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June 2nd, 2012, 22:41 Posted By: wraggster
There is still ample opportunity in the market if you deliver high quality', says Zelnick
Disappointed by the possibility of no new hardware from Sony or Microsoft at E3 next week? Don’t be, says Take-Two CEO Strauss Zelnick.
The GTA publisher has told MCV that an extended console cycle is good for publishers of expensive, triple-A games. The biggest blockbusters are still selling in huge numbers, and the longer the console lifecycle, the larger the audience.
But Zelnick admitted that the allure of new hardware is proving irresistible to the firm’s renowned studio talent.
“There is still ample opportunity in the market with the current generation, provided that you deliver the highest quality entertainment experiences – which we always aim to do,” Zelnick told MCV in an exclusive interview ahead of E3.
“We’re seeing some evidence of an ageing console cycle, which generally is a good thing for a company with very high quality titles, like Take-Two.
http://www.develop-online.net/news/4...or-big-studios
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June 2nd, 2012, 22:43 Posted By: wraggster
[Dustin Evans] wanted to used his original NES controllers to play emulated games. The problem is he didn’t want to alter the classic hardware. His solution was to use the connectors and enclosure from a dead NES to .
Here he’s showing the gutted half of an original NES. Although the motherboard is missing, the connectors for the controllers are still there. They’ve been rewired to an Arduino board which has a BlueSMiRF modem. The controller commands are harvested by the Arduino and sent to whatever is listening on the other end of the Bluetooth connection. He also has plans to add a couple of SNES ports to the enclosure so that those unaltered controllers may also be used.
In the video after the break [Dustin] walks us through the hardware setup. He then demonstrates pairing the device with an Android phone and playing some emulators with the pictured controllers.
http://hackaday.com/2012/06/01/nes-c...h-application/
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June 3rd, 2012, 23:20 Posted By: wraggster
Forget about Sony and Microsoft. The Wii U? Ha! Everyone knows inflatable race car add-ons are what E3 2012 is all about. CTA Digital is leading the way, doing for the 3DS what it did for the Wii before it, letting players clip their portable console into the giant peripheral's steering wheel. The Inflatable Sports Car is also Wii compatible, for those who are bi-console. You can pick one up for $40 on Amazon, foot pump included. Shoes, clearly, are optional.
http://www.engadget.com/2012/06/02/c...race-car-pote/
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June 3rd, 2012, 23:56 Posted By: wraggster
It's going to be a tough E3 for every platform holder - but Nintendo, most of all, comes to the show with a great deal to prove
[h=3]Nintendo[/h]www.nintendo-europe.com
Among the platform holders, everyone has something to prove at E3. Of course, that's true every year - but often, the things they have to prove are pretty much the same. We have the best games, the best hardware, the best strategy. We'll "win" E3 and then we'll "win" the year. Traditionally, that means going head to head with at least one competitor - think of memorable years like the one where Sony tried to usurp Nintendo's DS presentation by revealing the PSP to the world, or the year when Microsoft and Sony went head-to-head with their next-gen hardware reveals.
This year is a little different. All three companies have a great deal to prove - but oddly, they're trying to prove quite different things. Sony, for instance, is doing pretty well with PS3 and starting to make up the gap to Microsoft's superb online execution - but it desperately needs to show the world how it's going to rescue Vita, the handheld which everyone seems to like but nobody seems to own (myself included, I confess). Microsoft, on the other hand, needs to demonstrate that it's capable of walking the tightrope between Kinect-enabled casual titles and the more traditional core games which will please the vital core gamer segment it's won over this generation. After a year of disappointing Kinect software, especially the software aimed at the core market, too heavy a focus on its motion control hardware will see E3 labelled a damp squib for the company.
"The Wii U will sell a baseline of 20 million units, which isn't too bad - except that it's going to be compared to a console with a high water mark of 100 million units"
Neither of those giants, however, have quite as much to prove as Nintendo does. As ever, Nintendo is running on a radically different strategy to everyone else. It's got a major bright spot in the form of the 3DS, a handheld console which has proved vastly more resilient than any of us had dared to hope. The easy part of Nintendo's conference will be talking about the 3DS' success and unveiling new software for the device; journalists will happily fill in the implied gloating at Sony's expense later on, no doubt.
The hard part, though, is the home console. Conscious that the Wii is rapidly sliding down the slope at the end of its effective lifespan, Nintendo announced the Wii U last year - two years ahead of any likely next-gen announcement from its rivals. This year's E3 will demand details of hardware, of software and of strategy (although pricing is likely to be off the menu for a few more months). It's rarely wise to bet against Nintendo, but equally, the company really has an enormous amount to prove.
In a sense, that's because Nintendo is a victim of its own success. Since the profitable but underwhelming GameCube era, we've all understood that Nintendo's extraordinary library of IP and character franchises - unrivalled anywhere in the world outside Disney, and perhaps actually surpassing the House of Mouse in terms of sheer recognition value for the likes of Mario and Pikachu among the younger generation - basically gives the company a nice soft landing even when things go wrong. Dominated by the competition, the Cube sold over 20 million units regardless - a figure that seems like a reasonable estimate of the size of the core audience of Nintendo fans who'll buy whatever the company make.
The problem is that the Cube's successor, the Wii, has sold five times as many units. In part, it simply appealed more broadly to gamers (you might not recognise this from the bile often heaped upon the system by a vocal minority, but the PS3 and 360 owners this generation who have a Wii alongside their console far outnumber those who had a GameCube alongside their PS2s and Xboxen). More importantly from a sales point of view, it appealed to a huge audience of casual gamers - people who had never engaged with games before, or people who played games in the past and then dropped the hobby, only to return to it as a family pastime via Nintendo's Wii (and the even more successful DS, of course).
So the question isn't really "will the Wii U flop?", because the Wii U will sell a baseline of 20 million units, which isn't too bad - except that it's going to be compared to a console with a high water mark of 100 million units. Nintendo needs, next week, to show us two things. Firstly, this being E3 and as such essentially a core gamer audience, it needs to prove that Wii U will serve that audience and earn its first 20 million sales. I have absolutely no doubt that it will accomplish that. Next, it needs to show us how it's going to break through that barrier and put in a sales performance which, even if not matching the meteoric rise of the Wii, at least looks decent alongside it.
That bit is harder. Wii U has a huge number of factors arrayed against it. Some of them are down to the state of the market itself - the rise of alternative entertainment platforms like iOS devices, the presence of increasingly cheap consoles from Sony and Microsoft which also sport casual-friendly games in growing numbers, and so on. Others are problems of Nintendo's own invention. The company remains absolutely obsessed with the idea that it has to capitalise on the brands it created in the last generation to an almost necrophilic degree. Hence a handheld console which, despite brand new internals, system software and a 3D display, got shoved into a case nigh-on identical to the DS Lite and branded as "3DS", leaving plenty of consumers unsure as to whether it was a new console or simply a new iteration of existing hardware. Hence also the Wii U, a console which looks like a Wii, is branded like a Wii, and even uses existing Wii controllers alongside its tablet-style remote control.
"The company remains absolutely obsessed with the idea that it has to capitalise on the brands it created in the last generation to an almost necrophilic degree"
Reusing the controllers and so on is a calculated gamble, I suspect. Nintendo knows that many consumers will go "oh, I already have a Wii" (with a decent proportion appending "...and it only gets taken out to play Wii Sports at Christmas" to the end of that thought) and that educating those consumers about the merits of the new system will be tricky and expensive. It's betting that that will be counterbalanced by those who are won over by the ability to use existing controllers with new hardware - the basic argument being "you already have all the Wiimotes, you might as well pick up the new console". I'm not sure I entirely buy that, but I'd definitely like to hear more of Nintendo's thinking in regard to that audience - who were so critical to the huge initial sales of the Wii.
There are market factors which play in the favour of the Wii U too, though. Primary among them is the fact that the console is fascinatingly in-line with the present trend in home entertainment, which is seeing us move away from the idea of a single screen in the living room and towards the idea of the ubiquitous "second screen". Right now, that position is gradually being filled by a combination of smartphones, tablets and laptops. The Wii U makes an interesting pitch for the role, pushing itself as a device that can work in concert with the TV to enhance a gaming or media experience, or independently of the TV to allow multiple people to use the media hardware for separate purposes. That's a brave stab into iPad territory, and it might just work out, but Nintendo's going to have to show us a lot more detail before anyone will believe that they're ready to go head to head with Apple.
Perhaps the primary weight on Nintendo's shoulders, though, is software. It's easy to forget that it wasn't really the Wii that sold tens of millions of units in its heady early days on the market - it was Wii Sports, which just so happened to come with a Wii in the box with it. The Wii U needs something equally compelling, and a re-hash won't do the job - note that while Wii Sports Resort did well, it certainly didn't manage to bottle the same lightning which its predecessor had done a few years previously. Wii Sports U isn't going to sell millions of consoles. Nor, for that matter, is Nintendogs U, or Brain Training U (I'm guessing, here, that sticking "U" on the end of franchise names is going to become standard). Nintendo needs to find something new, a game which simultaneously demonstrates the capabilities of the Wii U to a wide audience while also seeming like a must-have toy for the non-gaming masses.
That's a tall order, of course. If any company can fulfill it, it's going to be Nintendo - but the challenge is immense. While the 3DS looks great now, the early slip-up for the console showed that the company's market position is far from unassailable - and the Wii U, as fascinating a departure as it may be, is far from guaranteed to be a hit. All eyes will be looking out for that piece of software which can match the role of Wii Sports five years ago and give Nintendo another breakout success. No pressure, guys.
http://www.gamesindustry.biz/article...o-must-deliver
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June 4th, 2012, 18:16 Posted By: wraggster
'It's really exciting to have that screen there because I can do things that are very unique', says Pitchford
Nintendo’s rebranded Wii U GamePad is the best controller the company has ever designed, the CEO of Gearbox has claimed.
In an interview with Gamasutra, Randy Pitchford said the pad was perfectly suited to the types of games he wanted to make, and opened up a stream of new possibilities.
He added that it was also well-suited to the studio’s upcoming title Aliens: Colonial Marines, and can act as a motion tracker whilst users walk around the game world.
"When I play with the controller, I immediately realise that for the types of games I like to play and make, this is the best controller I've ever had from Nintendo," said Pitchford.
"For Aliens: Colonial Marines, it's really exciting to have that screen there because I can do things that are very unique to this universe. For instance, we have a motion tracker in this universe. Now our motion tracker can literally be in our hands and we can see and hear it –and scan the room in 360 degrees, since it's a motion device."
http://www.develop-online.net/news/4...ver-controller
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June 4th, 2012, 18:29 Posted By: wraggster
As its pronoun heavy name indicates, the Wii U is all about the social. With that in mind, Nintendo president Satoru Iwata unveiled the Miiverse, a coming together of players' avatars that will live on the console's home screen. Log in, and you'll see your Mii, your friends' Miis, Miis on your Wii U system and Miis of folks playing the same game as you in your locality. The Mii Wara Wara features Miis gathered around tiles representing Wii U games, with speech bubbles offering up real messages from other players.
There's plenty of social functionality built into the touchscreen controller, as well, users can text with other players to get information -- like gaming tips. Info can be input with a virtual keyboard, smartphone-style or can be handwritten or doodled with a stylus, * la the 3DS. The controller also seems to be a useful tool when using your system to teleconference on the big screen, so you can, say browse the web for info while chatting, tablet-style.
Nintendo has also promised more integration with with non-Wii devices -- functionality that likely won't hit at launch. Since the information is accessible via mobile browser, you'll be able to carry social functionality over to your 3DS, PC and mobile phone -- it's not Super Mario for iOS, but it's a small step toward a more mobile Nintendo, we guess.
http://www.engadget.com/2012/06/03/w...omises-mobile/
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June 4th, 2012, 18:29 Posted By: wraggster
Aside from officially detailing tweaks to its Wii U Gamepad today, Nintendo has announced a secondary controller for those who'd prefer a more traditional control method. Dubbed as the Pro Controller, the wireless peripheral has a remarkably similar shape and button layout to what comes standard with theXbox 360 -- albeit with a duo a of joysticks and Nintendo-focused function buttons. You'll also notice that it's the first Wii U accessory to be colored in black, rather the white we've become accustomed to. It doesn't stop there either. While showing more video of how the Gamepad functions, it and the Wii U were also shown in the murdered-out hue for the first time -- eye pleasing to say the least. There's not word on pricing for the Pro Controller or whether the system will be released in both black and white just yet, but we'll be sure to bring you more details from the show floor at E3 when we have them. Click past the break for a look at the console and Gamepad in their darker attire.
http://www.engadget.com/2012/06/03/n...ro-controller/
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June 4th, 2012, 18:30 Posted By: wraggster
Looks like Nintendo didn't want to wait for its proper E3 press conference to spill some Wii U details early -- it just used its preview event to show the finished version of the Wii U controller, called the Gamepad, as well as a TV remote app. The Gamepad is decidedly wider than what we saw a year ago, with comfort clearly the top priority in other areas: the analog sticks have been moved further outwards and made clickable, while the back grip has been tweaked in the process. There's also no doubt as to where to interact with NFC gadgets, either, as a dedicated spot below the directional pad will take all your device-to-device taps. As for the remote, it looks to be a straightforward number pad navigator with a programming guide, all steering your TV through infrared. Between this and the Wii U Pro Controller, though, it's clear Nintendo hasn't been sitting still in the past year, and has some home theater ambitions in the process. We're curious as to what Nintendo is saving up for its bigger gala on Tuesday.
http://www.engadget.com/2012/06/03/n...tv-remote-app/
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June 4th, 2012, 23:16 Posted By: wraggster
Japanese newspaper Nikkei reporting large screen version of handheld unveiling is due
Nintendo may be planning the announcement of a large screen 3DS at this year's E3.
That's according to Japanese newspaper Nikkei, which has reason to belive a 4.3 inch screen version of the Nintendo handheld is to be unveiled this week. By such a measurement the device would be approximately 1.5 times its current size.
It adds that the hardware could hit Europe, America and Japan by this summer, as reported via Andriasang.
Having previously released an oversized version of the DSi handheld – the DSi XL – it would seem feasible that Nintendo would do the same with the 3DS.
http://www.develop-online.net/news/4...work-on-3DS-XL
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June 4th, 2012, 23:23 Posted By: wraggster
Nintendo might have more up its E3 sleeve than just final Wii U hardware and a boatload of franchise games. According to Nikkei, the Japanese console legend is readying a version of the 3DS with a big 4.3-inch main display. That's smaller than on some smartphones we've seen, but a more than substantial jump from the 3.5-inch original. We might not even have long to wait: the trade paper claims that this biggest of all Nintendo handhelds could be ready as soon as the summer, just in time to squeak in some vacation playtime (and prepare us for Luigi's Mansion 2). As always, rumors such as these aren't guaranteed roadmaps; don't be surprised if we just see a regular-sized 3DS in plaid instead. If the plans are real, however, expect the DSi XL to develop feelings of inadequacy.
http://www.engadget.com/2012/06/04/n...-screen-at-e3/
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June 4th, 2012, 23:31 Posted By: wraggster
EA has nabbed the licence to develop official Ultimate Fighting Championship video games.
THQ had held the licence, resulting in four video games - three brawlers and a fitness title. The first UFC game published by THQ was by far the most successful one, although UFC 3 (pictured) released in February this year did reach No.1 in the UK Chart-Track Top 40.
The deal was between EA, UFC and licence holder Zuffa, and is described as a 'multi-year, multi-product' partnership.
THQ CEO Brian Farrell: “We’ve relished our relationship with UFC over the last several years and believe that the UFC gaming brand is in great shape. THQ’s more focused strategy moving forward meant that transferring the license to EA made sense to all parties.
"We’d like to thank the UFC for their great support and partnership and wish EA all the best moving forward.”
UFC president Dana White said: “We’d like to thank THQ for creating some of the most critically-acclaimed sports videogames of this console generation, and we’re excited to enter a new relationship with EA that will help us deepen our connection with fighting fans around the world.
"There’s no one better at creating authentic sports videogames than EA SPORTS, and we’re excited to have a partner who shares our vision of deep, connected and multi-platform global game experiences.”
EA Sports president Andrew Wilson said: “We’re thrilled to begin a long-term partnership that will bring fans incredibly authentic, and deeply connected, UFC video games.
"UFC has become a global powerhouse because they have the world’s best fighters, competing in the world’s best mixed martial arts events. We share UFC’s passion for the sport, and we look forward to capturing all of the intensity and excitement of the action with unique new game experiences across a range of platforms.”
http://www.mcvuk.com/news/read/ea-th...s-it-up/097316
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June 4th, 2012, 23:47 Posted By: wraggster
Don't count out that Wii U version of Aliens: Colonial Marines, despite Gearboxpushing its launch to an unknown spot beyond the 360/PS3/PC version's February 2013 date. Gearbox head Randy Pitchford says that Shoot Many Robots studio Demiurge Studios has been overseeing the Wii U version for the past nine months, alongside both Nerve and Timegate.
Pitchford couldn't speak to many specifics of the game, but he did extol the Wii U controller. "When I play with the controller, I immediately realize that for the types of games I like to play and make, this is the best controller I've ever had from Nintendo." He also teases one potential use for the WiiPad, saying, "ForAliens: Colonial Marines, it's really exciting to have that screen there because I can do things that are very unique to this universe. For instance, we have a motion tracker in this universe. Now our motion tracker can literally be in our hands and we can see and hear it –and scan the room in 360 degrees, since it's a motion device."
Aliens: Colonial Marines launches on February 13, 2013 for Xbox 360, PlayStation 3, and PC. The Wii U version is expected some time beyond that date.
http://www.joystiq.com/2012/06/04/al...shoot-many-ro/
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June 4th, 2012, 23:48 Posted By: wraggster
Atlus announced this morning that it's bringing action RPG brawler Code of Princess over to North America this fall. The 3DS title features cooperative and competitive multiplayer, merging elements of classic arcade beat 'em ups with RPG character progression.
Pre-orders of the game at (currently unspecified) locations will obtain the game's "sound and visual book." We take that to mean soundtrack and art book, but it's the week of E3, so it could be a glorified talking Hallmark card for all we know.
http://www.joystiq.com/2012/06/04/co...a-this-autumn/
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June 4th, 2012, 23:50 Posted By: wraggster
You may want to redeem those coins you've accrued through Club Nintendo, because the reward values are changing as of July 1. Completing registration surveys for the Nintendo DSi or Nintendo DSi XL will yield only 100 coins, as opposed to the previously established 160 coins.
Software rewards are also getting a shake-up, though only select titles will see a decrease. Completing registration surveys for some 3D Classics and other downloadable titles will grant fewer coins; however, a lot of first-party 3DS games like Mario Kart 7 and some third-party ones, such as Resident Evil Revelations, are seeing increases. Wii and DS/DSi games are sadly seeing a reduction pretty much across the board. Better put in your Animal Crossing: City Folk code before time runs out!
http://www.joystiq.com/2012/06/04/cl...ing-on-july-1/
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June 5th, 2012, 20:14 Posted By: wraggster
Hack n' slash to be published by Nintendo
Japan studio Platinum Games is developing a brand new IP for the Nintendo Wii U, it has revealed.
NOA president Reggie Fils-Aime confirmed that the developer's new title, currently titled P-100, will be published by Nintendo.
The game appears to be a tactical hack n' slash, where players take control of groups of people which can be changed into various objects to kill their enemies.
Platinum Games has previously made games such as the critically acclaimed Bayonetta, whilst it is also developing Metal Gear Rising: Revengeance.
A trailer for the new title can be viewed below.
http://www.develop-online.net/news/4...w-IP-for-Wii-U
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June 5th, 2012, 20:17 Posted By: wraggster
'Virtual themepark' to introduce consumer to the Wii U Gamepad
Nintendo has used its ongoing E3 press conference to confirm Wii U Nintendo Land.
Described as a 'virtual themepark', Nintendo Land has been designed to demonstrate the abilities of the Wii U's distinct Gamepad to the consumer.
The title effectively serves the same role as Wii launch title Wii Sports did in introducing a new controller concept to the consumer.
Nintendo Land is a single game with 12 different 'attractions' built around classic Nintendo IP, including Donkey Kong and Zelda.
Nintendo Land's creation was lead by Katsuya Eguchi, 'Wii U software producer'.
http://www.develop-online.net/news/4...-Nintendo-Land
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June 5th, 2012, 20:18 Posted By: wraggster
Publisher confirms eight titles to be released on the next-gen console
Ubisoft has shown off how it plans to take advantage of the potential unique aspects of the Wii U gamepad.
Taking the stage at Nintendo’s E3 conference, the publisher showed how games such as Just Dance 4, where the GamePad holder was able to dictate how other players dance.
The user could either change the pace of the dance, or make players hold their position during a song.
Ubisoft also presented various uses through its ZombiU title, such as using it as a scanner, a sniper scope or as a motion controller to shake off enemies.
Nintendo of America president Reggie Fils-aime was also asked to hold up the gamepad to his face, where the on-screen camera changed his facial features to look like a zombie.
http://www.develop-online.net/news/4...-Wii-U-GamePad
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June 5th, 2012, 20:22 Posted By: wraggster
Nintendo has just confirmed what we've expected all along. Its next generation console, the Wii U, will be launching this holiday. As Nintendo mentioned earlier, there's no definitive word on pricing, quite yet. The company did confirm, however, that the touchscreen-friendly console will launch with the new multi-player NintendoLand title.
http://www.engadget.com/2012/06/05/n...-this-holiday/
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June 5th, 2012, 20:24 Posted By: wraggster
Nintendo broke a few hearts when it initially said the Wii U would only support one of its uniqueGamepads. Much to our delight, the company just said in its live keynote that the final console will support two. As such, it'll be possible to have truly equal two-player games instead of relegating a friend to the old-fashioned Wii remote and Nunchuk. Of course, how much that extra Gamepad will cost we have yet to know -- along with whether or not it'll be possible to have strictly Gamepad-to-Gamepad titles that skip the TV entirely. We expect to find out soon.
Update: In a follow-up, Nintendo Japan has posted on Twitter that there's a price to pay if two Gamepads are active. Frame rates drop to about 30 fps if two are active; any games that really want that extra controller won't be quite as glass-smooth. On the upside, it's possible to switch one off with a smooth transition; there won't be a need for theatrics just to switch to a solo game.
http://www.engadget.com/2012/06/05/n...on-one-system/
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June 5th, 2012, 20:26 Posted By: wraggster
Nintendo showed off a demo of Lego City Undercover for Wii U at its E3 2012 conference.
The game appears to be open world, with players able to disguise themselves to go undercover and leap about the environment with a little of Altair's spirit.
The GamePad can be used to call dispatch for new missions, and more interestingly, scan environments for enemies by holding it up in front of the screen.
It's funny, too, with one character's rescue bid almost foiled as his distressed quarry's hand detaches while he pulls him up from dangling over the side of a building.
Versions of Lego City Undercover will be released for Wii U, and 3DS, but we expect it will find its way to other formats too.
http://www.edge-online.com/news/e3-2...over-wii-u-3ds
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June 5th, 2012, 20:26 Posted By: wraggster
Nintendo kicked off its E3 2012 conference with Pikmin 3 on Wii U, Shigeru Miyamoto taking to the stage to demonstrate the game.
Gameplay looks similar to the previous two games, and you'll still be in charge of a 100-strong swarm of Pikmin, but there are a few interesting additions.
First up, the new rock Pikmin adds a harder-headed creature to your flock, enabling you to break hard objects more easily.
There are also four leaders this time round - a group which doesn't include captain Olimar for reasons which Miyamoto said were secret.
We'd guess the poor captain has got himself lost or captured, and needs his four Luigi-esque colleagues to mount a rescue bid.
The game can be controlled with the standard Wii controller and nunchuck, or the GamePad, but either way the GamePad screen will display an overview map of each level.
This map comes into its own when managing your four leaders, adding more strategic depth to the game by allowing you to spin more plates.
Specific body parts on enemies can now be targeted, such as eyes or shells, and the Nunchuck can be shaken to charge your shot.
"We're developing [Pikmin 3] with the belief that we can help people understand once again the kind of fun deeper games can offer," said Miyamoto.
"As players today move towards lighter games, I think this is an important challenge for all of us."
A new mode - Challenge mode - was also revealed, in which you must collect as much fruit as you can from the map.
With any luck, those four leaders will also allow for some co-op gameplay.
http://www.edge-online.com/news/e3-2...veals-pikmin-3
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June 5th, 2012, 22:15 Posted By: wraggster
Specifications forthcoming in the wake of Nintendo's E3 press conference; full game list also unveiled
The Nintendo Wii U will support 1080p resolution.
A new fact sheet published by Nintendo confirms the news, and offers insight into many more of the console's specifications.
The Nintendo Wii U will support a substantial number of outputs, offering HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV. PCM linear audio is offered via HDMI or analogue sound through AV Multi-Out.
Also confirmed for the system is is the 6.2 inch, 16:9 ratio Wii U Gamepad screen, IBM Power-Based multi-core CPU, AMD Radeon HD GPU and wireless IEEE 802.11b/g/n Wi-Fi support. LAN adapters will be supported via either of the machine’s two USB ports.
http://www.develop-online.net/news/4...-list-revealed
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June 5th, 2012, 23:00 Posted By: wraggster
Looking to get a bit more longevity out of your 3DS gaming sessions before needing to recharge? If so,Nyko is looking to oblige with its Power Grip Pro case for the aforementioned Nintendo handheld. The outfit boasts that the peripheral will triple your battery life alongside the added functionality of an analog slider control. As you might expect, the unit sports a comfy ergonomic design that should keep you and your device quite cozy. Of course, we'll be the judge of that ourselves when we give the Power Grip Pro the hands-on treatment later this week. No word on pricing yet, but the accessory is slated hit shelves this October -- in plenty of time to snag one for the holiday season. For a look at the kit when from another angle (closed for transport), head on past the break.
http://www.engadget.com/2012/06/05/n...-grip-pro-3ds/
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June 5th, 2012, 23:08 Posted By: wraggster
Warner Bros has revealed the first details about LEGO City Stories for Wii U – and there's a whiff of Grand Theft Auto about it.Nintendo showed the first trailer for the game during it's E3 Press Conference, showing what appeared to be an open world LEGO title in which players solve crimes.LEGO City Stories uses the Wii U GamePad to display an interactive map of the city, as well as deliver missions and allow players to contact other characters. The gameplay looks reminiscent of the usual Traveller's Tales titles, with a mix of platforming, driving and character-specific abilities.A companion title - LEGO City Undercover - is in development for 3DShttp://www.mcvuk.com/news/read/nintendo-lego-does-gta-on-wii-u/097448
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June 5th, 2012, 23:27 Posted By: wraggster
Wii U is getting its own Wii Sports-style title in the form of NintendoLand.
Reggie Fils-Aime announced the title during the platform holder's E3 press conference, claiming that NintendoLand will have the same effect as the Wii's launch title - it will make the new controller easier to understand for newcomers.
The game is set in a Nintendo theme park, where players control their Miis and engage in mini-games based on one of 12 rides.
Confirmed rides included Legend of Zelda: Battle Quest, Animal Crossing: Sweet Days, Luigi's Ghost Mansion, Donkey Kong Crash Course and Takamaru's Ninja Castle. Luigi's Ghost Mansion, for example, is a Pac-Man style maze in which the GamePad user can control the ghosts while players using Wii Remotes control their Miis.
The rides will all feature multiplayer support and some will be compatible with the Wii Remote and Nunchuk.
The project is being overseen by Katsuya Eguchi, who has worked on Animal Crossing, Wii Music and Wii Sports Resort.
It will launch with Wii U this Christmas.
http://www.mcvuk.com/news/read/ninte...-sports/097446
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June 5th, 2012, 23:28 Posted By: wraggster
The next handheld aventures for gaming's favourite plumber have been given new release dates.
Nintendo revealed that New Super Mario Bros 2, a new 2D platformer for 3DS, will be released in the US on August 19th. It has previously been said to be due around the same time worldwide, and famously will be the first Nintendo title to be released digitally on the same day as it arrives at retail.
Meanwhile, Paper Mario - with the new suffix of Sticker Star - will be released this Christmas. The game's new sticker system adds a new element of strategy when battling and exploring 2D landscapes.
Finally, Luigi's Mansion 2 - now entitled Luigi's Mansion: Dark Moon - will also be released this Christmas.
http://www.mcvuk.com/news/read/ninte...o-dated/097444
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June 5th, 2012, 23:29 Posted By: wraggster
Nintendo may be delighting the core with its announcements so far tonight, but it hasn’t forgotten the audience it attracted so successfully with the Wii.
The company has unveiled Wii Fit U, the latest release in its hugely successful series.
The demo video shown used the Wii U Gamepad in conjunction with the Wii Balance Board. It also showed gameplay using just the Gamepad – without either the Board or even the TV.
Online connectivity is also confirmed, with players able to upload their performance stats to the Miiverse.
http://www.mcvuk.com/news/read/ninte...nounced/097443
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June 5th, 2012, 23:31 Posted By: wraggster
Warner Bros has announced a new entry in the Scribblenauts made specially for Wii U.
The publisher lifted the lid on Scribblenauts Unlimited, a title that series developer 5th Cell described as the "definitive Scribblenauts experience".
The game will once again allow players to solve puzzles with any item they can think of. They can also explore much larger levels, all rendered in HD.
There will be the usual puzzle mode, as well as multiplayer challenges and a story mode focused on the main character Maxwell.
And using the Wii U Gamepad, players can create new objects from parts of other objects, such as Auto Mutt - part dog, part car. They can then share these creations with friends online.
http://www.mcvuk.com/news/read/ninte...r-wii-u/097440
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June 5th, 2012, 23:32 Posted By: wraggster
Wii U will receive an exclusive version of Batman’s most recent video game outing.
As detailed by Warner Bros interactive boss Martin Tremblay, Batman: Arkham City Armoured Edition offers extras not found in the existing SKUs.
In the game, Batman’s new armoured suit collects energy that when full allows the activation of BAT mode, in which The Caped Crusader becomes stronger, faster and unlocks new skills – such as a remote control Batarang controlled by the Wii U Gamepad.
This new game is being made at WB Games Montreal, with original devs Rocksteady lending support.
http://www.mcvuk.com/news/read/ninte...evealed/097439
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June 5th, 2012, 23:33 Posted By: wraggster
Nintendo has announced New Super Mario Bros U, a flagship platformer that will show off the connectivity of its recently unveiled Miiverse system.
The game was previously demonstrated last year as New Super Mario Bros Mii.
NSMBU will be your typical 2D platforming fare supporting up to four players. As was revealed on Sunday, the map screen between levels will be populated by comments and tips from other Miis in the Miiverse - people that Wii U owners are friends with, have met online or other users of the console.
Reggie Fils-Aime said users will also be able to connect with other Wii U owners while they're playing the game.
New Super Mario Bros U will also have a Boost Mode, whereby four players control Mario, Luigi and Toads with Wii Remotes and a fifth player can create helpful blocks using the Wii U GamePad.
http://www.mcvuk.com/news/read/ninte...nounced/097438
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June 5th, 2012, 23:41 Posted By: wraggster
Following its E3 2012 media briefing, Nintendo revealed a slew of new titles for its upcoming Wii U console, including Project P-100, on its event site. Another title that snuck its way on the E3 page was the working title project Game & Wario.
"Wario and his Diamond City friends are back in action. Game & Wario (working title) features a collection of games that use only the Wii U GamePad controller. The games retain the original flair and character of the micro-games from theWarioWare series," the site reads.
Single-player games found in the collection include 'Arrow,' which transforms the WiiPad as a hi-tech bow used to defeat swarming enemies; 'Ski,' where players lead a skier to the finish line tilting the WiiPad; and 'Shutter,' which uses the WiiPad as a camera to take shots of hidden criminals.
A multiplayer game for up to two to five players dubbed 'Fruit' allows one WiiPad-wielding player to anonymously control one of the other players on screen to quietly steam scattered fruit.
Sounds both wacky and strange, which is exactly what we'd expect from aWarioWare-style title.
http://www.joystiq.com/2012/06/05/wa...ame-and-wario/
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June 5th, 2012, 23:43 Posted By: wraggster
Paper Mario: Sticker Star is slapping on to the 3DS "physically and digitally" this holiday season, Nintendo announced at its E3 press conference today.
Sticker Star has Mario find stickers in the scenery and use them as battle commands: Shoe stickers let Mario jump, a hammer sticker begets a hammer and the environment can be peeled away to uncover hidden objects.
http://www.joystiq.com/2012/06/05/pa...icking-to-3ds/
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June 6th, 2012, 00:50 Posted By: wraggster
The battery life of the Wii U's GamePad controller has been fully detailed by Nintendo, with a single charge expected to last between three to five hours.
A charge takes two and a half hours, though it can be played when charging via an AC adaptor.
The full, official specs also confirmed that the GamePad weighs in at 500g and boasts a 6.2 inch LCD screen and stereo sound.
The battery life is dependent on the brightness of the screen.
Nintendo's blurb on the Wii U GamePad in full:
"The Wii U GamePad controller removes the traditional barriers between games, players and the TV by creating a second window into the video game world. It incorporates a 6.2-inch, 16:9 aspect ratio LCD touch screen, as well as traditional button controls and two analog sticks.
"Inputs include a +Control Pad, L/R sticks, L/R stick buttons, A/B/X/Y buttons, L/R buttons, ZL/ZR buttons, Power button, HOME button, -/SELECT button, +/START button, and TV CONTROL button.
"The GamePad also includes motion control (powered by an accelerometer, gyroscope and geomagnetic sensor), a front-facing camera, a microphone, stereo speakers, rumble features, a sensor bar, an included stylus and support for Near Field Communication (NFC) functionality.
"It is powered by a rechargeable lithium-ion battery and weighs approximately 1.1 pounds (500 g)."
http://www.eurogamer.net/articles/20...-life-detailed
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June 7th, 2012, 00:18 Posted By: wraggster
Wii U will support two GamePads, but not with out a huge effort from the console manufacturer
One of Nintendo's top Wii U execs has talked frankly about the challenges support for two GamePads has brought the team behind the forthcoming console.
At yesterday's Nintendo E3 press conference, it was revealed that the Wii U will support two of its distinctive GamePads. The reason that fact impresses is because, along with gyros, a camera, a microphone and various other inputs, the GamePad features a relatively large touch screen.
Developers will likely be delighted that they can design games around three screens – the main television and the GamePads' 'single player' screens.
However, for Nintendo's engineers to create a device that could fill three screens with visuals using only one processor and a single graphics chip took a significant effort, as revealed by Wii U hardware producer Katsuya Eguchi at a roundtable press conference at E3.
“The reality is it takes processing power to draw an image on a single screen,” said Eguchi during the roundtable, speaking through a translator. “If you add a second screen, it requires extra resources from the hardware. There are hurdles we have to overcome. But by implementing another screen, it adds more innovation in game play and it makes it more fun.”
http://www.develop-online.net/news/4...ond-controller
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June 7th, 2012, 00:31 Posted By: wraggster
Nintendo has released final specifications for its console following its E3 2012 conference yesterday, though it hasn't gone into detail on exact component performance. The full details are below, but for impressions of what it's actually like in action, readour Wii-U hands-on.
- Dimensions: 1.8 inches high, 10.5 inches deep and 6.8 inches long.
- Weight: 3.41 pounds (1.5 kg).
- CPU: IBM Power-based multi-core processor.
- GPU: AMD Radeon-based High Definition GPU.
- Storage: Internal flash memory. Also supports SD memory cards and external USB storage.
- Media: Wii U and Wii proprietary optical discs. Most Wii games will be compatible.
- Networking: Wireless (IEEE 802.11b/g/n), plus four USB 2.0 connectors for LAN Adapters.
- Audio Output: Six-channel PCM linear output via HDMI connector, or analog output via AV Multi Out connector.
- Video Output: Supports 1080p, 1080i, 720p, 480p and 480i.
- Wii U GamePad: 6.2-inch, 16:9 LCD touch screen, twin analog sticks, D-pad, L/R analog sticks, L/R stick buttons, A/B/X/Y buttons, L/R buttons, ZL/ZR buttons, Power button, HOME button, -/SELECT button, +/START button, and TV CONTROL button. Accelerometer, gyroscope and geomagnetic motion control, front-facing camera, microphone, stereo speakers, rumble and support for Near Field Communication (NFC) functionality. NFC allows for wireless communication with objects held above, or placed on, the GamePad.
As confirmed at Nintendo's E3 2012 conference yesterday, the Wii U now supports up to two GamePads and up to four Wii Remotes or Wii U Pro controllers plus most other Wii accesories.
http://www.edge-online.com/news/e3-2...pecs-confirmed
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June 7th, 2012, 00:32 Posted By: wraggster
ZombiU has appeared three times so far this E3. A gory CG trailer, shown during Ubisoft's press conference on Monday, revealed its London setting and piqued our interest; another trailer, sadly also CG and aired during Nintendo's conference today, showed the ways in which it makes use of the Wii U GamePad. It's the below gameplay demo, though, coming hot on the heels of Nintendo's middling E3 conference, which has propelled it to the upper echelons of our Wii U most wanted list.
For a start, it's a Roguelike: one bite and you're gone for good, respawning as another survivor of London's zombie apocalypse. You can then hunt down your previous character, who's now a zombie, to reclaim your backpack and, therefore, your inventory. When you die, you don't just lose your avatar and supplies: there's a levelling system of sorts too, with unlockable skills which will also be lost should you perish.
That inventory is managed using the GamePad, all in realtime, and the Wii U controller can also be used as a sonar scanner or sniper rifle. Combine that with permadeath and you've got an instantly more unsettling game than most of ZombiU's survival horror peers, which provided an unrealistic, if admittedly entirely welcome, respite from the terror with a single panicked stab of a button. When playing Resident Evil 4, for instance, we always wondered if we'd really be able to switch weapons or take healing herbs with a shuffling horde of undead bearing down upon us.
It's intriguing stuff, and brave from Ubisoft too, especially after Nintendo's conference leant more towards the casual than the core. This, by contrast, is about as hardcore as it gets, a sort of offlineDay-Z with no-one else around to spoil it for you. There's no indication of release date, but if this is on shelves on day one, Wii U's fortunes are already looking up. Below, then, in order, are the cinematic CG trailer, the CG GamePad trailer, and finally the gameplay demo, courtesy of Spike.
http://www.edge-online.com/news/e3-2...htest-prospect
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June 7th, 2012, 00:36 Posted By: wraggster
The Japanese stock market has reacted badly to Nintendo’s E3 presentation, with stock in the company falling 2.68 per cent since trading opened today.
Nintendo’s conference has been widely criticised by the consumer press, with nearly all lamenting the lack of new games announcements – headline-worthy reveals were expected with the machine’s launch only around six months away.
It was also seen as Nintendo’s last chance to get a head start on Sony and Microsoft, who are both expected to reveal their new hardware at, or even before, E3 2013.
Investors were seemingly more impressed with Sony, with its shares on the Tokyo Stock Exchange climbing 2.14 per cent overnight. They performed even better in New York, gaining 3.21 per cent.
Interestingly, shares in Ubisoft – hailed by many as the ‘winner’ of this year’s E3 – have climbed nearly five per cent since its excellent E3 showcase.
http://www.mcvuk.com/news/read/ninte...ntation/097533
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June 7th, 2012, 00:38 Posted By: wraggster
Nintendo has confirmed that it is working on a method that will allow gamers to transfer Wii content to the Wii U.
This will include existing game downloads and save game information.
However, the platform holder did add the caveat this it is “preparing” the tech, suggesting that it has not yet been developed.
This of course leads to the possibility that the transfer system won’t be in place by the time the Wii U launches later this year.
Inconvenient, yes, but not unprecedented – Nintendo’s DS-to-3DS transfer system arrived several weeks after the 3DS itself hit the market.
Don’t forget, too, that Wii U is also compatible with a number of Wii’s accessories including the WiiRemote and Wii Fit Balance Board.
http://www.mcvuk.com/news/read/e3-20...o-wii-u/097526
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June 7th, 2012, 01:10 Posted By: wraggster
The Nintendo EAD manager notes that Nintendo wants a wider audience for Wii U
[h=3]Nintendo[/h]www.nintendo-europe.com
The general impression of the Wii U by some is that Nintendo wants to appeal to a mainstream, more casual audience. Speaking at the developer roundtable at E3 2012, Nintendo EAD manager Katsuya Eguchi said that they are going for the Wii audience and so much more.
Eguchi said that while Nintendo is hoping to retain the same audience as Wii (which he says is ages 5-95), the company is now "powering up." Eguchi stressed that Nintendo is looking to make games for people who love gaming, not necessarily casual users, and that the company hopes to create an environment for third-party developers to work in as well.
One of the bigger announcements from the Nintendo E3 press conference is that the Wii U will allow for two GamePads with the touchscreen at the same time. When asked if there was a problem in adding another controller, Eguchi said there was additional processing power needed for each GamePad and that displaying an image on three different screens clearly affects performance.
That said, Eguchi stressed that the quality of game image isn't always concurrent with a game's level of fun and enjoyment; what's important is the role of the different screens, be they on the TV or GamePad. He said frankly that graphical fidelity and support for extra GamePads requires more expensive components to enhance the CPU and Nintendo had to draw a line at some point. in terms of costs for the Wii U.
http://www.gamesindustry.biz/article...roller-support
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June 7th, 2012, 01:10 Posted By: wraggster
Analysts sent out statements reacting to what they saw of the Wii U, and most were clearly concerned about the software shown (or lack thereof), what form the third party support will take and what the pricing and release will eventually be. Even those that were somewhat impressed by Nintendo's new home console still have questions and concerns about the device.
Analysts Arvind Bhatia and Brett Strauser both were hoping that there would be more information about the Wii U's launch date/price and a true killer app to push users to upgrade. "None of that happened," they said. "Wii U, which investors were hoping would help revive the weak trends, has had a mediocre showing at the show this year. While the Wii U's user interface with the tablet controller is interesting, we didn't see many games taking advantage of the controller. Most of the third party publishers we spoke to seemed to be lukewarm about the Wii U console and don't seem to be developing games for it aggressively. That said, Nintendo has always had the ability to surprise everyone."
Michael Pachter was disappointed that Nintendo was no more specific about the Wii U's release than Holiday 2012, noted that details like the technical specifications are still a mystery and that "widespread third-party support appears to be lacking so far." Still, he noted that, "The company... confirmed that Wii U would support two separate GamePads (although pricing may make owning two GamePads an expensive luxury, and the focus will be on the single GamePad experience for the time being). Wii U will have a touchscreen for a stylus or finger, backside and shoulder buttons, a camera, a microphone, and a headphone jack, among other features discussed Tuesday (Nintendo previously disclosed a near field communication reader / writer and a Wii U Pro Controller for traditional gaming in a video released Sunday, however, both items were not mentioned on Tuesday). Nintendo then discussed Miiverse, a universe for Wii U (to be available on any internet-enable device eventually) that will foster communication and allow users to express personal tastes and see trends from around the world."
"Overall, we were disappointed with the Nintendo presentation, as many key questions about the Wii U remained unanswered, a year after the console's official introduction, and less than seven month's before its scheduled release," he added. "We would have liked additional information on Wii U's technical specifications, release dates, and pricing. Also, it remains unclear at this point whether Nintendo will have the third-party support needed for Wii U to appeal to a wider audience of gamers."
Colin Sebastian was more upbeat in his assessment, though he still wanted more. "Nintendo hopes to build off of the success of the Wii with a more engaging experience using the GamePad tablet, as well as in-game social networking (Miiverse) and broad entertainment options. In our view, the platform is a clear improvement over the Wii, but questions remain in terms of launch details, the depth of online services, and third-party game pipeline. It also appears that Nintendo is targeting its traditional fan base, as well as younger audiences, although we see an opportunity to attract core gamers growing impatient for the launches of the next-generation Xbox and PlayStation."
http://www.gamesindustry.biz/article...cks-killer-app
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June 7th, 2012, 01:12 Posted By: wraggster
Castlevania: Lords of Shadow - Mirror of Fate, the 3DS title in development by Mercury Steam, will incorporate Nintendo's StreetPass feature, allowing players to swap game data simply by walking past one another. Mercury Steam and Konami confirmed its integration today at E3.
Mercury Steam developed a brand new engine for its 3DS installment and now has 100 people working on Mirror of Fate and its companion console title, Lords of Shadow 2. Both games operate in the same Lords of Shadow universe, at the same time, but Lords of Shadow 2 will conclude Dracula's storyline while Mirror of Fate tells the Belmonts' tale.
Mercury Steam will be finished with the Castlevania franchise after these titles launch.
http://www.joystiq.com/2012/06/06/ca...use-streetpas/
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June 7th, 2012, 01:16 Posted By: wraggster
There's a reason Theatrhythm received top billing in Theatrhythm: Final Fantasy, as the game could expand into a series beyond the Final Fantasy franchise. Ichiro Hazama, producer at Square Enix's 1st Production Department, told us the publisher has plenty of intellectual properties where the formula could be applied.
"Our company has so many other IPs that create great music, so if you ask if I want to do it? I want to do it, but nothing is determined yet," said Hazama. "In my mind, it was my intention that if it expands to other franchises that would be great. That's why this title carries Theatrhythm first and Final Fantasy comes next."
Hmm, that opens up the series to possibilities like Theatrhythm: Kingdom Hearts... or Theatrhythm: Hitman.
http://www.joystiq.com/2012/06/06/th...ix-properties/
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June 7th, 2012, 01:17 Posted By: wraggster
It seems stubborn to lament a stylistic and gameplay shift for (essentially) theWarioWare series -- one built on hilariously frequent stylistic and gameplay shifts -- but the Wii U's Game & Wario dramatically shifts away from pretty much all the cornerstones of WarioWare, and toward conventional minigames.
To be fair, it isn't a WarioWare game, and that's acknowledged. Instead, it's a vaguely Game & Watch-inspired set of minigames, of which only four were shown, and all using the WiiPad heavily. Where WarioWare used a variety of simple 2D art styles, Game and Wario is straight-up, simple 3D. G&W has time limits like its microgame ancestors, but they're closer to five minutes than five seconds.
The games shown include one in which you tilt to steer disco skier Jimmy T. on a downhill course, an archery game in which you fire arrows from a Wario-nose bow to fight off toy Warios (a bit of the old magic there, at least conceptually!), a thief minigame in which you must surreptitiously steal fruit, then pass the WiiPad on to another player who will try to identify the on-screen thief, and a photography game about spotting, and taking the best pictures of, a series of known criminals.
It's way too early to judge Game & Wario definitively, but it has the unfortunate distinction of being derived from game that you can judge within ten seconds. The minigames are enjoyable, they're just ... safe. Without the rapid-fire presentation, Game & Wario is essentially just another minigame collection.
There's a good reason for the proliferation of safe choices: if all the games involved the WiiPad and five-second time limits, you'd have a great deal of difficulty managing two screens in that short time. And, of course, "a great deal of difficulty" is absolutely not what Nintendo wants to show off on the Wii U.
http://www.joystiq.com/2012/06/06/wi...me-wario-wary/
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June 7th, 2012, 01:18 Posted By: wraggster
Shigeru Miyamoto told me during an E3 interview that he's working on a new game of his own, when his other job of being a very important executive allows it.
"One thing I want to clear up," Miyamoto told Joystiq, "people like to ask me if I want to do a small project with a small team. I do like working with a small team, and I'm working with a number of small teams on a lot of different ideas, but the problem is because of all these different roles that I have to fulfill, it takes me a long time to write the design document." In addition, working with small teams causes design work to take longer, he said, so "maybe this time next year I'll have something ready to show you that perhaps will illustrate that idea."
Miyamoto confirmed directly that he's working on design documents right now. "I have some storyboards that I have to draw before I finish this trip," he added. "It's fun. I useFlipnote Studio to draw my storyboards."
http://www.joystiq.com/2012/06/06/mi...ll-be-a-while/
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June 7th, 2012, 20:50 Posted By: wraggster
Nintendo of America president Reggie Fils-Aime has clarified Nintendo's Wii U launch window as being the three to four month period after the console's release.
Talking to IGN He also revealed that all of the firstparty games shown during Nintendo's E3 2012 presentation were launch window titles, but with the other revelation in mind, some of those games may not show up before 2013.
Fils-Aime went on to discuss Metroid Prime studio Retro, which is apparently working on an undisclosed project. Retro's last game was Donkey Kong Country Returns, which was released in 2010.
"If I disclosed what Retro is doing, I would have the president of Retro literally calling me right now saying, 'Reggie, what are you doing?'", Fils-Aime explained. "We love that people are interested. We love surprising people.
"Rest assured, the team is hard at work. But I'm not gonna tell you what they're working on."
Whatever it is, Fils-Aime said that it was unlikely that the studio would reveal anything "anytime soon".
http://www.edge-online.com/news/e3-2...rive-till-2013
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June 7th, 2012, 23:38 Posted By: wraggster
Messages posted no Nintendo’s new social media Miiverse could face a delay of around 30 minutes before appearing online.
President Satoru Iwata has said that the company will employ people, or “human resources” as he describes them, to actively moderate messages posted to the network.
“The attraction of a social network is the immediacy of the feedback,” Iwata told LA Times. “On the other hand, it’s absolutely essential that parents need to feel comfortable with Miiverse as a safe place for their children.
“But personally, I think 30 minutes should be acceptable.”
The move is in some way not surprising considering Nintendo’s super-strict security agenda. Indeed, the Wii U will be the first Nintendo machine that does not require the swapping of codes to facilitate friends lists.
On the other hand, it will likely disappoint fans who had hopes Nintendo were finally about the embrace the true freedoms and functionality of online as rivals Microsoft and Sony have been doing for nearly a decade.
http://www.mcvuk.com/news/read/e3-20...delayed/097615
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June 7th, 2012, 23:42 Posted By: wraggster
EA CEO John Riccitiello may have unintentionally given the middle finger to Nintendo and key third party rivals.
Speaking to investors following the key E3 presentations this week, Riccitiello boldly stated:
"We looked at the Wii U launch line-up and we're very pleased there was a lot of applause for ME3. In fact I think it got one of the loudest applauses, so we're pleased that people see it as the single best piece of software that's been announced for the platform."
Titles shown off for the machine to date include Nintendo’s New Super Mario Bros U, Pikmin 3, LEGO City and third party offerings such as Darksiders II (THQ), Aliens: Colonial Marines (Sega), Batman: Arkham City Armoured Edition (Warner Bros) and Assassin’s Creed III (Ubisoft).
http://www.mcvuk.com/news/read/e3-20...t-of-e3/097595
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June 8th, 2012, 01:41 Posted By: wraggster
Ubisoft's ZombiU for Wii U combines common survival horror elements, like inventory management and limited ammunition, with FPS elements like shooting at things in first person. As a survivor in your standard issue zombie apocalypse, you must search and loot bodies to find necessary equipment, while taking out zombies with whatever weapons you have handy. Putting the backpack on the WiiPad forces you to be very alert about both screens, to work quickly, and to be nervous.
The WiiPad acts as a scanner, allowing you to ping for items, which are then highlighted on the main screen. You can use it to hack keypad locks, typing numbers quickly and frantically so you can get back to shooting. It also acts as a sight or scope for weapons, allowing you to aim with the gyroscope and line up the shot on the screen.
The coolest feature of ZombiU has absolutely nothing to do with the touchscreen. When you die (and you will, since one bite does the job) your character wakes up as a zombie, and you respawn into another randomly generated person in a nearby safehouse, with a quick caption popping up telling you that new person's name and age. My first character was male; after he died, I woke up as a 23-year-old blonde woman.
Those zombies representing your shortcomings continue to stalk around the area you died, and you can find them and kill them, thus erasing the evidence of your inability to survive the zombie apocalypse and getting the items back that were left on the body. It's kind of like going back for your body in a roguelike game, except your body is also going after you. It's an interesting gimmick, and it's more interesting because it's a game design gimmick in a lineup rife with interface gimmicks. And the interface gimmicks are also neat! Now, about the name ...
http://www.joystiq.com/2012/06/07/zo...etty-cool-too/
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June 8th, 2012, 01:46 Posted By: wraggster
After a 3DS software showcase in which no new 3DS software was announced, Nintendo surprised us all by tweeting confirmation of a North American release for Fire Emblem: Awakening, the 3DS iteration of the popular strategy role-playing series. There's no release window, but Nintendo promised "more info to come" -- we'd expect a press release in the morning.
Turns out Twitter was the real news source the whole time, and this whole E3 thing was a red herring.
http://www.joystiq.com/2012/06/07/fi...north-america/
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June 8th, 2012, 01:49 Posted By: wraggster
Among the Wii U's minigame collection-heavy E3 lineup was a weird, weird surprise: an original action game by Platinum Games. Project P-100 isn't just an anomaly among Wii U games, it stands out among Platinum's lineup. It's very cartoony and cute, adjectives I won't see applied to Bayonetta or Anarchy Reigns anytime soon. The main character does bear a resemblance to Viewtiful Joe by pre-Platinum Clover Studio, but he's way too tiny on screen to really make the connection.
It also abandons the "character action" style most associated with the studio in favor of, well, more characters. Your superhero protagonist can recruit a coterie of random citizens (by drawing a circle around them with the right analog stick) sort of Pikmin-style. However, instead of simply directing them toward the giant robot enemies, you wield your crew as weapons. You can hit a button to do basic "team attacks" that essentially use them as a bludgeon.
http://www.joystiq.com/2012/06/06/us...project-p-100/
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June 8th, 2012, 02:04 Posted By: wraggster
For Nintendo, the Wii U and its GamePad controller usher in a new era for design and play - but Xbox maker Microsoft and developer legend Peter Molyneux aren't convinced.The Wii U comes with a touchscreen controller that can be used to display additional information, such as maps and inventory, and to new gameplay options, such as dragging with your finger to impact the action on the big screen.Having seen Nintendo unveil the final version of the device at E3 this week, Molyneux expressed concern that having to repeatedly shift between looking at the GamePad and looking at the TV will be too demanding."I am not really decided about Wii U," he told Eurogamer's German cousins Games Industry Germany. "I watch people playing and they sometimes seem to be confused about which screen they should look at when they play with the tablet."I also feel that monitoring both screens turns out to be a bit demanding, as some games make it necessary to change your view from time to time between both screens."Yusuf Mehdi, chief marketing officer for Microsoft's game business, echoed Molyneux's sentiment."One of the things that's interesting is, when you're playing a quick, real-time twitch game, how much can you look up and down between the screens?" he asked in an interview withGamesBeat."That's an interesting question. We've put a huge amount of design into how we do our controllers to understand user experience, and there's a lot in there that I think.. This controller has a lot of science behind it, about why it works great for different types of gaming."During its E3 press conference Microsoft demoed SmartGlass, a new app that transforms smartphones and tablets into a second screen for the Xbox.Some see it as a counter to Nintendo's Wii U. Others see it as the future of gaming and one of the key announcements at E3.For Mehdi, it's a better approach to cross-screen sharing than Wii U."I believe this approach is actually better because what we're doing is embracing it as truly a supporting screen," he said. "Not as the thing you should be looking at. Therefore, it needs to light up, it needs to notify you, it needs to actually provide content that's relevant in that example."So I feel pretty good about that. I certainly don't think there are any latency issues there. You can use any device for control, for tabbing, for browsing, for watching movies. It's got a richer platform for things."
http://www.eurogamer.net/articles/20...-wii-u-gamepad
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June 9th, 2012, 10:26 Posted By: wraggster
As E3 was coming to a close, we sat down with one of the men responsible for Nintendo's 3DS, Hideki Konno. Konno's official title is manager / producer, but because he's involved at such a high level with both software and hardware development on the 3DS, our conversation covered quite the range of topics. When asked about the handheld's performance in the last year, he drew parallels to the success of the DS that preceded it and he hopes that the 3DS will experience a similar growth curve. Due to the mention of the DS, we inquired about the possibility of a larger 3DS. While Mr. Konno wasn't able to confirm plans for a super-sized version of the current-gen handheld, he did express his affinity for theDSi XL's increased real estate -- he finds the larger screen is much easier to gaze upon. You can draw your own conclusions as to exactly what that means. When chatting about mobile gaming, we asked about the impact of smartphones on the outfit's handheld. Konno offered that Nintendo prides itself on surprising gamers with new "compelling experiences" that handsets can't provide.
We asked if any of these new experiences would involve the integration of both 3DS and the Wii U, and Konno replied that he's confident about those explorations taking place in future. In fact, a version of the Smash Brothers series is currently being developed for both 3DS and Wii U simultaneously. He indicated that it would be hard to believe that the two versions being developed in parallel wouldn't provide some unique interactions between them and their respective platforms. Additionally, while it sounds like the Miiverse will only be available on Big N's next-gen console at launch, Mr. Konno communicated that -- depending out how well it's received -- we're likely see the social element brought to the mobile gaming arena, too.
http://www.engadget.com/2012/06/08/n...lement-of-sur/
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June 9th, 2012, 10:44 Posted By: wraggster
Iconic Nintendo IP in the works for next-gen console
Nintendo has confirmed that a Wii U The Legend of Zelda game is currently underway at a research and development stage.
“With the last game, Skyward Sword, that was a game where you had motion control to use your weapons and a lot of different items, and I thought that was a lot of fun, but there were some people who weren’t able to do that or didn’t like it as much and stopped playing partway through it,” Shigeru Miyamoto told Entertainment Weekly.
“So we’re in the phase where we’re looking back at what’s worked very well and what has been missing and how can we evolve it further.”
And according to Miyamoto, the game is at a very early stage; so early, in fact, that event the intended audience and type of gameplay experience are yet to be decided.
"One thing that’s interesting is we’re seeing how the way that tastes are broadening in video games and you have some people who prefer more casual experiences, and you have some people who prefer sort of those more in-depth experiences.
http://www.develop-online.net/news/4...da-Wii-U-in-RD
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June 9th, 2012, 10:48 Posted By: wraggster
Reggie Fils-Aime confident a proliferation of Western games is due for the handheld
Nintendo has said it expects a greater number of Western developers and publishers to flock to the 3DS.
In an interview with IGN, Nintendo of America President Reggie Fils-Aime has stated his belief that as the handheld's installed base reaches something of a critical mass, more publishers – and the developers they represent – will begin to offer more content for the device.
"Western developers, historically, have been wanting to see that larger install-base before they jump in behind a platform," said Fils-Aime. "For the most part, Western third-party developers focus on home console, versus in Japan, where the lead SKU tends to be handheld. That's another different dynamic that's going on.
"But candidly, I think that with the progress we've made on 3DS, and certainly with the line-up we have coming this holiday, my expectation is that we'll certainly see a lot stronger Western publisher support, because they're going to see the size of that instal base to sell into."
While there is some conception amidst industry and consumers alike that the 3DS has not met with the early success of Nintendo's previous handhelds, at present five million units have sold in the US, meaning the system is more successful at this point in its life-time than the DS was at an equivalent stage.
http://www.develop-online.net/news/4...e-Western-devs
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June 9th, 2012, 23:11 Posted By: wraggster
Nintendo shifted over 100,000 3DS systems in Japan last week, a ratio of more than 13 to one compared to Vita's 7551 units.
Nintendo's handheld was given a not inconsiderable boost from the release of Dragon Quest Monsters: Terry's Wonderland 3D, however, which sold over half a million copies during its debut week.
The 3DS' total sales were more than double the total of all other systems combined.
01. Nintendo 3DS: 101,075
02. PlayStation 3: 14,799
03. Sony PSP: 10,547
04. PlayStation Vita: 7,551
05. Nintendo Wii: 5,825
06. Microsoft Xbox 360: 2,719
07. PlayStation 2: 1,106
08. DSi LL: 665
09. DSi: 379
http://www.edge-online.com/news/3ds-...a-13-one-japan
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June 9th, 2012, 23:27 Posted By: wraggster
Retailer ShopTo has become the first to guess the retail price of the Wii U.
It is currently accepting pre-orders for the device at £279.85, with an estimated RRP of £279.99. Both the black and white SKUs are available.
It carries the following disclaimer: “All information on this product page, including our price, is subject to change. Normal pre-order price promise does not apply to this product at this time. Price may change pending full details from Nintendo.”
No suggested release date is given.
Nintendo does not officially issue RRPs to retailers in the UK, preferring instead to set a trade price that lends itself to a specific price tag.
£280 would roughly be in line with estimates from Nikkei earlier this week, which suggested the machine would sell for £250 in Japan.
http://www.mcvuk.com/news/read/shopt...r-wii-u/097689
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June 10th, 2012, 02:13 Posted By: wraggster
Newo Runner is a endless runner game. Jump to avoid obstacles and reach the end of the level.
[h=2]Features[/h]- Endless running and jumping fun!
- 8 courses with 10 levels each
- Collect coins and go for the high score on each course
- Add custom courses to the game by putting images and mp3s into the levels folder
- In English, French, or Spanish depending on your wii settings.
- Challenging game play
- Use your favourite Wiimote, Classic Controller or Gamecube controller to play.
http://newogame.posterous.com/
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June 10th, 2012, 02:14 Posted By: wraggster
It's a Multi-Genre Platform/Reflex/Puzzle/Horror Survival Game. Though I admit there is very little "puzzle" to it, other than the fact that you have to figure out what to do in a few places. Don't worry, it's not that difficult to figure out -- but it may be very difficult to succeed This is my entry for the Nintendomax 2012 Wii Dev competition.
Note: I'm linking to someone else's download mirror. If anyone wants to upload it to more mirrors, that would be swell.
Here is one more mirror. I don't know how to make the infobox work with multiple links...http://platonicrobot.com/filehost/sp....php?idnum=181
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June 10th, 2012, 02:15 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date
Unofficial r2926 beta26 - Jun. 7, 2012 - based on the original yabause r2926
- support wiiflow mod plugin; autoloading with arguments
http://www.mediafire.com/download.php?gzz3n5cd0plcca9
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June 10th, 2012, 02:45 Posted By: wraggster
via http://gbatemp.net/
nesDS, the feature-rich Nintendo Entertainment System emulator for the DS/DSi made by huiminghao, has been updated to version 1.2b. See the change log below for a list of what's new in this edition. For more information about this homebrew, check out the project's page and the on-going discussion linked below.
QUOTE: Change Log (06/02/12)
- vcr6 sound channel for mapper24 and mapper26 is added.
- a sound reset button is added to menu>settings>config, which is used when the sound goes bad, when close and open the DS, this is probably needed.
- Mapper253 is added.
- fds saving is disabled when the game is not a fds.
CRITICAL NOTE:
the sound rendering has almost reached the ability of arm7, so .....
the arm7 will auto detect the IF, by which to fix the mess of sound.
http://sourceforge.net/projects/nesds/
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June 10th, 2012, 02:47 Posted By: wraggster
via http://gbatemp.net/
justburner has updated PokeMini to version 0.5.2. This Pokemon-Mini emulator is available for several systems, including DS/DSi and PSP. See the change log for what's new in this release, and be sure to check out the project page linked below for more information about this homebrew.
QUOTE: Change Log (06/03/12)
- Opening .minc files now opens the linked .min files
- More accurant PRC timing and triggering
- Minor changes
Debugger Only:- Recent ROMs list
- Drag & Drop ROM files support
- Added file association to .min and .minc files
- Moved PRC Counter from Timers Window to Misc. Window
- Added more special registers for printing and controlling the debug output
- Reorganized the menu
- Improved the memory content components
- Added 16-bits memory filler into memory viewer
- All viewers and main window position & size are now saved
Win32 Only:- Fixed command-lines and closing code
- Recent ROMs list
- Drag & Drop ROM files support
- Added "Pause when inactive" window option
- Added file association to .min and .minc files
- http://code.google.com/p/pokemini/
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June 10th, 2012, 02:49 Posted By: wraggster
Developer and GBAtemp member Alekmaul has just released v1.0 of his SNES library. With this library Homebrew coders should have everything they need to get started with SNES development. For more information on this project please check the on-going discussion link below.
QUOTE: Change Log
- add padsUp function to know if key just released
- add bool typedef definition with true & false values
- add NULL definition
- add setPalette function
- add bgInitTileSetData function
- add test for bgInitMapSet & bgInitTileSetData to change or not bg tile/map adress
- add oamInitGfxAttr to init only sprites size & address
- add a flag (snes_50hz) to know if we are on a PAL snes (1=yes)
- add sound management through shiru "christmass craze" example (thanks to him for tools)
- add windows regions management
- change some functions to asm version (dma, vbl ...)
- change spc700 data to asm section, avoid burning too much ram
- fix bug in bgSetMapPtr, word access instead of byte, and register mapping not good (use if statement now)
- remove verbose mode for wlalink and wla-65816, not really usefull
- remove all signed variables for optmization purpose
- split pvsneslib.asm into multiple files to be more easy to understand
- add music and sfx via snesmod adaptation from mukunda (thanks also kung fu furby for help)
http://www.portabledev.com/wiki/doku...rentversion_en
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June 10th, 2012, 02:53 Posted By: wraggster
This is a puzzle game where you are presented with different rail systems. Trains appear randomly in stations and must be guided to another station. It's up to you to play with junctions in order to safely drive trains to their goal. Sounds easy...
Download: Locomania.zip
http://www.gbadev.org/
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June 10th, 2012, 02:54 Posted By: wraggster
The FASMARM package is a free ARM cross-assembler add-on for FASM
Runs under Win32 (9x/NT/2K/XP/Vista/7) and LINUX.
Plus a linkable object file for UNIX/LibC.
FASMARM currently supports the full range of ARM processors and coprocessors.
If you want to compile FASMARM yourself you will also need to download FASM
Tested for the gba by krom, who also mentions:
FASMARM is much more stable than the goldroad ARM assembler...
FASMARM will not currently recognize any of the ARM pseudo-instructions like LDR Rd,=
You will need to set up the gba's literal pool yourself, or use a macro to load any 32-bit numeric value into a register:
macro imm32 reg,immediate {
mov reg,immediate and $FF
orr reg,immediate and $FF00
orr reg,immediate and $FF0000
orr reg,immediate and $FF000000
}
Use imm32 Rd,$12345678 in your code etc...
Everything else is perfect in this assembler which includes a full GUI for you to edit your source code. This is easily the best ARM assembler I have used, also the developer revolution has been updating it on a regular basis.
The download includes both the Windows & Linux binaries, including the full source code.
Download: FASMARM_full.ZIP
http://www.gbadev.org/
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June 10th, 2012, 02:59 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- UNIF FS304 - fixed, to support "Pet Evolve" dump;
- UNIF KS7057 - newmapper for "Gyruss (FDSConversion) dump;
- mapper 196 - little hack to support "Master Fighter II (UT1374 board)" dump;
- UNIF SSS-NROM - new board for "Famicom Box" support;
- fix input configuration bug.
File: Download
News source: http://cah4e3.shedevr.org.ru
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June 10th, 2012, 03:00 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Russkie Gonki (Highway Star)(R)[!], Billiard (Side Pocket)(R)[!], Rockman (R)[!]. Thanks a lot to Киба, Rumata, andrey228 for valuable help in acuqiring all these wonderful carts with russian translated games from 199x! There are three more such carts today dumped. All these are from the same series like previously dumped "Tennis" and "Sky Hawk" (see the pictures on my collection page). All these are not so advanced translations mapper 2 games. Just one "Higway Star" translation has additional circuit for mirror switching. For this one I've added some trick code to the mapper 2 code to support this behaviour. See updated exe on the "FCEU mod project" page.
- Aladdin (Unl)(R)[p1][hM04][!]. In addition I've found another one russian translation on cart but produced very recently. There is one from series of newely produced russian translations. Strange that is appears just now, when may be more popular 5 or 10 years ago. Unsuprisingly, most of translations on these cart series are atranslations from internet, made by some russian translations goup. Probably they involved in production too, because of some of them are modified just a little to be more playable on the real hardware.
This one cart seems never appears on translation sites, but maybe I just overlooked something. BTW, version that was translated and written on this cart haven't music and bonus level bug, so can be played comfortly as against of the most pirate hacks.
- Gyruss (Kaiser)(FDS Conversion)(Unl)[!]. Here is the one of uncommon FDS conversions by Kaiser. I've got this PCB broken, repeired it and dumped succesfully. Now if works on new UNIF mapper added to the latest FCEUmm version.
- Bubble Bobble (FDS Conversion, Kaiser hacked)(Unl)[p1][!]. One more simple FDS conversion already known. Actually, I've dumped the same game a long time ago, but this vesion is a hacked version ok known Kaiser dump, without Kaiser copyrights and simplified mapper. You can play it on any other emulator.
News source: http://cah4e3.shedevr.org.ru
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June 10th, 2012, 03:06 Posted By: wraggster
via http://www.aep-emu.de/
The experimental N64 emulator completely written in JavaScript 1964js has shown some new screenshots and progress.
For additional information and screens, just read more.
Quote:
This is the first N64 emulator written in JavaScript. It is loosely a port of our N64 emulator for Windows called 1964. 1964 was written in C and C++.
Compatible with Google Chrome and Firefox. Chrome is preferred because it will run 1964js faster.
This project is still in the early stages. The initial goal of this project was to see how well Google Chrome´s V8 JavaScript compiler performs.
I don´t have benchmarks yet but the results look good.
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June 10th, 2012, 03:07 Posted By: wraggster
via http://www.aep-emu.de/
The Nintendo 64 Emulator 1964 has been updated.
Quote:
1964 r138 01.06.2012
- r138fixed MHz not updating properly 1964Video.ini updated
- r137ini update fixes crashes with Diddy Kong Racing and random resets with South Park Counter Factor re added for some games, fixes issue 74 games tested, comments added took settings from the official ini 1964Video.ini: enabled jigsaw effect for Banjo-Kazooie
- r136rearranged the status bar display ROM internal name in window
- r135Fixed my last commit
- r134VI/s and FPS counter: -fixed build warnings -removed unneeded code (check for regressions) -fixed FPS counter (it hasn´t displayed the correct value in some cases) About box: added more space
- r133more translation fixes...
- r1321964: I spoke too soon about the translations being perfect, now they should be Hopefully XD
- r1311964: Fix up translation completely this time, there should be no bugs at all. (Fingers crossed) I made some of the areas larger so the text fits a bit nicer. Added a French translation by The Siskoo
- r130 Added German translation removed separators: fixes broken save state menu while using translations
- r1291964Video: Very minor change to blender.cpp, please post if there is any improvement or regressions from this.
- r1281964: Fix loading of languages up, please note this does require all the other languages to be fixed up now :\, so if anyone can make a translation, please submit it as an issue and ill add it. It will be greatly appreciated. 1964Video ini: Fix up some issues with Conkers Bad Fur Day
- r127Quickly fix up some changes done by rapto46 fixes issue 81
- r126Implemented a switch which allows to display either FPS or VI/s refer to Issue 81
- r125Small minor changes based on ratop46´s idea and changes Fixes issue 78 Fixes issue 79
- r124 1964: Fix up the missing counter factor box for rom options dialog Fixes issue 77
- r1231964: Remove the last rom directory feature, a feature i really didn´t think was necessary at all
- r1221964: Just removing unneeded stuff...
- r121Quick build fix. Fixes issue 76
- r1201964: quickly fix up a small mistake of mine
- r119 1964: Rewrite the way we previously had implemented the overclock, the counter factor stuff is still in the code, however the overclock function will override the counter factor and forcing it to a CF of 1.
- r118 1964Video: More code cleaning up, going to try and clean out the source code as much as I can before I start trying to fix things up, should make it easier on me and for others new to the code
- r117 Re add the KailleraClient.dll to the repo
- r1161964: Revert majority of the code back, keep some of the clean ups I have done, still needs a fair bit of work, also needs the 60fps control to be rewritten properly XD
- r115 Fix xInput settings not being loaded thanks to meejvaj Fixes issue 71
- r114Replacing current 1964Video with a newer version Step Two: Add in the newer source code Note this source code is lacking features from the old one due to the fall back to use of DirectX8 since i have the lack of skill to fix the DX9 version. However, this version should run better and be more stable than the DX9 version, also to note this does re-add back in the Xbox code to help easier merger between Surreal64
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June 10th, 2012, 23:30 Posted By: wraggster
Tank! Tank! Tank! may not be what I would have shown off at E3 with innovative new hardware. It's fun in a profoundly goofy, vintage-arcadey way, but it's hardly pushing any new ideas or making any graphical leaps. In fact, it's not even a new game -- it was originally released as an arcade cabinet in 2009.
It doesn't make particularly interesting use of the WiiPad, either. In the demo shown in Nintendo's booth, one player saw the action from behind their own tank, while up to four other players could play on the TV with Wiimotes -- after everyone passed the WiiPad around to snap avatar portraits. The gameplay was the same -- even the view was the same -- just on another screen.
http://www.joystiq.com/2012/06/10/ta...owcase-is-fun/
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June 11th, 2012, 00:32 Posted By: wraggster
As evidenced by the ridiculous sales, many people love the chaotic multiplayer in New Super Mario Bros. Wii. However, it's possible you might have been annoyed by the frequent accidental deaths caused by bumping into other players, or ... the frequent intentional deaths caused by your friends throwing you into a pit.
For those of you in the second group, the new "Boost Mode" in New Super Mario Bros. U is just the thing, replacing the pseudo-competitive bumbling with a simple, but enjoyable, and almost entirely helpful interaction.
While the game is going on as normal on the television, one player can tap the touchscreen to place blocks, which dissipate as players stand on them. Ideally, these blocks are used to help the Wiimote-based players reach secret areas, make difficult jumps, and avoid falling into Piranha Plants or other obstacles below. It's also possible to be a jerk and place blocks in the way of jumps, but I found that less fun than being helpful.
You can also tap the block again to make a smaller block that spits out a bunch of coins, and tap enemies to stun them. Sure, it makes Mario an easier experience, but it's also fun for everyone involved -- I enjoyed trying to land platforms right under a falling Mario with perfect timing, and I liked working together with another player to get through a level efficiently. And I certainly didn't mind having another player in my game who wasn't going to accidentally jump on my head.
http://www.joystiq.com/2012/06/08/ne...layer-a-boost/
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June 11th, 2012, 00:34 Posted By: wraggster
It's safe to say that last year's Wii U E3 debut left us with more questions than we had answers. It was clear that Nintendo has once again stepped back from the technological arms race that had cost its competitors billions in losses, and was focusing on controller-driven concept games that it felt had a greater chance of mainstream success. However, at the same time, the console was being released seven years after the debut of Xbox 360, so surely it had to reflect the generational leaps in technology we've seen since then? The demos suggested otherwise and, one year later, the evidence suggests that not a great deal has changed.Of course, as we've demonstrated, tech specs don't really matter so much to Nintendo - a sentiment it is quite happy to put on the record. Its world-class development teams have the uncanny ability to create games that look as good as they play even on less accomplished kit, and the opportunities afforded by any modern processing hardware are immense.Traditionally, the success of Nintendo's consoles has been entirely proportional to the quality of its own games and even its less successful systems like GameCube have turned a profit. By developing to the strengths of its own hardware, the company's dev teams have an uncanny ability to defy the technological limits of the host architecture. Combined with its unique take on game design, Nintendo games are quite like any other.However, the reality is that the picture is very much different for third-party publishers - and it is here that the Wii U appears to remain on shaky ground. E3 2012 demonstrated clearly that the current-gen HD era is coming to a close and, to remain relevant to third parties once Durango and Orbis appear, we really needed to see a significant step beyond what was revealed last year. But Nintendo's E3 showing effectively confirms that there is no unambiguous, generational leap in raw processing power here compared to the current HD consoles, and prior claims that the machine hosts twice the power of the Xbox 360 clearly ring hollow."Wii U is bound to deliver some great Nintendo games but in a time of transition, has the current-gen focus on the tech limited its shelf-life with third party publishers?"
Many of Nintendo's wares - including Wii Fit U and Nintendo Land - appear to be fairly basic visually with 720p rendering resolution and no anti-aliasing. The latter uses the second screen quite extensively though, which may explain this.
Instead, the assets released by Nintendo in particular are notable in how "lo-fi" they are: its own screenshots confirm that some of its most simplistic titles are running at basic 720p resolution with no kind of anti-aliasing whatsoever, just like its demos were a year ago. A closer look at the showcase titles Nintendo debuted at its E3 press conference also shows a puzzling lack of consistency in performance that we wouldn't expect to see in a console based on mature tech less than six months out from release, which we can only explain by the idea that the second screen is imposing more of a drain than we might have otherwise thought.The company's spiritual successor to pack-in title Wii Sports - Nintendo Land - is an interesting example of this inconsistency. In theory this is "home territory" where Nintendo should revel in what it does best. While the concepts and charm are there, the trademark 60Hz update is inconsistent to say the least in certain areas - puzzling for such a visually sparse title.To illustrate, here's the first analysis video we've put together. Direct feed is the premium from events like E3, but typical internet footage tops out at 30 frames per second, making analysis on smoother games impossible. Thankfully, HD broadcast footage retains full temporal resolution, and owing to the blanket coverage of the invaluable Spike TV, we can see the full fluidity of titles aspiring to 60Hz - and we can bring them to you on this page too.
http://www.eurogamer.net/articles/di...s-wiiu-e3-2012
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June 11th, 2012, 00:37 Posted By: wraggster
Like Wii, DS and 3DS, Nintendo has admitted it once again faces a tough battle in getting people to "understand" Wii U.
Also, like its predecessors, Nintendo says the key is in giving as many gamers as possible some hands-on time with the console."It can appeal to people all ranges in terms of their gaming ability,"
said Nintendo of America's senior director of corporate communications Charlie Scibetta.
But, he went on to admit, it's "hard to understand the system until you get your hands on it."
That said, the firm is employing a similar marketing strategy to that of the equally unique Wii and DS devices. "A big part of our strategy has been and will continue to be trial, getting it in as many people's hands as possible," said Scibetta.
He also says the machine is at its best when developers make use of its unique features. "When a publisher creates a game experience that is custom... that's when you really see the magic happen," he said.
Although Nintendo neglected to reveal Wii U's pricing at E3 this week, a number of European retailers have begun listing prices for the console and various peripherals, although they don't agree on them.
Were you impressed with Wii U at E3 this week?
http://www.computerandvideogames.com...rity-nintendo/
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June 11th, 2012, 12:34 Posted By: wraggster
Here is a really small update that I was able to put together before the competitions deadline. The skybox is no longer a box (it’s a cylinder now), the text in nightmare mode is red and the game now defaults to english (but you can switch it back to poorly translated french by pressing plus or minus at the title screen). there are some other very minor tweaks but nothing that is likely to be noticeable.
Links:
Download the Wii version
http://thatotherdev.com/2012/05/31/h...ty-2-v1-1-wii/
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June 11th, 2012, 12:46 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.048 (6/5/2012)
You can now change all options without having to restart the emulator. Also
changed the set of values used for the VRC7 registers and did some code cleanups
in various places. Significant rewrite is needed to improve basic timing
accuracy some time soon.
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June 11th, 2012, 12:48 Posted By: wraggster
Egotrip offers a first draft of " Ice Slider "puzzle game for the Nintendo DS.
Quote:
Heres a WIP of the game I am working on. Basically you just collect all the corners are EACH level, as the floor is intended here, only You Can Stop When You hit a wall. If there's enough call for it, I Will buy the Pro version and add more features, Which Will include a select level, more puzzle elements, a soundtrack, saving to the SD card records, and loads more Obviously Levels.
http://www.nintendomax.com/viewtopic...b153ce8125e7e9
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June 11th, 2012, 12:48 Posted By: wraggster
Tantric and rodries offering version 1.2.8 of " Wii ™ ", an excellent media player for the wii. Successor of MPlayer CE, it is recommended to install the IOS 58 in advance for use of the media who find USB. The update is automatic from the Wii ™ Wii if you have a wifi connection.
Quote:
Version 1.2.8 has-been released. Full changelog: Synced to MPlayer r34991 and ffmpeg 44c10168cff4 Greatly Improved SMB file browsing speed
http://www.nintendomax.com/viewtopic...b153ce8125e7e9
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June 11th, 2012, 12:52 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/06/10) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Removing Opera bug workarounds.
http://www.grantgalitz.org/gameboy/
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June 11th, 2012, 12:53 Posted By: wraggster
via http://www.emucr.com/
Mupen64Plus HG (2012/06/10) is compiled. Mupen64Plus is a N64 emulator and plugins for Linux, Mac OSX, and FreeBSD. Mupen64Plus is a plugin-based N64 emulator for Linux which is capable of accurately playing many games. Included are four MIPS R4300 CPU emulators, with dynamic recompilers for 32-bit x86 and 64-bit amd64 systems, and necessary plugins for audio, graphical rendering (RDP), signal co-processor (RSP), and input. There are 3 OpenGL video plugins included: glN64, RiceVideoLinux, and Glide64.
Mupen64Plus Features:
* Dynamic recompilers for 32-bit (x86) and 64-bit (amd64) machines
* 3 OpenGL video plugins: glN64, RiceVideoLinux, Glide64
* Hi-resolution texture support in Rice Video
* LIRC Infrared remote control support
* Rumble Pak support
* Graphical R4300 debugger
* Cheat system with gameshark code support
* Speed adjustment with smooth sound output
* GTK2-based GUI
* Qt4-based GUI
* Command-line options for integration into other systems
* Installation support for multi-user systems
Mupen64Plus HG Changelog:
Enable experimental support for link-time optimization
http://www.mediafire.com/?n9ffe3ska244ge1
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June 11th, 2012, 12:54 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-690 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Removed the check for changed JIT blocks before invalidation. Fixes the slow speed in Zelda: Ocarina of Time Master Quest.
Fixes issue 5454.
http://www.mediafire.com/?6wqa9qifvj310bm
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June 11th, 2012, 12:58 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2522 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:
r2521
win32-support funny languages for opening roms, through drag&drop, at least.
r2522
support all mapper 176 games by unifying virtuanes 176 concepts with fk23c mapper and employing a new game database to provide one tiny PRG wiring parameter (??) or mapper variation which apparently isnt set by the game's operations. all the WXN games need it and none of the others do, so a variant is plausible, but it's such a tiny change i suspect a wiring difference instead.
http://www.mediafire.com/?641ltw3v81x9lpz
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June 11th, 2012, 22:52 Posted By: wraggster
Sony/Nintendo shipments take a beating from phones and tablets.
A couple of years ago, if you heard gaming war cries like 'Hadouken' in public, it would have come from a Sony PSP or Nintendo DS – especially in 2008 when combined device shipments peaked at 47 million.
However, ABI Research says you're now more likely to hear the sounds coming from smartphones and tablets.
It claims the mobile is pushing handheld consoles towards a "sustainable niche" market, estimating that Sony/Nintendo handheld gaming device shipments will fall to 38 million in 2013, and stay flat to 2017.
Michael Inouye, senior analyst at ABI, said: "Mobile devices will compete with dedicated handheld gaming devices, but select consumer segments like core gamers and those individuals who do not want or have a smartphone or tablet will still provide some demand."
An example of the turning tide was demonstrated last year when the Nintendo 3DS started off strong during its Q1 2011 launch, but Q2 forced the Japanese firm to slash the price from $249 to $170 to keep buyers interested.
http://www.mobile-ent.biz/news/read/...a-niche/018273
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June 12th, 2012, 12:24 Posted By: wraggster
For being more than 20 years old, [Max]‘s old brick-sized Game boy still has a lot of life left in it. Even though his Game Boy was still in good condition, there were a few vertical lines in the display, making it a perfect candidate for a restoration. While he had his DMG-01 open on his work bench, [Max] also decided to put in a back light.
After researching the blank vertical lines in his Game Boy’s display, [Max] learned the problem was probably a loose solder connection. [Max] whipped out his tri-wing screwdriver, disassembled his classic plastic friend, took a soldering iron to the LCD’s flex connector, and fixed the problem easily.
Since his Game Boy was already taken apart, he decided to add a 3rd party backlight. The installation was a snap – [Max] only removed the reflective LCD backing and shoved an edge-lit backlight panel into the Game Boy.
If you’re wondering why anyone would still be interested in a 20+ year-old Game Boy, the DMG-01 is highly regarded in the chiptune scene when paired with Little Sound DJ, in part because of the noisy amplifiers and unique sound. Anything that keeps these wonderful machines out of the garbage is alright in our book, so we’ve got to hand it to [Max] for putting together this wonderful tutorial.
http://hackaday.com/2012/06/11/addin...ame-boy-brick/
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June 12th, 2012, 12:26 Posted By: wraggster
Nintendo is to cut its employees' summer bonuses by 20 per cent after poor performance this year, according to a report.
Japanese business outlet Nikkei claims that the console giant has taken the action after declining demand for Wii hardware and software.
The decision to make cuts comes despite the Nintendo 3DS reportedly shifting more than 13.5 million units worldwide.
Executives at the company are also set to have their bonuses slashed, although it is not clear by how much.
In April Nintendo reported its first annual loss since entering the console market, posting a net loss of £329 million for the 12 months ending March 31st.
http://www.develop-online.net/news/4...-bonuses-by-20
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June 12th, 2012, 12:31 Posted By: wraggster
US analyst Michael Pachter believes that Nintendo must price the Wii U below $300 – that translates to £190 – if it is to succeed at retail.
Ideally, he told CVG, he’d like to see it priced at $250 or less. That would mean a highly unlikely £161 in the UK.
MCV’s understanding is that it is the price of the Wii U GamePad that will prevent the machine selling for such a price. Indeed, the decision on whether or not to include two GamePads in the launch SKU – and how to price them separately on the High Street – is going to be pivotal.
Pachter also delivered a less than impressed assessment of Nintendo’s E3 presentation, though does speak positively of the Wii U hardware itself.
"Nintendo is intent upon repeating their success with the Wii," he said.
"While I agree that the Wii U controller is sufficiently novel and different from traditional controllers, I am not sure that there is a killer app that will drive Wii U adoption the way Wii Sports did for the Wii.
"At E3 I was not particularly impressed with many of the games, and in particular found Sing baffling. I don't understand why I need a tablet to read Karaoke words rather than reading the words on the TV screen instead."
http://www.mcvuk.com/news/read/wii-u...succeed/097795
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June 13th, 2012, 01:29 Posted By: wraggster
Failed tablet 'won't be buried in the desert'
THQ's new president Jason Rubin has announced his company hopes to sell the remaining 1.4 million units of uDraw tablets that remain unshipped.
The failure of the uDraw cost the company $100 million, and led to a restructure which has seen several studios shuttered, projects cancelled, and hundreds of layoffs.
Rubin was not at the company at the time uDraw was released, but he still believes there are important lessons to be learned.
"Don't create a drawing tablet right before they release an iPad," he told Polygon.
"That's a pretty good takeaway. I'm not sure how that happened."
http://www.develop-online.net/news/4...ng-uDraw-units
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June 13th, 2012, 01:44 Posted By: wraggster
For two decades, Nintendo has set a precedent - it iterates repeatedly on its handheld designs, making incremental revisions to extend the life of a system. The Nintendo DS alone received this treatment three times with the DS Lite, DSi and DSi XL. However it appears as though the company might be taking a different approach with the 3DS. According to Shigeru Miyamoto, Nintendo is more focused on the 3DS's successor than anything else.
"I really feel like I'm satisfied with the 3DS hardware as it is. I feel like it's the best for this generation," Miyamoto told me, when I asked about the Nikkei's recent report about a 3DS XL, and whether his company did have plans for something similar. The Nintendo executive noted that his company is always thinking about what's next. "What we're thinking about right now is probably going to be for a future generation of handheld."
Miyamoto did emphasize that he feels there is plenty more that can be done with this current hardware and 3D gaming in general. When asked about the option of including a second Circle Pad in future 3DS models, Miyamoto pointed out the system's gyroscope as a way to accommodate that need.
http://uk.ign.com/articles/2012/06/1...eld-generation
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June 13th, 2012, 01:52 Posted By: wraggster
Improved friend codes and achievements are just a few things on the list for Wii U
[h=3]Nintendo[/h]www.nintendo-europe.com
Still grinding your teeth when it comes to Nintendo's online friend code system? Well, Nintendo of America president Reggie Fils-Aime told Kotaku that a better system is coming to the Wii U.
"There are friend codes, but it's not the existing friend code system," Fils-Aime said. "What do I mean by that? Here's what I mean: you will be able to identify people as friends and have a certain level of interaction vs. a different level of interaction for the more general population. The method by which you identify someone as a friend is a lot simpler than what's happening today with Friend Codes."
Achievements will also be coming to the platform, but unlike similar offerings from Microsoft or Sony, Nintendo won't be mandating their addition in every title.
"We will have [achievements]," Fils-Aime said. "Once you start getting into game-specific [Achievements] that's developer driven."
While the Wii U will allow users to download titles digitally - like Nintendo's future 3DS offerings - the system won't sport a huge hard drive. Users will still have to connect a USB hard drive if they wish to download a large number of titles.
http://www.gamesindustry.biz/article...nd-code-system
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June 13th, 2012, 01:54 Posted By: wraggster
Miyamoto says Legend of Zelda will come to Wii U when Nintendo can figure out how to bring it to a larger audience
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo's Shigeru Miyamoto told Entertainment Weekly that the Legend of Zelda series would come to Wii U when Nintendo could figure out how to make it more accessible to a larger audience. Miyamoto cited the difficulty that some users had with Skyward Sword's Wii Motion Plus controls.
"With the last game, Skyward Sword, that was a game where you had motion control to use your weapons and a lot of different items," he said. "And I thought that was a lot of fun, but there were some people who weren't able to do that or didn't like it as much and stopped playing partway through it. So we're in the phase where we're looking back at what's worked very well and what has been missing and how can we evolve it further."
Miyamoto and Nintendo want to open the franchise to a wider audience, with a more casual experience.
"One thing that's interesting is we're seeing how the way that tastes are broadening in video games, and you have some people who prefer more casual experiences, and you have some people who prefer sort of those more in-depth experiences," Miyamoto explained.
"Obviously, as a company that's been making games for a very long time, we tend to be more on the deeper, longer game side of things. But really what we continue to ask ourselves as we have over the years is, 'What is the most important element of Zelda if we were to try to make a Zelda game that a lot of people can play?'"
http://www.gamesindustry.biz/article...-skyward-sword
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June 13th, 2012, 01:55 Posted By: wraggster
Activision, Treyarch, and analysts weigh in on bringing out the big guns for Nintendo
[h=3]Activision Blizzard[/h]Headquartered in Santa Monica, California, Activision Blizzard, Inc. is a worldwide pure-play online...
www.activisionblizzard.com
[h=3]Treyarch[/h]Founded in 1996, and acquired by Activision in 2001, Treyarch has grown to become one of the most successful...
www.treyarch.com
Wii U, coming off E3, still has a lot to prove. While some core third-party titles were shown, the level of support probably isn't where it should be yet. One game that could make a big splash on Wii U is Black Ops II, which Sterne Agee analyst Arvind Bhatia believes is coming to the new console this holiday and "should contribute to incremental sales of the title and also the Wii U console." GamesIndustry International caught up with Activision and developer Treyarch last week at E3 to find out more.
Activision has never been one to throw its support behind new platforms right away, Activision Publishing boss Eric Hirshberg reminded us. "We take out time to get our ducks in a row before pulling any trigger. We don't have announcements today but we will be supporting Wii U," he said.
It's certainly easy to imagine how Call of Duty on Wii U could add in some extra functionality for checking maps and weapons among other things on the Game Pad touch screen.
Hirshberg was reticent about diving any deeper into Wii U discussion, but he wanted people to remember that "we were there with second screen enhancements with Call of Duty Elite last year and one of the primary uses we're finding comes through the tablet and through the smartphone."
He continued, "People are using it as that sidecar as they're playing... People are using it in that between games way that I think now you're seeing that kind of rhetoric with the controller from Nintendo as well as the SmartGlass presentation from Microsoft. So it's great that others are jumping on board and enhancing that idea but it's something we were doing last year with Elite."
In our meeting with Treyarch studio head Mark Lamia, it was apparent that Treyarch is looking at Wii U at least, if the company isn't already developing for it. Lamia was deliberately coy.
"I think it's interesting to think about all the platforms. Just in general, that's part of my job as a studio head, working with Activision on assessing where our creative can live. How can people experience it? We obviously have been a Nintendo developer for many years and have created many Call of Duty games on the Nintendo platform. [Wii U] is clearly a more powerful platform than its predecessor and... they have obviously a unique controller and interface," he said.
Lamia added, "And they announced a Pro Controller which appears to be a controller that would be really good for first person shooter games. It just so happens that's what we specialize in. So that's an interesting development and then they have that touch display device and you think about the kinds of things you might be able to do and - without getting into specifics - I absolutely have given it consideration and thought. We're game developers and it's a new piece of hardware and technology, so we're always thinking about that stuff."
http://www.gamesindustry.biz/article...i-this-holiday
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June 13th, 2012, 01:59 Posted By: wraggster
The Wii U's 6.2-inch killer feature might look a whole lot like a tablet, but prospective buyers shouldn't expect it to function like one at all. In a recent interview with Kotaku, NOA prexy Reggie Fils-Aimeconfirmed that multi-touch capabilities will indeed be purposefully absent from the upcoming GamePad. It's a puzzling omission for sure, but not one made lightly on Nintendo's part. According to Fils-Aime, the existence of hardware buttons on the controller itself render that full-blown slate functionality redundant, not to mention cost-prohibitive and "unwieldy." So you see, the Big N giveth and the Big N taketh away, but all in the name of user convenience. You can check out the full blow-by-blow with the House that Mario built's American keeper at the source link below.
http://www.engadget.com/2012/06/12/w...e-multi-touch/
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June 13th, 2012, 02:03 Posted By: wraggster
Nintendo vowed at E3 to provide Netflix on the Wii U, but tracking down the mythical streaming video beast has proven elusive. Thankfully, Engadget has obtained the first shots illustrating how it will work. While it's a prototype that could easily change between now and the Wii U's holiday release (or whenever the app is available), what we've seen so far makes it clear Netflix will milk that second screen for all it's worth. The GamePad is normally used to browse the movie queue and playback controls without distracting from the video on the TV. Should Junior want to catch up on his favorite flick while you're on a Breaking Bad marathon, the reverse will also work: the video can play on the controller while the TV is at most used to show what's playing, and more likely switched over to your DVR. Questions still remain on deck, like whether or not the video can seamlessly hand off from one screen to the other, but for now it's nice to see that Netflix on the Wii U is more than just a quick-and-dirty port.
http://www.engadget.com/2012/06/12/n...ii-u-pictured/
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June 13th, 2012, 02:16 Posted By: wraggster
There won't be a pervasive "achievement" system on Wii U, Nintendo of America president Reggie Fils-Aime suggested to Kotaku. Referring to the 3DS's system-specific achievements, which honor StreetPass-based activities in the system software, "We will have that," Fils-Aime said. "Once you start getting into game-specific [Achievements] that's developer driven."
Fils-Aime hinted at changes to the friend code system for connecting to online friends, calling the new system "friend codes, but it's not the existing friend code system." He added, "you will be able to identify people as friends and have a certain level of interaction versus a different level of interaction for the more general population. The method by which you identify someone as a friend is a lot simpler than what's happening today with Friend Codes." However, he didn't go into detail.
Fils-Aime also had good news regarding the announced content filtering system. It turns out that messages that aren't flagged by an automatic scan won't be subject to manual scanning. If a message is flagged by that, and then by the community, then Nintendo steps in.
http://www.joystiq.com/2012/06/12/wi...odes-to-chang/
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June 13th, 2012, 02:17 Posted By: wraggster
The new emphasis on collecting coins in New Super Mario Bros. 2 may seem like an insubstantial change for the series – after all, there have always been coins everywhere, and it's always been a good idea to collect them. But I think that this subtle shift in goals subverts the nature of Mario more than it seems to.
The chief goal in Mario games has always been survival. You're expected to traverse the level, defeating as many enemies as possible along the way, so that you reach the end without death. Coin collection, along with discovery of secrets and acquisition of points, have always been secondary goals. Now, coin collecting is front and center (well, still behind not dying) and those background elements are among the most important.
NSMB2 increases the importance of coins by keeping a running count through your whole game. It also makes sure money is on your mind by putting coins absolutely everywhere. They curve around moving platforms like in New Super Mario Bros. Wii (highlighting some engine improvements over the DS game), they fill up secret areas inside special gold pipes, and they just generally make up an overwhelming presence in the stages.
There's even a new powerup that's all about coins: a gold Fire Flower that causes everything in its explosive path (enemies, blocks) to turn into coins. The other powerup new to NSMB is the raccoon tail, which works just like in Super Mario Bros. 3. You know that one already. Coins were previously just a thinly veiled signpost to show you the path through a level, but now they're the central element of the level.
Having only played a single level, I don't know how pervasive or interesting the greed motif will be in the full game. I just love that it's possible to tweak a single element of a very familiar series to make something new. I also lovecoins, so it's a promising game.
http://www.joystiq.com/2012/06/12/ne...t-a-cash-grab/
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June 13th, 2012, 23:46 Posted By: wraggster
n a recent analyst Q&A session, Nintendo president Satoru Iwata responded to questions about Wii U’s hardware, specifically how it fares from a power standpoint compared to systems like the Xbox 360 and PlayStation 3. Iwata responded by reminding the audience that the Wii U’s hardware is still relatively new. As such, it's only natural that developers haven’t yet realized its full potential as they have with consoles they’ve been working with for more than half a decade.
“While existing platforms have engines that development teams have tuned and optimized for six to seven years after their respective launches, the Wii U is a new platform that has slightly different architecture and, since development teams have only just begun development on software for it, they are only at the halfway point to utilizing its full potential,” Iwata said.
http://uk.ign.com/articles/2012/06/1...hardware-power
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June 13th, 2012, 23:47 Posted By: wraggster
During a recent analyst Q&A session, company president Satoru Iwata responded to questions pertaining to Nintendo’s software strategy for Wii U. He first noted that what the company showed at this year’s E3 are launch and launch window games, defining this window as “titles that will be released early next year or not long after the hardware launch.”
But what about after launch? Apparently, plans are already in the works - and Iwata seems to suggest we’ll be seeing some new properties to complement the usual suspects. “We do have ideas of what kind of software we will be releasing after those two periods, and Mr. Miyamoto as well as I are both directly involved in the development process,” Iwata said. “Those include both our traditional franchises and of course new propositions as well.”
We already know Mario and Link are heading to Wii U... but what are these new propositions?
As for why the company is keeping mum on its future software prospects, Iwata explained that competition (and copy cats) play a huge role in that decision. “Because we are now in the era when similar proposals can be made by the others just one year after we introduced a brand-new hardware system proposal, please understand that we really can’t say much about what else we are planning,” he said.
I suppose we’ll just have to wait to find out what the company has up its sleeves… but it’s a safe bet that Retro’s secret project somehow factors in.
http://uk.ign.com/articles/2012/06/1...oftware-lineup
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June 14th, 2012, 00:25 Posted By: wraggster
The platform holder is thinking outside the box when it comes to its latest home console
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo is looking to create extensive partnerships with developers who have unique game ideas for the Wii U. During an analyst meeting at E3 last week, Nintendo president and CEO Satoru Iwata said these partnerships are preferable to a costly bidding war over exclusive game rights.
"While Nintendo is not entirely opposed to exploring that option, I don't think it would be an appropriate course of action for Nintendo to get into a battle with a company like Microsoft over the cost or the expense of trying to go head to head in a situation to try to obtain exclusive rights," said Iwata, according to a Gamasutra report.
"If a third-party developer or publisher has come up with an idea of a potentially very unique use of the Wii U functionality with such a device, there is a high possibility that Nintendo will be a partner with that third-party in an unprecedented manner," he explained.
http://www.gamesindustry.biz/article...ners-for-wii-u
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June 14th, 2012, 00:29 Posted By: wraggster
Iconic Nintendo game designer Shigeru Miyamoto is known for platformers like Mario and adventure games like Zelda, but if he had the bandwidth, he'd like to take a stab at making a first-person shooter title, he recently revealed.
Speaking with Kotaku, Miyamoto commented, "I actually do kind of want to make a first-person shooter, but I don't have time."
Miyamoto's idea for a first-person shooter isn't necessarily a violent one. Unsurprisingly, the game designer is more interested in the first-person exploration aspect.
"Rather than necessarily the question of 'What kind of weapon do I have?' in a first person shooter or 'What kind of effect does that have on an enemy?', I think that the structure of a first-person shooter is something that's very interesting," he said. "Having that 3D space that in theory you are in and being able to look around and explore that-particularly being able to do that in conjunction with another person-is very interesting."
Miyamoto actually does have some experience with first-person shooters, as he oversaw the first Metroid Prime game which was designed in collaboration with Retro Studios.
http://www.gamesindustry.biz/article...person-shooter
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June 14th, 2012, 00:35 Posted By: wraggster
Contrary to what we'd heard, it seems as if you and your friends won't be able to enjoy some of that dual GamePad play on Nintendo's upcoming Wii U -- at least not until some time after the novel gaming console launches later "this holiday." During an interview with Gamasutra, Reggie Fils-Aime (Nintendo of America President) said, "Games need to be built that can take advantage of the two GamePad controllers" and that "it's going to be well after launch for those game experiences to come to life." According to Fils-Aine, developers will have to first place all their focus on "asymetric gameplay," before eventually adding support for two GamePads on their titles. Notably, the revelation comes shortly after he himself confirmed the Wii U GamePad won't be featuring any multi-touch capabilities. Not all is lost, however, you'll just have to wait it out a little longer than expected, or make due with one of those Wii remotes you have laying around in the meantime.
http://www.engadget.com/2012/06/13/n...-after-launch/
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June 14th, 2012, 23:52 Posted By: wraggster
But console giant would work with developers 'in an unprecedented way' if they offer unique Wii U titles
Nintendo will not look to acquire third party developers to expand its portfolio of exclusive games, CEO Saturo Iwata has said.
As reported by Gamasutra, Iwata said that whilst Nintendo was looking to work with third-party developers to help reduce their development risks, it would not compete with Microsoft and Sony to do so.
He added that the console giant likely would partner with a studio or publisher in “an unprecedented way” if they came up with a unique use for Wii U functionality.
"While Nintendo is not entirely opposed to exploring that option, I don't think it would be an appropriate course of action for Nintendo to get into a battle with a company like Microsoft over the cost or the expense of trying to go head to head in a situation to try to obtain exclusive rights," said Iwata.
"If a third-party developer or publisher has come up with an idea of a potentially very unique use of the Wii U functionality with such a device, there is a high possibility that Nintendo will be a partner with that third-party in an unprecedented manner."
http://www.develop-online.net/news/4...games-says-CEO
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June 14th, 2012, 23:55 Posted By: wraggster
'The Wii carved out a large niche for itself away from PS3 and Xbox 360', says Yoshida
Nintendo’s Wii U is in its own generation, Sony’s Worldwide Studios boss has said.
Speaking to Eurogamer, Shuhei Yoshida said he felt Nintendo’s console had carved out a large niche for itself away from PS3 and Xbox 360, and that the Wii U would be the next generation of that sector.
"Personally, I have always thought Wii was in a generation of its own," said Yoshida.
"I always thought PlayStation 3 and Xbox 360 are in the same generation, but Wii was not the same. To me, the industry was growing really fast when those three platforms came up because the focus is so different.
“The PS3 and the 360 were the closest in terms of high definition and networked services. But Wii carved out a large niche to itself. To me, it was like two generations going at the same time."
http://www.develop-online.net/news/4...own-generation
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June 15th, 2012, 00:22 Posted By: wraggster
Satoru Iwata admits that Nintendo almost did away with the touchscreen controller for Wii U
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo almost dropped the touchscreen GamePad for the upcoming Wii U console due to cost issues. Nintendo president Satoru Iwata told the UK Telegraphthat Nintendo struggled with the touchscreen to keep the system's overall price down to a manageable level.
"Sometime during that final discussion we almost gave up on the idea of the additional screen," Iwata said. "This was due to our concern over the expected high cost, it may not have been feasible to create this and sell it at a reasonable price point for the consumers."
He noted that Nintendo's competitors have already begun putting forth similar tablet concepts with Sony PlayStation Vita integration and Microsoft's Xbox SmartGlass.
"It's quicker than before. After our showing of motion control, it took three years for other companies to follow suit. But this time it's just one year after our proposal, even before we've released the actual product. I think that proves the great potential of what we showed last year," he said.
"However, I have to point out that there are essential differences between what we are doing and what other companies are doing. The main difference is that anyone who has a Wii U will be able to enjoy the two screen experience, while the other companies are saying its optional, but only if you have this device or that device."
Iwata also remarked to the Telegraph that he's not worried about the Wii being outclassed by the rumored Microsoft Durango or Sony PlayStation Orbis consoles.
"My impression is that the things that happened with Wii v 360 or Wii v PS3 won't happen again," he said. "If they decide to increase the spec numbers, will the consumers be able to realise the difference enough so that they can understand it's much superior to today's machine?"
http://www.gamesindustry.biz/article...blet-over-cost
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June 15th, 2012, 00:36 Posted By: wraggster
Long consumer life-cycle on televisions will slow market penetration of rumoured Apple hardware
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo president Satoru Iwata doesn't believe that Apple's rumoured TV will have a major impact on the popularity of consoles.
Speaking to analysts at E3, Iwata addressed the challenge an Apple TV - which would seamlessly link to Apple's mobile and tablet devices - could present to a console with the specifications of the Wii U
"The Wii U is the only platform that has a second screen that is seamlessly and completely integrated with a large TV screen, and this feature characterizes the Wii U well," he said. "Our proposal could create a unique blue ocean.
Iwata suggested that the perceived threat of the Apple TV is based on how quickly mobile and tablet technology has progressed, but consumer habits around buying televisions are different.
"However fantastic the new television is to be launched, it's not as likely that people will immediately upgrade a television necessarily because of that longer cycle"
Satoru Iwata, Nintendo
"We see in the mobile phone market that typically there is a cycle of people replacing their phones roughly every couple of years so a new device like a smartphone penetrates the market quickly," he continued. "But when it comes to the television market, the cycle for television replacement is actually much longer; say a five-year cycle at the shortest, to a seven or even ten-year cycle at the longest.
"So, however fantastic the new television is to be launched, it's not as likely that people will immediately move to upgrade a television necessarily because of that longer cycle."
Nintendo's president also addressed Microsoft's announcement of SmartGlass and Sony's demonstration of the connectivity between the PlayStation Vita and the PlayStation 3. Iwata related the development to the way its competitors introducing motion control systems several years after the launch of the Wii.
"This time, the fact is that we've seen something of this nature come out within a one-year time frame from when we first announced the Wii U. That suggests to me that they clearly see value in what we're trying to do. I think that an approach that nobody follows is one that few people see value in."
Iwata said that Microsoft and Sony's concepts were capable only a "small facet" of what the Wii U can offer. He placed particular emphasis on the GamePad's buttons and analogue sticks, and the absence of latency in the gameplay experience.
"What you don't have on smartphones and tablets are the buttons and the control sticks that [gamers] prefer to use. Now, if they could hold a controller with two hands and hold a tablet or a smartphone with another hand, there would be no issue. Unfortunately, since it is not possible for humans to do that, you can't play a game in a way you can play with the Wii U."
http://www.gamesindustry.biz/article...tv-on-consoles
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June 15th, 2012, 01:19 Posted By: wraggster
Retro Studios recently worked on 2010's Wii game Donkey Kong Country Returns, and last year's Mario Kart 7. For the studio's future, legendary game designer Shigeru Miyamoto said it isn't out of the question for Retro to work on the Zelda franchise; however, the Austin-based developer is currently too busy to take on the series.
"In terms of them working on a Zelda, it's not out of the question, certainly, for them to work on an entire Zelda game amongst themselves," Miyamoto toldIGN when asked about the Austin-based studio's current project. Miyamoto has said Retro is capable in the past, but added that geography would be an issue.
"Traditionally I think that the Zelda team has always had a close contact with anyone who's working on a Zelda game. If you were going to have that happen in the US at Retro, that would be kind of difficult for them to be able to coordinate." Miyamoto added that Retro is "too busy for that sort of thing right now" anyway, joking that he'd likely have to move to Texas – where Retro Studios is located – since a Zelda game requires his involvement, as well.
Retro Studios is capable, but coordinating overseas with Kyoto would obviously be a big hurdle. "Retro is very busy right now, but I'm afraid I can't say exactly what it is," Miyamoto added. So either way, it looks like we can rule out that game being called The Legend of Zelda.
http://www.joystiq.com/2012/06/13/mi...uestion-but-s/
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June 16th, 2012, 23:41 Posted By: wraggster
It shouldn't be surprising to anyone that Shigeru Miyamoto, the creator of Super Mario Bros. -- and The Legend of Zelda, Donkey Kong and Star Fox -- can't narrow his top Mario game down to a single title. It would be hard for most people to make a definitive choice between nearly three decades of games so varied and lauded as Super Mario Bros. 3, Super Mario 64 or Super Mario Galaxy. But with little wavering, Mr. Miyamoto was able to narrow his favorite games down to two candidates when we sat down with him at E3 2012.
"I guess as a developer that might have to be the very first Super Mario game, for me, because I have so many memories tied up in it," Mr. Miyamoto told us. "Perhaps as a player, I might go for what was, at least in Japan, we referred to it as Super Mario USA, which was a game that just had a very different sort of feel. I think we had such a loose approach to it, we really came up with something interesting."
While Super Mario Bros., Nintendo's most successful game ever, seems like a natural choice, Super Mario USA, or Super Mario Bros. 2 as it is known in the US, is a pretty surprising selection.
http://uk.ign.com/articles/2012/06/1...ite-mario-game
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June 17th, 2012, 16:12 Posted By: wraggster
Here’s the guts from [Dext0rb's] Super Nintendo cartridge. It’s easy to pick out the dark-colored board which lets him reflash SNES ROMs via USB. We’ve seen this done a number of times, but this is a much cleaner option than hacks that just add a dead-bug-style memory chip.
The board he designed has a double-row of pin headers sized to fit the footprint vacated by the original ROM chip. The board has a mini-USB connector which can be accessed through a hole he cut in the side of the cartridge enclosure. This is in the right place so that you cannot plug it in when it’s being used in the SNES (which would cause damage). The ATmega32u4 chip handles USB connectivity and programs the 32 megabit flash chip which stores the ROM. He’s posted a few articles on the blog portion of his site which you’ll find interesting. We suggest starting with this hardware teaser.
http://hackaday.com/2012/06/15/drop-...eprogrammable/
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June 17th, 2012, 16:16 Posted By: wraggster
Take-Two CEO Strauss Zelnick said he was "skeptical" of the Wii U in a recent interview with Gamasutra. He noted that Take-Two hasn't announced any games for the platform.
Zelnick talked about the strategy he believes a company like Take-Two should follow. In regards to new console launches, he said that "if you get it right, it's a terrific time to launch a new IP." He also spoke against annualizing non-sports games, so as not to risk "burning out the consumer," which echoed statements he made in late 2009.
"Some of our competitors have had this trajectory where they extract a lot of value and the IP goes away. We're trying really hard to build permanent IP. And if you have to rest the title for a few years, over time you'll extract more value," he said. "We're not trying to create something good and market the hell out of it. We're trying to delight customers with something great – and market hell out of it."
http://www.joystiq.com/2012/06/16/ta...xt-generation/
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June 17th, 2012, 16:26 Posted By: wraggster
When Activision first announced Transformers Prime for Nintendo platforms, a game based on the kids' TV show of the same name, only the Nintendo 3DS, DS, and Wii were mentioned as planned platforms. If a listing for the game on Activision's official site is accurate, it looks like a version of Transformers Primeis also in the works for Nintendo's upcoming Wii U console, even though Activision hasn't officially announced a port.
Joystiq has reached out to Activision for confirmation of a Wii U version, and will roll out an update to this post if the company responds.
http://www.joystiq.com/2012/06/14/tr...ion-site-says/
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June 17th, 2012, 16:37 Posted By: wraggster
If, as we suggested last month, Pokémon Black and White 2 is the series' final farewell to 2D, it's perhaps not all that surprising to find that some old pals are popping in to say goodbye. And hey, let's face it, Game Freak probably want to get one last use out of those sprites. Yes, the likes of Giovanni, Lance, Volkner, Steven, Blue and more have all flown in for Unova's Pokémon World Tournament, a competition that sees you go head-to-head with a whole host of familiar rivals. It's one of a series of additions revealed since last month that suggests this might just be the most comprehensive Pokémon game to date. That's quite the boast for a series already renowned for its longevity.[h=3]FIGHT CLUB[/h]Hosted by Sinnoh champion Cynthia, the tournament sees you face a mix of gym leaders and champions from past regions. It looks as if they'll all use teams of their favoured types - Brock's kept his Rock group together while a certain Cerulean gym leader still goes all Misty for Water 'Mon - though it's not clear whether you'll just be recreating classic battles or if they've improved their squads in the interim. As with the usual battle facilities, you'll engage in both single and double battles, and Game Freak is promising that additional trainers will be available for download via Nintendo Wi-Fi Connection.
We also know more about the mysterious movie studio we mentioned last month. It's called Pokéwood, and replaces the musicals of Black and White with something a little more cinematic. You're tasked with making an effects-laden epic by taking on a character in a motion-capture suit against a green-screen backdrop. Your Poké-team must fight this character and follow a series of script choices to make the battle more exciting; then, once you've finished recording, you can watch a playback of the movie. It's not clear how you're graded for this - presumably it's based on how closely you follow the director's instructions. Wannabe Christian Bales need not apply.
http://www.computerandvideogames.com...ole-new-world/
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June 17th, 2012, 16:39 Posted By: wraggster
Closely following its much-hyped re-unveiling at E3, the doors to a hands-on session with Nintendo's new Wii U were drawn open for a three-day spell at a recent London event. Naturally, we jumped at the chance to get up close and personal with the mysterious new hardware after an unconvincing debut at the firm's E3 press conference.
Precise details on its exact specs remain scarce, as always; the Big N's policy of guarding this information means we're unlikely to know much more than the fact it uses a tri-core IBM CPU paired with an updated derivative of an AMD graphics card. Rumours of RAM in excess of 1GB are at large too, but are still unconfirmed - that is, until we can prise a unit open of our own at some point in the future.
Until then, that ambiguity keeps things interesting. The Kyoto company's determination to steer our focus away from these technological facets and towards the magic of its software has no doubt amplified its mainstream presence.
However, it's clear that there's still much for Nintendo to prove in the realm of HD gaming. In this generation alone we've seen an unprecedented number of high-profile developers rise and fall based on their ability to adapt to current console architecture. At the risk of unweaving the rainbow that arcs over its Mushroom Kingdom, it's worth giving credit where credit's due and seeing where Nintendo stands at the minute in purely technical terms - from the hardware to the new rendering techniques it is using in its games.
Before we start, it bears mention that the company's "innovation first" tack holds true for coverage at events such as these where, no doubt to the dismay of pixel-counters everywhere, direct HDMI video feeds weren't made available on the day. We were also forbidden from snapping pictures of the HDTV frame dead-on during play - all footage had to be shot from an angle, and always keeping a player with a controller to hand in focus.
"Rayman Legends stood out as one of the most impressive Wii U titles at the event - a worthy sequel, with some great tablet-based concepts."
Rayman Legends provides some of the most inventive uses of the Wii U's GamePad, with one player tapping at the touch-screen to manipulate the level, and the other platforming through it with the leading man himself. This plays out especially well due to the exceptional levels of latency the controller operates with.
[h=3]The GamePad And The Game[/h]Fortunately, there's plenty to say based on our direct experiences with the console. The first thing we pick up on are the dimensions of the Wii U console; an essentially more curvaceous Wii with an extra 50 per cent added to its length, and two large vents to its side.
Besides the addition of an HDMI port to its rear, there are very few surprises in terms of connectivity; the standard AV, power and sensor bar connectors stand strong, although the power block remains out of sight. Ideally this would account for the extra mass added to the unit, making it an all-in-one piece of kit, but it's more likely that these early demonstrations have them hidden under the kiosk.
http://www.eurogamer.net/articles/di...-on-with-wii-u
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June 17th, 2012, 16:44 Posted By: wraggster
Nintendo has hit back at concern over the power of the Wii U.In an interview with the Globe and Mail, US president Reggie Fils-Aime reiteratedNintendo's line about its first high definition console not being about power, but took issue with the suggestion that the Wii U will appear dated when the PlayStation 4 and next Xbox launch - reportedly next year.At E3 Sony Worldwide Studios boss toldEurogamer he considered the Wii U to be its own generation - and not a competitor to the inevitable PlayStation 4."Three comments," the combative Fils-Aime began. "First, it's not about power. If it was about power, then the GameCube would have been the number one system in its generation and the Wii wouldn't have been the number one system in this last generation. It is not about power. It is about fun, it is about the experience."Second. Our competitors can say what they want about some super long cycle, but let's see what their behaviours are."Thirdly, the way development works is that the longer developers work with a system, the better they can tune performance. Case in point: Look at the very first GameCube games, and compare them to a game like Resident Evil 4. It was graphically beautiful, and demonstrably more advanced than the first GameCube games."The same was true for Wii. A great example is Super Mario Galaxy 2. The graphics are just beautiful. And look at the motion control we were able to achieve in The Legend of Zelda: Skyward Sword."Imagine what we'll see two years from now when developers have been working with Wii U longer and learn how to push everything out of the system.
He added: "The longer developers work on a system the more they tune it, the more they push the system, the more they learn tricks to really optimise performance. I share this because what you see here at E3 are games that represent a relatively short amount of development time. Imagine what we'll see two years from now when developers have been working with Wii U longer and learn how to push everything out of the system."Our competitors will do what they want. From our perspective, this is the right time to launch a new piece of hardware. And, the fun, the capabilities, and the experiences that we're offering today with a second screen are demonstrably better than what can be done today on other platforms."Fils-Aime's comments tally with those of developers Eurogamer has spoken to anonymously ahead of the Wii U's launch. We've been told Wii U versions of multiplatform games will at best look as good as their PlayStation 3 and Xbox 360 counterparts, but games built from the ground up for Wii U will show it to be graphically capable.Meanwhile, Fils-Aime took issue with the suggestion that Nintendo lost its hardcore gaming audience with the casual-focused Wii U."You know, I really chafe at that comment," he said. "Define the hardcore. I know people who are playing Smash Bros. Brawl competitively today. They're playing hours on that game. People are playing hours on New Super Mario Bros."What I'll tell you is that with the Wii we did not have the benefit of multiplatform games from key publishers. I didn't have The Elder Scrolls V: Skyrim. I didn't have the best of the Call of Duty games. That's what I missed."With the Wii U, he said, Nintendo will get multiplatform games from key publishers."With the Wii U's graphics capability, processing power, and HD-output, we'll get those games. That's a huge competitive advantage versus where we were with the Wii."But how will Nintendo do this?"Well, the proposition for a third-party publisher or independent developer is pretty simple," Fils-Aime explained. "We need to show them that the install base is there for them to sell a quantity of games that represents a profitable proposition."What we're sharing with these publishers and developers is how first-party games will drive an install base, and how, from a marketing standpoint, we'll reach the type of consumers that they want to create content for."Then we have to deliver on it. What will help us are games like Batman: Arkham City - Armored Edition, Assassin's Creed 3, Mass Effect 3 and Zombi U."
http://www.eurogamer.net/articles/20...-power-concern
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June 17th, 2012, 22:54 Posted By: wraggster
Nintendo has been pretty quiet about that anniversary collection of Kirby games for the Wii ever since it was announced way back in April, but now the full list of games included in the collection, as well as the collection's Japanese title, have been released by Famitsu and translated into English by Andriasang.
Kirby: 20th Anniversary Special Collection will include Kirby's Dream Land,Kirby's Dream Land 2, Kirby's Adventure, Kirby Super Star, Kirby's Dream Land 3 and Kirby 64: The Crystal Shards. The collection also includes a timeline and soundtrack, and will launch in Japan on July 19, according to Andriasang. Alas, no North American release information has surfaced as of yet.
http://www.joystiq.com/2012/06/17/he...ial-collectio/
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June 18th, 2012, 12:50 Posted By: wraggster
Newo Model Viewer is a basic Wavefront OBJ file viewer made specifically for the viewing and testing models created for Newo Shooter. The application is heavily based on Intro * la 3D sur Wii by EvilTroopa
[h=2]Features[/h]- Load and preview simple obj files
- Zoom, Scale amd Rotate model
- displays the count of faces and collision boxes
- Change background colour, light on/off
- View model as WIREFRAME, FILL + TEXTURE, COLLISION BOX, COLL + FILL + TEXT, WIRE + COLL, WIRE+FLAT OR WIRE+TEXT+FILL.
- Save screenshots to screenshot folder.
- http://newogame.posterous.com/
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June 18th, 2012, 13:04 Posted By: wraggster
After quite a few people have tried and stopped mid-way, the sequel to the Pokemon Trading Card Game for Game Boy Color is finally completely translated! Following the events of the last game, you’ll find new adversaries, new cards, and many more strategies to play with while duelling others in the famous Pokemon collectable card game. (And the best part is, you don’t need to pay for the cards!)
A big shoutout goes to Jazz, who provided a basis to insert English lettering in small enough tiles to fit the text in nicely, as the last game did.
Though there are many other patches floating around with partial translations, this one will require a clean Japanese ROM. I hope you all enjoy it!
RHDN Project Page
Relevant Link: (http://artemis251.fobby...net/pkmntcg2/index.html)
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June 18th, 2012, 13:11 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii Wiz, GP2x and Dingoo:
Heres whats new;
-
r3710 | utunnels | 2012-06-12 23:13:59 -0400 (Tue, 12 Jun 2012) | 5 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
Clearning up some code.
Changes: changeplayerproperty no longer returns value. The old function doesn't return properly on every property, so just remove it for the feature is a bit useless and doesn't show the exact problem. Should print proper error messages when necessary.
Fix: defense/offense related properties now store values in entity instead of its model.
.http://lavalit.com:8080/OpenBOR/download.php
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June 18th, 2012, 13:13 Posted By: wraggster
postLoader, made by GBAtemp community member stfour, has made the leap from v3 to version 4. This versatile Wii application can be used in conjunction with Priiloader or as a standard app, as an alternative to the Homebrew Channel and/or system menu. It has support for launching Wii games, GameCube games via DML, VC/Wiiware titles from real or emulated NAND, and also can boot fceugx, vbagx, snes9xgx, and genplusgx titles. Check out the spoiler below for an extensive list of changes, and be sure to join in the on-going discussion for more information about this homebrew project and the latest off-site download.
Change Log 06/16/12
- solved an issue from covercache on dol/elf loading to mem2
- added a check on dol loading
- postloader will now create the folder for emulator screenshots (covers.emu)
- changed some wrong text
postLoader 4.b11
- d-cross up select wii games/dml. down for emu.
- added selection for dml mode (0.x for < 58, 1.x for new dml)
- added more video modes for dml (only 1.x mode)
- added nodisc and padhook flags in per game settings (only 1.x mode)
- wbfs games on first FAT32 partition can be booted via neek2o from real nand (neekbooter 1.4 is required as FileTrip Download Link priiloader autoboot installed file in /nand/pl2o nand image)
- note: genplus doesn't work for me
postLoader 4.b10
- corrected a bug in grlib drawimage functions, that may not scale correctly the texture
- covercache: fixed threading and now start caching current page items instead of previous one.
- icons: fixed possible fault with long text
postLoader 4.b9
- huge speed improvement in importing emu snapshots
- Added support for genplusgx emulator
postLoader 4.b8
- postLoader is capable of import saved snapshots as covers (fceugx, vbagx, snes9xgx)
- rendering speedup checking and disabling offscreen objects
postLoader 4.b7
- in dol embedded configuration is stored only when needed (great speedup on hb start)
- corrected long filenames exception for emulators
postLoader 4.b6
- Integrated uid.sys manager for neek is partially working. Press [home] in channel mode (under neek2o/neek)
- Now hb apps are loaded directly to mem2... launching is even faster
- Added emulator support for fceugx, vbagx
postLoader 4.b5
- Changed the HDD keep live function
- Updated all sorting functions to qsort
- Changed escape code for TTF flags, as char 255 caused wrong behavior in mbstowcs
- new TTF width caching system, with full support for wide chars
- fixed icon font size during scrolling
postLoader 4.b4
- Changed a lot of on-screen information
- Corrected a bug on apps name from xml in homebrew mode
- Corrected a bug on channels name
postLoader 4.b3
- Adjusted position of some user inteface items...
- Simplified HOME menu for all modes
- Added a direct shortcut for Setting Editor GUI in the bottom bar (S.E. Gui must be installed in /apps/SettingsEditorGUI/ or /apps/Settings Editor GUI/)
postLoader 4.b3
- Added texture based cache system for GRRLIB ttf implementation
- Added a cache for ttf character size in GRRLIB
- emuBrowser: now using qsort for sorting
- Added topbar for selecting browser mode
- Added bottombar for selecting about/setup/disc/neek(bootmii)/setting editor (if installed)
- Now disc is checked before starting it.
- priibooterGUI 2.7: little change in fade timing to give a little more time to press a key on wiimote
postLoader 4.b1
- Now postLoader uses TTF fonts
- Fixed a bug on GRRLIB when measuring character width (TTF)
- Fixed a bug on homebrew parameters detection
- Corrected some memory allocation bugs
- Added emulator page (actually only snes9xgx, and roms must be in /snes9xgx/roms). A great THANK to fix94 for his hard works on emulators
- Corrected a random bug that was causing the hang of cover cache thread.
- http://code.google.com/p/postloader/
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June 18th, 2012, 13:14 Posted By: wraggster
GBAtemp member JoostinOnline has updated Settings Editor GUI to version 1.7 to coincide with the newly released postLoader4. You can use this Wii application to change several facets of your Wii's system, such as screen resolution, aspect ratio, sensor bar position, and internet settings. See the change log for what's been added in this edition, and be sure to check out the discussion link below for the off-site download, and more information about this project.
QUOTE: Change Log (06/15/12)
- Compatible with postLoader4
- Fixed fadeout occurring in the wrong order when exiting to Internet Settings
- USB Gecko support added (requires source to be recompiled with #define USBGECKO uncommented)
- Decreased size by 23%
- Fixed crashing when checking Priiloader's settings
- When exiting in an emunand, the Homebrew Filter option supports old versions as well.
- Screen fades out before resetting or shutting down Wii.
- Some code cleanup.
- Compiled with libogc v1.8.11
- Fixed video output being disabled when a selected channel isn't installed.
- Wii remote power button and POWER/RESET buttons now exit SE GUI
- When launched from postLoader4's shortcut, SE GUI will only use the pL theme.
- http://gbatemp.net/topic/310091-settings-editor-gui/
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June 18th, 2012, 13:26 Posted By: wraggster
Sorry for the lack of updates recently, but I have been busy with the additional project. However, I have just about finished my work on this extra project, it is currently undergoing testing. So, if the customer does not find anything major wrong with it, I should be able to get back to working on DSx86 and DS2x86 in the very near future. I still might need to do some minor enhancements and cleanup work for this extra project, but I would think that by the time my summer vacation begins (in two weeks) I should be fully back to working on DSx86 and DS2x86.
The first step is to try to remember what I was working on when I had to abandon them for a while, but this is where this blog is very useful. It works as a reminder for me just as much as it gives you readers info about what I am doing. :-)
http://dsx86.patrickaalto.com/DSblog.html
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June 18th, 2012, 13:36 Posted By: wraggster
Dwedit completes another update of his excellent NES emulator for Game Boy Advance, " PocketNES ", who did not was updated for 1 year.
Quote:
Here is a new build of PocketNES. I refuse to let this project die. -> Download! <- Source code for programmers: Source Code Other stuff you need: Nespack PocketNES Menu Maker PogoShell (for oldschool flash cartridges) Awesome Features: * Seamless sound, no more crackling on square wave channels. * Correct triangle wave frequency sweeps and volume. * Completely automatic speedhacks That Just work, so there 's no menu for' em anymore. * FAST. Turn off VSYNC and watch the games zoom. * Many shares are are more accurate Than before. savestates * Working * Fixed many bugs * DMC IRQs! Play Fire Hawk and Mig 29 Soviet Fighter! * Dendy fashion Broken: (These Were in the previous branch, have-nots goal yet beens Reprogrammed) * Map # 9, # 17, # 33, # 40, # 64, 73, # 105
http://www.nintendomax.com/viewtopic...76137cbfd241fa
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June 18th, 2012, 23:55 Posted By: wraggster
A 41-track chiptune album created by various artists under the name "Handheld Heroes Volume One" hit the web this week. While the album is on sale for $15, a mere $5 more nets buyers a physical DVD with extra goodies, including books on creating chiptune music and an LSDJ player ROM. Songs on the album use sound chips from a variety of systems, ranging from the Game Boy to the Commodore Amiga.
With a little legwork, lovers of music players considerably larger than their pockets can enjoy said chiptunes on a Game Boy system using the ROM, as seen in the video above.
http://handheldheroes.bandcamp.com/a...oes-volume-one
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June 19th, 2012, 00:04 Posted By: wraggster
It feels unfair to begin a preview of PES 13 by comparing it to its nearest and dearest rival, but not doing so would ignore the proverbial elephant in the room. It would be an understatement to say that over the last few years, Konami’s football game franchise has had a considerable amount of its thunder stolen by EA’s FIFA series. To put it bluntly, it’s been booted firmly into second place.
It’s tempting to chalk this up to funding and cast FIFA as the footie sim corollary to Man City, a former mid-table club turned league dominating beast due to an injection of largesse and talent. An element of this is self-evident in PES 13’s presentation. The player models and animations look the part and the in-game commentary’s decent, but the crowd noises sound generic – presumably because Konami doesn’t have the funds to send a sound team around the globe capturing club chants and region-specific crowd reactions.
The overriding factor in FIFA’s success and PES’s downfall, however, is as crucial in the gaming industry as it is in professional sports: direction. FIFA had it and PES didn’t – that is, up until PES 11, a game that, while far from perfect, indicated that Konami had woken up to the fact that it could no longer rely on the affections of its rapidly deteriorating fanbase. PES 12 continued the push, providing a style of play that wasn’t arcade-like, but wasn’t exactly a straight sim, either. The emphasis here was on fast-paced attacking football and placing more control in the hands of the players in aspects like like shot-taking, dribbling and ball-trapping.
PES 13 feels like the next step forward in the journey started by PES 11. Its improvements can be broken down into the three key areas: gameplay, an improved AI, and Player ID (which has a bearing on both). First up is the PES Full Control (PES FC) feature, an advanced version of PES 11’s Total Control system. What this means, according to Konami, is that players can now put the ball pretty much anywhere they want on the pitch, in any direction, at any speed and at any height.
This being PES, the level of each individual player’s skill is brought to bear – you can’t just hammer the buttons and expect a result. Put the work in and you’ll become a defender’s nightmare, issuing quick cuts through the back four and lofting balls into space for headers. Players can also mess about with their Dynamic One-Twos; clicking LB and the A button sends a nearby attacker running in the direction dictated by the left thumbstick, allowing the player to either feed them the ball in space, or use this as a diversionary tactic to flummox the defence – although, admittedly, this works a lot better against a human adversary than the game’s improved AI.
http://uk.ign.com/articles/2012/06/1...itle-contender
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June 19th, 2012, 00:48 Posted By: wraggster
via http://www.emucr.com
Fceux SVN r2529 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:
r2529
* Taseditor: no more row_last_clicked
* Taseditor: drawing patterns with Alt held
http://www.mediafire.com/?21nqqydzd0ubpv5
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June 19th, 2012, 00:53 Posted By: wraggster
via http://www.emucr.com
DeSmuME SVN r4292 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:
r4290
gpu-ahhhhhhhhh purge more old crud
r4292
- fix GPU init (fix compiling builds);
http://www.mediafire.com/?099pvqdpasuewab
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June 19th, 2012, 00:58 Posted By: wraggster
via http://www.emucr.com
Snes9x EX v1.4.28 is released. Snes9x EX is an SNES/Super Famicom emulator written in C++ for Android, iOS, WebOS. It uses the emulation backend from Snes9x and is built on top of the Imagine engine.
Features:
* Accurate emulation and similar compatibility to Snes9x 1.43 on the PC
* Full quality 44KHz stereo sound
* Supports games in .smc, .sfc, .fig, and .1 formats, optionally in .zip files
* Super Scope support, touch screen to fire, touch off-screen to push Cursor button
* Mouse Support, see Snes9x EX section on website for instructions
* Configurable on-screen multi-touch controls & keyboard support (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)
* Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app)
* Backup memory and save state support, auto-save and ten manual slots for save states. State files from Snes9x 1.43 should work on Snes9x EX and vice-versa.
* Portrait/Landscape auto-orientation support
Snes9x EX v1.4.28 Changelog:
- Improved text rendering to prevent fuzzy/blurred text in the menu
- 2600: Updated core to Stella 3.6.1, with ARM Thumb emulation for DPC+ games
- NES: Added a cheat edit mode for adding/editing cheats (Game Genie or direct memory patches)
- NES: Added A+B to key config
- MD: Added initial gun support for the Menacer and Justifier
- MD: Changed hard-reset to a soft-reset (needed in X-Men)
- MD: Better CD region detection
- GBC: Updated to Gambatte SVN revision 314 with some minor fixes
- PCE: Updated to Mednafen 0.9.22-wip with some minor fixes and better CD error detection
- PCE: Fixed uneven scanline overlay effects
- Android: Fixed a crash on some devices if buttons were held down when launching the app
- Android: Rewrote multi-touch code to account for devices that cycle touch IDs instead of re-using the lowest ID, such as the Xperia Play and possibly others. If your device is having multi-touch issues and you're certain the hardware & drivers are working, this should fix it.
- Android: Increased max multi-touch points to 4
- Android: Re-implemented trackball support (was broken due to an earlier input code update)
- WebOS: Fixed an issue causing a 30fps cap on the HP Pre3
http://www.mediafire.com/?e4m8kselndbmj9v
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June 19th, 2012, 17:00 Posted By: wraggster
Nintendo has seemingly confirmed that the Wii U will not block pre-owned software.
“I don't know if we have a formal position on used game sales,” Nintendo of America marketing exec Scot Moffitt told GameSpot.
“It is a reality in the marketplace. We haven't incorporated any features that will discourage used game sales at this point. We're not trying to circumvent that.”
The platform holder joins Sony in ruling out the use of the tech, which has been rumoured for inclusion in both the PS4 and Xbox 720.
Moffitt also confirmed that he “thinks” first party Wii U titles will be rendered in 1080p. If true, that gives Nintendo an advantage over both Xbox 360 and PS3, both of whom see the vast majority of their software render at 720p or below.
The exec also went to highlight how the company intends to differentiate the Wii U from its predecessor in the eyes of the buying consumer.
“Well, it's confusing relative to the Wii,” he admitted. “With motion control gaming, when you saw Mr Iwata and Reggie stand up and swing a motion controller, it brought it to life immediately.
“With a second screen controller, you need to see what's on the second screen, so by nature it's a more complex system. It's less visually easy to understand.
“As for how we're planning to make it clear that it's a new system: well, we want to get it in people's hands. We want consumers to experience it for themselves, whether it's in a store, at a gaming event, or at a press event. Once they do that, I think people will really start to understand how the GamePad changes the way you can connect with games and other players.”
http://www.mcvuk.com/news/read/wii-u...d-games/098150
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June 19th, 2012, 23:38 Posted By: wraggster
At E3 2011, Ubisoft unveiled Killer Freaks from Outer Space, an original IP set to capitalize on the unique abilities of Wii U. At the time, Ubisoft described the game by saying “The dangerous and degenerate creatures from outer space we call FREAKS seek to eradicate the human species with single-minded fury.”
While that game looked promising, Ubisoft announced during its press conference thisyear that Killer Freaks is no more. Instead, it’s been transformed into zombie survival horror game ZombiU. During E3, host Aisha Tyler noted that “as the game was developed, the tone shifted a bit” and the killer freaks “slowly evolved” into zombies. For slightly more detail, we spoke to Ubisoft senior vice president of sales and marketing Tony Key about exactly what happened.
http://uk.ign.com/articles/2012/06/1...-became-zombiu
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June 19th, 2012, 23:58 Posted By: wraggster
Scott Rohde, the VP of Sony Worldwide Studios, has insisted that the combination of PS3 and Vita is a better prospect for consumers than Nintendo’s Wii U.
"Because we have the Vita, I think we can do a lot of special things,” he told Games Industry. “And remember, that Wii U tablet doesn't have a processor in it, so it's got to be fuelled by that box sitting under your TV.
“We can do some pretty special things that you'll start to see on the floor this year and you'll see more over the upcoming months about what you can do when you actually have a processor in the thing that's in your hand as well."
This, of course, neglects the fact that Vita sales (so far, at least) have failed to take off. Rohde, as you would expect however, remains optimistic.
"It's only been three months though, just three months,” he insists. “There are a lot of games on that machine and I think what we have to hang our hat on... every single person that actually picks that thing up absolutely loves it.
"So we're going to continue to build on that momentum. We have a lot of good things coming.”
http://www.mcvuk.com/news/read/sony-...vantage/098134
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June 20th, 2012, 00:05 Posted By: wraggster
The first month of [WoolyDawg5's] summer break went into building one Nintendo emulator to rule them all. He thinks there’s nothing like playing the games on the original controllers, and we agree with him 100%. Here you can see that the cartridge door on this NES enclosure hides the extra connectors he needs.
With that door closed this looks like a stock console, but only from the front. If you take a look at the back of it you’ll see how he pulled this off. There’s a Zotac motherboard whose I/O panel has been fitted into the back. It’s responsible for emulating games for the NES, SNES, and GameCube consoles — we’re sure it can do more but that covers the controller ports seen here. Each port is wired to a USB controller module. The cables for these modules exit the back of the case and plug into the motherboard’s I/O panel. There is WiFi for the board, and that’s what [WoolyDawg] uses for configuration, tunneling into the OS instead of connecting a keyboard or mouse.
Of course you could just shoehorn all-original console hardware into one package to accomplish something like this.
http://hackaday.com/2012/06/19/multi...k-controllers/
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June 20th, 2012, 00:30 Posted By: wraggster
Nintendo of America VP of sales and marketing Scott Moffitt has spoken out again on the challenges Nintendo faces portraying the Wii U's unique appeal.
"There were two things we realized going into E3: one, that we had too much content and info to share in one press event; second, we know that Wii U is a more complicated story and it takes some explaining to do to have consumers fully embrace it," Moffitt told Gamespot."It's confusing relative to the Wi," he added. "With motion control gaming, when you saw Mr. Iwata and Reggie stand up and swing a motion controller, it brought it to life immediately. With a second screen controller, you need to see what's on the second screen, so by nature it's a more complex system. It's less visually easy to understand.
"As for how we're planning to make it clear that it's a new system: well, we want to get it in people's hands. That's what E3 is all about and from now until launch. We want consumers to experience it for themselves, whether it's in a store, at a gaming event, or at a press event. Once they do that, I think people will really start to understand how the GamePad changes the way you can connect with games and other players."
This reflects recent statements from Nintendo boss Satoru Iwata, who admitted that, "On the stage [at E3] we couldn't fully explain what's so unique about our product
http://www.computerandvideogames.com...-wii-nintendo/
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June 20th, 2012, 23:38 Posted By: wraggster
'CryEngine 3 runs beautifully on the Wii U', says Cevat Yerli
Nintendo’s upcoming next-gen console the Wii U is at minimum as powerful as the Xbox 360, Crytek’s CEO has claimed.
Speaking to CVG, Cevat Yerli said that whilst the developer was currently not creating content for the platform, a “respected developer” was at work on a CryEngine 3-powered Wii U title.
He also said that despite Crytek not currently making its own titles for the platform, its engine “runs beautifully” on the system.
"From my perspective I do not understand the public's concerns that the Wii U is weaker than PS3 and 360," he said.
"That I cannot see. From my perspective the Wii U is minimum as powerful as Xbox 360.
http://www.develop-online.net/news/4...ul-as-Xbox-360
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June 20th, 2012, 23:48 Posted By: wraggster
Nintendo pledging 'insane incentives' to publishers to sell games on its eShop, report claims
Nintendo will offer bigger revenue cuts on digital downloads for the Wii U than other gaming platform providers, according to a report.
A source “working for a European developer” told Wii U Daily that the console giant is offering insane incentives to publishers to sell on its new eShop.
He said that Nintendo learned from the WiiWare, building a new platform that is perfect for indie developers.
“They’re offering insane incentives for publishers to sell retail games as downloads on the console,” he said.
“You’d be stupid not to take advantage of it and go retail box-only. The new platform is perfect for indie devs, it’s a whole different ball game than WiiWare. They’ve learned a lot from that mess."
http://www.develop-online.net/news/4...al-revenue-cut
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June 20th, 2012, 23:49 Posted By: wraggster
David Yarnton to 'pursue opportunities for a change of career'
The general manager of Nintendo UK has quit his role after almost 20 years at the console giant.
As reported by MCV, David Yarnton, who was appointed the UK boss nine years ago, had led Nintendo to huge gains in its market share through the DS and Wii.
S statement from the company said he had decided to leave to “pursue opportunities for a change of career”.
“David has had a distinguished career of almost 20 years at Nintendo,” read a statement from the console giant.
"We wish him every success in his choice of new career."
http://www.develop-online.net/news/4...-UK-boss-quits
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June 21st, 2012, 00:01 Posted By: wraggster
Twenty years ago, [Downing] would fight with his siblings over who got to watch TV. Obviously, this gave him the idea of putting a television inside his Super Nintendo controller, but at he tender age of 12, [Downing] had neither the experience nor skills to make that happen. Now that he’s older, and much less impressed by the Sega Nomad, [Downing] made his dream a reality.
Reading over [Downing]‘s madebybacteria forum thread, he began the build by adding two controller ports and painting the system a classic Famicom red and white. The prominent feature of [Downing]‘s design – a display in each controller – are connected to the console through a second pair of SNES controller ports. Internally, the video signal generated by the SNES is broken out to each controller; the controller displays are just a small mirrored version of whats sent to the TV.
Like [Downing]‘s previous Genesis portable, the SNES-001 is a master work of Bondo and vacuum forming. After the break you can see a few demos of what this console mod can do.
http://hackaday.com/2012/06/20/snes-...e-controllers/
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June 21st, 2012, 23:55 Posted By: wraggster
Nintendo is offering publishers "insane incentives" to sell their upcoming Wii U games digitally through the eShop as well as at retail, according to reports.
A European developer source told Wii U Daily that Nintendo was intent on seeing all new full-priced Wii U games released day-and-date on the eShop and high street, and was offering a much better revenue share than the industry standard 70/30 split.
"They're offering insane incentives for publishers to sell retail games as downloads on the console," he said. "You'd be stupid not to take advantage of it and go retail box only.
"It's a much bigger revenue cut than you'd get selling it on any other platform at the moment, plus promotion on the online store. If they pull it off and it gains traction, it'll press the other guys to give more of the revenue for publishers.
"It's very good for [people] who make games. The new platform is perfect for indie devs, it's a whole different ballgame than WiiWare. They've learned a lot from that mess."
Nintendo's belated recognition of the importance of digital distribution comes after the company admitted it missed a trick by not having the eShop online when the 3DS launched. It has already confirmed that all launch titles would be available digitally as well as on the high street, but it appears it intends for that to continue throughout the Wii U's lifespan.
http://www.edge-online.com/news/nint...-eshop-support
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June 21st, 2012, 23:57 Posted By: wraggster
A bit of clever design lets you mount a screen and gaming hardware right on this controller. [Valentin Ivanov] had already been using the Wii Classic Controller Pro as an input for his Gadgeteer-based projects. He wanted a way to marry the project board, display, and controller into one single unit.
We’re huge fans the design because it doesn’t require any alteration of the controller. Instead, five carefully designed pieces were cut from some thin plywood. They lock together into an assembly that embraces the top of the controller while providing plenty of mounting options for the prototyping hardware thanks to a large grid of holes. A couple of pieces of bronze rod lock the mounting bracket in place by keying into the screw holes in the bottom of the controller.
In the image above you can see Mini Pacman running on the rig. It’s now nearly portable, only relying on a barrel jack for power but we’re sure a battery pack could stand in if necessary.
http://hackaday.com/2012/06/21/turni...-a-gaming-rig/
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June 22nd, 2012, 00:02 Posted By: wraggster
We’ve seen portable N64s before, but none were at the level of [Bungle]‘s oversized N64 controller casemod.
Instead of the usual ’sanding Bondo and gluing styrene’ method we’ve seen in other casemods, [Bungle] decided to make a silicone mold with a positive master. Not only did [Bungle] end up with a case indistinguishable from something produced in a factory, but the molding process left him with more internal room and the ability to make identical duplicates of his over sized controller.
The electronics are the standard fare – a slightly modified N64 with a PSone LCD screen. Because the rumble and memory packs are built in to the body of the gigantic controller, [Bungle] added a multifunction pak to provide ports for power, brightness controls, a/v, and a second controller.
This is an amazing build that really steps up the game for console modders. You can check out [Bungle]‘s demo video after the break.
http://hackaday.com/2012/06/21/n64-i...64-controller/
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June 22nd, 2012, 01:15 Posted By: wraggster
The latest issue of MCV is now available digitally, and it features perhaps David Yarnton's final interview as Nintendo's UK boss, plus more charts and data than ever before.
We also take a look at Habbo and ask: Can we keep kids safe online? Plus, why Call of Duty, Halo and Medal of Honor are not at war this Christmas.
The magazine is available for iPad. Download our app now, which includes access to the last two years of MCV, and includes a free archive of back issues from during that time.
You can also read the magazine in your browser here.
The issue's key content includes:
- More data than ever! Steam, Xbox, Chart-Track, Apple, Google
- Halo vs Call of Duty vs Medal of Honor
- Four pages on Nintendo's Wii U, featuring Activision, EA, Ubisoft and David Yarnton's final interview
- GREE talks E3 and taking on the West
- EA Origin and its battle to beat Steam
- We ask: Can we really keep kids safe online?
- We analyse the mobile games market as DeNA and GREE attempt to rule the Western world
- James Binns tells us why PC was the real winner from E3
- Jo Twist writes about PEGI and her first 100 days as UKIE CEO
- An in-depth investigation of the possibilites in the South African games sector
- Previews of Spec Ops: The Line, Ice Age: Continental Drift - Arctic Games, Dead Island GOTY, and 21 Jump Street
- PLUS: Watch trailers for Halo 4, New Suoer Mario Bros U and Spec Ops: The Line
- http://www.mcvuk.com/news/read/ea-ni...new-mcv/098306
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June 22nd, 2012, 01:42 Posted By: wraggster
cndowning has posted on Ebay his Custom Made Snes Console that unlike other Custom Consoles before it comes with screens built into the controllers, you dont even need to have the console connected to a tv for it to work.
The SNES-001 Advance is a custom Original Super Nintendo Entertainment System that has been modified to accept two custom controllers with Audio/Video Capability. Using two custom controller cables, the SNES-001 Advance allows the user to play the unit without the need for a TV.
Run completely off the power of the SNES, the controllers have no batteries to change and also have the option to be used with or without the A/V enabled. In other words, it works as a regular controller if you'd like as well as being able to use the TV and both controllers all at the same time.
The controller are custom made from scratch, using a Vacuum Formed case mold for the housing and was hand assembled from the cutting of the screen and button holes to the mounting of all the components within. This is a custom product that was not made in a factory or by engineers and was designed as a Collectors Item. The system and controllers are not designed to take abuse! (See Warranty info below)
Unit comes encased in a Custom Made Pine Enclosure lined with black felt, a Lexan plastic covering and is LED lit.
Items included in this auction:
1 Original Modded SNES-001 Unit, NTSC
1 Set of A/V Cables and 1 Power Supply
1 Power Supply for LED Box
2 Custom A/V Controllers
2 Custom A/V Controller Cables
1 Pine LED lit Storage Case
1 Instruction Manual
The entire unit comes with a 30-day craftsmanship Warranty. The fine details are covered in the manual but basically for the first 30 days after the sale day, if there is a malfunction with the unit that occurs under "Normal Playing Conditions" i.e. a controller breaks or component stops working, it may be sent back for repair free of charge, excluding return shipping to the seller. Item will however be shipped back for free.
"Normal Playing Conditions" exclude abuse, neglect or intentional damage. Swinging the controller around by the cord, squeezing in rage or spilling water or beer will not be covered by the warranty. Having put the units together myself, I know what kind of damage to expect from "Normal Playing Conditions" if any. Though I don't think there would be an issue either way, it's something I have state up front. Any kind of damage can be retuned for repair for a fee dependent on the extent of the damage. I am very reasonable though and will do what I can to make things right should something go wrong.
Bottom line, be gentle as the controllers are not indestructible like original hardware.
Heres a Video of it in action:
Those interested should check out the Ebay Auction here --> http://www.ebay.com/itm/ws/eBayISAPI...ht_1011wt_1064
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June 24th, 2012, 14:19 Posted By: wraggster
Screen to be 90 per cent larger than on current 3DS
Nintendo has unveiled a new larger version of its handheld console, the 3DS XL.
The 3DS XL will feature a 4.88 inch screen – 90 per cent larger than on the current 3DS.
The new variation of the portable console will feature five to eight hours worth of battery life, compared to three to 6.5 hours for the original handheld.
The system will also come with a 4GB SD card, twice as much as the standard storage space included with the 3DS.
The redesigned console will however no longer include an AC adapter or charging cradle, with Nintendo to sell the accessory separately.
http://www.develop-online.net/news/4...unveils-3DS-XL
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June 24th, 2012, 14:42 Posted By: wraggster
Nintendo have now took the wraps off their new version of the 3DS called the 3DSXL, the new larger model of the console, will launch on the 28th of July in Europe and August19th in the USA this year and features a screen thats 90% bigger than the original 3DS.
The 3DSXL features a 4.88 inch stereoscopic 3D top screen, which is quite a bit bigger than the 3DS's 3.53 inch screen. The bottom screen measures 4.18inch bottom screen, compared to 3.02 inches on the 3DS. Battery life will be anything from 3 and a half hours to 6 and a half hours.
The 3DSXL will come with a 4GB Memory card and will be available at launch in 3 colours which are Silver, Red and Blue. One downer is that the console will not be bundled with an ac adaptor in Europe but our pals in the USA will get one.
On release day the following games will also be released: Kingdom Hearts 3D Dream Drop Distance, Theatrhythm Final Fantasy, New Art Academy and Freaky Forms Deluxe.
The major downer is that there is no second circle pad.
Amazon UK are taking preorders with a price of £179.99 here --> http://www.amazon.co.uk/Nintendo-Han...1&tag=dcemu-21
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June 24th, 2012, 23:58 Posted By: wraggster
Animal Crossing 3DS will not be released in Europe until next year, Nintendo has confirmed.
The news was announced by Satoru Shibata in a European Nintendo Direct web broadcast earlier this morning, as reported by Nintendo Gamer. Shibata, president of Nintendo Europe, said the game would not be released in the west until "the first half of 2013", and apologised for the delay. Fire Emblem: Awakening has suffered the same fate.
During the Japanese broadcast, Nintendo president Satoru Iwata showed a new trailer for Animal Crossing 3DS, which you can see below. The game is due in Japan before the end of the year.
The big news from Nintendo's broadcasts is the 3DS XL, which boasts a screen 90 per cent bigger than the launch model and is out in Japan and Europe next month.
http://www.edge-online.com/news/no-a...ds-europe-year
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June 25th, 2012, 00:03 Posted By: wraggster
Nintendo won’t issue RRPs in the UK, so retail is this afternoon having its best guess regarding the price of the upcoming hardware.
And the early guesses suggest no-one really knows
First off, Play.com has gone with an RRP and sale price of £179.99. ShopTo is selling the device for the same price (well, £179.84) but estimates an RRP of £199.99.
On the other end of the scale Zavvi is selling the device for £209.95, though it reckons the RRP is a whopping £249.99.
That’s a £70 difference between the three retailers. Which means all we can be certain of is that Nintendo has not yet communicated the handheld’s trade price.
The machine has been given a US RRP of $199.99, pointing to something around the £180 mark in the UK.
http://www.mcvuk.com/news/read/retai...pricing/098391
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June 25th, 2012, 00:05 Posted By: wraggster
An August 17th release date was just one of many announcements made by Nintendo in last night’s Nintendo Direct Conference.
As reported earlier, Nintendo has also announced a brand new 3DSand confirmed Namco Bandai as the developer of the new Super Smash Bros.
Also announced was Professor Layton and the Miracle Mask, which will hit Europe in October. Furthermore, the title will get one free puzzle a day for 150 days following its launch.
There was plenty of news for Pokemon fans, too – Pokemon Black and White 2 will arrive in the autumn alongside Pokemon Dream Radar. Also revealed was Pokemon Typing Adventure, which will come with a 3DS Bluetooth keyboard.
Then there’s download only title Sonic & Mario Virtual Card Album which will make use of the 3DS SpotPass functionality. And Level 5’s Inazuma Eleven will be released on Wii on September 28th.
And New Art Academy will launch on July 28th alongside the arrival of the 3DS XL.
On the flip side, both Animal Crossing and Fire Emblem will now release in the first half of 2013.
http://www.mcvuk.com/news/read/new-s...t-crazy/098381
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June 25th, 2012, 00:06 Posted By: wraggster
Surprised by the 3DS XL news? Will get this – Nintendo isn’t developing the new Smash Bros. Namco Bandai is.
Yoshito Higuchi and Tetsuya Akatsuka of the Tales and SoulCalibur series respectively are leading the project, with a number of members of the Tekken development team working alongside Smash Bros creator Masahiro Sakurai.
The game is in development for both Wii U and 3DS.
"I've realised that if we keep the new Super Smash Bros title's development structure secret, it'll only create more and more speculation, and I won't be able to develop the game with any freedom,” director Sakurai stated. “That's why I've decided to announce this news right now, even though it's still very early on.
"The project has just gotten started. Bear in mind that not only are we developing two titles simultaneously, but we announced the project before we even started actual development, so I'm afraid we will likely have to keep you waiting for quite a while. Please be patient.
"Currently, the prototype prepared by Namco Bandai Games and Namco Bandai Studio's special team looks pretty good, and it's working great. In order to take advantage of the fact that there will be versions for two different systems, and to maximise and offer fun new gameplay elements, the entire team is going to work hard together. Thank you."
http://www.mcvuk.com/news/read/namco...sh-bros/098379
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June 25th, 2012, 00:29 Posted By: wraggster
The Capcom, Sega, and Namco 3DS crossover game Project X Zone will feature over 200 characters, according to a post on the game's official blog, as translated by Andriasang. This number refers to a combination of allies and enemies, and doesn't account for event scene-only characters, all of which will reportedly come from franchises spanning the three brands.
Project X Zone is being developed by Nintendo-owned Monolith Soft, which created the spiritual precursor to the game for PS2, Namco X Capcom.
http://www.joystiq.com/2012/06/24/pr...00-characters/
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June 25th, 2012, 00:33 Posted By: wraggster
Super Mario Marathon 5 is streaming live from a Mario-themed living room in Indiana, where a group of gamers are playing select levels from a variety of Mario games. The levels they play are determined by the amount of money donated, with 800 total levels across ten Mario games available for them to complete.
Donated money goes directly to the Child's Play foundation, which aims to improve "the lives of children with toys and games in [its] network of over 70 hospitals worldwide." Last year's event raised over $112k in donations to the foundation. Donations can be made here, and the stream can be viewed on theMario Marathon site.
http://www.joystiq.com/2012/06/23/su...s-play-and-co/
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June 25th, 2012, 00:42 Posted By: wraggster
Nintendo has dubbed July the "8-bit Summer," and plans to launch eight Virtual Console games for the 3DS eShop next month, beginning July 5 with The Legend of Zelda. Kirby's Pinball Land and The Sword of Hope 2 will hit on July 12, Kid Icarus: Of Mythsand Monsters and Tumblepop will land on July 19 andWario Land: Super Mario Land 3 will arrive on July 19.
Nintendo is also sending Sonic Blast and Sonic Labyrinth to the eShop during its 8-bit Summer. If you can't remember what these games look like in action, the above video should provide a handy reminder.
http://www.joystiq.com/2012/06/22/ni...ight-classics/
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June 25th, 2012, 00:43 Posted By: wraggster
Kirby's Dream Collection will dreamily collect several classic Kirby games starting September 16 in North America. The Wii set includes emulated versions of Kirby's Dream Land 1, 2, and 3, Kirby's Adventure, Kirby Super Star, and Kirby 64.
Unlike the Super Mario All-Stars special edition, which was just an SNES ROM on a disc, this also comes with exclusive new material, like challenge stages in the Kirby's Return to Dream Land engine and a virtual museum/timeline. The collection also includes a soundtrack and a booklet.
http://www.joystiq.com/2012/06/22/ki...merica-sept-1/
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June 25th, 2012, 00:52 Posted By: wraggster
Bomb Monkey, the next project from Mutant Mudds developer Renegade Kid, will be landing on the 3DS eShop next Thursday in North America. Lest you haven't been following Bomb Monkey, it's a puzzle game about a monkey ... with bombs. Watch the trailer, it's pretty self explanatory.
What's not quite as self-explanatory is Bomb Monkey's multiplayer mode, which allows two players to play simultaneously on a single 3DS. Holding the 3DS sideways (like a book), one player controls the actions on one screen with the D-pad, while the other player controls the opposite screen with the face buttons.Madness. Also madness: Bomb Monkey will cost $5.
http://www.joystiq.com/2012/06/22/re...xt-week-for-5/
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June 25th, 2012, 00:54 Posted By: wraggster
The next chapter in super sleuth Professor Layton's life debuts on the 3DS later this year. Professor Layton and the Miracle Mask will launch on the 3DS in November. And to support the game following launch, Nintendo will release one downloadable puzzle every day, for a full year. These puzzles will be available as free downloads.
http://www.joystiq.com/2012/06/22/pr...s-in-november/
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June 25th, 2012, 00:57 Posted By: wraggster
The demo for Kingdom Hearts 3D: Dream Drop Distance is available right this very second in North America on the 3DS eshop, Nintendo announced during its US livestream.Dream Drop Distance is scheduled to hit North America in full form on July 31.Update: We originally referred to a digital release, as evidenced by the slide discussed here. Nintendo has since updated the information with that slide to specify first-party releases only, leading us to question what all those logos were doing there. Kingdom Hearts 3D is currently confirmed only for a retail release.
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June 25th, 2012, 00:58 Posted By: wraggster
New Super Mario Bros. 2 will have special post-launch "Coin Rush" stages available as downloads, Nintendo president Satoru Iwata has announced. In keeping with the theme of the game, these stages will be paid DLC.The "Coin Rush" mode is a series of three-stage courses, during which you have only one life. Records are saved and shared through StreetPass.http://www.joystiq.com/2012/06/21/ne...id-dlc-stages/
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June 25th, 2012, 12:32 Posted By: wraggster
Well the Summer has arrived and its time to take a look at whats Hot in the Console, Mobile, Gadget and Gaming Worlds.
Today its the turn of the Nintendo 3DS, the only 3D handheld that you dont even need glasses to see the 3D an awesome console, heres our pick of whats hot on the 3DS:
The 3DS XL
Say hello to the Nintendo 3DS XL - a new version of the Nintendo 3DS with a screen that is 90 percent larger. Delivering a wealth of games and video content that can be enjoyed on the go, the new system provides an even more immersive entertainment experience for users.
Nintendo 3DS XL features an updated form factor and improved battery life which outperforms that of the original Nintendo 3DS. The handheld console comes bundled with a 4GB SD card, which can be used to store content such as downloadable games and videos from the Nintendo eShop.
An AC adapter is not included with the Nintendo 3DS, but can be purchased separately.
http://www.amazon.co.uk/Nintendo-Han...0619803&sr=1-1
Kingdom Hearts 3D [Dream Drop Distance]
King Mickey and Yen Sid prepare for an impending threat by putting Sora and Riku through the Mark of Mastery exam. Sora and Riku are sent into the Sleeping Worlds, where they will face enemies and allies that have never been seen before. If they can successfully complete the task they are given, they will be deemed true Keyblade Masters.
Features:
- Dual protagonists – Play as the two most popular characters of the franchise, Sora and Riku.
- “Free-flow” action – Enjoy fast and effortless movements while interacting with the environment and performing acrobatic attacks.
- Brand-new creatures – Dream Eaters inhabit the Sleeping Worlds, and are split into two categories: Spirits and Nightmares. Recruit over 50 different types of Spirits as allies to fight alongside Sora and Riku.
- New Disney worlds – Beloved Disney worlds and characters, such as La Cité des Cloches (The Hunchback of Notre Dame), make their series debut.
- Story progression – With updated looks for Sora and Riku, and the impending conflict made clear, this title is a big step forward in the series.
http://www.amazon.co.uk/Kingdom-Hear...K5M8GC3WMZB096
[h=1]Harvest Moon: The Tale Of Two Towns
[/h]
Long ago the towns of Bluebell and Konohana were friendly neighbours, joined together by a tunnel underneath the mountain that separates the towns. Eventually the towns started to disagree with each other on whose town had the best cooking cuisine. As the villagers became more obnoxious with each other, the Harvest Goddess became more annoyed with them. One day she finally put her foot down and collapsed the tunnel between the towns, cutting them off from each other. Now the only interaction the towns have with each other is at their cooking festival, where their cooking conflict continues four times per season.
As a new farmer, you are eager to start your new life at one of the towns but a freak travel accident makes you to forget what town you originally were going to live in! Listen to each mayor‘s story, hear about each town, and then decide where you want to start your new farm life.
http://www.amazon.co.uk/Harvest-Moon...CERGSJW0E60KSR
New Super Mario Bros. 2
Feel the rush of discovering tons of coins in brand new coin-rich worlds with the new Gold Mario, gold pipes, gold Fire Flowers, new block head Mario that transforms enemies into coins, and while challenging your friends in the new Coin Rush Mode. Can you get one million coins?
http://www.amazon.com/gp/product/B00...d_i=2622269011
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June 25th, 2012, 15:51 Posted By: wraggster
Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.
v1.0.2 - Wire
- draw call batching of static and dynamic geometry
- text rendering
- skybox node
- VertexBuffer uses 32bit color (instead of 4 floats) now, so no more conversion at Bind() time. Note: Although interface changed, there are no changes for the user due to implicit conversion operators to/from ColorRGB(A).
- IndexBuffer only uses 16bit indices, as Wii does not support 32bit indices anyways. Note: Interface only changed on IndexBuffer::GetData(), if you are accessing index buffers via operator there are no changes necessary.
- (PC) fixed renderer statistics bug when ResetDevice()/DestroyAll() was issued.
- (PC) fixed NVIDIA PerfHUD getting stalled when pressing a key.
- (Wii) fixed anisotropic texture filtering
- Importer
- leaking vertex data fixed
- support for "Static" flagged transformations
- fixed missing Spotlight parameters
- Tools
- freetype2 font engine added
- Samples
- updated Sample3, Sample10 and Demo to showcase new features
- http://wire3d.googlecode.com/
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June 25th, 2012, 15:52 Posted By: wraggster
New homebrew for Wii from Mr Reaper:
It's a Multi-Genre Platform/Reflex/Puzzle/Horror Survival Game. Though I admit there is very little "puzzle" to it, other than the fact that you have to figure out what to do in a few places. Don't worry, it's not that difficult to figure out -- but it may be very difficult to succeed
Version History 1 = Initial Release.
1.1 = Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still > I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
http://wiibrew.org/wiki/Harmony%27s_Nightmare
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June 25th, 2012, 16:10 Posted By: wraggster
New update for the kernel AC Wood M3Simply/R4 dedicated to original and R4iDSN Acekard RPG, developed and maintained by Yellow Wood Goblin . This corrects the freeze problems that might arise with microSD formatted with a small cluster size, and new games are now supported: 'Inazuma Eleven 2 - Feuersturm (Germany), 'Murder on the Titanic 'Inazuma Eleven 2 - Eissturm (Germany) ' 'Pokemon Conquest (USA, Australia)'
http://mobiles.gx-mod.com/modules/ne...p?storyid=9811
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June 25th, 2012, 16:15 Posted By: wraggster
Crediar announced, video support, a few weeks earlier . It gives us today the fruits of his hard work, which therefore allows to run Gamecube games directly from a USB hard drive for Wii with the Gamecube retro-compatibility of course. It takes advantage of all the advances already integrated Dios Mios Lite (compatibility, video modes, emulation memory cards, etc..) while adding, therefore, loading from the HDD. This should always be formatted as FAT32 (or at least one of the partitions of HDD), with a cluster size of 32K maximum.
Please Note: DM 2.0 is available since an hour ago, the loaders (wiiflow, usbloader) are not yet compatible. Only the latest version of Boot DML (developed by FIX94) is adapted for the moment. Open wiiflow-mod (also developed by FIX94) should follow in time, the last SVN on googlecode Official adding this feature (not yet tested). DM is provided as a WAD file to install it with your manager WAD favorite (Wad Manager, Channel File Manager, etc..). This will overwrite the original Wii MIOS (IOS ensuring the retro-compatibility Gamecube). Dios Mios 2.0 Official Site: http://code.google.com/p/diosmios/
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June 25th, 2012, 16:21 Posted By: wraggster
The additional project I have been working on has still required some fixing and enhancing, so I have not been able to focus on DSx86-related work fully. However, I decided to get back to working on DSx86 by first porting the much-enhanced tester program I have coded for DS2x86 back to DSx86. This turned out to be a good idea, as I have found quite a few bugs in DSx86 code that I would not have found without the new enhanced tester program. Here is a list of the bugs I have found so far: - Opcodes 0x10 .. 0x13 use adc instead of add in address calculations.
- Opcode adc sometimes sets wrong overflow flag value.
- Opcode sbb sometimes sets wrong overflow flag value.
- BCD-opcodes daa, das etc do not work correctly.
- Opcode repne cmpsb swaps Carry flag if input CX = 0.
- Opcode repne scasb (direction=down) destroys all flags if input CX = 0.
- Opcode rep stosb does not handle segment wrap properly.
- Opcode popf mixes ARM and x86 flag bits, perhaps incorrectly.
- Protected mode opcode handlers use [bp+si+disp8] instead of [bp+di+disp8].
- Protected mode opcodes lgdt and lidt do not clear the highest address byte.
- Protected mode opcodes lar and lsl do not handle descriptor type 0 properly.
- Opcode handler push_EGA_r2 uses invalid stack address (Lords of Doom).
- IRQ handling might check the Interrupt Enabled flag incorrectly.
Looking at that list of issues, the first impression is that it is a wonder that DSx86 has worked at all! However, on closer inspection nearly all of those problems are things that are either very rare, or need some special situation to occur for them to cause any problems. Even so, I am currently fixing them, as they may cause problems in some games.
The overflow flag handling problem in the adc opcode is worth a special mention. The adc (add with carry) opcode works like the normal add opcode if the input carry flag is not set, but if the input carry is set, it will add one to the result. Since I am using the high 16 bits of the 32-bit ARM registers when emulating the x86 registers, I have not been able to use the ARM adc opcode directly. Instead, I first add one to one of the input values if carry is set, and then perform the addition. This works fine in all other cases except when the input value is 0xFFFF (which would became 0 after adding 1 to it). So, I used to have a special code to detect this situation, like this (where the input operands are in high 16 bits of registers r0 and r1, with the result put into high 16 bits of r0, and the ARM flags set):
addcss r1, #0x00010000 @ If input Carry is set, the right operand = (register value + 1). bcs adc_pass_carry_r0 @ If Carry is now set, it means the right operand was 0xFFFF and carry was set, so need special handling. adds r0, r1 @ Perform the actual addition, setting the resulting flags.If the input carry was set, and a carry is still set after adding 1 to the r1 value, it meant that the input register r1 value was 0xFFFF0000, and it is now 0. Adding zero to the r0 register does not change r0 value, so I had a special common handling for this situation:
adc_pass_carry_r0: ands r0, r0 @ Set Sign and Zero flags, keep Carry set, Overflow flag is not changed mrs r0,cpsr @ Put the flags into r0 bic r0, #0x10000000 @ Clear the Overflow flag b restore_flags_from_r0 @ Back to loop, setting the proper flags.In other words, I always cleared the overflow flag, which however is not the correct behaviour.
After some thought I figured out a way to let the ARM processor calculate the proper flags for me, so that I don't need to attempt to calculate the overflow flag myself. The new code looks like this:
addcs r0, #0x00010000 @ If input Carry is set, adjust the right operand so that ... subcs r0, #0x00000001 @ ... we can use the ARM ADC opcode for the actual operation. adcs r0, r1 @ Perform the actual addition, setting the resulting flags.It is much cleaner than the original code as there is no need for a special case handling. The idea is that if the input carry is set, instead of adding 1 (shifted to the high 16 bits) we set the low 16 bits of the input register, so that the ARM adc when adding 1 (the input carry) to the actual lowest bit, will automatically clear the lowest 16 bits and add one to the high 16 bits (the lowest bit of the x86 register value). This way all the resulting conditional flags, and the resulting r0 register, will get correct values in one go. The corresponding sbb handling is somewhat trickier. I could not figure out a way to use the ARM sbc opcode for that, so I decided to handle the subtraction using two code brances, one for a simple subtraction when the input carry is not set, and one for a situation where the input carry is set (where I then have to calculate the proper flags myself). A bit slower solution, but the end result has all the correct flags.
I hope to be able to do all these fixes during the next week, so that I can then release a fixed DSx86 version on the first of July. This depends a bit on how much work I still have to do for the additional project, but hopefully not a lot any more.
http://dsx86.patrickaalto.com/DSblog.html
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June 25th, 2012, 16:26 Posted By: wraggster
via http://www.aep-emu.de/
M64Py is a Qt4 front-end (GUI) for Mupen64Plus 2.0, a cross-platform plugin-based Nintendo 64 emulator. Front-end is written in Python and it provides a user-friendly interface over Mupen64Plus shared library.
Quote:
Features
ROMs list with preview images
Input bindings configuration
Cheats support
Support gzip, bzip2, zip, rar and 7z archives
Video extension (experimental)
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June 25th, 2012, 16:28 Posted By: wraggster
GoldenSun2 offers version 1.0 of " SDBrew "PC Utility for managing homebrew on your SD card / USB stick.
For now, there is not much: - Watch this homebrew on the SD / USB. - Add homebrew. - And of course, send a report! SDBrew can be used anywhere, much on your card as a folder on your PC that contains the same folder tree and file on your SD / USB. But beware, it can: - Edit or add information. - Manage your files WAD. - Having another color interface. - A menu of options for the user. - And any possible proposal having been made by the user of course! Attention download. NET Framework 4.5 is REQUIRED: The very good. NET Framework 4.5
http://www.nintendomax.com/viewtopic...ca56a1c9fb7bf6
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June 25th, 2012, 16:29 Posted By: wraggster
Dwedit completes another update of his excellent NES emulator for Game Boy Advance, " PocketNES ", who did not was updated for 1 year.
Quote:
Here is a new build of PocketNES. I refuse to let this project die. -> Download! <- Source code for programmers: Source Code Other stuff you need: Nespack PocketNES Menu Maker PogoShell (for oldschool flash cartridges) Awesome Features: * Seamless sound, no more crackling on square wave channels. * Correct triangle wave frequency sweeps and volume. * Completely automatic speedhacks That Just work, so there 's no menu for' em anymore. * FAST. Turn off VSYNC and watch the games zoom. * Many shares are are more accurate Than before. savestates * Working * Fixed many bugs * DMC IRQs! Play Fire Hawk and Mig 29 Soviet Fighter! * Dendy fashion Broken: (These Were in the previous branch, have-nots goal yet beens Reprogrammed) * Map # 9, # 17, # 33, # 40, # 64, 73, # 105
http://www.nintendomax.com/viewtopic...ca56a1c9fb7bf6
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June 25th, 2012, 17:14 Posted By: wraggster
'Fan-base cannot differentiate between a phenomenon and something that is ho-hum' says Nintendo of America president
The gaming community is impossible to satisfy, Nintendo of America president Reggie Fils-Aime has claimed.
Speaking to Kotaku, said that consumers would never be pleased, despite Nintendo offering new information on its titles and Wii U console.
He said that although the console giant had unveiled a new Pikmin, Mario game and Nintendo Land, people were still asking for more.
“One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, 'Thank you, but I want more.' 'Thank you, but give me more,’” he said.
“I mean, it is insatiable.”
http://www.develop-online.net/news/4...ble-to-satisfy
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June 25th, 2012, 17:21 Posted By: wraggster
The 3DS XL could yet be available to pre-order for just £149.99 before the machine arrives in the UK on July 28th.
GameStop is the current cheapest in the market with a pre-order price of just £167.97.
It is followed by ShopTo (£179.84) and HMV which has today unveiled a price of £179.99 for the handheld.
However, a retail source has told MCV that Nintendo’s trade price for the hardware is just £146, meaning that retail could yet look to hit the magic £149.99 price point – or possibly less.
Attention now turns to supermarkets, who could well be prepared to take a hit on the device to gain key market share and drive store footfall.
UPDATE: A second retail source has contacted MCV to point out that a trade price of £146 would incur an additional VAT bill of around £21.50 per unit, meaning the actual trade price would be around £167.50.
http://www.mcvuk.com/news/read/the-1...e-is-on/098466
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June 25th, 2012, 21:06 Posted By: wraggster
Children compensate for active gaming by exercising less elsewhere
A study of children using a number of high-impact exercise games has shown that having them in the home does not actually increase the amount of exercise which members of that household participate in.
A US university study, reported by the New York Times, reveals that, instead of encouraging children to become more active generally, playing games based around physical activity merely leads them to over-compensate in other areas, resulting in no net gain on calories burned.
Having distributed a number of Wiis to families with overweight children, some with exergames and some without, the study confirmed a long-held academic principle: that a sedentary lifestyle is a tremendously difficult habit to break, finding "no evidence that children receiving the active video games were more active in general, or at any time, than children receiving the inactive video games."
It's not the first study to have similar findings. A previous investigation into the use of Wii Sports in homes discovered a rapid fall off in usage statistics in the weeks following purchase after an initial flurry if enthusiasm.
Asked for comment on the studies by the NYT, Nintendo offered a predictably anodyne statement.
"While Nintendo does not make any health claims with active-play games like Wii Sports and Wii Fit Plus, we hope that the games encourage users to be more physically active. They are designed to get people up off the couch and to have fun."
http://www.gamesindustry.biz/article...les-says-study
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June 25th, 2012, 22:20 Posted By: wraggster
News via http://www.r4ds-ds.com/news/112/Flas...d8-system.html
Nintendo released the latest 3DS system update to 4.1.0-8 on May 14th.
The below flashcarts has been confirmed working on 3DS 4.1.0-8:
Flashcards Working:
Acekard 2i (HW81) (acekard.com) - Updated for DSi 1.44 before
R4i-SDHC 3DS (r4i-sdhc.com) - Updated for DSi 1.44 before
R4i Gold Plus (r4ids.com) - Updated for DSi 1.44 before
R4i-Gold Pro (r4i-gold.com)
Supercard DS2 (supercard.sc) - Firmware 1.15
EZFlash Vi
R4i Gold (non-3DS, r4ids.cn) -1.4.4 Labyrinth
R4i Gold (3DS, r4ids.cn) -1.4.4 Narnia Prince Caspian
R4infinity Dual Core
Supercard DSOnei - 1.4.4 update
R4i-Gold 3DS (r4i-gold.com) - 1.4.4 update
Flashcards Blocked:
TTi (ndstt.com)
M3i zero GMP-Z003 (m3adapter.com)
R4 Origional
iEvo
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June 25th, 2012, 22:51 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2548 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:
r2540
scons: use --Wl,as-needed ld flags
r2541
scons: honor CXXFLAGS, CPPFLAGS, and LDFLAGS from environment (sf:518)
r2542
gtk: no longer segfault on gamepad config when gtk < 2.24 (ubuntu 10.04) -- hide gamepad config option
r2543
sdl: extensive manpage update (sf 519) - thank you alexander toresson for your patch!
r2545
scons: search for linker options named -llua5.1 and -llua to compile sucessfully on debian
r2546
add ability for CNROM games to choose whether they have bus conflicts (fixes Colorful Dragon (Unl) (Sachen), since it flakes out if bus conflicts are emulated)
r2547
all: include relative path of ines.h to avoid compilation errors with gcc
r2548
* Taseditor: drawing selected_slot border in Branches Tree
* Taseditor: fixed minor bug with SaveCompact window
http://www.mediafire.com/?9hnuyqid466it2a
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June 25th, 2012, 22:55 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/06/23) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- XAudioJS update.
http://www.grantgalitz.org/gameboy/
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June 25th, 2012, 22:58 Posted By: wraggster
via http://www.emucr.com/
YoshiNes v0.4b is released. YoshiNes is a NES emulator. It's a modification of BasicNES, made by Don Jarret and David Finch. The BasicNES is a good emulator, but can be better. The YoshiNES have more stuff than BasicNES, like Pattern Table view, Pallete viewer, a lot of mappers, more filters, and more features.
YoshiNES current support this mappers: 1, 185, 2, 5(unplayable) 73, 130, 188, 232, 3, 4, 45, 118, 119, 115, 95, 151, 12, 64, 158, 74, 245, 6, 7, 51, 53, 226, 8, 66, 107, 229, 9, 10, 11, 234, 201, 46, 13, 15, 16, 17, 18, 19, 21, 22, 23, 25, 32, 33, 34, 40, 61, 200, 231, 57, 64, 65, 68, 69, 71, 75, 78, 79 (unplayable), 146, 85, 90(partial), 160, 91, 94, 99, 117, 151, 211, 212(partial), 228, 250, 255(unplayable), 47(partial). But some games still very buggy and unplayable.
The sound engine are almost the same of BasicNES, i only made a sound level viewer. The sound use Midi Output, so, the games sounds wrongly sometimes. Sorry for my bad english.
http://www.mediafire.com/?4qbdd5idasy04lo
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June 25th, 2012, 23:18 Posted By: wraggster
via http://www.emucr.com/
puNES v0.62 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, and the sound is available. It uses the SDL libraries and it works on both Linux and Windows.
puNES v0.62 Changelog
Rewritten from scratch the OpenGL stack. Added new rendering mode "OpenGL GLSL" that use shaders for all filters (except for NTSC and HQ3x), of course if video card and its driver support it. In GLSL mode, add more filters. Many other bugfixes.
http://dl.dropbox.com/u/21595068/punes.win32.zip
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June 25th, 2012, 23:20 Posted By: wraggster
via http://www.emucr.com/
SNESbox is a Super Nintendo Entertainment System emulator, built on Adobe Flash technology and it can only be run directly in your browser's window without installing any plugins.
SNESbox Beta Changelog:
- Added support for full screen.
- Added support for joysticks. It works only on Windows. To play with a joystick you must download and run third party programs available at: http://t.co/4at81tvA.
- Fixed support for joysticks. It is now possible to use an Xbox 360.
http://snesbox.com/
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June 25th, 2012, 23:22 Posted By: wraggster
via http://www.emucr.com/
My Nes GTK v1.1 is released. My Nes GTK is a nes emuator written in .net C#. It can run an Windows(R) and Linux platforms. It uses GTK# for menus, SDL.NET for emulator window.
FEATURES:
//My Nes GTK features:
Save/Load state in defferent 9 slots.
Take snapshots ability.
Resiazable sdl window, fullscreen switch ability.
//Nes emulation features:
CPU :All 6502 opcodes (with the undocumented opcodes), IRQ and NMI.
PPU :
* 8x8 and 8x16 sprites with transparency and priority, background tiles.
* internal default palettes, for NTSC and PAL tv systems.
* Cycle based ppu, real scanline and scancycle timing.
Sound : all the 5 channels, MMC5, SS5B and VRC6 external sound channels. Format: MONO PCM 16 BIT 44100 Hz.
Systems : PAL , NTSC
Mappers : # 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, 32, 33, 34, 40,
41, 42, 43, 44, 45, 46, 47,48, 49, 50, 51, 57, 58, 60, 61, 62, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77,
78, 79, 80, 82, 83, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 97, 105, 112, 113, 114, 115, 117, 118, 119, 133, 140,
142,159, 180, 182, 184, 185, 187, 188, 189, 193, 200, 201, 202,203,204,205, 212,213, 225, 226, 228, 229, 230, 231, 232,
233, 240, 241, 242, 243, 244, 245, 246, 248, 249, 251 and 255. Almost full set !!
My Nes GTK v1.1 Changelog:
* Updated: Nes emulation core to version v4.2 (updated from version 3.0).
* Added: support for VSUnisystem.
* Added: support for 4 players.
http://www.mediafire.com/?osissqnovye14yx
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June 25th, 2012, 23:27 Posted By: wraggster
Wreck-It Ralph, an animated film coming November 2 from Disney, features classic characters sure to induce nostalgia in bomb-like proportions for its 20-55 demographic -- which is why it's strange that the game based on the movie based on video games will come only to Nintendo's Wii, 3DS and DS.
With the film, Disney is focused on introducing a younger audience to arcade-style side-scrollers, and it seems Activision is keeping that trend with a launch on the market's most "family-friendly" set of platforms.
"Wreck-It Ralph, as a brand entity, is perfectly suited for video game stardom," Activision Executive Vice President David Oxford says. "With the fantastic characters and creative atmosphere envisioned by Walt Disney Animation Studios, we know fans are going to love seeing their newfound favorite characters embark on an all-new side-scrolling adventure."
The game will have players switch between Ralph and Fix-It Felix to defeat the Cy-Bugs, with a story campaign and two-player co-op for the Wii.
http://www.joystiq.com/2012/06/25/wr...ing-only-to-n/
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June 25th, 2012, 23:30 Posted By: wraggster
For those of you who choose to "Make Mine Marvel!" even when it comes to pinball simulations, Zen Studios will release Zen Pinball 3D on the 3DS eShop this Thursday, June 28, for $7.99 or €7.
The pinball sim puts four superhero-themed tables all up in your face, including Iron Man, Blade, Captain America, and the Fantastic Four – all tables that have been featured in the console Marvel Pinball game. None of the tables follow the journey of a newly created superhero with the power to control a giant silver ball with his mind, which seems like a missed opportunity.
http://www.joystiq.com/2012/06/25/ma...eshop-june-28/
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June 25th, 2012, 23:31 Posted By: wraggster
As if being pursued by an anthropomorphized, checkpoint-guarding pickle named Unkle Dill wasn't enough food-oriented oddness for one game, the folks at Gaijin Games have also announced that "Whetfahrt Cheesebörger" will be joining the cast of Runner 2, Future Legend of Rhythm Alien as a playable character.
Cheesebörger originally hails from (where else) Hamburg, Germany. After rising to stardom during the disco revolution, hard times caused by the scene's crash in the early 80s lead Cheesebörger to its current position as the mascot for a restaurant called "Burger Mouth." Since Runner 2 will have "almost 10" playable characters, we doubt this is the last bizarre character announcement we'll see before the game's launch.
Speaking of launch, Runner 2 will also be released on the Wii U at some point, sporting "Retro Challenges" to play on the WiiPad. A prototype screenshot of said challenges can be seen after the break.
http://www.joystiq.com/2012/06/24/yu...ter-in-runner/
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June 26th, 2012, 23:39 Posted By: wraggster
'We will return to profitability by the end of the fiscal year', says Iwata
Nintendo will not make the same mistakes with the Wii U as it did with the 3DS, the console giant’s CEO has claimed.
As reported by Andriasang, Satoru Iwata said it had learned from its latest handheld release and admitted consumers thought the price for the 3DS was “relatively high”.
An analyst claimed that the break-even point for the Wii U would be 30,000 yen.
Iwata added that despite Nintendo reporting its first ever loss in the last financial year amidst difficulties with the rising Yen and having to sell its 3DS at a loss due to an early price cut, the console giant has “fixed the 3DS profitability issue”.
He also pledged the company would turn profitable by the end of the current fiscal year.
http://www.develop-online.net/news/4...kes-with-Wii-U
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June 26th, 2012, 23:40 Posted By: wraggster
Sequel becomes third fasting selling game ever on the Nintendo DS
Pokemon Black & White 2 has sold more than 1.6 million copies after just two days since its release in Japan.
As reported by Andriasang, the game’s popularity means it is the third fastest selling game ever for the Nintendo DS.
The original Black & White holds the record for the fastest selling game on the console, which sold more than 2.6 million in its first two days on sale.
Lifetime sales for the DS and 3DS in Japan were also revealed, with the DS accumulating nearly 33m sales, whilst the 3DS has so far surpassed six million.
http://www.develop-online.net/news/4...ales-in-2-days
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June 26th, 2012, 23:51 Posted By: wraggster
David Yarnton says it won’t be long until Nintendo rolls out its digital games strategy to retailers.
Last month, we reported on global plans by Nintendo Japan to start selling more downloadable content via all its retail partners to aid the marketing of digital content and reduce inventory costs.
“Nintendo wants our retailers to be proactively involved [in digital sales],” said Nintendo president Satoru Iwata.
And the platform holder is already talking to retailers, UK chief Yarnton told MCV: “We want to support our partners and them to support us. So we think there is room for packaged goods as well as digital. When you go out to retail, the exposure a shop can give a game is incredible. Some people want downloadable content for its convenience, some people like having a games collection. There’s room for both.”
“From what we have researched, the download market has grown, but it hasn’t eaten into retail in the way many predicted.”
There are important logistics to sort out, he said – specifically considering how Nintendo handles the distribution of download codes to retailers.
He said: “At the moment we have the voucher cards – we’re not quite there to let retailers have just codes for a Zelda game. Yes, digital downloads can reduce the inventory risk – but if you give someone a card with a code it still has a value. There are some issues to work through, but it will happen in the not-too-distant future.”
But once those are sorted, Yarnton is confident retail will embrace the new strategy.
“I can’t speak for them all, but having spoken to places like GAME, they have seen an incredible rise in the sales of digital content. It’s working for them.”
CHIP OFF THE ‘BLOX
Critics find it easy to point out perceived holes in Nintendo’s digital games strategy. But the firm is quickly learning from the few forays it has made into downloads.
Earlier this year, Nintendo ran a national TV and print campaign promoting the cheaper apps and games available for just a few points on the 3DS eShop.
“One of the things we perhaps haven’t been so good at is telling you about the features we have. For example the downloadable games and other DLC – but we have been promoting it,” said Yarnton.
At the same time it has seen breakout sales for Pullblox, an original game from Nintendo’s Intelligent Systems studios which is the third most praised 3DS game on Metacritic.
“One of our big successes has been Pullblox. It has done incredibly well, and is such good value, and is so much fun – but not enough people know about it. It’s not there on the shopfloor. But it is there, and we have a lot of games like that. We need to do more about educating people about that.”
http://www.mcvuk.com/news/read/ninte...-switch/098525
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June 27th, 2012, 23:47 Posted By: wraggster
Digital Foundry takes a look at SmartGlass, the Wii U GamePad and the PS3/Vita connection.
Eight years after the release of the Nintendo DS, it seems that all three major platform holders now believe that dual-screen gaming is an integral part of the future of console gaming. At E3 this year, we saw the launch line-up for the new twin-screen Wii U, an announcement for smartphone/tablet support from Microsoft in the form of the SmartGlass initiative, while Sony offered up some interesting new integration ideas for PlayStation 3 and the PS Vita handheld.
The move towards dual-screen functionality is most likely prompted by a number of factors. Firstly there's a growing belief that gaming is moving away from the living room TV and towards discrete screens per player. It's an idea fuelled by the amount of time that people are spending using their mobile devices in the home, not just outside of it. Secondly, with the heavily rumoured Apple TV display just around the corner, we can almost certainly expect to see a greater level of convergence between the Cupertino giant's devices and there's a definite sense that the established forces in the games industry don't want to be caught off-guard in embracing the ideas this represents. Finally, for Sony at least, it represents a big opportunity to sell Vita to its mammoth PS3 installed base.
"The Wii U GamePad is the star of the second screen movement, but Microsoft SmartGlass and the PS3/Vita hook-up each have their own specific charms. It's all a question of take-up."
The very different approaches we see from Nintendo, Microsoft and Sony are intriguing. Each implementation appears to have its own relative strengths and weaknesses, but it's clear that in Wii U, Nintendo is very much in the driving seat. The advantages of its tech are numerous - the most strikingly obvious being that every single Wii U owner will possess the requisite technology out of the box, meaning that developers can concentrate their efforts on supporting the tablet knowing that it will reach every owner of the console.
There are also the fundamental strengths of the technology itself. There's a latency free connection between the tablet controller and the console, so game control is as fast and fluid as a conventional joypad (something you can't say for Apple's AirPlay) and the ability to mirror HDTV gameplay onto the tablet screen is an excellent ace-in-the-hole. For the first time, console gaming needn't encroach on regular TV viewing - the action can be switched between the main screen and the tablet simply and quickly.
Nintendo describe the tablet video feed as being latency free - something we were dying to try out. At a recent press event in London, we had the ability to film both tablet and screen simultaneously, and found that with mirrored content, the tablet actually received a fresh image up to seven frames - or 116ms - earlier than the LG HDTVs to which the Wii U was connected. This may suggest that the main displays were hopelessly laggy of course, and we need to factor in that the dev Wii U hardware was tethered to the unit (the suggestion being that AV data may have been beamed across from it) but even in a simple wired HDMI vs. tether contest, the results are still highly revealing about how seriously Nintendo is taking latency. WHDI technology operates with 1ms lag, and if Nintendo has opted for this solution, there should be no problem at all in this regard.
http://www.gamesindustry.biz/article...-screen-gaming
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June 27th, 2012, 23:51 Posted By: wraggster
Disney talks enhancing the marketing for Epic Mickey 2
This article originally appeared on [a]list. Click here to find out more about the marketing oriented site.
The original Disney Epic Mickey was one of Disney's biggest AAA game releases ever, and it was a hit despite a somewhat mixed reception by critics; it's a testament to both the marketing muscle at Disney and the enduring appeal of Mickey Mouse as a character. Epic Mickey 2: The Power of Two is an even larger investment, coming to the Xbox 360 and PS3 along with the Wii, and will even have a complimentary 3DS game release in Disney Epic Mickey: Power of Illusion. We caught up with Ted Chi, Vice President or Global Marketing at Disney Interactive, to talk about marketing plans for their anticipated sequel.
[a]list: What did you learn from marketing the original that you'll apply to the sequel?
Ted Chi: Mickey Mouse is a character with an incredible heritage across all demographics. We were able to build upon this deep connection for the launch of the first game. I think we were able to successfully tap into Warren's original vision for the game by communicating Mickey's role as a hero in an alternate world. We were also in an enviable position for any marketing, as the game delivered true innovation with Mickey's power to literally change the world with his magic paintbrush and the use of paint and thinner. It is this heroism and gameplay innovation that resonated across all of our consumer facing communication. What we ultimately learned was that, despite early research, Mickey Mouse has the ability to transcend demographics - kids, adults, and core gamers alike.
http://www.gamesindustry.biz/article...e-second-power
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June 28th, 2012, 00:07 Posted By: wraggster
Nintendo's new 3DS XL was just revealed last week, but we didn't have to wait long for the plus-sized handheld to get put through its paces. Puissance Nintendo got its game on with Nintendo's newest, and if Google's translation is to be believed, the added screen real-estate is, naturally, a welcome addition, and the panel is plenty bright with excellent viewing angles. Also, any negative effects from the bigger pixels present in the display -- it's the same resolution as its baby brother -- have apparently been ameliorated by an anti-aliasing filter of some sort. As for folks concerned about gripping the 3DS XL, fear not, as ergonomics are reportedly spot on, with an even weight distribution that feels no heavier than a standard 3DS. Still not ready to rush out and grab one this August? Head on past the break to see the XL in action, and pop on over to the source link to see if the full French spill will persuade you.
http://www.engadget.com/2012/06/26/n...groped-abroad/
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June 28th, 2012, 00:12 Posted By: wraggster
Nintendo has confirmed retailers listing Wii U games around the $100 range "are using fictitious prices".
Retailers such as Amazon and GameStop have begun to list Pikmin 3 and Lego City Undercover at the massive price point, and in a statement to GameSpot the platform holder confirmed official pricing details have not been revealed yet."Retailers are beginning their presale activity, but given there is no official software price, they are using fictitious prices," it said.
"When software pricing is officially announced later this year, I am sure retailers will adjust their websites to reflect the true price."
http://www.computerandvideogames.com...re-fictitious/
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June 29th, 2012, 01:03 Posted By: wraggster
Nintendo has bolstered its online focus today with the hiring of Duncan Orrell-Jones to the company’s newly created Senior VP of Network Business position.
Effective July 1st, Orrell-Jones will look to develop and implement Nintendo of America’s digital strategy for Wii U and 3DS.
Orrell-Jones will be working out of headquarters in Redmond, Washington and will report to president and COO Reggie Fils-Aime.
"Duncan Orrell-Jones brings knowledge and hands-on experience to Nintendo that will help us develop and implement long-term digital initiatives for our systems," Fils-Aime said. "By creating this new position we're demonstrating our commitment to the expansion of our online business, and Duncan is the perfect person for the job."
Orrell-Jones comes to Nintendo with a sizable amount of experience from The Walt Disney Company, where he’d been since 1993. He most recently served as senior vice president in the Disney Interactive Media Group, identifying opportunities to expand Disney’s games reach outside North America across a variety of platforms.
http://www.mcvuk.com/news/read/ninte...l-focus/098690
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June 29th, 2012, 01:18 Posted By: wraggster
Retailers want Wii U to be priced at £250 when it launches.
But Nintendo could be prepared to set a cost price that will allow shops to sell cheaper than that – and ensure the machine is this Christmas’ must-have gaming item.
One senior publisher confidently told MCV that the price “will definitely be less than £249”.
And retailers hope that Nintendo has learnt from the difficult 3DS launch.
“It’s important we don’t go down the 3DS route of retailer-led discounting both pre- and post-launch,”
said Play.com games buyer Keith Sharpe. “I’m really impressed with Wii U, it’s got a good mix of insanely addictive mini-games and traditional ‘gamers’ titles.”
The Hut Group’s Sarah Jasper added: “The software looks fantastic, but Nintendo needs to press its messaging hard to ensure the public know this isn’t just an add-on for the Wii. Some don’t realise it’s a standalone machine.
“Hopefully, lessons have been learned from 3DS and pricing sits between £200 to £250. Then we’re onto a sure success.”
However, retailers are most keen to see a strong launch line-up.
“As with Vita, which had over 20 titles for launch, the line-up has to be strong and it’d be great to see Mario on Wii U sooner rather than later,” said Blockbuster assistant games buyer Anthony Darling.
HMV games buyer Nick Ashley continued: “We’d be keen to see Nintendo Land bundled as this will really show off Wii U’s functionality, and concentrating on the key Nintendo franchises helps to keep everyone involved.
“New Super Mario Bros U, Pikmin 3 and Wii Fit U at launch would provide an excellent foundation for Wii U’s success.”
The High Street hopes Wii U will be part of a blockbuster Christmas that can help lift the depressed boxed
games market.
“It is nice to have new hardware to inject some life into the games market,” said Tesco games boss Nick Cooke.
“It seemed from E3 that the software studios are advancing faster than the hardware platforms, so any new consoles are overdue to support the market.”
http://www.mcvuk.com/news/read/retai...e-trade/098678
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June 29th, 2012, 01:22 Posted By: wraggster
It was a surprise when the 3DS XL was revealed without a second circle pad – that it’s getting a Circle Pad Pro expansion is perhaps less of a surprise.
Andraisang reports the company has confirmed such a peripheral, and that it will be released in 2012.
However, considering the luke-warm response to the original Circle Pad Pro – mainly due to its aesthetic-destroying properties – many will remain surprised that Nintendo didn’t take the option of including a second stick on its new machine.
A couple of other details have also been confirmed.
Firstly, those upgrading from a 3DS to a XL will be able to transfer their data and purchases. Secondly, the new machine remains compatible with the Kid Icarus stand.
http://www.mcvuk.com/news/read/ninte...pad-pro/098670
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June 29th, 2012, 01:25 Posted By: wraggster
Dean Takahashi discusses issues with the Wii U's tablet controller
[h=3]Nintendo[/h]www.nintendo-europe.com
Nintendo's E3 2012 press conference left many unsatisfied with its content, with many people citing the software as a disappointment. However, to GamesBeat's Dean Takahashi, he thinks that limitations with the tablet controller are the most disappointing aspect to him.
"They have a major issue with the capability of the Wii U console where it has a single processor but it has to drive multiple displays," said Takahashi. "A single graphics chip inside the console has to drive the big screen, the main game screen, but it also has to provide the imagery for the tablet controller, the game pad. And yet the system itself isn't that powerful."
"Nintendo only showed games with one game pad controller and the TV," he noted. "Most games out there, if you're in a social setting, you want two controllers. Nintendo didn't show any games that do that. They admitted in a Q&A that the games are going to run slower if you have two game pads and playing on a main display. That's a fairly big issue for them."
Currently, Nintendo is trying to push the capabilities of the system in an "asymmetric" sense, but Takahashi isn't completely bullish on that. "They made a good case that you can play with one controller and multiple Wii controllers, what they call asymmetric gaming where one person is looking at the small tablet screen and trying to deploy zombies while the people playing with the controllers were all on the main screen," said Takahashi. "You come up with very creative, different kinds of games where it's one against four, or one person going online. They tried to justify and turn into an advantage this major weakness of the Wii U, but I think a lot of people saw this as a weakness."
http://www.gamesindustry.biz/article...ith-capability
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June 29th, 2012, 01:37 Posted By: wraggster
This is not just a great week for the 3DS eShop, but it's an important one. Last weekend, Nintendo discounted Super Mario Land temporarily; this weekend's sale on VVVVVV proves that these limited-time discounts are an actual thing. For a digital Nintendo platform, two sales is a giant leap forward.That discount is joined by a demo for Rhythm Thief, which appears to actually be coming out, and interesting new eShop games Bomb Monkey and Marvel Pinball 3D. It's not so great for the Wii this week, with absolutely no releases of any kind on the Wii Shop, but it can't all be good news.http://www.joystiq.com/2012/06/28/ni...l-vvvvvv-sale/
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June 29th, 2012, 02:00 Posted By: wraggster
This week's list of new Nintendo platform downloads in US is a good one thanks to some free demos.
Your priority should be the Kingdom Hearts 3D: Dream Drop Distance demo, offering a taster of the latest quest in the brilliant Disney-themed RPG series.The Rhythm Thief & the Emperor's Treasure demo is also worth a pop, And Nintendo has kicked off a new 'Game of the Weekend' section that'll offer weekly discounts on a select title for the weekend.
Here's the full update list:
Nintendo eShop
Marvel Pinball 3D - Marvel Pinball 3D is the ultimate superhero pinball experience, featuring original tables based on legendary characters from the Marvel universe, including Iron Man, Captain America and the Fantastic Four. (For Nintendo 3DS)
Bomb Monkey - Blok Bombing is a fine and ancient sport invented by a small, creative troop of primates called Bomb Monkeys. The goal is simple: do not allow the bloks rising from the jungle floor to knock you from your perch. (For Nintendo 3DS)
Rhythm Thief & the Emperor's Treasure (demo version) - Tap the screen, swipe the stylus and control the gyro to the beat of the music to maneuver Raphael in a variety of rhythm-based challenges. Download the free game demo now in the Nintendo eShop. (For Nintendo 3DS)
Kingdom Hearts 3D [Dream Drop Distance] (demo version) - When Sora and Riku are sent into the Sleeping Worlds, they will face new enemies and make new friends in worlds they've never entered before. Download the free game demo now in the Nintendo eShop. (For Nintendo 3DS)
Game of the Weekend
The "Game of the Weekend" program has kicked off in the Nintendo eShop, making select digital Nintendo 3DS games available at a discount. This weekend's featured title VVVVVV - a game inspired by the classic 8-bit era and the direction of gravity - is available at a special price of $4.99. Offer is valid from 9 a.m. Pacific time on Friday, June 29, through 9 p.m. Pacific time on Sunday, July 1.
Also new this week:
Flip the Core (Nintendo eShop / Nintendo DSiWare)
Escape the Virus: Swarm Survival (Nintendo eShop / Nintendo DSiWare)
http://www.computerandvideogames.com...earts-3d-demo/
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June 29th, 2012, 02:04 Posted By: wraggster
Nintendo has confirmed that Pokémon Black and White 2 will release in the UK and Europe on October 12, and North America on October 7.
The DS sequels recently released in Japan andsold 1.5 million in their first week on sale.In addition to the main titles, 3DS eShop game Pokemon Dream Radar, which supports Augmented Reality as you shoot down Pokemon, also has an October 12 UK release date.
Finally Pokedex 3D Pro, an updated version of the Pokedex 3D app which now includes over 600 Pokemon, will also be released in the Autumn, Nintendo's said.
http://www.computerandvideogames.com...ate-confirmed/
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June 29th, 2012, 02:05 Posted By: wraggster
Nintendo CEO Satoru Iwata has said a third Nintendo 3DS revision could confuse consumers, and suggested that further design revisions - such as the much-requested dual Circle Pad version - won't be released any time soon.
Speaking at a shareholder meeting this week, Iwata said consumers would become "perplexed" if given too many 3DS variations to pick from. As a result there are no plans to revise the hardware "in the near future," he said."A user will get lost with too many choices," he told attendees (via Genji2Game translation).
Yesterday Nintendo confirmed it will be releasing a redesigned Circle Pad Pro to support the larger form factor of the Nintendo 3DS XL.
http://www.computerandvideogames.com...n-near-future/
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June 29th, 2012, 02:07 Posted By: wraggster
Online retailer GameStop has kicked off an aggressive hardware sale.
The headline offer is a discounted PlayStation Vita. The Wi-Fi model is available for just £189.97 – that’s £30 cheaper than it is currently priced on some competitor’s websites.
The 3G version is also on sale at £229.97.
Also on the chopping block in Xbox 360. The 4GB console can be had for just £134.97. The 4GB + Kinect white console bundle has been reduced to £229.97.
Lastly there’s the 3DS. The Ice White handheld complete with Mario 3D Land can now be had for £154.97. A Pink SKU bundled with Nintendogs and Cats is just £149.97.
http://www.gamestop.co.uk/SearchResu...A&inTitle=true
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