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August 1st, 2013, 13:43 Posted By: wraggster
Brod has released his F-Zero X Climax mod in this thread at EmuTalk. Head over there and give him some feedback. Here are some notes on the release:
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So all you need is the " F-ZERO X (U) [!].z64 " or the "F-ZERO X (J) [!].z64 rom", an emulator ( pj 64 1.6 is fine ) or a backupdevice and a n64.
a) Double click on "Lunar IPS.exe"
b) Click "Apply IPS Patch" and select the patch file "F-Zero X Climax (U.S.) [!]. ips" or F-Zero X Climax (J) [!]. fps.
c) Then select the rom "Climax F-Zero X (U) [!]. z64" or F-Zero X Climax (J) [!]. z64
Note: You must set the file type to "Most common ROM Files" to "all files"
d) You have the patched rom;-) |
Download here
http://www.emulation64.com/view/2371...x-mod-by-Brod/
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August 1st, 2013, 13:56 Posted By: wraggster
Nickname: Gamer2020 (This is the name I usually use on the internet.)
Project Name: GBA Utility Tools
From: USA
Division: APP
Platform: GBA
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
Description:
This is a program for the GBA that has some useful functions for the GBA. The GBA is limited in what it can do but it can do some things. In the future I am hoping to add more to this program than it currently has.
Screenshots:
Features:
*Bios Dumper
*Button Test
*RTC Test
*Sound Test
How to use the bios dumper:
Follow the on screen instructions and the bios will be dumped to SRAM. Once that is done take the .sav file and drag it on the GBABiosFixer program. The program will produce a bios that can be used in emulators that need it.
Tested on:
No$GBA 2.7, VBA 1.8 and an EZFlash IV.
Download:
http://dl.dropboxusercontent.com/u/2...ilityTools.zip
http://www.neoflash.com/forum/index....ic,7650.0.html
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August 1st, 2013, 14:09 Posted By: wraggster
29/07/2013
First units to ship this week !
And a quick note to update our FAQ regarding the use of the "blue" card and recent title releases:
Can the blue card run DS home brew ?
YES :- The bundled blue ds card, is in essence a standard DS cart capable of both DS backups and home brew for DS mode, tested to work on 6.1
Is the blue card required for every power cycle ?
No :- Our custom Gateway Installer DS app is only required to be run once to setup and thereafter any time the console is used in DS mode.
Does Gateway support all games:
No :- Animal Crossing uses unique NAND based save hardware in the cart, support will be added through a GW firmware update. Mario (released last week) is forcing 5.1 update. We have prioritised work on supporting all such future releases. Stay tuned.
Please NOTE the FAQ update was specifically speaking about our bundled BLUE DS card not the Gateway RED 3DS card ! as mentioned the Blue DS card is a standard DS card for DS mode. Gateway works on (4.1 -> 4.5) only for now.
http://www.gateway-3ds.com/index.html
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August 1st, 2013, 14:14 Posted By: wraggster
via http://www.aep-emu.de/
Nocash has released a new version of his SNES/SFC emulator/debugger for Windows.
Quote:
Hi, I´ve just released version 1.5 of the no$sns SNES emulator/debugger:
http://nocash.emubase.de/sns.htm
The biggest news is improved rendering: The emu is now preserving the original SNES pixel aspect ratio, supports fullscreen mode, and hardware acceleration for display stretching should be now working on most PCs (big thanks to Dwedit and lidnariq for testing a dozen of beta versions with opengl rendering on several different computers and OSes). Note: The new HW acceleration is disabled by default (on older can computers it can be getting useless slow). Best pick the rendering mode that works best for (if they are working, then DirectDraw and OpenGL should be fastest and smoothest).
Other news are a new help engine (that works with newer windows versions), a bunch of bugfixes and details, including exotic stuff like better SFC-Box emulation, support for copyprotected ´bootlegs´, and support for an odd multicart mapper. Plus more pinouts and MAD-1/MAD-R logic tables (thanks to SkinnyV for running a lot of MAD-R tests). Btw. the http://nocash.emubase.de/fullsnes.htm doc is also updated.
30 Jul 2013) - fullscreen, aspect ratio, better/faster zooming, bugfixes/details
Code:
30 Jul 2013 - no$sns v1.5
* help: added note on starting multiple hdma´s midframe in different scanlines
* bugfix: mirror SRAM from 700000h to F00000h, but NOT to F08000h (thanks byuu)
* midframe hdma: init "snes_hdma_not_pause_flgs" during vblank (super ghouls)
* help: cleaned up memory/dma chapters, added basic LoROM/HiROM mapping chapters
* emu: added support for rare LoROM games with more than 32K SRAM (eg. Dezaemon)
* help: added cx4 pinouts (thanks qwertymodo) and cx4 memory map (thanks byuu)
* commandline: looks in current directory before ´slot´ directory (for lidnariq)
* video/zoom: fullscreen option (toggle via context menu; by right mouse button)
* video/zoom: software: supports odd ratios, mmx-based horizontal blur/resample
* video/zoom: opengl: SwapBuffers, SubImage2d, DblBuffer, PixFmtScoring, Speedup
* gui: created own help engine (instead of microcrap´s suicidal windows .hlp)
* game window: displays current zoom factor in caption (during sizing)
* game window: optionally square pixels, or real PAL/NTSC pixel aspect ratios
* game window: allows free sizing (with snapping near N*100% zoom factors)
* sfcbox: removed dummy OSD font (real SFC-Box character set is dumped now)
* controls: divides snes-mouse resolution by game-window-zoom-factor
* icon: simplified snes button/logo icon, at 12x12,16x16,32x32,48x48 pix sizes
* help/emu: sfcbox: added io-port-mirrors and values for unknown/unused io-bits
* help/emu: sfcbox: osd character zoom, osd background/outline styles
* help/emu: sfcbox: cpu hd64180 traps (most) invalid hd64180 opcodes
* help/emu: gsu mirrors/openbus, gsu multiply speed, r15+irq on stop opcode
* a22i: added argonaut gsu assembler (via .argonaut and .native/.nocash syntax)
* emu: avoids break on nested event-handling within hdma (for buggy kof2000)
* cartloader: clips corrupt sram/xram/flash header values to reasonable sizes
* cartloader: fixed crash upon missing cx4 bios (thanks epguy35 for bugreport)
* help: added GSU-1 and GSU-2 pinouts (based on GSU schematics drawn by magno)
* help: added pinouts for SA-1 chip, BSX-FLASH connector, partial BSX-EXT port
* help: added MAD-R logic table+more MAD-1 details (thanks SkinnyV for dumping)
* help/emu: added some new nss details (vsync, mirrored/unused bits)
* help: added some new xband keyboard details (thanks to Benjamin Eriksson)
* help/emu: added copy-protected bootlegs (bitswap, constant, and alu/flipflop)
* help/emu: added super20hab (korean multicart with 20 small nes-port games)
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August 1st, 2013, 23:37 Posted By: wraggster
Console giant on opening its doors to indies
Nintendo platforms are more accessible to indie developers than ever, says the company’s business development manager.
Speaking to Joystiq, Dan Adelman admitted Nintendo had a reputation for being difficult to approach in the past, but it was now putting in more effort to make the firm easier for indies to approach.
One way the it is trying to attract developers to release games on its hardware is through the Web Framework, a HTML5 development platform devs can use to code for Wii U.
Nintendo has also removed the necessity to become an authorised developer on its platforms, and wants titles from all kinds of game creators.
"Historically, Nintendo has seemed kind of hard to approach, kind of like there's a closed system where if a developer already knows somebody at Nintendo or has some kind of 'in,' they're in, but otherwise there's no way to interface with the company," said Adelman.
http://www.develop-online.net/news/4...riers-on-Wii-U
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August 2nd, 2013, 00:26 Posted By: wraggster
Sales of Nintendo’s Wii U have been well below even the bleakest of expectations.
The latest financial report from the platform holders says that, across Europe, Wii U has sold a lowly 10,000 consoles. And so it comes as no surprise that the likes of Morrisons and Asda have decided to cease stocking the machine.
The biggest flaw for Wii U has been in its software. Third-party support has been lacklustre, and has so far largely consisted of games that were previously available on rival formats months before Wii U was even released.
Meanwhile, the three main launch titles have failed to resonate with consumers. Nintendo Land was viewed as just another party game compilations, despite Nintendo’s efforts to establish it as the next Wii Sports.
ZombiU’s adult nature meant the game did not appeal to Nintendo’s traditional family audience. Also as a shooter, it was in direct competition with bigger brands on Xbox 360 and PS3, such as Halo and Call of Duty.
Finally, New Super Mario Bros U performed below its expectations. The first two New Super Mario Bros games on DS and Wii have sold a combined 56.5 million games around the world, a truly astonishing figure. However, the 3DS and Wii U versions together have sold just 8.5 million copies. The diminishing returns of this franchise suggests Nintendo may want to retire the series for the time being, especially as last year’s game was the fourth New Super Mario Bros game in the last six years.
In its first seven months on sale, Wii U has sold just 3.61m consoles and 14.44m games (an attach rate of four games to every console, which suggests Wii U has obtained a loyal following that’s willing to buy games). That hardware number is a hugely disappointing figure. But Nintendo believes it can turn things around this Christmas by releasing games based on its biggest IP and by increasing its marketing efforts.
We take a look at these games and analyse, based on historical data, whether Nintendo is right to feel it can improve Wii U’s performance.
Pikmin 3 – Out Now
The critically acclaimed Pikmin was created by Shigeru Miyamoto and is a cult favourite amongst Nintendo fans. However, the series is not a big seller, at least by Nintendo standards. The original Pikmin (including the Wii re-release) has sold 1.25m games around the world, while its sequel Pikmin 2 only fared slightly better.
Pikmin 3 has received plenty of critical acclaim, and its early performance in the charts has been decent. The game has also been marketed well and the series certainly has untapped potential. However, Nintendo should not been relying on this game to turn around the console’s sales.
Donkey Kong Country Returns: Tropical Freeze – Winter 2013
Historically, Donkey Kong Country is amongst Nintendo’s biggest selling franchises. The original 1994 SNES game was a big success for its time, with 9m games sold around the world.
The franchise never quite hit those heights again, although the 2010 revival – Donkey Kong Country Returns – did go on to sell 5m units in just over three months around the world. Hardly Wii Fit or Mario Kart Wii numbers, but impressive nonetheless.
Tropical Freeze is likely to form part of the conversation amongst consumers tempted to pick Wii U up, but it is unlikely to be a system seller in its own right.
The Legend of Zelda: Wind Waker HD – October 2013
Listing a HD remake as a reason to buy a console may seem like a move of desperation. But Wind Waker has many things going for it.
For starters, despite being a critical darling and a cult Nintendo game, the original Wind Waker sold below what is expected of a Zelda game (4.6m units around the world). This was primarily due to the fact it was released on GameCube, which had a very low install base (just over 1m in the UK). Therefore there are many Zelda and Nintendo fans that have not played this game.
Wind Waker also looks dramatically different in HD, which may attract some of those 4.6m gamers that enjoyed the original.
Yet, as this is a remake and not a new Zelda game. It is unlikely Wind Waker HD will be a compelling reason on its own to buy a Wii U.
Super Mario 3D World – December 2013
This is Nintendo’s biggest Q4 game for Wii U, and for good reason. The 3DS original – Super Mario 3D Land – is the best selling 3DS game in the world. In the UK, it has sold over half a million copies and worldwide it has shifted 8.3m games.
Some critics have bemoaned the game’s lack of ambition, with fans calling for something more akin to Nintendo’s Super Mario Galaxy series. Yet, the Galaxy series (which consisted of two Wii games) has not quite had the commercial success to match its critical acclaim. Super Mario Galaxy 2 sold just under 7m units. Not a bad figure by any means, but below what was achieved by Super Mario 3D Land.
3D Land, with its fixed camera but three-dimensional gameplay, has managed to merge the gameplay styles of Galaxy with the New Super Mario Bros series, which is perhaps why it has had a broader appeal. It was also a critical success with a 90 Metacritic score.
Super Mario 3D World is by far Nintendo’s most important Wii U game this Christmas, and if it lives up to its original, should persuade many consumers to pick up the console.
Wii Fit U and Wii Party U – Q4 2013
Nintendo is also trying to broaden its audience this Christmas with two more casual-orientated titles. Wii Party U is the sequel to the 8m-selling Wii Party. But the real potential seller is Wii Fit U. The first two Wii Fit games have sold a combined 43.5m games worldwide (Wii Fit: 22.67m, Wii Fit Plus: 20.88m), so hopes are understandably high for this new game.
However, it’s not clear if that Wii Fit audience still exists. Mainstream gamers that this franchise appealed too are not as brand loyal as core fans, and the fitness genre has been in significant decline since Wii Fit first hit the headlines back in 2008.
Both Wii Fit U and Wii Party U may be successful over the festive period, but it is unlikely they will have quite the same impact on Wii U as they did on Wii.
Sonic and third-party
Out of the few third party titles coming to Wii U this Christmas, it is the more family friendly products that will likely perform best. Disney Infinity, Just Dance 2014 and Skylanders should do ok, but it is the Sonic franchise that holds the most potential.
Wii U is getting two exclusive Sonic games this Christmas – Sonic: Lost World and Mario & Sonic at the Sochi 2014 Olympic Winter Games. The Sonic series isn’t as strong as it once was, but the character is still a gaming icon, and the existence of these two games should help sell a few Wii U consoles during Q4.
Better Marketing
A better marketing campaign is going to be crucial if Nintendo wants to turn Wii U around. Nintendo had tried previously to position Wii U as a core gaming device. But that is unlikely to work this Christmas faced with big competition from Sony and Microsoft.
Nintendo must be aggressive in its marketing messages, promoting all of its big franchises, whilst also advertising Wii U as a proper alternative to PS4 and Xbox One. A more affordable, family friendly alternative with new Mario, Sonic, Zelda and Donkey Kong games to play.
The marketing campaign must also do a better job of explaining what Wii U is and why it is different to Wii, as well.
The noises coming out of Nintendo Japan, plus MCV’s brief conversations with the Nintendo UK team, suggests we won’t be disappointed in this area.
Should Wii U have a price cut?
Getting the price right on console hardware can prove crucial when trying to reach the mass-market. But price discounting is not effective without decent software to back it up.
When Nintendo heavily cut the 3DS in price back in 2011, just six months after launch, sales did pick up. However, it wasn’t until the release of Super Mario 3D Land and Mario Kart 7 that sales improved drastically.
Meanwhile, when Asda cut the price of Wii U by £100 three weeks ago, this resulted in just 250 extra console sales compared with the week previously. Amazon followed suit the following week, which caused a further 667 console sales. This shows that the price cut did have an impact, but we’re hardly talking big increases here.
"When Asda cut the price of Wii U by £100,it only resulted in an extra 250 sales."
There’s no use in cutting the Wii U price until Nintendo fixes the software problem. Price cuts early in a console lifespan can also impact consumer confidence in a product, while frustrating those gamers that did buy the machine in the first place.
Also, Iwata must be focused on returning Nintendo to long-term profitability, and cutting the hardware price so early will have a detrimental impact on the company’s bottom line.
The solution this Christmas may be to adopt the bundling method that worked well on 3DS. Bundling the Wii U with the likes of Zelda, Donkey Kong or Mario will offer consumer’s value, without damaging the console’s RRP.
Conclusion
Can Wii U turn itself around this Christmas? It’s not going to be easy. The software line-up for Q4 is decent, with Super Mario 3D World the biggest blockbuster. But it would have been better if Nintendo had another game to support it, such as Mario Kart 8 or Super Smash Brothers. Both game that are slated for 2014.
The news that Asda and Morrisons have dropped Wii U support is also worrying. There are a lot of products for games retailers to stock this Christmas – from Skylanders toys to Xbox One consoles. This may mean more retailers will drop Wii U in favour of better performing products.
"Nintendo could use PS4 and Xbox Oneexcitement to its advantage."
Then there’s the launch of noisy rivals in PS4 and Xbox One.
However, these consoles should also generate excitement and attention towards the games sector as a whole, something Nintendo should try and capitalise on. And if Nintendo can keep retailers on-board (and based on MCV’s conversations with retail, there is still goodwill towards the company), improve its marketing and run some clever bundle campaigns, then there’s every chance Wii U’s sales will improve significantly over the festive period.
Whether Nintendo can maintain momentum beyond that period is another matter entirely.
http://www.mcvuk.com/news/read/analy...istmas/0119501
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August 2nd, 2013, 01:22 Posted By: wraggster
Wii U maker's president says creators need to change their ideas if they aren't resonating with the audience
[h=3]Nintendo[/h]nintendo-europe.com
Nintendo may have a reputation for marching to the beat of its own drum, but company president Satoru Iwata said the company's creative mindset depends on being completely adaptable to what works for the audience. In an interview with Toyo Keizai Onlinetranslated by Kotaku, Iwata said whatever clicks with the audience trumps the developer's original plans.
"Nintendo developers are extremely insatiable when it comes to whether what they make resonates with customers or not." Iwata said. "They'll do anything to achieve it. Both (Shigeru) Miyamoto and I repeatedly say, 'It's not like we are making pieces of art, the point is to make a product that resonates with and is accepted by customers.'"
He added, "Creating is like an expression of egoism. People with a strong energy to create something have a 'this is the strength I believe is right' sort of confidence to start from. Their standpoint is that this is the right thing to do, so this must be what's good for the customer as well. But the final goal of a product is to resonate with and be accepted by people. You can't just force your way through. By saying, 'The point is to be accepted,' I mean, if you go to a customer with your idea and you realize they don't understand it, it's more important that they do and you should shift your idea."
Iwata acknowledged that the Wii U has struggled of late and customers haven't quite understood it, but the company isn't about to shift that particular idea just yet.
"It's difficult to say, 'The Wii U is a system that does such-and-such,' in a simple manner, and understanding it takes time." Iwata said. "While we unfortunately had a period in the first half of 2013 where releases were sparse and hardware sales have lulled, I don't think that the concept and potential of the Wii U have been rejected."
Analysts would seem to agree with Iwata. Colin Sebastian and Doug Creutz have both told investors recently that while Wii U sales have been sluggish, the true test for the system will be its performance this holiday season, when it is expected to have a much stronger lineup of available software.
http://www.gamesindustry.biz/article...-not-art-iwata
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August 2nd, 2013, 01:37 Posted By: wraggster
Currently, if you want to buy that hot new Super Mario Bros game your coworkers have been talking about, you need to wait until you could get home, power up your Wii U, launch eShop and then purchase it. That long process could become much shorter, however, if Nintendo follows through on a recent report from NicoNico (translated bySiliconera) that it plans to open up eShop access to PCs and smartphones as well. Dan Adelman, Nintendo's Business Development Manager, confirmed with Joystiq that users would be able to log on to eShop remotely, buy the game, set it up for download and it'll be right there on their console when they get home. Hopefully this update arrives prior to October, so that Link fans among us can get a head start on downloading that new Zelda game before everyone else.
http://www.engadget.com/2013/07/31/n...pc-smartphone/
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August 2nd, 2013, 01:50 Posted By: wraggster
A tv with a built in Nes, awesome
This is an Original Sharp Nintendo TV. I bought this is January of 1990, but it is dated 1989. I bought it at K-Mart and it was the last one. It came with two original controllers, manual, remote, and the TV control door which had been taken off. I have misplaced the remote and the TV control door, but would send them to the winning bidder if and when I find them. I am still looking.
The condition of this TV/game console is very good. It plays well and sounds good, we bought it for a bedroom TV, so really never used the gaming part, and was only played a few times. All four feet are excellent and no cracks or chips. TV case has a small scrape on the bottom right of the cabinet not very visible, see picture. Screen glass is very good as is the rest of the TV case. Game door is fine and working. I powered it up and played Bases Loaded II, as you can see in the pictures. It is rare to get one of these gaming TV's in such good shape, fewer people are selling them. This is your chance to get a very good system. It has been in an environmentally controlled conditions, with no smoke or pet damage. I take very good care of things.
Included: Two original controls, they appear new. One pair of original Rabbit ears, they came with it. Bases Loaded II game, power cord, intact and like new condition and of course the TV Console.
I will ship using a packaging store which insures $99.00 and will ship on weekdays immediately. If the bid goes to or over $500 I will ship Free, no International and not to Alaska and Hawaii. Payment expected in 3 days and no returns.
http://www.ebay.com/itm/Original-Nintendo-TV-/141026554825?pt=LH_DefaultDomain_0&hash=item20d5d6 73c9
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August 4th, 2013, 18:25 Posted By: wraggster
Making games that strike a chord with gamers is far more important than any pretence about creating high art.
That’s the opinion of Nintendo boss Saturo Iwata who has delivered a big blow to the Tenth Art advocates.
"Nintendo developers are extremely insatiable when it comes to whether what they make resonates with customers or not,” Iwata said in an interview with Toyo Keizai Online, as reported by Kotaku.
“They'll do anything to achieve it. Both [Shigeru] Miyamoto and I repeatedly say, 'It's not like we are making pieces of art, the point is to make a product that resonates with and is accepted by customers.'
"Creating is like an expression of egoism. People with a strong energy to create something have a 'this is the strength I believe is right' sort of confidence to start from. Their standpoint is that 'this is the right thing to do, so this must be what's good for the customer, as well.'
“The final goal of a product is to resonate with and be accepted by people. You can't just force your way through.”
And a thousand admirers of The Wind Waker wept…
http://www.mcvuk.com/news/read/iwata...of-art/0119599
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August 4th, 2013, 18:29 Posted By: wraggster
UK supermarkets are ready to drop Wii U unless Nintendo can drastically turn sales around.
But specialist retailers, including market leader GAME, have vocally backed the struggling console.
Asda and Morrisons both told MCV this week that they have no plans to stock Wii U or its games in the near future – although Asda will support the machine online.
Tesco continues to stock Wii U but warns that it will only support it “to the levels that its market performance dictates.” In better news, Sainsbury’s has vowed to keep selling the console.
Wii U has struggled since its debut last November. But Nintendo hopes to boost sales over Christmas with the help of its blockbuster IP: Mario, Donkey Kong and Zelda.
And specialists and online retailers have backed Nintendo to turn it around.
“We fully support all Nintendo products, including Wii U. We’ve just seen very strong release performances of Pikmin 3 and New Super Luigi U and Nintendo’s digital offering is also going from strength-to-strength,” GAME CEO Martyn Gibbs told MCV.
“Nintendo has proven time and again that they are experts in the market. The incredible growth of the 3DS over recent years is testament to that and we are looking forward to their plans for developing Wii U over peak and through 2014.”
HMV’s Phil Browes told MCV that the retailer hasn’t finalised its Q4 space plans yet, but says that Wii U is currently in the range. And The Hut is already working on ‘multiple initiatives’ to help boost Wii U sales this Xmas.
Meanwhile, ShopTo purchasing director James Rowson said: “We are in no doubt that Nintendo will remedy the poor hardware sales with excellent new titles for peak and into next year.”
A Nintendo spokesperson said: “As we’ve seen with 3DS, software sells hardware, and with titles such as Zelda: The Wind Waker HD and Super Mario 3D World this year, as well as Pikmin 3 and New Super Luigi U having reached No.2 and No.6 in the charts, we’re looking forward to the year ahead on Wii U.”
http://www.mcvuk.com/news/read/wii-u...onsole/0119592
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August 4th, 2013, 18:30 Posted By: wraggster
Devil Survivor 2 on DS will be released in the UK on the condition that consumers pay up front for its manufacture.
That’s how publisher Ghostlight is pitching a new solution that will allow it to publish DS title Devil Survivor 2.
“We’re now offering the game for pre-order on the Ghostlight store,” the company explained. “However the game will only get manufactured if we can get enough pre-orders to cover our manufacturing costs. If not everyone will be refunded.
“Anyone pre-ordering the game will have the option to include their name in the manual and also as a bonus, pre-ordered units will feature a special gold coloured Devil Survivor logo on the inlay.”
Interesting. There are two ways of looking at this:
1. Retail has long been criticised for its unwillingness to gamble on anything other than triple-A. It’s good that a publisher isn’t letting that stop it from releasing a game for which there is a clearly a market, albeit a relatively small one. And retail is just shooting itself in the foot here – these are exactly the sorts of issues a digital future will help bypass. If games retail doesn’t adapt to serve all demographics then its demise will only be hastened. Crowdfunding is yet another threat to bricks and mortar and pushing publishers and developers toward that model is ultimately self-defeating.
2. Crowdfunding has removed the culture of accountability from business and this is a dangerous step towards introducing that model into physical games publishing. Surely Ghostlight should be the ones footing the bill, not consumers? And as an operating publisher it surely has all the infrastructure and money in place to do so. After all, when it first hinted at a plan to get Devil Survivor 2 into shops back in March it only mentioned issues with retail, not problems with funding the manufacture of the game. And what’s the problem with releasing the game with online retailers? After all, online retail has been the reserve of the more specialist console and handheld gamer for some time now.
Ultimately, though, no-one is forcing consumers to do anything. If enough buy into Ghostlight’s plan then that in itself is all the validation we need, right?
http://www.mcvuk.com/news/read/ghost...pfront/0119590
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August 4th, 2013, 19:55 Posted By: wraggster
StreetPass enthusiasts have spotpassed $4 million to Nintendo by purchasing its four new Mii Plaza games for the 3DS, Siliconera reports.
Nintendo President Satoru Iwata shared the sales data with Toko Keizai Online during an interview this week. Mii Force, Flower Town, Warrior's Way, andMonster Manor mark Nintendo's first experiment with pay-to-play Miiverse games. The previously released Find Mii 2 was introduced in a free firmware update.
The new Miiverse games are $5 apiece or $15 bundled together. With the exception of Warrior's Way, we were generally pleased with what they offer. Considering Nintendo's plans to store StreetPass relay data in Nintendo Zone stations, these games might be enjoyable for those of you unable to cross paths with 3DS owners during your daily routine.
http://www.joystiq.com/2013/08/04/ne...on-in-a-month/
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August 4th, 2013, 19:58 Posted By: wraggster
A pitch reel from Imagi Animation Studios for a CGI The Legend of Zelda film, proposed in early 2007 and subsequently turned down, has made its way online. It was supervised, shot and edited by animator Adam Holmes, who thankfully posted it to his online portfolio for us all to see – well, not here. Embedding has been disabled on the video.
Imagi Animation Studios, formed in 2000, is the outfit that produced TMNT, the studio's first major feature release. Two years later, Imagis followed up TMNTwith Astro Boy, which reportedly lost money on its initial $65 million production budget.
http://www.joystiq.com/2013/08/02/th...as-never-made/
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August 4th, 2013, 19:58 Posted By: wraggster
Version 3.0 of Super Mario Bros. Crossover, a cross between traditional Mario levels and characters from non-Mario games, launched this week.
The update incorporates 192 levels, difficulty-based map selection, and 10 central characters from classic series like Mega Man and Ninja Gaiden. Each character can be re-skinned with a library of sprites from their past along with a few surprise inclusions. You can pummel goombas to death with the ice rod as the old man from Zelda 1, for example.
The conclusion of Version 3.0 allows Exploding Rabbit to pursue development of Super Retro Squad, what they describe as "a combination between Super Mario World, Mega Man X, and Super Mario Bros. Crossover."
Their previous Kickstarter campaign only drew in enough funding for Director Jay Pavlina to work full-time on the game, however, so they've launched a new fundraising effort. Considering they've released three versions of Super Mario Bros. Crossover for free, it'd be awful reasonable for fans of that project to help them out.
http://www.joystiq.com/2013/08/02/su...-3-0-launches/
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August 4th, 2013, 20:05 Posted By: wraggster
XSeed's Rune Factory 4 won't make its summer launch and has been pushed to the fall. A Facebook posting by the publisher acknowledged the quality assurance process for the English version was taking longer than expected.
"Right now we could be looking at a late September or October release, but it will definitely be worth the wait," wrote the publisher in the update.
Retailers are hedging their bets with the release window; GameStop points towards a September 9 launch, while Amazon has an October 8 release date. The truth is somewhere in-between.
http://www.joystiq.com/2013/08/01/ru...r-launch-date/
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August 4th, 2013, 20:32 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on VBA GX 2.2.8 source by tantric
http://code.google.com/p/vba-wii/source/checkout
svn r561
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Download attached
via http://www.gc-forever.com/forums/vie...a807215ec3315f
To read more of the post and Download, click here!
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August 4th, 2013, 20:32 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on VBA GX 2.2.8 source by tantric
http://code.google.com/p/vba-wii/source/checkout
svn r561
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Download attached
via http://www.gc-forever.com/forums/vie...a807215ec3315f
To read more of the post and Download, click here!
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August 4th, 2013, 20:39 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Official Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on FCE Ultra GX 3.3.4 source by tantric
http://code.google.com/p/fceugc/source/checkout
svn r607
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
download attached
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1442
To read more of the post and Download, click here!
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August 4th, 2013, 20:39 Posted By: wraggster
new from megalomaniac:
Code:
08/01/2013: ( Official Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on FCE Ultra GX 3.3.4 source by tantric
http://code.google.com/p/fceugc/source/checkout
svn r607
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
download attached
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1442
To read more of the post and Download, click here!
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August 4th, 2013, 20:42 Posted By: wraggster
new from megalomaniac:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on Snes9xGX 4.3.2 source by tantric
http://code.google.com/p/snes9x-gx/source/checkout
svn r721
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
Download Attached
To read more of the post and Download, click here!
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August 4th, 2013, 20:42 Posted By: wraggster
new from megalomaniac:
08/01/2013: ( Unofficial Version 0.0.1 release by megalomaniac )
--------------------------------------------------------------
based on Snes9xGX 4.3.2 source by tantric
http://code.google.com/p/snes9x-gx/source/checkout
svn r721
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF slot
. no write support: save settings and progress to other device
- NTSC widescreen (480i/480p autodetect)
. default video display setting for gamecube
. change setting in video menu if you dont like it
- EXIT Menu button now defaults to "reboot" not PSOload
. WKF users: hit pin29 switch to avoid DRE on reboot
[NGC/Wii]
- IDE-EXI support added
. load roms from HDD
. SlotA or SlotB selectable device
. write support not yet added, save settings and progress to other device
- Settings.xlm updated to allow selection for new devices
. added devices include IDE-EXI and WKF
. settings.xml cannot be saved to these devices
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
Code:
[NGC/Wii] - please delete your settings file from SD / USB / SAMBA or SD GECKO card before first boot
[NGC] - the config file "settings.xml" can only be saved and loaded to/from SD Gecko
IDE-EXI and WKF: see below
FIRST BOOT OF THIS VERSION:
1. if found, browser will default to display contents from SD Gecko slot
else browser will default to device manager menu
2. Go to "Settings"
3. Configure settings options for Load Device
4. "Go Back"
5. "Go Back"
6. EXIT
SECOND BOOT
1. if found, browser will default to display contents from PREFERRED LOAD DEVICE
else browser will default to device manager menu
Download Attached
To read more of the post and Download, click here!
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August 4th, 2013, 20:53 Posted By: wraggster
GCN MemCard Recover is a utility that can recover files from corrupted or reformatted GameCube memory cards.
Usually, when a GCN memory card is corrupted, only the file system or header is unusable. Similarly, when a memory card is formatted, only the file system blocks are erased. The data area is left intact. By searching for specific patterns within the data area, files can usually be recovered.
http://wiibrew.org/wiki/GCN_MemCard_Recover
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August 4th, 2013, 20:59 Posted By: wraggster
The Neo2 Pro Manager v1.32 released [23th.July 2013]
more info: http://www.neoflash.com/forum/index....ic,7645.0.html
* The v1.32 can support SMS4 / MD / N64 / SNES / PC-Engine / SEGA MKIII / NeoGeo MagicKey (use neo_kit_kernal) / NeoFlash2(pro) / Neo3-SD etc. devices.
* Fixed the SMS4 can't support special symbol with the nds cart title name like "/" & ":" when try to dump the NDS cart.
* Fixed the issue of when try to backup Neoflash cart SRAM save data to PC, can't create the backup file.(note: please don't save to Driver C
* Now can detect the NEO3-SD cart and show in the bottom status line, but need to use "Menu Write" function to write the data to it in the "Memory" section still.
* Added the SNK magickey menu update files in the Kernal_Kit section,and support auto verify after update finished.
* In the PC-E section, changed the "USA" option to "USA-TG16", to avoid make USA user confuse.
* Fixed the PC-E save cart backup/restore the PC-E game save data function.
* Supported the different myth cart type detect and show in the bottom status line.
* Update the below myth menu to the last version:
SNES Myth menu for SNES update to v0.60
NeoN64Menu for N64 update to v2.6b5
NeoMythMenuDX for MD update to v2.93
thanks: ChillyWilly , mic_ , conle , sanni and all friends
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August 4th, 2013, 21:53 Posted By: wraggster
via http://www.aep-emu.de/
Shunyuan updated his soundplugin for N64 emulators.
The release/diskussion thread at pj64-emu.com could be found here.
Quote:
Shunyuan´s HLE audio plugin v1.8.1
---------------------------------
HLE audio plugin v1.8.1
---------------------------------
HLE audio plugin is written by Shunyuan with features:
* audio plugin spec #1.2 for pj64-2.0, spec #1.1 for other emulators
* XAudio2, DirectSound8 and No Sound driver support.
* XAudio2 upmix to 5.1 or 7.1
* prebuffer stream audio
* HLE interface
* LLE interface
* audio thread to update sound buffer
* tested with project64 1.6, project64 2.0, project64 2.1,
1964 svn r146, 1964_ultrafast 3.0, and mupen64 5.1.
* debug OSD
* auto sync game to audio
* dynamic plugin interface
* Lua interface to tweak per game settings
Special thanks:
CXD4 for his LLE RSP plugin, source of rsp_interface here.
adnd nintendo1889 for testing and push me to improve the audio quality of this plugin every time.
--------
Note:
--------
From 2013/04/23 to 2013/05/17
I have implemented all the features that I need, so there won´t be a new release in short time.
Thanks for people that help me to develop and debug this plugin.
------------
Lua script to tweak per game settings
------------
Code:
-- -------------
-- HleAudio.lua
-- --------------
-- *Note* don´t change the file name, and this file must be at the same place as HleAudio dll
--
-- --------------------
-- predefined function:
-- --------------------
-- SetPlaybackSetting( SettingID, Value ) ==> return none
-- GetPlaybackSetting( SettingID ) ==> return int
-- --------------------
-- predefined constant
-- --------------------
K_TRUE = 1;
K_FALSE = 0;
K_MIN_QUEUE_SIZE = 4;
K_MAX_QUEUE_SIZE = 16;
K_MIN_BLOCK_SIZE = 2048;
K_MAX_BLOCK_SIZE = 8192;
K_FixedAudioTiming = 1; -- pj64 2.x setting (read only)
K_SyncViaAudio = 2; -- pj64 2.x setting (read only)
K_HighQualityAudio = 3; -- N64 game audio frequency > 22 KHz (be careful with this setting)
K_NoSyncGameToAudio = 4; -- force HleAudio don´t sync game to audio
K_SmallAiLen = 5; -- force HleAudio to report small unplayed DMA size
K_BigAudioChunk = 6; -- audio chunk bigger than 4 KB (Top Gear Rally)
K_QueueSize = 7; -- HleAudio audio queue size (default: 8, be careful with this setting)
K_BlockSize = 8; -- HleAudio audio block size (calculate from AI_DACRATE_REG, be careful with this setting)
--
-- OnRomOpen:
-- override HleAudio playback setting in this function
-- (this function will be called by HleAudio when rom open)
--
-- in: RomName
-- game name in rom header, you can get this name from pj64 rom infromation
--
-- out: none
--
function OnRomOpen(RomName)
-- How to use:
-- (1) check rom name
-- (2) adjust settings
if RomName == "RIDGE RACER 64" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "TOP GEAR RALLY" then
SetPlaybackSetting(K_BigAudioChunk, K_TRUE);
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "Kirby64" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
SetPlaybackSetting(K_NoSyncGameToAudio, K_TRUE);
end
if RomName == "PAPER MARIO" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
if RomName == "SMASH BROTHERS" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
SetPlaybackSetting(K_NoSyncGameToAudio, K_TRUE);
end
if RomName == "A Bug´s Life" then
SetPlaybackSetting(K_SmallAiLen, K_TRUE);
end
-- debug only, output message to debugger, you can use Lua to output debug log to text file
PrintPlaybackSetting();
end
------------
Bug Report
------------
Please post your bug report with following information:
(1) OS & System spec
Windows 7 - 32 bit, 4 GB RAM
(2) emulator spec
Project64 2.1
(3) Plugin version
HleAudio 1.7.1
(4) Game and setting
RR64 (USA)
Sound Driver=XAudio2
Playback Rate=48000
Fixed Audio Timing=0
Sync To Audio=0
VI Refresh Rate=2200
AI couter per byte=500
(5) bug description
audio speep-up (too fast)
....
(6) Did this bug exist in previous version of HleAudio?
(7) Audio Record (optional, but very useful)
download link
--------
Then I will try to fix the bug if possible.
--------
History:
--------
v1.8.1
* fix synctax error of Lua script
* fix official pj64 1.6 can´t use Lua script to tweak per game settings.
(no more need pj64 1.6 HleAudio fixed version)
* fix missing audio of Top Gear Rally
v1.8
* Open Lua interface to tweak per game settings
(official pj64 1.6 doesn´t support this feature because it won´t call audio plugin ´RomOpen´ function, use pj64 1.6 HleAudio fixed version instead)
v1.7.1u9
* Fix audio slow down for A Bug´s Life.
* Add DirectSound hardware acceleration option UI
(default is off, for Vista and Win7 you need ALchemy, 3D SoundBack or Xear3D EX to take advantage this feature)
v1.7.1u8
* Fix Super Smash Bros sound delay for PJ64 2.x
* Fix Super Smash Bros sound crackles for PJ64 1.6
v1.7.1u7
* Fix Paper Mario sound crackles
(Counter Factor=1, VI refresh rate=2200, AI count Per byte=500,Fixed Audio Timing=0, Sync using Audio=0)
v1.7.1u6
* work around the Kirby64 SP DMA read error for project64
v1.7.1u5
* add UI to select output device
(useful if you have multiple sound cards or install DSP plugin such as DFX audio enhancer)
v1.7.1u4
* playback rate support 192 KHz
* playback bits support 24 bits (now support 16 ~ 24 bit playback)
* fix no audio of Top Gear Rally (USA)
(AI Count Per Byte=500, Fixed Audio Timing=1, Sync To Audio=0)
v1.7.1u3
* fix no audio for Killer Instinct Gold (USA) 1.2
v1.7.1u2
* support XAudio2 upmix for 5.1 sound card , need to enable at configuration dialog.
(if you don´t have a 5.1 sound card like me, try SRS Audio SandBox)
v1.7.1u1
* fix XAudio2 crash at pj64 1.7.0.50b23
* fix audio speed up issue reported by nintendo1889
* fix pj64 1.7.0.50b23 compatibility error reported by Goldlink11
v1.7.1
* fix no audio after restore game state
* fix audio speed up of Mystical Ninja Starring Goemon
* fix cannot change sound driver after end emulation
* fix compatibility issue of pj64 1.7.x
v1.7
* dynamic interface for project64 2.x and other emulators, now HleAudio will provide interface 1.2 to pj64-2.0,
and provide interface 1.1 to other emulators.
* add XAudio2 driver support
* add No Sound driver support
* remove the redundant initialization and checking from HLE emulation
v1.6.2
* improve the audio quality when "Fix Audio Timing" and "Sync to Audio" options off
* improve the frame rate for N64 games of 32 KHz audio
* release the source code of rsp_interface
Now you can turn "Fix Audio Timing" and "Sync to Audio" on or off, both ways work.
v1.6.1
* add OSD to show the plugin internal data in real time
(need RivaTuner Statistics Server to display OSD)
* implement auto sync game to audio feature for otehr emulators. Now N64 games with 32 KHz audio
such as Zelda OOT, Bomberman 64, F-Zero X should sound better without crackles on 1964, mupen64, pj64 1.6.
v1.6
* change interface to Zilmar´s common audio plugin spec, version #1.2,
because only project64 2.x emulator core supports "Sync using Audio" feature
* integrated with Project64 setting manager (no data yet).
v1.5
* integrated with project64 2.0 "Fix Audio Timing" & "Sync using Audio" option
- now Bomberman 64, Zelda OOT, Resident Evil 2 sound crackles should be fixed
- when these two options are enabled.
* fix the bug sometimes no audio when playing more than one rom
* fix the noises when enter plugin settings
* fix the sound crackles of RR64
To read more of the post and Download, click here!
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August 4th, 2013, 21:54 Posted By: wraggster
via http://www.aep-emu.de/
SoftGraphic a Nintendo 64 Graphics Plug-In has been updated.
Quote:
SoftGraphic graphic plugin v1.5
----------------------------
SoftGraphic HLE plugin v1.5
----------------------------
SoftGraphic is a software rendering HLE graphics plugin that uses
MESS rdp core as rendering engine. No special RSP is needed.
It is slow and you need a fast CPU to get a decent frame rate.
-------
Noteice
-------
This plugin uses angrylion's rdp to render graphics, the credit of
graphics rendering should goto MAME team and angrylion.
source of rdp_interface here
--------
History:
--------
v1.5
* rewrite D3D9 driver with shaders
* support PJ64 save to bitmap
* add 2xSai, Super2xSaI, SuperEagle and TV mode filter
v1.4
* add D3D9 driver support
* add UI to enable/disable D3D9 bilinear filter.
v1.3
* rewrite DirectDraw code to improve frame rate
* add full screen support
* add resolution 1024 x 768
v1.2
* use multi-thread rendering to improve frame rate
v1.1
* add UI to enable/disable filter to improve frame rate
v1.0
* first implementation
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August 4th, 2013, 22:08 Posted By: wraggster
via http://www.emucr.com/
Gearboy Git (2013/08/04) is compiled. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
* Update README.md
http://www.sendspace.com/file/3cewzz
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August 4th, 2013, 22:18 Posted By: wraggster
via http://www.emucr.com/
Dolphin tev-fixes3 Git 3.5-1716 is compiled. Dolphin tev-fixes3 is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin tev-fixes3 Git changelog:
* PixelShaderGen: Fix some potential floating point rounding issues in the tev combiner compare code.
http://www.sendspace.com/file/yx4ypa
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August 4th, 2013, 22:30 Posted By: wraggster
via http://www.emucr.com/
Nestopia Git (2013/08/01) is compiled. This project is a fork of the original Nestopia source code, plus the Linux port. The purpose of the project is to enhance the original, and ensure it continues to work on modern operating systems.
Nestopia Supported Platforms:
* Windows
* Linux
* FreeBSD
* OpenBSD
* NetBSD
* libretro
Nestopia Git changelog:
* Added Overscan Masking (unix)
http://www.sendspace.com/file/8a6za0
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August 4th, 2013, 23:04 Posted By: wraggster
via http://www.emucr.com/
WinDS PRO 2013.8 is released. WinDS PRO is a Nintendo DS & GameBoy Advance emulator package. This have NO$Zoomer, NO$GBA, NO$MOOZ, NOZ, myZOOM, NGZoom, NO$GBA 2X, iDeaS, DeSmuME, VBA Link & VBA-M.
WinDS PRO 2013.8 Changelog:
- DeSmuME JIT 4699 x64
- DeSmuME JIT 4699 x86
- USRCHEAT.dat 07-22-2013
- WinDS PRO Apps 1.6.1
http://www.sendspace.com/file/j1qi8o
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August 4th, 2013, 23:21 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4699 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:
r4699
winport: - upgrade SVN utils to 1.8.1.24570 (SubWCRev);
---------------------
r4698
new boot: - fix command "get secure area" from DS card to RAM;
http://www.sendspace.com/file/tak5wb
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August 4th, 2013, 23:25 Posted By: wraggster
via http://www.emucr.com/
DS-Rom Organizer v5.6.0.0 is released. DS-Rom Organizer is a tool for Windows that is designed for making management and organization of your Nintendo DS Games easier. It allows you to easily store your games in the application, view all of its information, organize the way you want, and even get them transferred over to your “Device” with the press of 1 button.
To make management easy, many different features have been implemented into DS Rom Organizer to enhance your experience:
- Flexible Layout. Create it your own way.
- CD / DVD / HD / ISO Burning
- Black List
- Custom Favorites
- Auto Save Queue
- Multi Threaded
- Auto program updater.
- Skins
- Organize your game lists the way you want in as many lists desired
- Sort or filter based on game data (such as name, number, size, country, etc)
- Multi Select
- Auto Website checker
- Supports nds, zip, 7z and rar
- Ability to view game information
- Official game database updated Daily
- Verify your games to make sure they will work properly
- Game Trimming to get rid of empty space in your games
- Save Game backup for your precious save files
- All Kinds of Device options.
- Multi Language
- Import / Edit games that are not recognized by the official game database
- Import Covers/Images/Info files straight into the Database. No more 1000’s of files all over the place
- And much more!
DS-Rom Organizer v5.6.0.0 Changelog:
Fixed - Images and NFO for NDS and 3DS files.
http://www.sendspace.com/file/rgiyv2
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August 5th, 2013, 21:35 Posted By: wraggster
The Wii U eShop is expected to play home to an additional 20-30 indie games by the end of 2013, according to Nintendo of America's indie outreach specialist.
Speaking to Joystiq, NOA business development manager Dan Adelman discussed the steps Nintendo is taking to ensure more indie developers release games on the Wii U eShop.
"Historically, Nintendo has seemed kind of hard to approach, kind of like there's a closed system where if a developer already knows somebody at Nintendo or has some kind of 'in' they're in, but otherwise there's no way to interface with the company," he said.
"I think we're putting a lot of effort into changing that and making ourselves more accessible, so I really want to make sure that people realise that it's actually pretty easy now - and we're trying to make it easier - to work with us and release games on our systems."
During the Wii's lifespan Nintendo was regularly criticised by indie developers for being too difficult to work with. Nintendo placed a 40MB cap on WiiWare games, a restriction labelled "horrible" by Super Meat Boy studio Team Meat.
For Wii U, Nintendo has revised its policies to make developing for the system easier, Adelman said. "Our guiding philosophy is that if you're able to make games on Nintendo platforms, we want to help make sure that you can do that on our systems.
"Our primary consideration is an ability to make a game. You don't have to have a record of published titles, or have to have worked at a large company in the past. If you're actively working on a game, that should be sufficient."
Last November, Trine studio Frozenbyte said Wii U was "more indie friendly" than PS3 and Xbox 360 thanks to the flexibility it offers developers in terms of pricing and free patches.
And this June, Nathan Vella, president of Sword & Sworcery studio Capybara Games, said Nintendo was attempting to make up for lost time by reaching out to smaller developers.
http://www.computerandvideogames.com...wii-u-in-2013/
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August 5th, 2013, 21:37 Posted By: wraggster
Splinter Cell: Blacklist producer Liu Jun, has revealed that the Wii U version will not include an offline co-op mode.
During an interview with Nintendo Life, Jun confirmed that the team were unable "to delve into this feature", as they wanted to release the PS3, Xbox 360 and Wii U titles at the same time.
Despite lacking offline co-op, Jun believes that "Nintendo gamers will be really excited to get the game at the same time as other consoles."
Jun goes on to say that the Wii U version is the only one that allows you to truly experience first-hand how OPSAT works for Sam. The GamePad acts as the player's version of Sam's OPSAT, allowing you to see "how it feels to actually operate it."
The Wii U version will receive all DLC that the PS3 and Xbox 360 versions get, Jun also confirmed.
A video showing the first 15-minutes of Splinter Cell: Blacklist was released last week, ahead of the Splinter Cell: Blacklist release date of August 20 in North America, August 22 in EMEA territories and August 23 in the UK.
In our most recent Splinter Cell: Blacklist preview we said: "Some missions see you steadily creep through a darkened dock like old Sam, while some let you rampage through a Middle-Eastern village in broad daylight. Crucially, both Sam's feel true to Splinter Cell."
http://www.computerandvideogames.com...offline-co-op/
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August 5th, 2013, 21:39 Posted By: wraggster
Nintendo has detailed this week's UK eShop releases for Wii U and 3DS.
Highlights include Spin the Bottle: Bumpie's Party on Wii U, and Galaga on the system's Virtual Console.
[h=3]New releases[/h] - Spin the Bottle: Bumpie's Party (Knapnok Games) Wii U, (Download) Nintendo eShop from 8/8/13 €6.99 (£5.99)
Game Description: Spin the Bottle: Bumpie's Party is a cute, addictively fun game that puts an innocent modern spin on a party classic as players sit in a circle around the Wii U GamePad, taking turns to spin the virtual bottle and pair up for a series of innovative physical micro-challenges! Can you and a friend press the A Button and B Button on the Wii Remote without using your hands? Or how about holding your Wii Remote behind your friend's back while you both jump together in sync? If it sounds easy, it isn't!
- Romance of the three Kingdoms IV Wall of Fire (KOEI) Wii U, (Virtual Console - Super Nintendo) Nintendo eShop from 8/8/13 €7.99 (£5.49)
Game Description: Romance of the Three Kingdoms IV is a gripping strategy simulation set in ancient China. Devise strategies against foreign rulers and take control of their cities to grow your own empire. Build armies and move your troops across the map, before plunging into the fray. To be a successful ruler you will need not only great warriors but also farmers and scientists; growing crops to keep your people well-fed, and developing new weapons to aid you in battle. But watch out for unexpected events like plagues, floods or swarms of locusts! This is the US version of the game.
- Galaga (Namco Bandai Games) Wii U, (Virtual Console - NES) Nintendo eShop from 8/8/13 €4.99 (£3.49)
Game Description: Classic arcade shoot 'em up Galaga was faithfully recreated for the home in this acclaimed NES version. Galaga became an instant classic with its innovative fighter combination system and varied enemy attack patterns. Control your fighter and shoot down the waves of invading aliens; and win bonuses in challenging stages by not missing a single enemy. If your fighter gets captured by an enemy, free it from the tractor beam and combine with it to form a dual fighter with twice the firepower! This is the US version of the game.
- SteamWorld Dig (Image & Form) Nintendo 3DS, (Download) Nintendo eShop from 8/8/13 €8.99 (£7.99)
Game Description: SteamWorld Dig is a platform mining adventure. Take the role as Rusty, a lone mining steambot, as he arrives to an old mining town in great need. Dig your way through the old earth, gaining riches while uncovering the ancient threat that lurks below...
- Tangram Style (Moving Player), Nintendo 3DS (Download) Nintendo eShop from 8/8/13 €5.99 (£5.39)
Game Description: Through an incredible journey in the tropical jungle, resolve the mysteries of the "forgotten tangrams" and retrieve all the lost idols of the ancient Maya civilization. In Tangram Style, resolve more than 600 tangrams though 4 different game modes and collect the many trophies hidden in the forgotten temples' ruins.
- Deer Drive Legends (Maximum Games) Nintendo 3DS (Download) Nintendo eShop from 8/8/13 €4.99 (£4.49)
- Game Description: Featuring more than 30 elusive animals including woolly rhinos, white-tailed deer, wolves and Irish elk, Deer Drive Legends 3DS takes you to the far corners of the earth to hunt some of the wildest animals rarely seen by the human eye - several even believed to be extinct. Captured in rich 3D environments, these animals are quick, deadly, and eager to turn you into dinner! Engage in vicious boss battles against the feared T-Rex, saber-toothed cats, and Gastornis. With diverse weapons to choose from like sniper rifles, crossbows, and high-powered shotguns, Deer Drive Legends 3DS is the ultimate hunting game you've been waiting for!
[h=3]Special offers[/h] - escapeVektor (Nnooo), Nintendo 3DS (Download), €5.00 (£4.49) until 22/8/13, 23:59 local time. Was €10.00 (£8.99). Nintendo eShop from 8/8/13
- Crash City Mayhem (Ghostlight) Nintendo 3DS (Card/Download) €9.99 (£8.99) until 22/8/13, 23:59 local time. Was €19.99 (£17.99). Nintendo eShop from 8/8/13
- Rising Board 3D (odenis studio), Nintendo 3DS (Download), €1.49 (£1.29) until 22/8/13, 23:59 local time. Was €1.99 (£1.79). Nintendo eShop from 8/8/13
http://www.computerandvideogames.com...bottle-galaga/
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August 6th, 2013, 23:53 Posted By: wraggster
654.12m. That amazingly high figure is the number of consoles that Nintendo has sold in the last 30 years.
That number breaks down into two parts, GoNintendoreports.
Firstly, Nintendo has sold 268.97m home consoles – that includes sales of the NES (Famicom), SNES (Super Famicom), N64, GameCube, Wii and Wii U.
Secondly, Nintendo has sold 385.15m handheld consoles – that includes all variants of the Game Boy, Game Boy Advance, DS and 3DS.
In addition, Nintendo has sold 2.195bn console games and 1.907bn handheld games.
The figures come as part of a financial release from the company that included a personal pledge from Nintendo president Saturo Iwata promising a return to form for the company.
“Nintendo posted an operating loss for the fiscal year ended March 31st 2013,” he stated. “However, we strive to regain ‘Nintendo-like’ profits for the fiscal year ending March 31st 2014 by providing many people with fascinating games and services.
“We continue to make brand-new and unique proposals and make efforts for the growth of the home entertainment industry with a mission that is to pleasantly surprise people and put smiles on the faces of everyone Nintendo touches.”
http://www.mcvuk.com/news/read/ninte...-years/0119717
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August 7th, 2013, 00:15 Posted By: wraggster
Moshi Monsters will return to retail this October in a reinvention of its hit DS titles.
Katsuma Unleashed for 3DS and DS focuses on a single Moshi Monsters character, and abandons the mini-game formula for platforming action. It is being developed by UK studio Sumo Digital.
Mind Candy believes the game’s new direction will broaden the Moshi Monsters audience beyond its core nine to 12 year-old demographic.
“Moshi Monsters is the No.1 licensed brand in the UK and Katsuma is one of our most popular characters,” head of marketing Andy Matjaszek told MCV.
“We’ve completely moved away from the previous two titles and we’re excited to have Sumo Digital on board with the development. “This isn’t necessarily your younger brother’s Moshi Monsters game: it’s an adventure so big that we have needed to add the third dimension.
“We hope our fans fall in love with Katsuma Unleashed and that it performs as well, if not better than our previous offerings.”
http://www.mcvuk.com/news/read/mind-...l-game/0119709
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August 7th, 2013, 01:02 Posted By: wraggster
Though StreetPass has proven to be extremely popular, you're much less likely to directly cross a fellow Nintendo 3DS user stateside than in the console's home country of Japan. But thanks to a new update, you'll now be able to pick up Mii avatar buddies via StreetPass Relay. When a 3DS user crosses a Nintendo Zone hotspot, their data is automatically stored and passed on to another 3DS owner who hits the same relay point. You'll find them in North America at Best Buy, Simon malls, Future Shop and AT&T WiFi hotpots located in Starbucks, McDonald's and Barnes & Noble. That'll help you scoop up friends to play new Mii Plaza games Mii Force, Flower Town, Warrior's Way and Monster Manor. They sold to the tune of $4 million in their first month, meaning you should have more potential players than ever hanging around your gate.
http://www.engadget.com/2013/08/06/n...eetpass-relay/
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August 7th, 2013, 01:16 Posted By: wraggster
Nintendo president Satoru Iwata says the firm will bounce back from a tumultuous early 2013 with "Nintendo-like profits" by the end of its current fiscal year.
Nintendo has struggled with Wii U's underperformance at retail globally, which it blamed on "the release of few key first-party titles ... to strongly drive the hardware sales".
In the firm's latest annual report, Iwata says the firm is "striving" to return to strong profits by the end of its current fiscal year ending March 2014 by way of its impending line-up of strong software releases.
"Nintendo posted an operating loss for the fiscal year ended March 31, 2013," admitted Iwata. "However, we strive to regain 'Nintendo-like' profits for the fiscal year ending March 31, 2014 by providing many people with fascinating games and services."
He went on, "We continue to make brand-new and unique proposals, and make efforts for the growth of the home entertainment industry with a mission that is to pleasantly surprise people and put smiles on the faces of everyone Nintendo touches."
While Wii U sales during Nintendo's first financial quarter (ending June 30) totalled just 160,000 units worldwide, software sales in the quarter came in at just over one million, taking lifetime software sales for the console to 14.44 million. That means the current Wii U attach rate is at about four games for each console - an encouraging sign, and one which suggests the Wii U install base is predominantly core gamers.
Nintendo's financial performance was also encouraging, with net profits of 8.6 billion yen (£57m / $88m), thanks largely to the strong performance of Nintendo 3DS. Hit that link for full details.
http://www.computerandvideogames.com...by-march-2014/
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August 7th, 2013, 01:18 Posted By: wraggster
Nintendo is to host a Nintendo Direct broadcast this Wednesday, August 7.
The company says global president Satoru Iwata and European boss Satoru Shibata will use the livestreamed event to provide updates on Wii U and 3DS software for 2013.
The Nintendo Direct broadcast will be streamed from the Nintendo Direct website tomorrow at 3pm UK Time (4pm CEST / 7am PT).
Last week, Nintendo announced that worldwide Wii U sales totalled just 160,000 units in the first financial quarter ended June 30, with software sales coming in at just over one million.
Notable first party Wii U titles set for release in the remainder 2013 include The Wonderful 101, The Legend of Zelda: The Wind Waker HD, Wii Party U, Donkey Kong Country: Tropical Freeze, Wii Fit U and Super Mario 3D World.
3DS performed better in Nintendo's last quarter, moving 1.4 million units and just over 11 million software units.
Nintendo's major 3DS titles still scheduled for release this year include Pokemon X & Y and The Legend of Zelda: A Link Between Worlds.
http://www.computerandvideogames.com...his-wednesday/
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August 7th, 2013, 01:23 Posted By: wraggster
For others who may never have had the pleasure, the stage you see below is from the legendary SNES game Pilotwings, specifically the third island in the game and the first time you get to try out the hang glider.
Here's the really exciting bit, though - that screenshot wasn't taken in Pilotwings. You can sort of tell, the island's more detailed than the blocky Mode 7 island in the SNES game.
No, this screenshot was taken from the upcoming fourth Super Smash Bros game, coming to Wii U and 3DS.
The screen was posted on the official Smash Bros site today with no further explanation. It was also posted on Miiverse with game director Masahiro Sakurai commenting: "This island looks familiar."
Too right it does, mate. Too right it does.
http://www.computerandvideogames.com...-smash-bros-4/
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August 7th, 2013, 01:53 Posted By: wraggster
Wii U owners hoping for a little Bethesda-brand steampunk/open world/pseudo-historical/massively multiplayer whatever may want to start grazing other pastures, as Nintendo's console is nowhere to be seen on the publisher's horizon.
"None of the game's we've announced are being developed for the Wii U, so it's guaranteed that none of those games are coming to Wii U," Bethesda VP of PR and marketing Pete Hines told us at QuakeCon, with regards to The Elder Scrolls Online, Wolfenstein: The New Order and The Evil Within. "Will any future ones come out? I can't say for sure, in our near-term focus it's not on our radar."
"It's largely a hardware thing," Hines said, explaining that Bethesda's mantra is to "make the games that we want to make, on whatever platforms will support them as developed." Giving an example, he said that The Elder Scrolls Online"likely would have" been released on Xbox 360, but that it "just wasn't possible" due to hardware limitations. Specifically referencing future announcements for the Wii U, Hines said that "it remains to be seen what the future holds."
This differs from the Wii U publishing reservations we've heard of from other companies, in that Bethesda's decision is based on hardware limitations, rather than the Wii U's lackluster performance at retail. EA, for instance, isn't bringing this year's installments of FIFA or Madden to Nintendo's platform due to the limited size of the console's installed user base. Similarly, Ubisoft was so confident that the Wii U would be unable to support the kind of sales it needed for Rayman Legends, that it delayed the game's release and extended its availability to other platforms.
http://www.joystiq.com/2013/08/06/wi...rt-term-radar/
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August 7th, 2013, 20:47 Posted By: wraggster
Console firm reorganises hardware and software divisions as it adapts to HD development
Nintendo is striving to make a return to “Nintendo-like” profits by the end of March 2014.
In the its annual report, company president Satoru Iwata said the firm had reorganised its development divisions to improvement efficiency in hardware and software creation.
The firm has previously admitted that it was struggling to adapt to HD game development for the Wii U, causing a number of delays to its release slate.
He also said Nintendo was increasingly looking at join development with external studios.
Iwata highlighted other initiatives including the Nintendo Web Framework for Wii U development and the expansion of its digital business as part of its plans to strengthen its competitiveness in the medium-to-long term.
http://www.develop-online.net/news/4...-by-March-2014
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August 7th, 2013, 21:18 Posted By: wraggster
Nintendo has at last confirmed a European release for Professor Layton vs Phoenix Wright on 3DS.
No firm release date was given other than early 2014.
A few other details were also confirmed in the Nintendo Direct broadcast this afternoon, a highlight of which was a European release date of October 4th for The Legend of Zelda: Wind Waker HD.
Also revealed was a fresh promotion for 3DS owners called ‘Welcome a Friend’. Running in Europe between now and September 7th, those who register a copy of Animal Crossing: New Leaf will be able to gift a free download of the game to any of their friends who register a 3DS.
Speaking of Animal Crossing – available now on Wii U is something called Animal Crossing Plaza, a free download that allows users to import photos and QR codes created in the 3DS game and share them with others.
Pokemon Rumble U and Sonic Lost World have been given a European release dates, too – August 15th and October 18th respectively. The Pokemon title is also getting 18 NFC figures released in the US exclusively via GameStop.
There were some 3DS confirmations, too. A digital version of cult platformer Super Mario Bros 2 is available now, as is Wild West steampunk outing SteamWorld Dig: A Fistful of Dirt. The Korg M01D synthesiser will be released some time this autumn.
http://www.mcvuk.com/news/read/profe...-dated/0119785
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August 7th, 2013, 21:28 Posted By: wraggster
Nintendo has been praised by new partner Platinum games over its partnership to bring Bayonetta 2 to Wii U.
“Working with Nintendo, one thing that comes out of that is that we're not able to cover up weaknesses in the core gameplay by making the graphics prettier or adding cutscenes, or whatever,” Platinum producer Atsushi Inaba told Gamasutra.
“The concern, first and foremost, is the core of the game and the quality of the gameplay. They really have our back in that sense. And that's actually a little bit unnerving, working with people who are such perfectionists in that sense.
“They know a lot about games, and they've been really great to work with. Our relationship so far with Nintendo hasn't been very long, but so far it's been a great experience. Not to say that we won't have some serious fights over things later, but so far it's been good.”
Platinum Games director Yusuke Hashimoto added that Nintendo has involved itself in the game’s development, but not in a way that hindered the studio’s vision.
“In certain terms, there have been instances where there's been feedback Nintendo brought to the game – where we come up with something and they'll be able to play it and provide it with feedback that we've been able to use,” he insisted.
“You tend to get tunnel vision when you're working on a game, so when suddenly this volley of advice lands from the outside, honestly, it's refreshing. And all of the things we want to do in the game, they're not standing in our way, in that sense.
“But it's almost as if they are a very critical player that can sit back and give us great advice on how we're creating the game. Really, Nintendo has been more as an observer, and really good to just let us do our work, but to point out some minor things throughout the course of development.”
Bayonetta 2 was revealed as a surprise Wii U exclusive back in September 2012. Inaba later stated that the game would not exist at all were it not for Nintendo’s involvement.
http://www.mcvuk.com/news/read/plati...ership/0119780
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August 7th, 2013, 22:12 Posted By: wraggster
Those skittish about buying an Xbox 360 in the wake of its coming replacement can go a little more future-proof with Nintendo's 2012 console. The drawback of the Wii U, though, is that the software lineup is distressingly thin, and third parties aren't doing much to thicken it up. At least the long-awaited Pikmin 3 is out now, and reinforcements are on the way. Most Wii U games (but not Pikmin 3) are $50 or less, so the gift card should help you kickstart your library. It's also worth noting that the console comes with Nintendo Land.
http://www.bestbuy.com/site/Nintendo...99208400050000
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August 8th, 2013, 01:09 Posted By: wraggster
Mario maker confirms it is still recording a loss for each unit of hardware sold
[h=3]Nintendo[/h]nintendo-europe.com
Those holding out hope for a Wii U price cut to combat system launches from Microsoft and Sony may want to brace for disappointment. A Nintendo representative confirmed for GamesIndustry International today that the company's hardware is still being sold at a loss.
Earlier this week, Nintendo's annual report cited Wii U hardware sales as a major factor in the company's 36.4 billion yen ($387 million) operating loss. In the same document, Nintendo president Satoru Iwata promised investors the company will "strive to regain 'Nintendo-like' profits" in the current fiscal year.
Selling hardware at a loss is a decidedly un-Nintendo-like practice. Iwata made headlines last October when he first revealed the company would be losing money on each Wii U sold. However, the following month Nintendo of America president Reggie Fils-Aime downplayed the significance of the profit shortfall, saying "as soon as we get the consumer to buy one piece of software, then that entire transaction becomes profit positive."
The Wii U launched in November with a white $250 basic set as well as a black $300 deluxe bundle. However the basic set has largely been dropped, with retailers like Best Buy, Walmart, and Target only stocking the more expensive version of the hardware in their online storefronts. Nintendo disputed reports in June that the basic set was being recalled.
http://www.gamesindustry.biz/article...ii-u-at-a-loss
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August 8th, 2013, 01:14 Posted By: wraggster
Nintendo of America has named four more classic games headed to the Wii U and 3DS Virtual Consoles in the coming months.
August 15 will see the arrival of the original NES Donkey Kong on the 3DS Virtual Console - the game that kickstarted the career of two of Nintendo's most iconic mascots, Mario and DK.
Tecmo Bowl will arrive on the handheld in September, Nintendo confirms, but retro gamers are likely to be more excited at the arrival of Super Mario Bros. 3, coming "soon" to both the Wii U and 3DS VC stores.
Wario Land 3, originally a Game Boy Color release, is also headed to 3DS "soon".
Earlier today Nintendo confirmed a long list of indie titles that Wii Ugamers can look forward to later this year.
18 games were shown in an indie showcase trailer, all of which are coming from European and Australian studios alone, without counting those in development in America.
http://www.computerandvideogames.com...rtual-console/
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August 8th, 2013, 01:16 Posted By: wraggster
Nintendo is suing a Florida-based website that its says sells unauthorised Nintendo games and hacking devices for Wii and DS.
Nintendo says that Hackyourconsole.com "blatantly promotes and sells unauthorized Nintendo games along with devices and services that circumvent the security in the Nintendo DS system and the Wii console."
The homepage of the site features claims of being an "official distributor" of various DS flash carts - including the well-known R4 cart - typically used to play pirated game software.
"The operator of HackYourConsole.com has developed a global business focused on selling unauthorized copies of Nintendo games and game-copying devices (such as the R4 device) used to circumvent the technological protection measures contained in the Nintendo DS family of hand-held systems," said Nintendo.
"The website operator, for a fee, also provides services to hack and modify the Wii console and allow the play of illegal software."
It goes on, "HackYourConsole.com also claims to be an authorized distributor for the yet-to-be-released 3DS Gateway cards. The Gateway device is promoted as operating similar to the R4 game copier for the Nintendo DS, which facilitates the play of illegally downloaded games.
"Game copying devices, such as the R4, severely undermine the sales of video games created by thousands of developers."
Nintendo has lead an aggressive assault on game piracy since the DS was plagued with the sale of popular flash carts that caused widespread piracy on the platform.
Last November, after numerous attempts by Nintendo to control R4 sales, the Japanese Ministry of Economy finally declared all R4 cards illegal in Japan.
A recent court case in the region ruled that two sellers of R4 flash cards must pay Nintendo and 49 other game developers nearly $1 million in damages.
The R4 has been illegal in the UK since 2010, when a ruling from the High Court in London deemed that - since it must circumvent Nintendo's security systems before it can work - it's not a legal device.
http://www.computerandvideogames.com...cking-website/
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August 8th, 2013, 01:18 Posted By: wraggster
Nintendo has revealed the Animal Crossing Plaza, an online Wii U community for fans of 3DS title New Leaf which is available for download now.
The limited-time service, which runs to the end of 2014, allows users to "post about your favourite animal neighbours, who wander the Animal Crossing Plaza".
http://www.computerandvideogames.com...rossing-plaza/Players can import images they took in Animal Crossing: New Leaf on 3DS as well as custom design QR Code patterns from their SD Cards, and organise them in albums.
Players can select their favourite animals in the Animal Crossing Plaza to post about those specific animals or view posts only about them.
In its Nintendo Direct broadcast today, Nintendo also announced an EU promotion allowing New Leaf owners to gift a free copy of the game to their friends.
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August 8th, 2013, 01:19 Posted By: wraggster
The Legend of Zelda: The Wind Waker HD will be available for Wii U on October 4, 2013 across the UK and Europe, Nintendo has confirmed.
The HD update was shown again during the Nintendo Direct stream today, in which Nintendo president Satoru Iwata detailed some of the changes Nintendo has made to the original game.
More game videos from CVG:
[ Theatre mode ]
Wind Waker HD will feature a "retuning" of the collection event which happens during the last half of the game, faster sailing and quicker Wind Waker actions, Iwata said.
"With these adjustments I hope that you can enjoy the game all the way to the end without losing your sense or immersion."
Another of the new features is an update to the Tingle Tuner, which allowed the GameCube version of the title to connect to GBAs for assisted play.
A new item called 'Tingle Bottle' allows players to interact with the Miiverse community from within the game. Messages can be typed or drawn, put in a bottle and then thrown into the sea. They'll then appear in other players' games.
Features
- The Legend of Zelda: The Wind Waker HD features 1080p visuals that will immerse players in the game like never before
- With the Wii U GamePad controller, it's easy to manage your inventory and view maps
- Players will enjoy cruising the open sea with a new sail that gives them more speed bringing them to their next destination and action-packed adventure that much faster
- Once players receive the "Tingle Bottle" item, they can connect with others by posting comments to Miiverse. Through this new feature, comments or screen shots posted on Miiverse will wash up in various locations, such as the shores, of other players' games. It's like finding a message in a bottle
- Players can also take and store a greater number of pictures as well as higher-quality photos with an improved Pictograph and then post them on Miiverse
- If the television is already in use, this game can been played off-TV on the Wii U GamePad
http://www.computerandvideogames.com...r-4-in-europe/
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August 8th, 2013, 01:20 Posted By: wraggster
The Legend of Zelda: A Link Between Worlds, the upcoming 3DS adventure previously known as A Link To The Past 2, will launch in Europe in November.
The sequel to the SNES classic was revealed during a Nintendo Direct broadcast in April. It was already scheduled to hit the US in November, but was only previously confirmed for release in Europe "toward the end of this year".
A Link to the Past 2 was renamed A Link Between Worlds during this year's E3, when a new trailer for the game was also released.
Today Nintendo also moved to explain the significance of the game's logo, which represents one of its key plot points:Link will undergo a new adventure across two worlds. In one world, the iconic Triforce exists, while the shadowy Triforce in the logo suggests the existence of another Triforce in a different world from where Link lives. Taking place long after the events of The Legend of Zelda: A Link to the Past, some of the game's scenery will be familiar to fans of the series, while its puzzles and dungeons are new.
Legend of Zelda producer Eiji Aonuma has said of the game: "We've been thinking about how to make the new one in a way that will excite the fans without alienating people who haven't played the original. We're paying close attention to that."
http://www.computerandvideogames.com...e-in-november/
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August 8th, 2013, 01:29 Posted By: wraggster
Spin the Bottle: Bumpie's Party is yet another corridor-heavy third-person shooter with snap-to cover and an apocalyptic storyline. Okay, that's all lies. It's actually a party game that uses the Wii U GamePad while ignoring the television entirely.It's a creepy/sexy party game, too - or at least it is when Oli, Ellie, Bertie and Martin play it. You sit around accepting motion-controller-based challenges and looking awkward whenever Ian Higton's glorious camera lens lingers over your face. Then you really hope that it isn't your turn next.This is all the work of Copenhagen-based KnapNok Games and the team's buddies at the Swedish indie studio Redgrim. It's available for up to eight players and it's released tomorrow! Check the video out below. It includes a gratuitous shot of the mechanic's joint behind the Eurogamer offices.
http://www.eurogamer.net/articles/20...es-party-wii-u
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August 8th, 2013, 23:36 Posted By: wraggster
Elder Scrolls Online and Dishonored publisher puts decision down to technical limitations
Bethesda has admitted that it has no intention of bring its titles, such as open world adventure series Elder Scrolls, to Nintendo’s Wii U for the time being.
Speaking to Joystiq at QuakeCon, the Skyrim and Dishonored publisher said the reasons for this were down to hardware limitations, and not the console’s market reach, which it has been struggling to boost for months.
“None of the game's we've announced are being developed for the Wii U, so it's guaranteed that none of those games are coming to Wii U,” said Bethesda VP of PR and marketing Pete Hines regards to the Elder Scrolls Online, Wolfenstein: The New Order and The Evil Within.
“Will any future ones come out? I can't say for sure, in our near-term focus it's not on our radar.”
Hines said that Bethesda’s intention is to “make the games that we want to make, on whatever platforms will support them as developed”.
http://www.develop-online.net/news/4...-Wii-U-for-now
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August 8th, 2013, 23:38 Posted By: wraggster
Nintendo president vows to keep company's roster of big-name franchises to itself
Don’t expect Mario, Zelda or Donkey Kong to appear on non-Nintendo platforms anytime soon.
That’s the message from Nintendo president Satoru Iwata, who says that while the move may be of short-term benefit it would not be in the long-term interests of the platform holder.
"If I was to take responsibility for the company for just the next one or two years, and if I was not concerned about the long-term future of Nintendo at all, it might make sense for us to provide our important franchises for other platforms, and then we might be able to gain some short-term profit," he toldCVG.
"However, I'm really responsible for the long-term future of Nintendo as well, so I would never think about providing our precious resources for other platforms at all.
"What I believe is that Nintendo is a very unique company, because it does its business by designing and introducing people to hardware and software - by integrating them, we can be unique. And because we have hardware and software developers in the same building, they stimulate each other," he said.
http://www.develop-online.net/news/4...multi-platform
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August 8th, 2013, 23:40 Posted By: wraggster
Nintendo shares users for co-op and multiplayer modes in Cubemen 2
Cubemen 2 on the Wii U will support cross-platform play with iOS, Windows, Mac, and Linux users.
The news, announced by Cubemen publisher Nnooo, is the first time Nintendo has allowed cross-platform play with something other than a Nintendo device.
“I’m really proud to be able to announce this,” said Nic Watt, Creative Director at Nnooo.
“We’ve spent the last few months working with both Nintendo and 3 Sprockets, the game’s developer, to make this a reality.”
3 Sprockets is targeting a release date sometime in late 2013 or early 2014, but has already launched on other platforms.
http://www.develop-online.net/news/4...-platform-play
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August 9th, 2013, 00:37 Posted By: wraggster
Here's the latest list of new digital content available from today on the US Wii U and 3DS eShops.
Fans of the classic NES DuckTales can now download WayForwards' remake, DuckTales Remastered for Wii U.
And leading the way on 3DS this week is Nintendo's latest RPG, Mario & Luigi: Dream Team.
Here's the full list:
Nintendo eShop on Nintendo 3DS
Mario & Luigi: Dream Team - Mario and Luigi embark on the adventure of their dreams in a hilarious action RPG that combines the real world with the wild landscapes of Luigi's imagination. In Luigi's dreams, anything is possible - legions of Luigis morph into forms like a bouncy tower or a wrecking ball. You can even poke a sleeping Luigi to alter events in his dream world. Mario & Luigi: Dream Team is available Aug. 11.
Nintendo eShop on Wii U
DuckTales: Remastered - DuckTales: Remastered is a beautiful reimagining of one of the most cherished 8-bit titles of all time. Embark on an authentic Disney adventure, as Scrooge McDuck and his three nephews travel to exotic locations throughout the world in their quest to retrieve the five legendary treasures. The game is available Aug. 13.
Spin the Bottle: Bumpie's Party - Turn off your TV, get your friends and family together, sit in a circle around the Wii U GamePad and play Spin the Bottle: Bumpie's Party. Look at each other, do silly challenges, have fun and get a little closer.
Virtual Console on Wii U
Romance of the Three Kingdoms IV Wall of Fire - It's the Second Han Dynasty and China is on the verge of collapse. Infighting among the court families and the emergence of powerful warlords dominate the landscape. The struggle for power has brought an era known as the Three Kingdoms. As a ruler during these difficult times, it's up to you to unify a country torn apart by rebellion.
Nintendo eShop Sale
escapeVektor - The award-winning and critically acclaimed escapeVektor is on sale for 50 percent off starting today through 9 a.m. PT Aug. 22 in the Nintendo eShop on Nintendo 3DS. Grab this fast-paced, retro-styled arcade game and help Vektor escape the evil CPU.
Also new this week:
- Smash Bowling 3D (Nintendo eShop on Nintendo 3DS)
- SteamWorld Dig (Nintendo eShop on Nintendo 3DS)
- Tangram Style (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...s-mario-luigi/
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August 9th, 2013, 00:44 Posted By: wraggster
3D strategy game Cubemen 2 will be the first Wii U title to support cross-platform play with something other than another Nintendo product.Cubemen 2.
Players will be able to play the Wii U version of Cubemen 2 with their friends who own the PC, Mac, Linux or iOS versions of the same game, publisher Nnooo has announced.While the Wii U version of Cubemen 2 isn't due until "late 2013 / early 2014," the strategy title came out earlier this year on its other platforms where the community has generated over 4000 user-created levels that will be available for Wii U players. Additionally, it will support up to six-player multiplayer in both co-op and competitive modes. The game contains five game modes such as Capture-the-Flag, Territory and Rescue. For more information, check out Cubemen 2's official site."We're excited to be working closely with Nnooo and Nintendo to bring a new dynamic to a Nintendo platform," said developer 3 Sprockets director Seon Rozenblum. "We're bringing the gaming community together, offering true cross-platform play and user generated content across multiple platforms and devices and we are ecstatic to be including the Wii U in our lineup for Cubemen 2."The Wii U previously featured cross-platform support with the 3DS version of Monster Hunter 3: Ultimate, but that was another Nintendo system and it was limited to local play. Cubemen 2, however, marks the first time the Kyoto-based company has linked support with some of the most popular platforms around, which could mark the start of a huge trend if it takes off.
http://www.eurogamer.net/articles/20...with-cubemen-2
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August 9th, 2013, 00:49 Posted By: wraggster
The next games in the Pokemon series, X and Y, will feature "mega evolutions," according to a translation of a recent CoroCoro Japanese magazine by Serebii.
The translation lists a number of evolved Pokemon accessible in the upcoming games, along with their abilities: MegaBlaziken (Speed Boost), MegaAbsol (Magic Bounce), MegaMawile (Huge Power), MegaMewtwo (Insomnia), MegaLucario (Adaptability) and MegaAmpharos (Mold Breaker). Serebii notes that Mawile and its mega form are Steel and Fairy types as well.
MegaMewtwo was first revealed for Pokemon X and Y in April, and a video later showed its evolution from Mewtwo itself. We're going to miss calling it Mewtwo With a Handle, honestly.
http://www.joystiq.com/2013/08/08/re...ga-evolutions/
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August 9th, 2013, 00:57 Posted By: wraggster
Retro action platformer Rex Rocket will be coming to Wii U, Nintendolifereports. Rex Rocket's Kickstarter backers received an update confirming that Nintendo has approved developer Castle Pixel as a Wii U developer. The Wii U version should arrive "sometime after the official PC game release," which is slated for this January.
Castle Pixel's Robert Maher tells Joystiq that an iPad port is also being tested, and some of its touch features should make it into the Wii U version. Maher is also still interested in 3DS, PlayStation Vita and PlayStation 3 ports, though they may have to wait until the Wii U version is completed.
http://www.joystiq.com/2013/08/07/re...ting-to-wii-u/
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August 10th, 2013, 22:19 Posted By: wraggster
We talk about the Wii U being a failure - but assessing Nintendo by wider industry standards ignores the company's unique position
[h=3]Nintendo[/h]nintendo-europe.com
Here's a great Nintendo conspiracy theory which I offer for free to any swivel-eyed forum wonk who wants it: the Wii U is selling terribly badly right now, and suffering from a software drought that's impressive even by Nintendo's standards. It also transpires that the console is still being sold at a loss, with the company taking a hit on every unit of hardware sold (even despite the weakened Yen). Now, let's add two and two together to make whatever number we fancy, and decide that Nintendo actually has fully-fledged Zelda and Mario Kart games for the Wii U sitting in a darkened room somewhere in Kyoto, but is waiting for the hardware to be profitable before unleashing them. There you go! One Internet-forum ready conspiracy theory. Use it as you wish, although in a peculiar twist on the notion of Creative Commons, I'd really rather if you didn't attribute it to me.
This is the kind of daft thinking that, while unquestionably in the realms of the silly, almost starts to make sense when we're talking about Nintendo. This is not a company that really fits with the rest of our industry. It plays by very different rules - in fact, it's at its most successful when it completely ignores what everyone else is doing and goes off on a tangent, both creatively and commercially. The firm's lowest ebb, commercially (though by no means creatively) speaking, was arguably the GameCube - I'm ignoring outright failures like the Virtual Boy here, obviously - a console that was quite lovely in many ways, but which simply didn't offer enough to distinguish itself from the competition. It was square and it had a slightly different controller, but functionally there wasn't much to choose between a GameCube and a PS2 (or latterly an Xbox), so it foundered. A generation later, Nintendo ruled the roost with a console that looked and acted nothing like a PS3 or Xbox 360.
"Pundits who engage with Nintendo do so at grave peril - this isn't a company whose motives can be gauged in the same way as other firms in the games business"
This is, in large part, why making predictions about Nintendo is a fool's game. Pundits who engage with Nintendo do so at grave peril - this isn't a company whose motives, thought processes and reactions can be gauged in the same way as other firms in the games business. It's also not a company whose market is terribly well understood by most games business commentators and analysts. In fact, I often wonder if Nintendo's market is terribly well understood by Nintendo itself, at least outside Japan.
I don't mean to make Nintendo sound like some kind of mysterious black box whose workings can only be hinted at, never understood. It is nothing of the sort. It is, however, radically different from any other company in the games industry. Unlike Sony or Microsoft, Nintendo is a pure game company whose platform strategy features no broader objectives or ulterior motives - it simply wants to make money from each game console it launches. Unlike any game publisher (and Nintendo remains pretty much the world's largest game publisher, a factor we should never overlook when thinking about their strategy), Nintendo is a hardware company - its entire philosophy is founded on the notion of creating hardware and software in a somewhat symbiotic, complementary process, on owning and controlling a platform for which it then releases its world-beating game software.
If those differences are obvious, then others, perhaps, are not. For one thing, Nintendo has a long-term outlook that's quite unusual in the games business. It does not answer to shareholders and investors to the same extent that other games companies must, thanks to a combination of large shareholdings by individuals and organisations connected to senior management or to the Yamauchi family, and general passivity on the part of Japanese institutional investors. It is sitting on an enormous pile of cash, easily enough to fund years of loss-making activities, or indeed the launch of an entire new console platform. It could launch new platforms several times over before the accountants started breaking a sweat, in fact, which sets Nintendo apart from much of the rest of the industry - and crucially, makes it into a very different proposition from early 2000s SEGA, for whom the Dreamcast truly was the last roll of the dice.
"Nintendo could launch new platforms several times over before the accountants started breaking a sweat, which sets it apart from much of the rest of the industry"
Like many others, I am a proponent of the argument that as a consequence of those and various other cultural differences, Nintendo doesn't actually act like a game company - it acts like a toy company. It evaluates the performance of its products and the necessity of tweaking its strategy from the standpoint that these products are expensive toys, a seemingly minor difference of perspective that ultimately yields very different decision making. I've also argued before that Nintendo views IP quite differently to other platform holders - where Microsoft, for example, sees Halo as an IP that can be deployed to help launch and sell a platform, Nintendo views Mario, Zelda, Pokemon and their ilk as the company's crown jewels, with platforms being built to support those and other franchises, not vice versa. The notion of rushing out a Mario game to support the launch of a console is largely alien to Nintendo, for whom a failed console launch is better than a failed Mario game, in the long term.
What this all means, and why it's all particularly relevant right now, is that "failure" means something different to Nintendo than it does to the rest of the industry. We're talking in terms of the Wii U being a failure right now - and right now, it is, on anyone's terms. It had a damp launch that even the excellent ZombiU couldn't rescue, has stumbled through the first half of 2013 and has just posted jaw-droppingly poor figures for sell-through in the second calendar quarter of the year. Wii U is a failure right now, by the standards of the games industry and, to some extent, by the standards of Nintendo.
To some extent. That's important, because while the rest of the world may see what happens from now as last-ditch rescue attempts by a company with its back to the wall, I don't think that Nintendo itself harbours too many doubts about its ability to make the Wii U into a viable platform for its games. As my daft conspiracy theory illustrated, so far Nintendo has barely brushed the Wii U with its key franchises. Indeed, the extent of the company's enormous focus on the 3DS this year has arguably left the Wii U genuinely neglected, which is simultaneously a case of dropping the ball (a new console launch needs support) and of quite sensibly making hay while the sun shines (the 3DS is a money-printing machine right now).
If there are people in Nintendo HQ right now thinking, "Wii U can languish for a bit - when we release really big software for it, people will pick one up at that point," then they may be a little bit arrogant but they do have over 20 years of history to look at and conclude that they're absolutely correct. In the end, Wii U at its very worst will probably sell GameCube level numbers, perhaps even Nintendo 64 level numbers, because those numbers represent the people who are happy to go out and buy a Nintendo console in order to play Nintendo's biggest and most beloved games, even if third-party support is utterly lacking and the console isn't getting mass-market traction. They're the core Nintendo fans, and there are a whole lot of them - many of them the kind of people who play on other game systems most of the time, but wouldn't dream of missing out on each generation's Zelda, Mario or on any of the other quirky, beautifully crafted games Nintendo releases.
"Nintendo's launches are toy launches, not the setting out of decade-long grand visions for home entertainment, and a failed toy can always be replaced by a successor next year"
If we're asking, "what does failure look like for Nintendo," we might equally flip the question and ask what success looks like. Few people in the games business would call the N64 or the GameCube a success story, yet from Nintendo's point of view, both consoles made enormous amounts of money and helped to launch or cement the reputation of some of the company's most beloved and enduring games. Would Nintendo like to sell over 100 million units of the Wii U, as it has with the Wii? Of course it would. Will it throw up its hands in abject despair if it only sells 30 million units? Absolutely not. 30 million units with a great tie ratio is still a hugely profitable console - and while the markets may abhor the notion of a company's market share declining in this way, Nintendo is far less in thrall to stock price than most companies in this industry.
Whenever I see someone proclaiming the death knell of a Nintendo console (usually accompanied by a statement on the inevitability of their move to working on iOS games or the likes), I'm always reminded of a comment Satoru Iwata made to me in an interview after the unveiling of the Wii controller at TGS several years ago. I asked him what Nintendo would do if the public didn't take to the Wii, and the whole risky idea flopped. He quite comfortably responded that Nintendo would just go back and try something new. The finances support it, and more importantly, the company philosophy supports it - Nintendo's launches are toy launches, not the setting out of decade-long grand visions for home entertainment, and a failed toy can always be replaced by a successor next year. Yet "failure" and "success", it transpires, are relative metrics. If we're going to be using the word "failure", we need to start asking what "failure" is, what "success" looks like - and assessing companies and products according to what they are and how they act, not according to some imaginary contest that makes for better media narrative than it does corporate strategy.
http://www.gamesindustry.biz/article...ke-to-nintendo
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August 12th, 2013, 00:42 Posted By: wraggster
Sega Europe president Jurgen Post remains hopeful that the three Nintendo exclusive Sonic games will help boost Wii U sales.
During an interview with MCV Post discussed the recent three-game deal with Nintendo, as well as his concerns regarding the Wii U's slow start.
Post says that Sonic is a good fit for Nintendo, as "historically Sonic games have always sold very well on Nintendo platforms." According to Post, Sega and Nintendo have always worked well together, noting that "the first game Sonic debuted on after we stopped making hardware was a Nintendo platform."
It was reported yesterday that the Wii U is selling at a loss, as retail giantAsda in the UK has suspended Wii U stock.
When asked if the Wii U's slow start is a concern, Post admitted it is, but remains hopeful that Sonic can turn it around. Claiming that Sonic: Lost World "might just be our best Sonic game yet", Post is confident that its release will help boost sales of the console.
Post holds hope for the console, particularly after Nintendo's E3 presentation, saying he thinks it help "people think that things might change."
He goes on to point out that the mention of the 3DS price drop at E3 could point to a price drop for the Wii U.
The Wii U sold just 160,000 units globally in Nintendo's first financial quarter. Nintendo CEO Satoru Iwata accepted the blame for the poor Wii U sales earlier this year, and has now pledged to "strive to regain 'Nintendo-like' profits" in the current fiscal year.
http://www.computerandvideogames.com...t-wii-u-sales/
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August 12th, 2013, 00:48 Posted By: wraggster
Nintendo has announced the biggest change to Pokémon's evolution mechanic since the series' inception.Select monsters in the upcoming 3DS games Pokémon X and Y will now be able to undertake a limited-time Mega Evolution during battle, unlocking powerful new forms with altered stats and types.Initial reaction to the new feature - leaked yesterday in early copies of Japanese magazine CoroCoro (thanks, Serebii) - has been mixed. The biggest bugbear among fans is that it bears more than a passing resemblence to the mechanics of Pokémon's longtime rival Digimon.But there are differences - only specific Pokémon breeds will be able to Mega Evolve and only if they are in possession of the correct rare item which unlocks the ability.For example, fully-evolved third-gen starter Blaziken will need Blazikenite - an item not usually found within the game. Nintendo will be distributing it free via Wi-Fi (along with Blaziken's unevolved form Torchic) for a limited time after X and Y's launch.Another big series shake-up is the ability to train your Pokémon outside of battle via Super Training - touchscreen games with your squad that can raise their base stats. Your critters can also now train via themselves with Core Training, unlocked with training bags earned while Super Training.
http://www.eurogamer.net/articles/20...on-for-x-and-y
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August 12th, 2013, 00:58 Posted By: wraggster
The 2D, Metroid-inspired adventure Ghost Song: A Journey of Hope has received a $60,000 Wii U stretch goal now that its Kickstarter has surpassed the $15,000 goal for Mac and PC versions.
Ghost Song will take place on Lorian V, a moon riddled with the mutated corpses and ghosts of past explorers. Ghosts are freed from existence once their physical remains are destroyed, a mercy the game's protagonist is determined to distribute.
Ghost Song Lead Matt White cites Super Metroid as an influence to its gameplay and Dark Souls as a reassurance that hiding interesting areas behind trick walls is actually okay. Despite the latter influence, the game's Kickstarter page describes a "tough but fair" mentality with "optional areas that may be a bit harder."
At the time of this writing, Ghost Song has obtained $22,618 of its initial $15,000 goal. The Kickstarter campaign will conclude on September 4.
http://www.joystiq.com/2013/08/11/me...-stretch-goal/
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August 12th, 2013, 01:00 Posted By: wraggster
The oceanic, turn-based RPG series Squids is riding a current to the 3DS and Wii U eShop this fall in Squids Odyssey.
The port is a remake of the two existing Squids games, Squids and Squids Wild West. The series follows the species' efforts to save the ocean from a black ooze pollutant that turns sea life into Venom violent mutants. Players slingshot members from a squad of Squids at their opponents, dealing damage by crashing into them. It's comparable to a game of pool, only pool doesn't involve propelling creatures into each other in a fight to their death.
Squids can belong to the shooter, scout, trooper or healer classes, but a fifth type will debut in Squids Odyssey. Fresh levels and items are also planned, as are "completely revamped" controls to take advantage of each platform's strengths, according to the announcement.
http://www.joystiq.com/2013/08/10/sq...i-u-this-fall/
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August 12th, 2013, 01:01 Posted By: wraggster
Mario's role-playing forays provide a welcome diversion from the franchise's saccharine, straightforward personality. As great as most Mario games are, the RPGs are appreciably different, almost irreverent in how they twist that fallback of plumber-saving-princess into something weird, wonderful, and witty.
For all its strengths, Mario & Luigi: Dream Team falls a bit shorter than hoped on wit and wonder, but what I find most lamentable is its struggle to be weird, because it has such the opportunity to. Setting half the game in Luigi's psyche is inspired; there's much that can be done with Mario's second-fiddle sibling. Sadly, it's never capitalized on, at least not in the script. Instead, it's up to the amusing peripheral cast and vivid combat to sustain Dream Team, and happily they do, just about.
http://www.joystiq.com/2013/08/10/ma...imes-a-snooze/
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August 12th, 2013, 01:05 Posted By: wraggster
I've been looking at the information from Red Coin Games to see if this is the real deal. It certainly seems legitimate, with the official Twitter account confirming the game's existence earlier today. They haven't tweeted out a link to the trailer or the platform info just yet, but the YouTube info details where the game will release.
Also worth noting, Chris Sawyer is now working on the project. He's the original creator of the RollerCoaster Tycoon franchise. Thanks to SnowyDay for the heads up!
https://twitter.com/redcoingames
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August 12th, 2013, 19:57 Posted By: wraggster
The Wii U’s full retail price of between £250 and £300 is not the reason for its market struggles.
That’s according to Nintendo president Satoru Iwata who told CVG that the comparatively higher sales of the more expensive Premium SKU disprove the theory.
"If the price is actually an issue then there is some contradiction between the current sales balance between the Basic and Premium versions of the Wii U," the exec argues.
"The Basic version should have sold a lot, but the fact of the matter is that people are buying more of the Premium version. So the issue is not there."
So what does Iwata blame for the console’s stuttering start?
"I understand that the real issue is the lack of software,” he believes. “The only solution is to provide the mass-market with a number of quality software titles."
Although Nintendo UK still insists that it doesn’t set RRPs for its hardware in the UK, the Wii U Premium retails full-price at £300 and the Wii U Basic at £250.
There have been discounts, most notorious of which was Asda’s decision to cut the Basic to £150 not just once but twice – the supermarket’s subsequent decision to remove the Wii U from its shelves completely last month was therefore not a huge surprise.
An official price cut for the hardware remains unlikely, with Nintendo confirming last week that it still sells the machine at a loss. PS4 and Xbox One will launch later this year priced at £350 and £430 respectively.
http://www.mcvuk.com/news/read/iwata...-issue/0120002
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August 12th, 2013, 21:39 Posted By: wraggster
Unless you live in a densely populated city, you probably struggle to make the most of the 3DS' StreetPass feature -- it's why Nintendo implemented a StreetPass Relay program earlier this month. Now, less than a week after the Mii-sharing setup launched, the gaming community has found a way to exploit it. Users on the GBATemp forums have discovered that spoofing the MAC address of a known Nintendo Zone router while broadcasting the correct SSID creates a homemade relay that pulls the latest StreetPass data from Nintendo's servers. This trick allows gamers to remotely share StreetPass data from the comfort of their own home.
It's not a gateway to unlimited passes, however -- just like with local 3DS systems, the relay stations will only share data with an individual handheld once every eight hours, requiring die-hard "homepassers" to manually change their spoofed MAC for each additional StreetPass they want to collect. There is also some concern that Nintendo will notice this remote StreetPass setup and block the known MAC addresses (or worse, infringing handhelds) in an attempt to combat exploitation. Convoluted? Sure, but it's still pretty impressive. If you're feeling bold, check out the adjacent source links to get started; the community has created tutorials for Android, Linux, OSX and Windows, complete with a spreadsheet of viable MAC addresses.
http://www.engadget.com/2013/08/12/3...s-build-their/
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August 12th, 2013, 21:40 Posted By: wraggster
If you've been waiting for a price drop before upgrading to a 3DS XL, Nintendo has the next best thing for you: a refurbished trio of its up-sized 3D handhelds. They typically run $200 new, but you can get a redone unit for $170, or $180 with a 16GB SD memory card, in red, black or blue direct from the manufacturer. If you don't mind dropping the XL, a reworked aqua blue or midnight purple 3DS has lowered fromApril's price of $130 to $120, or $50 off compared to new. In all cases, Nintendo refurbs come with a one-year warranty and -- aside from the possibility of some "minor cosmetic blemishes" -- the Japanese manufacturer assures us that its quality standards are "VERY high". (Their caps, not ours.)
http://www.engadget.com/2013/08/12/n...rbished-3dsxl/
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August 12th, 2013, 21:50 Posted By: wraggster
Nintendo's commitment to indie developers will be the central theme of its presence at GDC Europe next week in Cologne, Germany.
The platform holder will host two sessions designed to show how indie game developers can create unique software experiences for Wii U.
- Application Development with HTML and Java Script for Wii U:
Highlighting the way that developers can quickly develop Wii U software using Nintendo Web Framework.
Monday 19th August, from 13:00 - 14:00, speakers: Martin Buchholz (NOE), Svyetoslav Pidgornyy (NOE)
- Unity, Wii U and You:
Focusing on the benefits for developers through Nintendo's collaboration with Unity, demonstrating the technical advantages of using Unity and the process of getting your title published on Wii U.
Tuesday 20th August, 13:00 - 14:00, speakers: Wayne Johnson (Unity), James Steele (NOE)
Nintendo has ramped up its indie support in recent months with a set of revised developer policies. Registered developers can now set their own prices and release dates for their titles, with no sales thresholds or concept approval processes required.
In early August, Nintendo of America business development manager Dan Adelman stated that there would be "20 to 30" indie games coming to the Wii U eShop by the end of 2013.
Shortly after, Nintendo released a montage trailer showcasing 18 Wii U indie games currently in development at European and Australian studios.
GDC Europe takes place in the days leading up to Gamescom, which kicks off August 21.
Nintendo confirmed plans to attend Gamescom in February, having skipped last year's show. Microsoft Studios boss Phil Spencer will providethe opening keynote at Gamescom, while Sony and EA will host press conferences on August 20.
http://www.computerandvideogames.com...at-gdc-europe/
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August 12th, 2013, 22:56 Posted By: wraggster
Reader PaperLink64 emails in to let us know that the entire Commodore 64 Virtual Console library has up and vanished from the Wii Virtual Console in North America. I haven't had a chance to check this out myself. Can anyone else out there confirm/deny this news?
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August 12th, 2013, 23:11 Posted By: wraggster
Newo Tokyo is a Demo / ScreenSaver / Illustration. A demonstration program. A random path is generated from 9000 dots and is followed by the camera. Press A to randomize the colours. Press 2 to take a screenshot. Right Arrow to change line width.
http://wiibrew.org/wiki/Newo_Tokyo
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August 12th, 2013, 23:36 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7657.0.html
Nickname: BassAceGold
Project Name: BAGASMI Roulette
From: Canada
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Kinda (interpreter source linked below, script pasted below)
In a past NEO Compo this project won in the top 10: No
BAGASMI Roulette is a simple text based roulette game scripted using BAGASMI http://www.neoflash.com/forum/index....ic,7644.0.html.
This game is played with a group of people, where you can pass your DS around.
Essentially, There is a revolver with 6 chambers and 1 chamber contains a bullet. You fire this revolver by pressing the A button. If you fire and the chamber is empty, you are safe. The game continues by passing the DS to the next person (who then fires the gun, and so on and so forth) until the chamber with the bullet is fired--in which case, whoever fired the bullet loses.
It's a simple time wasting game, or perhaps an entertaining drinking game!
Script code here:
Code: [Select]
[Console 1]
_start:
;clear console
CLRS
;since the game is just starting, we can skip right to the beginning
JUMP GameStart
;game over text
GameOver PRINT "*BANG!* You lost.\n"
;initialize our revolver, jump with jump back flag initialized
GameStart JUMP Reload, #0
;then print out the game instructions
PrintText NOP
PRINT "\n~BAGASMI Roulette!~\n"
PRINT "Press A to shoot.\nPress B to exit.\nSelect to clear console.\n\n"
;loop to keep game running
GameLoop NOP
;store current key presses in register 0
GETKEY $R0
;Check if B button (#2) is newly pressed to exit script
CHKKEYNEW $R0, #2, Exit
;Check if Selected (#4) is pressed to clear the console
CHKKEYNEW $R0, #4, ClearScreen, #0
;if A button (#1 value) is newly pressed, check to see if shot is legit
CHKKEYNEW $R0, #1, CheckChamber, #0
VSYNC
;otherwise, continue game loop
JUMP GameLoop
;exit the script
Exit HALT
;clear screen
ClearScreen CLRS
JUMP PrintText
;check if chamber was empty or not
CheckChamber NOP
;if our shot is equal to the chamber that is loaded,
;then the game resets for another go
IFEQ shotCounter, chamber, GameOver
;otherwise, increase the shot counter, and try again
INCR shotCounter
;let the user know they are safe
PRINT "*CLICK* Safe!\n"
JMPBK
;loads a single shot into a random chamber
Reload NOP
;pick a random chamber from 0 - 6 (6 chambers)
RANDM chamber, #6
;reset the shot counter
SET shotCounter, #0
JMPBK
;Set up our six shooter here
chamber DATA #0
shotCounter DATA #0
Binary Download Here: https://www.dropbox.com/s/0hcq2nl8hj...I-Roulette.zip
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August 12th, 2013, 23:37 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7659.0.html
Nickname: lbarasc
Project Name: Ball and Flag
From: France
Division: Game
Platform: NES
Original Enter: Yes
Support Motion: No
Open Source: soon
In a past NEO Compo this project won in the top 10: No
This is my little game for NES. I am very happy because this is my first compo for Neo Coding.
The game :
You control a ball in a labyrinth. you must find a flag before time expires.
I add bombs in the game to destruct blocks. You earn one bomb each completed level.
At the beginning the game is easy no more blocks, keep the bombs for harder levels.
Blocks are added for each level, the game could be quickly hard.
Control the ball with the gamepad, launch bombs with A button.
Run perfectly in emulator like Nestopia or VirtuaNES.
Run with graphical bug on Everdrive N8.
Not tested on Powerpak.
Check screenshot
Please download the ROM and play it.
Gameplay video on Youtube
Original dev forum
http://forums.nesdev.com/viewtopic.php?f=22&t=10353
My blog about famicom and dev
http://powerfamicom.tumblr.com/
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August 12th, 2013, 23:45 Posted By: wraggster
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August 13th, 2013, 02:42 Posted By: wraggster
Has Nintendo of America fallen on hard times? Why else would the company make one of its most beloved characters (or, at the very least, the brother of one of its most beloved characters) take Windy City public transit? Oh, that's right, the gaming giant has decked out the "L" train with ads for its new Super Luigi U title. The mustachioed plumber is riding the Brown Line in this Twitter shot, so be sure to be on the lookout for suspicious looking dinosaurs in the area (if you see something, say something). No word on whether he'll be making house calls today.
http://www.engadget.com/2013/08/12/caption-contest/
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August 13th, 2013, 11:05 Posted By: wraggster
via http://www.aep-emu.de/
Shunyuan updated his soundplugin for N64 emulators.
The release/diskussion thread at pj64-emu.com could be found here.
Quote:
Shunyuan´s HLE audio plugin v1.8.2
---------------------------------
HLE audio plugin v1.8.2
---------------------------------
HLE audio plugin is written by Shunyuan with features:
* Zilmar´s audio plugin spec #1.2 for pj64-2.0, spec #1.1 for other emulators
* XAudio2, DirectSound8 and No Sound driver support.
* XAudio2 upmix to 5.1 ~ 7.1
* prebuffer stream audio
* HLE interface
* LLE interface
* audio thread to update sound buffer
* tested with pj64 1.6, pj64 1.7, pj64 2.x,
1964 svn r146, 1964_ultrafast 3.0, and mupen64 5.1.
* auto sync game to audio
* dynamic plugin interface
* Lua interface to tweak per game settings
Special thanks:
CXD4 for his LLE RSP plugin, source of rsp_interface here.
and nintendo1889 for testing and push me to improve the audio quality of this plugin every time.
--------
Note:
--------
From 2013/04/23 to 2013/05/17
I have implemented all the features that I need, so there won´t be a new release in short time.
Thanks for people that help me to develop and debug this plugin.
------------
Lua script to tweak per game settings
---------------
view the Lua script here:
------------
Bug Report
------------
Please post your bug report with following information:
(1) OS & System spec
Windows 7 - 32 bit, 4 GB RAM
(2) emulator spec
Project64 2.1
(3) Plugin version
HleAudio 1.7.1
(4) Game and setting
RR64 (USA)
Sound Driver=XAudio2
Playback Rate=48000
Fixed Audio Timing=0
Sync To Audio=0
VI Refresh Rate=2200
AI couter per byte=500
(5) bug description
audio speep-up (too fast)
....
(6) Did this bug exist in previous version of HleAudio?
(7) Audio Record (optional, but very useful)
download link
--------
Then I will try to fix the bug if possible.
--------
History:
--------
v1.8.2
* Fixed Excitebike 64 sound crackling
(Counter Factor=1, Fixed Audio Timing=0, Sync using Audio=0)
* add new settings for Lua script
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August 13th, 2013, 11:10 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.5-1758 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:
- [Android] Use a HashMap in PrefsFragment.java instead of two CharSequence arrays.
- [Android] Seems like InputConfigFragment.java also had explicit list indexing. Removed it from here too.
- [Android] Remove unnecessary explicit indexing of entries in a List within AboutFragment.java
- Software Renderer: Show each backend's display name instead of its short name in the config dialog.
- ShaderGen: Optimize out most function calls for uid generation.
- LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.
- ShaderGen: Static inline everything.
- PixelShaderGen: Optimize shader uid data order.
- VertexShaderGen: Optimize shader uid data order.
http://www.sendspace.com/file/1nmof0
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August 13th, 2013, 11:16 Posted By: wraggster
via http://www.emucr.com/
Nintemulator SVN r22375 is compiled. Nintemulator is a work in progress multi-system emulator. Plans for emulated systems are NES, SNES, N64, GB/GBC, GBA, NDS.
Nintemulator SVN Changelog:
r22363
SFC: Finally fixed Super Mario World! Graphics are screwy though, must investigate
---------------------
r22360
SFC: Refactoring before I start debugging and find out what is wrong with Super Mario World
http://www.sendspace.com/file/0nxfxs
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August 13th, 2013, 11:17 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4716 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:
r4716
fix HLE BitUnPack and clarify historical crc16 bugs.
---------------------
r4715
clarification to chipId in retail slot-1 device
---------------------
r4714
clean up fake bios definition (add some asm comments and merge old codepaths); fix SWI3 patch on arm7; fix disassembler to be able to view arm7 bios (bios protection logic had crept in to interfere)
---------------------
r4713
fix SWI HLE fail to boot from firmware regression from r4705
---------------------
r4712
refactor slot-1 to object oriented interface; clean up and clarify a lot of firmware boot process and card-eject handling stuff. I probably broke some things, but I'm in the mood lately to tidy it up as soon as anyone notices
---------------------
r4711
fix linux build
---------------------
r4710
core: - remove old boot code
http://www.sendspace.com/file/0knn50
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August 13th, 2013, 23:50 Posted By: wraggster
Platfrom holder Nintendo believes The Wonderful 101 can draw in new fans to Wii U.
The firm hopes to reignite excitement behind its ailing console with a mixture of new titles supported by Nintendo’s franchises.
The Wonderful 101 is developed by Platinum Games and has received positive previews from the press. It has also been on display at UK events including MCM Manchester and Hyper Japan.
“It’s not a niche game and so it has the potential to transcend to a wider audience, which I think is an opportunity for both console and the game brand,” said Nintendo UK product manager Danielle Robinson.
http://www.mcvuk.com/news/read/ninte...esh-ip/0120077
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August 13th, 2013, 23:55 Posted By: wraggster
Earlier this month, Ghostlight launched an unusual appeal to help bring DS RPG Shin Megami Tensei: Devil Summoner 2.
The UK publisher stated that if it could generate 1,800 pre-orders for the game through its online store, it would be able to afford the manufacturing costs.
It’s a campaign reminiscent of the wave of Kickstarter and other appeals that have spread across the internet for the past 18 months. But Ghostlight’s PR man Ross Brierley says the difference is that this project, unlike most crowd-funding initiatives, is not being funded from scratch.
“We have the game ready and we’ve localised it,” he explains. “Unfortunately with the 3DS being out for a while now, the DS is coming to the end of its life and there’s just not much shelf space for DS games – quite understandable.
“So we couldn’t get enough orders for retail. But we’ve done all the hard work and people are asking for it, so we would like them to be able to play it. As long as we can cover our costs for the manufacturing, we can get it out to them.”
Given the state of the market right now, it may seem easy to blame problems like this on economics but another publisher explained to MCV that DS manufacturing costs are genuinely still quite high, even this late into the handheld’s lifecycle.
"We've done all the hard work and people are asking for
Devil Summoner 2. As long as we can cover our costs
for the manufacturing, we can get it out to them." Ross Brierley, Ghostlight
Nintendo requires all DS games to launch with a minimum run of 4,800 copies. If you factor in production of both the box and the cartidge, distribution, applying for age ratings and the myriad of other costs involved in manufacturing a game, you rack of a bill close to the £100,000 mark.
That’s £100,000 just to get your game out of the door, and if you don’t sell all 4,800 copies, you’ve lost money. A considerable amount of money if you’re a smaller publisher like Ghostlight.
Put into perspective, this actually makes the firm’s appeal seem more reasonable. It’s only asking for 1,800 pre-orders. Even if every consumer opts for the cheaper £24.99 SKU, that only generates around £45,000, suggesting Ghostlight is still footing as much of the bill as it can.
And Ghostlight isn’t alone. Other publishers have told MCV they have multiple DS games ready for release, but are unable to afford production.
But why should consumers fund any of the manufacturing when that is essentially the role of a publisher?
This is the first time an appeal has asked gamers to fund a game already promised a retail release, and from an established publisher rather than an independent developer or start-up.
Our publishing expert is not too comfortable with Ghostlight’s venture: “We’re in the market to make games for consumers to play, not to make them for consumers to pay for the right to play,” said one publisher. “To ask fans to pay for it up front, that just doesn’t sit right with me.”
But Brierley is keen to point out that Ghostlight has no problem funding other niche releases from the same series: “We managed to release Devil Survivor Overclocked on 3DS through retail normally. But there’s just not much shelf space for DS games.”
"We're in the market to make games for
consumers to play, not to make them for
consumers to pay for the right to play."
Publisher source
Space issues are a conscious choice of the UK’s games retailers, of course. It’s understandable that stores need to focus what limited space they have on the more current formats, particularly given that 3DS has dramatically gained momentum in the last year.
But given the slow state of the market right now, can retailers afford to turn away any physical release – especially on a format that still sells well. In July, more DS games were sold than for Wii U and Vita combined.
The alternative for Ghostlight is to concentrate on online retailers such as Amazon – one DS publisher claimed it could easily secure half of the 4,800 sales required through online purchases alone.
But Ghostlight says demand for Devil Summoner 2 has been promising, warranting a physical release.
“Our website has been struggling under the load,” Brierley says. “The response seems to be really positive. One guy told us on Twitter that he had been trying for eight hours before he managed to pre-order a copy – so clearly he was quite keen.”
Ultimately this is not the first time small publishers have struggled to secure shelf space for cult Japanese games, nor will it be the last. Back in 2009, Rising Star boss Martin Defries hit out at the High Street for ‘dumbing down’ games retail by not stocking acclaimed Wii title Muramasa: The Demon Blade
True, Muramasa, Shin Megami Tensei and other such titles are never going to rake in the level of sales that other Japanese exports like Final Fantasy and Pokémon do. But crucially, they do still sell – just look at the success Namco Bandai has had with the likes of chart-topping Ni No Kuni and Tales of Xillia, which is No.4 in this week’s charts.
Is Ghostlight’s Kickstarter-esque appeal to fans the optimum way to bring these titles to market? Perhaps not – whether or not a publisher should ask consumers to fund game manufacturing is a grey area at best. But it’s a sign of the lengths determined small publishers will go to if bricks and mortar retailers don’t invest in a more diverse range of titles.
http://www.mcvuk.com/news/read/analy...s-game/0120013
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August 14th, 2013, 00:31 Posted By: wraggster
The American arm of Nintendo has introduced a new way for consumers to get their hands on a cut-price 3DS.
The NoA site has begun selling refurbished 3DS consoles. Prices start at $119.99 for a standard 3DS and $169.99 for the 3DS XL.
Refurbed DSi’s are available for $99.99.
“Some Nintendo Products are now available as Authentic Nintendo Refurbished Products only from Nintendo,” the official blurb reads. “These products have been cleaned, tested, and inspected to meet Nintendo’s high standards. They come with our standard one-year warranty – the same as brand new products.
“Although Authentic Nintendo Refurbished Products may have minor cosmetic blemishes, they are guaranteed to be fully functional. We think you will find the standards for Authentic Nintendo Refurbished Products are VERY high.”
http://www.mcvuk.com/news/read/ninte...rdware/0120066
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August 14th, 2013, 01:21 Posted By: wraggster
Gamestop's inventory of pre-owned Xenoblade Chronicles copies seemed to inflate overnight on August 10, when the game showed up at previously dry retail locations and online for $90 a pop. Xenoblade is a famously hard-to-find Wii role-playing game that was sold only via Nintendo and Gamestop on first printing, and until now it seemed retail stock teetered on nonexistence.
We contacted Gamestop when Xenoblade was resurrected last week, and today the company issued a response:
"Gamestop regularly receives feedback from our PowerUp members regarding old titles they would like us to bring back, such as vintage games likeXenoblade Chronicles. We were recently able to source a limited number of copies of this title to carry in our stores and online.
"In fact, we have sourced several more vintage titles that will be hitting stores in the coming months, including Metroid Prime Trilogy.
"As always, our pricing for these games is competitive and is based on current market value driven by supply and demand. PowerUp Pro members always receive a 10 percent discount and earn PUR points on pre-owned purchases."
There's no word on the source of Gamestop's fresh copies. Nintendo has yet to respond to our requests for clarification, regarding whether this is a reprint or simply a surprising windfall of pre-owned games. Really, all of this comes down to one, simple question: How much is five stars worth to you?
http://www.joystiq.com/2013/08/13/ga...-trilogy-bein/
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August 14th, 2013, 01:23 Posted By: wraggster
It's a Hyrule of life: Time changes everything. Here's a new GameXPlain video comparing SNES classic The Legend of Zelda: A Link to the Past with footage of 3DS follow-up A Link Between Worlds, showing some of the ways the games' overworlds are similar and not so.
Beyond predictable things like different enemy placements, touched-up environments, and aspect ratios, it's interesting to note some of the more structural ways in which Hyrule has changed. For example, where once there were rivers in the dark world, now there are great big chasms of nothingness - and there's a bridge missing for that matter.
As Nintendo discussed in a , A Link Between Worldstakes place in the same world as A Link to the Past, but is set a long time after the original game - which would explain the changes. While the overworlds remain similar, the dungeons are very much different, featuring new puzzles centered around new mechanics. Nintendo showed Link's power to transform into a wall etching, able to cross over gaps and slip between cracks in walls. Nintendo boss Satoru Iwata also teased the presence of a shadow triforce in A Link Between Worlds, as evidenced by the game's logo.
Zelda's return to the same-but-not-quite-the-same Hyrule of A Link Between Worlds is scheduled for sometime this November.
http://www.joystiq.com/2013/08/13/li...ch-ch-changes/
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August 15th, 2013, 13:51 Posted By: wraggster
Nintendo's range of Skylanders-esque Pokémon is now available at UK retailer GAME.The figurines are used with Wii U downloadable spin-off Pokémon Rumble U, which launches as an eShop download this week.Nintendo was previously unsure whether the toys would make the leap to the UK. Today - the day of the game's release - is the first we've heard of the offer.Each figurine costs £3.99 and comes in a random Gacha Ball pack - so you won't know which you've bought until you open it.A GAME-exclusive special edition of Pokémon Rumble U is also available. It includes a download code for the game, a poster, one standard figurine and a limited edition character.The standard range of toys is shown below. There are also a number of secret "shiny" versions of certain monsters, and legendary critters Black Kyurem or White Kyurem for inclusion in the special editions.
http://www.eurogamer.net/articles/20...s-reach-the-uk
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August 15th, 2013, 14:13 Posted By: wraggster
Black Forest Games' Wii U port of Giana Sisters: Twisted Dreams twirls into Europe and Australia's eShops on August 22, but remains date-less in North America for now. The German studio told us it was bringing the sororal platformer to Wii U this month, but this week's announcement notes US andAPAC dates are as yet unconfirmed. We've reached out to Black Forest Games for more info.
Those who like their platforming semi-portable will be pleased to know the Wii U version supports off-TV play, as well as featuring a new easy mode – don't be fooled by the cutesy look, Twisted Dreams can be a tricksy hobbit when it wants, even on Normal mode.
Meanwhile, the game's Steam version is getting new DLC in September. The punfully titled 'Rise of the Owlverlord' includes seven levels, new music, and an owl commander boss to take down, all of which sounds like a hoot. It comes to Steam in September, priced $4.99, a DRM-free version due sometime after.
If you're wondering, Black Forest Games hasn't forgotten the game's Kickstarter roots. Backers who pledged $25 towards the Giana Kickstarter get the Owlverlord DLC for free, as do those who put $15 towards Ravensdalefundraiser, despite the extreme likelihood it won't achieve its goal.
http://www.joystiq.com/2013/08/14/gi...ope-australia/
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August 15th, 2013, 14:15 Posted By: wraggster
Knytt Underground, the curious game of subterranean exploration, will come to the Wii U eShop, courtesy of indie publisher Ripstone. Originally developed by Nicklas 'Nifflas' Nygren for PlayStation 3 and PlayStation Vita, Knytt Underground borrows and occasionally mocks the structure of games likeSuper Metroid, Castlevania: Symphony of the Night and other victims of their pervasive portmanteau.
Ripstone has also announced a downloadable Wii U version of Pure Chess, a classic game in which two dueling kings send out L-shaped horses and cylindrical rookies until a "gotcha" is declared. It's been a while.
Knytt Underground and Pure Chess will be available on the Wii U's eShop near "the end of 2013/start of 2014."
http://www.joystiq.com/2013/08/13/kn...o-wii-u-eshop/
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August 15th, 2013, 23:56 Posted By: wraggster
Judge cuts payment to former Sony inventor 50% to $15.1 million; Nintendo to appeal further
[h=3]Nintendo[/h]nintendo-europe.com
Nintendo this week won a partial victory in a patent suit brought by a former Sony inventor over its use of 3D technology in the 3DS. As reported by Bloomberg, a US District Court judge ruled that a $30.2 million jury award to the inventor, Seijiro Tomita, was unreasonably large.
"The jury's damages award was at least twice as large as the amount a reasonable jury could have awarded based on the evidence presented at trial and thereby must have involved the degree of excessive speculation that shocks the judicial conscience," the judge wrote in his decision.
Tomita has the option of accepting a $15.1 million award or going through a new trial to determine damages.
While the judge's decision went in Nintendo's favor, it didn't go far enough to satisfy the 3DS maker. A representative told Bloomberg that the company would be appealing the jury's verdict as well as the reduced damages award.
http://www.gamesindustry.biz/article...patent-dispute
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August 16th, 2013, 01:51 Posted By: wraggster
Nintendo has released this week's confirmed list of new eShop content in North America.
Ubisoft's latest stealth entry Splinter Cell Blacklist is the headliner, with retro classics Donkey Kong and Galaga bolstering the selection of Virtual Console titles on Wii U and 3DS respectively. You can check out ourSplinter Cell Blacklist review here.
Here's the full official list:Nintendo eShop on Wii U
Tom Clancy's Splinter Cell: Blacklist - The United States is being threatened with a terror ultimatum known as the Blacklist, a series of deadly escalating attacks. Sam Fisher is the only agent with the authority to hunt down these terrorists by any means necessary. The countdown has begun. Tom Clancy's Splinter Cell Blacklist, the next entry in the critically acclaimed Splinter Cell series, is available on Aug. 20.
Virtual Console on Wii U
Galaga - In this arcade classic, move right and left to defend against the missiles and attacks of the Galaga aliens. Aliens attack in formations using a variety of attack patterns. Rescue a captured fighter to combine with it, forming a Dual Fighter with twice the firepower. Earn perfect bonuses more easily by using a Dual Fighter on the Challenging Stages.
Nintendo eShop Sale
BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien - To celebrate the recent release of the Good Friends Character Pack DLC for Runner2, which introduces six new characters to the game, Gaijin Games is dropping the price of BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien for the Wii U system. Download the game at a discounted price of $11.25 until 9 a.m. PT on Aug. 29.
Trine 2: Director's Cut - Trine 2: Director's Cut is a gorgeous side-scrolling action game for the Wii U system that features physics-based puzzles using fire, water, gravity and magic. Download the game at a discounted price of $7.99 until 9 a.m. PT on Sept. 5.
Also new this week:
- Donkey Kong (Virtual Console on Nintendo 3DS)
- 10-in-1: Arcade Collection (Nintendo eShop on Nintendo 3DS)
- Barbie: Groom & Glam Pups (Nintendo eShop on Nintendo 3DS)
- Heavy Fire: Black Arms 3D (Nintendo eShop on Nintendo 3DS)
- My Western Horse 3D (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...ell-blacklist/
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August 17th, 2013, 01:17 Posted By: wraggster
Capcom presently has no plans to brings Street Fighter to Wii U.
Capcom executive producer Yoshinori Ono responded to a fan question via Twitter, apologizing before confirming "we don't have plan[s]" for a Street Fighter game on Wii U "at this moment".
Capcom announced Ultra Street Fighter 4 at the EVO event in July, a major new update for Super Street Fighter 4 that will introduce five new characters, six new stages and new modes and features.
The update is due for release in "early 2014," Capcom said, and will release as both a full boxed title and DLC.
Existing Street Fighter IV and Super Street Fighter 4 Arcade Edition owners will be able to download the update for $14.99. Alternatively, a physical disc version of SSFIV will be released with the new update included, along with "all DLC costumes for all characters released until now" and "future content" to be confirmed later for $39.99.
http://www.computerandvideogames.com...ii-u-says-ono/
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August 18th, 2013, 01:12 Posted By: wraggster
LEGOformers: Ultra Hexacon and Tetragon, the transforming Nintendo 64 and controller, along with their transforming game pak minions Hot-Shot, and Mecha Kong! These original LEGO models are made in near-perfect size and proportions to authentic N64 components, and can transform completely - by "transform completely", I mean each robot can transform from N64 accessory to robot and back without detaching/removing parts, with the exception of Tetragon's controller cord. Ultra Hexacon is to this date, my most durable and articulated Transformer model built, with great flexibility and joint strength; he can also stand and be posed without falling over or having pieces break off. With the exception of the custom stickers/labels, every single piece in these toys are 100% LEGO - bricks, plates, slopes, tiles, wedges, and Technic parts. No glue, paint, cutting, nor 3rd party custom pieces.
http://www.computerandvideogames.com...ming-lego-n64/
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August 18th, 2013, 01:47 Posted By: wraggster
Infinity Ward executive producer Mark Rubin tells Joystiq that adding playable female soldiers in Call of Duty: Ghosts was to recognize the franchise's complete audience. Women have been added as part of the multiplayer customization in Ghosts, set to arrive on November 5.
"Honestly, adding female soldiers to character customization wasn't about trying to lure more people into the game. It was actually just about acknowledging the people who already play our game," Rubin says.
Enngine limitations were another contributing factor in the franchise's lack of playable female soldiers.
"It wasn't until we rewrote the way character memory is handled - that we could do 'Create-a-Soldier,' that we could do customized characters - that the possibility of having female soldiers really came to fruition," Rubin explains.
"Bringing female characters into Call of Duty: Ghosts wasn't something that was limited generation, it was limited by the engine itself."
http://www.joystiq.com/2013/08/16/ca...out-appreciat/
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August 18th, 2013, 01:56 Posted By: wraggster
A BMO-themed Collector's Edition of Adventure Time: Explore the Dungeon Because I Don't Know! will be released for the 3DS version of the game, alongside its standard edition counterparts on the 3DS, Wii U, PlayStation 3, Xbox 360 and PC when the game arrives this fall.
The Collector's Edition, which will run for $39.99, comes in a limited edition BMO SteelBook case and includes a DVD that features voice actor interviews, show creator Pendleton Ward's storyboard artwork "and more," in addition to "Finn and Jake's Dungeon Guide," a full-color manual with bonus artwork.
The standard editions of the Wii U and 3DS versions also have a bit more in-game BMO than the other ports. In the Wii U version, BMO's adorable little computer face will chill on the GamePad's screen, dispensing commentary via 300-plus voice clips, in addition to contextual clues and hints about boss weaknesses. The 3DS version features similar functionality on the touch screen, sans voice clips.
http://www.joystiq.com/2013/08/15/ad...t-know-collec/
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August 18th, 2013, 11:17 Posted By: wraggster
This HP hack is intended for rookies, who just don’t have the skill to play (or finish) Zelda3 hacks. You can apply the patch to original ALTTP or any Zelda3 hack which has no header (patching to any headered ROM will corrupt it, without the possibility to fix it again).
You can choose between 10 or 20 heart containers, Armor3, the brand new “fire sword” and the new “super sword”. The first one has the power to burn enemies with the spin attack (if the sword is level 3 or 4), the second one makes level-1, 2, 3 swords stronger, while adding the fire effect to all swords, if you use the spin attack. However, if you use the stab attack (hold the sword and walk into the enemy) they will freeze.
The HP hack was released specially because of the many complaints of Parallel Worlds being too frustrating and Goddess of Wisdom being too difficult; while Parallel Remodel (which is quite easy in my eyes and fairly easy according to majority of players) has turned someone into a “frothing madman”.
So if you are a 12 year old kid, an ultra rookie, a Zelda3 newbie, or just want to have fun while playing, this is the hack for you.
http://www.romhacking.net/hacks/1529/
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August 18th, 2013, 21:21 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7664.0.html
1.0 Readme
GNUBOY64 is a port(read:hackport!) of the original GNUBOY-x86 version and -heavily optimized- for mips architecture,
which means that most of the vital parts had to been re-written from scratch in order to achieve the highest possible performance.
Also , additional work has been done into reimplementing all the features of the x86 version , including save states,sram,rtc and even
the ability to take screenshots and save them directly to the SDC(The image format is very simple though ~ uncompressed 16bit or 32bit(depends on FB mode) targa).
Compatibility is also the same with the x86 version but with just one exception : 8MB games are NOT supported unless your flashcart
has extended ram that can be mapped directly and the source tree is built with special flags in order to make use of this (already-implemented)feature. (HINT: Expansion pack IS highly recommended)
Performance-wise , its running at fullspeed in GB mode and very close to fullspeed in GBC mode for most games , and that's because the interpreter is not written in assembly....But some other time i might re-write the cpu in asm aswell for +15-20% speed boost.For now i had to do the LCD first since it had much higher priority . ....
And well, that pretty much sums up everything within 4 paragraphs.For more detailed info just check sections 1.1(Features) & 1.2(Differences from the x86 version).
Have fun.
1.1 Features
+Supports Neo Myth64 flashcart(You can implement more drivers if you like.All are set already...just add the missing bits)
+Opensource : http://code.google.com/p/gnuboy64/ (Code should be available by 20/8/2013)
+GB & GBC support (except 8MB games , but if you plan to add driver for other flashcarts that have extended r/w RAM you
can implement the (already integrated) extended ram mode)
+Automatic SRAM + RTC backup/restore ( Stored in /gnuboy/saves/ )
+Save states(up to 999) ( Stored in /gnuboy/saves/ )
+Ability to take screenshots ( Stored in /gnuboy/screenshots/ )
+Dual immediate rendering modes : 256x240 1xscale , 512x480 2xscale
+Support for multiple FS drivers & wrappers
+GUI
1.2 Differences from the x86 version
+~85+% of lcd code has been rewritten in mips assembly
+Added more cpu precomputed lookup tables&improved original code
+Almost 1MB of rom data are precomputed lookup tables (Yikes!!!)
+Wrote an improved algorithm for vram pixel data updates that reduces the linear complexity of the original
+Implemented mem_map_ptr for direct HDMA mapping & mem_read_range & mem_write_range for unmap-able addresses
+Added lookup table for precomputed vram flags
+Added lookup tables for precomputed sprite flags(gb&cgb)
+Added r8g8b8/r5g5b5a1 palette 3268*sizeof(u32) precomputed lookup tables (32bit mode is not used as it doesn't "offer" anything
other than wasting more ram.Make custom builds of the code if you want that feature...)
+Improved sprite sorting code
+Sound mixer was heavily optimized
+Sound wave frequency is calculated using a constant reciprocal table that replaces some divisions with a fraction mult..
+Improved sound reg reads/writes
+Improved loader code (Re-allocations for alignment are replaced with header fetching + one allocation)
+Implemented file system wrappers & drivers (other flashcarts can be supported aswell)
+Implemented custom low level non blocking audio driver
+Fixed memory leaks found in the original code
+Made countless tools
+Uses the most recent GCC sdk toolchain version(4.8.1)
+Many other changes over the last 2 months that i forgot......................
1.3 Installation
1.Download & extract the archive
2.Copy "gnuboy64.v64" AND the directory "gnuboy" on the root of your SD cart
3.Put your GB/GBC games(uncompressed!) in the directory /gnuboy/games/
4.(Optional)If you have save files(rtc,sram,states) put them in /gnuboy/saves/
5.Launch "gnuboy64.v64" as your would do with any homebrew app
1.4 Browser controls
Up/Down : Go up/down one item
L/R : Switch to prev/next page
A : Launch game in low-res mode(Recommended)
B : Launch game in hi-res mode
START : Re-load & sort rom list (useful for switching sd cards...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.5 Emu controls
Dpad : Dpad
A: A
B: B
START:START
Z:SELECT
L:Save state
R:Load state
Cu:Increase save slot number
Cdecrease save slot number
Cl:Exit menu(You can either return to emulation mode or exit to the browser screen...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.6 Contribute to the code
If you would like to apply your own changes to the source code tree(ie implement fs drivers for other flashcarts)
feel free to ask for svn commit access anytime...
1.7 Compiling the code
TODO
1.8 Special thanks
I would like to thank the following people for their contribution to the retroscene :
1.ChillyWilly : For implementing the initialization/sd fs code for NeoMyth flashcarts series & also for beeing a very kind &helpful person
2.Shaun Taylor : For his great efforts in putting together a fine opensource SDK for the N64 platform.You can checkout his work here :
http://www.dragonminded.com/n64dev/
(NOTE : The libdragon included in the source code is a modified version and does things very very differently(read:in very hackish way & mainly for initialization)...If you would like to start coding for the n64 platform use this version instead : http://github.com/DragonMinded/libdragon)
3.The original authors of the x86 version of gnuboy
4.Neoflash for hosting yet another retro-powered contest
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August 18th, 2013, 21:23 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7662.0.html
Nickname: Relminator
Project Name: Fuzed
From: Philippines
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Yes
In a past NEO Compo this project won in the top 10: No
Project page:
http://rel.phatcode.net/index.php?ac...&item=Fuzed-DS
Direct download:
http://rel.phatcode.net/junk.php?id=127
Quote
Game Type:
- Puzzle Platformer
- Inverse of New Super Mario Bros.
* NSMB is 3D entities on 2D background.
* Fuzed is 2D entities on 3D background.
Gameplay:
- Rescue all the Pink Snipes and go to the exit.
- You're a blue-bombing-magic-wielding-beer-bellied-bad-ass-creature.
- Magic can only be used after collecting it.
- Bombs can only be used after collecting it.
- Use the different types of blocks to solve levels.
- Try to run the demo to see the gameplay.
- Basically a bastard son of Solomons's key, Moai Kun, Mario and Bomberman.
Controls:
- <A> Jump
- <B> Normal Short range Attack
- <B + DOWN> Place Bombs
- <X> Cast terrain following magic
- <X + DOWN> Cast gravity based magic
- <Start> Pause
* Pause mode:
- <ARROWS> Survey the level
- <Shoulder R> Zoom out
- <Select> Give up on a level
Notes:
- Choose "Run Demo" on the title screen to see the gameplay.
- Some Enemies are not killed by your normal attack
- All enemies can be killed by either:
- Bombs
- Magic
- Blocks falling or blocks being thrown
- Use Blocks to solve the puzzle
- 4 types types of special blocks
Type 1 = Soft (Light Orange )
Can be destroyed by normal attack
Can be destroyed by bombs
Cannot be pushed
Not Affected by gravity
Type 2 = Soft (Light Brown )
Can be destroyed by normal attack
Can be destroyed by bombs
Can be pushed
Affected by gravity
Can destroy enemies by falling on them
Type 3 = Hard (Dark Red )
Cannot be destroyed by normal attack
Normal attack throws them left or right
Cannot be destroyed by bombs
Can be pushed
Affected by gravity
Can destroy enemies by falling on them
Can destroy enemies by being thrown on them
Type 4 = Vanishing (Dark Green )
Cannot be destroyed by normal attack
Cannot be destroyed by bombs
Cannot be pushed
Not Affected by gravity
Vanishes 1 second after you step on them
Enjoy!
BTW, if you find any bugs or a gameplay suggestion, I would like to hear from you.
Source is a mess (except for the engine class). ;*)
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August 18th, 2013, 21:33 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo DS emulator for Android has been updated. Changes:
- Fix for microphone bug in Zelda games;
- Fix for Megaman Battle Network 5 Double Team DS;
- Disabling sound shouldn't cause problems anymore;
- Some changes in Google Drive handling;
- Quick-saves don't override Auto-saves anymore;
- Fixed cheat menu crashing if a cheat string contains invalid characters.
News source: https://play.google.com
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August 19th, 2013, 02:10 Posted By: wraggster
via http://www.emucr.com/
Dolphin OpenAL-sane-defaults Git 3.5-1818 is compiled. Dolphin OpenAL-sane-defaults is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin OpenAL-sane-defaults Git changelog:
* Removed a redundant tooltip text.
* Changed the default audio latency to 2. Made soft_oal.dll the default on Windows builds as the old OpenAL32.dll is outdated and contains bugs.
* [Android] Make the banners display a little larger. Now they don't look like tiny icons in the game list.
* [Android] Fix Wii games.
* Change per instruction run counts to u64 on all platforms. JIT64 and JITIL runcount isn't implemented properly(and is disabled) so this doesn't effect them.
* Add an OSD message to remind the user if Shader Debugging is enabled
Fixes issue 6497.
* [Android] Prevent duplicate duplicate items from being in the game list at one time.
Previously it was possible for a game with the same path and name to be in the list as another. This is annoying because duplicates ae (obviously) no different from the initial item.
This prevents duplicates from entering the list.
The way this works is:
1. We get the final list of items to add to the list.
2. Loop through it using two indices, which, for this explanation I'll call [item] and [itemAfter]
We compare path name at item with index [item] and the path name at item with index [itemAfter]
To phrase this numerically comparison works like so:
for (int i = 0; i listSize; i++)
{
if (i+1 listSize)
item[i].getPath().equals(item[i+1].getPath())
}
3. For each path comparison that is true, remove item at [indexNext].
http://www.sendspace.com/file/q5tbn4
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August 19th, 2013, 02:17 Posted By: wraggster
via http://www.emucr.com/
Project64k Stable Version (2013/08/17) is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
I made a list of the best kaillera servers that should be up for a good while, as well as changed the default connection to EXC since LAN is used for less delays and started because of super smash brothers 64 considering how frame delay effects competitive play but it causes more lag and more ds and some people can't run it as well.
http://www.sendspace.com/file/1j22yo
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August 19th, 2013, 02:18 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4722 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:
r4722
core:
- add size of ROM to chipID;
http://www.sendspace.com/file/uzacmv
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August 19th, 2013, 02:25 Posted By: wraggster
via http://www.emucr.com/
Gearboy Git (2013/08/16) is compiled. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
* Update README.md
http://www.sendspace.com/file/a0rkdx
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August 19th, 2013, 02:27 Posted By: wraggster
via http://www.emucr.com/
Nestopia Git (2013/08/17) is compiled. This project is a fork of the original Nestopia source code, plus the Linux port. The purpose of the project is to enhance the original, and ensure it continues to work on modern operating systems.
Nestopia Supported Platforms:
* Windows
* Linux
* FreeBSD
* OpenBSD
* NetBSD
* libretro
Nestopia Git changelog:
* Moved old, crufty code elsewhere for later deletion (unix)
* Removed old, useless code (unix)
* Set defaults when no config exists, write to ~/.nestopia (unix)
* Added ability to write config file (unix)
* Fixed sample rate combobox (unix)
* Config dialog works again (unix)
Code cleanups
http://www.sendspace.com/file/7gmw8p
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August 19th, 2013, 23:47 Posted By: wraggster
Grab your favorite cartridge and violently blow into the end, because [Dave Nunez] is sending us on a nostalgia trip with his 3D printed portable NES. He takes the typical route of chopping up a Nintendo on a chip (NOAC) retro machine rather than sacrifice a real NES, and opts for a NiMH battery over lithium (which isn’t a bad idea; they can if you charge them incorrectly). The battery life is, however, tolerable: 2.5 to 3 hours.
All the components are packed into a custom-made 3D printed PLA enclosure, which [Dave] kindly shares on thingiverse. He also decided to 3D print each of the buttons and their bezels/housings, which he then topped off by cutting acrylic sheets that seal up the front and back. As a final touch, [Dave] slips in some custom art under the acrylic and mounts a printed LED nameplate in the corner.
We’ve seen [Dave's] work at Hackaday before, when he built a one-size-fits-all-consoles arcade controller.
http://hackaday.com/2013/08/19/nespo...-portable-nes/
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August 20th, 2013, 00:36 Posted By: wraggster
Nintendo first shared details of its Wii U Web Framework at GDC in March, which it hoped would encourage more apps and games to be ported over, and facilitate quicker Wii U game prototyping. Fast-forward to GDC Europe and Martin Buchholz, manager of developer relations at Nintendo, confirmed that the framework has now been updated to include eCommerce support -- such as DLC purchases. Something of a significant lure for those with existing games that have yet to be convinced to move them over to Wii U. It's not quite in-app purchases, but it will certainly ease the worries of those game makers who prefer to monetize their titles after the initial transaction.
http://www.engadget.com/2013/08/19/n...erce-wii-apps/
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August 20th, 2013, 00:38 Posted By: wraggster
Nintendo will give The Wonderful 101 a small-scale launch in Japan later this month, according to a report.
The publisher has shipped just 30,000 copies of the Wii U exclusive to the region for its August 24 release, reports Japanese blog Sinobi, viaSiliconera.
Although unconfirmed, such a small shipment would signal relatively reserved launch aspirations for the platform exclusive - a new IP from Japanese developer Platinum Games.
Reviews emerged online today with mostly positive feedback. We said in our The Wonderful 101 review that it "lacks the mesmerising fluidity of Platinum's other work, but The Wonderful 101 puts on a real show for the eyes all the same.
"Hack and slash connoisseurs with both the patience to learn a new way to play and a thirst for high-score chasing will be well-rewarded for their investment," said CVG's Alex Dale, awarding it a 7/10.
Check out this The Wonderful 101 review roundup for more scores.
The Wonderful 101 will release in UK on August 23, in Japan on August 24 and US on September 15.
http://www.computerandvideogames.com...claims-report/
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August 20th, 2013, 00:40 Posted By: wraggster
Capcom has confirmed that the US Wii U eShop will get its share of Street Fighter classics this week.
The SNES Street Fighter II trilogy, which includes The World Warrior, Turbo: Hyper Fighting and New Challengers, will arrive on the US Wii U eShop on August 22 - this thursday.
Capcom confirmed as much following the release of the three titles on the EU store today.
The games will cost $7.99 each, but buying one will mark the other down to half-price, essentially meaning you can buy all three for the price of two.
This week's EU eShop update also saw the release of The Wonderful 101 and Splinter Cell Blacklist, as well as popular mobile game Cut The Rope.
http://www.computerandvideogames.com...-eshop-aug-22/
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August 20th, 2013, 02:18 Posted By: wraggster
Nintendo has released this week's confirmed list of new eShop content in Europe.
It's a busy week for Wii U with The Wonderful 101 and Splinter Cell Blacklist both available for download. Quirky platformer Giana Sisters: Twisted Dreams also gets a release.
As for the Wii U Virtual Console, all three SNES versions of Street Fighter II are coming this week. Rather oddly, all three are the same price, and if you buy two you'll get the third for free.
The highlight on 3DS is the eShop release of popular mobile game Cut The Rope.
Here's the full list. All games will arrive on their respective eShops on Thursday, August 22.
[h=3]Wii U - Full games[/h]- The Wonderful 101 - £39.99 / €49.99 (only £27.99 / €34.99 if you previously downloaded Pikmin 3)
- Tom Clancy's Splinter Cell Blacklist - £55.99 / €69.99
- Giana Sisters: Twisted Dreams - £12.99 / €14.99
[h=3]Wii U - Virtual Console[/h]- Street Fighter II: The World Warrior (SNES) - £5.49 / €7.99
- Street Fighter II Turbo: Hyper Fighting (SNES) - £5.49 / €7.99
- Super Street Fighter II: The New Challengers (SNES) - £5.49 / €7.99
- Special deal - Buy any two of the above three Street Fighter games and you can download the third one for free. Deal runs until 29 August.
[h=3]3DS - Download games[/h]- Cut The Rope - £4.49 / €4.99
- Funfair Party Games - £13.49 / €14.99 (special offer until 05/09, regular price £17.99 / €19.99)
- Arc Style: Football 3D - £4.49 / €4.99
- Fish On 3D - £8.09 / €8.99
- Boulder Dash XL 3D - £4.49 / €4.99
- Quick Fill Q - £1.79 / €1.99
[h=3]3DS - Virtual Console[/h]
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August 20th, 2013, 02:22 Posted By: wraggster
Nintendo's Web Framework for Wii U now includes eCommerce support, manager of developer relations Martin Buchholz revealed at GDC Europe. When using the updated framework, developers can monetize their games after launch with items such as DLC.
The Nintendo Web Framework allows developers to craft and prototype apps for the console using HTML5, JavaScript and CSS. The framework was announced at GDC in March, along with Unity support for Wii U.
http://www.joystiq.com/2013/08/19/ni...-purchases-li/
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August 22nd, 2013, 01:31 Posted By: wraggster
Nintendo has confirmed that developer Vblank Entertainment is working on a 3DS version of its popular GTA-inspired download title, Retro City Rampage.
The 3DS version will be playable for the first time at the PAX Prime event, which takes place from Aug 30 to September 2 at the Washington State Convention Center in Seattle.
No further details were announced but the first screenshots shared by the developer via Destructoid show the map, score and other HUD elements shifted to the lower screen leaving the upper display to focus on gameplay.
Retro City Rampage is an 8-bit-style open-world urban game that plays homage to the original top-down Grand Theft Auto games on PS1, and contains parodies of several other classics.
The game made its debut on PC in October 2012, and was later released on Xbox 360 via Xbox Live, and for PS3 and Vita via the PS Store.
A 3DS release date is yet to be announced.
http://www.computerandvideogames.com...irmed-for-3ds/
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August 22nd, 2013, 23:26 Posted By: wraggster
Super Mario 3D World allows you to look around its environments by moving the GamePad. The feature, which turns the camera through roughly 270 degrees in any direction, is designed to afford you greater freedom to view Mario’s handsome new 3D landscapes, but ironically draws more attention to the fact that the game plays fast and loose with the promise made by its title.There’s nothing in our demo to suggest that 3D World will be anything less than a fine Mario outing, but even the most ardent series fan will find it difficult to play down the sense of disappointment at being served up on Nintendo’s most powerful hardware to date what feels like a spiritual successor to 3DS’sSuper Mario 3D Land. That said, this is an exquisitely enhanced successor, certainly looking the part even if it doesn’t necessarily play it.The game’s stages are vibrant and pleasingly chunky, everything imbued with that particular solidity that Nintendo artists have somehow made their own. Standing on a viewing platform during one of the stages pans the camera down and to the right, showing you in the hazy distance the towering obstacle course you’re about to tackle, and hinting at a more open world. It’s a moment that draws some surprising parallels with Fez, and not just aesthetically.Like Fez, the ostensibly 2D gameplay doesn’t preclude multiple routes. The three stages Nintendo has demoed so far have all manner of alternative paths and secrets, some only accessible with the new Cat Bell powerup and others teased out by rubbing and poking at the landscape through the GamePad’s touchscreen. Some of those secrets are obvious – a patch of grass or flowers, for instance, that throw out a coin or two when rubbed – but most aren’t marked. Searching every inch of the level just in case quickly becomes tiresome, but there is smart use of the GamePad elsewhere, such as the jump pads that are triggered by tapping the screen.
http://www.edge-online.com/features/...ario-3d-world/
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August 23rd, 2013, 01:24 Posted By: wraggster
Nintendo has added a new 'Hero mode' to the Wii U HD remake of Legend of Zelda: Wind Waker.
Hero mode is essentially a harder difficulty setting, upping the challenge for players who want enemy encounters to be more perilous.
Players will be able to choose between Normal or Hero modes when the begin a new game, details Polygon, which saw the new mode in a recent preview version of the game. While Normal mode remains the same as the original, Hero mode makes enemies deal double damage and the player will not find any hearts in the game's iconic breakable pots.
This means health will be in short supply, and players will only revive hearts with potions and Fairies, the latter of which can be rare.
The site also details a new Swift Sail feature, which lets you control Link's boat directly and sail in any direction without having to play the Wind Waker wand and change the direction of the wind. This method will also allow you to sail at a higher speed, although the traditional wind-control method will also be available.
Legend of Zelda: Wind Waker HD will be released for Wii U in Europe on October 6. The US release date is still an unspecified day in October 2013.
http://www.computerandvideogames.com...her-hero-mode/
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August 23rd, 2013, 01:28 Posted By: wraggster
Nintendo has confirmed this week's list of new Wii U and 3DS eShop content for the US region.
The SNES Street Fighter 2 trilogy leads the list this week, with The World Warrior, Turbo: Hyper Fighting and The New Challengers all arriving with a three-for-two deal on those who want to own all three.
NES fans may also be pleased to see the return of Ninja Gaiden II: The Dark Sword of Chaos.
Here's the full official list:Virtual Console on Nintendo 3DS
Ninja Gaiden II: The Dark Sword of Chaos - In this NES console classic, guide Ryu Hayabusa in his rescue mission for Irene Lew, friend and former CIA agent. Use techniques such as the Fire Wheel, Windmill Throwing Star and fan-favorite Shadow Clones to defeat evil henchmen, terrifying creatures and challenging bosses.
Nintendo eShop on Nintendo 3DS
Zero Escape: Virtue's Last Reward - The critically acclaimed Zero Escape: Virtue's Last Reward is a thrilling visual novel and puzzle game in which you unravel the mysteries behind a deadly game of trust and betrayal.
Nintendo eShop Sale
Street Fighter II Series - It's the best day to be a Street Fighter II fan. Street Fighter II: The World Warrior, Street Fighter II' Turbo: Hyper Fighting and Super Street Fighter II: The New Challengers are now available for the Virtual Console on Wii U. The award-winning Street Fighter II series from Capcom revolutionized the fighting game, introduced head-to-head brawling and created the combo system. Buy one of these three Street Fighter II classics at regular price and get the other two games at 50 percent off starting today through Aug. 29.
Ubisoft Price Promotion - Save 30 percent in the Nintendo eShop on some of Ubisoft's most popular Nintendo 3DS games like Rayman Origins and Tom Clancy's Ghost Recon Shadow Wars. This sale ends Aug. 27, so shop now while the offer lasts.
Also new this week:
- Phineas and Ferb: Quest for Cool Stuff (Nintendo eShop on Wii U) - Available Aug. 27
- Phineas and Ferb: Quest for Cool Stuff (Nintendo eShop on Nintendo 3DS) - Available Aug. 27
- WAKEDAS (Nintendo eShop on Nintendo 3DS)
- Funfair Party Games (Nintendo eShop on Nintendo 3DS)
- FISH ON 3D (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...inja-gaiden-2/
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August 23rd, 2013, 01:50 Posted By: wraggster
The 3DS port of Retro City Rampage will not include 3D visuals, developer Vblank Entertainment has announced. It's the game's top-down perspective that makes the feat such a significant technical burden.
"With sidescrollers, developers can simply separate the background and foreground layers and distance them apart," the Vblank post reads. "However, with a top down perspective using cube-like objects such as buildings and vehicles, it would require the graphics to all be recreated as 3D objects, a new rendering engine, a camera system that players would be happy with, and further optimizations. For a new game it would be more feasible, but for an existing one, it simply would've taken too long."
Retro City Rampage for 3DS, which includes the most recent version of the game with enhanced graphics, was announced yesterday. The 3DS port will beplayable at Nintendo's PAX Prime booth next weekend.
http://www.joystiq.com/2013/08/22/re...ereoscopic-3d/
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August 23rd, 2013, 01:52 Posted By: wraggster
Deus Ex: Human Revolution: Director's Cut will cost less than $60, Square Enix PR Manager Ryan Arbogast told Joystiq during Gamescom 2013.
"We haven't announced prices, but it won't be a full launch price," Arbogast said. "It won't be $60."
This jives with the launch prices listed on Amazon, Best Buy and Gamestop – $50 for Wii U versions and $30 for Xbox 360 and PS3. Arbogast mentioned thatDirector's Cut would launch this year. The remixed revamp uses dual-screen mechanics, with an updated map showing building layouts on the second screen, along with expanded level design during boss fights, a developer commentary track and fresh features such as new-game plus and grenade throwback. On Wii U, the second screen is the GamePad, while on Xbox 360 it's Smartglass and on PS4 it's the Vita.
http://www.joystiq.com/2013/08/21/de...g-in-under-60/
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August 23rd, 2013, 23:36 Posted By: wraggster
Sega fans will be able to enjoy a homage to Saturn classic Nights Into Dreams if they pick up the Deadly Six Edition of Sonic: Lost World.
The Wii U and 3DS exclusive Sonic title is due for release on October 18th, and sees the spiky mascot navigating Mario Galaxy-style worlds with his new colour-based powers.
The Deadly Six Edition is based on the game's bad guys and includes a download code for the NiGHTMARE DLC, according to Eurogamer.
This pack features an exclusive level populated by the new enemies inspired by those of the much loved Nights Into Dreams.
The Deadly Six Edition will receive a limited run, and is available for pre-order while stocks last.
http://www.mcvuk.com/news/read/night...dition/0120465
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August 24th, 2013, 23:36 Posted By: wraggster
Waiting for the Legend of Zelda: the Wind Waker HD before picking up a Wii U? You're in luck -- the company seems to be prepping a bundle specifically for Hylian-minded buyers. NeoGAF users have salvaged an image of the special edition console from a trailer Nintendo posted to its YouTube channel and then immediately pulled. The video, which showed off the game's "hero mode" difficulty setting, teased a blackWii U gamepad decorated a golden Triforce and other Zelda inspired accents. The leak doesn't say much else about the hardware, but it's probably safe to assume that the black console matches the 32GB internals of the standard deluxe edition. Price, availability and additional information will have to wait until Nintendo makes this bundle official, but curious folks can find a mirror of the leaked trailer at the source.
http://www.engadget.com/2013/08/23/l...bundle-leaked/
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August 25th, 2013, 00:19 Posted By: wraggster
This just in: Angry Birds Star Wars 2 has an actual actor from the original Star Wars trilogy lending their vocal talent to the game - and amazingly it's not Mark Hamill.Instead, it's Emperor Palpatine himself, Ian McDiarmid, reprising his main baddy role, only this time as a pig. But if Star Wars has taught me anything, it's to not underestimate little green dudes. Especially if they have Jedi powers.
Elsewhere in Angry Birds: Star Wars 2 news, the game's multiplayer has finally been shown off in a new trailer below. The upcoming game will feature two-to-four player competitive modes as well as two-player co-op.Angry Birds: Star Wars 2 is set to launch on PS3, Vita, Xbox 360, Wii, Wii U, and 3DS on 29th October in the US and 1st November everywhere else.
http://www.eurogamer.net/articles/20...alpatine-actor
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August 25th, 2013, 00:25 Posted By: wraggster
Team Ninja is open to making more Wii U games, but the Japanese studio doesn't have any plans for ports like Ninja Gaiden 3: Razor's Edgeat the moment. Despite the Wii U's commercial struggles, studio head Yosuke Hayashi told Joystiq his team would consider games for the Nintendo system, as long as they're a good fit.
"Of course, I think there are games that would be good for Wii U," Hayashi told us at Gamescom. "So I think we need to still see what exactly those games they are and how you make a game for Wii U that is perfect for the Wii U. So if we get a chance to make a game like that, well, maybe we can think about it then. But right now we have no plans to port existing games to Wii U."
Razor's Edge was one of the first third-party games announced for the Wii U, and the port brought welcome revisions to the PS3 and Xbox 360 original. As for Team Ninja, it's currently collaborating with Keiji Inafune's Comcept andLost Planet 3 dev Spark Unlimited on the zombie-plagued Yaiba: Ninja Gaiden Z, due on Xbox 360 and PS3 in early 2014.
http://www.joystiq.com/2013/08/24/te...ans-for-ports/
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August 25th, 2013, 00:27 Posted By: wraggster
In your search for clues in Gone Home's big ol' house, you may have spotted a few forgotten games in the cupboard. The fictional SNES games of yesteryear were each concocted by established video game artists.
Adventurous The Cat Returns, created by Double Fine artist Lee Perry, is the easiest cartridge to find, developer The Fullbright Company notes in a blog post. Perry's directive was to create "an overly 'cool' Bubsy-esque character" and we'd say he nailed it.
Journey of Crystal, seen above, was clearly created by Supergiant Games art director Jenn Lee. This hypothetical JRPG sequel to Secret of Time Crystal is chock full of the fantastical, with a towering castle beckoning off in the distance. Check out the Fullbright post for the rest.
Gone Home, currently available for PC, Mac and Linux on Steam, has you returning home after a year abroad, only to find no one there to greet you and a cryptic note on the door. You explore and examine the house interior to piece together the story of the people who live there.
http://www.joystiq.com/2013/08/24/th...-in-gone-home/
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August 25th, 2013, 20:17 Posted By: wraggster
Call of Duty: Ghosts executive producer Mark Rubin has a lot on his plate. In just two months, he's heading up the launch of one of the (if not the) biggest titles on two next-gen game consoles, not to mention the four other platforms it's landing on. He's got his team at Infinity Ward to manage, as well as the teams at several other studios that are assisting in the development process. And on top of all that, the two big next-gen versions of Call of Duty: Ghosts are headed to hardware that "literally just started showing up" at his company's offices. Rubin explained as much to Engadget in an interview this past week at Gamescom 2013.
"Trying to design for something that you theoretically know about but don't physically have is an amazing challenge," he said. Beyond the stress and manpower required to produce so many versions of a single game, it's expensive. "It's required us to bring in a lot more resources than we had planned on in the beginning," Rubin added. And that's money that Infinity Ward's parent company, Activision, won't make up until the next year's Call of Duty game, when the "transition" period between console generations crests and enough gamers move to new game systems.
Head past the break for the full extent of what that means for Ghosts and the Call of Duty franchise moving forward, and why Rubin's "hopeful" for the rarely spoken about Wii U version.
http://www.engadget.com/2013/08/25/c...gamescom-2013/
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August 26th, 2013, 22:04 Posted By: wraggster
The Wii U version of the arcade brawler bundle Dungeons & Dragons: Chronicles of Mystara has been delayed to September, Capcom community liaison Gregaman confirmed in a statement at Capcom Unity's forums.
"We regret to inform you all that the release of the Wii U version of Dungeons & Dragons: Chronicles of Mystara has moved to September," the statement reads. "There have been a number of development issues and despite our best efforts, the delay could not be avoided. We realize this is a frustrating situation for everyone out there but we ask for your continued patience and support. Updates will be provided as the situation develops."
Capcom did not elaborate on the nature of the issues it faced in releasing the Wii U eShop port. Dungeons & Dragons: Chronicles of Mystara launched for Xbox Live Arcade and the PlayStation Network in June, offering up ports of the '90s beat-'em-ups Dungeons & Dragons: Tower of Doom and Shadow Over Mystara.
http://www.joystiq.com/2013/08/26/du...again-for-wii/
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August 26th, 2013, 22:05 Posted By: wraggster
Capcom distributed working, golden DuckTales NES cartridges to members of the press to promote the release of DuckTales: Remastered. They still have some leftover, however, and they'd like to give them to some aspiring singers and PhotoShop artists, Capcom Unity employee Chris Antista revealed last week.
"At least one" lunchbox filled with shredded money and a DuckTales cartridge will be given away on every weekday from now until September 11, the game's digital release date for the 360. In order to win one, contestants must upload their striking renditions of the DuckTales theme song to the contest's website. If you'd rather spare yourself from that, Capcom is accepting alternative submissions in the form of artwork or edited images that incorporate DuckTales characters into existing Capcom franchises, or vice versa, at contest at capcom dot com. Antista's update also mentions future "surprises and flash giveaways" that will spring up at Capcom Unity or amongst its social media feeds.
If you'd rather not toy with your emotions, the PS3-exclusive boxed version of a digital download token for DuckTales: Remastered recently launched at retail. Digital Wii U, PS3 and PC versions are also available on the eShop, PlayStation Store and Steam. We preferred the original game, however, so why not try to give your golden The Legend of Zelda cartridge some company?
http://www.joystiq.com/2013/08/25/wi...write-history/
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August 26th, 2013, 22:45 Posted By: wraggster
via http://www.planetvb.com/modules/news...hp?storyid=372
Today, a new homebrew game in development for the Nintendo Virtual Boy has been unveiled... and what an amazing one it is!
"Hyper Fighting" is a fighting game developed by "Mr. Anon" and based on a fighting engine made by yours truly, M.K., creator of VB Racing. It is a clone of a well-known fighting game, and, what else could I say, this has to be the single most impressive homebrew game ever for the Virtual Boy! Great music and sound effects, crystal-clear speech samples, amazing 3D stages, flawless controls and perfect overall polish. If the name Nintendo stood on this, I would not doubt for a second that this was a commercial game created by the big N!
A demo version has been released and the full version of Hyper Fighting is said to be released soon. In the demo you battle 4 different fighters in 4 different stages. Press Start and you'll be able to change the background music, 3D depth and brightness.
You can download and discuss the demo in the Hyper Fighting release thread.
I'll say no more and let you check it out for yourself. This doesn't seem to work on emulators, but if you're one of the lucky FlashBoy owners, wait no second to flash this beast! Round 1... FIGHT!
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August 26th, 2013, 22:47 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7670.0.html
Nickname: Alekmaul
Project Name: PVSnesLib, a C library to code for SNES
From: France
Division: APP
Platform: SNES (but you need Windows to use the kit)
Original Enter: Yes
Support Motion: No
Open Source: Yes
In a past NEO Compo this project won in the top 3: No
PVSnesLib is a generic C lib for Snes (We need homebrew for this really nice console ).
It's based on snes-sdk, with help of tools from mic_, shiru , mukunda and others (just see thanks webpage on pvsneslib documentation).
There is now everything to do a project, even sound support, thanks of snesmod library (and Kung Fu Furby for help ;-) ).
Here is the wiki entry I made about it, of course **it far to be complete** and it really need more work to have something that be ok with all Snes functionnalities.
But it's a good start to enter SNES dev : http://www.portabledev.com/wiki/doku.php
PVSnesLib V2.0 : PVSnesLib
DevKitSNES V2.0 : Tools for PVSnesLib
Current Examples : Examples
This version has a neoflash Splash screen when you compile your code.
The example "likemario" (see example file) shows you what we can made with it ! Here is it youtube video :
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August 26th, 2013, 22:49 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7664.0.html
Current version : 1.1 : [Download]
Source code : [@gnuboy64 on GC]
Quick search index table
(Use ctrl+f to jump to each section)
1.0 Readme
1.1 Features
1.2 Differences from the x86 version
1.3 Installation
1.4 Browser controls
1.5 Emu controls
1.6 Contribute to the code
1.7 Compiling the code (Updated!)
1.8 Special thanks
1.0 Readme
GNUBOY64 is a port(read:hackport!) of the original GNUBOY-x86 version and -heavily optimized- for mips architecture,
which means that most of the vital parts had to been re-written from scratch in order to achieve the highest possible performance.
Also , additional work has been done into reimplementing all the features of the x86 version , including save states,sram,rtc and even
the ability to take screenshots and save them directly to the SDC(The image format is very simple though ~ uncompressed 16bit or 32bit(depends on FB mode) targa).
Compatibility is also the same with the x86 version but with just one exception : 8MB games are NOT supported unless your flashcart
has extended ram that can be mapped directly and the source tree is built with special flags in order to make use of this (already-implemented)feature. (HINT: Expansion pack IS highly recommended)
Performance-wise , its running at fullspeed in GB mode and very close to fullspeed in GBC mode for most games , and that's because the interpreter is not written in assembly....But some other time i might re-write the cpu in asm aswell for +15-20% speed boost.For now i had to do the LCD first since it had much higher priority . ....
And well, that pretty much sums up everything within 4 paragraphs.For more detailed info just check sections 1.1(Features) & 1.2(Differences from the x86 version).
Have fun.
1.1 Features
+Supports Neo Myth64 flashcart(You can implement more drivers if you like.All are set already...just add the missing bits)
+Opensource : http://code.google.com/p/gnuboy64/
+GB & GBC support (except 8MB games , but if you plan to add driver for other flashcarts that have extended r/w RAM you
can implement the (already integrated) extended ram mode)
+Automatic SRAM + RTC backup/restore ( Stored in /gnuboy/saves/ )
+Save states(up to 999) ( Stored in /gnuboy/saves/ )
+Ability to take screenshots ( Stored in /gnuboy/screenshots/ )
+Dual immediate rendering modes : 256x240 1xscale , 512x480 2xscale
+Support for multiple FS drivers & wrappers
+GUI
1.2 Differences from the x86 version
+~90+% of lcd code has been rewritten in mips assembly
+Added more cpu precomputed lookup tables&improved original code
+Almost 1MB of rom data are precomputed lookup tables (Yikes!!!)
+Wrote an improved algorithm for vram pixel data updates that reduces the linear complexity of the original
+Implemented mem_map_ptr for direct HDMA mapping & mem_read_range & mem_write_range for unmap-able addresses
+Added lookup table for precomputed vram flags
+Added lookup tables for precomputed sprite flags(gb&cgb)
+Added r8g8b8/r5g5b5a1 palette 3268*sizeof(u32) precomputed lookup tables (32bit mode is not used as it doesn't "offer" anything
other than wasting more ram.Make custom builds of the code if you want that feature...)
+Improved sprite sorting code
+Sound mixer was heavily optimized
+Sound wave frequency is calculated using a constant reciprocal table that replaces some divisions with a fraction mult..
+Improved sound reg reads/writes
+Improved loader code (Re-allocations for alignment are replaced with header fetching + one allocation)
+Implemented file system wrappers & drivers (other flashcarts can be supported aswell)
+Implemented custom low level non blocking audio driver
+Fixed memory leaks found in the original code
+Made countless tools
+Uses the most recent GCC sdk toolchain version(4.8.1)
+Many other changes over the last 2 months that i forgot......................
1.3 Installation
1.Download & extract the archive
2.Copy "gnuboy64.v64" AND the directory "gnuboy" on the root of your SD cart
3.Put your GB/GBC games(uncompressed!) in the directory /gnuboy/games/
4.(Optional)If you have save files(rtc,sram,states) put them in /gnuboy/saves/
5.Launch "gnuboy64.v64" as your would do with any homebrew app
1.4 Browser controls
Up/Down : Go up/down one item
L/R : Switch to prev/next page
A : Launch game in low-res mode(Recommended)
B : Launch game in hi-res mode
START : Re-load & sort rom list (useful for switching sd cards...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.5 Emu controls
Dpad : Dpad
A: A
B: B
START:START
Z:SELECT
L:Save state
R:Load state
Cu:Increase save slot number
Cdecrease save slot number
Cl:Exit menu(You can either return to emulation mode or exit to the browser screen...)
Cr : Take screenshot ( Will be saved in /gnuboy/screenshots )
1.6 Contribute to the code
If you would like to apply your own changes to the source code tree(ie implement fs drivers for other flashcarts)
feel free to ask for svn commit access anytime...
1.7 Compiling the code
1.svn checkout https://gnuboy64.googlecode.com/svn/trunk/ gnuboy64
2.Extract "toolchain/toolchain.tar.lzma"
3.Read the extracted README file
4.Do the installation (to a -separate- sdk path if you have a n64 sdk previously installed *This is important*)
5.Now you're ready to compile the code :
export N64_INST=/path/to/sdk
make -f Makefile.driver_name (ie : make -f Makefile.myth64)
(Currently only neomyth is supported.If you would like to add support
for your flashcart have a look at /filesystem/ &/filesystem/drivers/ and just replace the missing bits )
1.8 Special thanks
I would like to thank the following people for their contribution to the retroscene :
1.ChillyWilly : For implementing the initialization/sd fs code for NeoMyth flashcarts series & also for beeing a very kind &helpful person
2.Shaun Taylor : For his great efforts in putting together a fine opensource SDK for the N64 platform.You can checkout his work here :
http://www.dragonminded.com/n64dev/
(NOTE : The libdragon included in the source code is a modified version and does things very very differently(read:in very hackish way & mainly for initialization)...If you would like to start coding for the n64 platform use this version instead : http://github.com/DragonMinded/libdragon)
3.The original authors of the x86 version of gnuboy
4.Neoflash for hosting yet another retro-powered contest
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August 26th, 2013, 23:09 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7674.0.html
Nickname: Owen
Project Name: Newo Defence
From: Jamaica
Division: Game
Platform: WII
Original Enter: Yes
Support Motion: No (Pointer)
Open Source: Not Yet
In a past NEO Compo this project won in the top 10: No
The game is almost like missile command but in space and planets. You score increases by shooting the red circles. You score also increases by the size of your total population in the solar system.
If you have less than 500 people in the solar system then it is game over.
Defend your planet(s) so that your population can grow. Move the pointer over to another planet to transfer people to that planet. You can move from planet to planet by holding the pointer over the planet for 5 seconds. You can only move to a planet which is green.
Direct download: NewoDefence.zip
Project page: http://www.wiibrew.org/wiki/Newo_Defence
Screenshots;
More screenshots in Flickr Set
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August 26th, 2013, 23:17 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7679.0.html
Aperture Science DS
by smea and lobo
http://smealum.net/ASDS/
smealum@gmail.com
DOWNLOAD : http://smealum.net/ASDS/ASDS_r1.zip
Nickname: smealum
Project Name: Aperture Science DS
From: France/USA
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
_DESCRIPTION_
This game is an adaptation of the portal games for the nintendo DS. It includes most of the mechanics found in the original. The code was written entirely by smealum (http://smealum.net, twitter.com/smealum) and the graphics were all made by Lobo (http://infectuous.com, twitter/infectuous).
This version is the first public release. It is very buggy and incomplete, but it is mostly playable. It includes 14 levels made by smealum, loganino and tenteran. It also features a full-fledged on-board level editor inspired by portal 2's own perpetual testing initiative.
The game also features a kick-ass though largely incomplete and unpolished menu.
also my DS broke very recently. so i have not been able to test this on hardware...
_INSTALLATION INSTRUCTIONS_
This game requires nitroFS. If your flashcart's menu does not support nitroFS (some menus that do include Wood R4 and the supercard DStwo's menu), please download hbmenu (http://devkitpro.org/wiki/Homebrew_Menu) and use it to run the game.
The included asds folder should be placed in the same directory as the nds file. The folder will however be created automatically if it is not found.
In order to add new maps to your game, just place the .map files in the asds/maps folder.
_GAME CONTROLS_
Default control scheme :
DPAD/ABXY : move
TOUCHSCREEN : aim
R/L : shoot/grab items/activate timed buttons
START : pause
Controls are fully customizable via the config.ini file found in the asds folder. Take a look at the included one for more information and an already prepared no-touch control scheme.
_EDITOR CONTROLS_
DPAD/ABXY : move/look around
START : save
TOUCH : select stuff (objects, or planar block selection, or 3D block selection)
use contextual buttons for actions related to what you've selected (make stuf (un)portalable, fill/delete, add sludge...)
pull/push blocks to create level geometry
Basically it's a highly bastardized version of the portal 2 level editor. If in doubt you might want to check out the video I made a couple months ago :
Or just ask me.
It will soon be possible to share levels on http://smealum.net/ASDS/ ! Not yet however. In the meantime, don't hesitate to upload them and post them in the forum threads dedicated to the game.
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August 26th, 2013, 23:18 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7660.0.html
Nickname: NightFox
Project Name: Krystals DS
From: Spain
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Part of code is open source
In a past NEO Compo this project won in the top 10: No
Download link to lastest version for the compo: http://www.mediafire.com/download/sg...130820_BETA.7z
(Updated 08/20/2013)
Bugfixed version: http://www.mediafire.com/download/c7...130823_BETA.7z
(Updated 08/23/2013)
Youtube video: (Updated 08/20/2013)
Oficial site of the game: http://www.nightfoxandco.com/index.p...ls-ds/?lang=en
Krystals DS is the review of the first game I programmed for Nintendo DS.
Using PAlib, Aslib and devkitPro R19 (Summer 2008), the game was developed in three weeks, participated in the Neo Compo of that year, remaining in 7th place.
The problem is that both versions I used of PAlib and Aslib accumulated several important bugs, combined with the evolution of flashcards and that was compiled with a very old version (and modified) of libnds, has resulted in most of current flashcards play wrong with the best, very bad in most flashcards or directly or work on some.
As this year I had little time to devote to new Ds things, I decided to redo the game from 0, using my library, the latest version of libnds and program it in C + + to test to see how it behaved in DS (both library and other DS games are programmed in C).
Playability are also new, being more difficult to perform combos, since we will never have a piece with two gems of the same color.
The main objective of the game is to create groups of 3 or more gems of the same color in any direction. A greater number of stones removed in the same movement, more score. Your mission is to get as many points as possible before reaching the last level of the game (25). After the game, the score will receive bonuses for the level achieved, the maximum combo made and if you've reached the last level of the game.
Use the special gems to make better combos. The diamond-shaped gems, change the color of the gems touched by his. If a diamond-shaped gem touches the ground, all the gems change color randomly. The white gems are also special. If a white gem touches itself to any other gem, all gems of that color will be eliminated. If a white gem touches the ground, the elimination of all the gems from the board.
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August 26th, 2013, 23:20 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7657.0.html
Nickname: BassAceGold
Project Name: BAGASMI Roulette
From: Canada
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: Kinda (interpreter source linked below, script pasted below)
In a past NEO Compo this project won in the top 10: No
BAGASMI Roulette is a simple text based roulette game scripted using BAGASMI http://www.neoflash.com/forum/index....ic,7644.0.html.
This game is played with a group of people, where you can pass your DS around.
Essentially, There is a revolver with 6 chambers and 1 chamber contains a bullet. You fire this revolver by pressing the A button. If you fire and the chamber is empty, you are safe. The game continues by passing the DS to the next person (who then fires the gun, and so on and so forth) until the chamber with the bullet is fired--in which case, whoever fired the bullet loses.
It's a simple time wasting game, or perhaps an entertaining drinking game!
Script code here:
Code: [Select]
[Console 1]
_start:
;clear console
CLRS
;since the game is just starting, we can skip right to the beginning
JUMP GameStart
;game over text
GameOver PRINT "*BANG!* You lost.\n"
;initialize our revolver, jump with jump back flag initialized
GameStart JUMP Reload, #0
;then print out the game instructions
PrintText NOP
PRINT "\n~BAGASMI Roulette!~\n"
PRINT "Press A to shoot.\nPress B to exit.\nSelect to clear console.\n\n"
;loop to keep game running
GameLoop NOP
;store current key presses in register 0
GETKEY $R0
;Check if B button (#2) is newly pressed to exit script
CHKKEYNEW $R0, #2, Exit
;Check if Selected (#4) is pressed to clear the console
CHKKEYNEW $R0, #4, ClearScreen, #0
;if A button (#1 value) is newly pressed, check to see if shot is legit
CHKKEYNEW $R0, #1, CheckChamber, #0
VSYNC
;otherwise, continue game loop
JUMP GameLoop
;exit the script
Exit HALT
;clear screen
ClearScreen CLRS
JUMP PrintText
;check if chamber was empty or not
CheckChamber NOP
;if our shot is equal to the chamber that is loaded,
;then the game resets for another go
IFEQ shotCounter, chamber, GameOver
;otherwise, increase the shot counter, and try again
INCR shotCounter
;let the user know they are safe
PRINT "*CLICK* Safe!\n"
JMPBK
;loads a single shot into a random chamber
Reload NOP
;pick a random chamber from 0 - 6 (6 chambers)
RANDM chamber, #6
;reset the shot counter
SET shotCounter, #0
JMPBK
;Set up our six shooter here
chamber DATA #0
shotCounter DATA #0
Binary Download Here: https://www.dropbox.com/s/0hcq2nl8hj...I-Roulette.zip
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August 26th, 2013, 23:21 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7673.0.html
Nickname: Rajveer
Project Name: ImpulseDS
From: UK
Division: Game
Platform: NDS
Original Enter: Yes
Support Motion: No
Open Source: No
In a past NEO Compo this project won in the top 10: No
ImpulseDS is a racing game inspired by F-Zero X which includes a track editor, allowing you to test tracks you've created. This is an alpha version so both the track editor and racing mechanics are far from feature-complete ;-) A windows version will be released soon for quicker track creation.
EDIT: Update #1 20/08/2013 - fixed bug where if the last knot in the track was deleted, the previous knot wouldn't be automatically selected.
EDIT: Update #2 21/08/2013 - fixed bug where the "Apply" button on the subscreen had the wrong height.
Download: ImpulseDS v0.1 alpha
Full controls and instructions can be found in the Readme.
Quote
Installation:
ImpulseDS uses libfat, so if your flash cart doesn't support automatic DLDI patching then please patch it with the correct driver. http://chishm.drunkencoders.com/DLDI/
-Place the ImpulseDS.nds binary on your flash cart.
-Place the ImpulseDS folder in one of 3 places:
- the same folder as the .nds binary
- the root of the flash cart
- in /data/
Controls:
Button-mode controls:
Accelerate - A
Brake - B
Turning - D-Pad left/right
Touch-mode controls:
Accelerate - D-Pad up or X
Brake - D-Pad down or B
Turning - Touchscreen. Click and drag anywhere on the touchscreen to turn the vehicle - this method allows analog turning.
To exit the game and return to the track editor, press Start.
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August 26th, 2013, 23:23 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7669.0.html
Nickname: Alekmaul
Project Name: Rick Dangerous
From: France
Division: Game
Platform: GBA
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 3: no
Rick Dangerous GBA is based on amiga classic game nammed Rick Dangerous.
More information can be found here : http://www.mobygames.com/game/rick-dangerous.
The adventure starts here ...
Will Rick Dangerous, intrepid Super Hero and part-time stamp
collector, survive his first mission in the Aztec temple of the tribe?
Should he do so, Rick will face new hazards in the Egyptian tomb and
the enemy fortress.
Screenshots :
You can download it here V1.0 Rick Dangerous GBA
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August 26th, 2013, 23:25 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7668.0.html
Nickname: Alekmaul
Project Name: MazezaM Challenge
From: France
Division: Game
Platform: GBA
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 3: Yes but for another console (SNES), Dr Neo is ok for this rewrite for GBA
MazezaM Challenge (pronounced "may-zam") is a simple puzzle game based on MazezaM
from Malcolm Tyrrell.
You enter the mazezam on the left and you have to get to the exit on the right by
pushing rows of blocks left and right. If you get stuck you can retry the mazezam,
but this will cost you a life.
Screenshots :
You can download it here V1.0 MazezaM challenge GBA
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August 26th, 2013, 23:34 Posted By: wraggster
[source: gateway-3ds.com] PUBLIC RELEASE OF Gateway 3DS V1.1a Region-free and Firm-Spoof. We would like to thank all our beta testers for their timely response and reporting. Common minor issues we are aware of are:
1) The lack of upper screen banner for some titles which trigger both region and firmware spoof requirements.
2) Some expected issues related to language fonts.
There have been some unique reports of issues related to title exit or first GW3DS entry after installing the update. We believe these are either related to file fragmentation of the 3DS SD card or some users trimming the titles to fit on the red card's micro SD. Please make sure to try a new SD card for the 3DS as well as micro SD for the Gateway card together with a known good un-modified title, where possible.
Installation of the update is simple, download our release HERE and simply replace the "Launcher.dat" file on the 3DS SD card. ENJOY !!
http://www.eurasia.nu/modules.php?na...ticle&sid=3215
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August 27th, 2013, 00:07 Posted By: wraggster
via http://www.emucr.com/
Dolphin wii-network Git 3.5-1845 is compiled. Dolphin wii-network is a branch of Dolphin. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin wii-network Git changelog:
* Maybe libusb_exit fails when not initialized.
* Slightly better error handling for libusb_init not working.
* More cleaning.
* Fixed inconsistent usage of sock and used fd instead.
* Remove ltcg from polarssl.
* Code style fix and cleanup.
* Disable Wii Sockets for NetPlay and TAS
* Merge branch 'master' into wii-network
Conflicts:
Source/Core/Common/Src/CommonPaths.h
Source/Core/Common/Src/FileUtil.cpp
* Fix a crash in the Wiimote registration code
The code was hitting undefined behavior, causing crashes when starting a Wii
game with Dolphin compiled with gcc >= 4.8.
Might introduce some slight change in the Wiimote activation logic.
Fixes issue 6526.
http://www.sendspace.com/file/dp9478
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August 27th, 2013, 00:09 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4728 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:
r4728
JIT x86_32 linux:
fix calling convention when calling ordinary C functions from asm
http://www.sendspace.com/file/d2k4q6
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August 27th, 2013, 00:17 Posted By: wraggster
via http://www.emucr.com/
Project64k Stable Version (2013/08/21) is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
I recently fixed the RSP problem some people where having which should fix the auto-lag out when the game starts. I went back to the old version's online name to play with others of the same emulator on Emulinker servers, I also updated the kaillera list with a more wide spread server list. The kailleraclient has resizable border has been changed so there will no longer be GUI problems with the buttons and text of the client.
http://www.sendspace.com/file/gnvy1j
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August 27th, 2013, 23:46 Posted By: wraggster
The dedicated handheld gaming market is more than fine, according to Nintendo president Satoru Iwata.
Bloomberg reports on a Capcom event in Tokyo today, where Iwata announced that Nintendo is projecting 5m 3DS sales in Japan this year.
"There are more and more media reports suggesting that things aren't going very well for the dedicated gaming hardware business," Iwata said. "But that's not true, at least for the 3DS in Japan."
Iwata also noted that the Nintendo DS has been the only other system to top 5m units sold in Japan in one year. Nintendo sold 5.5m 3DS units last year, bolstered by the arrival of the 3DS XL redesign.
The company expects 3DS sales to hit 18m worldwide for 2013, up from last year’s 13.95m, thanks to a solid holiday line-up that includes Pokemon and Zelda titles.
http://www.mcvuk.com/news/read/ninte...s-year/0120505
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August 28th, 2013, 01:03 Posted By: wraggster
Street Fighter II has been released on almost every system since the early 1990s, but one device it skipped was the Nintendo Virtual Boy. Until now.
Over at Planet Virtual Boy there's a small group of enthusiasts who feel Nintendo's flop 3D system had loads of untapped potential.
With that in mind, this small group likes to mess around with the Virtual Boy, developing their own homebrew demos and seeing if they can push the system to its limits - something developers didn't get the chance to do when it was originally released due to Nintendo's decision to scrap it after only 22 games had been released.
For his latest effort, the mysteriously-named Mr Anon took a fighting engine developed for an unreleased Virtual Boy homebrew project and turned it into a surprisingly accurate port of Street Fighter II.
http://www.computerandvideogames.com...n-virtual-boy/
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August 28th, 2013, 01:05 Posted By: wraggster
Nintendo has released a list of this week's new European eShop content.
The main highlight this week is the downloadable version of Rayman Legends, the long-anticipated Ubisoft platformer that was originally supposed to come to Wii U in February but was delayed so it could be released on multiple platforms.
It appears it was worth the wait though, as our Rayman Legends reviewshows.
Also released on eShop this week is a duo of NES Virtual Console offerings. The Legend Of Zelda (on Wii U Virtual Console) needs no explanation, whereas Ninja Gaiden II: The Dark Sword Of Chaos (headed to the 3DS VC) is a side-scrolling action platformer.
Here's the full list of releases planned for this Thursday.
[h=3]Wii U - Download games[/h]- Rayman Legends - £36.99 / €44.99
- Disney Planes - £34.99 / €39.99
[h=3]Wii U - Virtual Console[/h]- The Legend Of Zelda (NES) - £3.49 / €4.99
[h=3]3DS - Download games[/h]- My Western Horse 3D - £34.99 / €39.99
- Treasure Hunter X - £1.99 / €1.79 / 200 Points
[h=3]3DS - Virtual Console[/h]- Ninja Gaiden II: The Dark Sword Of Chaos (NES) - £4.49 / €4.99
http://www.computerandvideogames.com...legends-zelda/
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August 28th, 2013, 01:08 Posted By: wraggster
Professor Layton developer and publisher Level-5 has announced a seventh game in its favoured franchise, only this time it will be an RPG/puzzle game that may or may not feature the titular professor.Layton 7.
Revealed by Level-5 at a press conference and in Famitsu (via NeoGAF), the curio is being developed for 3DS, iOS and Android. It's described as a "role-playing puzzle game," where you play as various characters in a small 3D town.This wouldn't be the first Layton game where you don't play as the good professor, as the Phoenix Wright-esque Layton Brothers Mystery Room came out for iOS in June. He'll also share the stage with Wright in his Ace Attorney spin-off .Elsewhere, Level-5 has revealed at its latest press conference (via Siliconera) that the Professor Layton series has sold a total of 15 million copies worldwide, making it the publisher's best-selling franchise. We know over one million of these emanated from Layton Brothers Mystery Room, suggesting Level-5 is keen to mix up the formula again.Comparatively, Level-5's Studio Ghibli RPG collaboration Ni No Kuni has sold 1.4 million across the globe between the PS3 game and its Japan-only 3DS version.
http://www.eurogamer.net/articles/20...pg-puzzle-game
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August 28th, 2013, 01:12 Posted By: wraggster
Fire Emblem series developer Intelligent Systems is helming a 3DS sequel in the long-dormant Jam with the Band series, Nintendo confirmed via a newly launched teaser website.
Intelligent Systems' Daigasso! Band Brothers P uses Vocaloid software to turn a player's voice into a synthesized in-game instrument. Nintendo revealed the upcoming rhythm-action game in a Nintendo Direct presentation .
The first entry in the series, Daigasso! Band Brothers, premiered for the Nintendo DS in Japan in 2004. An enhanced English-localized version, Jam with the Band, launched in Europe in 2010, but was never released stateside. A North American release for Daigasso! Band Brothers P has not been announced.
http://www.joystiq.com/2013/08/27/3d...emblem-studio/
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August 28th, 2013, 20:40 Posted By: wraggster
Nintendo has announced it is launching a new handheld games console, seen by many as an attempt to strengthen profits.
The new 2DS, a stripped down budget version of its 3DS model, will go on sale in Europe on 12 October 2013.
Announcing the 2DS as an "entry point" console, Nintendo confirmed it will be compatible with all DS games.
One analyst described the move as coming "out of the blue".
"Nintendo is expressly going after a market it's always really known how to cater for: kids." said Daniel Krupa, UK Games Editor at IGN.com
"If anything I would've expected an upgraded version of the 3DS, not a budget version."
Nintendo has described the 2DS as an "entry point" console The Japanese firm also announced a price cut to its Wii U console.
The product has been seen by many in the industry as a failure for Nintendo, selling 3.6 million units worldwide since its 2012 launch.
Nintendo will sell its 32GB deluxe version for $299.99 (£192), down from $349.99 (£225) from 20 September.
"It had to be done ahead of the release of the next-generation of consoles from Microsoft and Sony" said Mr Krupa.
Sony's PlayStation 4 and Microsoft's XBox One are both due to go on sale before the end of the year.
Nintendo and others face competition from the growing popularity of mobile gaming on smartphones and tablets.
The lack of 3D screen and lower specification may allow Nintendo to make a profit from the 2DS more easily than its other hardware.
Pricing has not been announced but UK retailers have begun listing the 2DS for £109.99.
http://www.bbc.co.uk/newsbeat/23871340
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August 28th, 2013, 20:51 Posted By: wraggster
Cheaper portable console to launch on October 12th
Nintendo has just unveiled a new handheld console, the 2DS.
The portable is part of the 3DS range of systems, and has been released as a more affordable version of the popular handheld.
The console keeps the same controls but ditches the use of 3D.
The hardware also has a new look, and no long allows users to fold it shut. It will still play all packaged and downloadable 3DS games and DS games, but will only play them in 2D.
The Nintendo 2DS will be launched on October 12th in Europe, the same day as Pokemon X and Y.
http://www.develop-online.net/news/4...ndheld-the-2DS
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August 28th, 2013, 21:00 Posted By: wraggster
As previously rumoured, Nintendo will be bundling its Wind Waker remake in with the Wii U this Christmas.
Reports first emerged of earlier this month but now Nintendo has made it official, announcing The Legend of Zelda: The Wind Waker HD Premium Pack.
This SKU will include a Black 32GB Premium Wii U model, a Zelda-themed GamePad with gold lettering and designs from the game, plus a code to download Wind Waker HD from the Nintendo eShop.
For existing Wii U owners, there's The Legend of Zelda: The Wind Waker HD Limited Edition, which bundles artwork and a special Gannondorf figurine in with copies of the game.
Both bundles will arrive alongside the standard version of Wind Waker HD on October 4th.
Nintendo will also release a limited edition LEGO City Undercover Premium Pack on October 18th.
UPDATE: The special edition with the Gannondorf statue has just been announced as a GAME exclusive. It will cost £59.99.
http://www.mcvuk.com/news/read/zelda...ounced/0120535
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August 28th, 2013, 21:03 Posted By: wraggster
The price of the Premium Wii U bundle has been slashed by $50 in the US and Canada.
The price cut will come into effect on September 20th, according to CVG.
Nintendo of America also plans to phase out the 8GB Basic model by focuses on more compelling game-and-console bundles with the 32GB version.
While Nintendo of America has directly instigated this cut to the price, Nintendo of Europe and its UK arm have historically been less involved.
MCV contacted Nintendo for comment, but the platform holder reiterated that the price of its products is ultimately set by retailers.
MCV has also contacted its Retail Advisory Board to see how the price will alter in the UK.
Throughout this year, UK retailers have reduced the price of Wii U to as low as £100.
http://www.mcvuk.com/news/read/ninte...follow/0120534
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August 28th, 2013, 21:07 Posted By: wraggster
Nintendo says the 3D-less new handheld 2DS will help it grow its user base.
Speaking the GameSpot, US execs from the firm said that while the company is still committed to 3D, it wants to grow the audience for its handheld games even further.
Today the firm announced the 2DS, a flat slate-like dual-screen version of the 3DS. It plays 3DS games, but shows them in 2D only.
"It doesn't mean that we are not committed at all to 3D and that we don't think that's a really valuable, unique eye-popping feature for a lot of gamers," Nintendo America marketing boss Scott Moffitt told GameSpot.
"We just wanted to continue growing the installed base and needed to find a way to get to a price point that was more accessible for a broad swath of consumers."
"As we surveyed the marketplace, it seemed to us that there was an opportunity for something at that lower, entry level price point," he added.
2DS lands in the UK on October 12th with an RRP of £109.99.
http://www.mcvuk.com/news/read/2ds-g...ntendo/0120533
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August 28th, 2013, 23:25 Posted By: wraggster
Nintendo's Scott Moffitt insists that the new 2DS doesn't represent backpedaling, notes that it's all about reaching huge audience at $129
[h=3]Nintendo of America[/h]
In light of the announcement of the Nintendo 2DStoday, we sat down with the company's executive vice president of sales and marketing Scott Moffitt to talk all about the new entry in the portable space. In this exclusive interview, conducted by USgamer's Jeremy Parish on behalf of GamesIndustry International, we find out who the 2DS is really for and how it fits into the increasingly crowded mobile and handheld market. Interestingly, we also see that Nintendo remains confident in 3D gaming despite the fact that its 2DS dispenses with it altogether. At the end, Moffitt even takes a dig at Sony, saying Vita's sales show that Nintendo's approach is the one that's actually working.
Here's the full Q&A. Enjoy!
Q: As someone who's made a pretty significant investment in digital purchases for 3DS, I feel there may be some games that work better on 2DS than on 3DS -- Virtual Console, for instance. But the 3DS games that have 3D functionality, I'd rather keep them on the 3DS. It's not really possible to do that...
Scott Moffitt: It's not tied to an account. Yeah. We haven't solved that yet.
Q: Are you working on solving it? It sounds like, to date, Nintendo has been pretty content to keep things as they are.
Scott Moffitt: If you look at the account system, the network ID system that exists now on Wii U, that's an effort for us to move beyond a device-centric approach to an account-centric approach. But we haven't done it on the handheld side of the business at this point. We hear that feedback. We hear that criticism, or whatever you want to call it, from time to time. We're not blind to it. But it's not something we've solved.
Q: I feel like this device forces the issue.
Scott Moffitt: Yeah. I would just challenge… If you have a 3DS and you enjoy playing it there on a bigger screen… I wouldn't think we would expect you to be part of the buyer base.
"A lot of it is driven by wanting to achieve a price point that is more accessible for consumers...Removing the 3D capability allowed us to get to a better price point"
Q: Well, like I said, if I'm playing NES games or New Super Mario Bros., that sort of thing, I can already tell just by holding this...
Scott Moffitt: It feels more familiar to you?
Q: Playing those games on 3DS, the D-pad and button placement isn't ideal. So I could see some people wanting to carry over part of their library to this and have dual devices, the way you can own an iPhone and an iPad and still share content between those devices.
Scott Moffitt: Yeah. I guess all I can say is that you weren't directly in our crosshairs as we were assessing the market potential for this initiative. You never can guess who's going to respond to a new piece of hardware.
But I think our expectation was that we were primarily trying to address the value barrier that might exist for some consumers to playing a 3DS. They could be DS owners that haven't yet upgraded to the 3DS because of price and because they love playing their old DS games. It could be young kids just entering the video game market, and parents not wanting to buy them a $200 gaming system. Now we're much closer to $100, which makes it much more affordable for them. I think that was probably the audience we expected or intended to design the unit for. But I think it's good feedback.
Q: Will you still be selling the original DS?
Scott Moffitt: The original DS? Yes, the original DS, that's $99. The DS still exists, so it's really four [items in the lineup]. Certainly our emphasis and our priority is on the 3DS platform. That's where we've made our commitment. That's our future. So we are not developing gaming content for DS at this point. Our resources are focused on 3DS. But that'll still be in the lineup, yes.
http://www.gamesindustry.biz/article...from-3d-gaming
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August 28th, 2013, 23:28 Posted By: wraggster
Analyst says both moves will help, but Nintendo still lacks compelling console game lineup, and portables will still be hurt by mobile
[h=3]Nintendo[/h]nintendo-europe.com
Nintendo's big announcements today will help the company in the near-term, but don't address some underlying problems, according to an investors' note from Michael Pachter. The Wedbush analyst kept his neutral rating on the company, but raised his 12-month price target on Nintendo stock from ¥10,000 to ¥12,000. It's currently trading just below the ¥12,000 mark.
"We expect the price cut to drive higher sales, but believe the Wii U will remain challenged by a lack of compelling first- and third-party content this holiday," Pachter said. "By the time a significant number of high-profile Wii U games have been released, Microsoft's Xbox One and Sony's PS4 will have launched, creating direct next generation competition and impacting any potential lift from those titles."
As for the new portable, Pachter said he expects the introduction of the 2DS to spur sales 25 percent in the near term. However, Pachter believes that dedicated gaming handhelds of all types will continue to be hurt by the growing smartphone and tablet market.
http://www.gamesindustry.biz/article...oblems-pachter
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August 29th, 2013, 01:02 Posted By: wraggster
Nintendo has confirmed that The Legend of Zelda: Wind Waker HD will be released in US two weeks early via the the Wii U eShop.
Having confirmed earlier today a US retail release date of October 4 - the same day as its retail release in Europe - the firm has now revealed that the game will get a digital download release via the US eShop two weeks prior on September 20.
It also confirmed that the game will cost $49,99 - $10 less than the typical retail software price of $60. There's no word on whether the EU eShop will also play host to an early release.
As well as HD graphics and a tuned-up game experience, the title will support off-TV GamePad play and Miiverse functionality.
Nintendo has also added a new 'Hero mode' to the game, which is essentially a harder difficulty setting, upping the challenge for players who want enemy encounters to be more perilous.
Nintendo of America announced earlier today that the game will be packed into a special Zelda Wii U premium bundle for £249.99, along with confirming plans to cut the Wii U's price by $50.
http://www.computerandvideogames.com...-via-us-eshop/
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August 29th, 2013, 01:02 Posted By: wraggster
Nintendo has released a confirmed list of US Q4 release dates for Wii U and 3DS, confirming that Super Mario 3D World will be released in US on November 22 for $60.
That's ahead of the originally projected release window of December, and puts it on shelves in time for North America's Black Friday shopping riot.
The release schedule also confirms that The Legend of Zelda: Wind Waker HD will get an early launch via the digital eShop, where it will be available from September 20, ahead of the October 4 retail date.
Wii Party U - October 25, and Donkey Kong Country: Tropical Freeze is out December 6. Wii Fit U and Mario & Sonic at the Sochi 2014 Olympic Winter Games remain chalked up for - 'this holiday'.
Highlights on the 3DS include The Legend of Zelda: A Link Between Worlds, releasing November 22 alongside Mario Party: Island Tour.
Nintendo of America announced today plans to cut the price of the Premium Wii U by $50 effective September 20. It also revealed the Nintendo 2DS, a new "more affordable" Nintendo 3DS model set for release in October, which plays all 3DS games but in 2D mode only.
Here's the full release schedule, which also includes third party software release dates:
Wii U
- The Legend of Zelda: The Wind Waker HD - Sept. 20 (downloadable) and Oct. 4 (packaged) - $49.99.
- Wii Party U (bundled with a Wii Remote Plus controller and stand) - Oct. 25 - $49.99.
- Super Mario 3D World - Nov. 22 - $59.99.
- Donkey Kong Country: Tropical Freeze - Dec. 6 - $49.99.
- Wii Fit U - this holiday season.
- Mario & Sonic at the Sochi 2014 Olympic Winter Games: - this holiday season.
Third-party titles:
- Scribblenauts Unmasked: A DC Comics Adventure (Sept. 24) (Warner Bros.)
- LEGO Marvel Super Heroes (Fall) (Warner Bros.)
- Skylanders SWAP Force (Oct. 13) (Activision)
- Call of Duty: Ghosts (Nov. 5) (Activision)
- Sonic Lost World (Oct. 22) (SEGA)
- Rayman Legends (Sept. 3) (Ubisoft)
- Just Dance 2014 (Oct. 8) (Ubisoft)
- Assassin's Creed IV Black Flag (Oct. 29) (Ubisoft)
- Watch_Dogs (Nov. 19) (Ubisoft)
Nintendo 3DS
- The Legend of Zelda: A Link Between Worlds - Nov. 22 - $39.99.
- Mario Party: Island Tour - Nov. 22 - $39.99.
Third-party titles:
- Scribblenauts Unmasked: A DC Comics Adventure (Sept. 24) (Warner Bros.)
- LEGO Marvel Super Heroes: Universe in Peril (Fall) (Warner Bros.)
- Batman: Arkham Origins Blackgate (Oct. 25) (Warner Bros.)
- Skylanders SWAP Force (Oct. 13) (Activision)
- Adventure Time: Explore the Dungeon Because I DON'T KNOW! (Nov. 19) (D3Publisher)
- Sonic Lost World (Oct. 22) (SEGA)
http://www.computerandvideogames.com...eup-confirmed/
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August 29th, 2013, 01:02 Posted By: wraggster
Nintendo has released a confirmed list of US Q4 release dates for Wii U and 3DS, confirming that Super Mario 3D World will be released in US on November 22 for $60.
That's ahead of the originally projected release window of December, and puts it on shelves in time for North America's Black Friday shopping riot.
The release schedule also confirms that The Legend of Zelda: Wind Waker HD will get an early launch via the digital eShop, where it will be available from September 20, ahead of the October 4 retail date.
Wii Party U - October 25, and Donkey Kong Country: Tropical Freeze is out December 6. Wii Fit U and Mario & Sonic at the Sochi 2014 Olympic Winter Games remain chalked up for - 'this holiday'.
Highlights on the 3DS include The Legend of Zelda: A Link Between Worlds, releasing November 22 alongside Mario Party: Island Tour.
Nintendo of America announced today plans to cut the price of the Premium Wii U by $50 effective September 20. It also revealed the Nintendo 2DS, a new "more affordable" Nintendo 3DS model set for release in October, which plays all 3DS games but in 2D mode only.
Here's the full release schedule, which also includes third party software release dates:
Wii U
- The Legend of Zelda: The Wind Waker HD - Sept. 20 (downloadable) and Oct. 4 (packaged) - $49.99.
- Wii Party U (bundled with a Wii Remote Plus controller and stand) - Oct. 25 - $49.99.
- Super Mario 3D World - Nov. 22 - $59.99.
- Donkey Kong Country: Tropical Freeze - Dec. 6 - $49.99.
- Wii Fit U - this holiday season.
- Mario & Sonic at the Sochi 2014 Olympic Winter Games: - this holiday season.
Third-party titles:
- Scribblenauts Unmasked: A DC Comics Adventure (Sept. 24) (Warner Bros.)
- LEGO Marvel Super Heroes (Fall) (Warner Bros.)
- Skylanders SWAP Force (Oct. 13) (Activision)
- Call of Duty: Ghosts (Nov. 5) (Activision)
- Sonic Lost World (Oct. 22) (SEGA)
- Rayman Legends (Sept. 3) (Ubisoft)
- Just Dance 2014 (Oct. 8) (Ubisoft)
- Assassin's Creed IV Black Flag (Oct. 29) (Ubisoft)
- Watch_Dogs (Nov. 19) (Ubisoft)
Nintendo 3DS
- The Legend of Zelda: A Link Between Worlds - Nov. 22 - $39.99.
- Mario Party: Island Tour - Nov. 22 - $39.99.
Third-party titles:
- Scribblenauts Unmasked: A DC Comics Adventure (Sept. 24) (Warner Bros.)
- LEGO Marvel Super Heroes: Universe in Peril (Fall) (Warner Bros.)
- Batman: Arkham Origins Blackgate (Oct. 25) (Warner Bros.)
- Skylanders SWAP Force (Oct. 13) (Activision)
- Adventure Time: Explore the Dungeon Because I DON'T KNOW! (Nov. 19) (D3Publisher)
- Sonic Lost World (Oct. 22) (SEGA)
http://www.computerandvideogames.com...eup-confirmed/
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August 29th, 2013, 01:06 Posted By: wraggster
Just as Apple is rumoured to be working on a budget-price iPhone to attract a larger audience, Nintendo is hoping to capture a different userbase with the 2DS, the latest iteration on its handheld formula. Its launch is unlikely to upset anyone who's recently bought a 3DS or 3DS XL - and don't expect either of those two models to disappear any time soon. Positioned at a lower price point and targeted at a wider market, the fact 2DS will launch alongside family-friendly titles Pokémon X and Y on 12th October is no coincidence. The wedge-shaped handheld will be a sibling to the existing 3DS family, an additional option rather than any sort of replacement or improvement.Top of the list of changes is the removal of the console's 3D option. Once the 3DS' headline feature, Nintendo's much-boasted-of glasses-free 3D functionality was quietly sidelined as an additional novelty following the console's price cut and marketing relaunch. No 3DS games technically require 3D, after all, although some are undoubtedly enhanced by it being an option (Super Mario 3D Land's viewpoint shifting puzzles spring to mind).Much could be made of Nintendo's decision to excise even the option of 3D, then, but its removal here is less of a U-turn than immediate impressions might suggest. The feature is still present in the 3DS and XL, after all - there is no indication of new models for either of those tiers. A version of the handheld without 3D is simply confirmation of what has been apparent for some time across the wider technology and entertainment sectors - that the pull factor of 3D as a point of differentiation is not as convincing as once expected. The post-Avatar 3D bubble burst a long time ago - this is Nintendo finally moving on.
The 2DS' other big change is the removal of Nintendo's iconic DS and 3DS clamshell design. It's the first Nintendo handheld since the days of the Game Boy Advance family to be a simple, flat shape, and there is something of the company's earlier handhelds in its form. Nintendo has imagined a taller version of the first Game Boy Advance, now with two screens nestled in the middle instead of one.The twin displays are back to the original 3DS' dimensions following Nintendo's supersized XL versions. Simply put, there's no difference in how games look on 2DS and 3DS when the latter is set to its 2D mode. Another change is the 3DS' dual speaker setup. The 2DS only has one, although stereo and surround options are still available via headphones. And, unlike the 3DS XL, you will get a charger included.Inside the console it is very much the 3DS in a new shell - it runs the same firmware and has the same DS back-compatibility. It even has the 3DS' twin camera on its rear so you can take 3D photos. These are displayed in 2D, naturally, but can be swapped over to 3DS via SD card to be viewed in three dimensions.
http://www.eurogamer.net/articles/20...o-2DS-hands-on
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August 29th, 2013, 01:10 Posted By: wraggster
Just Dance Kids 2014 will launch on October 22, Ubisoft announced today. As the fourth game in the Just Dance Kids series, this year's version will include 30 songs ranging from One Direction's "One Thing" to the Fraggle Rock TV show's opening theme song. Ubisoft provided a partial list of songs included in the game, which can be found after the break if you are morbidly curious.
The game includes an Xbox 360-exclusive "Just Create" mode, in which players use Kinect to assemble music videos using their own choreographed moves.Just Dance Kids 2014 also features a Wii U-only Dance Director mode, which allows one player to select dance moves for other players to perform. The game will launch on Wii U, Wii, Xbox 360 and PS3.
http://www.joystiq.com/2013/08/28/ju...-this-october/
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August 29th, 2013, 23:52 Posted By: wraggster
Nintendo’s 2DS drew the full spectrum of reaction as it was announced this afternoon, described as a smart move by some and batshit crazy by the rest.It’s a flattened-out 3DS minus the auto-stereoscopic top screen – cheaper, chunkier, targeted at kids and set to be launched alongside a new Pokémon game, it’s difficult to argue against 2DS as a business and marketing proposition. Its aesthetic appeal and size can certainly be questioned, though – is this the first Nintendo handheld that doesn’t actually fit in your pocket? Smart positioning can’t disguise just how strange this thing looks – those two screens make sense in clamshell handheld with a hinge between them, but on the front of a flat, tablet-style device? Bizarre.Nonetheless, Nintendo’s retreat from glasses-free 3D isn’t surprising. Once 3DS’ biggest selling point, playing this way just isn’t practical for most. 2DS will remove any lingering doubts over the health effects of 3D, the subject of some damaging tabloid stories around the original 3DS’ launch – Nintendo was even forced to discourage children aged six or younger from using the handheld, an idea completely at odds with its past successes in the handheld market.2DS resets Nintendo’s ill-fated pursuit of the older game player, a trend which can be traced back to the rampant success of DS Lite, which took a little of Apple’s sleek minimalism and applied it to a games handheld. It worked, and spurred Nintendo on to launch DSi, which took that idea further still. With its glasses-free 3D screen, relatively high launch price and a flurry of early marketing targeted at twentysomething tech audiences, the 3DS launch felt like Nintendo had started to neglect its traditional heartland. A weak software line-up certainly didn’t help 3DS’ cause, of course. It took a price cut and two Mario games to really turn the handheld around.Though it has increasingly dabbled in the sexier end of the portable market, Nintendo remains a toy company, not a tech giant. 2DS will be criticised by many for looking a bit ‘Fisher Price’, but surely that’s the intention; in its chunky plastic casing we can see Nintendo reverting to what has always made its handhelds so successful. Fans will always demand new adventures from old favourites, but all a Nintendo handheld really needs is a low price, parent-friendly aura and a Pokémon game or two. 2DS will have all of those in its corner when it launches on October 12.
http://www.edge-online.com/news/nint...ap-chunky-2ds/
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August 29th, 2013, 23:56 Posted By: wraggster
Nintendo has an annoying habit of defying what many people expect them to do.
After conditioning the games press into expecting precise and targeted Nintendo Direct messaging, yesterday's 2DS announcement was a bit of a ham-fisted mess.
While lots of people will peer at the peculiar 2DS and wonder what it means, it has left me convinced that Nintendo's investing smartly in what lies ahead, and what lies beyond the DS/3DS line.
Maybe its next move in handheld games will be into that area we've all wondered about: a proper Nintendo-style tablet device. And if Nintendo moves in this direction, I reckon it will do this world justice.
2DS is a sensible step for Nintendo. It is cheap both in terms of RRP and cost, seems correctly targeted at the value end of the market, physically it looks robust, and it launches just as Nintendo plans to release the latest in its evergreen Pokemon franchise.
But it's just a single step, a short stride.
The bigger leap, a more relevant tablet-style device in tuned with the future of handheld games could be next.
I know: it's massively obvious to point out that a Nintendo games tablet will follow. And conversely a lot of people - my colleagues included - think it's ludicrous, that Nintendo will forever march to the beat of its own drum. After all, Nintendo's charm lies in how unpredictable it is.
But there's plenty of evidence that points to Nintendo at the very least investing better for what lies ahead, if not a specific tablet device.
Nintendo earlier this year merged its home hardware and handheld device design teams into one big unit, with the express aim of sharing know-how, technology, and building a bridge between consoles and portables. The 2DS itself looks like the first product of that, and a move towards-slate style devices - its 'two' screens are in fact even one large touch-screen to cut costs. Then there's Nintendo's existing tablet the Wii U controller, itself an experiment in the second screen ideas borne from asking how small touch screens can interact with big-screen games.
I'm not the first to think these things add up to more, and I won't be the last. But there are two particular factors at play around 2DS, and Wii U, that have me excited by the prospect of Nintendo's next full hardware platform, should things play out in this direction. And it really has to launch something new sharpish - Wii U isn't cutting it, and the dual-screen format has limited life-span, as I argue below.
A NEW GENERATION
Firstly, there's the marked speed with which 2DS has appeared and what that might tell us about some subtle shifts for Nintendo.
Nintendo characteristically refreshes its handheld hardware every year, so in a sense the 2DS is a bit overdue. But this time around the device is explicitly chasing the cheaper end of the market, and in some ways is pushing its handheld to the sub-£100 ultra mass market audience at least a year earlier than you'd expect.
That's a surprise because this year the 3DS has done very well. It is the only format *growing* its software sales this year in the UK, outselling all others.
So arguably Nintendo has done well enough this year to potentially work through Christmas without any shift in primary target demographic, as it is doing in Japan where 3DS rules and 2DS isn't being released.
Some key reasons could explain why Nintendo has stepped things up a gear, however:
- The core audience XL is aimed at has been saturated - adults and Nintendo fans have had their fill, especially given how spoilt for choice they have been this year in terms of first-party games on 3DS.
- Plus there is pressure around every corner from Nintendo. It is feeling pinched by both newcomers and incumbents, from iPad to the threat of next-gen. So a highly competitive price and youth-friendly device is a good way to steel the business ahead of Christmas.
That just leaves Nintendo to speed up the DS/3DS/2DS transition swiftly in order to wrap this platform's story up ahead of schedule.
This would certainly please investors in the short-term, while Nintendo dreams up its next move. Even with buckets of cash in the bank, company president Satoru Iwata has been asked by analysts and commentators about having to compete with other game markets on iOS and beyond. It's reached the point where he is politely exasperated by this talk - no, Nintendo doesn't consider smartphones direct competition; yes, they are still focused on marrying their own hardware and software concepts; no, he won't resign just because the firms sales have slowed after the most successful period in its history.
2DS in that context leapfrogs ahead to the chapter where Nintendo is growing its audience once again, and priming a new generation (of humans, that is, not hardware) with the core IPs that will prop up the next format.
GETTING SOFTWARE RIGHT
And it's how Nintendo is approaching software which gives me further cause for optimism about what might come next in its handheld games efforts.
Lazy commentary says that Nintendo should retreat from consoles and sell its games on other formats. That's bollocks. And even coldly and trying to be rational about it, this isn't something that seems likely in the medium-term. Nintendo's entire organisation is built around hardware plus software, not one or the other - whether you look at it from a management point of view, examine its forecasting, or just think about its pockets of sales, distribution, marketing, R&D and design talent.
But that has only become such a widely-repeated view due to the frustration with how Nintendo's performance in hardware is inconsistent in contrast to overall consistency amongst its studios. As a software company, it's generally still the one to beat. Be glass-half-full about it, though, and in that sense Nintendo's already halfway to having a good format. (Let's put third-party publishers to one side for this discussion - Nintendo treats them as an anomaly most of the time, so we may as well do that too.)
These days Nintendo is doing its best to share what it knows about said software with external developers, although you might not know it.
Despite all the noise from Sony and Microsoft, Nintendo has been pretty keenly courting indie developers too. It of course knows that the unknown microstudio of today might be the Mojang of tomorrow. It also needs to fill the bare shelves on its digital stores. Open cooperation with these new developers has primed a growing number of them to think again about Nintendo. Anecdotally, I understand that from a developer relations point of view Nintendo has upped its game measurably. While it may not have charismatic public figures engaging visibly and loudly the way SCEE's Shahid Ahmed is or the way Xbox Live man Chris Charla has, Nintendo has been allowing its most prized internal teams in Japan to give feedback on indie parent games. Having feedback from those akin to Miyamoto's protoge is a real USP that will tempt any game developer. And as for free dev kits: Nintendo has been giving hardware to developers for yonks, I have been told, it just hasn't felt the need to send a press release out about it.
It's this activity that has helped Nintendo gain some digital retail cred; eShop on both 3DS and Wii U are far from perfect, but they have taken Nintendo from an excruciating standing start to an active platform thanks to its internally-made games and this from small indies.
So, Nintendo clearing the decks for a new generation of portable hardware plus its behind-the-scenes efforts to improve its marketplace for games content certainly says to me there's a deeper investment in future console formats, not just the tail-end of its existing ones.
But even if it doesn't add up to that, at least we can argue that Nintendo is moving quicker than many have given it credit for in recent times.
http://www.mcvuk.com/news/read/opini...not-if/0120564
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August 30th, 2013, 00:00 Posted By: wraggster
Nintendo twin-screen 2DS isn’t quite what it appears.
USGamer reports that the new hardware actually houses a single, large touchscreen which is separated into two and, in the case of the lower portion, reduced in size by nothing other than the handheld’s plastic casing.
This means that it is only Nintendo’s firmware that prevents the top screen being touch enabled and stops the hidden portions of the panel being utilised.
Could modders reverse this, effectively creating a large-screen touch-enabled Nintendo tablet. We’ll see.
The site also notes that 2DS isn’t currently scheduled for a Japanese release, quite possibly due to the machine’s ongoing dominance in the region. Perhaps once those numbers begin to wane Nintendo will look for a release to reinvigorate it.
http://www.mcvuk.com/news/read/2ds-t...screen/0120556
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August 30th, 2013, 00:02 Posted By: wraggster
Nintendo now has three options for those looking to buy into the 3DS family – and this chart explains it all very clearly.
The freshly announced (and arguably confusingly branded?) 2DS is your entry-level model. It costs £109 (expect that to translate to around £100 everywhere very shortly), lacks 3D and doesn’t fold. But it’s certainly an appealing option for kids and could perform very well this Christmas.
The 3DS is your entry-level full-spec machine while the 3DS XL offers no extra functionality but packs bigger screens and, it’s certainly fair to say, a very premium feel.
Check out the infographic below (click for a bigger version):
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August 30th, 2013, 00:04 Posted By: wraggster
Nintendo has cut the trade price of Wii U, with retailers knocking around £30 off the RRP.
The price reduction does not take effect until October 4th, and seeing as many UK retailers have already cut as much £100 off the recommended price, it is unlikely to make a huge dent on Wii U's current performance.
What may make a bigger impact are the new games bundled with the hardware.
Nintendo Land is no-longer included, instead Nintendo is offering two bundles - one featuring The Legend of Zelda: Wind Waker HD (plus special edition hardware design) and the other including LEGO City Undercover.
The new sets are available from October 4th at the new price. GAME has a pre-order of the special Zelda version of Wii U for £250.
A Nintendo spokesperson said: "We've reduced the European trade price of the Wii U Premium Pack to retailers from October 4th. At the same time we'll be launching the Zelda bundle (32 GB) and the Lego Premium Pack (32 GB) which will also be available to the retailers at the same lower trade price as the traditional Wii U Premium packs which are currently available in the market place
http://www.mcvuk.com/news/read/ninte...e-game/0120550
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August 30th, 2013, 00:10 Posted By: wraggster
With a Wii U price cut and a DS which drops 3D, is Iwata backing down?
Nintendo dropped two pieces of news this week with the unveiling of the 2DS and a $50 price cut for the Wii U Deluxe Edition bundle, bringing it down to $300. The new handheld abandons the glasses-free 3D feature and clamshell case design of the 3DS, but brings the price down to $130 in the process. Meanwhile, the Wii U's price cut will be accompanied by a new bundle featuring a Legend of Zelda-themed GamePad and a digital version of the WindWaker HD remake included right out of the box.
Both made for big headlines, but will they lead to big sales? Will the price cut work considering the Wii U Basic Edition was already available for $300? Is customer confusion going to be an issue with the 2DS? Do you believe Nintendo's insistence that they aren't backpedalling on 3D? Which announcement will wind up being more significant for the company? The GamesIndustry International team weighed in on the news for this week's staff roundtable.
[h=2]James Brightman[/h]It would be redundant for me to say that the Wii U desperately needed a price cut. Now that it's finally got one, I do like its chances slightly better this holiday, especially when combined with Super Mario 3D World, Donkey Kong Tropical Freeze and Wii Fit U. It's too bad Mario Kart 8 isn't coming this holiday season, because to me, it's poised to move more Wii U hardware than any other game. Even in the demo I played at E3, it looked incredibly polished and fun with new gameplay mechanics. Unfortunately, Nintendo is not selling Wii U in a vacuum and consumers are going to be looking at Xbox One, PS4, tablets and other game-playing devices this Christmas. If the hype and purchase intent around next-gen consoles is as highas GameStop claims it is, Wii U is going to have a tough time, regardless of its slightly lower $299 price point.
The 2DS' hingeless, child-friendly design has met with a mixed response.
Besides, price conscious parents are more likely to skip right past Wii U in favor of one of Nintendo's own handhelds. The new 2DS is likely to do gangbusters alongside Pokemon X and Y this holiday season. For $129, consumers can get a system that already has a wealth of great content - albeit now played without the 3D function. I have to agree with Brendan on that point, however; customer confusion is something that Nintendo is going to have to put considerable time into avoiding. Marketing will be key for solving this problem, but Nintendo's track record of late with marketing is pretty darn poor. The Wii U was terribly marketed, and even now with better software on the horizon I've yet to see Nintendo truly convey the value and appeal of the Wii U. Maybe they can do better with promoting 2DS.
At the end of the day, we all have to remember that Nintendo is Nintendo. The company isn't in any console or handheld race. It's racing against itself, and as long as it can boost its bottom line and post a healthy profit at the end of the year, shareholders will be happy, Iwata's job will be safe, and it ultimately won't matter one bit that Wii U sales are quickly lapped by the competition.
[h=2]Steve Peterson[/h]The Wii U will certainly do better at $299 than at $349, especially against a $399 PlayStation 4. Still, the main driver will be software, and Nintendo's got some strong offerings late this year and early next year. I don't expect a dramatic sales increase for the Wii U, though; the price cut still leaves it more expensive than an Xbox 360 or PS3. Looking ahead there's no reason to expect new must-have software every month or two. Nintendo alone can't produce Wii U titles at that pace, and third-party support is not strong and likely never will be.
"Looking ahead there's no reason to expect new must-have software every month or two"
The Wii U will sell better with this price cut and the more compelling software coming out, but it will never lead the monthly sales reports for consoles. The Wii U will probably establish a position as a strong alternative console for those gamers looking for family fun who aren't interested in shooters, RPGs, sims and sports.
The 2DS is an interesting strategy. The $129 price point will certainly be attractive and keep the overall 3DS momentum going. Marketing-wise, the naming is confusing and difficult to figure out, but that follows right in the footsteps of the Wii U. I don't think Nintendo will be able to turn the 2DS/3DS/3DS XL line into a juggernaut like previous handhelds. Continued pressure from smartphones and tablets will keep this line from becoming a superstar, but it should do quite well. If Nintendo can hit $99 with the 2DS for Christmas 2014, that would keep the line going strongly into the future.
http://www.gamesindustry.biz/article...ding-a-retreat
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August 30th, 2013, 00:11 Posted By: wraggster
Nintendo's Scott Moffitt insists that the new 2DS doesn't represent backpedaling, notes that it's all about reaching huge audience at $129
[h=3]Nintendo of America[/h]
In light of the announcement of the Nintendo 2DStoday, we sat down with the company's executive vice president of sales and marketing Scott Moffitt to talk all about the new entry in the portable space. In this exclusive interview, conducted by USgamer's Jeremy Parish on behalf of GamesIndustry International, we find out who the 2DS is really for and how it fits into the increasingly crowded mobile and handheld market. Interestingly, we also see that Nintendo remains confident in 3D gaming despite the fact that its 2DS dispenses with it altogether. At the end, Moffitt even takes a dig at Sony, saying Vita's sales show that Nintendo's approach is the one that's actually working.
Here's the full Q&A. Enjoy!
Q: As someone who's made a pretty significant investment in digital purchases for 3DS, I feel there may be some games that work better on 2DS than on 3DS -- Virtual Console, for instance. But the 3DS games that have 3D functionality, I'd rather keep them on the 3DS. It's not really possible to do that...
Scott Moffitt: It's not tied to an account. Yeah. We haven't solved that yet.
Q: Are you working on solving it? It sounds like, to date, Nintendo has been pretty content to keep things as they are.
Scott Moffitt: If you look at the account system, the network ID system that exists now on Wii U, that's an effort for us to move beyond a device-centric approach to an account-centric approach. But we haven't done it on the handheld side of the business at this point. We hear that feedback. We hear that criticism, or whatever you want to call it, from time to time. We're not blind to it. But it's not something we've solved.
Q: I feel like this device forces the issue.
Scott Moffitt: Yeah. I would just challenge… If you have a 3DS and you enjoy playing it there on a bigger screen… I wouldn't think we would expect you to be part of the buyer base.
"A lot of it is driven by wanting to achieve a price point that is more accessible for consumers...Removing the 3D capability allowed us to get to a better price point"
Q: Well, like I said, if I'm playing NES games or New Super Mario Bros., that sort of thing, I can already tell just by holding this...
Scott Moffitt: It feels more familiar to you?
Q: Playing those games on 3DS, the D-pad and button placement isn't ideal. So I could see some people wanting to carry over part of their library to this and have dual devices, the way you can own an iPhone and an iPad and still share content between those devices.
Scott Moffitt: Yeah. I guess all I can say is that you weren't directly in our crosshairs as we were assessing the market potential for this initiative. You never can guess who's going to respond to a new piece of hardware.
But I think our expectation was that we were primarily trying to address the value barrier that might exist for some consumers to playing a 3DS. They could be DS owners that haven't yet upgraded to the 3DS because of price and because they love playing their old DS games. It could be young kids just entering the video game market, and parents not wanting to buy them a $200 gaming system. Now we're much closer to $100, which makes it much more affordable for them. I think that was probably the audience we expected or intended to design the unit for. But I think it's good feedback.
http://www.gamesindustry.biz/article...from-3d-gaming
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August 30th, 2013, 01:15 Posted By: wraggster
Nintendo has announced that the long-delayed Wii U and 3DS versions of Scribblenauts Unlimited are to arrive in Europe in December - more than a year after its US debut.
The game was originally planned for release alongside the Wii U in November 2012. While the US version honoured this date, the EU versions were pushed back to February 2013.
The PC version arrived in EU that month, but the Wii U and 3DS versionswere delayed further to an unspecified date in 2013. A developer from 5th Cell said at time of the delay that the slip was due to "stuff I can't talk about ... things outside of development".
Nintendo said in a statement: "It has come to light that some changes need to be implemented within the game before we launch them across Europe."
The delay is thought - but not officially confirmed - to be linked to a lawsuit filed by 'Nyan Cat' creator Christopher Orlando Torres against 5th Cell and publisher Warner Bros. for the game's unauthorised use of the popular internet meme character.
http://www.computerandvideogames.com...e-of-december/
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August 30th, 2013, 01:18 Posted By: wraggster
This week's list of new download content for the Wii U and 3DS eShops in US brings a number of big names to the table.
The original NES Legend of Zelda is now available on the Wii U Virtual Console, along with Wario Land 3 for the 3DS.
And Rayman Legends is out September 3, which we called the "best experienced on Wii U" in our Rayman Legends review.
Here's the full update list:
Nintendo eShop on Wii U
Pokémon Rumble U - Battle your way through enemies and experience an epic adventure. The world of Pokémon Rumble U is split into several areas with fearsome bosses. Get ready to take on multiple battle stages using all 649 Pokémon as you progress through each area - you'll have to be victorious in each one to continue. You can also purchase Pokémon Rumble U NFC Figures to help you on your journey. NFC Figures can be scanned using the Wii U GamePad controller to receive in-game Pokémon. NFC Figures are optional and sold separately. They are not required to complete the game.
Rayman Legends - Conquer a new platforming adventure in the biggest Rayman game ever created. Use the Wii U GamePad to take out enemies, manipulate platforms and cut ropes to clear a path. Rayman Legends is available on Sept. 3.
Virtual Console on Wii U
The Legend of Zelda - It's dangerous to go alone! Take this. In The Legend of Zelda, the original masterpiece that started it all, help Link collect the captured pieces of the Triforce, rescue the princess and thwart Ganon's evil plans.
Virtual Console on Nintendo 3DS
Wario Land 3 - Smash, bash and crash your way through more than two dozen gigantic levels in search of hidden keys, treasures and mystical music boxes. Become Fat Wario, Zombie Wario, Vampire Wario and other zany forms. Seek out the 100 treasures to reveal secrets, open new levels and power up Wario with even more abilities.
Nintendo eShop Sale
BIT.TRIP SAGA - BIT.TRIP SAGA, the Nintendo 3DS game that morphs all six BIT.TRIP games into one, is on sale for a limited time starting Sept. 1. Experience the challenge of the rhythmic galaxies through the head of CommanderVideo, and ride along with him as he completes his mission and returns home. Download the game at a discounted price of $4.99 until 9 a.m. PT on Sept. 15.
http://www.computerandvideogames.com...-rayman-zelda/
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August 30th, 2013, 01:25 Posted By: wraggster
The Wii U's Basic 8GB model will become "limited" in the UK, Nintendo has told Eurogamer.Nintendo will now focus on the console's Premium 32GB flavour, available from next month in one of two new bundles."The current Wii U Basic Pack will become limited in supply," a Nintendo UK spokesperson said. "However we are always looking for fun and interesting ways to package up our products for different groups of fans."Wii U's Basic model has sold poorly since the console was released, and Nintendo has previously admitted over-estimating demand for the cheaper version.In reality, the 8GB model could only hold 3GB of data after installing the Wii U's system software and creating a user profile - not enough even to download launch title Nintendo Land.Nintendo announced a pair of Wii U Premium bundles yesterday afternoon for launch next month, with one of Zelda: Wind Waker HD or Lego City Undercover included.Both are available for £259.99 at GAME (Nintendo itself does not set retailer pricing in Europe) - £40 less than the Premium console originally launched for.
http://www.eurogamer.net/articles/20...-limited-in-uk
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August 30th, 2013, 01:27 Posted By: wraggster
3DS farming simulation Harvest Moon: A New Beginning will finally get a UK release on 20th September, the European arm of publisher Marvelous has said.Europe is typically a year behind the rest of the world for Harvest Moon launches, and New Beginning is no exception. It launched last year in Japan and North America, the first title in the series designed from the ground up for 3DS.This incarnation's additions include increased customisation for your boy or girl farmer and a larger world to explore.It arrives - better late than never - in time for Harvest Moon's 15th anniversary in Europe. More than a million copies of the series have been sold here to date.
http://www.eurogamer.net/articles/20...ase-date-named
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August 30th, 2013, 21:12 Posted By: wraggster
Fils-Aime discusses how the firm is working on improving developer support
Nintendo is working hard on building an infrastructure to support independent developers on its 3DS and Wii U platforms, says Reggie Fils-Aime.
Speaking to IGN, the Nintendo of America president said the firm, which in the past has been criticised for its indie support and lack of online focus, is spending more time than ever on learning how to support developers.
He admitted that its unique hardware, such as the dualscreen nature of the 3DS and the use of a second-screen on the Wii U, meant it wasn’t always easy for developers to get to grips with its platforms without experience.
“The independent developer, especially those developers who have experience, who’ve shown real capabilities, we love those independent developers,” said Fils-Aime.
“And what we’re doing is creating even more of an infrastructure for a brand-new independent developer, someone who’s never created content before, to be effective on our platform. So it’s an area that we’re spending a lot more time and a lot more energy to create the infrastructure to help these developers publish their content and be effective. It’s something that we have had to learn how to do. Because our systems aren’t straightforward for a developer who hasn’t had a lot of experience.”
http://www.develop-online.net/news/4...We-love-indies
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August 30th, 2013, 21:56 Posted By: wraggster
Sony and Nintendo have vastly differing handheld visions, as is demonstrated by the contrasting approaches of Vita and 3DS.
That’s the opinion of Nintendo marketing executive Scott Moffitt, who has told GameSpot that Nintendo is the one that has got it right.
"Certainly, on the handheld side, we're heading in a very different direction than PlayStation with Vita," he said. "It really comes back to, in my opinion, the core strategy.
“I believe their view on the market is that the handheld gaming occasion and the home gaming occasion are one in the same, that people just have the desire to keep continue playing their home console game when they leave the house.
"And our philosophy, our belief, our strategy, is that we believe it's kind of a different occasion. The moment of time you're willing to play, the amount of time you have able to play when you're away from home is different and your gaming behaviour is different.
"You're not going to grab the whole bag of Doritos chips and sit on the couch for three hours; you have 25 minutes until the bus comes or whatever it might be. So the nature of the game ought to be a little different and the nature of the experience ought to be a little different."
If Moffitt’s argument is taken as correct, of course, that means 3DS is in more direct competition with the likes of iOS and Android.
There’s plenty of evidence to suggest that his analysis is not quite right, however. Vita has become a thriving platform for low-cast, bite-sized digital indie games. Nintendo, on the other hand, continues to re-sell repackaged core games from its older platforms at premium prices.
http://www.mcvuk.com/news/read/3ds-a...tegies/0120581
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August 30th, 2013, 22:02 Posted By: wraggster
Dropping the 3D from the 3DS makes perfect sense when you consider Nintendo's goals - the best possible sales of Pokemon this Christmas
[h=3]Nintendo[/h]nintendo-europe.com
Say what you like about Nintendo (most people do, so you may as well join the fray), the company certainly still retains the ability to surprise. Nobody predicted the Nintendo 2DS, an ungainly looking slab that acts as a slightly-crippled younger brother to the 3DS and will almost certainly be the best selling games hardware of this Christmas. After years of promoting the wonders of the 3D display on the 3DS, Nintendo has stripped it out entirely - a move that's unsurprisingly attracted its fair share of derision.
That derision mostly takes the form of "I-told-you-so" smugness from people who have spent years arguing that the 3D tech in the handheld range was a gimmick. Granted, nobody should waste much time listening to the kind of blowhard who thinks that his incredibly cutting and insightful observation that a 3D display in a gaming handheld might be a "gimmick" makes him into some kind of crystal-ball-gazing mystic seer, and Nintendo is unlikely to lose much sleep over the opprobrium of such people. Of course it's a gimmick; the purpose of the 3D display is to make games look nicer and a bit more unique, not to feed the hungry or heal the sick.
"3D display has actually been a remarkably good use of the limited hardware resources Nintendo could pour into a mass-market handheld"
Equally, though, it's a very nice gimmick - with certain caveats. As long as you're sitting in a stable position (cars, buses and trains in motion don't work so well) that lets you hold the 3DS optimally, and as long as you're not one of the small but significant number of people who get awful headaches from artificial 3D effects, 3DS games do look lovely. The illusion of depth gives them a unique appeal that can't be replicated by any other device and makes even relatively simple characters and environments look polished and attractive. For all the caveats and the criticism, 3D display has actually been a remarkably good use of the limited hardware resources Nintendo could pour into a mass-market handheld - while other handheld devices are leapfrogged by technological progress every ten minutes, 3DS software still looks great now largely due to the 3D effect.
The 2DS dispenses summarily with all of that - which is a shame, in some regards, but is also a very good business move. Nintendo may carve its own path, but it's also responsive to the market - and more importantly, it's responsive to the demands of its own software. I've argued many times that Nintendo crafts its hardware strategy around the needs of its software franchises, while its platform holder rivals take exactly the opposite approach. Halo serves the needs of the Xbox platform, but platforms like the Wii and the 3DS serve the needs of Mario and Zelda. In this specific instance, the 2DS exists to serve the needs of what may be Nintendo's most valuable franchise - Pokemon.
Of course, the observation that the Nintendo 2DS' arrival will coincide with the arrival of Pokemon X & Y doesn't make me into a crystal-ball-gazing mystic seer either, since it's perfectly obvious for everyone to see. However, a lot of the comments I've read about this launch strategy talk about Pokemon X & Y being an important title to support the 2/3DS - which isn't a false statement, but is a significantly less useful way of looking at the strategy than the approach which says that the 2DS exists to support the launch of Pokemon X & Y, not vice versa.
"In order to be the optimal platform for the Pokemon franchise, the 3DS needed to be cheaper"
Nintendo's logic works like this - Pokemon, the company's most valuable franchise of recent years, is arriving on the 3DS. Sure, that's going to be great for the 3DS, but the larger question is about how to make it great for Pokemon - ask not what Pokemon can do for your game platform, but what your game platform can do for Pokemon. In order to be the optimal platform for the Pokemon franchise, the 3DS needed to be cheaper, it needed to inspire a bit more confidence in parent purchasers by being more durable and, crucially, it needed to drop the 3D effect in order to assuage the bad press which has dogged the notion of kids playing games with 3D effects has received, at least in North America and Europe. It doesn't matter that this was a USP for the console - what Pokemon needs, Pokemon gets. The 2DS will be a successful launch and drive lots of software sales, but it exists for one reason - to ensure that Pokemon X & Y get into the hands of as many kids as possible in Western markets this Christmas, and beyond.
The single-mindedness of this strategy does result in a number of rather odd issues with Nintendo's handheld line-up. For a start, the original 3DS is really just muddying the waters now - it's perfectly clear that the 3DS XL is the console of choice among the clamshell models, and the existence of three hardware models at three price points doesn't help Nintendo's case with consumers at all. More worryingly, the company still hasn't overcome the key branding cock-up which it made at the launch of this platform. Over 30 million hardware units later, I still talk to consumers (and the occasional utterly misguided industry professional) who think that the 3DS is a new model of the DS with a 3D screen - resulting in several comments over the past few days suggesting that the 2DS is "just a DS". In its anxiousness to tap into the positive branding of the DS, Nintendo has still failed to communicate to many people that this is an entirely new and much more powerful console (and it's repeating the same dumb mistake with the Wii U right now).
"the 2DS and the fantastic slate of software leading up to Christmas guarantee a solid holiday season for Nintendo's handheld"
2DS is going to compound that error, and I expect that the "isn't that just a DS then?" questions will be widespread as Christmas approaches - not least because the "3DS" branding on games, which was designed to put some clear blue water between the old platform and the new, is now about to be subverted by a 3DS console that isn't actually called "3DS". This is a platform which will be bought heavily by not particularly tech-savvy parents and grandparents for young Pokemon fans - would it really have been so much to ask that the company stick with the same branding that's printed on all its games, in order to avoid utter confusion about which games can be played on which consoles?
Regardless, the 2DS and the fantastic slate of software leading up to Christmas guarantee a solid holiday season for Nintendo's handheld - which looks set to continue confounding soi-disant mystics everywhere throughout 2014, as it continues to resist the supposedly inexorable rise of smartphone and tablet gaming. The Wii U, which received a price drop this week and will soon have the option of being bundled with Legend of Zelda: Wind Waker rather than Nintendo Land, is in a tougher position. Iwata is right on this; the price isn't all that important, but the software is vital. Both of these minor moves will help to keep the console alive, but until the company can start to get high-quality software onto the platform and build a portfolio worth playing, it's going to be on life support, at best.
http://www.gamesindustry.biz/article...-power-forward
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August 31st, 2013, 22:54 Posted By: wraggster
Nintendo has said there are "no plans" to implement a 3DS-esque Ambassador program on the Wii U, according to a statement made to Wii U Daily. Nintendo recently announced a $50 price change on the Wii U deluxe bundle, which made Wii U Daily question if the company might offer an Ambassador program, as they did when the 3DS dropped from $250 to $170.
According to a Nintendo rep, however, the Ambassador program is "only available to any Nintendo 3DS owner who purchased their system before August 12, 2011 and there are no plans for a similar program for Wii U." The representative also apologized, stating that, "I know this isn't what you were hoping for."
Oh well, at least there's that snazzy-looking The Legend of Zelda: Wind Waker HD Wii U bundle coming soon!
http://www.joystiq.com/2013/08/31/ni...sador-program/
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