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September 1st, 2005, 08:30 Posted By: wraggster
Rising Star to release Nintendo DS iteration of long-running Lunar RPG series.
Wednesday 31 August 2005/... Rising Star Games, the European wing of Japanese publisher and developer Marvelous Interactive Inc. has announced that the Nintendo DS will be playing host to the next iteration in the Lunar series of RPGs. Set for European release in late autumn, Lunar Genesis will feature several innovations making the most of the unique features of the Nintendo DS and includes a brand new multiplayer battle mode.
Set in an expansive fantasy universe and beautifully presented in a rich, vibrant visual style, the world of Lunar has seen a number of versions across several formats, spanning 14 years and three generations of hardware. Set a thousand years before previous storylines, Lunar Genesis tells the tale of a band of young adventurers performing courier jobs who stumble into a battle between the forces of good and evil. This battle threatens to consume the entire land and sets the stage for over 70 hours of handheld RPG adventuring.
With all of the standard features associated with a traditional Japanese RPG, Lunar Genesis is adapted perfectly to take advantage of the benefits afforded by the Nintendo DS hardware. All aspects of player interaction, from movement around the game environments to map and menu navigation can be controlled via the touch-screen. Both displays are employed throughout the game to make sure the player has access to all the information they need. The dual screens are also fundamental to the battle system, with airborne enemies occupying the upper screen and traditional ground-based troops on the bottom. Even the microphone is used, as blowing on it during a fight acts as a 'panic button'.
Perhaps the most exciting feature for series fans and newcomers alike is the inclusion of the Coliseum mode, a wireless multiplayer battle where scratch cards earned during the singleplayer quest can be used to take on other players. The participants literally scratch off squares on the touch-screen, the outcome of which dictates the flow of combat. The winner gets to keep the loser's card for use in further Coliseum battles or to aid them in their singleplayer questing.
With its wealth of features and rich game world, Lunar Genesis will be released by Rising Star Games in November 2005.
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September 1st, 2005, 08:31 Posted By: wraggster
The final keynote for Wednesday at GDC Europe was given by Namco's Keita Takahashi, the creator of the cult classic and mainstream-covered phenomenon that is Katamari Damacy, and Takahashi, speaking through a translator, commented on his opinions of the state of the industry and his experiences in creating the sequel, We Love Katamari.
Some of the highlights of Takahashi's keynote were as follows:
- Takahashi was a little concerned that the GDCE organizers had mistaken him for a speaker from Nintendo, not Namco, since both companies start with an 'N', but pressed on regardless, explaining that he created Katamari Damacy because there were no products that he particularly wanted to work on at Namco after joining up.
- The creator noted: "Confucius and Namco both say that if you don't enjoy something, you might as well be dead" - his primary motivator. But he did note that it was a relatively long slog - it took 3 years to get Katamari Damacy published from concept to retail.
- Takahashi commented that he "really, really wasn't into the idea" of making a sequel to Katamari Damacy - he worried it would be a contradiction of everything he thought and said about similar-style games. But eventually he got over these fears in ways that he said sounded "too much like excuses" to share.
- Discussing the innovative Japanese packaging for sequel We Love Katamari, which shows the Namco offices with the development team and fans standing outside, Takahashi referenced his "rebellious ideas", but stressed above all, that the cover should be fun. He also showed the lavishly illustrated manual for the game, which showed animals in strange poses and is intended as an "entertaining read" in its own right, He also exhorted EA to "try harder" when making the European manual for the game.
Takahashi then showed a variety of levels from We Love Katamari, including a sumo wrestler that needs rolling up to be large enough to fight another sumo, and a snowman level where you must roll a head for the snowman with no particular time limit, much as Namco demonstrated at E3.
He ended with commentary on his favorite titles (the unreleased Sony game Densen, which involved a girl shimmying around on electrical wires in Japan, as well as a children's water-shooting amusement game), before asking a serious question, as much to himself as to the audience: "Is it fine to continue to create games that are totally superfluous forever?"
Judging by the impassioned response to his talk, the assembled developers at GDCE are just fine with Keita Takahashi doing that for now, and his avowed intention to work on another game besides Katamari (though the game is as yet unstarted) should leave his audience wanting more, as always.
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September 1st, 2005, 08:32 Posted By: wraggster
The holiday season will be virtually studded with a number of high-profile Nintendo games, both licensed and original titles from Nintendo. On the list of top-ranking Nintendo games are a number of Mario sports titles, Driv3r coming to the GBA, the Sims 2 landing on all Nintendo formats, September's hottest RPG X-Men Legends II: Rise of Apocalypse, King Kong, and over 170 additional titles being released from this day until the last days of December. Here's the list:
Nintendo DS:
Sept. 19: Tak: The Great Juju Challenge from THQ
Sept. 26: Trace Memory from Nintendo
September: Lunar Dragon Song from Ubisoft
September: Ultimate Spider-Man from Activision
Oct. 17: Scooby-Doo! Unmasked from THQ
Oct. 24: Metroid Prime Pinball from Nintendo
Oct. 24: Real Time Conflict: Shogun Empires from Namco
October: Marvel Nemesis: Rise of the Imperfects from Electronic Arts
October: Phoenix Wright: Ace Attorney from Capcom
October: Texas Hold 'Em from Majesco
October: Trauma Center: Under the Knife from Atlus
Nov. 1: SeaWorld: Shamu's Big Adventure from Activision
Nov. 1: The Incredibles: Rise of the Underminer from THQ
Nov. 7: SpongeBob SquarePants: The Yellow Avenger from THQ
Nov. 9: Harry Potter and the Goblet of Fire from Electronic Arts
Nov. 14: Mario Kart DS from Nintendo
Nov. 28: Mario & Luigi: Partners in Time from Nintendo
November: Disney's Kim Possible: Kimmunicator from Buena Vista Games
November: Dragon Ball Z: Supersonic Warriors 2 from Atari
November: King Kong from Ubisoft
November: Mega Man Battle Network 5: Double Team from Capcom
November: Need for Speed: Most Wanted from Electronic Arts
November: Pac-Man World 3 from Namco
November: SBK: Snowboard Kids DS from Atlus
November: Sonic Rush from Sega
November: The Chronicles of Narnia: The Lion, The Witch and The Wardrobe
from Buena Vista Games
November: Viewtiful Joe Double Trouble from Capcom
Dec. 5: Animal Crossing from Nintendo
December: Golden Nugget Casino from Majesco
December: Ultimate Card Games from Telegames
Fall: ATV: Quad Frenzy from Majesco
Fall: Castlevania: Dawn of Sorrow from Konami
Fall: Dig Dug Digging Strike from Namco
Fall: Dragon Booster from Konami
Fall: Frogger: Helmet Chaos from Konami
Fall: Shrek SuperSlam from Activision
Fall: Teenage Mutant Ninja Turtles 3: Mutant Nightmare from Konami
Fall: The Sims 2 from Electronic Arts
Fall: Tony Hawk (working title) from Activision
Fall: Zoo Tycoon from THQ
Q4: Blades of Thunder 2 from Summitsoft
Q4: Mini RC Rally from Summitsoft
Q4: Texas Hold 'Em Poker Pack from Summitsoft
January: Age of Empires: The Age of Kings from Majesco
January: Bust-A-Move from Majesco
January: Guilty Gear Dust Strikers from Majesco
Q1 2006: Dynasty Warriors (working title) from Koei
Q1 2006: Metroid Prime Hunters from Nintendo
Q1 2006: Ultimate Brain Games from Telegames
Early 2006: Nicktoons Unite! from THQ
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September 1st, 2005, 19:44 Posted By: wraggster
EA SPORTS Fight Night Round 2 continues to deliver gameplay via the analog Total Punch Control mechanic, allowing gamers to throw multiple punches, block, bob and weave with complete precision and control. Packing in more fearsome punches, players can now dominate the ring with the all-new EA SPORTS Haymaker allowing gamers to knock down their opponents with one devastating blow by adding extra power to each punch. Every hit counts in the game with powerful punches inflicting dynamic injuries on opponents, and thus reducing a fighters ability to defend himself. Players will also manage the boxers inside and out of the ring. Utilizing the new EA SPORTS Cutman, gamers can minimize damage on their fighters by helping them heal critical wounds between rounds.
http://www.lik-sang.com/info.php?pro...7&lsaid=219793
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September 1st, 2005, 20:03 Posted By: wraggster
Looking forward to playing all your favourite artists on a Game Boy Micro? You know, all your favourite artists, like Status Quo, Foreigner, Donnie Osmond and the almighty, currently-sitting-at-the-coffee-shop-across-the-road (no, really) Cheeky Girls? Well if you are, you're gonna have to wait until early next year.
According to Nintendo UK, the Play-Yan accessory, which transfers MP3 music files directly onto your console, won't launch in Europe until Q1 2006. Earlier internet reports had speculated that the handy device would hit stores alongside the Micro on November 4, but alas, these have today been dismissed by official sources.
Still, well worth waiting for in our humble opinion. After all, it effectively converts a decent games playing handheld into a walkman, giving you two goodies for the price of one. Altogether now: 'We are the Cheeky Girls, you are the...'
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September 1st, 2005, 20:20 Posted By: wraggster
- An impressive 1.3 million Nintendo DS consoles have been sold across Europe to date, with an incredible 6.5 million sold worldwide accounting for a whopping 13 million game-playing thumbs across the globe!
- Nintendogs available only on the DS - is being hailed as the coolest game release this year and in Japan a massive 40% of purchasers of nintendogs are females, clear testament that Nintendo is expanding the market and people's very perception of what a video game is
- In the UK, the Nintendo DS broke records for the biggest ever opening in a launch weekend, selling 87,000 units in two days that's an average of one Nintendo DS sold every two seconds!
- Nintendo is pushing the frontiers of video game play with genre-defining DS titles, some which can't even really be defined as games but new interactive experiences, such as Electroplankton, where music is fused with art and Brain Training for adults
- The launch of the Nintendo DS was the fastest new console launch ever, taking just 14 weeks from its US launch to be released worldwide
- Nintendo DS already has over 40 DS titles available and is backwards compatible with over 550 GBA games - that's the equivalent of over 5,000 hours of back-to-back gaming!
- Three million Nintendo DS consoles will be in the hands of European consumers by the end of this year
- The Nintendo DS is enhanced when DS Colours launch across Europe on 7th October available in Pink and Blue
- The battery life of the DS provides up to ten hours of continuous play
- Nintendo DS provides videogames access regardless of age or gender and offers new ways to play. On no other portable console can your voice control the action, control the character by touch screen or play with WiFi capabilities
- This Christmas, Nintendo DS will be supported by a strong line up of games including nintendogs, Mario Kart DS, Advance Wars and Kirby Power Paint Brush
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September 1st, 2005, 20:21 Posted By: wraggster
With sales of a quarter of a million units in its first week of availability, Nintendogs™ is not only America's hottest-selling video game, but the best-selling new game franchise ever for a portable system.
Retailers already are reporting that Nintendogs, made exclusively for the hand-held Nintendo DS™, has sold out in numerous locations across the country, and Nintendo will deliver more shipments as soon as possible. The three versions of Nintendogs and the DS unit itself consistently rank at the top of Amazon.com's best-selling list of all video game products.
"Nearly 15 percent of all DS owners bought Nintendogs in just a week, a virtually unprecedented adoption rate for any title on an established system," said Reggie Fils-Aime, Nintendo of America's executive vice president of sales & marketing. "And it's also helping sell new DS hardware. Coupled with a price drop to $129.99, retailers are reporting DS sales up between one and a half and three times previous levels, and last week DS comfortably outsold our portable competitors."
Nintendogs lets owners train and care for lifelike puppies using the DS system's touch screen and microphone. It became a cultural phenomenon in Japan and launched in the United States on Aug. 22.
People who like traditional hard-core video games have plenty to enjoy as well. Retailers also report that the new Advance Wars®: Dual Strike military strategy game for Nintendo DS has become one of Nintendo's top sellers.
For downloads, video diaries and fun Nintendogs extras, visit www.nintendogs.com.
The worldwide leader and innovator in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its popular home and portable video game systems. Each year, hundreds of all-new titles for the best-selling Game Boy® Advance SP, Nintendo DS™ and Nintendo GameCube™ systems extend Nintendo’s vast game library and continue the tradition of delivering a rich, diverse mix of quality video games for players of all ages. Since the release of its first home video game system in 1983, Nintendo has sold more than 2 billion video games and more than 353 million hardware units globally, creating enduring industry icons such as Mario™ and Donkey Kong® and launching popular culture franchise phenomena such as Metroid®, Zelda™ and Pokémon®. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere.
For more information about Nintendo, visit the company’s Web site at www.nintendo.com.
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September 1st, 2005, 23:33 Posted By: wraggster
The GP32 has a List of Emulators that will impress all and now its big brother is coming in the next month to challenge both the PSP and the Nintendo DS but the new GP2x is a powerful beast with a screen thats has big as the PSP and one major factor it beats the DS on is the fact that Gamepark have made the system open and embrace Homebrew and amateur coders, the system is a 2 x 200Mhz behemoth and although it wont beat the PSP or DS in the Commercial arena it will be awesome for emulators and Homebrew.
Check out our sister site for the latest in GP2x Screenshots and News Here --> http://gp2x-emulation.dcemu.co.uk/
Seems like i need another console to place at the side of my Nintendo DS
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September 2nd, 2005, 10:27 Posted By: wraggster
Digging Strike combines elements from the original Dig Dug and its successor, Dig Dug II. The top screen shows an overhead view of the stage, similar to Dig Dug II. The bottom screen shows the stage in classic Dig Dug side view as you dig. Your goal is to defeat a single large boss character that has taken over the stage. Enemies move around underground with you, collecting food. Should they get their hands on food, they float up to the surface and are then consumed by the boss character, which then evolves into a more difficult form. You've got to avoid this by taking out food and enemies under ground. You have a number of weapons and items at your disposal outside of just your drill. Underground, you'll find magnets, bombs and boxing gloves which can be used to defeat enemies. You'll also find parts strewn about underground that you can use to build new weapons.
http://www.lik-sang.com/info.php?pro...0&lsaid=219793
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September 2nd, 2005, 10:28 Posted By: wraggster
Jane Pinckard, over at 1up, has a look at the evolution of the Nintendo Revolution controller...not that we have any real idea what the revolution will be. She takes a look at what we know to be untrue, and speculates on what might be. From the article: "One natural line of thinking, after eliminating the buttons and the D-pad, was that the controller would be touchable - not a far-fetched idea, since the DS uses a touch screen. What could be more intuitive than the power of touch? Throw in the microphone - another DS feature - and you have this model featured on the right; the creator kept the buttons and the analog stick, possibly to enable backwards compatibility. But the main interface of this controller concept is the spacious haptic touch screen."
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September 2nd, 2005, 10:32 Posted By: wraggster
News from Success HK
Yeesh, so you can watch TV on your Nintendo DS alright, but you'll have to effectively double its size if you want to do it with this gigundo TV Tuner. It'll work on your GBA, too, and will garner about 6 hours' worth of playback on 4 AAA batteries.
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September 2nd, 2005, 10:52 Posted By: wraggster
Kraln:
I've decided upon the twist that'll be enforced upon your entries. When coming up with the twist, I had to think of something that would not hamper your ingenuity, yet would still restrict most if not all previous projects from being submitted.
The twist is this:
Each and every background and sprite can only be used in '4 bit' mode (16 color). This means that you can only have the possibility of 16 colors per bg or sprite, per scanline. Enterprising developers can make use of hblank or other trickery to increase their color count, but the sprites and backgrounds must remain in 4 bit mode throughout the duration of the game. This includes intro screens, splashes, etc.
http://www.kraln.com/blogcms/
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September 2nd, 2005, 10:53 Posted By: wraggster
This DS version of the original arcade game takes place all over the globe! Get ready for the invasion!
Space Invaders Revolution is a new take on the series, which marks a true progression over any version before it: New types of invaders, new rules and new ways to destroy them. Contains a faithful reproduction of the original arcade machine in Classic Mode. New Era mode: the simple rules of Space Invaders are expanded and twisted into a revolutionary step for the classic franchise. New Era mode takes the form of a world tour, with the player confronting the Space Invaders at 20 recognisable geographical locations.
In total there are 60 levels to defend and 13 different types of invader to battle. Power-ups include protective shields, additional support craft, rapid-fire shots and column-clearing laser beams – essential aides as the action becomes progressively more intense. Power-ups can be used in combination: using support craft with laser results in three laser beams, decimating multiple waves of invaders with every press of the fire button.
Created by a studio lead by the original designer of Space Invaders, Space Invaders Revolution is as authentic a sequel as possible, maintaining a 25-year lineage for videogaming's most universally recognisable brand.
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September 2nd, 2005, 19:18 Posted By: NOIR
Today I had my DS in my pocket and my friend wanted me to go Picto Chat and I opened it up and the screen had a cracked hole or something on the top screen. When off it is all rainbow-ish. The top screen still works, but the huge crack. I also just got it on Monday and I am worried that Nintendo won't let me to send it in for repair because it is a import.
Does anyone know anything that could help me? Please!
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September 2nd, 2005, 21:57 Posted By: wraggster
It seems it's not just Japanese gamers who can't get enough of Nintendogs - more than 250,000 copies of the game have been sold in the US since it went on sale just five days ago.
According to Nintendo, many retailers have already sold out and new shipments are being delivered as quickly as possible. The three versions of Nintendogs and the DS console consistently rank at the top of Amazon.com's multi-platform videogame chart.
"Nearly 15 per cent of all DS owners bought Nintendogs in just a week, a virtually unprecedented adoption rate for any title on an established system," said Nintendo of America's Reggie Fils-Aime.
"And it's also helping sell new DS hardware. Coupled with a price drop to USD 129.99, retailers are reporting DS sales up between one and a half and three times previous levels."
"Last week DS comfortably outsold our portable competitors," Fils-Aime claimed.
Nintendogs lets gamers train and care for lifelike puppies using the DS's touch screen and microphone. Already a huge hit in Japan, the game is due to launch in Europe on October 7 and is hotly tipped to be Christmas number one.
Nintendo reported that military strategy title Advance Wars: Dual Strike is also selling well, though no official figures were disclosed.
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September 2nd, 2005, 22:03 Posted By: wraggster
Source - GI.Biz
The arrival of the PSP in Europe will actually grow Nintendo's handheld business, according to the company's UK general manager David Yarnton, who told GamesIndustry.biz that he considers it to be "pretty positive".
Speaking at a Nintendo showcase event in London, Yarnton said that the arrival of new competition in the market would help to focus consumer attention and spending on videogames, and attract more people to handheld gaming.
"Whenever someone else has come into the market, whether it be Sony or Microsoft, it's been really good," he commented, "because what it's done is focused a lot of attention on the industry, and I think it has always grown it a bit more."
"If we look at this year, just look at the amount of media attention that's been given to handheld since Sony started looking to get into the market - it's been really positive. We've had huge growth since that's happened."
Yarnton also discussed the impact that the slippage of Legend of Zelda: Twilight Princess will have on Nintendo's Christmas line-up for the Cube, and how the DS is hoping to grow the market overall with titles like Nintendogs and Electroplankton.
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September 3rd, 2005, 17:26 Posted By: wraggster
A new version of PocketGBA, a GBA emulator for PocketPCs has been released.
-support 16MB cartridge files
-fixed save/load config file function
-fixed button-process function
-> now L&R-shoulder buttons are operated.
-added sound setting option
-> only Sound On/Off
-added 'Show FPS(Speed)' option (in Video option)
-added checking memory state of current device
-added direct entrance assem. codes to ARM loop from THUMB loop
-added direct entrance assem. codes to THUMB loop from ARM loop
-fixed cascaded-timer function
-> speed improved with 'Hajime no Ippo The Fighting', 'Oni-Musha tatics', 'Samurai deeper Kyo', and so on..
-added reset-button in control setup
http://www.emutalk.net/emu64-news/29...-released.html
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September 3rd, 2005, 17:36 Posted By: wraggster
<a href="http://hem.passagen.se/flubba/gba.html" target="_blank" >FluBBa</a> has updated his Sega Master System emulator for the GBA (works on Nintendo DS - with a GBA Flash Cart - and Gamecube Gameboy Player too ), heres whats new
- Added support for Street Fighter II.
- Added config for using R as Start.
- Fixed Pause in Robocop 3.
- Fixed some scrolling glitches (Gunstar Heroes intro, Rygar).
Download Here --> http://gbaemu.dcemu.co.uk/smsadvance.shtml
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September 3rd, 2005, 17:38 Posted By: wraggster
<a href="http://hem.passagen.se/flubba/gba.html" target="_blank" >FluBBa</a> has updated his Sega Master System emulator for the GBA (works on Nintendo DS - with a GBA Flash Cart - and Gamecube Gameboy Player too ), heres whats new
- Added support for Street Fighter II.
- Added config for using R as Start.
- Fixed Pause in Robocop 3.
- Fixed some scrolling glitches (Gunstar Heroes intro, Rygar).
Download Here --> http://gbaemu.dcemu.co.uk/smsadvance.shtml
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September 4th, 2005, 10:44 Posted By: wraggster
Alongside the announcement yesterday that Nintendogs is proving its worth in the States, it would be foolish to ignore the success of the Nintendo DS in the far East. This week the three millionth Nintendo DS unit was sold in Japan, taking the total number of hardware units sold to 3,015,895 and rising. Bearing in mind that Sony's PSP, without a doubt the DS' closest competitor and rival, has sold a comparatively measly 1,652,728 units, its pretty obvious who is winning the race. Unlike in Europe, in Japan the Nintendo DS and the Sony PSP were launched at around the same time, December last year, making the DS' lead all the more impressive.
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September 4th, 2005, 10:45 Posted By: wraggster
minigame sequel, but an American release for the stylistically distinctive game is still up in the air. In the meantime, the game's official Web site has a Macromedia Flash minigame to keep virtual lotharios busy.
Available on the official site of Feel the Magic: Akachan wa Doko Kara Kuru no? the game allows players to get the feel of the DS game, complete with a mocked-up, two-screen layout. In the demo, players must "shoot" hearts at the object of their desire, but they'll have to time their affections so as to pass through a group of (evidently naked) people dancing around her. Things start out simply with only a pair of nudists cavorting between the protagonist and his soul mate, but later stages throw more au natural obstacles between the star-crossed lovers.
Akachan wa Doko Kara Kuru no? is slated for release in Japan on October 20.
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September 4th, 2005, 10:46 Posted By: wraggster
Every version of Electronic Arts' latest racer Need for Speed Most Wanted is set to peel out of the factory November 15, every version but the one for the Xbox 360, that is. An EA rep confirmed to GameSpot today the expected ship date for the PlayStation 2, Xbox, GameCube, PC, PSP, DS, and GBA versions of the game, but said the Xbox 360 edition's ship date is still to be determined. It will be a launch title for the new console, so expect that determination to arrive as soon as Microsoft announces the 360 hardware's release date.
Last year's Need for Speed Underground 2 injected a story mode into the traditionally chase-oriented racing series. That addition met with mixed reviews, and this year's installment looks to keep the street-racing theme of the Underground titles, but puts the gameplay focus back on the racing. Players will spend plenty of time running from the law, which will increase their reputation and allow them to challenge better street racers. However, that heightened reputation works both ways, as especially notorious drivers may find their cars impounded if they push their luck too far.
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September 4th, 2005, 10:46 Posted By: wraggster
Pokemon Diamond and Pearl won't be hitting the DS until next year, but in Japan at least, Pokemon fans do have a lot to look forward to for 2005. In addition to the October Japanese release of Pokemon Torouze, Nintendo has announced a release date for Pokemon Mysterious Dungeon. Japan will get the game on 11/17.
Pokemon Mysterious Dungeon is a new twist on the Pokemon series. While solid details on the title have yet to be revealed, it's expected to combine elements of Chun Soft's Mysterious Dungeon series of dungeon crawlers with Nintendo's lovable Pokemon creatures. The game will be released in two forms, one for the GBA and one for the DS.
Stateside release dates have yet to be announced for Torouze and Mysterious Dungeon
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September 4th, 2005, 10:47 Posted By: wraggster
Based on the Amazon.com video game sales ranking the Labrador Retriever Nintendogs Nintendo DS game is the most favorite of the currently available Nintendogs versions in the United States.
The Labrador Retriever is closely followed by the Dachshund. Surprisingly far behind is the Chihuahua. Paris Hilton and Tinkerbell might not be happy about it. Maybe Paris is going to buy a couple thousand games to bring the Chihuahua Nintendogs to the top spot.
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September 4th, 2005, 21:26 Posted By: wraggster
The Hive has released a early beta of his Spectrum Emulator for the Nintendo DS, heres what he says:
"Thought that I'd start a thread to show my progress on DSpec.
Incase you were wondering why the framerate seems so high, it's because I've purposely stalled DSpec, cos DSEmu crashes after a few cycles.
The bottom screen (touch keyboard) isn't being displayed for whatever reason - I don't think this is my code, pretty sure it's DSEmu.
As I mentioned earlier (in another thread) my Flash Cart has been lent out so I'm without the ability to test on hardware at the moment, so for now I'm stuck with emulators. This is particularly frustrating 'cos they ain't that good yet - I'm desperate for my hardware back now! Should be back this weekend, so I'll get to test progress on hardware at that point. Might even release a demo ROM if I can get things working.
Lots and lots left to do, including sound, confguration, TAP/TZX/Z80 support, multi rom support, etc, etc... like I said...lots to do."
and also this
"Early Spectrum emulator for the Nintendo DS
Here's an early test binary that I had lying around from a few weeks back.
It's nothing fancy, just a single ROM, no sound, no menus, etc, etc.
Testers will be required in a week or two I expect.
BTW, this is emulating the full 128K memory model, even though the ROM is just 48K.
I might have another project to preview this weekend also. Maybe."
Download Here --> http://nintendo-ds.dcemu.co.uk/dsspec.shtml
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September 4th, 2005, 21:37 Posted By: wraggster
Source - Drunken Coders
Loopy released an updated FlashMe firmware patch to fix a very minor bug that no one even noticed.
If your DS is flashed already:
- there's probably no real need to update now
- you don't need to short SL1 to update your firmware
If your DS is not flashed already:
- go ahead and flash it if you want
- you do have to short SL1 to update your firmware
If you want to unflash your firmware:
- grab noflashme.nds and flash your firmware
Check out the FlashMe website for downloads & instructions:
http://ds.gcdev.com/dsfirmware/
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September 5th, 2005, 02:45 Posted By: wraggster
AgentQ has updated his port of ScummVM (an emulator of sorts for old Lucasarts games) for the Nintendo DS, heres whats new:
Thanks to Zhevon for contributing the Sam & Max cursor code. Changes in this version:
Full GBA Movie Player support, including save/load. This means full talkie games are playable!
Rewritten blit operations in assembler, causing a speed increase.
Fixed crashes in Indiana Jones and the Fate of Atlantis
Added Indiana Jones fight mode. Use the options menu to enable it.
Fixes SRAM clear keypress sometimes not being detected
Prevented temporary saves from being saved to SRAM on flash cart version.
Added alternative controls for Sam and Max. Cursor is displayed on the top screen, and D-pad right switches modes.
Downloads and screenshots here --> http://nintendo-ds.dcemu.co.uk/scummvmds.shtml
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September 5th, 2005, 03:54 Posted By: wraggster
Here is an interview between Shigeru Miyamoto and a Japanese woman on the radio. This is a straight French to English translationi, so it is pretty rough:
And when it is thought that that failed to pass to the trap door! Miyamoto was expressed with the radio Japanese woman; between two songs, of appearance surprised, during an emission on the video games of 10 min which informs beautiful Nintendo , a few days ago.
It is new and it is on Puissance Nintendo in first. It is regretted just that the Master remains still a little too discrete and that it appears only in this type of media to be expressed so naturally. Even if the secrecies prove kept still well on the various projects of big N and that the dad of Mario cannot reveal some too much. Normal.
No frustration, just a lack of shivers It is not well on step in this type of interventions that will be revealed crusty official infos. However, it is always a pleasure of intending to speak the Master with his communicative enthusiasm. The remarks of Shigeru Miyamoto were reccueillis originally by Onomatop� then Frederic, thank you with them to share these remarks with us all!
Organizer: Miyamoto San, hello. Thank you to return in our emission. You one are accustomed and we thank you. First of all, that would like to say to your fans today?
Miyamoto San: The question is very vast. H� well, I hope that they are well, that they have fun with our plays. It will be the case I think with our new creations. We sought new things, new directions. Simpler, more direct.
You find that the plays of today are too complicated?
I am made take a little with my own trap in this question since it is me which designed the lever of Nintendo GameCube! The ways of playing do not depend inevitably on the lever used. A complicated lever can accomodate a play very simple and instinctive to play. Mario Sunshine uses all the buttons but remains one of the plays most pleasant and easy to handle. I will like to leave in this kind concept: accessibility. Nintendo always works in this direction there.
You thus say that the lever of Game Cube is too complex?
Do not make me say what I did not say (to laugh). I did not say that it was too complex, I think just that one can still improve it. And also ways of playing and the lever. But Mario sunshine is well adapted for the lever of the gamecube. The young people have fun much with this play, tous.les.jours in the world.
Why await as many time before leaving new a mario? This waiting is frustrating for the players.
Mario is a concept, it always was it since the departure. We always seek new ways of playing, to create something again. We are spirit to prepare something of special for the Mario future, of never considering. You will include/understand, when you see it, that one cannot leave such a play immediately. The new play Mario will surprise much people. Make us confidence. I think that one will open with a new way of having fun. There will be a new character at his sides.
Will Mario 128 leave well on R�volution?
Yes, of course! It is not any more one surprised, but it will be famous, obviously. It will not be the only surprise of the next year. We thought the Revolution compared to this new type of play. It is there for much in the design, like Mario 64 in its time. But we can direct our new console only towards him! We work on expensive under development, very impressive products and pushing the interactivity very far. Plays of a new era.
New deferred Zelda, it is not a very good news for...
... I stop you by saying to you that one needs that you have patience, really! Trust us! It will undoubtedly be the Zelda last such as one connait it today. I am occupied personally as, more as in Wind Waker. I will not invest myself any more as much as in that one. We want to make best Zelda ever left. Richest and more the melancholic person. We really improve it in a few months, much more than in one year one year ago! Because now that very finished, all that we make above is faster to build. Perhaps we have an idea of last minute but...
To defer on Revolution?
Euh... It is announced on GameCube...
In any case, you like to preserve the mystery at Nintendo !
We will give much details soon. We like to make surprises, it is true (laughter). While our players sleep, we are digging us the head on our next concepts. But while they play, and well we play too!
It is what for you the future of the play-video, in 20 years?
The retroone (laughter). The consoles will reach a ceiling with the next generation, there, in a few months. The future will be perhaps the play with multiple possibilities and unlimited data, by Internet. If we do not limit the number of giga of a play - Internet in is able, not theoretical limit, why not imagine a true virtual universe, where all the players would cross? The play only at its beginnings, is compared of it with the cinema. But all the revolutions are not made that each 20 years I suppose! (laughter again).
Thank you for this discussion, Miyamoto San. So long.
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September 5th, 2005, 03:55 Posted By: wraggster
Resident Evil 5 was announced a month ago with a trailer showing impressive graphics. The game was announced for the Xbox 360 and Playstation3, but not Nintendo's next generation console, Revolution. Since Resident Evil 4 was a huge succes on the Nintendo GameCube, most analists expected that an announcement for RE5 for Revolution would follow when Nintendo brought more concrete details about the new console.
This article on Cubed3 seems to confirm this. Below is a snippet.
"…As they will most likely be for the impending release of Resident Evil: Deadly Silence, which was briefly revealed in Famitsu via some sketchy images and later by the official Capcom website. Reaction to the game so far has appeared mixed, with the idea of RE DS being positive, but the current graphical quality not impressing at all due to it looking much more rough than the gorgeous N64 port of Resident Evil 2 – and with the DS being reportedly more powerful than the N64, the angry bandwagon is rapidly overflowing. However, I learned at that night Capcom is working the original RE into a fully-3D format, with first-person shooting sections from RE4 on the GameCube. Now do you see why it all looks a little rough around the edges at this early stage? This game is going to BIG, with players having to wipe the touch-screen with their fingers to clear away blood that has splashed in your face! Capcom and Nintendo are as close as ever, which is why it was also confirmed that what a few of us had suspected is true – Resident Evil 5 has yet to be announced for the Revolution purely because details of the system are not publicly available. There will be good news on this front, worry ye not!"
Seems very likely indeed. Fingers crossed, Nintendo fans.
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September 5th, 2005, 20:25 Posted By: wraggster
Wanna see some great screenshots, take a looky inside:
One game i do want for my Nintendo DS
click the comments for the screenshots
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September 5th, 2005, 21:34 Posted By: wraggster
<a href="http://chavads.blogspot.com/" target="_blank" >ChavaDS</a> has released a Cool Star Wars Homebrew game for the Nintendo DS, heres what he says about it:
It's just an example of what you can expect. There's a lot of things to do, such as another control scheme, collitions (really soon) or an enemy generator for the levels.
Controls:
I want to add a pad control, but predefinied controls now are:
Stylus - Move X-Wing Up/Down
Pad Down - Fire
If you're left handed, i recommend you to rotate your NDS 90º to left
<img src="http://nintendo-ds.dcemu.co.uk/files/swds3.jpg">
More information, download and screenshots <a href="http://nintendo-ds.dcemu.co.uk/starwarsdiesolo.shtml" target="_blank" >HERE</a>.
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September 5th, 2005, 21:58 Posted By: wraggster
GPF who is hosted by DCEmu UK has posted some news and a screenshot concerning his port of Rick Dangerous to the DS:
"Here is a screenshot of my latest porting effort to the DS, hopefully will be releasing soon.
Keep your eyes peeled to http://gpf.dcemu.co.uk/ for the latest news.
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September 6th, 2005, 02:03 Posted By: wraggster
When the Legend of Zelda: Ocarina of Time came out, everyone lauded its Z-targeting system. So in every Legend of Zelda game afterwards, Nintendo opted to keep the system intact (Majora’s Mask, Wind Waker, and the upcoming Twilight Princess) – in other words, if it isn’t broken, why fix it? However, that may be the last we see of it.
EuroGamer is reporting that snappy dresser Shigeru Miyamoto, in talking about Twilight Princess (”our goal was to make the best Zelda game ever”), has called it “the last Zelda game as you know it in its present form.” Bold words, indeed, but what could he mean by that? Could it be something to do with the next Nintendo console and how “revolutionary” it will be?
On the subject of Mario 128, Miyamoto promotes how the game “played a large role in the Revolution’s conception, much like Mario 64 in its time.” As Mario 64 was the first successful 3D platform game, spawning the genre that has been seen a thousand times since, this is a pretty interesting statement.
Also noted is that Mario 128 will not be its official name – no surprise there. We are going to guess Mario Revolution - that has a nice ring to it.
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September 6th, 2005, 03:06 Posted By: wraggster
suanyuan has released a new version of his custom VisualBoy Advance build known VBA smooth. Here is a rundown on the changes for version 6.2.
new features:
- add Kode54's PCM interpolation module
(still can't contact with Kode54. If he against, this feature will remove in future release)
bug fix:
* Suggests me to reference Gens when playing music synchronized based on audio playback speed to avoid sound crackling. DarkDancer
* Suggests me to reference Aaron Giles's new timer system design to handle audio synchronization problem.neoragex2002
- remove multi-thread audio synchronization mechanism
(new mechanism not implement yet ;-) )
* Can't open Rom Select window since v6.0 sjyune
* When try to change a "all gameboy advance" to "gameboy advance" in filetypes emu crashes. Drain
- fix bug in open gba file dialog that make VBA crashed.
* Once you do delete the file and create a new one, VBA Smooth only runs in 16 bit color mode now (which means refreshing the desktop and whatnots). Kirby
- adjust settings for VBA.ini of other version of VBA
- use Direct3D, filter plugin, scale2x as default settings
- remove VBA.ini from replease zip file
* when run VBA smooth v6.1, OS report lack of mfc71.dll, msvcp71.dll, msvcr71.dll many people
- use static link with MFC intead of dynamic link
* can't run VBA smooth v6 in non-intel CPU computers. many people
- change the optimization option of ICC 9.0 for non-intel CPUs
http://www.emutalk.net/emu64-news/29...-released.html
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September 6th, 2005, 13:35 Posted By: nintendogs
Nintendogs is a brand new game for the Nintendo DS that is said to be one of the must have games of this year! It comes out on the 7th October 2005 and lets you have control of different dogs, there is 3 types of Nintendogs games they are Chihuahua, Miniature Dachshund and Labrador! If you want more info on Nintendogs please check out www.nintendo.co.uk! Remember make sure to buy a copy of it when it gets released! It look's like a really cool game and I am getting it next week so I will let you know how good it is then! Let me know what your personal opinions are on it, I can't give mine now because I haven't played the game yet but I have read loads of fantastic reviews about it but I'll have to play it first to give my personal opinions on it!
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September 6th, 2005, 17:36 Posted By: wraggster
Tecmo's contribution to the pachislot/casino genre is Touch de Rakushou! Pachislo Sengen: Rio de Carnival. The DS in the Pachislo Sengen series, which has appeared on the PlayStation 2 three times and is also set for a PSP release, Touch de Rakushou! allows you to simulate the experience of playing a few well-known pachislot machines. The game also includes a mini game where you touch and scratch the series mascot character, Rio.
http://www.lik-sang.com/info.php?pro...7&lsaid=219793
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September 6th, 2005, 18:15 Posted By: wraggster
Heres the features that will appear in the next release:
Teaser Revision 3 is coming along nicely, we have more features along the way such as:
Memcard Support
DHCP Addressing
DVD+R Support
Audio Fix
Disc Browsing / MP3 Player
Multi-Disc game support
Better network browsing
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September 6th, 2005, 21:53 Posted By: kriv
I currently have a GBAMP v2. Would getting a passme allow me to run SCUMM Vm on my DS without the necessity of flashing the DS Rom?
Can't afford a flash card unless someone knows where I can get one in the UK for less than £30
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September 6th, 2005, 22:02 Posted By: wraggster
GPF released his port of Rick Dangerous for the Nintendo DS, heres what he posted:
"This is a port of xrick from http://www.bigorno.net/xrick/
Controls:
- left, right, up (jump) or down (crawl): arrow keys
- fire: A button pause: Start button
- use left, right, up, down + fire to poke something with your stick,
lay a stick of dynamite, or fire a bullet.
- cheat modes, "trainer": Left Trigger ; "never die": Left Trigger twice ; "expose": Left Trigger 3 times.
- Swap screens : Right Trigger
Still needs a little work on the background sounds to loop instead of playing only once and some issues with the sprites have a wierd flash.
Download the source and NDS binaries from his site here -->
http://gpf.dcemu.co.uk/xrickds.shtml
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September 7th, 2005, 00:47 Posted By: wraggster
Speaking on Japanese radio, Nintendo producer and game creator Shigeru Miyamoto has let slip a few new details on the mysterious Mario 128, outlining the importance of the game in relation to the emerging Revolution controller.
Perhaps the most important element to be revealed is the relationship between hardware and software Nintendo plans on showing. According to Miyamoto, Mario 128 will be to the new controller what Mario 64 was to the analogue stick.
Furthermore, it’s looking as though multiplayer, or at least team elements will be included. Miyamoto mentioned that Mario will have a “new character by his side.” What this specifically means is anyone’s guess, though a break from tradition is looking likely.
During our exclusive one-to-one interview with Miyamoto conducted earlier this year, we quizzed the famed developer on all things Mario 128. Here’s what he said:
Question: So the first question has to be – where was Mario 128 at this year’s E3. This is the third year in a row the game hasn’t shown up. What gives?
Shigeru Miyamoto: Well, we are working on Mario obviously, for the Revolution console. We have a lot of different ideas that where’re looking at right now, so whether it’ll be Mario 128 or a completely different Mario, we’re not sure yet. But we will have a Mario game, for the Revolution. What I’d really like you to do is take a look at the new Mario for the DS, a brand new title. It has wireless play for multiple players to hook-up and is on the showfloor!
Q: But late last year it was underlined that Mario 128 would be a GameCube title. So when was the decision made to shift it across to Revolution?
SM: I said that? [Laughs] The decision was made to make that change during last year though I don’t have an exact date.
Q: Is it a port of the original code?
SM: The Revolution is going to have a lot of technological makeup from the GameCube, so obviously it’s [new Mario] going to be made out of the same things. Plus a whole bunch of other stuff. So we are definitely using that code, just enhancing it, optimising it and adding new things to it. The code exists! It’s still alive!
As you can tell, things have obviously progressed since then. You can read the entire interview here.
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September 7th, 2005, 02:37 Posted By: gamerdude10
My nintendo ds got internally cracked because some dude rammed with his bike... well anyways im never keeping portable games in my pocket again.
My DS has many cracks (top screen) and ink? is spread around them. First the ink? gets better, than worse, than better, etc....
Does anyone know if it would be cheaper for a new DS or to get a repair?
...and if the repair would be cheaper any estimate how much it would be?
THANKS IN ADVANCE!,
gamer dude
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September 7th, 2005, 18:18 Posted By: wraggster
With less than 10 days before the launch of the Game Boy Micro in Japan, Nintendo gave ordinary Joes a sneak peek at the diminutive handheld up close. Over the weekend, Nintendo showed off the Game Boy Micro in various major cities throughout the country to give the general public a chance to try the handheld before its release on September 13. GameSpot checked out one of the events at Shinjuku's Takashimaya, one of the largest department stores in Tokyo.
Nintendo held one of its GB Micro promotions right outside Takashimaya's entrance, a perfect location to get the attention of shoppers and pedestrians walking around the area. At 11:00 in the morning, Nintendo's booth at Takashimaya was already gathering a crowd of people who were lured by the old-fashioned 8-bit music blaring from speakers. The Nintendo employees on hand wore two-toned red and white costumes that were based on the Famicom's (Japanese NES) color scheme, and they each had two Game Boy Micros strapped to their necks. One of the Game Boy Micro units had Super Mario Bros. running, which looked stunningly crisp and clear despite the fact that the handheld is barely larger than a business card. The staff also had a Game Boy Micro running a stereo-sound video clip with a Play-Yan Micro. People who tried out both of them were given a commemorative notepad that mimics the Game Boy Micro's size and weight, printed with the handheld's release date and price.
Ever since Satoru Iwata inherited Hiroshi Yamauchi's position as the president of Nintendo, it's become the company's main objective to expand its consumer base to the non-gaming, general public. When Nintendo launched its DS in December, the company held a nationwide promotion, opening events throughout major cities and also launching promotions in the streets where pedestrians could try out the handheld. The Takashimaya event area for the Game Boy Micro was right near one of the locations where Nintendo held its promotion for the DS last December.
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September 7th, 2005, 18:26 Posted By: wraggster
Game blog Brittlefish has taken a look at the best games that should be on the Nintendo DS. The stylus, touch and dual screen technology has given developers a chance to develop games that previously wouldn’t be playable on a portable system. The key ingredient is the DS’s capability for emulating the functions of a mouse, which is normally reserved for the PC gaming crowd.
Brittlefish suggests that the older Lucasarts game should be ported to the DS (a Rebel Assault version would be simply inspired) due to their point and click nature. A transulent keyboard could come up for any parts of the game where text entry is required. They also take a look at a Multiplayer version of Marble Madness, with the top screen being used to display the opponent’s position in a time trial style game-type.
The one game that could possibly be the DS’ “killer app” would be a DS port of Starcraft. That name alone would be enough to get the millions of PC gamers that played the original onto the DS platform. The chances of this famous strategy game coming to the DS are also not that bad, since Blizzard have been asking their fans what they’d think if they ported this title.
Here’s where we apply the Joystiq slant on the future for wires free gaming to Blizzard; A portable version of World of Warcraft that could link up to your character via wifi hotspots. Never spend another moment away from your online personality. The DS certainly has the technological capability with a microphone, mouse emulation, wifi and lots of screen space all being features of the console.
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September 7th, 2005, 18:30 Posted By: wraggster
Linkers4u.com have released the SuperPass Key that enables you to run homebrew and your backed up Commercial games on your DS, heres the info:
Product Features
The same function as PASSME
Redirects the DS to a GBA Flash cart, so you can run your own program on the Nintendo DS
Require the use of a commercial DS cart
Requires SuperCard or other GBA flash cart to work
OES NOT work with Ique DS and NEW Red DS
More Description
If you are a programmer, NDS SuperPass Key gives you the ability to test your programs on the DS hardware, not just in an emulator. If your not a programmer, it allows you to download demo's from the internet and play them on your DS. SuperPass Key is easy to use. The only requirement is that you need a flash cart or Super Card and a commercial DS cart to work with it.
If you use it with SuperCard, please download the SuperCard SoftwareV2.41 and SC Kernel software V1.50 to upgrade your SuperCard before converting NDS games to SD/CF card.
Buy yours from Linkers4u.com
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September 7th, 2005, 21:30 Posted By: wraggster
Alekmaul told me on IRC (#emuholic efnet) about the release of his awesome Vectrex emulator for the Nintendo DS, heres whats in this release:
You cannot in this moment not to change play and the sound is not emulated.
The pallet is also a little dark
Thanks to Alekmaul for an excellent release for the Nintendo DS Scene , download from Here --> http://nintendo-ds.dcemu.co.uk/vectxds.shtml
Leave Feedback and comments below (via the comments)
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September 7th, 2005, 23:42 Posted By: wraggster
We've seen the future of Super Monkey Ball, and it's on the Nintendo DS. The latest issue of Famitsu Weekly in Japan has the first information and screenshots of Super Monkey Ball DS.
The game displays a fully polygonal engine on the top screen, with a 2D representation of your character on the touch screen. As with Namco's Pac 'N Roll, this game is controlled by sliding the stylus across the touch screen to simulate rolling the ball in any direction. One key difference with Pac 'N Roll is that Super Monkey Ball DS shows the action from behind your monkey, just like in the console games.
Famitsu's screenshots also show off some of the mini-games, including a version of the race mode and a new air hockey game that looks similar to Nintendo's air hockey demo from E3 2004. The mini-games will support wireless multiplayer, of course, but we're still checking on whether the article confirms online WiFi support as well.
Super Monkey Ball DS is scheduled for a December release in Japan.
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September 7th, 2005, 23:44 Posted By: wraggster
News from Didou
Hi,
I made available ReboNDS's sources on my homepage.
Everything is not finished... Work will go on.
I relased the sources just in case it could help someone to find answers and/or tips about NDS NDSLIB programming...
Everything is available on my homepage at:
http:francois.pessaux.neuf.fr/creations.html
Enjoy. Any comment is welcome... I'll keep you informed about any new stuff...
-- Didou
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September 8th, 2005, 02:40 Posted By: wraggster
Dwedit has released a new unofficial version of the Nes emulator for the GBA (works on Nintendo DS and Gamecube Gameboy player), heres whats new:
V9.98 - 2005-09-07 (Dwedit)
Increased possible length of speed hack branches
Added mapper 245 and 249
New Auto Save State feature on the exit command
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesu.shtml
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September 8th, 2005, 02:40 Posted By: wraggster
Dwedit has released a new unofficial version of the Nes emulator for the GBA (works on Nintendo DS and Gamecube Gameboy player), heres whats new:
V9.98 - 2005-09-07 (Dwedit)
Increased possible length of speed hack branches
Added mapper 245 and 249
New Auto Save State feature on the exit command
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesu.shtml
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September 8th, 2005, 08:50 Posted By: PSXP
Who here thinks the Ds is better than the PSP..??
Im just wondering cause the PSP is WAY better and the DS games are bad and graphics are bad...
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September 8th, 2005, 20:22 Posted By: libby1
Please could someone explain the easiest and cheapest way to get snes, nes, neo geo, etc emulators running on NDS?!
Is the Supercard adapter thing any good? It's certainly cheap but I don't know if
it's compatible with the emulators.
Any help and advice would be welcome.
Cheers. Lib
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September 9th, 2005, 14:56 Posted By: libby1
Does anyone know where i could find a decent guide to using emulators for NDS on tinternet?
I want to run snes, megadrive, neo geo, stuff on it but don't know where to start.
Cheers.
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September 9th, 2005, 23:13 Posted By: Chris369
Hi
What do i need to play things like Drug Wars and loads of other ROMs that you have on your website.
I want to try and keep it cheap but if it limits what i can do then i would rather spend a little more.
Thanks
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September 10th, 2005, 03:03 Posted By: wraggster
Square has recently launched the website for their upcoming Nintendo DS title, Slime Morimori Dragon Quest 2. This sequel to a previous GBA iteration is set to arrive in Japan on December 1st, 2005.
Unfortunately, the odds of this title reaching American shores appears rather slim. The original GBA title did not leave Japan, and given the nature of the game the odds of an American release are unlikely.
http://www.square-enix.co.jp/dragonquest/slds/
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September 10th, 2005, 03:03 Posted By: wraggster
Nintendo has revealed that Europe can expect the Nintendo DS version of Animal Crossing during the first quarter of 2006. But if that's a little too long for you to wait, then you can always import; the title will be hitting US shop shelves on December 5th this year. We're still waiting on a date for Australia, but we suspect it's going to be relatively close to the European release.
The game, which was recently renamed as Animal Crossing: Wild World and runs according to a 'real world' clock, sees players taking on the role of cute, stylised animals who live in a town with other cute, stylised animals. Through trading items, chatting to the other beasts in your town, completing missions, keeping the town tidy, planting trees, collecting dinosaur bones and bugs and buying and selling goods each day (amongst a multitude of other things), players will slowly be able to build their dream home, pay off their mortgage and see the community around them grow and develop. All whilst watching the seasons change as real-time floats by. Awww.
Anyway, it was all terribly addictive on the GameCube, and with the DS version set to have full online play (an omission that arguably hurt the GameCube original), it could just eat up a scary amount of our days when it does finally appear. Stay tuned for more news.
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September 10th, 2005, 03:06 Posted By: wraggster
Recently formed Italian game development studio KyrcStudios is trying its hand at the potential of realtime strategy on the Nintendo DS with Nights of War Song, an original design based upon fantasy and folk tale legends of the Middle Ages.
Nights of War Song will put three different armies at war against each other: The vania, the Vampires, and the Ishina empire. The company hopes to expand its concept, currently in demo stages, by selling the idea to potential publishers in Europe and North America. The team is currently employing many PC-centric realtime strategy design ideas, such as mouse-like touch screen controls as well as single player skirmish missions and multiplayer competitive challenges. Online is also in the cards, as the studio plans on supporting two player over Nintendo's Wi-Fi Connection service.
screens below (via the comments)
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September 10th, 2005, 13:09 Posted By: wraggster
SEGA® of America, Inc. and SEGA Europe Ltd. today announced the development of Sonic Riders™ for the PlayStation®2 computer entertainment system, the Xbox® video game and entertainment system from Microsoft, and the Nintendo GameCube™. Developed by SONIC TEAM, Tokyo, Sonic Riders integrates Extreme sports, high-speed racing and head-to-head battles, offering a new racing experience with Sonic unlike any before in other racing games. Sonic Riders is slated to ship in Winter 2006.
In Sonic Riders, Dr. Eggman challenges Sonic and his friends to a Worldwide Grand Prix, and the prize for coming out on top is an ultra-rare Chaos Emerald! Gliding on air boards – which are performance-oriented for each playable character – gamers will experience a heightened sense of sports-style racing tension as Sonic and his pals perform tricks and stunts over treacherous wide-open terrain.
"Sonic Riders epitomizes what fans love about the series: fast action, attitude, and multiplayer challenges," said Scott A. Steinberg, Vice President Marketing for SEGA of America. "The Sonic franchise has sold more than 38-million units worldwide, and we are thrilled to offer longtime fans and newcomers alike a brand new racing experience with Sonic Riders."
Sonic is dubbed the speediest on the ground, but will he be able to outrun all the others on his air board? Could Dr. Eggman and his legendary air rider group, The Band of Thieves: Babylon, have a shot at winning the Chaos Emerald this time around?
Now, gamers will have the chance to play as one of their favorite Sonic characters or compete against three other friends to determine the champion of the Worldwide Grand Prix!
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September 10th, 2005, 13:10 Posted By: wraggster
During THQ's year-end press event, IGNCube spoke with Brian Farrell about THQ's plans for Nintendo's Revolution. The company president had more than a couple positive things to say, including "We are commited to Nintendo's [Revolution]."
While Farrell did say that they were supporting the console, he declined to answer as to whether or not Nintendo had issued the company development kits, followed by another rather nice quote, "We're seeing more from Nintendo now [for Revolution] than we have an any other Nintendo platform."
And so, we can add THQ to the relatively small list of developers who have confirmed support for the Revolution. However, if we are to believe what Farrell has seen, "Nintendo is waking up."
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September 10th, 2005, 13:17 Posted By: wraggster
Cybereality.com have released 3 demos (or infact videos as demos) heres info on each of them:
double buffer demo for nintendo ds
There were some issues with running the video demos on different devices like the GBAMP, so I have compiled a simple demo to demonstrate decoding jpeg images using a double buffer. This demo was designed to use GBFS on a NeoFlash cart but it could easily be adapted to use other methods of file retrieval.
ruby tech demo for nintendo ds
I have updated the motion jpeg player I used for the Animatrix trailer with ATI's Ruby tech demo as a test. Most of the code has been optimized and now supports double buffering for a nice smooth playback rate. I have also tweaked the quality of both the audio and video for a richer experience
the animatrix trailer for nintendo ds
I Just got started with DS development and I wanted to experiment with video. I managed to compress a 5 minute trailer for the Animatrix to fit on a 16MB gameboy flash cart. This was just a quick hack, I plan on porting a proper codec like DiVX to the DS at some point. But as a proof of concept, it works well.
Download all at their site here --> http://www.cybereality.com/
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September 10th, 2005, 13:54 Posted By: wraggster
Nintendos new Micro version of the Gameboy Advance has been released, <a href="http://www.success-hk.com/affiliatewiz/aw.asp?B=112&A=50&Task=Click" target="_blank">Success HK</a> are the first online company ive seen with it on, lets check out the cool pic:
<img src="http://www.success-hk.com/success/images/item/GBMJ2B9R5P4.JPG">
The Price for the GBA Micro is $115 or about £60 in UK money.
Heres the onsite description:
Now Nintendo takes aim at the pocket of your tightest jeans with the tiny Game Boy Micro system, quite simply the smallest and sleekest Game Boy product that Nintendo has ever created. It's thinner than a cell phone, as chic as an MP3 player and as fun as a Game Boy In an instant it attracts attention and positions the image-conscious player as someone on the cutting edge of cool.
The sporty, silver metal Game Boy Micromeasures a mere 4 inches wide, 2 inches tall and 0.7 inches deep, allowing it to sit comfortably alongside today's hippest technological gadgets. It weighs an astonishing 2.8 ounces, or about the weight of 80 paper clips. Yet Game Boy Microhas the same processing power and plays the same games as Game Boy Advance SPmodels, complete with standard face controls and gleaming shoulder and Start/Select buttons that literally shine.
With Game Boy Micro everyone plays with style. A removable face plate gives owners the option to buy replacements to customize the look of their systems again and again with new colors and designs. Most notably, its 2-inch backlit screen shines with incredible power, rendering games in startling clarity with fantastic colors on the best Game Boy screen ever. For the first time, users can adjust the brightness of the screen to adapt to indoor lights or outdoor sunshine.
The Gameboy Advance has a great <a href="http://gbaemu.dcemu.co.uk" target="_blank" >Emulation and Homebrew Scene</a> and the GBA Micro will be fully compatible.
More info and buy your GBA Micro at <a href="http://www.success-hk.com/affiliatewiz/aw.asp?B=112&A=50&Task=Click" target="_blank">Success HK</a>
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September 10th, 2005, 13:55 Posted By: wraggster
Nintendos new Micro version of the Gameboy Advance has been released, <a href="http://www.success-hk.com/affiliatewiz/aw.asp?B=112&A=50&Task=Click" target="_blank">Success HK</a> are the first online company ive seen with it on, lets check out the cool pic:
<img src="http://www.success-hk.com/success/images/item/GBMJ2B9R5P4.JPG">
The Price for the GBA Micro is $115 or about £60 in UK money.
Heres the onsite description:
Now Nintendo takes aim at the pocket of your tightest jeans with the tiny Game Boy Micro system, quite simply the smallest and sleekest Game Boy product that Nintendo has ever created. It's thinner than a cell phone, as chic as an MP3 player and as fun as a Game Boy In an instant it attracts attention and positions the image-conscious player as someone on the cutting edge of cool.
The sporty, silver metal Game Boy Micromeasures a mere 4 inches wide, 2 inches tall and 0.7 inches deep, allowing it to sit comfortably alongside today's hippest technological gadgets. It weighs an astonishing 2.8 ounces, or about the weight of 80 paper clips. Yet Game Boy Microhas the same processing power and plays the same games as Game Boy Advance SPmodels, complete with standard face controls and gleaming shoulder and Start/Select buttons that literally shine.
With Game Boy Micro everyone plays with style. A removable face plate gives owners the option to buy replacements to customize the look of their systems again and again with new colors and designs. Most notably, its 2-inch backlit screen shines with incredible power, rendering games in startling clarity with fantastic colors on the best Game Boy screen ever. For the first time, users can adjust the brightness of the screen to adapt to indoor lights or outdoor sunshine.
The Gameboy Advance has a great <a href="http://gbaemu.dcemu.co.uk" target="_blank" >Emulation and Homebrew Scene</a> and the GBA Micro will be fully compatible.
More info and buy your GBA Micro at <a href="http://www.success-hk.com/affiliatewiz/aw.asp?B=112&A=50&Task=Click" target="_blank">Success HK</a>
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September 10th, 2005, 18:37 Posted By: Plod
Hi,
Lik Sang are currently offering free freight on DS titles and my son has shown interest in one title, so I was going to order it in, but first I have a question -
If I purchase a US title, will it work on an Australian DS?
Do the game carts have zones or anything similar set, that would stop me using an imported game?
Cheers,
Plod.
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September 11th, 2005, 17:26 Posted By: wraggster
Headspin has released a DS version of the Goo Photo manipulator program:
Based on the popular Kai's SuperGoo program, DSGoo brings "Goo" to the Nintendo DS. "Goo" means to manipulate a picture by dragging a pen over it to distort it.
This can bring hours of amusement, messing up people's faces. You don't have to be an artist to have a go, just use the DS's pen to drag areas of the face around.
DSGoo "Celebrity Edition" contains the following photo's to Goo at your displeasure...
Angelina Jolie, Jennifer Aniston, Anna Kournikova, Christina Applegate, Britney Spears, Carmen Electra, Christina Aguilera, Cindy Crawford, Jennifer Connelly, Courtney Cox, Claire Danes, Demi Moore, Cameron Diaz, Claire Forlani, Gillian Anderson, Jeri Ryan, Jennifer Lopez, Kate Winslet, liv Tyler, Nicole Kidman, Salma Hayek, Shania Twain, Marissa Tomei, Virginie Ledoyen, Yamila Diaz, Catherine Zeta Jones.
Download Here --> http://nintendo-ds.dcemu.co.uk/dsgoo.shtml
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September 11th, 2005, 17:32 Posted By: wraggster
Headspin has released updated his DS version of his Speech proggy:
I would like to personally thank Stefan Stenzel for his most gratious generosity and kindness with providing the source, as well as taking much time to reply to my nurmerous and annoying e-mail's and nagging.
Version 1.5 Added Keyboard
Download Here --> http://nintendo-ds.dcemu.co.uk/DSSpeech.shtml
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September 11th, 2005, 17:58 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of GoomBA the Gameboy emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Okay, this is has new beta. Extensive It needs testing. Especially, I' D coils it yew someone could test out the multiboot, have I' ve not got another gba to test with. Please notes, I hope to release has separate binary and source package soon, goal I want to C that after verifying that it' S working how I want. So, here goes: Binary and Source - Updated Seven 10 - Fixed year SRAM saving bug I introduced
Features since v2.23 beta
- Saves sound volume in state saves
- Go Multiboot and Link Transfer should retain most, yew not all, borders; also now retains custom pallet with Go Multiboot
- Support for ~58KB of custom borders (384 total) in Pogoshell multiboot mode; support for ~45KB of custom borders for Go Multiboot/Link Transfer with has 128KB ROM; support for ~109KB of custom borders for Go Multiboot/Link Transfer with has 64KB ROM
I' D appreciate any testing people C, especially with save states and link transfer involving broad amounts of borders. Please carryforward here any success/failure you cuts, have all feedback is valuable.
Download Here --> http://gbaemu.dcemu.co.uk/unoffcialgoomba.shtml
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September 11th, 2005, 18:00 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of GoomBA the Gameboy emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Okay, this is has new beta. Extensive It needs testing. Especially, I' D coils it yew someone could test out the multiboot, have I' ve not got another gba to test with. Please notes, I hope to release has separate binary and source package soon, goal I want to C that after verifying that it' S working how I want. So, here goes: Binary and Source - Updated Seven 10 - Fixed year SRAM saving bug I introduced
Features since v2.23 beta
- Saves sound volume in state saves
- Go Multiboot and Link Transfer should retain most, yew not all, borders; also now retains custom pallet with Go Multiboot
- Support for ~58KB of custom borders (384 total) in Pogoshell multiboot mode; support for ~45KB of custom borders for Go Multiboot/Link Transfer with has 128KB ROM; support for ~109KB of custom borders for Go Multiboot/Link Transfer with has 64KB ROM
I' D appreciate any testing people C, especially with save states and link transfer involving broad amounts of borders. Please carryforward here any success/failure you cuts, have all feedback is valuable.
Download Here --> http://gbaemu.dcemu.co.uk/unoffcialgoomba.shtml
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September 11th, 2005, 18:07 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Yep, I' ve decided to C another PocketNES version with compressed file support. There are some rather major exchanges to the design, though. Here' S has list:
1. Only supports up to 128KB ROMs (to avoid all fates of nasty stuff)
2. Now works with GBA LZ77 compressed files too (uses l77 extension)
3. Only works with pogoshell (this is unlikely to changes given how much of has hassle it is to getting compilations to work well with compressed files)
Having stated all that, this is my first go At reproducing compression support with PocketNES, so I' D assumes there' S going to Be At least has few bugs. You edge uses the old pocketnes-k' S nez_cmp program to compress files to nez and my own D gold other programs like dcmp and GBACrusher for l77. They' Re not included with the binary+source.
Note: This is primarily has test release. Extensive I' ve not done testing to see yew save states and the like are broken (though I doubt they are). Positive/negative Please reply with any comments.
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 11th, 2005, 18:07 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Yep, I' ve decided to C another PocketNES version with compressed file support. There are some rather major exchanges to the design, though. Here' S has list:
1. Only supports up to 128KB ROMs (to avoid all fates of nasty stuff)
2. Now works with GBA LZ77 compressed files too (uses l77 extension)
3. Only works with pogoshell (this is unlikely to changes given how much of has hassle it is to getting compilations to work well with compressed files)
Having stated all that, this is my first go At reproducing compression support with PocketNES, so I' D assumes there' S going to Be At least has few bugs. You edge uses the old pocketnes-k' S nez_cmp program to compress files to nez and my own D gold other programs like dcmp and GBACrusher for l77. They' Re not included with the binary+source.
Note: This is primarily has test release. Extensive I' ve not done testing to see yew save states and the like are broken (though I doubt they are). Positive/negative Please reply with any comments.
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 11th, 2005, 18:22 Posted By: wraggster
THE GAME FACTORY announced today the signing of a worldwide publishing deal, which will see the company launch an exciting new action/adventure video game, LEGEND OF THE DRAGON for Nintendo DS and Sony PlayStation 2.
The game is based on the brand new TV series LEGEND OF THE DRAGON, which is to be launched in the spring of 2006 by BKN International AG, a global animation company engaged in the distribution and marketing of animated children's television programmes and the marketing of related consumer products (licensing and merchandising) in all forms. BKN has successfully negotiated distribution deals in the children's programming market in over 80 countries worldwide with major broadcasters including prestigious names such as Nickelodeon, BBC, Warner Brothers Home Entertainment, Super RTL and Cartoon Network.
The TV series has been created by Rick Ungar, who is credited with many global successes such as the immensely popular "X-Men: Evolution" and the classic "Spider-Man". Already placed with leading broadcasters worldwide, the 26 action packed episodes are currently in production, and are sure to be a success with young boys fascinated by the current trend of Japanese inspired animations and martial arts.
At the core LEGEND OF THE DRAGON is the battle to maintain the universal balance between good and evil, Yin and Yang. This beat-em-up adventure game takes place in China and is centred on the twins Ang and Ling whose sibling bond is tested when Ang is chosen to be the next Golden Dragon destined to defend the temple from the evil Zodiac Master. In her quest for redemption Ling is lured to join the Zodiac Master on his mission to destroy the 12 lost temples of the ancient Chinese Zodiacs and their Guardian Warriors. In the battle between darkness and light both heroes and villains have magic wristbands that can transform them into half man half beast with the likeness and skills of the zodiac creature they represent. The game combines thrilling fighting sequences with a compelling story line all wrapped up in outstanding animations. The game is scheduled for release on Nintendo DS and Sony Play Station 2 in Spring/Summer 2006.
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September 11th, 2005, 18:24 Posted By: wraggster
News earlier in the week that Super Monkey Ball was bound for the DS was enough to hold us over for many months, but Sega didn't stop there. The company has announced two other games for the system, and while they probably won't offer the same addictive challenge of Monkey Ball, they should command a following, especially in Japan.
First up is a DS adaptation of Mushi King, Sega's world-conquering arcade game for kids. Following up on a successful Game Boy Advance release that has already topped the half million sales mark, Sega will be brining Konchuu Ouja Mushi King: Greatest Champion e no Michi DS to the DS. The game is listed as an RPG, and given that it shares the same name as the GBA title, we're expecting a similar game. A Japanese release is set for 12/8.
The other new game is set for release in 2006. Sega will be tapping into the Doraemon license for a new DS game titled Doraemon: Nobuta no Kyouryuu 2006 DS, or Doreamon: Nobuta's Dinosaur 2006. The game is listed as an RPG, but aside from that details are top secret at this point.
These two titles join Monkey Ball (set for December release) and Sonic Rush (now set for Japanese release on 11/23) to form a strong DS lineup from the former Nintendo rival.
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September 12th, 2005, 02:51 Posted By: Dudu.exe
whould be amazing if some one can make a Flash player (.swf ) so we can watch animation on DS and play some mini games...
Can be done a Flashplayer ds?
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September 12th, 2005, 21:09 Posted By: wraggster
News from <a href="http://www.lik-sang.com/news.php?artc=3684&&lsaid=219793" target="_blank" >Lik Sang</a>
<img src="http://image.lik-sang.com/content/gameboy-micro/gbm-comparison.jpg">
Back in 1987, Gunpei Yokoi and his R&D team at Nintendo of Japan wanted to combine the 'limitless' cartridge system with the portability of their successful Game & Watch handhelds. Knowing they were onto a winner with the new Gameboy, sales were predicted to hit around 25 million in three years. An impressive goal, although even that was an underestimation for the success of the console. Along with topping all sale expectations, back in the late 80s, who would have thought we'd still be playing on a Gameboy in the year 2005? Although obviously a more powerful edition than the original, Gameboy Advance titles are still in 2D, and aside from the addition of two shoulder buttons, still retain the controls of the original Gameboy, or even further back, the original Famicom.
Now, a few days before its Japanese release date, we have the next evolution of Gameboy, the Gameboy Micro. With interchangeable face plates, the console comes in black, blue, purple, silver, and Famicom color. The Famicom edition is of course a Japan special, and the back is adorned with the Mario 20th Anniversary logo. Being a tiny 10 cm (4") by 5 cm (2"), and a stunning 1.7 cm (.7") thin, the Gameboy Micro is around the same size as an iPod Mini, but just two thirds of the weight. This is something that you can just slip into the pocket of your jeans, and at under 80 grams (2.8 ounces), it's half the weight of a GBA SP, or just for a fun comparison, 1/5 the weight of the original Gameboy.
Further comparing it to the Gameboy Advance SP, the units 5 cm (2") screen has adjustable controls that go far brighter and display colors much more vividly than in the past, and as such Nintendo claims this is best looking Gameboy screen ever, more akin to that of the NDS. While the size is reduced to match the machine, because the resolution remains the same, your games should look even clearer. Heading under the hood, there's the usual GBA processor, with a built-in rechargeable lithium-ion battery, and much to the rejoicing of fans, a standard headphone port. Nintendo have also stated that all of the GBA's 700+ titles will run just fine.
As for the 'hood' itself, like a cell phone, the Gameboy Micro features removable and customizable face plates. Beyond the many available with the consoles launch, more choices will continue to flood in for ever after, ensuring your console always looks unique. Upon powering on the system too, the start and select buttons glow a cool blue, and all buttons along with the d-pad have been re-designed with a much softer feel than that of the GBA SP. So not only does the Gameboy Micro look good, but it feels good too.
All those who pre-ordered the Gameboy Micro can rest easy knowing yours are already on the way, but for everyone else, new orders are welcome anytime. We also have a range of accessories coming up soon, including the new link cable, Micro Wireless Adapter, and something surely even Gunpei Yokoi couldn't have imagined being used in his handheld, the Play-Yan Micro, unlocking the ability to play movies and music on the go.
Please note that Nintendo has changed the power connector on the Gameboy Micro, making all power cables from previous generation GBAs incompatible with the unit. The Gameboy Micro Japanese edition comes with a 110V power cable, and you should consider buying a separate Stepdown Converter, if you are in a 220 Volts country.
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September 12th, 2005, 21:10 Posted By: wraggster
News from <a href="http://www.lik-sang.com/news.php?artc=3684&&lsaid=219793" target="_blank" >Lik Sang</a>
<img src="http://image.lik-sang.com/content/gameboy-micro/gbm-comparison.jpg">
Back in 1987, Gunpei Yokoi and his R&D team at Nintendo of Japan wanted to combine the 'limitless' cartridge system with the portability of their successful Game & Watch handhelds. Knowing they were onto a winner with the new Gameboy, sales were predicted to hit around 25 million in three years. An impressive goal, although even that was an underestimation for the success of the console. Along with topping all sale expectations, back in the late 80s, who would have thought we'd still be playing on a Gameboy in the year 2005? Although obviously a more powerful edition than the original, Gameboy Advance titles are still in 2D, and aside from the addition of two shoulder buttons, still retain the controls of the original Gameboy, or even further back, the original Famicom.
Now, a few days before its Japanese release date, we have the next evolution of Gameboy, the Gameboy Micro. With interchangeable face plates, the console comes in black, blue, purple, silver, and Famicom color. The Famicom edition is of course a Japan special, and the back is adorned with the Mario 20th Anniversary logo. Being a tiny 10 cm (4") by 5 cm (2"), and a stunning 1.7 cm (.7") thin, the Gameboy Micro is around the same size as an iPod Mini, but just two thirds of the weight. This is something that you can just slip into the pocket of your jeans, and at under 80 grams (2.8 ounces), it's half the weight of a GBA SP, or just for a fun comparison, 1/5 the weight of the original Gameboy.
Further comparing it to the Gameboy Advance SP, the units 5 cm (2") screen has adjustable controls that go far brighter and display colors much more vividly than in the past, and as such Nintendo claims this is best looking Gameboy screen ever, more akin to that of the NDS. While the size is reduced to match the machine, because the resolution remains the same, your games should look even clearer. Heading under the hood, there's the usual GBA processor, with a built-in rechargeable lithium-ion battery, and much to the rejoicing of fans, a standard headphone port. Nintendo have also stated that all of the GBA's 700+ titles will run just fine.
As for the 'hood' itself, like a cell phone, the Gameboy Micro features removable and customizable face plates. Beyond the many available with the consoles launch, more choices will continue to flood in for ever after, ensuring your console always looks unique. Upon powering on the system too, the start and select buttons glow a cool blue, and all buttons along with the d-pad have been re-designed with a much softer feel than that of the GBA SP. So not only does the Gameboy Micro look good, but it feels good too.
All those who pre-ordered the Gameboy Micro can rest easy knowing yours are already on the way, but for everyone else, new orders are welcome anytime. We also have a range of accessories coming up soon, including the new link cable, Micro Wireless Adapter, and something surely even Gunpei Yokoi couldn't have imagined being used in his handheld, the Play-Yan Micro, unlocking the ability to play movies and music on the go.
Please note that Nintendo has changed the power connector on the Gameboy Micro, making all power cables from previous generation GBAs incompatible with the unit. The Gameboy Micro Japanese edition comes with a 110V power cable, and you should consider buying a separate Stepdown Converter, if you are in a 220 Volts country.
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September 12th, 2005, 21:18 Posted By: wraggster
Nintendo's DS continues to sell extremely well in Japan despite an overall fall in software sales across all platforms, with the handheld console selling through a further 58,579 units last week and taking almost half of the market share.
The continued success of the console comes even as the Japanese game software market quietens down at the end of the summer holidays, with sales dropping by almost 40 per cent week on week and only one new title in the top ten.
Namco's PS2 RPG title Tales of Legendia continues to be the best selling title in the chart, followed by Nintendo's two "brain training" titles on the DS - DS Training for Adults: Work Your Brain at number two, and Gentle Brain Exercises at number three.
The only new entry is Sony's PSP beat 'em up title, BLEACH: Heat the Soul 2, which is based on the hugely popular anime and manga title BLEACH and follows on from a previous PSP title, launched earlier this year.
Three other anime licensed titles also make it into the ranking, with Bandai's Gundam Seed Destiny: Generation of CE action title on the PS2 at number four, Nintendo's DS title Jump Super Stars at number seven, and Bandai's PS2 game Naruto: Uzumaki Ninden at number eight.
In hardware terms, the PS2 and PSP continue to trail the Nintendo DS, managing sales of just 26,000 and 22,610 units respectively. The DS has now built a lead of over 360,000 units over the PSP in Japan this year alone, and leads the PS2 by over 200,000 units
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September 12th, 2005, 21:30 Posted By: wraggster
The popularity of Microsoft's Xbox 360 is on the rise in Japan, but it's still far from competing with Sony's PlayStation 3, according to marketing research company Infoplant. The latest survey conducted by the market research firm has found that the number of gamers interested in the Xbox 360 nearly tripled over the past two months, with 5.8 percent saying they have interest in the next-generation console. In a similar survey conducted in early July, only 2 percent of respondents said they were looking forward to the Xbox 360.
The PlayStation 3 continued to be the top pick among Japanese gamers, with 72.3 percent saying they are considering purchasing the console. Nintendo's Revolution came in at second place at 21.9 percent, well up from the 8 percent in the previous survey.
Although multiple choices were allowed in the survey, 21.5 percent of the gamers said they have no interest in any of the three consoles. That also means nearly all of the Japanese gamers with interest toward the next-generation gaming consoles had marked the PS3 as one of their picks.
While the rise of interest in the Xbox 360 among Japanese gamers may just be a part of the overall growing awareness toward next-generation consoles, another factor may be Microsoft's recent campaign to attract gamer interest in the country. The company has been repeatedly stating that it is taking the Japanese market seriously, and it held a press conference in late July to reveal a long list of Japanese game makers that have signed up as third-party publishers. A number of Japanese-developed games were also announced at the event, including Ridge Racer 6, which is scheduled to be playable at this week's Tokyo Game Show. The previous survey by Infoplant was conducted prior to Microsoft's announcements.
The new console will need as much support from Microsoft as it can get, as the current Xbox console is considered bulky and lacking in Japanese-oriented games. While the Xbox 360 will be the first next-gen console on store shelves, there's still the question of how many units retail stores will be willing to order, considering the lack of current Xbox sales and apathy toward the 360.
Infoplant's research was conducted with a sample of 1,000 console owners that were equally split into four age groups: 250 gamers in their teens, 250 in their 20s, 250 in their 30s, and 250 in their 40s. Each group was equally divided between males and females.
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September 12th, 2005, 22:38 Posted By: wraggster
The Game Technology Association (GTA), a peer networking group specifically serving companies involved in producing hardware, software and network enabling technologies for video game development on all platforms and devices, announced today that IBM Senior Executive Architect for Games George Dolbier will keynote the fall Game Technology Association meeting on October 26, 2005 in Austin, Texas. Mr. Dolbier will discuss details of the IBM Processors that will power next generation game platforms, and how the new processors and consoles will drive new and unique infrastructure considerations for connected console and online games.
The GTA meeting takes place Oct. 26th, the day before the Austin Game Conference, from 11 AM to 5 PM, and is open to qualified company participants; membership is not required to attend. Details and registration information is available on the GTA web site: http://www.GameTechnologyAssociation.com. The meeting is sponsored by IBM Games and InterActive Entertainment in conjunction with Online Game Services, Inc. (OGSI).
GTA meetings offer a casual, peer-to-peer forum where technology leaders can meet, exchange ideas and conduct business in a relaxed atmosphere. This is a unique forum unto the industry, game developers and publishers will not be in attendance. GTA serves the needs of companies involved in producing software and hardware technologies for the creation of interactive entertainment for video game consoles, handheld and mobile devices, personal computers, consumer electronics and the Internet. Qualified participants include game development application and tools providers, middleware and development software companies, game console and platform companies, art, animation and audio tools companies, video, audio and graphic chip and card companies and peripherals companies.
The GTA meeting will kick-off with the keynote from IBM highlighting the unique capabilities of this next generation of processors, the infrastructure requirements, and new programming models as well as the broad applicability across the games industry, followed by lunch and a series of industry discussions.
"The underlying architecture of these next generation processors, give them broad application to many industries and purposes. We are delighted that Games is the first industry to truly embrace the new technology, not only will this bring game play and experience to a new level but will also continue to draw the attention of other industries to our emerging industry," said David Laux, Global Executive for Games and Interactive Entertainment IBM. "We are excited to be involved with the GTA and the attending companies that are perfectly positioned to take advantage of this new era in entertainment, communications and collaboration."
"The platforms available for interactive entertainment continue to increase in number, power and complexity," said Christopher V. Sherman, Game Technology Association and Game Initiative executive director. "Having the opportunity to hear IBM discuss their plans for the Cell Processor will provide a distinct competitive advantage for all companies creating hardware, software and networking technology for video game development."
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September 12th, 2005, 22:41 Posted By: wraggster
SEGA Casino deals out plenty of gambling action for gamers on-the-go with a casino experience that features five games, and six unlockable games.
Players can place their bets on SEGA Casino’s Roulette, Craps, Baccarat, and other unlockable games, including Chuck-a-Luck, Keno, and three Video Poker variants (Jacks or Better, Double Bonus, and Deuces Wild). They can improve their skills by taking on AI opponents solo, or they can play wirelessly with up to four friends by using a single cartridge and downloading SEGA Casino temporarily onto other players’ DS units. Card game fans will be able to challenge friends in heated rounds of Black Jack, Texas Hold ‘em, and the unlockable 7 Card Poker!
Adding variety, players can double-down on SEGA Casino’s three gameplay styles: Free Mode, in which players can unlock games; Wireless Mode, which allows players to compete against four other friends in multiplayer card action via the Nintendo DS wireless connection; and Casino Mode, in which players attempt to turn $1,000 into millions by winning tournaments. Card sharks and big-spenders can even unlock higher-limit Casino Rooms!
SEGA Casino will be available this holiday at retailers nationwide for an MSRP of $29.99.
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September 13th, 2005, 08:26 Posted By: wraggster
GPF hosted by the DCEmu Network has released a photo of his port of Frodo the Commodore 64 emulator for the Nintendo DS, heres a screen:
<img src="http://gpf.dcemu.co.uk/files/frodo4jl.png" width="460" height="320">
Heres what he says:
Thanks to HJackson on #dsdev on efnet for the pictures of my latest port running on his DS, still need to implement joystick, keyboard and sound.
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September 13th, 2005, 19:51 Posted By: wraggster
News from Divineo China about the new Nintendo DS Flash Cart called the M3 Adapter:
M3 Adapter CF version will be available on 16th . SD version will be released on 28th
More info HERE
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September 13th, 2005, 20:47 Posted By: wraggster
PC Watch has gotten their hands on a Game Boy Micro, which is scheduled to be released in the US on September 19th for $99 (but came out today in Japan). The first thing they did? Blow it up, of course. They’ve posted their dissection of the device, and while it doesn’t offer too many surprises (not that we know what to look for), it features a number of improvements versus the Gameboy Advance SP. They mention that while at first glance the Gameboy Micro appears to just be a new form factor of the SP, it is in fact quite different under the hood. They say how Nintendo has paid attention to detail in many of the aspects of the device’s construction, such as its overall solid structure, detailed electrical work, and small touches such as stoppers that prevent screws from becoming loose. Unfortunately it’s too late to add these stoppers to Miyamoto’s screws.
http://pc.watch.impress.co.jp/docs/2...13/gameboy.htm
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September 13th, 2005, 21:08 Posted By: wraggster
News from Lik Sang
A group of pixels is worth more than a thousand words. In this case they tell a story that begins in 1985, where one Japanese industrial design graduate can't stop thinking about how bad he wants to create an explorable world around a character he introduced four years earlier, a somewhat feisty Italian carpenter, sporting a moustache. Super Mario Bros. was born on the ingenious home gaming system Famicom, and today, 20 years on, Nintendo is honoring their most famous icon Mario with the release of games, merchandise and even a handheld system for the occasion. Likewise we at Lik-Sang have geared up to provide you with a look back through his history, and a chance to get your hands on all the cool products that are available to celebrate Mario's 20th birthday in style. Note that many more goodies are planned by NoJ and are coming in with the coming weeks.
The Early Years - From Miyamoto's Childhood to Super Mario Bros.
At Donkey Kong's introduction in 1980 (shown left below), the main hero was referred to simply as 'Jumpman', based on his one and only ability. It wasn't until 1982 that Mario got the name we know him by, and back then Pauline was his girlfriend, before Princess Peach was even in the picture. Rescuing Pauline from the clutches of a big barrel throwing ape was as basic of a Jump'n Run style game as there ever was, but this retro platformer is considered a true classic of its genre, appealing to both Japanese and Western markets in the golden era of arcade parlors.
Donkey Kong and Jumpman didn't spring up from nowhere though, they were the creations of the brilliant Shigeru Miyamoto, who was born and raised in a rural community near his current home of Kyoto, Japan. Humbled by the natural world surrounding him, and lacking a television set growing up, young Miyamoto had to fall back on his own imagination for entertainment. This certainly showed in the virtual worlds he dreamed up throughout his career, and it goes without saying that employing Miyamoto was directly responsible for Nintendo's radical success in videogames. In an industry where only a handful of names are widely recognized, his is one that draws massive crowds whenever he makes an appearance across gaming trade shows. Despite this, unlike movie and music stars that have touched so many people worldwide, Miyamoto can probably walk into supermarkets un-noticed.
As the father of videogaming’s most recognizable mascot, Miyamoto actually admits though, that "I cannot come up with hairstyles so good." That, along with avoiding the difficulty of having hair move realistically, is the reason for Mario sporting a hat, while his moustache and oversized nose were added simply to make the nose more noticeable on such a small and pixilated character. Moving onto his famous overalls, these were chosen since they make Mario's arms and arm movements more obvious. In Donkey Kong and Donkey Kong Jr., he started out with a blue shirt and red overalls, but the color scheme got switched to a red shirt and blue overalls when Mario Bros. hit arcades (middle below). Super Mario Bros. (right below) for the Famicom however, saw him give a brownish shirt a go, then thankfully in the sequel, Mario went back to the blue and red he's been like ever since.
For many, Mario entered their homes through the Famicom, but years before that Mario Bros. was officially developed and released on various Atari consoles, from the 2600 to 7800, and Commodore 64. Further ports were also later released on the Intellivision and Colecovision!
Check out the rest of the great article at Lik Sang
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September 13th, 2005, 21:10 Posted By: wraggster
News from Lik Sang
A group of pixels is worth more than a thousand words. In this case they tell a story that begins in 1985, where one Japanese industrial design graduate can't stop thinking about how bad he wants to create an explorable world around a character he introduced four years earlier, a somewhat feisty Italian carpenter, sporting a moustache. Super Mario Bros. was born on the ingenious home gaming system Famicom, and today, 20 years on, Nintendo is honoring their most famous icon Mario with the release of games, merchandise and even a handheld system for the occasion. Likewise we at Lik-Sang have geared up to provide you with a look back through his history, and a chance to get your hands on all the cool products that are available to celebrate Mario's 20th birthday in style. Note that many more goodies are planned by NoJ and are coming in with the coming weeks.
The Early Years - From Miyamoto's Childhood to Super Mario Bros.
At Donkey Kong's introduction in 1980 (shown left below), the main hero was referred to simply as 'Jumpman', based on his one and only ability. It wasn't until 1982 that Mario got the name we know him by, and back then Pauline was his girlfriend, before Princess Peach was even in the picture. Rescuing Pauline from the clutches of a big barrel throwing ape was as basic of a Jump'n Run style game as there ever was, but this retro platformer is considered a true classic of its genre, appealing to both Japanese and Western markets in the golden era of arcade parlors.
Donkey Kong and Jumpman didn't spring up from nowhere though, they were the creations of the brilliant Shigeru Miyamoto, who was born and raised in a rural community near his current home of Kyoto, Japan. Humbled by the natural world surrounding him, and lacking a television set growing up, young Miyamoto had to fall back on his own imagination for entertainment. This certainly showed in the virtual worlds he dreamed up throughout his career, and it goes without saying that employing Miyamoto was directly responsible for Nintendo's radical success in videogames. In an industry where only a handful of names are widely recognized, his is one that draws massive crowds whenever he makes an appearance across gaming trade shows. Despite this, unlike movie and music stars that have touched so many people worldwide, Miyamoto can probably walk into supermarkets un-noticed.
As the father of videogaming’s most recognizable mascot, Miyamoto actually admits though, that "I cannot come up with hairstyles so good." That, along with avoiding the difficulty of having hair move realistically, is the reason for Mario sporting a hat, while his moustache and oversized nose were added simply to make the nose more noticeable on such a small and pixilated character. Moving onto his famous overalls, these were chosen since they make Mario's arms and arm movements more obvious. In Donkey Kong and Donkey Kong Jr., he started out with a blue shirt and red overalls, but the color scheme got switched to a red shirt and blue overalls when Mario Bros. hit arcades (middle below). Super Mario Bros. (right below) for the Famicom however, saw him give a brownish shirt a go, then thankfully in the sequel, Mario went back to the blue and red he's been like ever since.
For many, Mario entered their homes through the Famicom, but years before that Mario Bros. was officially developed and released on various Atari consoles, from the 2600 to 7800, and Commodore 64. Further ports were also later released on the Intellivision and Colecovision!
Check out the rest of the great article at Lik Sang
To read more of the post and Download, click here!
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September 13th, 2005, 21:11 Posted By: wraggster
News from Lik Sang
A group of pixels is worth more than a thousand words. In this case they tell a story that begins in 1985, where one Japanese industrial design graduate can't stop thinking about how bad he wants to create an explorable world around a character he introduced four years earlier, a somewhat feisty Italian carpenter, sporting a moustache. Super Mario Bros. was born on the ingenious home gaming system Famicom, and today, 20 years on, Nintendo is honoring their most famous icon Mario with the release of games, merchandise and even a handheld system for the occasion. Likewise we at Lik-Sang have geared up to provide you with a look back through his history, and a chance to get your hands on all the cool products that are available to celebrate Mario's 20th birthday in style. Note that many more goodies are planned by NoJ and are coming in with the coming weeks.
The Early Years - From Miyamoto's Childhood to Super Mario Bros.
At Donkey Kong's introduction in 1980 (shown left below), the main hero was referred to simply as 'Jumpman', based on his one and only ability. It wasn't until 1982 that Mario got the name we know him by, and back then Pauline was his girlfriend, before Princess Peach was even in the picture. Rescuing Pauline from the clutches of a big barrel throwing ape was as basic of a Jump'n Run style game as there ever was, but this retro platformer is considered a true classic of its genre, appealing to both Japanese and Western markets in the golden era of arcade parlors.
Donkey Kong and Jumpman didn't spring up from nowhere though, they were the creations of the brilliant Shigeru Miyamoto, who was born and raised in a rural community near his current home of Kyoto, Japan. Humbled by the natural world surrounding him, and lacking a television set growing up, young Miyamoto had to fall back on his own imagination for entertainment. This certainly showed in the virtual worlds he dreamed up throughout his career, and it goes without saying that employing Miyamoto was directly responsible for Nintendo's radical success in videogames. In an industry where only a handful of names are widely recognized, his is one that draws massive crowds whenever he makes an appearance across gaming trade shows. Despite this, unlike movie and music stars that have touched so many people worldwide, Miyamoto can probably walk into supermarkets un-noticed.
As the father of videogaming’s most recognizable mascot, Miyamoto actually admits though, that "I cannot come up with hairstyles so good." That, along with avoiding the difficulty of having hair move realistically, is the reason for Mario sporting a hat, while his moustache and oversized nose were added simply to make the nose more noticeable on such a small and pixilated character. Moving onto his famous overalls, these were chosen since they make Mario's arms and arm movements more obvious. In Donkey Kong and Donkey Kong Jr., he started out with a blue shirt and red overalls, but the color scheme got switched to a red shirt and blue overalls when Mario Bros. hit arcades (middle below). Super Mario Bros. (right below) for the Famicom however, saw him give a brownish shirt a go, then thankfully in the sequel, Mario went back to the blue and red he's been like ever since.
For many, Mario entered their homes through the Famicom, but years before that Mario Bros. was officially developed and released on various Atari consoles, from the 2600 to 7800, and Commodore 64. Further ports were also later released on the Intellivision and Colecovision!
Check out the rest of the great article at Lik Sang
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September 13th, 2005, 21:16 Posted By: wraggster
Nintendo's new Game Boy Micro has hit store shelves in Japan but isn't staying there long, according to Reuters.
One electronics store clerk in Tokyo reported that 70 percent of the store's initial stock had been devoted to filling preorders, with the limited-edition Micro styled after the Famicom (the Japanese version of the NES) accounting for most of the preorders. Four other colors of the Micro were available for the Japanese launch: silver, purple, black, and blue.
Despite the strong showing for the Micro, a clerk told Reuters it doesn't appear so far to measure up to the Game Boy Advance SP's launch, when the entirety of the launch stock was presold out.
The Micro is being targeted at an older generation of gamers than previous Game Boy models, looking to hit a technology-obsessed, gadget-loving crowd with disposable income who would be attracted to the unit's sleek design. It will release in the US September 19 in black and silver versions, each of which will come with three interchangeable faceplates and a $99.99 price tag.
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September 13th, 2005, 21:27 Posted By: wraggster
suanyuan has released a new version of his Visualboy Advance build known as VBA smooth. Here is the changes for version 6.3.
new features:
- auto select driver, select Direct3d firt, if failed to initialize then select DirectDraw.
- add window size 1.5x (thanks mikoxc's suggestion)
- add Simple Chinese language DLL
(簡體中文語言包 thanks mikoxc to provide this dll)
bug fix:
[mikoxc] when select menu File => Import => Battery file => Flash save, then VBA crash
- fix GBA import battery dialog bug
[mixoxc] when using HQ3X and HQ4X filter with window size x2, VBA only show black screen with sound
- fix bug in D3D driver
[suanyuan] if using filter and change window size from 4x or 3x or 2x to 1x, VBA crashed
- force to disable filter when window size is 1x or 320x240
[suanyuan] pokemonhacker release his code to CVS
- apply most crash bugs fix from latest VBA version on CVS
[many people] It’s very annoyed every time VBA smooth switches to 16 bit color depth, the screen blinked.
- now VBA smooth select the best rendering driver for you
http://www.emutalk.net/emu64-news/30...-released.html
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September 13th, 2005, 21:41 Posted By: wraggster
Cidrick has released a nice puzzler for the DS, heres what he posted:
Last night I finished the first release for the game I'm working on for the DS, called PicrossDS. I hope at least some people here have played a Picross game before. For those who aren't familiar with how the game works, you can read a quick tutorial here.
Right now it's just ten puzzles, but of course, in the final version I plan to have at least 100, probably 200 if I can find enough puzzles. There's no sound, no score saving, and no stylus support, yet. I plan to add them all as time goes on.
Let me know what you think. If you find any bugs, or would like to suggest some features, or think the control scheme sucks, I'm open to any suggestions.
Download Here --> http://nintendo-ds.dcemu.co.uk/picrossds.shtml
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September 14th, 2005, 08:17 Posted By: wraggster
A new commercial DS release heres the info:
Not everyone is innocent until proven guilty! Players star as a defense attorney, who must prove his seemingly guilty clients innocence no matter how dire the circumstances may seem. The game presents twisting storylines and intriguing gameplay in a comical anime style. Players must collect evidence, weed through inconsistent testimonies, and overcome corrupt agendas to ensure that justice prevails.
http://www.lik-sang.com/info.php?pro...7&lsaid=219793
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September 14th, 2005, 20:04 Posted By: wraggster
Divineo China now have the GBA Micro in stock, heres the details from them:
The Gameboy Micro is the smallest portable console ever made by Nintendo. It is in fact a micro Gameboy Advance SP, as it is 100% compatible with all GBA games and it has all the features of the GBA SP. BUT it is much smaller, much lighter, and the quality of the screen is simply amazing. Imagine it is 3 times lighter than an Ipod!
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September 14th, 2005, 20:15 Posted By: wraggster
Nintendo's diminutive new handheld, the Game Boy Micro, has sold better than expected - but not quite as well as the Game Boy Advance SP did at launch, according to retailers.
The GB Micro launched in Japan on Tuesday and one shop clerk told Reuters that 70 per cent of units were reserved before the new handheld went on sale. In contrast, all allocated GBA SP units were pre-ordered before the console launched back in 2003.
The GB Micro is priced at 12,000 yen (just under EURO 90) and comes in silver, purple, black and blue versions, along with a limited edition design based on the classic Famicom console.
"The orders have been going well," a spokesperson for leading electronics retailer Yamada Denki told Reuters.
"Especially, the Famicom colour version is really popular."
Nintendo has previously stated that it aims to sell 10.2 million Game Boy Advance units, including 4 million Game Boy Micros, by the end of the financial year.
The GB Micro will launch in the US on September 19, priced USD 99. A European release will follow on November 4, when consumers will be able to choose from silver, pink, green and blue units priced at EURO 99 each.
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September 14th, 2005, 20:21 Posted By: wraggster
Japanese gaming mag Famitsu has had a long and storied history of spilling the beans on new games and such, and things are no different on its printed pages in the days leading up to the Tokyo Game Show. Today, we’ve just received word from Famitsu Weekly fans that Japanese developer Monolith will be announcing Xenosaga 3 for the PS2, Baten Kaitos 2 for the GameCube, and Xenosaga 1 + 2 for the DS(!) at TGS this week.
The combo of the first and second parts of the Xenosaga series will be completely adapted into 2D, but Namco will try to squeeze as many of its (in)famous full-motion video (FMV) cutscenes in as possible. As for Xenosaga 3: Thus Spoke Zaratharus, it will be the final installment in the PS2 RPG storyline, but you never know whether its creators will pull an Onimusha and bring the series back in some form later on. (Next-gen ‘saga, anyone?)
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September 14th, 2005, 20:46 Posted By: wraggster
The NinjaMod team has just released their v2.0 BIOS for their GameCube chip heres whats new:
Supports Multi-Game Discs
Auto-Dectecs Media (Mult, Normal, Backup)
Boots DVD-R/+R and Originals
Re-Read Command Added (Less DRE)
Streaming Audio Fix
New Loading Methods (Runs problem games)
Graphical Enhancements
http://www.ninjamod.com/
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September 14th, 2005, 20:48 Posted By: wraggster
Torlus writes:
Here is a small project I've just done :
Lua4gba is a quick port of Lua (http://www.lua.org/) for the Gameboy Advance. Lua is a powerful scripting language with many high-level features, used in many projects.
This project is based on Lua 5.0.2 so is more up to date than GBALua (based on 4.0 version of Lua) and was made using DevkitARM.
One thing interesting about it, is that it uses the Lua source tree as-is, with
only one small (necessary) modification for console output. So this whole project should be considered as kind of tutorial on how to embed Lua into your projects.
It uses Damian Yerrick's GBFS for script embedding.
Best regards,
greg aka Torlus (http://torlus.com/)
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September 14th, 2005, 21:04 Posted By: wraggster
Nintendo Australia is excited to announce a new price point for Nintendo DS™ of $179.95 SRP.
The price drop will take place on September 22nd, just in time for the launch of the widely anticipated Nintendogs™. Nintendogs, which is now a cultural phenomenon in Japan, has just launched in the United States with sales of a quarter of a million units in its first week. This makes it America's hottest-selling video game and the best-selling new game franchise ever for a portable system.
“This is an exciting move for the already popular Nintendo DS, particularly aimed at making the unit more affordable and accessible to the new audiences we hope to be opening up with the release of Nintendogs” said Rose Lappin, Director of Sales and Marketing. “The new price point of $179.95 coincides with the launch of two new hardware colours of Cosmic Blue and Mystic Pink. Add to this the amazing new experiences with Nintendogs at the fantastic price of $49.95, making September 22nd a very big day for the Nintendo DS.”
With an onslaught of brilliant games coming for the rest of the year, there is something for everyone on the Nintendo DS. October 6th sees the release of the very unique Kirby™: Canvas Curse, and for the hardcore audience, the critically acclaimed Advance Wars®: Dual Strike. A new Pac Man adventure, Pac’n Roll™ is due November 3rd. The popular Mario Kart® series returns in November with Mario Kart® DS. Nintendo will also be releasing Meteos™ and Metroid® Prime Pinball in December. Metroid Prime Pinball will come bundled with the new DS Rumble Pak accessory that lets players feel all the rolling, bumping and tilting motions.
With around 30 new titles by the end of the year from other video game distributors, including King Kong: The Official Game of the Movie from Ubisoft, this promises to be an exciting holiday period for all Nintendo DS owners.
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September 14th, 2005, 21:46 Posted By: wraggster
GPF who is hosted on the DCEmu Network has posted another great screenshot of his Port of Frodo the Commodore 64 emulator for the Nintendo DS
Hes also posted some more screenshots and WIP news, head on over to http://gpf.dcemu.co.uk for the Full info (post some comments too )
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September 15th, 2005, 18:01 Posted By: wraggster
New commercial game heres the details:
Officially titled Tamagotchi no Puchu Puchi O-Misecchi (Tamagotchi's Little Little Shop), this DS simulation title has you and your pet Tamagotchi open a store. You can select from three different Tamagotchi types and give your new little friend a name. The game includes a variety of shop types, including a bakery and a dentist. The DS's special features come into play quite clearly when you choose to open up a dentist office. The top screen shows the reception area. You start off by accepting patients and listing to their troubles. Then, it's time for you to work your dentistry. You clear cavities and other irregularities on the bottom screen by polishing your patient's teeth with the stylus. Your patients will give you money, so its in your best interest to serve as many patients as possible by being quick in your work. Your goal, be it a dentist or some other shop owner, is to attract customers, earn money, and make your shop grow.
http://www.lik-sang.com/info.php?pro...3&lsaid=219793
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September 15th, 2005, 18:16 Posted By: wraggster
MMC/SD card resurrection We have brought back to life (read: rewritten) the MMC/SD card kernel block device driver. That means that you can now mount and access (read only for now) your MMC/SD cards on your GameCube. Create a block device file if you don't have already one (see source code for majors and minors) and mount your card partitions (mount /dev/sdcardb1 /mnt). As usual, all code is available on CVS (http://cvs.sourceforge.net/viewcvs.py/gc-linux/linux/). In case you are wondering, yes, those 1GB SD cards work
http://www.gc-linux.org/wiki/Main_Page
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September 15th, 2005, 18:31 Posted By: wraggster
DSemu the Nintendo DS emulator for windows has been updated today, heres whats new:
Support for the X and Y keys have been added. This can be configured using the Options/Configuration menu option. The code for this was contributed by Normmatt.
Many fixes to key handling. Anything but A and B keys were very buggy in previous builds. My 'keys' demo from my tutorials now works correctly and Space Invaders is now playable.
Support for GBA games was re-added. It was removed when I first took up support of DSEmu until I understood the code better. It is now back in and will be maintained.
The FIFO registers have been implemented. This is an important feature for DSLinux and a step towards support for the commercial downloadable demos.
Various bug fixes in graphics code.
The compuational accelerator registers have been implemented. Again, a steps towards support for the commerical downloadable demos. Contributed by Julien Hamaide.
Workaround for 'console scramble'. There has been an issue since DevkitPro R14 which causes text output using the console output routines to be scrambled. I implemented a workaround in 0.4.6 but it didn't work for homebrew programs built with previous versions. I've been unable to fix the problem so far, so I added a 'Unscramble console text' option in the Options/Configuration menu option. If you run a game and the text appears scrambled, check or uncheck this, and it should correct the problem when you press 'Ok'. I hope to fix this in 0.4.8.
Download Here --> http://nintendo-ds.dcemu.co.uk/dsemu.shtml
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September 15th, 2005, 18:50 Posted By: wraggster
Alekmaul is one busy chap, hes now working on a Arcade emu for the Nintendo DS, heres a shot:
Go, a small WIP to announce you that I "make profitable" my Z80 emulator by preparing one... emulator of plays of arcade!
That Ci will contain only sets of arcades with ROMs with format MAME and that those being emulated by Z80 (pacman, pengo, crush roller, etc...).
News and remote loading soon...
Pacman functions already perfectly and at full speed, on emulator as on DS
Keep an eye on his site here http://jmgrd.club.fr/index.php
Get your DS Homebrew Set up quickly
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September 15th, 2005, 18:53 Posted By: wraggster
Some WIP news about the Homebrew Star Wars game:
Well I'm working hard on Star Wars DS, but not as much as I'd like...
Anyway some sounds are working for certain events, such as shooting or starting. Collitions are being implemented and finally Ties shoot at you...
It's been a hard work but I'm really looking forward to it... hope you do too.
http://chavads.blogspot.com/
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September 16th, 2005, 00:48 Posted By: wraggster
According to the latest issue of Famitsu magazine, Namco will release remakes of Xenosaga Episode I and Episode II on the Nintendo DS as a compilation called Xenosaga I & II.
Like the original releases on the PlayStation 2, the game is being developed by Monolith Soft and published by Namco. Unlike the originals, Xenosaga I & II will play with 2D graphics in an isometric view, with cute characters that resemble the first installment's art style rather than the more realistic look of Episode II. As a compilation, Xenosaga I & II follows along the storyline of the original PlayStation 2 games, but it will also include some new scripts.
Xenosaga I & II's turn-based battle system will be styled after Episode I and will feature the series' "boost" skill, where the player can force a character to move before it's actually his or her turn. Xenosaga I & II will also have a new system tentatively called "P.F.," although details on it haven't been disclosed yet.
Somewhat surprisingly for a DS game, Namco also says that Xenosaga I & II will feature cutscenes, which is one of the elements the Xenosaga series has been known for. Screenshots shared by the magazine show a computer-generated rendering of the Zohar and an anime shot of KOS-MOS.
Just like the recently announced Xenosaga Episode III for the PS2, Xenosaga I & II has not been given a firm release date from Namco yet. However, the game is expected to appear at the Tokyo Game Show this weekend in trailer form, so series fans shouldn't have to wait long to get a look at how the games handle the transfer to 2D.
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September 16th, 2005, 01:44 Posted By: wraggster
Upon the release of Kirby: Canvas Curse in Japan, the first copies of the game came with a special pink Kirby stylus. A lot of gamers were upset that the same was not offered outside the country. Well, it looks like things have changed. Nintendo of America is now giving away pink styli, presumably the same ones the Japanese got, to anybody who has registered their copy of Kirby: Canvas Curse on their website.
To get your own stylus you'll have to be a My Nintendo member, which is free. You can sign up for My Nintendo on Nintendo's website. You'll also need to register your copy of Kirby: Canvas Curse, by plugging in the registration code that came with the game on Nintendo's website. Finally, you'll need to visit this page to claim your free pink Kirby stylus. Supplies are limited, so hurry up!
http://www.nintendo.com/stylus_offer/
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September 16th, 2005, 01:45 Posted By: wraggster
Source - http://www.drunkencoders.com/
Sgstair posted a quick update on his site:
Some people have been asking what to expect as far as an API goes, and what sort of integration will be required to use this as a library. I've answered this a few times on irc, but I'll put it up here too, for people who want to know:
The API will be purely exposed on ARM9, and will consist of a TCP interface through lwIP (look it up for it's api), a small raw interface to allow sending/receiving raw data, and a custom interface to poll for and connect to access points and other wireless networks.
As far as integration goes, it'll probably require a function to be called on init of arm7 and arm9, a function to be called periodically on arm7 and arm9 (via timer or vblank), and the wifi interrupt will need to be connected on arm7.
As always, this could change, but I'm pretty confident it'll be pretty close.
http://www.akkit.org/dswifi/
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September 16th, 2005, 08:32 Posted By: wraggster
News from Lik Sang
The entire industry has been clamoring for a taste of Nintendo's so-called next-generation 'revolution.' So have we. Every time Nintendo president Satoru Iwata has opened his mouth, he underscored time and time again Nintendo would not be following the traditional path of a new console. Rumors have persisted for weeks about touch screens, gyroscope functions, virtual headsets, and everything else under the sun.
Today at the Tokyo Game Show, Nintendo finally revealed their big secret to the world. IGN and 1UP.com have seen it, touched it, and played games with it. A site from Norway taped the Nintendo presentation video at TGS. Check out their exthaustive coverage:
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September 16th, 2005, 14:16 Posted By: sci-fisteve
Some renders for what should be the next move for RTS genre by using the twin screens of the DS
A call to all Coders for Demo's which bring this idea to life
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September 16th, 2005, 17:23 Posted By: wraggster
Speaking exclusively to GamesIndustry.biz, Nintendo's head of European Developer Business, Marko Hein, has called on the videogames industry to work harder at understanding its markets.
In an interview published today, Hein discusses Nintendo's vision of a market-led development model which individually identifies and targets various niche markets and new emerging demographics, rather than simply building developer-led products.
Referring to the music industry as an example, Hein said that in that market, "they try to investigate who the target group is, what does the market want, and then try to design music for the mass market. I rarely see this in videogames. It's very much developer driven, it's not marketing driven."
"So nobody looks at the market to see which group is currently untouched, which group has a certain potential and then look at how to make a game for this market with research and investigation beforehand," he continued. "Normally a developer comes to you and says 'here's a product, take a look at it'. I'm not sure if we can go on like this in the future."
The interview goes on to cover topics including Nintendo's approach to innovation and its willingness to invest in products which may not have wide commercial appeal, but will help to grow the market for games, such as recent DS title Electroplankton.
"Sometimes you bring a product to market not only for financial reasons, but to open new doors," he commented. "What we are selling with the DS is that the gaming experience is completely different, and we've got a lot of respect for that, even from the competitors."
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September 16th, 2005, 17:24 Posted By: wraggster
Speaking on the first day of the Tokyo Game Show, Nintendo president Satoru Iwata has unveiled the innovative new controller design for the Revolution console - a one-handed device which detects its own location relative to the screen.
The controller is similar in size and design to a television remote control, and sports a trigger button and D-Pad along with a number of action buttons - but the key feature is a sensor which Iwata described as the "Direct Pointing Device".
This sensor allows the Revolution to detect exactly where on the screen the device is being pointed, and also detects the controller's distance from and angle relative to the screen.
An expansion port on the bottom of the controller allows the connection of additional devices, with an analogue stick designed to be held in the other hand being shipped as standard. Iwata described this configuration as "nunchuck style".
Another device which will connect to the expansion port is a more traditionally designed controller, which will allow players to control the Nintendo back catalogue titles which the Revolution can play.
Among the uses for the new controller which were demonstrated by Iwata were a fishing game, a sword fighting title, a multiplayer tennis game and party style games where players could do things ranging from swatting flies to cooking and even performing delicate dental surgery.
Interestingly, Iwata also described the controller as providing a "new standard of gameplay for FPS games", pointing out that it allows a fresh degree of control over shooting and movement in such titles, while another demonstration suggested a survival horror game where the player could "intuitively explore in the dark with a flashlight".
However, no actual software for the device was demonstrated - with the entire presentation showing only videos of players using the controller in a variety of game styles.
"Throughout the history of game development, the game control mechanism has become more and more sophisticated," Iwata explained. "Perhaps those who have quit gaming or who have never played games look at the game controller and think it's too difficult to play, even before they dare to touch it."
"In order to expand the gaming population, it is taken for granted that we need to offer games to satisfy veteran gamers. At the same time, I believe that we need to make a new proposal, so that those who do not play games can say, 'I can do it' and, 'I want to touch it.'"
After presenting the controller to the audience, Iwata went on to explain the company's rationalisation behind making such a radical change to the control scheme which it had originally introduced with the Famicom / NES around 22 years ago.
"Firstly, we face the reality that within one family there are people willing to pick up a game controller, and those who would never touch one," he said. "Anyone will pick up a TV remote control, but not necessarily a game controller. Why is this?"
"We thought it was the requirement of moving right and left fingers separately and nimbly that was creating a psychological barrier," Iwata continued. "To expand the gaming population, it was needed for us to design a pad so that any family member would see it on the living room table, think that this was something relevant to them and pick it up."
"For the controller to be placed on the table at all, we had to make it compact - I believe that this will be possible for this controller. Also, just like a TV remote control, it can be manipulated with one hand."
Iwata continued to discuss the challenges of bringing new gamers into the gaming population throughout his speech, having started out by talking through the recent success of the "TOUCH! Generation" games (including Nintendogs and Brain Training) on Nintendo DS in attracting females and older people into games in Japan.
"The hurdle for non-gamers today must be significantly lowered," he said. "Just as the touch pad did for Nintendo DS, the Revolution controller will enable all users to intuitively play from the same starting line. For all family members, it will be something relevant to them which they are willing to use."
Iwata also presented a select number of Japanese developers to discuss their feelings related to the controller - most notably Konami's Hideo Kojima, creator of the Metal Gear series, who told the audience that his initial reaction to the controller was simply to exclaim, "You've done it!"
"Even though it was a surprise to me at first, I quickly understood how it should be used," he commented. "This is exactly what I was looking for."
Speaking more generally about Revolution, Iwata also touched on Nintendo's pledge to create a platform which will be accessible for smaller developers and those without large budgets.
"On the next generation hardware platforms, the size of the development team is projected to be even bigger, and smaller development studios feel that they can't create games for new platforms," he commented. "With this new interface, teams with limited budgets and people can create innovative software with just their good ideas."
Using the team which created Brain Training on the DS as an example - the title was developed in around four months with a peak team size of just ten people - Iwata argued that Nintendo's new platforms will be an ideal place for small developers to shine.
"Nintendo wants to provide a stage on which to showcase your ideas," he said. "Nintendo is willing to help bring these ideas to life. If seeing the controller today sparks great ideas, Nintendo is waiting for your proposals."
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September 16th, 2005, 17:25 Posted By: wraggster
Though the Nintendo Revolution was partially unveiled at this year's Electronic Entertainment Expo, its controller is the final piece of the venerable hardware manufacturer's next-generation puzzle. Speculation about the device has run rampant, because its manufacturer has made a point of keeping it well hidden. Nintendo has chosen only to drop hints that it would be an integral part of the Revolution's unique gameplay experience.
Today, in his keynote address at this year's Tokyo Game Show, Satoru Iwata touched on those themes again, giving further clues about Nintendo's vision for the future, and how the Revolution's controller plays into that future.
Thankfully, GameSpot had the chance to gain a better understanding of what Nintendo is going for with the benefit of a visual and tactile aid--a working prototype of the Revolution controller. Yes, we touched it. Yes, we used it. But is it a "revolution"? It just might be.
Our guided tour of the Revolution controller was led by none other than Shigeru Miyamoto, the industry legend whose talent has been one of the driving forces behind Nintendo's success. But, as always, he was his humble self, emphasizing that the day's presentation was about the possibilities of the controller and not his own upcoming projects. With that disclaimer, Miyamoto and the assembled Nintendo Japan reps unveiled the long-awaited controller, a modest-looking device that is low on flash, but big on functionality.
Miyamoto noted that the impetus for the controller design came from Nintendo's desire to do something "different" after hearing user feedback on consoles. The company felt the current generation of machines was coming close to overwhelming players by taking up too much space in their living rooms and creating briar patches of cables that must be navigated. As a result, Nintendo wanted to offer a solution that starts simple but supports expansion and that offers accessible experiences for casual players and more intricate experiences for hardcore gamers.
The form factor on display wasn't the absolute final design for the Revolution controller, and Nintendo reps noted that it is still a work in progress. That said, it was enough to give us an idea of where the company is headed. The controller itself bears no resemblance to the myriad fan-generated renderings purporting to be the real deal. The unit basically looks like a slim, ergonomic television remote that's about as long as your hand.
As can be seen in the images released today, the controller features core elements along with some you wouldn't expect. A power button at the top left of the unit appears to let you power the Revolution console on or off. An old-school digital D pad rests just below the power button. A large GameCube-controller-style A button is prominently placed below the D pad. Its counterpart B button is located on the opposite side of the remote, like the Z button on the Nintendo 64 controller. Directly below the A button is a series of three buttons: select, home, and start. While it's easy to guess what they do, Nintendo reps offered no details on their exact function.
Below the select, home, and start buttons is another set of vertically aligned buttons labeled X and Y. On some of the prototype controllers we looked at, the X button had a small "B" next to it and the Y button had a small "A" next to it, indicating that the controller can be held sideways to approximate a classic NES controller. Directly beneath those buttons is a horizontal row of colored lights that indicate which controller slot the owner is using--1 to 4 are planned at the moment. The plan is for the controllers to include built-in rumble packs and to run off of batteries, * la the Wavebird for the GameCube.
Finally, the base of the controller features a unique plug that lets you make use of a wide variety of peripherals. One such peripheral is an analog stick attachment with two shoulder buttons labeled Z1 and Z2. Though it gives the combined items an odd, nunchaku-like appearance (which is actually Nintendo's tongue-in-cheek nickname for it), the add-on demonstrates the controller's versatility. The analog stick peripheral will come included with the Revolution hardware, with other attachments to follow in the future. While Miyamoto didn't say much else about what other attachments were in the works, he did note that it's theoretically possible to have entirely different configurations plug into the port--which got us thinking about SNES and N64 controller attachments.
One of the most interesting features of the peripheral is tied to its functionality as a "pointing device." A glossy section of the top of the controller houses a transmitter--much like any remote would have--that was used extensively in the demos we saw. The signal from the unit is picked up by sensors you'll place near your television, which will then reflect your actions on the screen. Based on the responsiveness of the demos that we tried, this feature has the potential to turn the entire base controller unit into a new kind of pointing device. It also has great potential applications for sports games, such as laser-pointer-style play calling.
Overall, despite its unorthodox appearance, the Revolution controller has a comfortable feel. The assorted demos on hand also indicated that playing Revolution games will be a more active, physical experience than playing current-generation games. Whether you're using the pointer mechanic to actively control onscreen action or using two hands to take advantage of attachments, the Revolution controller will likely change how games are played.
Will the change the Revolution heralds be successful? It's too early to say for sure. But given Nintendo's well-documented history of breaking new ground in gaming (such as the DS) we're game to see just how this all pans out. The potential for a revolution is there; Nintendo just has to lead the way with software.
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September 16th, 2005, 17:26 Posted By: wraggster
Nintendo may have introduced the gaming world to the Revolution at its pre-E3 press conference earlier this year, but it seemed every answer it gave about the system only led to more questions. Where's the controller? How will the backwards compatibility work? When will it launch? Where are the games?
Revolution Now
Witness the unveiling and first demonstration of the unique controller for the Revolution.
When word came that Nintendo president Satoru Iwata was delivering a keynote address at the Tokyo Game Show this year, a show Nintendo traditionally doesn't participate in, conventional wisdom suggested that more answers would be forthcoming.
But perhaps the answers were not as forthcoming as eager gamers would have liked. Iwata took to the stage and delivered his presentation in basically two sections, the first dealing with Nintendo's present and recent past, the second looking toward the future. He began with dry figures, talk of sales, and the success of the Game Boy Micro's Japanese launch.
Then Iwata said Nintendo sees a crisis happening in the industry. He said that making games more complex and photo-realistic has helped the industry grow to the point where it's at today, but such thinking won't keep it growing indefinitely.
"Will anyone invent a new framework that allows for further expansion of the industry or will video game players become bored and cause the industry to shrink," Iwata asked. "We are at this crossroads I believe. For the future of the video game business, we need to expand the market."
Iwata said Nintendo hopes to help the industry through by getting back to the basics and attracting new users. He asserted that if the industry wants to grow, the best way for it to achieve that is through innovation, attracting former gamers back to the fold and finding ways to appeal to the casual and non-gaming crowds.
Iwata specifically pointed out the success of the Famicom Mini Series of classic NES titles on the Game Boy Advance as one initiative that retailers said drew dormant gamers to the cash register. By the same token, the strong sales of the Game Boy Micro and the instant sell-out of the Famicom-styled limited edition of the handheld pointed to the company's ongoing efforts to appeal to that crowd.
As for the casual gaming crowd, Iwata talked about the success of Nintendo's "touch series" games like Nintendogs and "brain exercises" titles, which have been designed to appeal outside the core gamer demographic. He also said the success of such efforts should be taken as a sign that Nintendo knows what it is doing.
After the prelude, Iwata turned his attention to the future, saying it was time to rethink everything about games to make them more accessible for players.
"Since the days of Famicom, the game control mechanism has become more and more sophisticated," Iwata said. "Perhaps those who have quit gaming or who have never played with games looked at the controller and felt it may be too difficult to play, even before they dared to touch the controller."
Following those remarks, Iwata introduced a demo video and the Revolution controller, which sought to rethink the traditional controller concept from the ground up.
The direct pointing device on the front of the controller is intended to make control intuitive for novice players while giving veteran gamers new ways to control their games. Iwata specifically mentioned how the controller could be used for squash, music, or fishing games. He went on to point out that adding the analog controller expansion to the basic controller could drastically change first-person shooters, or perhaps could be used to let someone move their character in a game while the main controller acts as a flashlight the player can shine on the screen.
The controller bears more than a passing resemblance to a TV remote, and that's something Iwata said was definitely intentional.
"To expand the gaming population, it was necessary for us to design the controller so that any family member would like to place it on the living room table and think it was something relevant for them and actually pick it up, just like they do with a TV remote controller."
Not wanting everyone to take his own word for it, Iwata then introduced clips of game developers giving their takes on the Revolution controller, with the concept and execution earning high marks from Final Fantasy XII producer Akitoshi Kawazu, Dragon Quest creator Yuji Horii, and Metal Gear Solid director Hideo Kojima.
"'You've done it!' was my impression," Kojima said. "This was totally unexpected. I was pleasantly surprised because the controller is quite comfortable yet provides something brand new."
Iwata addressed concerns people might have about playing retro games on the Revolution's new controller through its virtual console backwards compatibility, saying that classic-styled expansion controllers would be available so people could enjoy the games as they originally remembered them.
Despite the new technology at work in the Revolution's controller, Iwata insisted that developers would be able to develop cheaply and efficiently for the system. He pointed to small development teams responsible for the brain-training games who created a best-seller despite their use of the DS touchscreen in new ways.
Iwata also stressed the need to offer a greater variety of titles to the market.
"We need to satisfy both the novice gamers looking for simple and compact players and the veteran players who are looking for big, deep highly sophisticated games or we cannot expand the gaming population," Iwata cautioned.
In his closing comments, Iwata expressed confidence that Nintendo is on the right track given trends in the Japanese and foreign markets coupled with the warm public reaction to innovative games like Nintendogs. Don't expect Nintendo to rest on its laurels, as Iwata also emphasized constant innovation as a key for the industry's continued growth.
"When our games can no longer surprise, people will grow tired of gaming."
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September 16th, 2005, 17:33 Posted By: wraggster
And for once it isnt PSP or DS related but its from the Nintendo Revolution Console, the controller has been released to the public and its very different to say the least, heres a looksy:
Check out all the Revolution News at our sister site the top source of pure Nintendo Revolution news ---> The Revolution --> http://revolution.dcemu.co.uk/
Normal Service has now been resumed
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September 16th, 2005, 17:34 Posted By: wraggster
And for once it isnt PSP or DS related but its from the Nintendo Revolution Console, the controller has been released to the public and its very different to say the least, heres a looksy:
Check out all the Revolution News at our sister site the top source of pure Nintendo Revolution news ---> The Revolution --> http://revolution.dcemu.co.uk/
Normal Service has now been resumed
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September 16th, 2005, 17:41 Posted By: wraggster
Nintendo's head of European marketing sheds more light on next-gen device
16.09.2005 - 15:25
After months of speculation, Nintendo finally revealed their top secret Revolution controller at the Tokyo Game Show today. With its TV remote design and motion-sensing functionality, Nintendo looks set to continue apace on its crusade for making gaming accessible to, well, absolutely anyone and everyone.
We managed to speak to Nintendo's Jim Merrick - the man responsible for the company's European marketing - to find out more about the controller, how it will work and where it fits into Nintendo's master plan...
It would have been nice to actually see some of the games that the controller will be compatible with featured in the video presentation.
We went to great lengths not to show games in the trailer! It's more about keeping the focus on the interface. If you show the game then everybody gets distracted by the graphics and what we really wanted to focus on was the human interface with the game and the machine.
Is the motion-sensing aspect of the controller going to be compatible with all Revolution games?
Like the Nintendo DS, which offers many different input devices such as voice and touch-screen, not every game is going to use every capability of the controller. The Revolution controller can sense not only where you're pointing, but where your relative position front to back, how close you are, whether you're tilting or rolling - it senses all of these things. Those may or may not be appropriate for different games, so there's no absolute requirement that all games should use it.
The current controller design does work reasonably well for certain types of game - we're not going to throw it all out, but we wanted a fresh start and a fresh way of thinking to bring new consumers to the console.
How is movement of the controller detected?
We use Bluetooth technology to communicate between the controller and what we call a 'sensor bar', which has two little sensors on it that are maybe a foot apart. These sensors can be detached from the bar and they can be above the TV or below the TV - it doesn't really matter.
There's really no set-up other than just putting the bar by the TV. There's no calibration for size or type of TV or anything like that.
So presumably the controller will be compatible with all TVs?
It works with any kind of television set - it doesn't matter if it's LCD, plasma, projector or CRT.
And the gamer won't have to sit in the same position every time they're playing a title that uses the motion-sensing function?
Absolutely not - the relative angle in front of the sensor bar is about the same as the viewing angle of the TV. So if you can see the TV, the controller is going to work.
Are the three central buttons on the controller as self-explanatory as they seem?
Well, 'Start' and 'Select' have preconceptions as to what they do - they've been around for years, so that's okay. What exactly the 'Home' button will do, well, we don't really know yet as we've never had one before, so we'll have to see.
How will the controller be powered?
We don't have any specifics on it yet. There are always the pros and cons with the rechargeable batteries, yes they're nice, but then you have to dock it somewhere to charge it up. Disposable batteries are readily available, so… but I don't know, we haven't got there yet.
How will the controllers be bundled with the hardware?
What we call the 'freehand' controller - the basic controller that looks like a remote - and the 'nunchaku-style' controller will be packaged with the hardware and is really an amazing combination.
The third type of controller will be the 'classic-style' expansion controller, which Mr Iwata spoke about in his speech - but there was no visual to go with it because we haven't got the design finalised - we haven't decided how we'll market it.
Can you explain a bit about the classic controller?
It's effectively a shell like a standard controller with a hole in it and you slot in the freehand controller. So for games that are well suited for a traditional style controller, well, there you are.
The classic controller is important for us for our virtual console games. When I'm playing my favourite game - the N64 version of Goldeneye - it's built for that kind of controller.
How do you envisage people using the freehand controller - will it be a true one-handed device given the position of the d-pad and A button?
The problem is that in the past we spent years trying to figure out how to move forward, back and side-to-side using our thumbs. Now, I move the whole controller. If I want to bank my aeroplane - I bank the controller. Suddenly I don't need all the buttons that I needed before to approximate what I want to do - I simply do it. It's much more intuitive. I point just by pointing my hand at the screen. The problem with the analogue is that you're always trying to move it in an analogue fashion, not just slam it up against the edge. This is much more natural.
What can we expect in terms of additional peripherals that will plug into the controller?
We can envision all kinds of possibilities. We were joking the other day that bongo drums for Donkey Konga would've been great with a wireless controller. If you built a set of bongo drums with a slot in it and you just slot in the freehand controller and you're online - that would be great.
When we briefed the guys from Sega they immediately thought of Samba De Amigo. You could have a relatively inexpensive dance mat with a slot in it and you just slot in the freehand controller and you've got a wireless dance mat. So there are all kinds of ways you can go with it.
Will there be any proprietary technology that will eliminate third-party peripheral developers?
We haven't really decided what we're going to do working with third-parties on additional expansion controllers or other things, but it is fair to say that Nintendo will aggressively protect its intellectual property.
Shigeru Miyamoto recently stated that Nintendo was still adding and removing various functions of the controller - can you explain the transitions the device has undergone during development?
We spent a lot of time puzzling over what types of human interface we can do that will be really beneficial to both new gamers and existing gamers, and we've considered all kinds of ideas.
You've seen all the different kinds of technologies that are out there and we needed something that was accurate, reliable and relevant for our audience.
Mr Miyamoto is correct that the design is not 100% final. It is basically complete, but we reserve the right to move buttons and round corners. However, we have not shared everything that there is to know about Revolution or its controller.
So there are still some secrets to be revealed?
C'mon, we're Nintendo - we like to hold things until the very end!
Is this controller a definite statement of Nintendo's intent to broaden gaming horizons for a new audience?
If we can use the DS as an analogy where we have a similar thing happening and a bit of experience, we know that a lot of the consumers who bought 'touch-generation games' - which are really those games designed to reach out to new consumers - we know that those consumers have come back and bought WarioWare and Mario and more traditional games, so they are becoming active gamers again.
What they need is that entry point, but gaming is a bit of an addiction once you get started, you just have to get started. I think they will converge. Certainly there will be games written to address new consumers or written to address all consumers, and at the same time we'll continue to build those games for the existing market, for those core gamers today who got us here in the first place - we can't abandon them. Nintendo is in a unique position in that we've always had the ability to write games for everybody. Zelda, Pokemon, Mario 64 or whatever, we've had the ability to reach the broadest range of people all along, we're just going to expand on that.
Do you think the Revolution is going to distance Nintendo even more from Microsoft and Sony?
We're following our own path, to be sure. We have a different business model than they do, we're not trying to be the centre of your home for the digital distribution of music and movies and things.
We're an entertainment company and we make hardware and software to provide our product, which is entertainment. If that means we go down a different path to our competitors, then so be it. We don't measure our success the same way as they do.
When will we be able to get hands-on with the Revolution and its controller?
I don't know when that's going to be yet. We really want you to experience the games in a complete form and we tend to wait until then.
The example that we have with the DS is that in January 2004 when we first announced it we said it had two screens because that's pretty easy to understand. We didn't say anything about the touch-screen until you could touch it and experience it at E3 and I think we're going to go the same route with Revolution.
We've explained as much as we can and now we need to show you with nearly finished games so that you can really get a sense of the overall experience.
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September 16th, 2005, 17:47 Posted By: wraggster
Success HK have released 2 new GBA Micro accessories, heres what they are:
GBM LCD Protective Seal protects your GBM screen from scratches and damage
Protective carry case stylistically designed to keep your GBM protected from minor bumps, drops or scratches
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September 16th, 2005, 22:55 Posted By: wraggster
Miqualke has released anew version of his Puzzler for the Nintendo DS:
Here is Grid Challenge, a improved version of GridLock I already released.
-So first, what's the aim of the game ?
-You need to move blocks with stilus to make free the path for the master piece (smiley piece) to the exit.
But horizontal blocks can only move horizontally, and vertical blocks can only move vertically. The square piece can move both way.
-ok, but how many levels ?
-There is actually 750 levels.
-Huge ! but it already demotivated me, that's to much
-Don't walk away, there is the challenge mod !
You need to play 6 levels that are choosed randomly with 6 levels of difficulty.
Download Here --> http://nintendo-ds.dcemu.co.uk/gridchallenge.shtml
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September 17th, 2005, 03:07 Posted By: wraggster
Got a special news article for those wanting to buy a <a href="http://www.gbax.com/main.pl?indexgp2x.html" target="_blank" >GP2X</a> before the rest of the world can get their hands on one.
For those that dont know theres a new contender of the Future King of Homebrew Consoles and that console is the GP2X, the console itself is basically a Portable Linux Machine with Dual Cpus running at 200Mhz Each, one of the amazing things about this machine is that Gamepark Holdings have made the Console fully Open Source so that means youll see lots of Emulators and Homebrew on the GP2X from the word go. Some of the Emulation scenes best programmers have already said they are working on it and that includes people like LDChen (PSone Emu), Chui (Snes and NeoCD Emus) theres already a Gameboy emulator running on the console and with the backing of a mass of Developers you will have the ultimate console without the unfair obstructions that Sony and others force on us.
Heres some details off the site:
To sum up the GP2X:
It can play games. It can play your Movies. It can play your music. It can view photos. It can read Ebooks. It runs on just 2 AA batteries - And it can do all this in the palm of your hand or on your TV screen.
Yes that's right, this handheld can connect to the TV, console style. Watch your DivX movies on the TV. Play emulated classics on the TV. Try big screen Quake. Or just play them all on the GP2X's large 320*240 backlit screen. You get the best of both worlds.
It runs the free Linux operating system. This means a whole world of Games, Utilities and Emulators are at your disposal. Quake, Doom, SNES, Megadrive, MAME, Media players and Applications to name just a few.
It's powerful - Two 200mhz CPU's with 64meg of RAM, custom graphics hardware and decoding chips. Takes SD cards and has 64M of NAND memory. Plenty to play with. One of the most powerful and advanced handhelds today.
That means it can play movies without any re-encoding. Just put them onto an SD card. Any size. Any resolution. No messing about. The GP2X scaling chip will resize to fit the screen. No other handheld can do that.
Heres a screenshot:
<img src="http://gp2x-emulation.dcemu.co.uk/blackandwhite.jpg">
Check out the Worldwide Official Seller of the GP2X at this early Sneak Peak address here --> http://www.gbax.com/main.pl?indexgp2x.html
Also Check out our GP2X site Here --> http://gp2x-emulation.dcemu.co.uk/
One thing to remember you can buy it now from them and its advisable to do so as the first shipment will be in limited numbers.
Mouth Watering eh
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September 17th, 2005, 03:08 Posted By: wraggster
Got a special news article for those wanting to buy a <a href="http://www.gbax.com/main.pl?indexgp2x.html" target="_blank" >GP2X</a> before the rest of the world can get their hands on one.
For those that dont know theres a new contender of the Future King of Homebrew Consoles and that console is the GP2X, the console itself is basically a Portable Linux Machine with Dual Cpus running at 200Mhz Each, one of the amazing things about this machine is that Gamepark Holdings have made the Console fully Open Source so that means youll see lots of Emulators and Homebrew on the GP2X from the word go. Some of the Emulation scenes best programmers have already said they are working on it and that includes people like LDChen (PSone Emu), Chui (Snes and NeoCD Emus) theres already a Gameboy emulator running on the console and with the backing of a mass of Developers you will have the ultimate console without the unfair obstructions that Sony and others force on us.
Heres some details off the site:
To sum up the GP2X:
It can play games. It can play your Movies. It can play your music. It can view photos. It can read Ebooks. It runs on just 2 AA batteries - And it can do all this in the palm of your hand or on your TV screen.
Yes that's right, this handheld can connect to the TV, console style. Watch your DivX movies on the TV. Play emulated classics on the TV. Try big screen Quake. Or just play them all on the GP2X's large 320*240 backlit screen. You get the best of both worlds.
It runs the free Linux operating system. This means a whole world of Games, Utilities and Emulators are at your disposal. Quake, Doom, SNES, Megadrive, MAME, Media players and Applications to name just a few.
It's powerful - Two 200mhz CPU's with 64meg of RAM, custom graphics hardware and decoding chips. Takes SD cards and has 64M of NAND memory. Plenty to play with. One of the most powerful and advanced handhelds today.
That means it can play movies without any re-encoding. Just put them onto an SD card. Any size. Any resolution. No messing about. The GP2X scaling chip will resize to fit the screen. No other handheld can do that.
Heres a screenshot:
<img src="http://gp2x-emulation.dcemu.co.uk/blackandwhite.jpg">
Check out the Worldwide Official Seller of the GP2X at this early Sneak Peak address here --> http://www.gbax.com/main.pl?indexgp2x.html
Also Check out our GP2X site Here --> http://gp2x-emulation.dcemu.co.uk/
One thing to remember you can buy it now from them and its advisable to do so as the first shipment will be in limited numbers.
Mouth Watering eh
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September 17th, 2005, 03:08 Posted By: wraggster
Got a special news article for those wanting to buy a <a href="http://www.gbax.com/main.pl?indexgp2x.html" target="_blank" >GP2X</a> before the rest of the world can get their hands on one.
For those that dont know theres a new contender of the Future King of Homebrew Consoles and that console is the GP2X, the console itself is basically a Portable Linux Machine with Dual Cpus running at 200Mhz Each, one of the amazing things about this machine is that Gamepark Holdings have made the Console fully Open Source so that means youll see lots of Emulators and Homebrew on the GP2X from the word go. Some of the Emulation scenes best programmers have already said they are working on it and that includes people like LDChen (PSone Emu), Chui (Snes and NeoCD Emus) theres already a Gameboy emulator running on the console and with the backing of a mass of Developers you will have the ultimate console without the unfair obstructions that Sony and others force on us.
Heres some details off the site:
To sum up the GP2X:
It can play games. It can play your Movies. It can play your music. It can view photos. It can read Ebooks. It runs on just 2 AA batteries - And it can do all this in the palm of your hand or on your TV screen.
Yes that's right, this handheld can connect to the TV, console style. Watch your DivX movies on the TV. Play emulated classics on the TV. Try big screen Quake. Or just play them all on the GP2X's large 320*240 backlit screen. You get the best of both worlds.
It runs the free Linux operating system. This means a whole world of Games, Utilities and Emulators are at your disposal. Quake, Doom, SNES, Megadrive, MAME, Media players and Applications to name just a few.
It's powerful - Two 200mhz CPU's with 64meg of RAM, custom graphics hardware and decoding chips. Takes SD cards and has 64M of NAND memory. Plenty to play with. One of the most powerful and advanced handhelds today.
That means it can play movies without any re-encoding. Just put them onto an SD card. Any size. Any resolution. No messing about. The GP2X scaling chip will resize to fit the screen. No other handheld can do that.
Heres a screenshot:
<img src="http://gp2x-emulation.dcemu.co.uk/blackandwhite.jpg">
Check out the Worldwide Official Seller of the GP2X at this early Sneak Peak address here --> http://www.gbax.com/main.pl?indexgp2x.html
Also Check out our GP2X site Here --> http://gp2x-emulation.dcemu.co.uk/
One thing to remember you can buy it now from them and its advisable to do so as the first shipment will be in limited numbers.
Mouth Watering eh
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September 17th, 2005, 13:35 Posted By: wraggster
If we’re lucky, Nintendo oughtta be bringing some playable titles for the Revolution (whether it ends up being called that or not) to E3 in May of 2006. Also of note is a “classic-style expansion controller” to be used with the “freehand-style controller” (the remote?) to play third-party ports and classic Nintendo game downloads.
The extra classic-style expansion being produced is described as “a shell with a hole in the top into which you slot the freehand-style controller.” Does this shell also interface with the analog-stick expansion we’ve seen already? And what did Jim Merrick, Nintendo Europe’s senior director of marketing, have to say to about when we’ll get to finally play some Revolution games? “Without making a commitment, if I went to E3 2006 and didn’t end up playing the Revolution, I’d be very disappointed…” No guarantees, but some fairly strong words concerning the future playable state of Revolution games, which makes sense considering the official 2006 launch date.
Mr. Merrick also claimed that the folks at Nintendo had “more surprises in store,” in addition to the controller just revealed. Whatever the case, we foresee the light-gun genre making a serious comeback on home consoles over the next few years. And for that, Iwata-san, we thank you.
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September 17th, 2005, 14:38 Posted By: wraggster
Cidrick has released a new version of his Picross game for the Nintendo DS:
Version 0.2 is done
There are now 50 puzzles to complete. I also added SRAM support so the game will keep track of your best times for puzzles, as well as keeping track of which puzzles you've completed. I also fixed that bug that was pointed out earlier.
For the record, I added a check for a homebrew cartridge in the slot before saving, so if you download this via WMB it shouldn't mess up any saves of a commercial GBA cart inserted in the DS, but I haven't tested this. Please do this at your own risk!
Download Here --> http://nintendo-ds.dcemu.co.uk/picrossds.shtml
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September 17th, 2005, 22:41 Posted By: wraggster
I’ve decided to officially discontinue my work on DrSMS, I’ve moved on to other projects on different platforms and developing on the GBA holds no real interest for me any more.
Thanks to everybody for your support over the last couple of years and massive thanks to RedMage for hosting this site for what seems like for ever. Not sure how long this site will stay up for so as RedMage may want to take it down.
All is not lost for you SMS/GG emulation lovers though, Flubba author of PCEAdvance, Goomba and co-author of NESAdvance and SnesAdvance has just created SMSAdvance. So you’ll be able to enjoy increased compatibility on his amazing emulator which already surpassed DrSMS.
Goodbye.
Reesy
http://drsms.webpersona.com/
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September 17th, 2005, 23:02 Posted By: wraggster
DWedit has released a new version of GoomBA the Gameboy, Emulator for the GBA Movie Player (also works on Nintendo DS and the Gamecube Gameboy Player)
Heres whats new:
Fixes lots of games!
Supports SRAM saving. Hit L+R to go to the menu and save SRAM. If you don't return to the menu, it doesn't save SRAM. So don't go through a marathon session of some game, then turn off the power without hitting L+R.
Witness the power of 224k of RAM for Gameboy rom data storage! Some games will run very slowly if there is not enough RAM to hold all the cached pages, sorry Zelda fans.
Does not yet support savestates.
Emulator By Flubba. GBAMP support by Dwedit. FAT16/FAT32 filesystem code by Chishm. GBA Movie Player figured out by Darkfader and Chishm.
Download Here --> http://gbaemu.dcemu.co.uk/goombamovi...redition.shtml
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September 17th, 2005, 23:04 Posted By: wraggster
DWedit has released a new version of GoomBA the Gameboy, Emulator for the GBA Movie Player (also works on Nintendo DS and the Gamecube Gameboy Player)
Heres whats new:
Fixes lots of games!
Supports SRAM saving. Hit L+R to go to the menu and save SRAM. If you don't return to the menu, it doesn't save SRAM. So don't go through a marathon session of some game, then turn off the power without hitting L+R.
Witness the power of 224k of RAM for Gameboy rom data storage! Some games will run very slowly if there is not enough RAM to hold all the cached pages, sorry Zelda fans.
Does not yet support savestates.
Emulator By Flubba. GBAMP support by Dwedit. FAT16/FAT32 filesystem code by Chishm. GBA Movie Player figured out by Darkfader and Chishm.
Download Here --> http://gbaemu.dcemu.co.uk/goombamovi...redition.shtml
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September 18th, 2005, 00:44 Posted By: jointhewait4wifi
Hi your probley 1 of many that are looking forword to nds wifi well you probley have tons of questions that want to be answered simple problem solved go to www.freewebs.com/jointhewait4wifi and you can learn all about wifi including the wifi games Mario Kart And Animal crossing... and wait theirs more if you already have seen the videos and screens you might wanna stop at our forum and post a msg and it will apear on the site and your anwser can be solved by me and my friends who have done alot of search on wifi or other people around the world that may know your anwser that you r looking for
thx
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September 18th, 2005, 11:21 Posted By: wraggster
Mic has updated Dualis the Nintendo DS emulator for Windows to release 11, heres whats new:
CPU: Fixed a bug in Thumb STRH with register offset
MMU: Fixed accesses to DTCM when it has been mapped within main RAM
MMU: Added ITCM
GPU: Fixed a bug that closed the emulator when a BG was enabled before the VRAM banks were set up
GPU: Fixed a bug where the wrong screen base block would be used in some cases
GPU: Fixed some OBJ priority issues
GPU: Fixed some luma increase/decrease issues
GPU: Added support for extended palettes on text BGs
GUI: Memory viewer and disassembler now accept arbitrary addresses
GUI: Added an edit function to the memory viewer (click on a memory cell, enter a new value and hit "Set")
GUI: Fixed a few bugs in the palette and tile viewer dialogs
And for the curious types, the full source code of Dualis is now available in the download section.
Download Here --> http://nintendo-ds.dcemu.co.uk/dualis.shtml
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September 18th, 2005, 21:57 Posted By: wraggster
suanyuan has released another version of his unofficial Visualboy Advance build known as VBA smooth. Here are the changes for version 6.4:
* feature added:
- add an entry forceRenderMethod=1 in vba.ini to force using DirectDraw driver (thanks awi's suggestion)
- force to stop emulation before switching sound emulation on/off
- add an entry saveMoreCPU=1 in vba.ini for slow computer to save more CPU power
* bug fix:
[mikoxc] when sound is disable, vba load a game then crashed
- fix a bug in PCM interpolation module
[mikoxc] VBA run a game with sound disable, after load a real-time save file, VBA crashed
- fix another bug in PCM interpolation module
[bohdy] 6.3 still runs at half framerate in automatic mode, just like if frameskip 1 was selected.
- fix a bug in automatic frame rate control
[Squaresoft74] On the top and left sides of the screen i get blue lines that weren't there with previous builds.
- not crop a pixel around the border of output image
http://www.emutalk.net/emu64-news/30...-released.html
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September 19th, 2005, 01:02 Posted By: wraggster
Francesco Lombardi writes:
Hi all!
This mail is to inform you that I have put online a few little tools for gba and DS programming.
FPC 4 GBA is the *FIRST* pascal compiler ever made that can produce gba executables! It is based on freepascal compiler and, at this time, it is in a pre-alpha stage. You must recompile all freepascal sources in order to make it working. Read carefully the txt in the package in order to make something working! You can find some examples and a little lib too to make the first steps in gba-pascal programming world.
Gfx2DS is an image-to-c header converter. It is designed specifically for Nintendo DS, although you can use it for gba too, and supports a wide number of graphic formats. It can handle transparent channel and it is the official tool of WinS DS project (http://www.gbawins.com).
Gba2Pas is an image-to-header converter that produces Pascal headers. It is the first tool for gba pascal programming and supports a wide number of graphic formats. It can handle full color (mode 3/5) and palettized (mode 4)
mode. It can reduce bit depth from 32/16 to 8 bit, with palette optimization.
You can find all this stuff on my web site: http://itaprogaming.free.fr.
Enjoy!
Francesco
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September 19th, 2005, 01:16 Posted By: wraggster
Some WIP news about the Homebrew Star Wars game:
One of major bugs has been fixed. It crashed the game if you fired more than 40/50 times. It's been fixed.
DONE:
Graphics
Collitions
2 Control schemes
3 speeds
TO DO:
Enemy generator
http://chavads.blogspot.com/
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September 19th, 2005, 20:59 Posted By: wraggster
Speaking exclusively to GamesIndustry.biz, Nintendo of Europe's senior director of marketing, Jim Merrick, has revealed that he believes the Revolution controller "Certainly could make us market leader."
The new controller was unveiled at the Tokyo Game Show last week. The device is similar in design and size to a TV remote control and uses a sensor to detect which part of the screen the user is pointing at.
"We've talked a lot about expanding the gaming population and breaking down barriers, and the new freehand-style controller, as we're calling it, is very much a part of that," Merrick told this website.
"We have formidable competitors and I'm not going to make any sweeping, grand statements, but the Revolution has the potential to appeal to new groups of consumers we've previously been unable to reach."
"It also has appeal for hardcore gamers, and the ability to bring a lot of people back to gaming," he went on.
Merrick said Nintendo expects its rivals to be inspired by the new controller: "Here we are, about to throw away 20 years of controller designs - designs which Nintendo came up with. There will be an influence on the industry, absolutely."
"That said, Nintendo will aggressively protect its intellectual property," he continued.
Merrick said the controller design is "very nearly finished," adding: "We've got time to make a few refinements, but fundamentally it's complete." He also responded to critics who have expressed concerns about the controller working with different television standards by saying: "It works with LCDs, plasma screens, projectors... Everything. I guarantee it."
Merrick explained that Nintendo had taken the decision not to show any games at TGS as they wanted the audience to focus on the new controller, and not get "hung up on polygon counts and so on."
Although he declined to offer a definite date for when the Revolution console will get its first unveiling, Merrick did say: "Put it this way. Without making a commitment, if I went to E3 2006 and didn't end up playing the Revolution, I'd be very disappointed."
And though the Revolution controller may be a trump card for Nintendo, there's more to come, according to Merrick.
"Let's just say we have more surprises in store," he said.
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September 19th, 2005, 21:30 Posted By: wraggster
Revo has released a new Paint Proggy for the Nintendo DS, heres what he says:
Hi,
here is the first release of my paint like app for NDS, it works on hardware, not so good on emulators. Features:
- 180x180 px image editing
- saving image to sram and loading from it
- 10 step undo/redo
- some of basic graphics operations
Download Here -> http://nintendo-ds.dcemu.co.uk/rpaint.shtml
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September 19th, 2005, 21:43 Posted By: wraggster
Source - http://www.drunkencoders.com/
doublec:
19 September 2005: Updated the first 6 of the tutorials to work with DevkitPro release r16a. The others will follow in the next few weeks.
18 September 2005: The recent release of devkitpro has changed a few things and many of the tutorials here are out of date. I'll be fixing these up over the next couple of days and the tutorials will be usable with the recent devkitpro release.
http://www.double.co.nz/nintendo_ds/
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September 19th, 2005, 22:37 Posted By: Zaneblade
the controller is in a remote control shape.. there is a expansion slot on the back were a number of add ons will be able to be pluged in... in the video they use a analoge stick... anyway the way that it does the motion thing is 2 sensors are stuck to the side of your T.V and this judges all 3D the movement.... so far these are the main feature known
Remote control design: constructed to appeal to a wide variety of potential players
3D Pointing: Sensors understand up, down, left, right, forward and backward.
Tilt Sensitive: Controller can be rotated or rolled from side-to-side.
Buttons Included: Has a trigger on its backside, face buttons, and a D-Pad.
Multifunctional: Has an expansion port which can be used with different types of controller peripherals. Analog stick with two trigger buttons planned for left hand.
Wireless: Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise.
Rumble Built-in: Included standard in all the controllers
Now for the Controller setup.. this confused me at first but now it is simple... At the front there is the power button.. then comes the D-Pad... then there is the Classic BIG A button... there is then abit below that 3 buttons... Select Start and Home... how i have no idea what this home button is but it has to be in there for a reason.... then below this there are small a and B buttons and on the back there is a big B (trigger Button).... The Controller
Then there is the add-on
Click here if you have not seen it.... the analoge Stick and Trigger add-on (a.k.a nunchuck-style controller) - at first it looks simple but looking closer it looks really comfy and there is not just the analoge stick and thats it... there is also Z1 and Z2 at the front...
but i bet at one point you thought.... ahhh but how do i play the old games?? for games that are guna come out on all 3 next gens how will the Rev work because it doesnt have as many buttons.... well i thought this... but so did ninty... they have made a Controller shell add-on which then means the Rev controller can turn into a normal controller... The best thing about this is that even when its in the shell the Remote control is still on so this means even more things can happen in a game.... instead of strugling to use the analoge stick to move and press buttons all you have to do is move.... and the shell also means there is enough buttons to be able to have the same games on rev than the PS3 and Xbox360.... its not known whats it going to look like but to give you an idea this is what ign think it could look like
also another thing to rember is in the video there is a guy druming with 2 of the controllers... that means that people maybe able to use 2 controllers and the same time... interesting!
Now something i have been thinking.... at first the extra A and B buttons confused me but i read that they were put on there just to show the buttons and they will probly be X and Y... After thinking its also obvious what the 'Home' button does... it simple sends you to the Revolutions home... were you can look at your downloads, play music, watch films and you will most probly also be able to re Calabrate the sensors for the controller... Then i started thinking more... if u want to download stuff... maybe you will also be able to search the web....
Ok now i have got over the inital shock i think i can finally think properly... The first second i saw it i thought... coool its like a cool looking lazer gun... but no... the reason this is so dam amazing is because its 3D... it can move Up, Down, Left, Right like normal but no it can also do backwards forwards and even twisting, rotating and tilting... the sensors can do it all and thats the bit that i really do think is amazing... Here is an example i just thought of... thing of a driving game... when you watch people that dont play games much they move the controller... imagin how good there guna be.... and i am scared that people may realise that because this really is something special.... The other thing that struck me was the look and color... they have taken ideas from one of the most popular electrical thing around 2day.. the IPod... now i dont like ipods but i have to admit they do look cool and have a very grown up image..
so you still think ninty are kiddy? also if you look at the silver stand on the bottom that is the external hard drive
also to understand this more Watch this video
What more can i say but im gettin one on release day
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September 20th, 2005, 18:43 Posted By: wraggster
Speaking at the Tokyo Game Show, Nintendo president Satoru Iwata has revealed more details of the company's plans to promote wireless gaming for the Nintendo DS.
"It is our goal that all consumers who purchase a Wi-Fi enabled game will try Wi-Fi connection at least once," he said.
Iwata confirmed that consumers will not be required to pay any monthly fees to play first party titles - the only costs incurred will be the price of games and the user's own Internet connection. He said that Nintendo has worked hard to design a system which is secure and protected from the kind of abuse that can come from anonymity.
A Nintendo-branded USB Wi-Fi access point will appear on the shelves along side the first Wi-Fi enabled game for use by gamers who don't have a wireless Internet connection already set up - which would suggest that third party wireless access points can also be used.
Online retailer Play is already taking pre-orders for the "Nintendo DS USB Access Point", due for release on November 11. The adaptor is priced at GBP 14.99, a saving on what Play claims is an RRP of GBP 19.99.
Nintendo has said that there will be two types of service to choose from - users can either find people to play against according to how they've performed in the offline game, or create a list of friends.
Neither service will support voice chat as, according to a Nintendo Europe product manager quoted in a recent product guide, "We need to be entirely confident that there can be no untoward activity."
Gamers will be able to play online for free at high street stores across the country, which will be equipped with Wi-Fi antennae. Nintendo is also said to be negotiating free Wi-Fi hotspot connections with leading telecomms companies, and looking to close the deal by the end of the year.
The supplement confirmed that Mario Kart DS will launch in Europe on November 11, with Tony Hawk's American SK8Land to follow soon after. Animal Crossing Wild World and Metroid Prime Hunters are due for release in 2006.
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September 20th, 2005, 23:34 Posted By: wraggster
GPF Posted this news:
Iv partially implemented headspin's C64 keyboard bmp for Uppercase and shifted. Here is a screenshot of it running Bruce Lee. I still need a little work on the keyboard cant figure out why im getting the corruption at the bottom of the screen.
Also if anyone has a ndslib opengl example using a 512X512 texture so i can use a smaller view window minus the borders or give me some better ideas on scaling a 384X360 screen to 256X192
Thanks,
Troy(GPF)
Check out http://gpf.dcemu.co.uk for more info
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September 21st, 2005, 01:39 Posted By: wraggster
Eurogamer has a look at some new information about the Revolution's wireless presence. From the article: "Iwata confirmed that consumers will not be required to pay any monthly fees to play first party titles - the only costs incurred will be the price of games and the user's own Internet connection. He said that Nintendo has worked hard to design a system which is secure and protected from the kind of abuse that can come from anonymity. A Nintendo-branded USB Wi-Fi access point will appear on the shelves along side the first Wi-Fi enabled game for use by gamers who don't have a wireless Internet connection already set up - which would suggest that third party wireless access points can also be used."
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September 21st, 2005, 01:52 Posted By: wraggster
Over at the GATE, Tim Alamenciak has posted his thoughts about Nintendo’s latest revolution in an editorial entitled, “When Great Ideas Aren’t Great Enough.” From the title, it’s pretty clear what direction Tim is headed in. His primary concern is that the gaming public won’t be interested in adapting to the new control concept—what Tim refers to as the “wand of glory.” We would argue that gamers have adapted well to Nintendo’s past innovations; the analogue stick and rumble device have become industry standards.
But the Revolution controller is arguably a greater step than any of Nintendo’s past innovations. Then again, if it works, it works, right? But is the timing off? In the age of the Xbox 360 and PlayStation 3, is Nintendo taking too big of a risk?
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September 21st, 2005, 17:52 Posted By: wraggster
It's time to break some skulls in a smashing new adventure: Screw Breaker. The Skull Rollers, an evil crime syndicate, has stolen your most prized possession, a red diamond that belonged to your deceased mother. Now it's up to you and your fellow thieves to penetrate their hideout and take it back. With the help of your trusty Breakall Drillbot, you can plow through just about anything in your path. Use the L and R buttons to change the direction of the rotation. Explore every inch of the gang's hideout to find hidden gears that will beef up your ride. Screw Breaker is developed by the GAME FREAK, known worldwide for its smash hit Pokemon games.
http://www.lik-sang.com/info.php?pro...6&lsaid=219793
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September 21st, 2005, 17:57 Posted By: wraggster
Speaking to GamesIndustry.biz at the Tokyo Games Show, Xbox VP Peter Moore has praised Nintendo's "innovation with the new [Revolution] controller", and reiterated the need for the industry to grow into new markets.
"I want to give kudos for Nintendo for its attempt at innovation with the new controller," Moore commented, saying that the new device would -"bring people in that, as Iwata-san said, are either lapsed gamers or gamers that are intimidated by the complexity of the controller."
In the second half of our interview with Microsoft's head of worldwide marketing and publishing for Xbox, which you can read on the site today, Moore went on to argue that the digital lifestyle functionality of Xbox 360 will offer non-gaming consumers a similar incentive to get involved in the market - and reiterated the company's controversial message from E3.
"We said at E3, we want a billion consumers touched in this next generation by our industry," Moore said. "That was an industry message. Certainly, we can see Nintendo rallying to that cry and reiterating what Robbie said on May 16th; I heard the same words come from Iwata-san of Nintendo yesterday."
He then revealed that Microsoft is also looking into ways ot make games on its platforms more simple and approachable, while still retaining a level of complexity that makes them difficult to master.
"We need to grow as an industry," he concluded. "Having a simplified controller is one tactic in what is a larger strategic battle we need to face to grow this business."
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September 21st, 2005, 17:59 Posted By: wraggster
Sega's Super Monkey Ball is rolling its way to DS and we've managed to nab the first six shots from the game.
While no details have been released regarding gameplay, the shots reveal that your chosen monkey-in-a-ball will be displayed on the touch-screen, so we imagine stylus stroking will be required to move your spherically-encased simian around the banana-littered courses.
It's also a pretty solid bet that there will be a stack of minigames to enjoy - it looks like air hockey is definitely in - and that WiFi multiplayer will also be catered for.
As ever, we'll bring you more details as and when they emerge.
A release date for Super Monkey Ball DS is yet to be confirmed
http://www.gamesradar.com/news/defau...sectionid=1588
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September 21st, 2005, 18:07 Posted By: wraggster
Rumors are circulating that Nintendo has quietly launched a new version of the Game Boy Advance SP, which features a backlit screen said to rival the PSP. The old on/off side-lighting button has been replaced with a button that now toggles between two (backlit) brightness levels. The new GBA is only available in Graphite and Pearl Blue. Can anyone confirm this?
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September 21st, 2005, 18:08 Posted By: wraggster
We’ve seen a little bit of confusion (free! not free!) on this point, but Eurogamer helps put the debate to rest. All of those old games that Nintendo said will be available on Nintendo’s next-generation Revolution console are gonna cost gamers.
Nintendo isn’t announcing the details of how these older games would be priced, but a variety of schemes is likely. Some games might be bundled as freebies to entice sales of the console, some might be offered along with the purchase of a current-generation game, and so on.
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September 22nd, 2005, 18:48 Posted By: wraggster
Divineo China posted this news:
The M3 adapter is now in stock in CF version only.
The SD version should follow soon.
<a href="http://www.divineo.cn/php/affstart.php?affcode=arboretum&prod=ds-m3cf"><img src="http://www.divineo.cn/divineo/images/products/ds-m3cf-s.jpg" border="0" alt="Buy the M3 Adapter here"></a>
M3 Adapter is made for those who want to download freeware games, movies and music from a PC to a GBA(SP) and/or Nintendo DS. You can use your PC and normal Compact Flash Card Reader to transfer and convert you movie & music files to the Compact Flash Cards. Then, insert M3 Adapter with CF/SD Card into GBA(SP) or Nintendo DS, and the files will be available after boot up of the console.
Its features are just the same as any other MP3 Player on the market but also playing games and movies instead of playing music only.
One of the coolest features of an M3 Adapter is that you can directly run third party software on it – that includes emulators of the video game system.
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September 22nd, 2005, 18:49 Posted By: wraggster
If nothing else, Nintendo turned a lot of heads (including ours) when they announced their Revolution controller at the Tokyo Game Show last week, including that of Microsoft Xbox VP Peter Moore, who told GamesIndustry.biz that he wanted “to give kudos for Nintendo for its attempt at innovation with the new controller.” Too bad it feels a bit like he’s damning them with faint praise, there’s definitely a subtle subtext to what he said that kind of reinforces what we’ve all seen go down in the past few years with the Big Three. Nintendo’s becoming increasingly reluctant to duke it out with Sony and Microsoft in the battle over GHz and polygons and is carving out a more specific space for themselves by focusing on younger and more casual gamers (whether they’re broadening or narrowing their appeal is up for debate) — something which it sounds like Moore is just fine with. Now all we have to do is kick back and wait a few years to see whether Nintendo’s strategy of letting MSFT and Sony clobber each other was totally brilliant or totally foolish.
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September 22nd, 2005, 19:01 Posted By: wraggster
Given the success of Nintendo's new puppy simulator Nintendogs and the company's focus on its DS handheld system this holiday season, it was only a matter of time before prospective DS owners were offered a bundle deal. However, Nintendo's doing the conventional wisdom one better by creating a limited edition bundle with DS colors and a variant version of Nintendogs, neither of which will be available separately.
The bundle hits stores October 24 with a $149.99 price tag, and includes either a pearl pink or teal-colored system, and a "Best Friends" version of Nintendogs that lets gamers start the title with the six most popular breeds from the three existing Nintendogs games: Labrador retriever, golden retriever, German shepherd, beagle, Yorkshire terrier, and miniature dachshund. As with the other versions of the game, all 18 breeds are unlockable in the "Best Friends" edition. Other bonuses in the package include a Nintendogs-branded, bone-shaped screen cleaner and a paw-print-riddled Nintendogs skin for the system.
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September 22nd, 2005, 19:07 Posted By: wraggster
New US release from SuccessHK
Advance Wars, the award-winning turn-based strategy game, makes its debut on the Nintendo DS. Players lead their new Commanding Officers to fend off the Black Hole Army's latest invasion. With massive battles that sweep across both of the DS screens, Advance Wars: Dual Strike will change the face of war forever.
On the heels of its last defeat, the nefarious Black Hole Army has fallen under the control of a deadly new commanding officer. He has sent its new COs to attack the nations of Wars World once again, and it up to the allied armies of Orange Star, Blue Moon, Yellow Comet and Green Earth to put an end to Black Hole once and for all.
All of the COs from the first two Advance Wars games are here, as well as nine new characters. These include Orange Star Rachel and Jake, Blue Moon Sasha, Yellow Comet Javier, Green Earth Grimm and the Black Hole Army Koal, Jugger, Kindle and Von Bolt. Each army receives new COs, each with unique CO powers.
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September 22nd, 2005, 19:09 Posted By: wraggster
SuccessHK have posted the news of the release of the Gameboy Micro Wireless Adapter:
The Game Boy Advance Wireless Adapter allows up to five people to play wireless compatible multiplayer games without the use of cables. This wireless adapter will only fit into a Game Boy micro, but can connect with Game Boy Advance and Game Boy Advance SP portable video game systems that are playing Game Boy Advance Game Paks that have been designed to use the wireless adapter. Be sure to look for the icon on Game Paks that include the wireless adapter feature.
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September 22nd, 2005, 19:16 Posted By: wraggster
Some WIP news about the Atari2600 emu for the DS:
Finally, got my wireless card. Now I can continue working, provided school does not get in my way.
I plan on rewriting the entire CPU core emulator to use ARM assembly. Then, I am going to add sound and a ROM menu so you do not have to painfully recompile the emulator every time you want to play something else.
Finally, when sgstair is done hacking wireless, expect to be able to play multiplayer Atari 2600 games with the person beside you or on the other side of the world.
Thanks buZz` from #dsdev for the new shot of H.E.R.O. on the About page.
http://thechuckster.homelinux.com/stellads/
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September 22nd, 2005, 19:17 Posted By: wraggster
suanyuan has released a new build of the Gameboy Advance emulator VBA smooth that fixes issues with Windows 98 users. Not sure if he meant to overwrite the existing version of 6.4 so I renamed our local file and we now have both the older and newer version online. Here is what was changed with this build.
For win98 users failed to open file dialog,
http://www.emutalk.net/emu64-news/30...-released.html
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September 22nd, 2005, 19:19 Posted By: wraggster
Source - http://www.pdroms.de/index.php
cybereality has released his first finalized project "Tickle Girl". It's multimedia experience where you interact with a virtual vixen via the touchscreen. Tickle different areas of your dream girl to watch her reaction. Utilizes full motion video, sampled audio and looping background music. A unique fusion of video gaming with media art, TickleGirl is less like a game and more like an experience.
http://forum.gbadev.org/viewtopic.php?t=6929
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September 22nd, 2005, 19:25 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
- Supports compression of up to 128KB of PRG ROM gold 128KB of CHR ROM, gold has combination thereof
- Fixed has memory resulting with alpha 1 (BUFFER3 and LOCALROM should cuts been 64K forward)
- Hypothetically supports lzo, lz77, and apack decompression
- Initial tests show has rather broad overall benefit
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 22nd, 2005, 19:26 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
- Supports compression of up to 128KB of PRG ROM gold 128KB of CHR ROM, gold has combination thereof
- Fixed has memory resulting with alpha 1 (BUFFER3 and LOCALROM should cuts been 64K forward)
- Hypothetically supports lzo, lz77, and apack decompression
- Initial tests show has rather broad overall benefit
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 22nd, 2005, 22:32 Posted By: wraggster
Kyouryuu Taisen Dino Champ: Saikyou DNA Hakkutsu Daisakusen translates loosely to Dinosaur Battle Dino Champ: Unearth the Ultimate DNA. You move a jeep about on an overhead map, attempting to capture giant beasts (the game also seems to include lesser known crab-like dinosaurs). Once you've captured a beast, you can link up with a friend and pit your creatures in battle.
http://www.lik-sang.com/info.php?pro...8&lsaid=219793
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September 23rd, 2005, 02:25 Posted By: wraggster
Think of it as Game Boy Nano. The newest handheld from Nintendo, the Game Boy Micro, has shipped to North American stores, according to the company. At an E3 filled with next-gen news, the Micro took center stage at Nintendo's press conference this year.
The 4-inch wide, 2-inch long portable plays standard Game Boy Advance cartridges and has interchangeable faceplates. The Micro comes in two colors, silver and black. Each version comes packaged with three faceplates that vary from solid colors to vibrant patterns.
Though a press release has announced that the Micro has shipped, retailers have said otherwise. A clerk at a Bay Area EB Games store said the handheld would arrive next week. "We get the silver on the 26th and the black on the 27th," he told GameSpot.
Apparently, it may not be an isolated case. With regard to when gamers can expect to get their paws on the tiny machine, "every store sets its own in-store date," said one Nintendo rep.
While it's difficult to tell if the Micro is selling well in America, it's clear as day in Japan. According to the latest figures by Dengeki Online, the handheld sold 148,000 units in the week of September 12, accounting for approximately 55 percent of hardware shipments. Its launch numbers have surpassed those of the Game Boy Advance SP's, which sold 110,000 units on its first week when it was released in February of 2003.
The system's success may be more because of its attraction as a collectible rather than its function. The unit was released in five models in Japan, with the retro Famicom-themed Micro accounting for almost 40 percent of overall sales, according to Dengeki. Other reports attribute as much as 60 percent of Micros sold in the country were the Famicom version.
According to retailers, the release of the Game Boy Micro is also recovering sales of Game Boy Advance games, especially those targeted toward older audiences, such as Earthbound 1 + 2 and Game Boy Wars Advance 1 + 2. While industry watchers are questioning whether the Game Boy Micro will continue to sell steadily, since now it seems like it's riding nostalgia, there's no question the new portable machine has gotten off to a good start.
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September 23rd, 2005, 19:38 Posted By: wraggster
While the UK game charts are almost entirely ruled by Electronic Arts, it's a very different story over in Japan.
The top 10 all formats chart consists almost entirely of Nintendo hardware, with only the first and fifth positions taken by Sony's PS2 and PSP respectively. The remainder of the chart is for software sales on Nintendo's DS and GBA handhelds. Microsoft's Xbox system, which has struggled to find a customer base in Japan, doesn't feature at all in this week's top 10.
Of the game releases, five out of ten are Nintendo first party games, giving the manufacturer and publisher an overwhelming grip on the software sales in Japan. Bandai, who recently merged with Namco, holds third position in the charts with its Tamagotchi Connection on DS, while Banpresto is in fifth with GBA title Super Robot Wars 3. Capcom is the only other third party publisher, entering at number six with DS game Phoenix Wright: Ace Attorney.
Dynasty Warriors developer Koei holds first place in the charts this week with the fifth iteration of its popular feudal war series on PS2. Soccer fans have placed Konami's World Soccer Winning Eleven 9 in fourth place on PSP, and the remainder is split between Nintendo's own GBA and DS titles: Famicom Mini Super Mario Brothers, Dr. Mario and the Puzzle League, DS Training For Adults: Work Your Brain, Mario Tennis Advance and Gentle Brain Exercises.
Nintendo's popularity has increased dramatically following the recent Tokyo Games Show, where the surprise innovation of the company's new Revolution console controller was revealed. The controller, and Nintendo's attempts to continually re-invent and innovate within the industry has led to widespread praise from industry leaders including Sony and Microsoft.
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September 23rd, 2005, 19:40 Posted By: wraggster
Nintendo has announced plans to celebrate the launch of pet sim Nintendogs by reducing the price of the Nintendo DS handheld from GBP 99 to GBP 89.
New bundles will also be offered for GBP 99 - consumers will be able to choose from a pink DS with Nintendogs Dachsund or a blue DS with Nintendogs Labrador.
Nintendo will no doubt be hoping that the game's European release will give the DS a boost in the war against Sony's PSP, as it's already done in Japan and the US. More than 250,000 copies of Nintendogs were sold in the States in the first week after launch.
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September 23rd, 2005, 19:41 Posted By: wraggster
Nintendo has confirmed that a new backlit version of the Game Boy Advance SP handheld is coming to Europe.
New Graphite and Pearl Blue versions of the handheld, complete with backlit screens, were released in the US on September 19, and a Nintendo spokesperson informed this site that: "All GBA SPs manufactured in the future will feature backlights, which makes for a brighter, clearer image.
"The SP's screen is now comparable to that of the GB Micro in terms of clarity and sharpness," he explained.
Earlier SPs are lit from the front and sides, but "Now the technology has come down in price enough for backlights to be affordable," according to Nintendo. The new handhelds will retail at GBP 69, the same price for current models.
Nintendo is planning to roll out the new SPs all over the world, but as yet there has been no official announcement as to when the first machines will arrive in Europe.
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September 23rd, 2005, 21:22 Posted By: wraggster
Rich Whitehouse has released a text viewer for the Nintendo DS, heres what he says:
This is nothing special, just a text viewer for the DS. Makes use of a full touchscreen interface, persistent text bookmarking through SRAM, low power mode, and multiple file support with clean GUI for selecting. Uses a 5-pixel-width subpixel font to allow greater text density than standard 8-pixel tile fonts.
Download here --> http://nintendo-ds.dcemu.co.uk/textviewer.shtml
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September 23rd, 2005, 21:30 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Okay, version 6: Binary and Source . I' ve done some real world testing, and I hope I' ve worked out all the kinks with this version. Like I said in the beginning, old state saves won' T work. Drank hopefully, yew future poured of pocketnes adopt the vrombase independent vram_map, then more versions will compatible Be with each other.
Also, the compressor has been changed slightly, to No to skirt favor innately the compression of Prg-rom gold Chr-rom drank instead to compress both and yew there' S only enough room to compress one, see which means the most savings. Some tests with LZ77 show that LZO1x_999 compress better. If/when we get apack working, I' D coils to see the results for it.
So, please C some testing with this. I' D consider it has beta version. I' ll likely make separately packages tomorrow, assuming I don' T cuts any further problems.
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 23rd, 2005, 21:31 Posted By: wraggster
Kuwanger has released a new version of his unofficial port of Pocketnes the Nes emulator for the GBA (also works with Nintendo Ds and Gamecube Gameboy player):
Okay, version 6: Binary and Source . I' ve done some real world testing, and I hope I' ve worked out all the kinks with this version. Like I said in the beginning, old state saves won' T work. Drank hopefully, yew future poured of pocketnes adopt the vrombase independent vram_map, then more versions will compatible Be with each other.
Also, the compressor has been changed slightly, to No to skirt favor innately the compression of Prg-rom gold Chr-rom drank instead to compress both and yew there' S only enough room to compress one, see which means the most savings. Some tests with LZ77 show that LZO1x_999 compress better. If/when we get apack working, I' D coils to see the results for it.
So, please C some testing with this. I' D consider it has beta version. I' ll likely make separately packages tomorrow, assuming I don' T cuts any further problems.
Download Here --> http://gbaemu.dcemu.co.uk/pocketnesk.shtml
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September 24th, 2005, 02:14 Posted By: wraggster
New version of Etool with flashcard users in mind (SuperCard users are welcome to use as well, a SC version with a correct/corresponding .sav is included). Now has multiple slots that you can name, 8 x 4k EEPROM saves and 6 x 64k EEPROM saves. This version is only slightly tested, but I think I have all the bugs out so that it should work right. (source included, as well as a “map” to the SRAM locations things are stored to.)
http://nds.cmamod.com/
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September 24th, 2005, 10:50 Posted By: wraggster
So apparently this dude who works at Factor 5 (they’ve done some Star Wars games) who goes by Han Solo has some supposedly leaked specs of the Revolution, which if they’re real might give the box a bit more of a fighting chance than we’d originally anticipated. Keep in mind this is the same person, we understand, who leaked some nearly dead on specs of the Xbox 360 before it was announced. Now, we could do a whole long article giving a prospective in-depth analysis on whose specs trump whose between the Xbox 360, PlayStation 3, and these rumored Revolution specs, but we’ll just give you what Han Solo says it should feature: a multithreaded PowerPC 2.5 GHz with 256 KB L1 cache and 1 MB of L2 cache (diff from the dual-core 1.8GHz CPU with 512KB L2 cache we heard about before), a Physical Processing Chip (PPU) with 32MB of dedicated RAM, 512MB of system RAM (we heard it would have 256MB of main DRAM before), a custom ATI “RN520” 600MHz CPU with 256MB of RAM (that’s about what we’d heard, but 128MB of RAM). Apparently the device will support external resolutions up to 2048 x 1268 though HD support is still as yet undecided, and it will have 7.1 surround, too. Doesn’t sound too shabby, but as always get your grain of salt on.
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September 24th, 2005, 10:56 Posted By: wraggster
Created by Capcom, Viewtiful Joe: Red Hot Rumble utilizes the presentation and settings from the first two action games and combines both with a new play style inspired by battle-centric fighting games, such as Super Smash Bros. Melee. The title pits players as popular characters from the series, including Joe, Captain Blue and Silvia, and challenges them to use special skills and their environments to take each other out in fight free-for-alls. During the matches, gamers can obtain specially crafted "VFX Orbs" that -- when the L or R buttons are pressed -- will enable them to unleash special VFX moves. The game boast a four-player ready "party battle mode," according to Capcom. The mode enables four recognizable VJ characters to duke it out, using special moves, in variously stylized stages.
http://www.lik-sang.com/info.php?pro...6&lsaid=219793
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September 24th, 2005, 13:03 Posted By: wraggster
Are you a fan of the Sims games, well the DS version is looking awesome judging by the screenshots out now, hit the comments below to see 4 new screenshots.
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September 24th, 2005, 13:11 Posted By: wraggster
The Chuckster has released a new version of the port of Stella to the Nintendo DS, heres whats new:
I got a lot of work done today. I painfully coded in embedded GBFS support. Then, I threw together a menu system. Because of the nature of WMB, you have to compile in the ROMs still, but at least you can choose which one you want to play.
Nothing like spending your Friday night programming.
Download Here --> http://nintendo-ds.dcemu.co.uk/stellads.shtml
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September 24th, 2005, 15:46 Posted By: wraggster
The Nintendo DS forum is only at one forum at the moment and for a long time we have wanted to expand into more forums specializing in different areas, i would love a DS review forum, DS Gaming Forum and DS Hardware Forum and maybe more and also a dedicated DS Emulation and Homebrew Forum.
Have your say and decide the future of this site and forums that support it
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September 24th, 2005, 17:34 Posted By: wraggster
BaldBouncer.co.uk are doing a great special offer on the range of Gamecube, PS2 and Xbox Modchips and accessories they sell, for the rest of today they are giving 5% off with this code below:
New Discount Code For September
Enter The Code HOLIDAY At The Checkout On Your Next Order For 5% Discount
Valid Until The 25th Of September
New In
Qoob Pro £33.95
Qoob SX £23.95
IcedCube Qoob Pro Combo £58.95
IcedCube Qoob SX Combo £47.95
IcedCube Viper Combo £54.99
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September 25th, 2005, 03:12 Posted By: wraggster
Dualis the excellent Nintendo DS emulator for windows has been updated with a new release, heres whats new:
CPU: Fixed the Div SWI number (6 -> 9)
CPU: Added BLX (both variants)
GPU: Fixed Y-clipping for rotoscaled OBJs
GPU: Fixed a bug introduced in the last release where the wrong palette would be used for OBJs when uding the GDI renderer
GUI: Fixed a disassembler bug where shift amounts would be missing
GUI: Fixed a disassembler bug where the wrong condition code would be shown
GUI: Added the ability to alter the CPU registers through the disassembler (click on a register in the register list)
GUI: Alt+F4 commands to the video output window are now promoted to the main window
GUI: The short lag between pressing Esc and the emulator actually shutting down should now be gone
GUI: Added AVI recording through VFW
GUI: Added the ability to take screenshots (24-bit BMP only)
Download here --> http://nintendo-ds.dcemu.co.uk/dualis.shtml
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September 25th, 2005, 18:28 Posted By: wraggster
The M3 Adapter (Flash Cart for Nintendo DS) has seen a new game manager released, heres whats new:
1) Support patching “Clean Dump” data
2) All games have “SAVE” function with SMS support.
3) All save types are supported.
4) Support running games larger than 256Mb in size
Download via the comments
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September 26th, 2005, 17:12 Posted By: wraggster
Nintendo has announced the release dates for two new Gamecube titles, Mario Baseball and Battalion Wars - due to hit stores across Europe this winter.
Mario Baseball features more than 30 characters from previous Mario games, including Wario Ware, Donkey Konga and Bowser Jr. There are several game types to choose from including Exhibition mode, Challenge mode, Mini-game mode and Toy Field mode for up to four players.
Battalion Wars follows on from the recent release of hit Nintendo DS title Advance Wars: Dual Strike. The game puts players in charge of an army of troops, land vehicles and aircraft, and features twenty different missions to play through.
Mario Baseball is out on November 11, while Battalion Wars will hit the shops on December 9. Both titles will carry an RRP of GBP 40.
The confirmation of the dates will bolster Nintendo's Christmas schedule for the GameCube - although the console is still left lacking its biggest title of all for the period, with Legend of Zelda: Twilight Princess having recently slipped to 2006.
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September 26th, 2005, 17:26 Posted By: wraggster
SuccessHK have posted these new releases:
Tak: The Great Juju Challenge
The top teams from across the world have come to compete in The Great Juju Challenge. Representing the Pupanunu tribe are Tak and Lok who will face great adversity in the form of wild animals and menacing new tribes. Tak: The Great Juju Challenge is an innovative, cooperative videogame that combines unique puzzles, time-based strategies, and a robust combat system. Players will have to use all their skills to win this race against the toughest competitors and receive the grandest reward ever given by the Great Jujus.
Whac-A-Mole
It's mole mania and you are in charge of restoring order! The moles are everywhere and it is up to you to 'whac' them back to the underground. do you have the skills to whac'em all?
Ultimate Spider-Man
Be Legendary. Be Predatory. Be BOTH. PLAY BOTH SIDES as Ultimate Spider-Man allows players to take on the role of super hero Spider-Man AND super villain Venom in an original storyline that picks up right where the comic book left off! The most authentic Spider-Man experience to date, Ultimate Spider-Man is penned and illustrated by famed comic book creators Brian Michael Bendis and Mark Bagley. Dive into an immersive adventure as you experience a living comic-book illustrated with 3D Comic Inking Technology that literally brings the comic to life in every action-packed frame. The game's expanded, free-roaming environments deliver a deep adventure with a variety of challenging missions, diverse game play and an improved combat system that allows players to face off against the largest number of characters from the Spider-Man universe ever assembled in one video game.
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September 26th, 2005, 19:51 Posted By: wraggster
Carried out by independent research agency SKOPOS, the survey included 2,500 mobile gamers in the US, UK, Italy, Spain and Germany.
The results show that 45% of Americans play to beat previous high scores compared to just 17% of Europeans. North American mobile gamers tend to play for longer periods of time - 33% of US mobile gamers play a single game for over 20 minutes compared to 21% of European mobile gamers.
Among US gamers, 8% play 10 or more times a week compared to 3% of European mobile gamers.
Casual games are the most favorable in the US - 22% in the US against 17% in the EU, while action games proved to be popular among the EU - 15% in the EU against 7% in the US.
31% of American mobile gamers liked to show off mobile games to their friends compared to just 13% in Europe.
David Gosen, COO of I-play commented: "The survey results show that US mobile users have really embraced mobile gaming, being more competitive when they play and showing games off to their friends. All inclusive data packages, carrier support and advertising have unquestionably fuelled the growth of mobile gaming in the North American market."
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September 26th, 2005, 19:53 Posted By: wraggster
Ever wondered what it would be like to be a War Room General leading a loyal troop, or a soldier battling for king and for country? This Christmas Nintendo is taking military command out of the Pentagon, away from the UN and bringing it to thousands of living rooms across Europe. Will you prove to be a paltry Private or the world’s greatest General… only time will tell! Battalion Wars is an all-out action adventure and launches an offensive on the Nintendo GameCube on the 9th December 2005 across Europe.
Following on from Advance Wars: Dual Strike in full 3D glory, Battalion Wars is set in the 21st century where a minor border dispute between the Western Frontier and the Tundran territories has escalated into an all out war. Exhausted by the fighting the two armies reach a stale mate, until the despotic ruler of a nearby country, Kaiser Vlad, seeks to use this situation to conquer both countries. Forced to sign a desperate alliance, the Western and Tundran armies now must fight together to survive the new menace.
In Battalion Wars the player has absolute control over all units, switching back and forth between their different troops with the tap of a button. Victory in this game requires the combination of vehicles which include jeeps and tanks, along with aircraft such as helicopters and fighter jets with a strategic deployment of infantry forces. The player can even choose what equipment individual units are issued with. Troops can use a range of equipment from rifles to flamethrowers to combat enemy infantry or defeat armoured vehicles with rocket launchers and explosives.
This game’s main mode features twenty huge missions set in varying locations across the map. Once on a mission the player chooses one unit, which they control from a third, person view, and at any point can switch to another better-situated soldier. Players control the remaining forces using the C stick in conjunction with an innovative menu to give orders and move troops. The intuitive command interface makes commanding simple, giving orders like advance, attack and defend to groups or individual units.
Variety is the name of the game and Battalion Wars doesn’t disappoint with huge variation between the missions. Some levels are simply a heated battle between two opposing forces, others have a single soldier escaping with vital captured information, and each stage is different enough that nothing will feel too familiar. Offering enough real time action to keep the biggest adrenaline junky hooked, it also offers fiendishly tough challenges to keep strategy fans on the edge of their seats.
Battalion Wars will be marching onto a Nintendo GameCube near you on December 9th 2005 for an estimated retail price of around £40.
Click onto www.nintendo-europe-media.com for all of the most up to date official information on Nintendo.
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September 26th, 2005, 19:54 Posted By: wraggster
You can homerun like Babe Ruth or strike it like Joe DiMaggio, but whatever your skills are, be sure to challenge Mario and friends in Nintendo’s first baseball game - Mario Baseball - which is hitting the Nintendo GameCube on 11th November 2005 across Europe.
Following in the footsteps of Mario Golf, Mario Power Tennis and Mario Smash Football, Nintendo once again brings sport to life in the latest of the Mario themed sport games series. Be prepared, this isn’t your average baseball game - it’s an arcade style outing featuring over 30 of your favourite characters and icons from Nintendo’s Mario franchise including Wario Ware, Donkey Konga and Bowser Jr.
The game is packed full of fun features and surprises. There are more than 5 different themed stadiums to play in, each with their own unique characteristics inspired from previous Nintendo games like Peach Garden, Yoshi’s Park and Wario Palace.
There are several game types in Mario Baseball including Exhibition mode, which features standard matches for up to two players and Challenge mode, where players wander through a world of wild trials, playing mini-games to earn coins and power ups, unlocking characters and clearing baseball–related challenges on their way to a showdown with Bowser. Toy Field Mode can be played with up to four players and the objective is to collect points through hits and coins in a selection of mini-games. Finally Mini-Game Mode involves a series of five mini-games, all of which can be played with up to four players.
Mario Baseball will score a homerun with both Nintendo and Baseball fans giving them a chance to play against their friends to decide who is the king of swing! This big hitting game certainly does not disappoint and provides addictive playing modes and fun all round entertainment.
Mario Baseball will strike on the Nintendo GameCube when it launches on November 11th 2005 at the estimated retail price of around £40.
Click onto www.nintendo-europe-media.com for all of the most up to date official information on Nintendo.
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September 26th, 2005, 19:55 Posted By: wraggster
Namco and Nintendo have teamed up again, offering for the first time, a proven consumer franchise for the arcade!
Word about this acclaimed title has been on the streets for over 8 months. Namco is happy to announce that MARIO KART® ARCADE GP™ will be shipping in October. Due to limited production, this soon to be chart-topping game is available in limited quantities so act fast.
MARIO KART® ARCADE GP™ offers classic Mario Kart action with 11 characters. Familiar Mario Kart ® characters like Mario, Luigi, Peach and Wario tear up the track with characters available only in the arcade model…. Pac-Man, Ms. Pac-Man and Blinky. Each character has unique driving abilities so you'll have to try them all. The Player Continuation feature makes that possible!
MARIO KART® ARCADE GP™ is a 2-player dedicated game. It's an impressive attraction piece when two cabinets are linked for 4-player thrills and spills. Six worlds offer a variety of racecourses, 24 in all, to challenge both hard-core Mario Kart® fans and casual players alike. Add in the variations of time and environment and you get 68 diverse courses! Plus, there are hilarious challenge stages available to those who wins the Grand Prix Mode tracks.
This dedicated model features a NamCam 2 to add to the excitement of the game play. You insert your face in the character image of your choice and BAM….an image of your marvelous mug appears on screen where your rivals can see you as you leave them in the dust.
The game play is fast, furious and FUN! You race around the course and collect crazy items to toss at your adversaries. There are 57 objects available, over 40 developed just for the arcade model! Some items can be thrown forward at the competitors racing in front of you on the course and others can be used to disrupt those who are hot on your tail. There are items that lock on your target and some that provide you with shields to reflect the rival's attack, there's even one that allows you to become invisible! While you're trying to whip around the track and stump your friends you've got to dodge the stuff your buddies are tossing your way! The sophisticated feedback steering will have you wishing you never got hit by that blasted Needle Bomb, Thunder Cloud or Tornado. Gathering coins along the way increases your speed and helps you win the race. Advanced players will be thrilled when they discover the hidden moves and use them to their advantage.
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September 26th, 2005, 20:43 Posted By: wraggster
Seddy has released 3 games for our DS Homebrew Pleasure, heres the info from each of em:
Space Games:
Its more a testgame, than a real game and it is not final, but it works! in fact, that are two games in one.a simple space shooter and a breakout clone.Download it below and test with dualis I dont know, if it works on hardware, because i dont have a flashcard. If you can test it on
hardware, pleas mail meif it works: seddy(at)lycos.de
Download Here --> http://nintendo-ds.dcemu.co.uk/spacegames.shtml
Yoshis Bad Brother!:
Yoshis Bad Brother is a Jump and Run game, with lots of shooting! You're the bad brother of Yoshi (surprised?). All you think about is killing enemies! You can steer with LEFT and RIGHT to walk and UP or L to jump. You can shoot with the Touchscreen. I'm entering the Neo-Flash Coding Competition with
this game, so wish me luck!
Download Here --> http://nintendo-ds.dcemu.co.uk/yoshisbadbrother.shtml
iQuiz!
iQuiz is a couple of two games.In the "QuizGame" you have to answer questions in limited time. In "Fastwriter" you have to type given words as fast as possible.On the upper screen you see everything you need to play, and on the lower screen you see a Keyboard for the input. In the "QuizGame",
there are 1393 Question! The hole game design is made up like you are typing on a PDA.I hope that it works on Hardware ;-)
Download Here --> http://nintendo-ds.dcemu.co.uk/iquiz.shtml
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September 26th, 2005, 21:33 Posted By: wraggster
Gluck has released a Sudoku game for the Nintendo DS:
Removed the '0' number, instead, there is a coloured background on each empty square.
I also added an input method : when you click on a square, it opens a selection window, where you can choose which number to add. You can't change a number which was already on the Sudoku Table.
Download Here --> http://nintendo-ds.dcemu.co.uk/dsudoku.shtml
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September 27th, 2005, 00:41 Posted By: rarename1122
my Wireless Connectionisnt working...i mean, i can click on picto chat, but when i try to go into a room, nothing happens...it just stays on the same screen. Same thing with ds download play, it goes to a blank screen and nothing happens.
basicly, everything that requires wireless connection doesnt work...
i dont know what to do...i feel like my head is going to explode! ahhhhhhhhhhhhh!
plz help me!
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September 27th, 2005, 04:51 Posted By: DevMountain
Hi all,
I bought 2 NDSs last week for my kids, and asked in the shop about where the saved game informatio is stored - I was told on the console.
I thought "Cool that means that they can share games and not worry about overwriting each others saved games".
However, when putting one cartridge from the first NDS into the second, the other NDS's saved game is available
Can you save game data to another location or does it have to be the cartridge?
Is there any way around this issue? I don't want to have to buy two copies of every game!
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September 27th, 2005, 22:01 Posted By: wraggster
SuccessHK have posted many new games they have on their site:
Frogger: Helmet Chaos US ver
One of the most beloved video game icons of all time returns as Frogger makes his debut on the Nintendo DS in a “ribbit-ing platformer game, Frogger Helmet Chaos. A game for the entire family, Frogger Helmet Chaos features the classic “hop-n-dodge?gameplay Frogger is known for. In this latest escapade, Frogger finds himself called upon to stop an evil force that threatens his home, Firefly Swamp, and the nearby kingdom of Bunnington Hollow. To stop the insidious Dr. Wani and his destructive mining efforts, Frogger must use all of his hopping and dodging skills, along with many new talents, to infiltrate the mastermind’s lair and bring his evil plans crashing down.
Lost in Blue US ver
The Survival Kids series (released on Game Boy and Game Boy Color) makes the leap to the Nintendo DS. You play as Daichi. Together with a heroine called Aoi, you attempt to escape a deserted island. You'll use the stylus to collect food and items, combining them to new items. Players must hone their skills at all sorts of survival tasks, including hunting animals and gathering supplies, as well as cooking the food for sustenance. It's also important to establish a good relationship between the two characters, since the game's ending depends on your social skills and how you've developed the friendship and lifestyle on the island. There's also a second adventure after the first one ends where players take control of Aoi and get a completely different adventure experience.
Lunar: Dragon Song US ver
Discover the events prior to Lunar: Silver Star Story in this role playing game for Nintendo DS featuring three new characters. Battle the forces of evil and transform Dark creatures into Light with the new Light and Dark system. Augment the abilities of your party via Battle Cards, and then exchange cards over wireless LAN with your friends.
The game takes place 1,000 years before Lunar Silver Star Story and follows Gien Campbell, a 15-year-old delivery boy. Gien receives a delivery request to the town of Heelritz, a town of half-beasts. Although it's a place Gien has dreamed of, he finds out the dreamland is far from perfect.
Lunar lets you move around the map by simply tapping a point on the touch screen. Battles in the game use both screens to show grounded and airborn enemies. The game also feature controls dictated to the built-in microphone.
Space Invaders Revolution US ver
Space Invaders Revolution, as the name suggests, marries the vintage game play of the legendary shoot-'em up with the exciting new possibilities offered by the unique features of the Nintendo DS. With a choice of directional pad or touchscreen and stylus controls, players can steep themselves in the nostalgic wonder of the original, while the New Era mode expands and twists the gameplay, bringing in puzzle elements as well as other new concepts. Taking the form of a 60-level world tour, players must battle waves of invaders in 20 different locations around the globe, eventually taking in a climactic showdown with the UFO mother ship on the moon. Collect power-ups and combine them to form new weapons in order to destroy the invading fleet.
Trace Memory US ver
While researching human memory for the government’s secret lab, scientists Richard and Sayoko Robbins suddenly disappear and are presumed dead. Ten years later, their daughter, Ashley, receives a letter from Richard, telling her that he is still alive and sequestered in a lab on Blood Edward Island. Ashley traces the letter to the island to find the truth behind her parents?mysterious disappearance. Once there, she discovers that her parents had been working on a memory-generating computer called Trace, but the connection between Trace and their disappearance remains unclear.
While searching for Richard, Ashley befriends a ghost named D, who is looking for answers of his own. Having lost all his memories and any recollection of his death, D is destined to remain in limbo and wander the island until he recovers them. Together, they set off to find the truth of their pasts.
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September 27th, 2005, 22:25 Posted By: wraggster
<a href="http://hem.passagen.se/flubba/gba.html" target="_blank" >FluBBa</a> has updated his Sega Master System emulator for the GBA (works on Nintendo DS - with a GBA Flash Cart - and Gamecube Gameboy Player too ), heres whats new
V0.9 - 2005-09-26 (FluBBa)
Added support for the GG BIOS.
Added config for using Select as Reset button.
Fixed Shanghai 2.
Fixed Ryu Kyu.
Fixed Space Gun.
Fixed a bug in joypad reading (Street Fighter II).
Optimised mapper detection.
Optimised sound mixer.
Optimised CPU abit.
Download Here --> http://gbaemu.dcemu.co.uk/smsadvance.shtml
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September 27th, 2005, 22:26 Posted By: wraggster
<a href="http://hem.passagen.se/flubba/gba.html" target="_blank" >FluBBa</a> has updated his Sega Master System emulator for the GBA (works on Nintendo DS - with a GBA Flash Cart - and Gamecube Gameboy Player too ), heres whats new
V0.9 - 2005-09-26 (FluBBa)
Added support for the GG BIOS.
Added config for using Select as Reset button.
Fixed Shanghai 2.
Fixed Ryu Kyu.
Fixed Space Gun.
Fixed a bug in joypad reading (Street Fighter II).
Optimised mapper detection.
Optimised sound mixer.
Optimised CPU abit.
Download Here --> http://gbaemu.dcemu.co.uk/smsadvance.shtml
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September 28th, 2005, 22:53 Posted By: wraggster
AgentQ has released a new update of ScummVM for the NintendoDS, heres whats new:
- The top screen now shows a zoomed in view of the action, scrolled to the character who's speaking
- Large speed increase for Adlib music emulation
- Large speed increase for GBAMP CF card loading
- Closing the lid now puts the DS in sleep mode
- Screens are now the right way round on the latest firmware for the M3 player
- Savegames now save in the selected folder rather than the root
- Dialog no longer skips when you scroll the screen down as it's playing
- The console no longer appears during gameplay by default, toggle it using the Y button.
- Implemented screen shake function
Download Here --> http://nintendo-ds.dcemu.co.uk/scummvmds.shtml
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September 28th, 2005, 23:05 Posted By: wraggster
The Chuckster has posted some WIP news of his port of Stella the Atari 2600 emulator to the NintendoDS
Wrote DS sound code. Seems to output sound but there's no ring buffer, it's slow (due to a loop with a double), and there's no detectable Atari 2600 bleeps in there. I got some bugs fixed, but of course, it's no where near release.
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September 28th, 2005, 23:16 Posted By: wraggster
Tosh-ds has released an early demo of his Choplifter game for the Nintendo DS:
Right now I'm working on a Choplifter-clone for Nintendo DS.
Scrolling is working as intended, along with sprite drawing and hiding. Planning to implement half-decent collisiondetection as the next thing, and then move on to more gameplay, like picking up soldiers and bringing them to a drop-off point.
Download Here --> http://nintendo-ds.dcemu.co.uk/choplifterds.shtml
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September 28th, 2005, 23:22 Posted By: wraggster
Infantile Paralyser have updated their Shell for the NintendoDS. heres whats new:
The compilation environment was updated. devkitProUpdater-1.0.9.exe(devkitARMr16/libnds-20050921).
It came to be able to do multi boot.
Gbamp_cf.c of chishm was renewed to the '2005-09-05'th edition.
MP3Plugin:The frequencies other than 44kHz were supported.
MP3Plugin:It sped it up only a little.
BMP/Jpeg/PNGPlugin:A picture file that was smaller than the window was normally corrected as displayed.
NDSROMPlugin:NDSROM file was able to be started by GBAMPCF. (Thanx SaTa.)
Download Here --> http://nintendo-ds.dcemu.co.uk/moonshell.shtml
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September 28th, 2005, 23:36 Posted By: wraggster
Kuwanger has released a new version of GoomBA the Gameboy Emulator for the GBA MIcro/GBASP, (also works on Nintendo DS and the Gamecube Gameboy Player via a Flash Cart)
Heres whats new:
Okay, here' S year update of my fork with FluBBa' S v2.3 exchanges. It' S based off my v2.24beta2. So, it supports all the good stuff have well (custom pallet, custom borders, and sending palette/borders over link transfer (untested)). Feel free to gripe here butt any bugs you see related to custom palette/border resulting. Have for other bugs that occur in FluBBa' S v2.3, it' D Be better to politely how in that thread instead, have he' S likely to better understand how to fix problems with it.
Download Here --> http://gbaemu.dcemu.co.uk/unoffcialgoomba.shtml
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September 28th, 2005, 23:38 Posted By: wraggster
Kuwanger has released a new version of GoomBA the Gameboy Emulator for the GBA MIcro/GBASP, (also works on Nintendo DS and the Gamecube Gameboy Player via a Flash Cart)
Heres whats new:
Okay, here' S year update of my fork with FluBBa' S v2.3 exchanges. It' S based off my v2.24beta2. So, it supports all the good stuff have well (custom pallet, custom borders, and sending palette/borders over link transfer (untested)). Feel free to gripe here butt any bugs you see related to custom palette/border resulting. Have for other bugs that occur in FluBBa' S v2.3, it' D Be better to politely how in that thread instead, have he' S likely to better understand how to fix problems with it.
Download Here --> http://gbaemu.dcemu.co.uk/unoffcialgoomba.shtml
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September 28th, 2005, 23:48 Posted By: wraggster
On Tuesday G4 ran an interview with Satoru Iwata, conducted by Geoff Keighley during Tokyo Game Show 2005. The aired interview was severely edited and came across as mostly useless; fortunately G4 has posted a lengthy unedited version on its website. While much of what Iwata discusses about Nintendo DS and Revolution is familiar, he does add a few surprising (and troubling) comments on the Revolution and the company's strategy.
When asked about Revolution's graphical capabilities and High Definition support, Mr. Iwata claims that users will not see a discernable difference between Revolution and Xbox 360/PS3 games on standard definition sets. Although the president does not explicitly reconfirm the omission of HD, Iwata explains that Nintendo feels mainstream appeal is far more important than graphical prowess since current non-gamers have no interest in the visual quality of current games. In fact, he goes as far as to say Nintendo hopes those hardcore enough to care about the graphical differences and buy a PS3 or Xbox360 will also buy a Revolution, since the Revolution will provide unique experiences. A bold statement--one clearly demonstrating a shift in Nintendo's console strategy. Nintendo isn't trying to be number two: it is aiming for the top spot from a different angle--one that is profitable for both Nintendo and its partners.
Iwata also discusses Nintendo's recent interactions with publishers and developers. He explains that western publishers initially were wary of the freestyle controller, but quickly became receptive once Nintendo introduced the nunchaku attachment. Iwata also reveals that Nintendo has approached publishers and developers with gameplay concepts, proposing how their established franchises could benefit from Revolution's controller. The spokesman claims that, "without exception," all third parties have responded positively to such "concrete proposals," and Nintendo has found the meetings constructive and enjoyable. He refused to mention any specific collaborations, but he promised many familiar titles and suggested the Revolution could have a large launch line-up "in 2006."
Finally, the interview touches on The Legend of Zelda: Twilight Princess. Iwata apologizes for the delay but insists Nintendo will keep its promise to release the game on the GameCube. However, the president expresses interest in the franchise's possibilities on the Revolution, alluding to the promotional video's sword fighting.
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September 28th, 2005, 23:53 Posted By: wraggster
For some strange reason i couldnt get the downloads but if you do then please upload in zip form to the site
Source- http://www.drunkencoders.com/
Naruto Magical Drop
This will be a pretty game!!! This is a Magical Drop version only for NDS with Naruto character. Now i have a naruto full-animated: he runs, "thorw balls", ang "get balls" with the chakra Grin.Now I'm with the game's algorythms.
http://www.usuarios.lycos.es/filthysoft/naru.htm
reverDSi
its a reversi's nintendo ds version. its works in iDeaS perfectly but i cant do a hardware test Sad. It have some little bugs and now im programming the A.I. to make the CPU plays. Now two players can play in the same DS!!!!
http://www.usuarios.lycos.es/filthysoft/rever.htm
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September 29th, 2005, 01:15 Posted By: Dillsandwitch
I have a visualboy advance version 1.8.0-beta and im having problems with the battery file. When it starts it says the batteryfile is loaded but when the game starts it says the internal battery has run dry and that clock based features cannot be used. It kinda defets the purpose if you cant play the game properly and Ive googled battery files but cant find anything helpfull.
Please help out a noob and there be cookies in it for you.
Thanks in advance
Dill
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September 29th, 2005, 15:46 Posted By: King DS
Hi all, this is my first post.
Ive read somewere, cant remember were it was but there doing a Duke Nukem 3D port, theres a Doom port under way, Heratic and Hexen are pretty much Sorted except sound and what not, not to much to be fixed.
Does anyone know of any other ports? BLOOD would be... AMAZING!!! and so would Exhumed(Power Slave) and is there any chance in it supporting WIFI? or even online play? that would ROCK HARD!!!!
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September 29th, 2005, 15:58 Posted By: King DS
any chance of it ever happening? its basicly point and click so i dont see why not? a keyboard and be introducted easy enough. anyone have any idea or is there some stupid little crap that stops us?
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September 29th, 2005, 18:23 Posted By: King DS
Whats the chance of that happening? ive come up with ideas how i might...
PlayStation-
All the buttons are the same, L2 + R2 can be pressed by touching the left and right side of the screen. might be tricky at first but worth a look into.
Atari Jag-
This is Simple, ABY can be ABC and the keypad can be placed on the touch screen, you just gota learn to hold the stylus between your fingures while playing for when you need to do something on the touch screen.
Zodiac-
Well thats just plain simple, it has a touch screen, 4 face buttons and shoulder buttons (I think) so that wont be to hard will it?
NGAGE-
thats simple aswell. so simple infact i wont explain, except that you can spread the picture over both screens to make up for the crappy screen.
Tapwave-
i dunno what the buttons are but im sure its gona be like the Zodiac
so what do you think? possible? i recon at least the jag can be.. Uber Easy.. but i dont know what it involves. the others are pretty basic aswell. except the whole CD thing with the PS. but im sure that can be sorted with some kinda Rom ripping software using the PS disks and converting them in some DS converter program. and if you need to press both L2+R2 then there would be a middle button.
So whats the Thoughts?
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September 29th, 2005, 18:47 Posted By: Predator
I've searched the threads for information on flash cards and can't really find what I'm looking for.
I'm thinking about buying a GBA Flash card but dont know which one to get.
Price doesn't really matter. I just want the most compatible one.
Please post your thoughts, and experiences.
Thanks in advance,
Justin.
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September 29th, 2005, 19:24 Posted By: wraggster
Square Enix has revealed some new and unexpected information on two new Mana games it has in the works, one for home console and a portable spin-off for Nintendo’s DS.
Right now, no platform has been announced for the console version, though Square Enix has promised the most realistic Mana experience to date, with “...storylines offered through hints as subtle as the facial expression of an NPC,” according to Famitsu Weekly.
The DS version is looking fairly advanced however, and is a direct descendant of the lacklustre Game Boy Advance Mana game from last year. Fully titled Seiken Densetsu DS: Children of Mana in Japan and Secret Of Mana DS everywhere else, this will be bittersweet news to fans of the series. The long-awaited revival of the 2D series on GBA was widely panned, with the promise of one of the best modern RPGs in years evaporating into the ether.
From the few images that have popped up in scan form here and there, it looks as though the player controls the action in battle sequences using stylus strokes. No other gameplay details have yet been revealed.
We’ll bring you more details on both Mana games as they emerge in the coming months.
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September 29th, 2005, 20:27 Posted By: wraggster
EA,s new Harry Potter game is looking great, click the comments for some awesome looking screenshots
Click the comments(below) for those screens
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September 29th, 2005, 20:31 Posted By: wraggster
In case you don't know, it is a tool to convert .pme (aka .nds.gba) files into .nds files. NOTE: Only works for files that were built with ndslib/libnds and were originally .nds files with a header attached!
davr:
UPDATE Sep 28,2005: Now it should be a bit more compatible.
http://davr.drunkencoders.com/
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September 30th, 2005, 15:03 Posted By: wraggster
Tamagotchi Connection: Corner Shop, Bandai's new Nintendo DS title based on the popular virtual pet franchise, has continued to sell strongly in its second week on sale in Japan, taking the top spot in this week's chart.
The game, which rather curiously sees the player and his or her pet Tamagotchi opening and running a corner shop, has clearly struck a chord with a segment of the Japanese gaming population - coming in strongly ahead of Koei's rather more traditional PS2 title Dynasty Warriors 5: Mosho Den at number two.
Three new games made it into the ranking this week, with Konami's new PS2 strategy title Rhapsodia selling around 42,000 units to make it in at number four, while Bandai's anime-based PSP action game Gundam Battle Tactics (yes, it's an action game, not a tactics game) was at number six, and another anime licensed title, Koei's PS2 adventure Harukanaru Toki No Naka De 3: Izayoiki slipped in at number ten.
There were three DS titles in the top ten, with DS Training for Adults: Work Your Brain and Gentle Brain Exercises both joining Tamagotchi Connection in the ranking, at numbers five and nine respectively, and two PSP titles - with Konami's Winning Eleven 9 on the platform coming in just behind Gundam Battle Tactics at number seven.
Nintendo also saw continued success with the Famicom Mini 20th Anniversary edition of Super Mario Bros, which held on at number three in the ranking, while the Game Boy Micro is also still doing well - selling 47,000 units of hardware in its second week on sale.
Looking more closely at hardware, the Nintendo DS was top dog again this week, taking just over 33 per cent of the market, while the Game Boy Advance - counting all three compatible versions - had just shy of 29 per cent share.
The PlayStation Portable was in third place with nearly 25 per cent market share, while the PlayStation 2 is being thoroughly outclassed by the new handhelds at last - managing just 12 per cent market share last week, probably one of the lowest showings for the console since its launch.
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September 30th, 2005, 15:08 Posted By: wraggster
Success HK have posted on their site the following games for preorder:
NDS Castlevania: Dawn of Sorrow US ver. Pre-order
NDS FIFA 06 US ver Pre-order
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September 30th, 2005, 20:51 Posted By: wraggster
Ive decided its time to give more emphasis to the Nintendo DS so now the old DS forum will be known as the News and also Emulation and Homebrew forum, we also have a new DS Gaming and Hardware forum and finally a DS Reviews forum.
Also we have brought the Revolution, Gamecube and GBA forums into the same section
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October 1st, 2005, 00:45 Posted By: 1370
I can't seem to run any application over 150kb on the GBAMP. Yes, I have got the firmware update, but now all that has done is it has removed the 'This application is too big to run' message and bypassed it, not actually letting you play the files correctly. I get a white screen whenever I try to run a 150kb+ application.
Goomba and NesAdvance have been rather good, as I can run .nes and .gb files over 150kb flawlessly through those programs, but when using the GBAMP explorer I get the white screen problem.
Any help or explanation would be appreciated.
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