sonic The Hedgehog to invent the bravura generational launch title, and Nintendo’s game looked slow and plain by comparison to the huge, vivid sprites and bold settings the Mega Drive was throwing around with wild abandon. Its modest parallax backgrounds were an almost token concession to the onward march of technology. With World’s release coming hot on the heels of Mario Bros 3, Miyamoto and Takashi Tezuka simply hadn’t had time to make it the brash system-seller Nintendo needed, especially in the west.It wasn’t a mistake they’d make again. There was a six-year gap before the release of the next proper Mario title, on much-delayed but powerful hardware, and there weren’t many things about videogames that Super Mario 64 didn’t address. And yet many fans would be hard pressed to choose between the two games. So what went right?The overworld map makes Super Mario World look like a simplistically structured place. The reality is different…
In a word: everything. Super Mario World is, uniquely for a headline launch game, about perfection over progress. It is a rare example of Nintendo’s designers forgoing reinvention and just letting their creation sing – and with Super Mario Bros 3, they’d already laid the best possible groundwork. Their imaginations focused solely on constructing the most bizarre, complex, hilarious, precarious, contrary and surprising levels the world had ever seen, they created nothing less than the side-scrolling 2D platformer in excelsis.It may lack grand gestures, but Super Mario World is a simply astonishing, never-ending torrent of ideas, from start to finish. Each is so clearly defined, so precisely picked out in those simple graphics, that it can be appreciated in a fraction of a second as you barrel head-first through the game, drunk on the joy of Mario’s unstoppable momentum. Miyamoto’s team revelled in detail. They set up gratuitous gags – the earliest and most irresisitable being that red shell and the line of koopas in Yoshi’s Island 2 – with the immaculate slapstick timing of a Buster Keaton. They constructed ever more devilish puzzles, and went to new lengths to conceal and misdirect around them. They went higher, deeper and further than before, and built levels within levels within levels, never missing a chance to elaborate the physical structure of Mario’s world, or to seed it with secrets. They enriched the cause-and-effect complexity of the chain reactions of blocks and items and enemies.They dared construct terrifying, vertiginous sequences of unstable and moving platforms, making solid ground a luxurious rarity, urging you to never stop, never think too hard, just keep that dash button held down and lurch from one heart-stopping, instinctive leap to the next. They placed enemies with pixel-perfect precision. They bent space and time in the impossible Ghost Houses, still perhaps the most mind-bending conceptual traps ever committed to code. They created clockwork death machines in the castles that you need almost supernatural foresight and timing to get through. And they intensified the joyous surrealism of the Mushroom Kingdom in locations like the Vanilla Dome and Cheese Bridge Area.
http://www.edge-online.com/features/...r-mario-world/
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April 20th, 2014, 00:18 Posted By: wraggster
Publisher: Capcom Developer: In-house Our review: E1
Bursting on to the world arcade scene in 1991 with the force of a Hadouken to redefine the fighting genre and inspire a generation of bragging rights, Street Fighter II has since written its own chapter in the annals of videogame folklore. Almost every gamer, be they casual or hardcore, will have encountered this seminal beat ’em up in one of its countless iterations, and being able to perform Zangief’s 360° piledriver, finish the game with Dhalsim on eight-star difficulty or perform a passable impersonation of Ryu performing his Shoryuken at parties has become a gaming badge of honour. Everything, from the combatants to the special moves to the stages to the soundtrack, has become iconic.An instant sensation, Street Fighter II became a bona fide entrant in ’90s popular culture, spawning manga and anime series, plush toys, and even a hentai subculture dubiously celebrating Chun-Li’s nubile charms. Surprisingly, creators Akira ‘Final Fight’ Nishitani and Akira ‘Forgotten Worlds’ Yasuda claim that they didn’t foresee the game’s success. Admittedly, it was preceded by an underwhelming original more famous nowadays for its pressure-sensitive rubber buttons than any groundbreaking gameplay mechanics, yet with Street Fighter II’s vivid character designs, purity of gameplay and exploitation of a yawning niche in the arcade market it’s hard in retrospect to see how World Warrior could have failed.Ever the expert at milking a franchise, Capcom released four further iterations of Street Fighter II over the next three years: Champion Edition, Turbo, Super and Super Turbo. Among hundreds of minor gameplay tweaks, more notable revisions included much-requested control of previously
non-playable ‘boss’ characters, a striking visual update, the creation of four new challengers, and the birth of super combos – adding a welcome tactical element to the fast-paced brawling. Such was the popularity of series that unofficial hacked boards – including SFII: Red Wave, Black Belt, Rainbow and Accelerator – soon leaked into arcades. These black-market versions intrigued fans by allowing combatants to perform mid-air fireballs, switch characters mid-round and pull off other twisted feats.We reviewed Street Fighter 2 Turbo on the Mega Drive in E1. You can read the review through the link.
2003 saw the amalgamation of all five SFII editions in an Anniversary edition, released on PS2 and Xbox to commemorate the original game’s 15th birthday. Needless to say, as an official Capcom product Anniversary fails to acknowledge its bastard children, and it wisely elects to ignore the 1995 aberration that was Street Fighter II: The Movie. It’s also important to note that this ‘compilation’ actually isn’t five disparate titles, and the option doesn’t exist to play each edition separately. Rather, gamers are presented with a veritable SFII melting pot where age-old arcade arguments like whether Championship Edition M Bison could hold his own with Hyper Fighting’s Guile or if World Warrior’s Ryu with his overpowered hard punches and kicks against Super Turbo’s weaker yet more refined Ryu with his Shinkuu Hadoken super combo might finally be put to bed.An intriguing proposition, granted, although if there’s one thing that the various incarnations of the series have proved down the ages it’s that Street Fighter II is a quintessentially subjective experience and decisions like the inclusion of Super Turbo’s oafish announcer in lieu of the iconic World Warrior broadcaster will always remain controversial. Purists are also likely to lament the absence of the original game’s notorious glitches, like Guile’s ‘handcuffs’ or ‘magic throw’. Despite these concessions, Anniversary still undoubtedly provides the most compelling Street Fighter experience of them all owing to the endless ‘what if?’ scenarios it proposes; while the Xbox version also offers Live connectivity, finally allowing fans to test their mettle against fellow aficionados the world over (if their internet connection speeds are up to the task).Whisper it, but true purists might even argue that the true gem in this collection is Street Fighter III, though its belated release in 1999 meant that, in most gamers’ eyes, the beat ’em up had inexorably moved on and into the realm of 3D. Third Strike never enjoyed anything like the same commercial or critical success its finely tuned 2D fighting gameplay warranted, although its fanbase remains one of the most committed.As testament to its enduring appeal, Street Fighter – in all of its forms – remains a staple of the US and Japanese tournament scenes, where it consistently attracts challengers in their droves and the moniker ‘World Warrior’ still holds considerable kudos. Street Fighter IV’s masterful evolution of the form has seen the series return to prominence in recent years; Street Fighter’s quest for global ubiquity appears to be continuing unabated.
http://www.edge-online.com/features/...et-fighter-ii/
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April 20th, 2014, 00:43 Posted By: wraggster
Disney Infinity 2.0 will release in August 2014, according to a since-pulled segment of a D23.com news brief.
D23, "the official Disney fan club", is owned and operated by The Walt Disney Company. Its April 15 news update momentarily revealed a release date and other details for the next Disney Infinity game.
Though the relevant section has since been removed from the page, fan site Infinity Inquirer found that Google's caches have preserved the original brief:
"Disney Infinity 2.0 is coming in August 2014, and a teaser trailer can be viewed at Marvel.com. The teaser promises such Marvel-ous additions to the game as familiar Marvel characters, objects, and vehicles - the possibilities are infinite."
The aforementioned teaser trailer shows Captain America's shield bouncing across Disney Infinity's cartoon landscape, aiding various characters from the previous game.
Reports circulating in February claimed that Star Wars characters would also appear in the miniature-enabled game franchise. Disney owns both Marvel and Star Wars creator Lucasfilm
Disney Infinity sold more than 3 million units worldwide as of January, making it the 10th best-selling US retail game in 2013.
http://www.computerandvideogames.com...4-leak-states/
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April 20th, 2014, 00:45 Posted By: wraggster
Japanese indie adventure Cave Story has seen a lot of iterations over the years with relatively straight ports on WiiWare and DSiWare, a full 3D remake on 3DS, and a spruced up Steam release with extra content called Cave Story+. This final - and arguably definitive - rendition of Cave Story was released on 3DS in North America way back in October 2012, but its European version has been MIA for a year and a half. Now, publisher Nicalis has revealed on Twitter that the long delayed product will reach European shores on 1st May.The publisher later noted that it will release pricing details next week.When asked about an Australian release, Nicalis said that it had received a rating by the OFLC, Australia's rating board, and that it will eventually go to that territory at an unannounced time.Cave Story on 3DS includes a new Wind Fortress stage as well as a host of graphical improvements over its DSiWare counterpart like support for widescreen, higher resolutions, and of course, it will actually use the handheld's 3D effect.
http://www.eurogamer.net/articles/20...s-eshop-in-may
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April 21st, 2014, 00:09 Posted By: wraggster
European 3DS owners are still waiting for 2D action adventurer Cave Story to reach their 3DS eShop? Oh no, oh no, ! Nah, just kidding, it'll be okay - Nicalis tweeted a May 1 release date for the European eShop this week, along with the above homage to a conceptually-terrifying drink mascot. A price was not provided, though Nicalis told a fan that exact details should be available sometime next week.
Nicalis also confirmed that Cave Story will eventually make it to the Australian 3DS eShop, though a release window was not shared for that version. Still, eventual Cave Story is better than no Cave Story.
http://www.joystiq.com/2014/04/19/ca...ustralia-even/
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April 21st, 2014, 00:14 Posted By: wraggster
Format: SNES Publisher: Nintendo Developer: In-house Release:1993
There’s something about viewing a Zelda game from above. Shigeru Miyamoto has famously said that the N64’s Ocarina Of Time – which appeared seven long years after this, its home console predecessor, was released in 1991 – was how Zelda had always looked in his head. The implication was that Ocarina was the world of Hyrule made flesh, finally realised as it was always intended to be, and that 2D instalments of the great series were literally a pale shadow of their later selves.And yet top-down Zelda has refused to die, still outnumbering the 3D games. A Link To The Past was followed by the Game Boy classic Link’s Awakening, possibly the most beautifully designed game of the entire series, an epic adventure distilled to just 160×144 pixels. Capcom subsidiary Flagship was drafted in to help create the Oracles companion games and the cute Minish Cap for GBC and GBA respectively. The GameCube invited 2D Zelda back to the TV for the riotous multiplayer reinterpretation in Four Swords Adventures, while the DS Zeldas, Phantom Hourglass and Spirit Tracks, forced a 3D world into the old overhead view. Most recently, A Link Between Worlds acted as a homage to this SNES classic.Of course, its suitability for handhelds is the main reason for the survival of this format, but it’s not the only one. Something it’s easy to forget about 2D Zeldas if you haven’t played one since Ocarina is just how fast they are. For all A Link To The Past’s grand scale – it was the first SNES game to stretch itself out across a whole, luxurious megabyte – it’s a rapid, taut little action game to boot, bustling with enemies and pacy, button-mashing combat. Link can race from one side of the map to the other in a couple of minutes. These days, the rule is that the more complex, detailed and large an adventure game world is, the more languid and involved the style of play. In that context, A Link To The Past’s blend of arcade immediacy and fathomless depth is an utter delight, a miracle of a bygone age.This is, of course, a mission to rescue a princess – but the game’s dual realms ensure that it’s really not that simple.
It’s the flipside of Miyamoto’s comment: A Link To The Past is the romantic epic condensed, codified, rendered with maximum efficiency in a bewitching tangle of sprites and icons that teem with life. It’s Zelda concentrate, a powerful and heady dose of something videogames once excelled at, but have almost forgotten how to do: magically shrink whole worlds with the sheer power of imagination.And what a world was shrunk. Play A Link To The Past immediately after Ocarina and you’ll be stunned to discover how incredibly close in conception the two games are. Every single side of Hyrule is there in the earlier game: the pastoral bliss, the rugged wilderness, the pathos and comedy and humanity, the spellbinding mystery. A Link To The Past, it turns out, didn’t just pin down the formula for 2D Zeldas that would keep them going for another 15 years. It defined the entire series, 3D games too. It painstakingly mapped out the rules and legends of videogaming’s most intricate and enduring creation, for all of us to look down upon, and marvel at.The single most important practical innovation it brought over the first Legend Of Zelda was probably the multi-level dungeon. It doesn’t sound impressive, but the addition of several floors was effectively the series’ move into 3D before the fact. Miyamoto, Takashi Tezuka and their designers instantly began to explore extremely complex spatial relationships and exploit the potential to turn dungeons into huge layered puzzles, the equivalent of tongue-twisters for the mind’s eye.But they had an even more grandiose meta-puzzle in mind, one that would become a thematic and design cornerstone of the series. Link’s unexpected transportation to the Dark World halfway through A Link To The Past introduced to Zelda the concept of two parallel realms, and the series would never look back. Ocarina and Twilight Princess copied it almost verbatim with their desolate future and shadow realms. Minish Cap put a new dimensional twist on it with the ability to shrink Link to microscopic size. Oracle Of Ages and Seasons actually went as far as splitting the two worlds into two separate game cartridges, connected by the slender thread of data exchange. And those games that didn’t actually use two worlds in their design still relied heavily on the concept in their stories. The Wind Waker and Majora’s Mask both seemed to take place exclusively in an alternate universe, with the ‘true’ Hyrule of Ocarina lying over everything (or, more accurately in Wind Waker’s case, underneath its seas) like a shadow.
http://www.edge-online.com/features/...k-to-the-past/
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April 21st, 2014, 21:28 Posted By: wraggster
via http://www.aep-emu.de/
Mednafen a multi-system emulator has been updated.
Quote:
0.9.33.3:
- Reworked the FPS calculation algorithm to produce more accurate FPS values.
- Added a manifest file that´s embedded into the Windows executable, to ensure that noxious DPI virtualization and scaling available on Windows Vista and newer will not be used with Mednafen.
- Added code to disable DWM composition when running on pre-Windows 8 systems, to ensure better performance and lessvideo juddering. (Sadly, it´s not possible to disable desktop composition in this manner on Windows 8 and later)
- PCE, PCE_FAST: Added a missing ADPCM playback variable to save states; fixes the problem of severe ADPCM sound distortion when loading save states that are saved during ADPCM playback(especially noticeable with the state rewinding feature).
- Modified MDFN_RemoveControlChars() to not kill non-7-bit-ASCII text.
- Misc minor code cleanups and fixes for some compiler warnings.
- NES: Fixed broken emulation of board "UNL-Sachen-8259B"(used in the game "Silver Eagle").
- Fixed the with-drop-shadow internal text drawing routine to not draw horizontally one pixel beyond the specified maximum width in some circumstances.
- SNES: Altered a code construct to hopefully resolve a reported compiler error with clang.
- Error out of save state loading when the version specified in the save state is invalid.
- Call SDL_WM_SetIcon() before SDL_SetVideoMode(), to fix the problem of the missing Mednafen icon on some platforms/window managers.
- Fixed a minor integer overflow issue in the core PSF loading code.
- NES: Fixed some problems in the ROM image file loading code, including a potential heap overflow vulnerability.
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April 23rd, 2014, 00:35 Posted By: wraggster
A scan, reportedly lifted from the latest issue of Famitsu, reveals that the next entry in the fan-favorite Ace Attorney series will leave our modern era in favor of Japan's Meiji period.
Not much is known of the new game, though according to a tweet from Ace Attorney fan site Court-Records.net, it will bear the title "Dai Gyakuten Saiban - Naruhodou Ryuunosuke no Bouken," which translates to "Grand Turnabout Trial - The Adventures of Naruhodou Ryuunosuke." From this, we can deduce that the game stars an ancestor of Ace Attorney protagonist Phoenix Wright (who is known as Ryuichi Naruhodo in his native Japan). The character portrayed in the scan does indeed resemble Mr. Wright, though the latter never wore a katana into the courtroom.
Finally, Court-Records reveals that long-time Ace Attorney developer Shu Takumi is once again leading this project and that it is currently in development for the 3DS handheld. It's currently unknown if the game will make its way to Western shores, or if it will remain exclusive to Japan.
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April 23rd, 2014, 00:43 Posted By: wraggster
Nintendo revealed it's taking a swing at season passes with Mario Golf: World Tour, after it announced the 3DS game's DLC schedule today. The arcadey sim gets three packs across May and June, each offering two 18-hole courses and a new playable character. Admission to each one is priced $6/£5.39, but the season pass bundles the lot at $15/£10.79. Brits do get the greater handicap but it's a limited-time offer; after May 31 it reverts to £13.49.
The triforce of DLC tees off alongside the game on May 2, starting with the Mushroom Pack which features the pink-as-can-be Toadette. Nabbit steals into the Flower Pack later in the month, while Super Mario Galaxy princess Rosalina features in the June-bound Star Pack. If you're wondering what Gold Mario's doing there, he's just chilling. Oh, and he's a bonus for anyone who buys all three packs, whether that's separately or via the season pass.
For a standard membership, the World Tour clubhouse grants you access to 10 different courses comprising 126 holes. Also, going by Nintendo's site, players can expect a roster of 16 characters that includes traditional favorites like Mario, Luigi, Peach and Toad, as well as the likes of Daisy, Waluigi, Birdo and Boo. That's the ghost thing, not the girl from Monsters Inc (sadly). In addition to single-player shenanigans, players can take to busier fairways in both local and online multiplayer, or compete in regional and worldwide tournaments.
http://www.joystiq.com/2014/04/22/ma...s-season-pass/
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April 23rd, 2014, 00:44 Posted By: wraggster
Trial gauntlets like the NES Remix series have a tough balance to strike. They need to nail their core concept – in NES Remix's case, slicing classic games into brief, enjoyable challenges – but they also need to be compelling enough to keep players from saying "I wish I was playing the original." That's exactly what I was saying through all of the first NES Remix, which haphazardly chopped a few of my childhood favorites into anguishing mini-game collections and paired its hack job with a mediocre game selection.
NES Remix 2 is different, though. Instead of making me fumble with dated controls and wonder if anyone truly finds the NES version of Pinball enjoyable in the modern age, NES Remix 2 mostly recalls the highlights of the NES. Exchanging the likes of Clu Clu Land and Wrecking Crew for games like Punch-Out!! and Kirby's Adventure feels like a massive upgrade, and even the inclusion of NES Open Tournament Golf doesn't diminish that.
http://www.joystiq.com/2014/04/22/ne...-with-feeling/
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April 23rd, 2014, 00:45 Posted By: wraggster
Theatrhythm: Final Fantasy Curtain Call is marching towards North America[Update: and Europe!] later this year priced at $40, Square Enix confirmed today. The follow-up to the 2012 3DS rhythm game builds on the original by providing a total of 221 songs and more than 60 characters from the Final Fantasy series, and it introduces new modes including the option to prove your skills in two-player duels.
Curtain Call is already out in Japan, and as we saw at last year's Tokyo Game Show, fans can expect more of the same from the second 3DS game, with the key word being more. In terms of what you'll be tapping to in the expanded playlist, Curtain Call chucks in songs from newer FF entries like A Realm Rebornand Lightning Returns, but also plunders other areas the original did not, like the funky Advent Children version of "One Winged Angel."
In addition to the Versus Battle mode, Curtain Call introduces the Quest Medley mode from the iOS version of the original, allowing players to mix songs together along quests that are described as either short, medium, or long. As for the new roster, players can re-acquaint themselves with chibi versions of Yuna as she was in X-2, Barret from VII, and even obscure heroes like Benjamin from Mystic Quest.
http://www.joystiq.com/2014/04/22/th...ain-call-west/
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April 23rd, 2014, 22:47 Posted By: wraggster
"If you build it, they will come" doesn't always apply to game development, asNES Remix director Koichi Hayashida recently illustrated. When asked about the possible inclusion of Super Nintendo, Game Boy or Game Boy Advance games in a future Remix game, Hayashida told IGN that "if there's a big enough outpouring of support for these titles, it's something I'd like to take a look at."
Nintendo just launched NES Remix 2, which fared much better than the first game in our review. The first NES Remix arrived in December, though its selection of games was lackluster. Both games approach a collection of classic NES titles in a novel way: by issuing brief mini-game-style challenges. While other Virtual Console platforms like SNES and GBA sound like natural fits for future Remix installments, Hayashida said it still boils down to the question, "Does the marketplace want it or need it?"
"If we get a big enough cry for that, with a lot of people saying, 'Hey, we'd love to see more of these perhaps for the SNES, Game Boy or Game Boy Advance,' then it would be something we can take a look at," he added.
http://www.joystiq.com/2014/04/23/fa...nes-gba-remix/
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April 23rd, 2014, 22:55 Posted By: wraggster
Nintendo revealed it's taking a swing at season passes with Mario Golf: World Tour, after it announced the 3DS game's DLC schedule today. The arcadey sim gets three packs across May and June, each offering two 18-hole courses and a new playable character. Admission to each one is priced $6/£5.39, but the season pass bundles the lot at $15/£10.79. Brits do get the greater handicap but it's a limited-time offer; after May 31 it reverts to £13.49.
The triforce of DLC tees off alongside the game on May 2, starting with the Mushroom Pack which features the pink-as-can-be Toadette. Nabbit steals into the Flower Pack later in the month, while Super Mario Galaxy princess Rosalina features in the June-bound Star Pack. If you're wondering what Gold Mario's doing there, he's just chilling. Oh, and he's a bonus for anyone who buys all three packs, whether that's separately or via the season pass.
For a standard membership, the World Tour clubhouse grants you access to 10 different courses comprising 126 holes. Also, going by Nintendo's site, players can expect a roster of 16 characters that includes traditional favorites like Mario, Luigi, Peach and Toad, as well as the likes of Daisy, Waluigi, Birdo and Boo. That's the ghost thing, not the girl from Monsters Inc (sadly). In addition to single-player shenanigans, players can take to busier fairways in both local and online multiplayer, or compete in regional and worldwide tournaments.
http://www.joystiq.com/2014/04/22/ma...s-season-pass/
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April 23rd, 2014, 23:30 Posted By: wraggster
Raw processing power has been named as the reason why Nintendo decided against releasing NES Remix or NES Remix 2.
“One of the easiest ways to answer that is to say, 'I was working on 3D World, which was developed on Wii U,” series director Koichi Hayashida told IGN when asked why the games only appeared on Wii U.
“So I was already familiar with the system's architecture and developing for that platform lent itself to the early stages of the project
“But, if you step into the shadows a bit more, in order to accomplish what we wanted with NES Remix, and get the effect we wanted out of it and the value that we wanted it to have, we needed some more machine power.
“I think the Wii U offered that up for us pretty easily, and it just would have been more difficult to do it for the 3DS. I think that's really the answer. It's just that the Wii U had the machine power we were looking for in order for us to build the software we envisioned from the get go.”
NES Remix 2 arrives on Wii U’s Virtual Console this week.
http://www.mcvuk.com/news/read/lack-...-remix/0131451
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April 24th, 2014, 23:38 Posted By: wraggster
UPDATE 24/4/14 12.08pm: Nintendo has now confirmed the Mario Kart 8 Wii U bundle, which will launch the same day as the game in the UK - 30th May.The bundle will contain a 32GB Wii U Premium and a physical copy of the game, as well as a Wii Sensor Bar. It's listed on Nintendo UK's official site for £249.99 or on Amazon UK for a flat £220.Two new designs of Wii Remote will also be available to buy separately on the same date - themed around Yoshi and Princess Peach.
ORIGINAL STORY 17/4/14 09.30am: Box artwork for an as-yet unannounced Mario 8 and Wii U Premium console bundle has popped up online.
The console pack is set to debut on 30th May alongside the game itself, French siteGameblog reports.Inside the box you'll get a black Wii U Premium console, a copy of Mario Kart 8 and a week's free trial of Nintendo's Wii U Karaoke app.Nintendo has yet to formally announce the bundle - the company told Eurogamer this morning that it currently had nothing to announce - but a pack would come as no surprise. Nintendo has launched similar bundles in the past for Wind Waker HD and New Super Mario Bros. U.We recently went hands-on with Mario Kart 8 and compared its gorgeous retro tracks with their retro originals.
http://www.amazon.co.uk/Nintendo-Pre...o+Kart+8+Wii+U
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April 24th, 2014, 23:49 Posted By: wraggster
Nintendo's digital offerings get a boost of new and old content this week, with Ubisoft's storybook RPG Child of Light and NES Remix 2 both arriving for Wii U.
Child of Light follows Aurora through a dreamy side-scrolling landscape as she fights in turn-based battles with the help of her firefly friend, Igniculus. NES Remix 2 adds a host of classic games like Metroid and Super Mario Bros. 2 to the series' quick-challenge format.
Yoshi's Island: Super Mario Advance 3 joins Wii U eShop as the last ofeight GBA games to hit Wii U Virtual Console in April.
3DS owners can also try a Mario Golf: World Tour demo, and check out our Mario Golf: World Tour review in the meantime.
[h=3]Nintendo eShop on Wii U[/h]NES Remix 2 - Take on rapid-fire challenges from classic NES games remixed with mind-bending twists like playing as Link while running from Boos and nabbing coins as Kirby in Super Mario Bros. Experience epic game-play set pieces from the likes of Kid Icarus, Metroid, Super Mario Bros. 2 and Zelda II: The Adventure of Link in ways you never have before. NES Remix 2 will be available on April 25. Click here to check out the trailer for NES Remix 2.
Child of Light - Child of Light is an RPG inspired by fairy tales. The story takes you on the coming-of-age journey of Aurora, the daughter of a duke, who is transported to the fantastic world of Lemuria. Players can play alone or in seamless Cooperative mode, controlling Aurora's friend Igniculus the firefly through the Wii U GamePad controller. Child of Light will be available on April 29. Click here to check out the trailer for Child of Light.
[h=3]Virtual Console on Wii U[/h]Yoshi's Island: Super Mario Advance 3 - April is a month to rememberwith classic games launching each week. Yoshi is back, baby! In this Game Boy Advance classic, he's ready to romp through a crayon-colored world where enemies are everywhere. Prepare to flutter jump and toss eggs to protect Baby Mario from the evil Magikoopa, Kamek. To save the day, Yoshi will have to morph into vehicles and even eat his enemies to turn them into eggs. Click here to check out the trailer for Yoshi's Island: Super Mario Advance 3.
[h=3]Nintendo eShop on Nintendo 3DS[/h]Mario Golf: World Tour - Demo Version - Go clubbing around the world with Mario! Tee off as your favorite Mushroom Kingdom or Mii character while challenging players online. Shoot into Warp Pipes and dodge Piranha Plants in Mushroom Kingdom areas, or take a shot at nature-themed courses. Power-up your shots with special items to burn past pesky plants, blast over gaping chasms or freeze water hazards. The full version of Mario Golf: World Tour launches in stores and the Nintendo eShop on Nintendo 3DS on May 2. Click here to check out the teaser trailer for Mario Golf: World Tour.
Gardening Mama 2: Forest Friends - Mama is back in her gardening gloves and planting the seeds of friendship. Get growing with 50 fresh plants, new activities and creative gardening fun. Gardening Mama 2: Forest Friends will be available on April 29. Click here to check out the teaser trailer for Gardening Mama 2: Forest Friends.
[h=3]Nintendo eShop Sale[/h]Joindots - For a limited time, select games by Joindots are now on sale in the Nintendo eShop on Nintendo 3DS, including FunFair Party Games, Gardenscapes, Secret Agent Files: Miami and 3D MahJongg. This offer is valid until 9 a.m. PT on May 8.
[h=3]Also new this week:[/h]Ava and Avior Save the Earth - (Nintendo eShop on Wii U)
Legends of Oz: Dorothy's Return (Nintendo eShop on Nintendo 3DS)
Mystery Case Files: Return to Ravenhearst (Nintendo eShop on Nintendo 3DS)
Me & My Furry Patients 3D (Nintendo eShop on Nintendo 3DS)
Sea Battle (Nintendo eShop on Nintendo 3DS / DSiWare on Nintendo DSi)
http://www.computerandvideogames.com...t-nes-remix-2/
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April 25th, 2014, 00:10 Posted By: wraggster
3DS title Mario Gold: World Tour will be the first Nintendo game to offer a season pass.
Three individual DLC packs will be released at £5.39 a piece, but gamers will also be given the chance to pay £10.79 for a season pass including all three packs, as well as some extra goodies such as a playable Gold Mario character.
In total, the DLC adds 108 additional holes, nearly doubling the number included in the vanilla £34.99 game.
Mario Gold: World Tour will be released on May 2nd
http://www.mcvuk.com/news/read/ninte...n-pass/0131542
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April 25th, 2014, 00:20 Posted By: wraggster
Following the royal unveiling of Princess Peach's Wiimote Plus, Nintendo of Europe is making sure all four Mario Kart 8 multi-players can have a mascot-themed controller to hand. When the racer launches on May 30, Europeans can get both the Peach controller and a new Yoshi one, and join them up with the Mario and Luigi Wiimotes already out.
Stateside, Nintendo of America released the Peach Wii Remote Plus earlier this week, but this is the first we've seen of the Yoshi controller. As things stand, Americans will be forced to limit Mario Kart 8 to three-way couch multiplayer with Luigi, Mario and Peach remotes, and that's not on. Surely Nintendo doesn't expect the fourth player to have a regular Wii Remote Plus, or - gasp - one of the controllers another player has? That's just obscene.
http://www.joystiq.com/2014/04/24/yo...-mario-kart-8/
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April 26th, 2014, 02:10 Posted By: wraggster
Nintendo’s marketing campaign for Mario Kart 8 will run until the end of the year, the firm says.
It is already underway with a social media programme designed to get gamers nostalgic about classic Mario Kart moments.
This will lead into a launch campaign, which includes online and TV activity and will run from May 30th (the game’s launch) right up until the end of the year.
“To herald the launch of the most hotly anticipated Wii U title to date we will have marketing activity pre-launch as well as post-launch moving through the summer and into peak season,” said Nintendo UK’s Mario brand manager Roger Langford.
“For the first time in HD, Mario Kart 8 introduces original course designs that highlight the game’s new anti-gravity feature, which allows players to race upside down or up vertical surfaces. This adds a whole new dimension to the racing.”
http://www.mcvuk.com/news/read/ninte...mpaign/0131618
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April 27th, 2014, 21:52 Posted By: wraggster
Most all of us recall the Blinking Screen of Death on original NES systems. This was caused by a bad connection between the cartridge and the NES cartridge connector. For whatever reason, it became a very popular idea to give a quick blow down the cartridge, even though this didn’t really help. [Dale] decided to play on this annoying problem by making the NES Blow Cart!
Inspired by a previous cartridge hack, [Dale] mounted a custom made circuit sporting the ever popular ATtiny85 in a Super Mario / Duck Hunt cartridge. A small microphone sits where the original cartridge connector was, along with the on/off switch and program header. A quick blow triggers the ATtiny85 to play a song.
The most difficult part for [Dale] was to figure out how to get the ATtiny to play “music”. This was solved with the discovery of a library called Rtttl. This allowed him to take old Nokia Super Mario and Zelda ringtones and get them on the Attiny85. All files, including the rtttl library are available on his github. Be sure to stick around after the break for a video of the project in action.
http://hackaday.com/2014/04/25/nes-c...-novelty-gift/
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April 28th, 2014, 20:19 Posted By: wraggster
Nintendo president Satoru Iwata has pledged to expand the corporation's remit beyond video games.
In an interview with Diamond.jp, Iwata was asked to comment further on his statements in January that Nintendo would "expand into a new business area" and "extend the definition of entertainment" with its 10-year 'Quality of Life' platform.
Iwata replied that the public perception of Nintendo as merely a video game company is one he aims to change, as was the aim of his late predecessor Hiroshi Yamauchi.
"A lot of people around the world think Nintendo is solely a company that makes video games, and I believe more and more of our own employees have started thinking in this way," Iwata explained.
"Some employees in charge of development find themselves in positions where all they are thinking about is how they can make the game in front of them more fun, so I don't think it can be helped if others outside of our company see us the same way.
"So even though we won't chance the fact that our focus is on video games, I felt the need to take that occasion to state that Nintendo is a company that can do whatever it wants."
Iwata also stated that it was one of Yamauchi's mantras that led to his announcement regarding the Quality of Life platform in January.
"Yamauchi always said 'Nintendo is an entertainment company and should never be anything else', but he didn't necessarily think 'entertainment equals video games'," he explained.
"I was wondering how to express Yamauchi's feelings, and I thought about it non-stop, even during the New Year's holiday break.
"Recently the words 'quality of life' have been coming up regularly. Entertainment is there to improve people's quality of life. After your basic needs, there's entertainment. However, when it came to improving people's quality of life, I didn't know the difference between us and household appliance makers.
"At the start of this year, I finally figured that the concept of 'improving people's quality of life with fun,' with emphasis on the 'fun', would be perfect for Nintendo. And that's why I decided to focus on this during the financial results meeting in January."
http://www.computerandvideogames.com...-beyond-games/
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April 28th, 2014, 20:21 Posted By: wraggster
Recently a number of Nintendo-loving European gamers noticed their belts weren't quite reaching their usual notch.
The reason was the introduction of Super Mario toys in Happy Meals, causing many Mario-loving types to snarf their way through numerous burgers to collect them all.
Now it would appear belt manufacturers in the US are about to get a windfall of their own, as McDonalds has revealed the next line of Happy Meal toys in America will be based on Pokemon.
Currently the Happy Meal toy in the States is Spider-Man, but once that ends it'll be replaced with twelve Pokemon toys, which... um, well, to be honest we don't really know what they are.
They actually don't really look like much more than Pokeballs with little flat plastic Pokemon that presumably go inside them. But judging by Nintendo's promotional picture, it also seems each Pokemon will come with a matching card for use in the Pokemon Trading Card Game.
They also have McPlay Power, meaning they can be used with the recently released McPlay app - each Happy Meal cup will have a barcode on it which can be scanned to unlock a basic mini-game. Cue the "NINTENDO MAKES iOS GAMES" hysteria.
There's no word yet on whether these will eventually make it to other territories, but given Nintendo and McDonalds are seemingly best of chums at the moment we can only hope.
http://www.computerandvideogames.com...oy-is-pokemon/
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April 28th, 2014, 20:24 Posted By: wraggster
Nintendo has detailed this week's European eShop update.
Mario Golf: World Tour is this week's big release, along with its first DLC pack and 'season pass'.
Players who purchase the digital version of the game before May 29 will also get a free 3DS Virtual Console download code for the Game Boy Color version of Mario Golf.
Released on Wii U this week are Child Of Light and Stick It To The Man, as well as NES title Castlevania II: Simon's Quest.
Elsewhere on 3DS, Etrian Odyssey Untold: The Millennium Girl is available for download, as is Cave Story 3D, which is re-released at a budget price of £6 / €7.25.[h=3]3DS[/h] - Mario Golf: World Tour (Nintendo) - £34.99 / €39.99
- Etrian Odyssey Untold: The Millennium Girl (NIS America) - £34.99 / €39.99
- Hometown Story (Rising Star Games) - £29.99 / €29.99
- Mystery Case Files Ravenhearst (MSL) - £10.79 / €11.99
- Azada (MSL) - £10.79 / €11.99
- Cave Story (Nicalis) - £6.00 / €7.25
- Galaga (NES Virtual Console) - £4.49 / €4.99
- The Denpa Men 3: The Rise Of Digitoll Demo (Genius Sonority) - Free
- Conception II: Children of the Seven Stars Demo (Atlus) - Free
[h=3]3DS add-on content[/h] - Mario Golf World Tour: Free-Trial Course Pack Free
- Mario Golf World Tour: Mushroom Pack £5.39 / €5.99
Mario Golf World Tour: Three-Pack Set £10.79 / €11.99 until May 31, then £13.49 / €14.99
[h=3]Wii U[/h] - Child Of Light (Ubisoft) - £11.99 / €14.99
- Stick It To The Man (Ripstone Publishing) - £6.99 / €7.99
Castlevania II: Simon's Quest (NES Virtual Console) - £3.49 / €4.99
http://www.computerandvideogames.com...it-to-the-man/
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April 28th, 2014, 20:24 Posted By: wraggster
Nintendo has detailed this week's European eShop update.
Mario Golf: World Tour is this week's big release, along with its first DLC pack and 'season pass'.
Players who purchase the digital version of the game before May 29 will also get a free 3DS Virtual Console download code for the Game Boy Color version of Mario Golf.
Released on Wii U this week are Child Of Light and Stick It To The Man, as well as NES title Castlevania II: Simon's Quest.
Elsewhere on 3DS, Etrian Odyssey Untold: The Millennium Girl is available for download, as is Cave Story 3D, which is re-released at a budget price of £6 / €7.25.[h=3]3DS[/h] - Mario Golf: World Tour (Nintendo) - £34.99 / €39.99
- Etrian Odyssey Untold: The Millennium Girl (NIS America) - £34.99 / €39.99
- Hometown Story (Rising Star Games) - £29.99 / €29.99
- Mystery Case Files Ravenhearst (MSL) - £10.79 / €11.99
- Azada (MSL) - £10.79 / €11.99
- Cave Story (Nicalis) - £6.00 / €7.25
- Galaga (NES Virtual Console) - £4.49 / €4.99
- The Denpa Men 3: The Rise Of Digitoll Demo (Genius Sonority) - Free
- Conception II: Children of the Seven Stars Demo (Atlus) - Free
[h=3]3DS add-on content[/h] - Mario Golf World Tour: Free-Trial Course Pack Free
- Mario Golf World Tour: Mushroom Pack £5.39 / €5.99
Mario Golf World Tour: Three-Pack Set £10.79 / €11.99 until May 31, then £13.49 / €14.99
[h=3]Wii U[/h] - Child Of Light (Ubisoft) - £11.99 / €14.99
- Stick It To The Man (Ripstone Publishing) - £6.99 / €7.99
Castlevania II: Simon's Quest (NES Virtual Console) - £3.49 / €4.99
http://www.computerandvideogames.com...it-to-the-man/
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April 29th, 2014, 00:13 Posted By: wraggster
Earthbound might have just missed a critical reception during its North American debut in 1995, but the quirky RPG has accumulated a smaaashing fanbase since then. Between a fan-translated adaptation of Mother 3, the series' most recent game that never made it to the States, and Nintendo'shalting of previous attempts to detail Earthbound's development, there are plenty of questions left to answer about the SNES' cult classic. We imagine some of those will be answered in Earthbound, USA, an upcoming documentary about the Earthbound fanbase's push to find recognition for their beloved tale of children saving the world.
Jeff Benson, director of the gaming merchandise site Fangamer, is leading the production, which explores the origins of his initial Internet stomping ground,Earthbound fan site Starmen.net. The documentary crew also recently traveled overseas to meet withseries designer Shigesato Itoi. The Benson Bros plans to launch a Kickstarter for Earthbound USA later this year, with a general release aiming for 2015.
http://www.joystiq.com/2014/04/27/ea...-origin-story/
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April 30th, 2014, 22:54 Posted By: wraggster
At an event revealing Disney Infinity 2.0: Marvel Super Heroes, Disney announced it has sold more than 3 million units of the original Disney Infinity.
Disney Interactive President Jimmy Pitaro noted that the Disney Infinityfranchise has now netted "an estimated $500 million in global retail sales to date." Citing NPD data, Pitaro says that Disney Infinity has "outperformed" its competition "in terms of total sales revenue."
Disney Infinity first launched in August 2013 and is currently available on Xbox 360, PS3, Wii, Wii U, 3DS and iOS. Pitaro also revealed that more than ten million Toy Boxes, Disney Infinity's player-created environments, have been downloaded.
Disney Infinity 2.0: Marvel Super Heroes will arrive this fall for previous generation platforms, as well as Xbox One and PS4.
http://www.joystiq.com/2014/04/30/di...starter-packs/
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April 30th, 2014, 23:00 Posted By: wraggster
Actor Bob Hoskins, who played Mario in the 1993 Super Mario Bros. movie, has passed away at age 71. The British actor's long career also crossed paths in many folks' childhoods in his role as Eddie Valiant, the down-on-his-luck detective trying to figure out Who Framed Roger Rabbit?
Hoskins also had plenty of roles for adult audiences, including The Long Good Friday, Brazil, Mona Lisa and Mermaids. The actor announced in 2012 he had been diagnosed with Parkinson's disease and was retiring from acting; he passed away following a bout of pneumonia.
http://www.joystiq.com/2014/04/30/su...ns-dead-at-71/
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April 30th, 2014, 23:01 Posted By: wraggster
Nintendo decided to blue shell your morning plans by publishing a new 36-minute video on Mario Kart 8, which is coming to the Wii U on May 30. Among the headline news is a Mario Kart 8 Wii U bundle that's similar to the Mario & Luigi-themed ones announced for the UK. The $330 package bundles in the game with the 32GB black Wii U, along with a red Wii U wheel and a Mario Wii Remote Plus.
In addition, all copies of Mario Kart 8 come with a free download code for one of four Wii U games. If users register the game on Club Nintendo before July 31, they get a code for their choice of New Super Mario Bros. U, The Wind Waker HD, Pikmin 3, or Wii Party U. In , the choice also includes Monster Hunter 3 Ultimate, Nintendo Land, The Wonderful 101, Sonic Lost World, Mario & Sonic at the Olympic Winter Games, and Game and Wario.
The Direct also confirms some online multiplayer details. Players will be able to play in races of up to 12 drivers, use voice chat, and choose from four modes including Worldwide, Regional, Friends and Tournament matches. Tournament rules can be customized, and set for times and days of the week.
http://www.joystiq.com/2014/04/30/ma...le-free-bonus/
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April 30th, 2014, 23:12 Posted By: wraggster
Nintendo announced that its plans for E3 this year in June won't include a traditional in-person press conference, as it will opt for a Nintendo Direct video stream as well as a series of livestreamed demos. This is the publisher'ssecond year of handling E3 in this manner; Nintendo established its new, apparently preferred format for presenting its biggest news of the year justone year ago.
The Nintendo Digital Event, dubbed a "new kind of video program that will reveal and provide further detail about the gaming experiences on the way for Nintendo platforms in 2014 and beyond," will air at 9:00 a.m. PT / 12:00 p.m. ET on Tuesday, June 10. Nintendo Treehouse, the publisher's product development department, will also livestream unscripted game demos from its booth at E3 during all hours of the show.
The Nintendo game that's slated to get extra attention this year is Super Smash Bros. for 3DS and Wii U, which will get its own invitational tournament at E3and be playable at Best Buy stores across the country for the week.
http://www.joystiq.com/2014/04/29/ni...e-demos-at-e3/
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April 30th, 2014, 23:13 Posted By: wraggster
Nintendo will host a Super Smash Bros. Invitational tournament at the Nokia Theater at E3 this June in Los Angeles, the company announced via Twitter and an entertaining video featuring the comedic Mega 64 crew and Nintendo of America President Reggie Fils-Aime. Additionally, players across the country will be able to play the next Smash Bros. game at Best Buy locations across the U.S. during E3, which is being held June 10 through June 12.
Nintendo announced earlier this month that Super Smash Bros. will launch this summer on 3DS and will arrive on Wii U in the winter. The game's online modes will be split between "for fun" and "for glory" options and will include a "Smash Run" mode in lieu of the series' classic adventure mode.
http://www.joystiq.com/2014/04/29/ni...rnament-at-e3/
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April 30th, 2014, 23:15 Posted By: wraggster
Say what you will of Nintendo's Wii U, but the Virtual Console growsincreasingly intriguing with word that Capcom is working to bring its slate of GameBoy Advance games to the retro emulation service.
Recently, Capcom confirmed to IGN that both Blue and White versions of Mega Man Battle Network 3 would grace the Virtual Console, before noting that the two games are not the extent of Capcom's plans for the digital distribution service. "We are working on bringing this and other GBA titles to the North American Virtual Console," Capcom said. "We'll have more information about the lineup in the coming months. For Australia and Europe, we are still in discussions about the release of Virtual Console titles for those markets."
Though Capcom's impromptu reveal makes no mention of which GameBoy Advance games might land on the Virtual Console, the company has a respectable complement to choose from. Street Fighter Alpha 3 and Phoenix Wright: Ace Attorney are just two of the games Capcom released for the handheld during its lifespan, and fans would be happy to see either appear on the Wii U's eShop. Capcom also developed the excellent (if largely overlooked)The Legend of Zelda: The Minish Cap, which would be perfectly suited for re-release given that Nintendo served as the game's original publisher.
When contacted, Capcom offered us no comment on potential Virtual Console releases, but did state that more information would be coming soon.
http://www.joystiq.com/2014/04/28/ca...ming-to-wii-u/
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April 30th, 2014, 23:46 Posted By: wraggster
[h=1]Nintendo is offering a free game from a selection of ten to anyone who buys and registers a copy of Mario Kart 8 Limited Edition (Update: Make that all editions of Mario Kart).
The ten available titles are:
- Nintendo Land
- New Super Mario Bros. U
- Monster Hunter 3 Ultimate (Wii U version)
- Game & Wario
- Pikmin 3
- The Wonderful 101
- The Legend of Zelda: The Wind Waker HD
- Sonic Lost World (Wii U version)
- Mario & Sonic at the Sochi 2014 Olympic Winter Games
- Wii Party U
To grab one players must register their copy of Mario Kart 8 before July 31st, after which they will be emailed a free download code.
The offer also applies to copies of the game included in the Mario Kart 8 Premium Pack – Special Edition.
(UPDATE: NIntendo has told MCV that ALL versions of the game will be entitled to a free game download)
Mario Kart 8 is released on May 30th.
Nintendo has also released two new Mario Kart 8 video – one detailing new features and the other a half hour plus Nintendo Direct.
http://www.mcvuk.com/news/read/free-...kart-8/0131780
[/h]
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