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July 17th, 2013, 22:33 Posted By: wraggster
The Mario Kart series’ recent return to form on 3DS raised hopes for its debut on Wii U, but going by its showing at E3, there’s little to get really excited about. It’s all perfectly serviceable, of course, but the limited demo – which kept us tethered to the slowest 50cc karts – made it difficult to judge the finer qualities of the game’s handling model. It all clips along at a healthy 60fps, though, and is as vibrant, chunky and beautiful as you’d hope from the first ever HD Mario Kart.The only major change – at least at this stage – is the addition of anti-gravity segments that allow for tracks that twist and undulate in every direction. Like the hang gliders – which also make a return here – antigravity is granted automatically at the appropriate sections of track, your wheels folding down in deference to Back To The Future. While there was nothing in the demo to suggest this has any significant impact on gameplay, it certainly creates a dizzying sense of vertigo at times, and occasionally disorientates. Subtle touches, such as Peach’s hair, which succumbs to gravity even when your kart won’t, add to the effect.There were 12 selectable characters in the demo, the expected lineup joined by Toadette and Waluigi, who return after their absence from Mario Kart 7. In fact, there are many returning features, Nintendo even describing the game as a sort of Mario Kart greatest hits compilation. Mario Kart 7 provides those aforementioned hang gliders as well as underwater sections – one we see in a ghost house track plummets down a flooded corridor, also using antigravity to stick you to the walls, before spitting you out at a 90-degree angle to the rest of the world. And Mario Kart Wii’s motorbikes and ramp tricks are also present -– simply shake the controller to perform one.
http://www.edge-online.com/features/...y-the-numbers/
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July 17th, 2013, 23:39 Posted By: wraggster
Nintendo is marking the launch of Pikmin 3 with several demo events to give consumers the chance to try out the Wii U strategy game.
First, the game will be available to play at the MCM Expo Manchester Comic Con, which runs across Saturday, July 20th and Sunday, July 21st.
This will be part of the platform holder's annual Nintendo Unleashed tour and gives Wii U owners the opportunity to play Pikmin 3 ahead of its July 26th release.
For launch weekend, Nintendo will be hosting its own event at the South Bank Observation Point in Central London from 11am to 7pm on Saturday, July 27th.
The Pikmin 3 event will then move to London's Brick Lane on Sunday, July 28th, open to the public from 11am to 5pm.
Yesterday, Nintendo announced separate Wii U and 3DS tours to promote games already available for both systems.
http://www.mcvuk.com/news/read/pikmi...events/0118731
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July 17th, 2013, 23:40 Posted By: wraggster
Nintendo's own take on the Skylanders toy/game model will be released next month – but the toys might miss the launch.
Announced earlier this year, Pokémon Rumble U is a download-only action games that sees Wii U owners brawl their way through waves of cartoony creatures, following the formula laid down by the Wii and 3DS versions.
The game has already been released in Japan, alongside toy figures that users can collect and scan in using the Wii U GamePad's built-in NFC technology. Characters scanned will then appear in the game.
Pokémon Rumble U will be released in Europe on August 15th. It will be available to buy via the Nintendo eShop on Wii U, but there's no confirmation that the toys will be appearing at retail.
The official Nintendo statement given to MCV is: "We're still working through the plans for the small number of figurines we plan to release, and will update people in due course."
If they were to arrive on Pokémon Rumble U's launch day, they would hit shelves one week ahead of multi-format rival Disney Infinity, which debuts on August 23rd.
And this week, Rovio announced its own entry into the toys/game crossover market with Angry Birds Star Wars II, arriving on September 19th.
Activision, meanwhile, continues to move forward with the series that started it all. Skylanders: Swap Force is due for release later this year, along with a new range of customisable figurines.
http://www.mcvuk.com/news/read/skyla...alised/0118726
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July 17th, 2013, 23:49 Posted By: wraggster
Nintendo will be showcasing both Wii U and 3DS around the UK this summer, visiting various festivals and air shows.
The Wii U Den Tour and Nintendo 3DS Festival of Fun will be held simultaneously for the most part, with both sampling events starting at the Sunderland Air Show from Saturday, July 27th to Sunday, July 28th.
Wii U will then visit the Bristol Balloon Fiesta from August 8th to 11th and Clacton Air Show on August 22nd and 23rd.
Meanwhile, 3DS will be shown off at Nottingham Riverside Festival from August 2nd to 4th, Williamson Square from August 22nd to August 25th and Bournemouth Air Festival from August 29th to September 1st.
Both consoles will be available to try during Eastbourne Airborne from August 15th to 18th.
Interestingly, the goal of both tours appears to be highlighting the software currently available for each platform, rather than the upcoming games announced at E3.
Wii U demos will include Nintendo Land, New Super Mario Bros U and LEGO City Undercover, while 3DS will tour with games like Animal Crossing, Donkey Kong Country Returns, Luigi's Mansion 2 and Mario Kart 7.
Nintendo is still running a separate Nintendo Unleashed Tour at consumer shows like MCM for upcoming titles like Super Mario 3D World and Mario Kart 8.
http://www.mcvuk.com/news/read/wii-u...t-week/0118653
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July 18th, 2013, 22:14 Posted By: wraggster
The much-requested cult classic RPG EarthBound has been released on the Wii U Virtual Console. The SNES port will feature a Wii U GamePad-optimized strategy guide.This will be the first release of EarthBound since 2003, when a collection of Mother 1 and 2 (the latter is the Japanese title) was released for the GameBoy Advance in Japan. It is the first time the game has been officially released in Europe, and the first time it’s been seen in North America since 1995.
http://www.edge-online.com/news/eart...rtual-console/
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July 18th, 2013, 22:17 Posted By: wraggster
3DS owners will now be able to StreetPass users using Nintendo Zone hot spots across the UK.
The initiative is part of Nintendo’s greater drive to promote the social features of the 3DS console.
Players will not only have access to the Nintendo eShop, but will be able to share screenshots and in-game content with friends via the StreetPass service.
The service will provide console owners with greater opportunities to connect with other 3DS users through StreetPass encounters.
Nintendo is aiming the feature at users who many not be able to interact with other players within their local area.
The firm hopes the addition of the StreetPass relay will increase the appeal of sharing features within 3DS games.
The StreetPass Relay functions by allowing players to connect with other whenever they’re connected to one of the UK’s 25,000 Nintendo Zones.
Not only will players be able to interact with other StreetPass users, but their information will be passed on to the next 3DS owner that visits their location.
The changes are set to be implemented within an upcoming 3DS update.
http://www.mcvuk.com/news/read/ninte...-in-uk/0118803
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July 18th, 2013, 23:07 Posted By: wraggster
When sitting down to watch a lovely film on your Wii, you can now take advantage ofLovefilm's updated streaming app for the console. Users will notice improved search functionality, a more Wii-friendly user interface and, for the first time, watch lists. You'll also be able to pick up where you left off on other devices thanks to the new homepage which shows previously watched titles. Yup, this is what you're getting instead of game rentals.
http://www.engadget.com/2013/07/18/lovefilm-wii-update/
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July 18th, 2013, 23:53 Posted By: wraggster
Without Nintendo's Famicom there would be no NES. And without the NES, chances are, the video game industry as we know it would never have existed. It's hard to appreciate history while you're living it, but thirty years ago today on July 15, 1983, Nintendo's Japan-only Family Computer debuted and set off a domino effect that would make video games a global, billion-dollar industry and rank Nintendo as synonymous with gaming itself. Rather than look back with the rosy tint we have for the NES' early days, Ars Technica's gone the informed route to celebrate the system's anniversary. From a condensed account of the console's origins (i.e., failed Atari distribution deal, revised prototypes, soft US launch in 1985) to a walkthrough of the silicon circuitry and hardware add-ons (like the Famicom Disk System and Modem) that only saw the light of day in Japan, the retrospective covers all the bases of gaming's golden era. There's a whole lot more Nintendo trivia packed into the retrospective (did you know the original Famicom's controllers had inbuilt mics?), so be sure to check it out and pour one out for that famous grey box.
http://www.engadget.com/2013/07/15/n...niversary-nes/
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July 19th, 2013, 00:59 Posted By: wraggster
Nintendo's 3DS has again dominated hardware sales in US for the month of June, according to NPD figures.
This is second consecutive month that Nintendo's portable has topped US hardware charts, leaving Xbox 360 to settle for second.
This is, however, the thirtieth consecutive month that Xbox 360 has sold more than its home console competitors PS3, Wii and Wii U.
NPD Group's Liam Callahan puts the 3DS' strong performance down to the recent frequency of strong software releases.
"To quote Nintendo during E3, 'software sells hardware', which is evident in this month's 3DS results," said Callahan.
"Strong double-digit increases in the 3DS hardware sales were coupled with triple-digit digit increases in software for June sales. 3DS software sales momentum is building due to a steady flow of content over the past few months, leading to positive year-to-date sales results."
Three of June's top-10 selling games in US were 3DS titles, the highest of which was Animal Crossing: New Leaf, which came in second below PS3 exclusive The Last of Us.
http://www.computerandvideogames.com...eads-consoles/
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July 20th, 2013, 15:16 Posted By: wraggster
3DS is now outselling PS3 and 360 week-by-week, Nintendo has told MCV.
The portable has been trending ahead of both the platforms over the last three months, a feat it has never managed before. The spike in hardware sales has been driven by a number of hit titles including most recently Animal Crossing: New Leaf.
The platform holder had eight 3DS titles in the UK individual formats Top 40, and it is the only console to sell more games (so far) this year compared with the year before.
"Software sells hardware," Nintendo UK's head of consumer marketing James Honeywell.
"You must have heard that from us a lot. And the same can be said for Wii U as we move into peak season. With such a strong line-up of titles that are so critically acclaimed, it is just a perfect storm. It has made it the format of the moment.
"Sometimes 3DS, or handheld in general, suffers because people tend to focus on the home console market. But 3DS is really doing the numbers right now."
You can read more about the rise of 3DS in next week's MCV magazine.
http://www.mcvuk.com/news/read/3ds-s...nd-360/0118869
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July 21st, 2013, 00:49 Posted By: wraggster
Own a Nintendo 3DS? You're probably all too familiar with the frustrations of the device's StreetPass feature -- in the United States, crossing paths with another 3DS in the wild just isn't all that likely. It's one of the disadvantages of living in a less densly populated country, but Nintendo is delivering a hotfix: sometime in the next few weeks Nintendo Zone locations at Best Buy, Starbucks, various AT&T hotspots, malls and other locations will begin saving and relaying 3DS StreetPass data, allowing gamers to interact by proxy. Once a system nabs one of these timeshifted StreetPasses, its own data will be uploaded to the Nintendo Zone hotspot to be shared with the next user, creating a chain of delayed passive interaction. Convoluted? A little, but how else are you going to complete your Puzzle Swap collection?
http://www.engadget.com/2013/07/18/s...t-as-3ds-data/
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July 21st, 2013, 22:56 Posted By: wraggster
Capcom's 3D, action-oriented game connected to its cross-media Gaist Crusherefforts will be a collaboration with Sin and Punishment 2 developer Treasure, their website revealed today, as translated by Siliconera. Gaist Crusher is scheduled for release on the 3DS in Japan this winter.
Gaist Crusher's futuristic setting follows the world's discovery of Gaimetals, a type of high-energy metal. Gaimetal-plated monsters called Gaists appear shortly after the resource's discovery and promptly do their best to destroy all of mankind. In retaliation, the world's leading scientists launch the "Gaist Crusher Garrison," a program that directs a four-pack of Saturday morning cartoon heroes through their efforts to save the world.
Gaist Crusher will include both co-operative and competitive multiplayer modes. A real-world Gai Metal replica can also be placed upon the 3DS to grant rare and exclusive items. The game's first trailer of each protagonist in battle and offers a glimpse of Gaist Gear's anime.
http://www.joystiq.com/2013/07/21/ca...gaist-crusher/
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July 21st, 2013, 23:37 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1413
NeoPop GX
Code:
a Neo Geo Pocket/Neo Geo Pocket Color emulator (originally created by NeopopUK) ported for GC/Wii and developed using libogc.
i have contacted eke-eke who was gracious enough to provided me SVN commit access to bring this and other emulators back to life. The official SVN has been updated with code changes from "NeoPop GX unofficial" with additional features for a new release. All future releases and code changes will now be part of the official SVN code.
http://code.google.com/p/neopop-gx/
Code:
CHANGELOG:
07/15/2013: ( Official Version 0.71.2 release - megalomaniac)
-----------
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. Savestate/SRAM manager can save and load from MEMCARD or SD GECKO ( SD:/neopop/saves/ )
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. roms location ( IDE:/neopop/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to MEMCARD or SD GECKO
[Wii]
- Native Wii dol (no need to boot into GC mode)
- USB Support added
- DVD support added for ISO9660 discs
- Wiimote, Nunchuck, and Classic Controller support added
Previous Unofficial Version release code changes updated into official SVN. Thanks Eke-Eke
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attached
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July 21st, 2013, 23:37 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1413
NeoPop GX
Code:
a Neo Geo Pocket/Neo Geo Pocket Color emulator (originally created by NeopopUK) ported for GC/Wii and developed using libogc.
i have contacted eke-eke who was gracious enough to provided me SVN commit access to bring this and other emulators back to life. The official SVN has been updated with code changes from "NeoPop GX unofficial" with additional features for a new release. All future releases and code changes will now be part of the official SVN code.
http://code.google.com/p/neopop-gx/
Code:
CHANGELOG:
07/15/2013: ( Official Version 0.71.2 release - megalomaniac)
-----------
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. Savestate/SRAM manager can save and load from MEMCARD or SD GECKO ( SD:/neopop/saves/ )
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. roms location ( IDE:/neopop/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to MEMCARD or SD GECKO
[Wii]
- Native Wii dol (no need to boot into GC mode)
- USB Support added
- DVD support added for ISO9660 discs
- Wiimote, Nunchuck, and Classic Controller support added
Previous Unofficial Version release code changes updated into official SVN. Thanks Eke-Eke
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attached
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July 21st, 2013, 23:42 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1414
GNUboy GX
Code:
Gameboy/Gameboy Color emulator originally created by Laguna & Gilgamesh, ported for Gamecube and Wii using libogc development library.
i have contacted eke-eke who was gracious enough to provided me SVN commit access to bring this and other emulators back to life. The official SVN has been updated with code changes from "GNUboy GX unofficial" with additional features for a new release. All future releases and code changes will now be part of the official SVN code.
http://code.google.com/p/gnuboy-gx/
Code:
GNUBOYGX CHANGELOG
07/15/2013: ( Official Version 1.04.2 release by megalomaniac )
-----------
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. roms location ( WKF:/gnuboy/roms/ )
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. Savestate/SRAM manager can save and load from MEMCARD or SD GECKO ( SD:/gnuboy/saves/ )
. Config and History files can save and load from default SD Gecko device if found
- Added Safemode Menu display:
. Force Menu to display 480i video with Digital Component cable (CRT SDTV compatibility)
. Hold L TRIGGER during bootup to activate
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. roms location ( IDE:/gnuboy/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to SD or MEMCARD
Previous Unofficial Version release code changes updated into official SVN. Thanks Eke-Eke
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attatched
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July 21st, 2013, 23:42 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1414
GNUboy GX
Code:
Gameboy/Gameboy Color emulator originally created by Laguna & Gilgamesh, ported for Gamecube and Wii using libogc development library.
i have contacted eke-eke who was gracious enough to provided me SVN commit access to bring this and other emulators back to life. The official SVN has been updated with code changes from "GNUboy GX unofficial" with additional features for a new release. All future releases and code changes will now be part of the official SVN code.
http://code.google.com/p/gnuboy-gx/
Code:
GNUBOYGX CHANGELOG
07/15/2013: ( Official Version 1.04.2 release by megalomaniac )
-----------
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. roms location ( WKF:/gnuboy/roms/ )
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. Savestate/SRAM manager can save and load from MEMCARD or SD GECKO ( SD:/gnuboy/saves/ )
. Config and History files can save and load from default SD Gecko device if found
- Added Safemode Menu display:
. Force Menu to display 480i video with Digital Component cable (CRT SDTV compatibility)
. Hold L TRIGGER during bootup to activate
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. roms location ( IDE:/gnuboy/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to SD or MEMCARD
Previous Unofficial Version release code changes updated into official SVN. Thanks Eke-Eke
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attatched
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July 22nd, 2013, 01:25 Posted By: wraggster
Newo Asteroids is a game made in the style of classic Asteroids. In 2064 on a Wednesday, aliens disturb the asteroid belt sending asteroids hurdling towards the earth. It is your job to destroy every last asteroid in the solar system and bring peace to the galaxy.
[h=2]Features[/h]- Use your little ship to destroy asteroids threatening the earth while UFOs try to stop you.
- Large free space environment filled with asteroids.
- Power-ups, custom colours and alternate fire (focused or spread)
- Online Leaderboard
- Achievements
- Customizable colours and 3d graphics in Textured, Flat, Cellshaded and Wireframe mode.
- Customizable controls schemes; Tank, Wii pointer (with nunchuk), Dual Analog and Eightway
- Customizable camera views.
- Title screen and Menu Sound effects designed by kenney.nl @kenneywings
- Background music; Flesheaters by Matt Nida from freemusicarchive
- 3d models by Julian
- PowerUp Textures by JoostinOnline
Version 2.2 - July 9, 2013 - Added Online Leaderboards for highscores. Daily, Monthly, Speedruns
- Updated Achievements Interface
- Fixed Death Animation
- Online leaderboards uses wii nickname as playername
- Added Language menu option, Online Data option.
- Makes use of http-parser
- Leaderboard bugfix for 2.2, old version check, auto-disables after 10 failed attempts.
http://owensoft.net/project/newogame/
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July 22nd, 2013, 01:45 Posted By: wraggster
Rhythm Tengoku (literally “Rhythm Heaven”) is a quirky rhythm game for the GBA. It came out in Japan in 2006, but never made it anywhere else. Its 2 sequels (Rhythm Heaven and Rhythm Heaven Fever) have been translated and released overseas, but Tengoku never was.
A literal script translation has been finished for several years, but localization and text insertion into the ROM seriously begun in July 2012. This is the fourth group attempting to translate the game: earlier groups and individuals could not commit the time to finish the project.
The localization and script insertion were done by W hat and SirNiko, and the two were aided by an Atlas script that pelrun created long ago. Spikeman edited pelrun’s script and gave it to the current group at the start of the project.
This translation patch is a 100% complete text translation, but no graphical translation is done. The group is currently looking for capable ROM hackers to aid in insertion of translated English graphics.
http://www.romhacking.net/forum/inde...pic,16710.html
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July 22nd, 2013, 01:46 Posted By: wraggster
The third installment of the Emu Edition Pokemon Series is Finally here.
A lot more work went into this hack than the other two.
Random encounters with high level Pokemon cannot be found, random third evolutions are also not in this game.
ALL trade evolution Pokemon have been modified to evolve in a different way, all of the wild Pokemon from GS are placed in their normal area, the starters from gen 1 and 2 have locations around the 2 regions, the Celebi event from the Japanese crystal has been repaired to work as normal, and lastly the safari zone has been semi restored… giving homes to some Pokemon…
http://lsaentertainment.yolasite.com/games.php
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July 22nd, 2013, 01:50 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7639.0.html
Here is my entry to the NEO Compo 2013!
Nickname: Verme
Project Name: VMP - Verme's MOD Player
From: Brazil
Division: APP
Platform: GBA
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
My 4CH Protracker .MOD and Scream tracker .STM player for Gameboy Advance.
User Interface with Spectrum analyzer, Keyboard simulator, VUs, Playlist, Music visualizer, etc.
VMP comes with GBFS support, allowing you to compile your own albuns.
You can compile a 32MB ROM, it gives you almost 10 hours of music on your GBA.
VMP has been tested on real hardware GBASP/GBA Micro/NDS Lite (slot 2) with EZ4.
Controls:
A - While stopped, start playing music, while playing, open playlist.
B - Stop Playing.
LEFT - Previous track.
RIGHT - Next track.
L - Select play mode: Repeat all, Repeat one, Shuffle.
R - Sleep timer.
START - Change display.
SELECT - 1x lock controls, 2x blank screen, 3x start music visualization.
Enjoy!
Download:
http://filetrip.net/gba-downloads/ho...11-f32168.html
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July 22nd, 2013, 01:51 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7641.0.html
My first application submission for Neocompo!
Nickname: GEMISIS
Project Name: ASM-Interpreter DS
From: U.S.A.
Division: APP
Platform: NDS
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
This is an assembly interpreter written in C for the Nintendo DS.
I created this project entirely from scratch as a way for others to
learn to program in a basic assembly language in a portable manner.
Using the top screen of the Nintendo DS/DSi, you can view the
memory and registers of the interpreter live. Using the right arrow
key, you can go through your program line by line and watch it update,
or you can press the B button to have it perform your full program
without any pauses. I have included some simple test files with
this program.
Controls:
A for confirmations, B for canceling.
When running a program, press B to run the program all at once, or use the right button on the DPad to go through command by command.
The keyboard can be used to type in filenames, as well as arguments. Argv is supported as well!
The download link can be found at https://github.com/gemisis/ASM-Inter...reter%20DS.rar
For those interested in the source code, it can viewed at https://github.com/gemisis/ASM-Interpreter
There is a compiled version there and attached here on this post. Enjoy!
Here are a list of opcodes that can be used:
add reg1, reg2 - Adds 2 registers and stores the results in AC. Example: add r1, r2
sub reg1, reg2 - Subtracts reg2 from reg1 and stores the results in AC. Example: sub r1, r2
mul reg1, reg2 - Multiplies reg1 and reg2 and stores the results in AC. Example: mul r1, r2
div reg1, reg2 - Divides reg1 by reg2 and stores the results in AC. Example: div r1, r2
mod reg1, reg2 - Performs the modulus function on reg1 with reg2 and stores the results in AC. Example: mod r1, r2
store mem1, reg1 - Stores reg1 in mem1. Example: store m1, r1
load reg1, mem1 - Loads reg1 with mem1. Example: load r1, m1
copy reg1, reg2 - Copies reg1 to reg2. Example: copy r1, r2
jmp label - Jumps to the chosen label. (label needs quotes around it) Example: jmp "labeltitle"
set reg1, val - Sets reg1 with the value val. Example: set r1, 42
jne reg1, label - Jumps to the label if reg1 does not equal AC. (label needs quotes around it) Example: jne r1, "labeltitle"
jeq reg1, label - Jumps to the label if reg1 equals AC. (label needs quotes around it) Example: jeq r1, "labeltitle"
cmp reg1, reg2 - Compares reg1 and reg2 and stores the results in AC. (0 if equal, -1 if reg1 < reg2, and 1 if reg2 > reg1) Example: cmp r1, r2
print reg - Prints the register as an integer value. Example: print r1
printc reg - Prints the register as a character value Example: print r1
getc reg - Gets a character from the keyboard and stores it in the register. Example: getc r1
mov reg1, reg2 - Moves register 2's value to register 1. Example: mov r1, r2
mov reg1, #N - Moves value N to register 1. Example: mov r1, #0xff
labels are defined with a colon at the end (no spaces between). Example: labeltitle:
A # sign can be prefixed to all number values.
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July 22nd, 2013, 01:52 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7644.0.html
Nickname: BassAceGold
Project Name: BAGASMI R7 - BassAceGold's psuedo-ASM Interpreter
From: Canada
Division: APP
Platform: NDS (Windows and Linux / Supercard DS2 Supported are also supported)
Original Enter: No
Support Motion: No
Open Source: Yes
In a past NEO Compo this project won in the top 10: No
I entered this program last year and there was much confusion as to what this actually did. So this year, after a bunch of core changes towards the NDS platform release, and the addition of an actual written tutorial, I hope to make this program a little more accessible.
BAGASMI is a portable scripting language (Multiplatform) that takes on a syntax similar to that of assembly programming. This scripting languages can be embedded into various programs for handling misc. jobs and duties. Otherwise, this program is simply a toy for the programmer who is bored.
Performance wise, it is quite capable on the NDS. A bunch of script demos are included for you guys to try out and read, to check out how it works. I am also working on a built in text editor, but right now I'm not sure It'll be finished in time. There are other text editors on the NDS that are much better than I could make instantly for now, and you can even use your PC to type up these scripts, so the text editor isn't a priority.
Code: [Select]
Updates in the NDS binary for RC7 include:
-Added a file browser. The file browser is the first thing to load, and also appears after a script has completed running.
-Updated code base. The NDS version was discontinued a while ago, but now has been updated to the current code-base of BAGASMI
-Can now grab the current date and time in script
-Added more basic input and output functions (pad new presses, drawing lines, etc)
The BAGASMI tutorial can be found here (Source can be found with the source tab):
https://bitbucket.org/BAGged_Goods/bagasmi/wiki/Home
NDS Binary download with demo scripts:
https://bitbucket.org/BAGged_Goods/b...zip?at=default
Installation:
-Copy BAGASMI_DS.nds to anywhere on NDS card
-Copy BAGASMI_DEMO folder to anywhere on card
-You can browse the entire card in BAGASMI to search for your demos, so just run the NDS card after
Please, if there are any corrections that need to be made in the tutorial, let me know and I shall make the corrections as soon as I can. If there are any questions, please ask!
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July 22nd, 2013, 01:54 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7637.0.html
Hello!
... sverx from Disjointed Studio here.
Here's WaimanuGBA, our entry for Neo Coding Compo 2013, for the Nintendo GameBoy Advance
Nickname: Disjointed Studio
Project Name: WaimanuGBA - Grinding Blocks Adventure [download ZIP] [download RAR]
From: Italy
Division: GAME
Platform: GBA
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Some screenshots from the game:
How to play (complete explanation)
How to play (very short version):
Waimanu should squash the evil Wekas pushing blocks against them. He also earn lots of points lining up the three 'diamond' blocks. Walls will vibrate if hit, and will stun Wekas.
- D-pad to move our little penguin around
- A to push/break blocks and to hit walls
- B to use a bonus (if you picked up one of them... read the complete explanation about bonuses...)
- START to pause the game to let your fingers rest if needed
How to play (complete explanation)
The game has been tested on hardware (on GBA / GBA SP / GBA Micro / NDS Lite [slot 2]) with both SuperCard and M3 cards. It runs also on latest no$gba/no$debug emulators.
... and if you spot some bugs ...
(who knows??)
... please let us know!
We hope you'll enjoy playing our little game as much as we enjoyed making it!
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July 22nd, 2013, 01:55 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7642.0.html
A very simple rock paper scissors variation! Even has a multiplayer mode!
Nickname: GEMISIS
Project Name: Rock Paper Scissors Lizard Spock DS
From: U.S.A.
Division: GAME
Platform: NDS
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
This is an adaption of Rock Paper Scissors, called Rock Paper, scissors, lizard, spock, due to the fact that it has several more actions.
Controls for Singleplayer:
Use the touch screen
Controls for Multiplayer:
Player 1:
Up for lizard
Down for scissors
Right for spock
Left for paper
L for rock
Player 2:
X for lizard
B for scissors
Y for spock
A for paper
R for rock
You can download the game at the following link: https://github.com/gemisis/RPSLS-DS/...RPSLS%20DS.rar
For those interested in viewing the source code, it can be found here: https://github.com/gemisis/RPSLS-DS
Enjoy!
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July 22nd, 2013, 14:18 Posted By: wraggster
tueidj offers a major update of its loader Gamecube Wii / WiiU. Indeed, until now, only the gamecube controllers are supported. It is now past, since devolution now supports wiimotes (+ classic controller), WiiU Pro controller and PS3 controllers.
These additions will therefore provide the opportunity to play Gamecube games on the Wii without gamecube ports, but also on WiiU (in vWii mode). The games should be checked first on a wii support GC games, and once verified, the wiimote connected to the time of the audit will sesame to launch games on WiiU or Wii Family Edition. WARNING: consultation readme is IMPERATIVE to understand how the Wii and PS3 controllers. All the information contained therein to take advantage of these innovations. Below is a French translation of my own that file (any copy will welcome the sine qua non to mention the translator and the source of the news): Quote:
DEVOLUTION: What is it and how to use a loader Devolution is dedicated to the launch of Gamecube games on Wii. Dolphin was the code name for the Gamecube, Revolution was that of the Wii, mix them together and you get . Devolution Although most models of Wii are retro-compatible with GameCube games, it is still quite limited, support for multiple devices is missing, the original wired controllers to be used, the memory cards are still needed to save .. . It seemed possible to do much better. And that's what I did ... Devolution currently offers the following enhancements to backward compatible basic Wii Mode: - loading games from alternative media (SD and USB) - use of alternative controllers (wiimote with classic controller, joystick WiiU Pro, PS3 controller) - use alternative media to replace the memory card (SD and USB) - Modem emulation Gamecube through the Wii Network (wireless or ethernet) - support the Wii edition Family and WiiU Devolution To start with, you must have a Gamecube backward compatible with the optical drive is operational, Homebrew Channel installed, some original Gamecube games, 1:1 rips them in. iso Wii (stored . to a directory "games" at the root of a USB or SD device) and the loader Devolution (present in the archive) The following procedure describes how to start a game for the first time: 1 - Remove any disc Wii 2 - Start the loader since Devolution Homebrew Channel 3 - Press Y or X to mount a USB device or SD, depending on the media you use to store your games (with a wiimote: 1 or 2, with a classic controller: x or a) 4 - Use the directional pad (Up / Down) to scroll through the list of isos stored in the "games" directory and choose your game Press A (b with a classic controller) to launch The screen should be white, and shortly after, the slot should alternately flash blue quickly and off 5 (Optional) - If you want to play the game on another Wii or WiiU, you must connect one or more Wiimotes now . If Wiimotes are not yet matched to your wii, press the red sync button on the console and the wiimote, then wait for the connection to happen. Once connected, the LED will flash repeatedly. 6 - Insert the original Gamecube game disc you want to launch. The Wii should read it for a few seconds then the slot should flash blue 5 times. 7 - After a short wait, the game should start. If, instead, Devolution returns to Homebrew Channel, make sure your iso is correct, identical to the original game (1:1 copy) Now, when you start this game with Devolution, it will start without asking the original disc. However, if you run the game for a Wii / WiiU different, you must repeat step 5 (connect one Wiimotes used in the first procedure) in order to avoid steps 5 and 6. Only wiimote can be used for this feature, handles WiiU Pro and PS3 can not do. No guarantee that it works with third-party manufacturers Wiimotes. If you want to repeat the initial procedure for a game that you have already started (eg to pair with other Wiimotes), remove any disc from the Wii and the maintenanez Reset button when you select the game Release the reset button only when the slot blinks 2 times and repeat the procedure from step 5. Please note that all the games already checked with an older version of Devolution in r200 (the first to bear the wiimote) will have to be rechecked. Analog sticks all the knobs are calibrated to the first connection. Make sure all the sticks are in a neutral position when you connect a PS3 controller (USB mode wired or wireless), a Classic controller or the wiimote controller WiiU Pro. If a stick is not centered properly, you need to disconnect and reconnect the controller. When a game is launched, the wiimote controller / WiiU Pro/PS3 can be active or inactive. If the LED is lit steadily, the controller is active and sends the information in. If the LED is flashing, the controller is disabled (default state) The position of the LED indicates which port is the joystick. The HOME button (or PS) is used to change the active / inactive state. A wiimote can be active without a classic controller (original or pro) connected. When a controller is inactive, several key combinations can activate special features: - Over / Start: move to the next free port handle - Less / Select + Dpad Left: activate / deactivate the "widescreen" setting (widescreen) - Less / Select + Dpad Up: If the game requires a change in disk load the next iso (same function as pressing Eject) - Less / Select + Dpad Down: simulate pressing the reset button on the Gamecube - Less / Select + Dpad Right: turn on / off "LED activity" (Slot LED activity indicator) parameter - Less / Select + A / Round: Enable / disable the "Vibrations" parameter (rumble) of all controllers. This can be used to override the global setting "Vibrations" in the console (normally configured via the Home menu on the official Wii software) - Less / Select + B / Cross: activate / deactivate reducing brightness The PS3 controllers support two additional features: - L1 + R1: When the controller is connected to the Wii via USB, it will write the bluetooth address in the memory controller to allow the use in wireless mode. This operation is required only once (as long as the address is not rewritten in the handle.) - L3 + R3: Devolution leave (same as the power button) When a controller or Wii Remote + WiiU Pro Classic is active, press L (or ZL on an original classic controller) can activate / deactivate the "C-stick Trigger" - if enabled, the right stick up emulates the right trigger, the right stick to the low emulates the left trigger. Wiimotes For joysticks and WiiU Pro, pressing the power button simulates pressing the power button on the console and left Devolution. This simulation is managed so as hardware, such as when a wiimote is used to turn off the console. Any new wiimote can be synchronized with the Wii anytime by pressing the red sync. Do not attempt a temporary synchronization by pressing 1 +2. Please note that the handles will probably not remain paired with the Wii since Devolution does not affect the recording Wiimotes file system. . By cons they reconnect without problem when Devolution is started Using a wiimote + classic controller, the wiimote vibrate to match the Gamecube emulated - This is intentional since some controllers "retro" include a wiimote. There is no way to differentiate by software. 's PS3 controllers support both the bluetooth connection (wireless) and USB (wired). A USB connection must be used first to write the bluetooth address of the Wii in the handle (by pressing L1 + R1). L2 and R2 analog function as sears. A USB keyboard can also be connected to emulate a Gamecube keyboard. CTRL + F12 to enable / disable the keyboard. It also supports the following functions: CTRL + ALT + DEL: Devolution leave CTRL + ALT + Left: Enable / disable the widescreen (widescreen) CTRL + ALT + Up: simulate pressing Eject (disk change) CTRL + ALT Lower: simulate pressing the reset button CTRL + ALT + Right: enable / disable activity led CTRL + ALT + A: Enable / disable the overall vibration parameter for all controllers emulated CTRL + ALT + B: Enable / disable reducing screen brightness Devolution lwBT uses parts of the Bluetooth stack: / * * Copyright (c) 2003 EISLAB, Lulea University of Technology. * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are permitted * Provided That The Following Conditions are put: * 1 *. Redistributions of source code must retain the above copyright notice, * this list of conditions, and the Following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions, and the Following disclaimer in the documentation * and / or other materials Provided with the distribution. * 3. The name of the author May not be used to endorse or Promote products * derived from this software without Specific Prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR `` AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES, LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER Caused AND ON ANY THEORY OF LIABILITY, Whether IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGE. * * /
http://wii.gx-mod.com/modules/news/a...p?storyid=3188
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July 22nd, 2013, 14:22 Posted By: wraggster
Pending the second big update promised by Nintendo (normally in July but postponed to late September), a small update pointed the tip of his nose. Folichon nothing to sink your teeth well, but it will always wait. Below is the official statement from Nintendo. Note that the hack vWii is not affected and that the flaw allowing the use of three processor cores in Wii mode is not affected (apparently this is not a fault to seal hardware.) Quote:
Changes by Version 3.1.0E
Improved functions in standby mode
The Wii U can now connect to the Internet regularly when it is idle to discuss various data via SpotPass. It can also download and install updates for the console and its software. The updated software is installed while the console is in standby, and updates to the console are installed the next time the power is turned on.
Improved system stability and other adjustments
General improvements and other minor adjustments have been made to optimize the system stability and ease of use. New features will be added in the updated console scheduled to be available in late September and early October.
The download function in standby can be enabled or not, the choice of the user.
http://wii.gx-mod.com/modules/news/a...p?storyid=3189
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July 22nd, 2013, 14:31 Posted By: wraggster
via http://gbatemp.net/
GameYob, Drenn's open source Gameboy/Gameboy Color emulator for the DS and DSi mode, has been updated to version 0.4.1. Check out the change log for what's new in this edition, and be sure to join the on-going discussion linked below for more details about this homebrew project.
Change Log (07/16/13) said:
v0.4.0 •New Icon by Corbin Davenport
•Implemented Super Gameboy support
•Implemented scaling (for those who don't like borders)
•Implemented custom borders (for those who don't like scaling)
•Implemented autosaving (causes lag in some games; off by default)
•Added "Detect GBA" option to access the advance shop in the Oracle games
•Added Fast Forward toggle button
•Added "Sound Fix" option for very accurate sound timing; it may use more power.
•Added Rumble Pak Support for Ez-3in1 and Warioware Twisted carts (thanks to windwakr)
•Added support for Gameshark and Game Genie codes (thanks to LemonBoy)
•Support for Rockman 8, HuC1/HuC3 mappers and Robopon games (thanks to LemonBoy)
•Second screen's backlight is disabled when not needed to save power
•(partial) Stereo sound emulation
•Many more...
https://github.com/Drienn/GameYob
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July 22nd, 2013, 14:32 Posted By: wraggster
via http://gbatemp.net/?page=2
The Gateway 3DS has gone into production and is available for pre-order. The team has reached out to me and provided a bit more information. I have quoted them below. Please read what they have to say and then discuss your opinions in this thread.
1) Yes, we are exploit based (Yay !?) and therefore very dependent on console firmware version: Our current plan is to release for firmware version 4.5 while continuing work on a solution for 6.x + after release. (please see note below)
2)Gateway will be shipped with 2 cards, the red Gateway shown in our video, which will handle 3ds backups, and a blue ds cart which will be used to prepare the console. ( more demo videos showing save game compatibility as well as setup procedures to follow soon )
3) Your console can be safely updated to 4.5 by using an original title released after March 2013 till current. Please double check the update message (version) before proceeding !
Note:
We currently have a very convenient and user friendly way to enter into our Gateway mode, while this entry... View full quote1) Yes, we are exploit based (Yay !?) and therefore very dependent on console firmware version: Our current plan is to release for firmware version 4.5 while continuing work on a solution for 6.x + after release. (please see note below)
2)Gateway will be shipped with 2 cards, the red Gateway shown in our video, which will handle 3ds backups, and a blue ds cart which will be used to prepare the console. ( more demo videos showing save game compatibility as well as setup procedures to follow soon )
3) Your console can be safely updated to 4.5 by using an original title released after March 2013 till current. Please double check the update message (version) before proceeding !
Note:
We currently have a very convenient and user friendly way to enter into our Gateway mode, while this entry point has been tested up to 6.0 we expect it to be shut off shortly after we release. We can not stress enough the importance of staying away from any further updates! ( 6.0 compatibility is only valid for our initial entry point, as stated in point (1) we currently only support firmware version 4.5 ) Hide full quote
Update 7/12/13
The Gateway 3DS team has reached out once again to answer some questions. Instead of making a new thread I am simply going to quote their comments as an update to this news post.
For save game, we are transferring and saving the save game onto the 3DS big SD card. So it is ok to swap titles using the same micro sd card.
Currently we have tested 4.2 , 4.3 and 4.5 and they all work. All games released after March 2013 will force an update to 4.5 (even backup roms). If a console is lower than 4.2 then it will need to be updated by using an original game released after March 2013. If a console is between 4.2 and 4.5 then there is no need to update, but when a newer rom is loaded it will force the update to 4.5 (again fine).
They closed their comments by stating that the launch is only a few days away. They hope to add updated support and more features shortly after launch.
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July 22nd, 2013, 14:33 Posted By: wraggster
via http://gbatemp.net/?page=2
The Goblin has released a small compatibility update to the Wood Firmware. Please see the change log for more information. Important Distinction
Now, there are so many fake Wood R4 versions which have nothing to do with me. Only Wood R4 for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com), and AK RPG are supported by me. I can only fix bugs for these specific releases. Do not post bug reports or ask for updates for clone cards running a fake version of Wood.
Change Log said: - 'cars 2 (europe) (en,sv,fi)' fixed.
- 'toy story 3 (europe) (en,sv,no,da,fi)' fixed.
- 'lernen mit pokemon - tasten-abenteuer (germany)' fixed.
- 'tangled (europe) (en,sv,no,da)' fixed.
- 'cooking mama world - combo pack - volume 1 (europe)' fixed.
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July 22nd, 2013, 14:37 Posted By: wraggster
TheArtificer has released a public Beta firmware and Ripp3r software over at the k3yforums.com featuring the new 'No Keys' ISO handling for 3k3y (PATA). With this firmware no drive key is needed, in other words no downgrade required, you can now install 3k3y in a fat PS3 with latest original firmware (4.46) from Sony. This hack requires one original disc (any game will do) which is used with the Ripp3r software and a matching IRD (Iso Rebuild Data) file to resign the backups you wish to play. The chosen original game disc needs to be inserted while playing your backups from hard drive. In this beta release you need to decrypt and re-encrypt the ISO to resign on the computer, but this handling will be optimized in the next release effectively eliminating the decryption step.
There seems to be some confusion out there about what is required when using 3k3y to play backups on a PS3 without having the drive key, so I'll try to explain that without the technical details involved in the process. Pick one original game disc, any disc will do, find the matching IRD file for that game, done! You are now set to play any backup out there using this one single original game. The other requirements are just software steps to create the ISO files to load from hard drive.
NOTE: This Beta firmware is not intended for 3k3y users who already obtained their drive key on CFW 3.55 (or CFW 4.30), there is no need to update then."
http://www.eurasia.nu/modules.php?na...ticle&sid=3195
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July 22nd, 2013, 15:33 Posted By: wraggster
via http://www.aep-emu.de/
A new version from the NES emulator HDNes has been released.
Quote:
Mapper 000 - 003 games are now playable and battery back up supported.
1-4-2013
Graphics pack editor is now usable
2-4-2013
i ) Fixed severl bugs
ii) Save state function added
6-4-2013:
1. Added support to some MMC3 games.
2. Improved playing of CHR RAM games.
13-4-2013:
1. Fixed incorrect tiles in MMC3 games (SMB3 map screen)
2. Fixed a out of range PRG address in MMC3 (TMNT-TF)
3. Fixed incorrect path for game save files
4. Fixed a slow down bug
5. Update the game save file when closing the game instead of closing the program
6. Little speed up for repeating background tiles
7. Added support to Bandai FCG boards games.
Many thanks to Quietust for helping with EEPROM of Bandai FCG board
14-4-2013:
1. Added "All" to screen shot combo box on the "Graphics Pack Editor" page. This will show all tiles.
2. The tile list is now ordered by tile ID.
3. Reduced the size of the auto generated images. Having too many tiles on one image makes it difficult to see and choose the correct tile.
4. Change the screen shot format to PNG to reduce the file size of the data generated for the graphics pack editor.
Please note that now using data generation may cause slow down to the emulator. I´m using wxImage to save it in PNG format. Any suggestions of faster way of doing this is welcome.
Also if you have generated some data using previous versions, you must convert all BMP files inside the "edit" folder into PNG before using the graphics pack editor. I used batch conversion of IrfanView for this.
15-4-2013:
1. Fixed a bug with the "cancel selection" button on the graphics pack editor page.
2. When showing a box around the selected custom tile, the box is not visible if it is on top of transparent pixels. Now it is always visible.
3. Updated the BombSweeper graphics pack to the latest version and added it to the download. To use it, copy it from the rom directory and paste it into the actual rom directory. The pack is designed for 4x scale display.
18-4-2013:
1. Fixed a bug that display a wrong tile ID after clicking "Cancel selection" button.
2. Added error log function for initializing the video. The log file will be located inside the log directory.
21-4-2013:
1. Added more detailed log for GLSL errors.
2. Replaced some deprecated code in GLSL.
rainwarrior, sorry to keep you waiting. I think nVidia is more picky with versions and deprecated features, so I updated the shaders. Please, can you try it again? Make sure to replace the files in the shader folder. Thank you.
nesguru, thank you for your encouragement! The graphics pack has the following rules:
1. A folder with the same name as the rom file inside the same directory.
2. Image files in PNG format in the folder. All pixels which are not fully transparent are treated as fully opaque.
3. A text file named "hires.txt" in the folder.
4. The text file contains lines of text and each line begin with a tag surrounded by "".
5. A "scale" tag is followed by a number, which defines the scale factor of the pack. Valid values are 1, 2 or 4. If this tag does not exists, the default scale is 2.
6. A "img" tag is followed by the file name of an image file.
7. A "tile" tag is followed by 8 values separated by comma.
8. The first value is the tile ID in decimal. This is the distance between the first byte of the tile and the beginning of CHR ROM, or the beginning of PRG ROM if it is a CHR RAM game, divided by 16. The data of a 16 pixels tall sprite is counted as 2 tiles.
9. The second value is the index of the image which contains the replacement graphics, also in decimal. The first image listed in this file has an index of 0 and the second image has as index of 1 and so on.
10. The next three numbers are colors of the palette used by the tile, in decimal. The ordering of the 3 colors is significant and each tile can not have multiple replacement tiles for the same colors and ordering.
11. The next 2 numbers are the x coordinate and y coordinate of the top left corner of the replacement tile within the image, measuring from top left corner of the image, in decimal.
12. The last value indicates whether this replacement tile is used as the default(Y) or not(N). If the emulator renders a tile and cannot find a replacement with an exact match (tile ID and 3 colors), then the emulator will use the default tile with a matching tile ID. Each tile can not have more than one default replacement.
28-4-2013:
1. Changed the generate data function so tiles which are partially outside the screen will not be recorded.
2. Fixed a bug with HD pack when a 16 pixel high sprite drop out of the screen (eg big Mario drops into a pit)
3. Added pause and unpause key.
4. Added a run one frame key.
5. Added a manual mode to data generation and added a manual generate data key.
6. When a screen shot is choosen, the emulator will generate HD pack data with tiles matching the actual screen shot. However currently this only works with background tiles as sprite tiles can be flipped and can overlap with other tiles.
7. Fixed a problem with nVidia graphics card. Thank you rainwarrior!
Thank you Macbee for showing me HiSMS.
leosmendes, thank you for your encouragement.
16-5-2013:
Added a function to handle palette swaps if not using auto generate. If you have a sequence of tiles with the same palette and that sequence of tile also have the same palette swaps, then you can use this function to simplify the process.
First, make sure your HD renderings of the same palette are stored in the same image file. The same tile in different palettes must be placed in the same location relative to the first tile of that palette. Then add tile mapping for the first palette as usual. After that, click the ´Batch mapping´ to open a dialog box. Select the image file of the first palette and select the first tile and the last tile of the sequence. Then select the new palette, the image file of the new palette and the location of the first tile within the image file. Click ´Add mappings´ and the program will add mappings to the new palette for all the tiles between the first and the last, using the new location of the first tile as reference.
11-7-2013
1. Fix a save state crashing bug
2. Fix displaying 16 pixel high sprites
19-7-2013
Fixed sprites not showing during gameplay in Kirby´s Adventure
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July 22nd, 2013, 15:40 Posted By: wraggster
HunterZ offers 0.8.684.4 version of " Wii Abuse "port for the Nintendo Wii shooting game / platforms" Abuse "was released in 1995.
Quote:
0.8.684.2 (2013/06/13) Added optional jump / climb / activate via joystick up / down (default disabled). Added optional swap of shoulder button mappings for jump / climb / activate (default disabled). Added configurable horizontal and vertical joystick dead zones (defaults 15.0% and 50.0%, respectively). Added optional aspect ratio compensation to display the game in a 4:3 area on 16:9 screens (default enabled). Added optional pixel smoothing (default enabled). Added many That meta.xml settings to control the above features. Modified English Lisp script to mention Wii-specific controls in the tutorial level hints. Note That this is hard-coded to Reflect the default controls. Built with latest libogc and latest SDL-Wii SVN.
http://www.nintendomax.com/viewtopic...6ba7bfe1b27ee2
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July 23rd, 2013, 00:34 Posted By: wraggster
Nintendo has detailed the downloads coming to eShop later this week. The new batch of content includes the long-awaited release of Pikmin 3 for Wii U and Kirby's Dream Land 3.
Nintendo of Europe has announced a limited time offer giving consumers who purchase a digital copy of Pikmin 3 30 per cent off the price of The Wonderful 101 on eShop.
Here's the full list:
- Pikmin 3 (Wii U) - Nintendo eShop from 26/7/13: €49.99 (£39.99) -With Pikmin 3 launching on 26th July, and The Wonderful 101 launching on 23rd August, if Wii U console owners buy Pikmin 3 on Nintendo eShop between 26th July 2013 and 21st September 2013, they will be able to buy The Wonderful 101 on Nintendo eShop on the same Wii U for 30% off the regular Nintendo eShop price once it is released and only until 21st September 2013.
- Kirby's Dream Land 3 (Virtual Console - Super Nintendo) - Nintendo eShop from 25/7/13: €7.99 (£5.49) This is the US version of the game.
- SENGOKU (Wii Virtual Console) - Wii Shop Channel from 25/7/13: 900 Points
- Super Black Bass (3D Nintendo 3DS Card/Download) - Nintendo eShop from 25/7/13: €19.99 (£17.99)
- I Love My Pets (Nintendo 3DS Card/Download) - Nintendo eShop from 25/7/13: €29.99 (£24.99)
- Street Gangs (Nintendo 3DS Virtual Console - NES) - Nintendo eShop from 25/7/13: €4.99 (£4.49)
- Petit Computer (Nintendo 3DS Download) - Nintendo eShop from 25/7/134: €7.99 (£7.19)
Nintendo DSi - Nintendo DSi Shop from 25/7/13: 800 Points
- Wii U Panorama View Birds in Flight (Wii U Download) - €1.99 (£1.79): Nintendo eShop from 25/7/13 until 08/8/2013.
- Wii U Panorama View Carnival!: €1.99 (£1.79)
- Wii U Panorama View Double-Decker Tour €1.99 (£1.79)
- Wii U Panorama View Rickshaw Around Kyoto €1.99 (£1.79)
If you buy or own any three out of these four Wii U Panorama View video tours, you can download the fourth one for free! Only from 25/7/13 until 08/8/13.
http://www.computerandvideogames.com...oads-pikmin-3/
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July 23rd, 2013, 00:58 Posted By: wraggster
Giana Sisters: Twisted Dreams is on track to be released on the Wii U's eShop next month, developer Black Forest Games has announced.The developer told Joystiq that it's submitted a build to Nintendo and is awaiting feedback. Assuming all goes as planned, it will arrive on the Wii U eShop in August.The reboot of the once Mario-clone franchise was well received upon its PC release last autumn, and it later came to XBLA in March and PSN in June.Black Forest is currently running a Kickstarter campaign for its next project, a totally metal "garage punk" side-scrolling shooter/platformer entitled Ravensdale. Sadly, Ravensdale'sKickstarter is fighting an uphill battle with only $34,439 of its $500K goal funded with 25 days to go before its 16th August deadline.
http://www.eurogamer.net/articles/20...month-on-wii-u
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July 23rd, 2013, 10:45 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1246
NeoCD Redux
Code:
NEO-CD REDUX, a NeoGeo CD/Z emulator for the Nintendo GameCube console. It owes it's existence to several other emulators, but was initially based on Foster's NeoCD/SDL 0.3.1 and NJ's NeoCDZ emulators
i have created a googlecode project page this "unofficial" version of NeoCD Redux. The official 0.1.52A code release by Softdev and a copy of Infacts changes from his bitbucket page have also been uploaded for historical purpose (tags).
http://code.google.com/p/neogeo-cd-redux/
Code:
07/18/2013: ( Unofficial Version 0.1.52A.2 release by megalomaniac)
-----------
- Minor Audio fix to improve MP3 playback (experimental)
- New menu added to select save.bin location
. Default search location ( SDGECKO:/neocd/save.bin )
. if file not found then try again, choose save location to SD GECKO or MEMCARD
. avoid endless loop message "Please insert save device"
... unless save device does not exist, or /neocd dir does not exist, then thats your problem
- PAL video mode now defaults to 60Hz 480i/480p
[WII]
- First version (of this code) with Native Wii support (not to be confused with NeoCD-Wii)
. Native Wii dol (no need to boot into GC mode)
. USB Support added
. DVD support confirmed working
. Wiimote, Nunchuck, and Classic Controller support added (seems to work)
. GC Controller Support for Wii (only when no wiimote detected for Player 1 or Player 2)
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF SLOT only
. roms location ( WKF:/neocd/roms/ )
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. no write support, save files and progress to SD Gecko or MEMCARD only
[NGC/Wii]
- IDE-EXI support added
. load roms from FAT formatted HDD
. roms location ( IDE:/neocd/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to SD Gecko or MEMCARD only
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attached
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July 23rd, 2013, 11:04 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.5-1655 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- fix a small uid awsome bug
- OGL/SamplerCache: Treat lod_bias as a signed integer.
http://www.sendspace.com/file/yptj5u
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July 23rd, 2013, 11:11 Posted By: wraggster
via http://www.emucr.com/
NesEmu2 work Git (2013/07/21) is released. NesEmu2 work is a branch of NesEmu2. NesEmu2 is an nes emulator supporting more accuracy and better compatability than the original nesemu.
NesEmu2 work Git Changelog:
* Fixed win32 video_updatepixel function.
* Added --help command line parameter.
* Refactored the rendering flag of the PPU.
* Began work with updated video system per pixel instead of per line.
Fixed Linux/GCC segmentation fault.
Added SDL video_updatepixel function, Win32 needs implemented.
http://www.sendspace.com/file/mvlvuv
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July 23rd, 2013, 11:12 Posted By: wraggster
via http://www.emucr.com/
Swiss SVN r240 is compiled. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss SVN Changelog:
r240
- Add SVN revision information to the credits screen
---------------------
r239
- Add small DOL loader for action replay sdload method
---------------------
r238
- Fix crash if no device is selected and 'B' is pressed on the device selection menu
---------------------
r237
- "Whatever..."
---------------------
r236
- Fix Exit/Reset.
---------------------
r235
- Fix WKF issue when selecting second file.
---------------------
r234
- Patch DVDLowSeek by using a 0xE0 instead.
---------------------
r233
- Apply fwrite patch to multi dol games
---------------------
r232
- SD Optimisation for sequential reads - Try to perform full reads in the event that audio isn't playing - Fix potential crash on invalid GCM/ISO booting
---------------------
r231
- Silence compiler warning
---------------------
r230
- Add ELF pre-patching - Fix multi-dol games - Disable read timeout
---------------------
http://www.sendspace.com/file/r9yadm
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July 23rd, 2013, 11:18 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4691 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:
r4691
JIT: - a bit optimized OP_BX_THUMB (with Rm=R15);
---------------------
r4690
JIT: - fix firmware boot broken in r4689;
---------------------
r4689
JIT: - fix bug in OP_BX_THUMB when Rm=15 (fix bug #1310 "Shiren the Wanderer 4: crashed");
http://www.sendspace.com/file/w4wu5u
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July 23rd, 2013, 11:19 Posted By: wraggster
via http://www.emucr.com/
wxMupen64Plus v0.4 is released. wxMupen64Plus is a Frontend for the N64 Emulator Mupen64Plus. It is available for Windows, Lunix and MacOS. wxMupen64Plus is a Mupen64Plus 2.0 GUI frontend written using wxWidgets 2.9.x.
wxMupen64Plus Features:
- Select and run games in a browser frame
- Select plugins for video, audio, input, etc.
- Configure settings for video and audio
- Configure input bindings
http://www.sendspace.com/file/jdgnfj
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July 23rd, 2013, 11:20 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2980 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:
r2980
Debugger: highlight PC pointer line when a breakpoint is hit
http://www.sendspace.com/file/jijr1a
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July 23rd, 2013, 11:22 Posted By: wraggster
via http://www.emucr.com/
GBA.js Git (2013/07/14) is released. Jeffrey Pfau released a new GameBoy Advance emulator. The project began last July. The first prototype took him five weeks. But it has worked for several weeks and several hours a day online prior to the first public version. The program runs on JavaScript. It is available online and works in a modern web browser. It runs on Chrome 20, Safari 6.0, Firefox 15 + (without sound) or Opera 12. It should also run on Internet Explorer 10. Firefox and Opera are particularly slow, it is better to use Safari or Chrome.
As a matter of law, no rom is provided on the official website. However, you can load these roms on your machine. The emulator does not handle compressed files. So please only download roms decompressed. The application sometimes crashes if the file has special characters.
Currently all parts of the GameBoy Advance hardware are implemented. You can save and load backups, send on your machine or your machine. GBA.js is able to take screenshots. It can set the emulation paused. It supports games containing real-time clocks (eg Pokemon).
GBA.js Git Changelog:
* Refactor IntrWait code to have a tighter loop (fixes #11)
http://jpfau.github.com/gbajs/
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July 23rd, 2013, 11:23 Posted By: wraggster
via http://www.emucr.com/
Genesis Plus GX SVN r814 is compiled. Genesis Plus GX is a port of Genesis Plus. Genesis Plus GX is an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Genesis Plus GX SVN Changelog:
r813
[Core/CDD] added compiler define option to disallow opening multiple .ogg files
at the same time for platforms with limited RAM (fixes memory crash on Gamecube
when using too many .ogg files)
r814
[Core/VDP] modified Master System color palette to use full brightness range
(verified against real hardware)
http://www.sendspace.com/file/pmcgwc
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July 23rd, 2013, 11:28 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1199 is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
http://www.sendspace.com/file/1bgif2
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July 23rd, 2013, 11:31 Posted By: wraggster
via http://www.emucr.com/
Project64k Stable Version (2013/07/04) is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Download Now the emulator is separate from other Project 64k 0.13 versions this should stop (Some) of the lag and or desyncs. I suggest using MUPEN64K if you want to play anything besides Super Smash Brothers and Mario Kart 64. I've also re-added the CTRL-C shortcut, as well as fixing the full screen issue, after having open and closed your cheats. Everyone use this emulator, if people are on 0.13 you will not be able to play with them.
http://www.sendspace.com/file/zyyuos
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July 23rd, 2013, 11:33 Posted By: wraggster
via http://www.emucr.com/
GnuBoy SVN r197 is released. GnuBoy(all lowercase, but sometimes unofficially spelled GNU Boy) is a Free Software emulator released under the terms of the GNU General Public License ("GPL"). It is 99% execution-compatible with software targeted for the Game Boy ("DMG") and Game Boy Color ("CGB") handheld game consoles sold by Nintendo. It is not compatible with Super Game Boy-specific features or with Game Boy Advance, though it can run Super Game Boy games in DMG or CGB mode.
GnuBoy SVN Changelog:
r190
Edited wiki page Ports through web user interface.
r191
Edited wiki page Ports through web user interface.
r192
Edited wiki page BuildNotes through web user interface.
r193
Ensure disable sdl video works (e.g. for OhBoy).
r194
Removed K&R style function prototype for (string lib) strdup()
r195
Edited wiki page BuildNotes through web user interface.
r196
Fix for issue #14 patch from x0thatguy0x - Removes compile warnings.
Tested with head rev build of OhBoy, linux x86 gcc 4.6.3
r197
Remove r184, whilst r184 builds fine with OhBoy, plain sdl gnuboy builds hang on
start up :-(
http://www.sendspace.com/file/pw1kel
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July 24th, 2013, 00:49 Posted By: wraggster
With the 3DS as the hottest thing in gaming hardware, were declarations of the dedicated gaming portable's demise premature?
[h=3]Nintendo[/h]nintendo-europe.com
One recurring Nintendo narrative in the gaming media has been that the company will eventually be forced to throw in the towel and bring its stable of famous intellectual property to smartphones and tablets, because nobody buys dedicated gaming handhelds anymore. However, Nintendo isn't going along with that narrative.
Signs of a healthy market for the 3DS are all around. Last week, the industry-tracking NPD Group had the 3DS topping the hardware sales charts for the second straight month, with a trio of games for the handheld cracking June's top 10. Nintendo reported the highest of those, the second place Animal Crossing: New Leaf, sold more than half a million copies in its first month of US availability. Looking back slightly further, Nintendo reported seven million-selling 3DS titles in its last fiscal year, led by New Super Mario Bros. 2's ridiculously successful 6.4 million copies sold. Hardware sales are also growing, with last year's 14 million worldwide tally edged up from 13.5 million the year before. As one might expect, the impact of that enlarged customer base can be seen in the worldwide software sales, which jumped about 38 percent year-over-year to 49.6 million games.
But how sustainable is the 3DS' current trajectory? Will it continue to grow until it becomes a case study in how to salvage a sluggish hardware launch, or is the system's success a fleeting phenomenon, merely putting off the inevitable? Can Mario, Animal Crossing, and Zelda really carry a hardware maker and a business model under siege? Or is the demise of the dedicated handheld market a vastly overstated problem?
[h=2]James Brightman[/h]Nintendo deserves a lot of praise for the way it's turned the 3DS business around. And last month's impressive performance in the US, for both hardware and software, shows that Nintendo still is the master of steering the handheld market. Great software drives hardware and clearly consumers are responding to Animal Crossing. With Pokemon X and Y, Mario and Luigi: Dream Team, and The Legend of Zelda: A Link Between Two Worlds all on the horizon, I don't see 3DS interest diminishing any time soon. In fact, at $170 ($199 for the XL model), Nintendo's handheld will look like a bargain this holiday season, up against next-gen platforms like PS4 and Xbox One, at $399 and $499 respectively. Obviously the 3DS is not a direct competitor to the next-gen consoles, but consumers are still dealing with a rough economy, and parents buying Christmas presents are definitely going to favor the $170 price tag.
"My concern would be over the long-term viability of handhelds in general, as more and more developers work to offer deeper core or 'midcore' gameplay on smartphones."
James Brightman
I have no concerns about the longevity of the 3DS market. Sure, smartphones are more widely adopted across the globe than a Nintendo handheld could ever hope to be, but the average mobile game experience is still a much more shallow one than what's presented on 3DS. My concern would be over the long-term viability of handhelds in general, as more and more developers work to offer deeper core or "midcore" gameplay on smartphones. These games are either free-to-play or just a few bucks, and the premium that Nintendo commands on its software (around $40) may no longer be justifiable once the games on mobile can satisfy a deeper gaming itch. As controller APIs on iOS and Android are more readily adapted, this will enable developers to sidestep the often limiting input designs of touch screens.
The dedicated handheld market is on its last legs, but Nintendo's commitment to quality will likely keep the sector alive for longer than most of us would have guessed.
[h=2]Mike Williams[/h]I don't think Nintendo has much to worry about when it comes to the 3DS. At this point, the 3D aspect is almost a forgotten feature, but the games library remains strong. Nintendo still holds onto a powerful portfolio of recognizable characters and has made enough games over its long history to put those characters into any genre imaginable.
The system's rock-solid dominance in Japan will ensure some third-party titles will continue rolling in. Nintendo could lock down a stronger Western lineup by twisting Unity's arm on 3DS support, as a number of Kickstarted indie games are heading to Wii U because of the Unity deal.
Despite that, Nintendo will continue crushing holiday sales, especially with a new Pokemon generation on the horizon. Between Pokemon, Yoshi, Link, and Sonic, Nintendo's 2013 is looking great. Its direct competitor, the PlayStation Vita, is relying on indies, but while they're full of creativity and innovation, indie games are relatively unknown to the public at large. This doesn't even take into account 2014, which adds Super Smash Bros., a Professor Layton game, and Monster Hunter 4 to the 3DS roster.
Animal Crossing has already sold more than 4 million copies globally.
Will the next Nintendo handheld fare as well? It depends on how far Apple and Google's game strategies are going to go. Even then, we're in the technology industry and things can change at the drop of hat these days. iPhone as an idea is only six years old at this point. A random guess based on the release dates of the Game Boy Advance, Nintendo DS, and Nintendo 3DS puts a successor at 2016 possibly and we have only analyst guesses about what the market will look like in 2016.
[h=2]Rachel Weber[/h]Of all the things that keep me up at night, the fate of Nintendo's handheld machines isn't one of them. This is a company that not only managed to sell a handheld system in the DS, but managed to keep selling it in Lite, DSi, and XL flavours. I'm not sure, in any sense, that the 3DS is a momentary success.
"[T]he 3DS is more than holding its own in the retail market, and I wouldn't bet even half my turnip stock on that changing anytime soon."
Rachel Weber
As far as I can see the machine's success lies in its consistency, a product that people of all gaming backgrounds can understand and access. And here's where Nintendo's handhelds have the edge on anything else: They boast a range of software that makes that entire audience feel included, software that is happily sitting on the top of the UK software chart on a regular basis, way ahead of cross-platform titles. And the places where Nintendo seems to be lagging behind, like in the online connectivity and services provided by the 3DS? That's actually a bonus to parents who imagine ill-intentioned strangers lurking behind every virtual bush.
Here in the UK the 3DS is more than holding its own in the retail market, and I wouldn't bet even half my turnip stock on that changing anytime soon.
[h=2]Dan Pearson[/h]To the question of whether Nintendo should be concerned about the performance of the 3DS there is a very clear answer: No. Although somewhat behind the trajectory of its predecessors at a similar point in their lifecycles, selling 14 million units a year is absolutely nothing to lose sleep over. The 3DS is almost certainly already a profitable enterprise overall and will continue to be so for some time yet. The XL has proven to be a successful first iteration on the base model and is unlikely to be the last.
This is indubitably what the company does best. The Wii, credited with creating an entirely new market, opening the doors of family lounges worldwide and reinvigorating the medium as a worldwide entertainment industry, was outsold by both the original DS and the combined Game Boy and Game Boy Colour. The Game Boy Advance, with 81.5 million lifetime sales, isn't far behind the Wii's 99.8 million, either. Handhelds are Nintendo's trump card, briefly challenged by the PSP's superior technical grunt but as yet unfazed by the jack-of-all-trades Vita.
But, as they say, a new challenger appears. Smartphones, a market which Nintendo is extraordinarily unlikely to ever build hardware for, are now the go-to games device for those on the move, a de-facto pocket dweller for the vast majority of the population. When you've got that sort of install base, dropping brands as globally ubiquitous as Mario or Zelda into it seems like the only logical choice. Except, then, why would you ever buy another piece of Nintendo hardware?
To let loose its brands on hardware which it doesn't make a profit on, Nintendo would lose the incredible verticality which it has spent almost its entire existence building. I'm pretty sure that the company's executives are constantly calculating the net worth of slaying the golden goose to make a fresh pillow for retirement, but don't expect that to happen any time soon.
http://www.gamesindustry.biz/article...ndheld-revival
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July 24th, 2013, 02:03 Posted By: wraggster
Retro Studios' latest Donkey Kong game may not be exactly what every follower of the studio was hoping for, but you can rest assured that it's at least what Donkey Kong fans were after: more Donkey Kong.Quite a lot more, by the looks of it, and although innovation seems fairly thin on the ground, the shift to an HD platform has given good old DK a lovely pelt, while the designers of his challenging gauntlets have lost none of their enthusiasm for minecarts, exploding barrels and enemies who drop into the world just itching to be bonked on the head by a passing gorilla.What's changed? Well, there's a new threat in the shape of some invading viking cutie-pies, who take the form of tusk-helmeted walruses and penguins and have sent Donkey Kong on an impromptu tour of the nearby archipelago before he returns home to save the day. Then there's the option to play as Dixie Kong instead of Diddy Kong - a double-jump instead of a jetpack - and there are promises that a fourth playable character will be joining the action too. You can swim once more - a feature that was absent from Donkey Kong Country Returns - and you can also switch the action between the big TV and the Wii U screen when you're shoved out of the living room because Storage Hunters is starting and Pape Bear is going to drop a few Gs over something very mysterious that's lurking under a tarp in a garage in West Hollywood.Beyond that, there's a new focus on plucking stuff out of the ground - a buried lever might lower a nearby platform, while a sproutling could be attached to a collectable - and the game also feels a little kinder for newcomers. The green safety balloons from the 3DS instalment of Retro's first Donkey Kong game are back, allowing you one missed jump before you're sent plummeting to your doom, and the E3 build featured three hearts per character, even if some of the screenshots show only two.Composer David Wise is back on music duties.
Elsewhere it's undeniably business as usual, but business at least seems to move at a jaunty pace. Beyond the new pelt, Donkey Kong's world is looking dandy, with rubber plants swaying in the breeze, glorious sunset lighting, and a more dynamic camera that can't wait to circle the action as you ping from one barrel to the next, or shift around you on climbing sections. The first few levels revealed so far have a distinct Catch-22 junker vibe to them, with levels built from lumps of old aircraft and rusting cargo crates in which you duck beneath flaming propellers and bust out of the occasional fuselage, while a later environment suggests the kind of wind-blown mesas and tin-roofed shacks of a Yosemite Sam cartoon.Wherever you look, the landscape is vivid, organic and defiantly indelicate, and it's dynamic, too. Almost every platform you encounter is either swinging, shaking or rigged to collapse, and there's a constant interplay between the foreground and the background, as a pounding of the sand underfoot sinks viking longboats gathered in a distant harbour, or an idle tug on a tuft of grass sends a beanstalk shooting out of the ground behind you.The animation's wonderful, particularly in boss fights, one of which sees you facing off against a giant circus seal who slips and slides about in what appears to be a skate park half-pipe, and the whole thing moves at a tremendous clip. What the series lacks in terms of puzzles and alternate routes it makes up for with sheer headlong force of will as you rattle along, ducking spikes, grabbing onto tufts of grass and leaping from one crumbling track to the next in your juddering cart.Even though the difficulty appears to have been reined in somewhat - this is a notoriously tricky thing to gauge in an E3 build of course - there are clear signs of glinting malevolence already visible in even these early stages. Donkey Kong's looking relatively comfortable here, in other words - although with the likes of Rayman moving in on his precision platforming territory, he may need a lot more than a confident sweep of new stages and some fresh fur rendering tech to make him stand out in the crowd
http://www.eurogamer.net/articles/20...any-new-tricks
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July 24th, 2013, 23:43 Posted By: wraggster
Developers from console giant's home country unable to release titles on Wii U
Nintendo is not accepting game submissions from Japanese indie developers to release their titles on the Wii U.
As spotted by Kotaku, the small print in a recent GDC survey revealed that the console giant was “not accepting applications from developers located in Japan at this time”.
This is despite the fact that developers around the rest of the world can self-publish on the Wii U, and Nintendo has even been chasing indies through its HTML5-based Web Development Framework and Unity, even waiving licence fees for developers using the latter engine.
A statement from Nintendo to Eurogamer said the particular policy relating to game submissions was down to the licensing department in each region, but did not explain why officials in Japan had made this decision.
"The policy in question is the decision of Nintendo's department responsible for licensing activities in each region," said a company spokesperson.
http://www.develop-online.net/news/4...ev-submissions
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July 24th, 2013, 23:56 Posted By: wraggster
We’ve already published Nyamyam, Dakko Dakko, Red Thread and Knapnok’s thoughts on how working with Nintendo compares to Sony and Microsoft’s approach; but why bring your game to a struggling format in the first place?If there’s one thing that unites these four studios it’s a love of Nintendo’s philosophy. The platform holder has always been keen to portray itself as the game maker offering something a little different, and releasing games on Wii U might not appeal commercially for an indie studio, but it seems to satisfy a very particular creative urge. For some studios, playing around with the form and function of the medium through Nintendo’s unique tech scratches that itch, and the fact Nintendo’s games have shaped so many childhoods surely helps, too. There’s a little dream fulfilment at play in being able to say your studio has released a videogame on a Nintendo console, even if it is a struggling one.One studio already familiar with Nintendo’s idiosyncratic working practices is Nyamyam. Formed by ex-Rare developers Jennifer Schneidereit, Phil Tossell and Ryo Agarie in late 2010, its debut game Tengami will be released on iOS before arriving on Wii U. Nintendo approached Nyamyam at IndieCade last year about bringing the game to its home console.“In the back of our minds we had been thinking that the Wii U could work well with the game, but with such a small team we didn’t have time to pursue it further and we didn’t really know how to go about getting in touch with Nintendo,” says Nyamyam co-founder Phil Tossell.After IndieCade, discussions began. For years, Nintendo had required studios to have a dedicated office in order to become a certified developer, but once that stumbling block was removed, Nyamyam was quickly confirmed as an official Wii U developer and received devkits in the same week. “From the time I’d worked at Rare I had a good understanding of how things were typically done at Nintendo,” continues Tossell. “They were always incredibly secretive, which is in part where Rare developed its secretive culture as well. Given those past experiences, I’ve been pleasantly surprised with how much more approachable and open Nintendo have been.“We made it clear that it was important to us that we would be able to self-publish and they were fine with this. Publicly Nintendo are not as good at demonstrating the support that they give to indies as Sony are, for example. However behind the scenes the support they are giving us is great.”
http://www.edge-online.com/features/...han-you-think/
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July 24th, 2013, 23:59 Posted By: wraggster
Nintendo is working with plenty of indies to bring games to Wii U’s eShop, it’s just not doing a great job of telling anyone about it.Behind the scenes, it is approaching indies across the globe – besides Japan, it seems – to help fill out eShop’s sparse offering. It is being selective, though. When it does choose to assist a studio, it gets involved in the game’s production a little more than its fellow platform holders to ensure the final game is of sufficient quality, one studio has told us.We tracked down four studios working on Wii U games right now to ask them how their dealings with Nintendo compared to their relationships with Sony and Microsoft.Phil Tossell is one of three former Rare staffers who co-founded Nyamyam. The studio intends to release its debut game Tengami on Wii U after its iOS launch. “Nintendo’s approach is slightly different,” he told us. “I think Nintendo are actively seeking indies, but that they’re looking for quality, experienced developers that they can maybe form a longer term relationship with. I get the feeling that they don’t want a free for all like the App Store, rather a more curated experience. Quality over quantity.“Sony are obviously vocally and publicly courting indie developers of all shapes and sizes and they’re doing a great job. They are already seen by many in the indie community as the place to go. However, this does come with the danger that the indie space might become very crowded on Sony platforms. This then presents the same visibility problems that are so apparent on the App Store.“As for Microsoft, do they even have an approach to indies? I don’t think indies figure into Microsoft’s strategy at all.”Dakko Dakko is the creator of The 2D Adventures of Rotating Octopus Character and Floating Cloud God Saves The Pilgrims. Its next project is Wii U exclusive Scram Kitty and his Buddy on Rails.“Certainly in our experience Nintendo has been every bit as helpful as the other platform holders,” studio director Rhodri Broadbent told us. “They don’t shout very loudly about it, but they are working hard behind the scenes to make their platforms as welcoming as possible.”Red Thread Games is aiming to release Dreamfall Chapters on Wii U. Founder and creative director Ragnar Tørnquist told us: “I don’t think Nintendo gets enough credit for their indie efforts. There are a lot of intriguing indie titles on the eShop, and they’re obviously passionate about increasing the variety of range of games available. They’re still lagging a bit behind Sony in terms of indie support, but I think that has more to do with how closed their hardware has been in the past, rather than a lack of willingness and engagement from their developer relations.“As for Microsoft and the Xbox One, I’ve been outspoken about how difficult it’s been to get a foothold there – it’s definitely been easier for us to communicate with Nintendo and get support – but hopefully that will change soon.“Despite the slow start, I do believe that both the 3DS and the Wii U have a healthy and exciting indie future ahead of them, and we’d love to be a part of that.”Knapnok Games is working on Spin the Bottle: Bumpie’s Party for Wii U, and is staffed by several members of the Copenhagen Game Collective best known for the development of Dark Room Sex Game, an unofficial, experimental Wii game.“One of Sony’s core messages at E3 was their support of indies and at the same convention Microsoft got a lot of criticism for not featuring independent game developers as prominently,” Knapnok’s Lau Korsgaard told us. “Meanwhile Nintendo is just doing the right thing without making a big fuss about it. They work on establishing genuine human relationships with the indies. They are working on making their tools easily accessible and free and provide equipment for you and are super encouraging in general.”
http://www.edge-online.com/news/indi...nd-microsofts/
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July 25th, 2013, 01:41 Posted By: wraggster
Nintendo has launched a US promotion offering bonuses when a user adds funds to their Wii U eShop account.
Users who add between $50 and $99.99 to their Nintendo Wii U eShop account will be gifted an extra $5 credit, while those who add $100 or more will receive an extra $10.
The offer is open until July 28. Those who add funds will receive a promotional code for the extra credit on August 2.
The promotion coincides with the August release of Pikmin 3, which has so far accrued unanimously positive reviews.
We wrote that Pikmin 3 "might persuade you to buy a Wii U, but it won't make you love it."
Nintendo is running a similar promotion for the 3DS, offering US gamers $30 eShop credit to anyone who purchases and registers either Fire Emblem Awakening and Shin Megami Tensei IV.
http://www.computerandvideogames.com...hop-purchases/
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July 25th, 2013, 01:43 Posted By: wraggster
The Danish and Swedish motion-based TV-ignoring party game Spin the Bottle: Bumpie's Party is now due on 8th August on the Wii U's eShop where it will cost €6.99 / $8.99.Spin the Bottle: Bumpie's Party is a collection of motion-based mini-games that require people to work together to carry out physical challenges with Wii remotes and the Wii U Gamepad. “We have been really inspired by the possibilities of off-screen play the Wii U gives us. Finally we have a console that can put attention to the actions between the players instead of the screen," said game designer Lau Korsgaard."Spin the Bottle: Bumpie's Party is our attempt to explore these unique possibilities of the Wii U, players sit in a circle looking at each other doing silly, wacky and embarrassing stuff. This is a game that couldn't have been developed for any other console."Developers KnapNok and Redgrim are using a Minecraft-like pricing scheme where the game will increase in price as new updates are added. Early adopters, however, will receive the added content at no extra charge. I just asked Korsgaard how much the price would increase and he said, "That is to determined. I guess a couple of bucks per update."I had the pleasure of playing Spin the Bottle at a GDC party where I later dubbed it "the Wii U's best drinking game." That being said, it doesn't require alcohol to be fun and despite the risque title (which now bears the added moniker "Bumpie's Party," which Korsgaard insists was to strengthen the IP) Spin the Bottle is in fact "an innocent game for innocent children."
http://www.eurogamer.net/articles/20...he-wii-u-eshop
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July 25th, 2013, 01:48 Posted By: wraggster
Zen Studios is working to port Star Wars Pinball over to the 3DS, the development studio has told Nintendo Everything. More information on the upcoming port is coming "very soon," Zen Studios promises.
Star Wars Pinball is the latest addition to Zen's lucrative virtual pinball business and includes a collection of three tables themed around The Empire Strikes Back film, The Clone Wars television show and iconic bounty hunter Boba Fett. Zen Studios has said that more Star Wars Pinball tables are currently in development.
http://www.joystiq.com/2013/07/23/st...the-3ds-chute/
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July 25th, 2013, 01:48 Posted By: wraggster
It may surprise you to learn that the next 3DS game from Pokemon developer Game Freak is about horse racing. Titled Soriti Horse, the game is split into two phases that switch back and forth, according to Japanese site 4Gamer(translated on NeoGAF). There's the racing phase, obviously, during which players control their horse with the stylus. The other phase involves playing solitaire – the card game – to train and improve the bond with your horse. The two phases alternate throughout the race until a horse (hopefully yours) crosses the finish line. Players will be able to trade horses with one another using QR codes.
Soriti Horse is slated to hit the Japanese 3DS eShop on July 31 for ¥500 ($5), and it will be self-published by Game Freak. The horse racing / solitaire genre isn't exactly thriving in the west, but it's worth mentioning that Game Freak's last eShop game, Harmoknight, did receive a western release.
http://www.joystiq.com/2013/07/23/po...inish-line-ne/
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July 26th, 2013, 00:20 Posted By: wraggster
Call Of Duty: Ghosts will be released on Wii U on November 5, developer Infinity Ward has confirmed via Twitter.The Wii U version of Ghosts has been the subject of a great deal of speculation, but this is the first official word on the title. The Wii U version will now join the PC, Xbox 360 and PS3 SKUs on launch day, November 5, and will feature both Wii Remote and Gamepad support.
http://www.edge-online.com/news/infi...sts-for-wii-u/
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July 26th, 2013, 00:30 Posted By: wraggster
Those who pick up an eShop download code for Pikmin 3 from retailer GAME can download the game right now.
That’s effectively granting early access as the game doesn’t officially arrive until in the UK until midnight tonight. Nintendo Life reports that these codes were discovered to work on the eShop yesterday.
Best of all, a digital Pikmin 3 code from game costs just £34.99 whereas downloading the title through the eShop costs £39.99. Plus those who Pikmin 3 digitally are entitled to a 30 per cent discount on upcoming Wii U title The Wonderful 101.
Be warned though – MCV has heard tales of very slow downloading on the eShop at present, so even if you purchased a code right now there’s a chance you might not have your hands on the title until midnight.
http://www.mcvuk.com/news/read/pikmi...-early/0119146
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July 26th, 2013, 01:01 Posted By: wraggster
Activision has pledged extensive support for Wii U, bringing six new games - including Call of Duty: Ghosts - to the platform this Autumn.
The latest game in the publisher's flagship shooter series had previously gone unconfirmed for Wii U, leading to the suspicion that Activision might skip Nintendo's console following its slow pick-up at retail this year.
The FPS was confirmed for the platform today along with five other titles: Skylanders SWAP Force, Angry Birds Trilogy, Angry Birds Star Wars, SpongeBob SquarePants: Plankton's Robotic Revenge and Wipeout Create & Crash.
Speaking more specifically on Call of Duty: Ghosts, the announcement confirmed support for the Wii Remote and second-screen Wii U GamePad gameplay, but didn't go into details. The Wii U version will release alongside other current-gen platforms on November 5.
Activision Publishing CEO Eric Hirshberg said the announcement re-enforces the publisher's support for Wii U.
"As we have said before, we're committed to doing everything we can to support the Wii U, which is why we're excited to be bringing some of the most popular entertainment franchises in the world to the platform this year," he commented.
"The Call of Duty franchise continues to be one of the most powerful forces in gaming and Skylanders continues to enchant new fans around the world. Our studios have been hard at work creating brand new immersive experiences perfectly suited to the Wii U platform and our fall lineup has something for everyone," added Hirshberg.
This will come as a relief to Wii U owners, who've endured a severe lack of game releases in 2013 due largely to third parties' lack of confidence in the platform.
EA was among the largest to shun the platform major releases; the publisher confirmed in May that there will be no FIFA 14 on Wii Ufollowing "disappointing" sales of FIFA 13 on the console. Likewise, other EA sports titles, including Madden NFL 25 will skip the Nintendo machine.
EA Labels president Frank Gibeau told press that the firm will resume full support for Wii U when it "becomes a viable platform" on which to sell games, and that Nintendo must "sell more boxes".
Discussing third-party support earlier this month, Nintendo president Satoru Iwata said, "There were so many games released by third party publishers for Wii U during the launch period, but most of them were converted from other platforms and therefore could not enjoy brisk sales. As a result, some software developers have become pessimistic about Wii U."
Without going into detail, Iwata said "there are more key titles to be announced by [third party developers]."
http://www.computerandvideogames.com...sts-confirmed/
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July 26th, 2013, 01:10 Posted By: wraggster
Here's this week's short and snappy list of new titles released via Nintendo eShops for Wii U and 3DS in US today.
Retro Nintendo fans can check out the original Kid Icarus on Wii U, with the arrival of the SNES classic on the Virtual Console.
Here's the full list:
Virtual Console on Wii U
Kid Icarus - Play as Pit, a young angel who has been entrusted with a magical bow and arrow, in this NES classic. Fight against hordes of enemies that swoop from above and below, secure the Three Sacred Treasures from their evil guardians and face Medusa in the final battle. Are you the stuff of legends? Restore peace to Angel Land and prove your worth.
Nintendo eShop on Nintendo 3DS
Chain Blaster - With the world on the brink of destruction, take control of an anti-virus ship and go head to head with wave after wave of enemy ships in a fierce battle to save the world. Fight off the virus ships by firing Chain Blaster shots to set in motion a combo of explosions. The demo and full versions of Chain Blaster are now available.
Also new this week:
- Angler's Club: Ultimate Bass Fishing 3D (Nintendo eShop on Nintendo 3DS)
- PICROSS e2 (Nintendo eShop on Nintendo 3DS)
- Cute Witch! Runner (Nintendo eShop on Nintendo 3DS / Nintendo DSiWare)
http://www.computerandvideogames.com...te-kid-icarus/
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July 26th, 2013, 01:24 Posted By: wraggster
Nintendo served up a collection of new StreetPass games for the Nintendo 3DSearlier this month, offering players new opportunities to exploit their 3DS-owning friends to earn new Mii hats and outfits. Like the existing StreetPass games, they're lightweight diversions that you'll either ignore after a few plays or delve into obsessively.
You can count me among the obsessed. I've unlocked every Mii hat available through Find Mii, and I've completed Find Mii II's secret quest multiple times -- the Famicom hat I earned afterward was totally worth it. Despite their simplicity, Nintendo's StreetPass games have a undeniable charm that can keep you hooked for months.
Unlike the StreetPass games that are bundled with the system, however, these new games aren't free. After putting a few dozen unsuspecting Mii Plaza visitors through the new StreetPass offerings over the last several days, I found that some games were more enjoyable and worthwhile than others.
[Mii Force, Flower Town, Warrior's Way, and Monster Manor are priced at $4.99 each. All four can be purchased as a bundle for $14.99.]
http://www.joystiq.com/2013/07/25/ni...ew-portabliss/
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July 26th, 2013, 01:25 Posted By: wraggster
Capcom has confirmed on its official blog that the DLC episode and costumes recently announced for the Japanese version of Ace Attorney: Dual Destinieswill also make their way to western territories, sometime after the game is released on the 3DS eShop this fall.
No release date was given for the extra content as no release date yet exists for the game itself, although Capcom did divulge that the bonus episode is entitled "Turnabout Return." It also dropped a small handful of screenshots of the bonus costumes, which we picked up and put into this-here gallery. There was also no word on pricing, or whether the costumes and extra episode will be sold separately.
What we do know, and this is perhaps the most important thing, is that there's an orca whale with a mustache and a pretty pink star on its head.
http://www.joystiq.com/2013/07/25/ac...s-headed-west/
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July 26th, 2013, 01:25 Posted By: wraggster
Denis Dyack and his group at Precursor Games has relaunched their Kickstarter campaign for Shadow of the Eternals, the CryEngine 3-powered spiritual successor to GameCube horror game Eternal Darkness: Sanity's Requiem. Shadow of the Eternals is looking to secure $750,000 in funding, half of the requested $1.5 million from the first go around.
Reward tiers are restructured and so is the campaign: Shadow of the Eternalswill span thousands of years and highlight numerous characters like Detective Paul Becker, voiced by David Hayter. Becker, investigating a massacre at an asylum, discovers two survivors who seemingly want to kill each other – one a prim Wall Street type, the other a tattooed biker archetype.
Precursor is still aiming to launch on PC and Wii U, and a Steam Greenlightdrive is currently seeking votes from the community. After pulling the plug on the Kickstarter campaign last month, Precursor Games' Denis Dyack told Joystiq there was a lot of "noise" surrounding Shadow of the Eternals due to misconceptions of what Precursor Games was promising. This new Kickstarter campaign aims to be more inclusive to the community, with a special area of the Precursor forums dedicated to fan input, unlocked at the lowest backer tier.
http://www.joystiq.com/2013/07/25/sh...n-resurrected/
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July 26th, 2013, 23:49 Posted By: wraggster
Mind Candy has announced another boxed outing for its worldwide kids hit, Moshi Monsters.
Following the success of DS and 3DS titles Moshi Monsters: Moshlings Zoo and Moshi Monsters: Moshlings Theme Park, the firm is once again targeting handheld gamers with Katsuma Unleashed.
The new game will once again be published by Activision Blizzard and is being developed by UK studio Sumo Digital. It will be released for 3DS and DS on October 11th, nearly a month before the November 5th release.
This time, the action will centre around Katsuma, the cat-like creature pictured to the right and the most popular critter in the franchise.
Rather than a collection of mini-games, players will be challenged with a side-scrolling platformer in a new 3D cartoon style. They will battle enemy Moshlings on Katsuma's quest to rescue the other Moshi Monsters.
The 3DS version will also make use of StreetPass, unlocking new maps and monster attack games starring other Moshi characters.
Moshi Monsters: Moshlings Zoo still holds the record for most weeks at the top of the UK DS chart.
http://www.mcvuk.com/news/read/new-m...ctober/0119244
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July 26th, 2013, 23:57 Posted By: wraggster
Oddworld Inhabitants founder secure in Mario maker's future, not so much in Microsoft and Zynga
[h=3]Oddworld Inhabitants[/h]oddworld.com/
Oddworld Inhabitants is most closely associated with Sony, but the outfit's outspoken founder Lorne Lanning isn't shy doling out cheers and jeers for the rest of the industry. In an interview with VentureBeat, Lanning talked about Microsoft's recent reversals on Xbox One policies that had been pursued by former Xbox head Don Mattrick, now CEO with Zynga.
"I looked at that and I thought, 'How does that whole [Microsoft Xbox One] team feel, knowing that the guy who led them to that train wreck just jumped out with maybe a $5 million parachute?'" Lanning said. "That's an issue we don't talk about today, because it's not cool in capitalism to talk about that."
He contrasted Microsoft's approach to Nintendo's, where CEO Satoru Iwata was recently asked if the company would be restructuring and laying off employees to cope with its recent struggles. Iwata answered that such a move could damage employee morale, and said developers in fear of layoffs would likely produce worse games.
"When he said that, in my opinion, he was immortalized in the creative community," Lanning said. "I would work with him in a second. When a man in that type of position, in a world where the golden rule is the rule and that's what's expected at public companies, he stood up and said, 'That's not what we're about. We're about building great stuff. We have great people to build great stuff. We're gonna do that. When I look at the history of Nintendo, I say, 'Nintendo is going to be here in 100 years.' I have no doubt. I doubt Microsoft will be here in 100 years. I know Zynga won't be here in 100 years."
As for Oddworld, Lanning has said the company's future plan is to grow the business alongside the fan base. While he expressed an interest in returning to AAA game development, he seemed happy to take his time getting Oddworld up to the scale where it could tackle such a project.
"We're able to grow in a very micro way," Lanning said. "It's not something that has investors that need to be appeased and that are really bringing no value beyond their cash. Usually that cash is what drives most of the pressure and most of the distractions. Being self-published and self-financed... It's really crowd financing, because it's revenue financing. The crowd is paying for it. They're just not pre-paying for it. As a result, we're able to do something different."
Lanning said crowdfunding in the more accepted sense is also going to play a role in the company's future. He mentioned seeking advice from Chris Roberts, whose Cloud Imperium Games has raised more than $14 million for development on Star Citizen.
http://www.gamesindustry.biz/article...e-in-100-years
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July 28th, 2013, 00:37 Posted By: wraggster
To mark the release of Phoenix Wright: Ace Attorney – Dual Destinies in Japan (where it is called Gyakuten Saiban 5), Capcom held a special launch tombola at branches of Bic Camera in Tokyo and Yodobashi Camera in Osaka, where fans could win prizes as they picked up their copies of the game. It also announced its DLC plans.Japanese game news site 4Gamer.net attended the Tokyo event and took producer Motohide Eshiro and scenario director Takeshi Yamazaki aside for an interview. “I’m so happy I could buy a copy myself!” joked Eshiro. “As a game creator, there’s nothing better than being able to directly see the fans come to pick up the game.”“I’ve never done an event on launch day before, but whenever a game (I’ve worked on) comes out I go to the shop and watch the sales floor from behind going, ‘Please buy it! Please buy it!’” laughed Yamazaki. “And I arrange the games on the shelf so they catch the eye better.”A long-awaited return for hardy litigator Phoenix Wright, Dual Destinies was made playable at Tokyo Game Show in September, 10 months before the game’s release on 25 July. It is due in Europe and North America this autumn as a digital-only release.Eshiro explained that he had actually thought the game would take even longer to be released. “Because the platform changed to 3DS this time, there was a lot of time spent on research,” he said. “Especially with the graphics, how to give them that 2D feel in 3D. And the story is everything in an Ace Attorney game, so Yamazaki had to really knead the scenario into shape. So the production took a long time, but I wanted to make sure the game came out before the summer holidays. 3DS is a portable system, and lots of people take their handheld with them for Obon (a Japanese festival where families gather in their hometown to honour the dead). So I was like, ‘Get ahead of schedule. But don’t compromise the content!’”
http://www.edge-online.com/features/...hoenix-wright/
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July 29th, 2013, 16:43 Posted By: wraggster
via http://pdroms.de/nintendoentertainme...-2013-nes-misc
Conway’s Life Simulator in a variant for the NES by NovaSquirrel. Source code is available!
Release notes:
Instead of trying to see how Video Life manages to be fast, I figured I would see how fast I could make a Life simulator by just using repetitive, fast code and using unofficial opcodes. It’s pretty bare-bones so far and all you can do is move a cursor around to toggle cells and start/stop simulation, but I’m hoping to add onto it and have an option for a bigger grid because 32×32 isn’t even big enough for the Gosper glider gun. SNES mouse support would also be cool, but I would require an emulator that both supports the mouse and doesn’t choke on unofficial opcodes first.
http://forums.nesdev.com/viewtopic.php?f=22&t=10326
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July 29th, 2013, 16:54 Posted By: wraggster
CleanRip is a Gamecube and Wii optical disc backup tool for the Nintendo Wii.
The "Clean" in CleanRip comes from the fact that this tool does not require nor utilize any custom IOS (cIOS). It simply requires that you have the latest Homebrew Channel (HBC) installed. Also, if it finds that IOS58 is installed, you will be able to rip discs at USB 2.0 speeds.
2.0.0 (July 28th, 2013)
- GameCube version integrated into one codebase
- GX GUI
- Fix disc dumping on Wii U (Wii discs only of course)
- Fix ETA calculation on non GC discs
- Fix fatUnmount
- Stop larger than 4GB chunks on FAT FS
- Fix potential issue when read error occurs
http://code.google.com/p/cleanrip/downloads/list
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July 29th, 2013, 16:55 Posted By: wraggster
OpenTTD is an open source reimplementation of the Microprose game "Transport Tycoon Deluxe". As president of a start-up transportation company in 1950, you have a choice of building rail, road, air and maritime transportation routes to build up your transportation empire. Outsmart your competition by beating them to attractive passenger and commodities routes to become the game's highest-ranking transport company by the year 2050.
July 29, 2013 - Updates for 1.3.2 release.
http://files.extremscorner.org/wii/a...d/20130729.zip
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July 29th, 2013, 22:03 Posted By: wraggster
Walmart owned UK supermarket Asda has decided it no longer has space for Nintendo’s Wii U on its shelves.
That’s according to CVG, which reports that the machine has been dropped from all 555 of its stores. Last week’s release Pikmin 3 was not stocked either.
A limited number of Wii U products will continue to be available through the Asda Direct website.
The retailer had previously cut the price of the machine to just £149.99 for the Basic 8GB SKU.
"Asda continues to offer customers a selection of Wii U games and accessories through Asda Direct, but these ranges are currently not on offer in Asda shops," an official statement from the retailer confirmed.”
This of course leaves the door open for a possible return in the future.
Nintendo would not comment on the situation specifically, simply stating: "Nintendo UK does not comment on specific business practices with individual retailers. However, as we have seen with Nintendo 3DS, software sells hardware, and with titles such as Wonderful 101, Legend of Zelda: The Wind Waker HD and Super Mario 3D World already announced for this year as well as the recently released Pikmin 3 and New Super Luigi U having reached number 2 and number 6 in this week's chart respectively, we are looking forward to the year ahead on Wii U."
http://www.mcvuk.com/news/read/asda-...stores/0119309
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July 29th, 2013, 22:04 Posted By: wraggster
Grocery giant Asda dropped Wii U from its shelves in order to support more successful consoles, including 3DS.
The supermarket firm called MCV to say that, contrary to reports, it had never stocked Wii U in its 555 stores, and in fact the console was only available in around 100 outlets.
It also firmly denied that it was dropping 3DS, and has in fact increased its support for the handheld.
The company's games boss told us that Wii U will continue to play a part in its online offering, despite being currently unavailable. The machine is temporarily unavailable on Asda Direct because of a £100 price cut, which has caused the console to sell out, he says.
It's still a blow to Wii U. But Asda has reiterated its support for Nintendo and hopes sales will improve, although has no plans to stock Wii U again this year.
3DS current online unavailability is also due to a recent price promotion, the supermarket claims.
Asda added that consumers can still order Wii U online and pick it up in store via the firm's Click and Collect service.
http://www.mcvuk.com/news/read/asda-...u-drop/0119311
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July 29th, 2013, 22:06 Posted By: wraggster
A new trademark filed by Nintendo seems to suggest that a digital release for GameCube cult classic Eternal Darkness.
As spotted by Siliconera, a new US trademark for the game differs from an older one only in that it now includes "downloadable electronic game programs" and "downloadable electronic game software".
The site speculates that this could indicate a possible future release on Virtual Console for the game on Wii U.
The game remains a favourite amongst Nintendo fans and was even the subject of an attempted “spiritual successor”at the hands of Precursor Games and former Silicon Knights president Denis Dyack in the form of Shadow of the Eternals.
That project was later cancelled after missing its crowdfunding targets and attracting a significant amount of controversy. Shadow of the Eternals was then relaunched on Kickstarter last week.
http://www.mcvuk.com/news/read/trade...elease/0119308
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July 29th, 2013, 22:08 Posted By: wraggster
Nintendo has revealed its plan to make 3DS this year’s biggest games console.
As disclosed by MCV last week, 3DS sales for the year are closing in on PS3 and 360. It has been the best-selling UK console for almost six weeks, and more 3DS titles have been sold for the first half of 2013 than over the same period in 2012.
The sales boost has been caused by a string of game launches, including Luigi’s Mansion, Fire Emblem and Animal Crossing.
Nintendo’s head of consumer marketing James Honeywell told MCV that although there will be a big focus on Wii U over Q4, this won’t be ‘to the detriment of 3DS’. And that Nintendo plans to spend big on major marketing campaigns for new Pokémon, Professor Layton and Zelda games, which are all due this year.
“People are surprised to hear the 3DS is currently the No.1 selling format in the UK,” Honeywell said. “We’re going into Xmas with a lot of momentum and with new titles coming, like Pokémon, it is going to just get better from here on.
“As we move into peak, Pokémon X and Y is our big launch. They’re already doing fantastically well. It will be as big a launch as Animal Crossing, if not bigger.”
http://www.mcvuk.com/news/read/3ds-t...e-year/0119303
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July 30th, 2013, 01:45 Posted By: wraggster
The cross between Wii U and 3DS seems like a good business idea for just about any Nintendo game, but it also seems like a natural gameplay fit for the garden-based strategy of Pikmin 3, which has you tossing wee Pikmin hither, thither, and yon. As Shigeru MIyamoto laid it down for 4Gamer, using the stylus worked well enough as a control method, but the resulting game just plain didn't feel like Pikmin.
"The truth is we were doing prototype tests of Pikmin for the DS and 3DS but it turned into unit management with only the touch pen and no matter what it just didn't seem like Pikmin. We concluded that Pikmin is a game that revolves around action based on its controls and the strategy sits on top that. Although there are elements that are built on the strategy, there are other overall things that have to be well considered. This complete experience is an important elements of Pikmin."
All of which is more than a little vague, but it seems like while Pikmin 3 could've technically worked with the hardware and touch controls, the end result was too far from Miyamoto's vision for the game. Perhaps a portable Pikmin 3would've required a bit more skill than Miyamoto really wanted for Pikmin 3, which he wants to be considered "a carefree, easy action game."
While other, luckier parts of the world already have Pikmin 3, it won't be released to North America until August 4.
http://www.joystiq.com/2013/07/29/pi...in-on-the-3ds/
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July 30th, 2013, 01:45 Posted By: wraggster
It's emerged the Ace Attorney: Dual Destinies DLC Capcom recently confirmedfor the west is missing one component from the Japanese version. Capcom Unity's Chris Antista took to the comments section of the DLC's announcement post to clarify that, while the case and costume content is confirmed, the 'quiz' DLC isn't coming to western versions because it "requires an in-depth knowledge of Japanese culture."
As Siliconera reports, the Japan-only content features a "deduction quiz" set at the Wright Anything Agency office, with three pieces of DLC dated for August 1, 8, and 15 priced ¥150 (around $1.50). Given the price, it seems a fairly insubstantial amount of content, although we're sure our in-depth investigations of Tokyo would make the quiz a cinch (coughonest).
As for the western versions, there are no further clues regards the price of the DLC that is coming. We suspect the matter will remain adjourned until a bit nearer the 3DS game's appearance on the eShop, scheduled for sometime later this year.
http://www.joystiq.com/2013/07/29/ac...t-headed-west/
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July 31st, 2013, 00:45 Posted By: wraggster
Looking for a (slightly) less conspicuous take on the 3DS XL? If you live in the US or Canada, you'll get it when the all-black version of Nintendo's giant handheld reaches those countries on August 11th. Don't expect any bonuses with the subtler color, though. The darker-hued 3DS XL costs the same $200 as before, and it's virtually identical to the Japanese version that launched last fall. It's shipping at the same time as Mario & Luigi: Dream Team, however, which makes it a decent consolation prize for gamers who can't get a Luigi edition 3DS LL to call their own.
http://www.engadget.com/2013/07/30/n...north-america/
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July 31st, 2013, 01:15 Posted By: wraggster
Pikmin 3 will not release for 3DS or DS due to difficulties adapting the game's seamless control interface to a handheld device, according to Shigeru Miyamoto.
Speaking to 4Gamer, Miyamoto has explained why the popular strategy series has never been adapted for the Nintendo DS or 3DS.
"The truth is we were doing prototype tests of Pikmin for the DS and 3DS but it turned into unit management with only the touch pen and no matter what it just didn't seem like Pikmin," Miyamoto said.
"We concluded that Pikmin is a game that revolves around action based on its controls and the strategy sits on top of that. Although there are elements that are built on the strategy, there are other overall things that have to be well considered. This complete experience is an important element of Pikmin."
Miyamoto said that the goal for the original GameCube Pikmin was to create the "easiest to control 3D game around," describing it as a "carefree, easy action game."
"This game may seem difficult on first glance but once you try the controls, it's easy. Even if you find using the pointer difficult, there is a control method using the GamePad similar to the previous GameCube titles that we'd like people to ultilise."
Pikmin 3 releases this week for the Wii U. It has so far been lavished with critical praise, with CVG's Andy Robinson calling it "Nintendo's best HD game to date".
http://www.computerandvideogames.com...rols-miyamoto/
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July 31st, 2013, 01:20 Posted By: wraggster
If you've ever played a Pikmin game, you'll probably be aware of that sharp pang of guilt you get when night falls and you realise you haven't managed to get all of your colourful little helpers back to the onion safely. Now you can take a little solace, at least: it turns out that Shigeru Miyamoto, the series' creator, knows exactly how you feel."I would love to [save them], but it's not possible with my skill," Miyamoto explained this week in an interview with Eurogamer. "So I have given up. But there are some staff who actually accomplished [this]. Personally, I like challenging myself to beat my own score in the mission mode."Speaking of the missions, Miyamoto isn't ruling out possible DLC for the game - if there's the demand for it. "Nothing has been decided yet," he explained, "but Pikmin 3 puts importance on the player replaying and re-challenging himself, an element that makes the game more and more fun as users play it many times. If we hear players' desire to play more with add-on content, we would love to consider the possibilities."
http://www.eurogamer.net/articles/20...his-own-pikmin
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July 31st, 2013, 01:29 Posted By: wraggster
Dreamfall Chapters: The Longest Journey will be coming to Wii U, Red Thread Games confirmed to Edge. The game was a resounding success on Kickstarter, hauling in over $1.5 million in March 2013. While the crowdfunding project didn't have a stretch goal related to Wii U development, Creative Director Ragnar Tornquist said Nintendo approached the developer in late autumn last year about porting the game to Wii U, and were the first console holder to do so.
"At that point, however, we weren't ready to make any commitments regarding engine and platforms, so we decided to wait," Tornquist said. "We got back in touch with Nintendo in late May of this year, and they were very interested in working with us."
Red Thread Games hasn't indicated when Dreamfall Chapters will come to Wii U, but it is slated to launch on PC, Mac and Linux in November 2014.
http://www.joystiq.com/2013/07/30/dr...rney-to-wii-u/
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July 31st, 2013, 21:00 Posted By: wraggster
Nintendo reports £58 million in profit thanks to hardware and software sales for the 3DS
The Wii U sold just 160,000 units worldwide during the three months ending June 30th.
During that same period, the firm reported software sales of just over one million.
Wii sales for the last quarter meanwhile were at 210,000, with software sales hitting 3.67m.
Nintendo pinpointed lack of Wii U sales on the dearth of first-party titles, which it felt otherwise would have “strongly” driven hardware sales.
It said that overall, Wii U hardware sales were still having a negative impact on its profits.
http://www.develop-online.net/news/4...e-last-quarter
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July 31st, 2013, 21:12 Posted By: wraggster
Through gritted teeth, Nintendo confirmed some dismal Wii U hardware sales figures this morning – just 160,000 Wii U consoles sold worldwide in the last three months. The home console’s problems are well documented – it is lacking software, and, well, a reason to exist. One can remain hopeful that a price cut and a sudden influx of games can help revive interest in the format – as ever for Nintendo, Christmas and the arrival of Mario and Zelda games will prove pivotal.You’ll read plenty of criticism of Nintendo this morning, but let’s not confuse the wider company’s fortunes with those of its home console.The Kyoto creator’s profits are up; one can certainly point out its failure to sell home consoles, but never question Nintendo’s laser-focus on making good money. Nintendo made a net profit of 8.6 billion Yen in the last three months, led by 3DS’ continued success. It sold 1.4 million units worldwide and just over 11 million software units in the same period, pushing lifetime hardware and software sales to just under 32.5 million and 106 million respectively.These are healthy figures for a handheld games console facing such competition from mobile gaming. Apple and Samsung can claim ubiquity and an enormous library of games, but they cannot boast software as engaging as Animal Crossing, or hardware designed purely for play. A run of well-received games including Luigi’s Mansion 2 and Animal Crossing: New Leaf aided its cause, and with Pokémon to come, Nintendo’s handheld remains the undisputed leader in its category. It’s important to remember that although Vita has plenty of goodwill, that certainly hasn’t translated into sales.Even Wii continues to sell well considering its age – more than its successor Wii U, in fact. In shifting 210,000 units in the past three months, it has just pushed past the 100 million mark. Over 873 million Wii games have been sold since the console launched in November 2006 – another incredible achievement for the former phenomenon.But Nintendo can’t continue to live off former glories in the home console market. 3DS will continue to dominate its market, but Wii U desperately needs a price cut and a string of compelling games. It wouldn’t be a great surprise to see Nintendo effectively relaunching Wii U ahead of Christmas – preferably with the explicit intention of selling the console to the platform holder’s heartland, families and younger players.
http://www.edge-online.com/news/dont...r-wii-u-sales/
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July 31st, 2013, 21:45 Posted By: wraggster
A major moment in the life of 3DS happened on May 11th this year.
The Sun wrote an article that called Nintendo’s portable the best games console ever. That’s not what they were saying 48 months ago. In fact, they slammed the console for causing ‘headaches, dizziness and even nausea’.
It was a horrible time for Nintendo. Its new console was floundering commercially and critically. But that was then. Today, the man in charge of promoting the 3DS is all smiles.
“We loved seeing that piece in The Sun,” says James Honeywell. “Our developers have worked so hard creating fantastic new games. We have been able to bring those together over the last few months, and it had made it – as The Sun says – the format to have.”
In a period where the market is depressed, and with Xbox One and PS4 dominating the headlines, it’s easy to overlook 3DS achievements right now. For the past six weeks, it has been outselling all other consoles, and it’s the only console that’s sold more games this year than it did last year.
“Sometimes handheld gets overshadowed by home consoles,” says Honeywell. “We seem to have loads of momentum now. We’ve had a fantastic line-up – Donkey Kong, Fire Emblem, Animal Crossing, Luigi’s Mansion, LEGO City – and these are just titles that we’ve released over the last three months. I think sometimes people are surprised to hear that 3DS is currently the No.1 selling format in the UK.”
Nintendo has to take the plaudits for rescuing 3DS. All of the games that have helped boost sales in recent months were published by Nintendo.
“We’d always like things to do better. But in
context where the industry is, we are really
happy, and we think we are going to go into
Christmas with a lot of momentum." James Honeywell - head of consumer marketing, Nintendo UK
The firm’s marketing for Animal Crossing is one of the biggest and most expensive ad campaigns of the year. And its development teams are proving to be as talented as ever: Animal Crossing, Luigi’s Mansion and Fire Emblem all have Metacritic ratings of over 85.
But with such acclaim and marketing spend, shouldn’t 3DS be doing even better?
“We’d always like things to do better,” says Honeywell. “But in context where the industry is, we are really happy, and we think we are going to go into Christmas with a lot of momentum. Pokémon X and Y is coming. That is already pre-ordering really strongly, ahead of other titles in the series. We think it is going great guns and is going to just get better from here on.”
That’s the crux of the situation. For all of 3DS recent successes, it is how the rest of the year pans out that will define the console’s 2013.
As of this week, Nintendo is starting to ramp up its Wii U release schedule. Wii U is a console in desperate need of some sales. Does that mean 3DS will take a backseat as its big brother takes the limelight? Honeywell says no.
“We have always done well keeping focus on both our home consoles and our handheld. We had a great Wii U showing at E3, and as we bring those games to market, yes we will do a lot more advertising around them. But that won’t be to the detriment of 3DS. We have a massive community out there, a lot of people we have brought in with our games over the last couple of months. And we want to make sure we can continue to deliver new games and promotions. Our focus won’t shift.”
There’s good reason why 3DS activity won’t soften as we head into the peak season. There’s a new Professor Layton, the aforementioned return of Pokémon, plus a brand new Zelda.
And Nintendo aren’t finished with the likes of Animal Crossing either.
“As a marketing team, one of the things we pride ourselves on is the ability to create long-tail sales. We are pretty much on TV continuously through the summer and we will be re-promoting over Christmas. Animal Crossing will still get a lot of focus. But as we move into peak, Pokémon is probably our biggest new launch. It will be as big a launch as Animal Crossing, if not bigger.”
But it’s not all about physical games. Nintendo has booked online space to push its eShop offerings, too.
“We still tend to focus as a team on the big store launches. But the eShop is just growing and growing.
“The ability to buy games in store and on the eShop really seems to be working. But on top of that you have all these new indie and first-party titles. Even we are surprised by the volume of stuff that comes out every Thursday. We are trying to get people to pick up on the fact that Thursday is eShop Thursday.”
3DS has been a success story for Nintendo in a time where success has been hard to come by for the platform holder. But 3DS still got a long way to go if it wants to repeat the success of the original DS. DS brought in a broad gaming audience, something 3DS has yet to manage. But that’s changing, says Honeywell.
“Layton has always been one of those fantastic bridging titles, it really helped us take people from Brain Training over to a more classic-style of gameplay. And that audience of older female players has stuck with us. Last year’s Layton for 3DS still did tremendously well.
"Animal Crossing will still get a lot of focus.
But as we move into peak, Pokémon is
probably our biggest new launch. It will be as
big a launch as Animal Crossing, if not bigger.” James Honeywell - head of consumer marketing, Nintendo UK
“We think Animal Crossing can work for an expanded audience. Our community manager is traditionally in contact with typical gamers, but recently he met up with women who were 50 or older, who all play Animal Crossing almost book club-style. We haven’t explored fully the potential some of our titles have with that expanded audience. We will be bringing new titles to them, like Layton. But part of our drive from now through to Christmas, is taking those existing titles to a wider audience.”
Based on the 3DS’ current performance and its Q4 line-up, the optimism at Nintendo makes sense. After a wobbly start, 3DS has won over critics, consumers and now retail, too. It’s turned it around. “Software sells hardware,” says Honeywell plainly, which is why the company remains optimistic that it can do the same for Wii U.
Yet if we look beyond Christmas, 3DS’ future is less certain. Almost all of Nintendo’s big titles will have been released by the end of this year for 3DS. Surely 2014 can’t be another year of growth?
“We have a lot of support coming,” concludes Honeywell. “We haven’t made a lot of announcements. But we have started to talk about some things like Super Smash Bros coming to 3DS and Wii U next year. And that will help keep 3DS flying. But our focus at the moment is about getting through the summer, bringing out more titles for Christmas and just expanding that audience. We will deal with 2014 when it gets here.”
http://www.mcvuk.com/news/read/here-...he-3ds/0119437
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July 31st, 2013, 21:46 Posted By: wraggster
It’s out now, but Nintendo expects Pikmin 3 to be a Wii U system-seller right up until Christmas.
The company told MCV that it is already planning a post-launch campaign that will run during Q4, accompanying other blockbuster titles such as Super Mario 3D World and Donkey Kong Country: Tropical Freeze.
“Pikmin 3 will continue to be a focus throughout the year and there’ll be a re-promotion campaign during peak season to keep it going,” said Nintendo product manager Dani Robinson.
Pikmin 3’s launch campaign is already well underway, with a series of outdoor events and stands. Consumers who visit South Bank and Brick Lane during the game’s launch weekend will be able to play the game and win prizes.
This is on-top of a two-week TV campaign, and video-on-demand activity, which will target the series’ core 16 to 34 year-old audience.
http://www.mcvuk.com/news/read/peak-...kmin-3/0119436
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July 31st, 2013, 21:49 Posted By: wraggster
Publisher Ubisoft is spending big on what it sees as the most ambitious Splinter Cell yet.
The game is the first title by Ubisoft’s Toronto studio. And the firm is backing it with sampling events, a countdown partnership with IGN, posters in Underground stations and a major TV campaign, which kicks off next month.
“Splinter Cell: Blacklist is the biggest and most ambitious game in the series. It has been built with player choice at its core. So whether you’re looking for a true stealth game, or a more action-oriented experience, you can approach the game your way,” said brand manager Louise Marchant.
“Blacklist features unrivaled scope and variety for fans of the series, but it’s also a great standalone title for fans of action games who haven’t tried Splinter Cell before.”
Splinter Cell: Blacklist launches on PS3, 360, Wii U and PC on August 23rd.
http://www.mcvuk.com/news/read/ubiso...ll-yet/0119434
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July 31st, 2013, 21:50 Posted By: wraggster
Pokemon fans are being offered the chance to grab some rare digital versions of three in-game creatures from GAME stores.
From August 30th participating GAME stores will be offering fans the chance to obtain ‘Shiny’ versions of Legendary Pokemon – Dialga, Palkia, and Giratina. Being ‘Shiny’ means they’ll be a different colour and be rare, apparently.
Each one will be available one at a time for two weeks only and can be added to copies of Pokemon Black, Pokemon White, Pokemon Black 2 or Pokemon White 2.
Diagla will be available between August 30th-September 12th, Palkia between September 13th-September 26th and Girantina September 27th-Ocotober 11th.
To get the freebies players will need to take their 3DS and a copy of one of the games to a participating GAME store. Apparently players will need to have the Pokedex within the game and have no more than 11 Wonder Cards in their possession.
http://www.mcvuk.com/news/read/game-...august/0119431
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July 31st, 2013, 22:00 Posted By: wraggster
IHS analyst says company's inability to ride 3DS sales to profit is concerning, holiday Wii U performance crucial to system's long-term outlook
[h=3]Nintendo[/h]nintendo-europe.com
Last month, Shigeru Miyamoto said Wii U software delays had been the result of Nintendo underestimating the cost of high-definition development. The company's efforts to catch up could weigh heavy on Nintendo's bottom line for a year or more, according to one industry analyst.
After Nintendo released its quarterly results today, IHS head of games Piers Harding-Rolls released a note putting into context the company's inability to post an operating profit even when 3DS sales were performing better than expected.
"While 3DS platform profitability has grown during the quarter, the traditional slow nature of sales from April to June means that any significant increase in R&D costs for Wii U software would easily overwhelm these profits," Harding-Rolls said. "Even so, IHS expects R&D costs for Wii U software to continue to undermine profitability for at least the next four to six financial quarters, as Nintendo seeks to generate momentum for the stalled Wii U platform by spending more on developing its own software."
Harding-Rolls said the Wii U has been a "stalled" platform, with just 160,000 units shipped from April to June. But as grim as that number might sound, the analyst downplayed its importance for a few reasons. First, the Wii U software lineup only begins to pick up in the back half of the year. Second, Nintendo is expected to ramp up its marketing efforts for the console significantly. Finally, and perhaps most importantly, Nintendo sales are heavily seasonal.
"[U]ntil we experience a strongly backed holiday sales season for the Wii U, long-term outlook is less clear," Harding-Rolls said. "If sales of the Wii U fail to impress during the holiday season, IHS will downgrade its outlook for the platform and implement a significantly shorter sales cycle for the Wii U compared to the other next generation consoles."
Harding-Rolls isn't the only one looking to the fourth quarter for signs of the Wii U's fate. Last week, Baird analyst Colin Sebastian said the system needed a price cut, adding, "the fate of the platform will likely rest on the popularity of Nintendo's holiday software lineup."
http://www.gamesindustry.biz/article...t-year-analyst
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August 1st, 2013, 00:49 Posted By: wraggster
The Canadian arm of Walmart will introduce a heavily discounted Wii U Basic sale price of $199 from August 2, according to reports.
A snapshot of what appears to be an advertisement for the store has surfaced online, showing the white Wii U Basic package to be sold off for a full $100 less than the regular price of $300.
The Basic model comes with 8GBs of internal storage but lacks the copy of Nintendoland included with the Deluxe models and out-of-the-box peripherals such as the Wii U stand.
This comes after news that Wii U sales during Nintendo's first financial quarter (April 1 - June 30) totalled just 160,000 units worldwide.
Wii U momentum is expected to pick up significantly in the second half of 2013 and early 2014, with the just-released Pikmin 3 kicking off a string of major exclusive software launches for the system, including Super Mario 3D World, Legend of Zelda: Wind Waker HD, Mario Kart 8, Wii Fit U and Super Smash Bros. Wii U.
http://www.walmart.ca/en/cp/nintendo-wii-u/21107
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August 1st, 2013, 01:14 Posted By: wraggster
Plok, the hero of 1993 SNES platformer Plok!, is being reborn as a regular online comic strip.He's alive!
The comic is written by Plok's original creators, UK games developers John and Ste Pickford.The Pickford brothers have awoken their creation after 20 years of sleep. Somewhat understandably, Plok is confused as to the current state of the games industry."We are constantly being bombarded with fan-mail requests to bring back Plok," artist and co-writer Ste Pickford said, "with people asking us to make a sequel or to re-release the SNES game on Wii Virtual Console, 3DS, iOS, etc. We've wanted to revisit Plok for a long time, and we eventually decided that a regular comic strip would be a great way to re-introduce Plok to the world.""Will Plok return in his own game?" asked John, the creator and co-writer of Plok. "Anything is possible, but for now he's got a lot to catch up on, and we can draw new comic strips a lot faster than they can make new games!"The first comic strip is online now.
http://www.eurogamer.net/articles/20...s-online-comic
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