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  • JKKDARK

    by Published on July 12th, 2008 16:32

    via G4

    Usually when we talk about console wars, we mean a bunch of nerds whining about the platform they like best, but according to a report from activist group Toward Freedom, the PlayStation 2 may have caused an actual war in the Congo.

    The decade long war in Africa is called "The PlayStation War" by some, because it came about partially because of insatiable Western demand for a rare black ore called coltan that is used in the PS2 as well as other electronic equipment. Evidence shows that hundreds of millions of dollars worth of coltan were stolen from the Democratic Republic of Congo (DRC), and the most active thieves were reportedly the Rwandan military, fueling tensions between the two nations.

    Not only that, but apparently the Rwandans were using slave and child labor to mine the elements needed for you to play Katamari Damacy. "Kids in Congo were being sent down mines to die so that kids in Europe and America could kill imaginary aliens in their living rooms," said British politician Oona King, who was a Member of Parliament from 1997 to 2005.

    The entire saga is depressing and disheartening look at the consequences of global capitalism. Sorry for the buzzkill, man.
    ...
    by Published on July 12th, 2008 16:00

    New version of the NES emulator for Game Boy Advance.

    Thanks to 1emulation for the news.

    Download Here and Give Feedback Via Comments ...
    by Published on July 11th, 2008 17:43

    via SlashGear

    With Wall-E hitting theaters and even before that there have been a few Wall-E replicas pop up. Some are just non-working units that just look cool and others are very basic robots. This Wall-E is now my favorite so far.



    He is made out of a modded Gamecube, which makes me a little sad that I don’t have one lying around anymore. Not that I could have managed such a mod.

    The dimensions of the Gamecube ended up being just about the perfect size, so he doesn’t really look too long. The only thing that’s driving me up a wall are the bright white eyes, I wish the modder had made them a gray to look more like the original.
    ...
    by Published on July 11th, 2008 17:41

    via Washington Post

    The gaming industry came out early and strongly in favor of the new features the iPhone brought to the scene just over a year ago. Developers constantly chatted about how eager they were to build applications for the device, but had to wait seven months before Apple ( NSDQ: AAPL) announced plans to offer its software development kit and launch an App Store where publishers could sell their work. mocoNews caught up with Sega Mobile VP Linda Chaplin today to talk about the iPhone's impact on the mobile gaming space and what it could spell for the future from other device makers. Here's some highlights from the interview:

    -- Impact on wireless industry:"We refer to the iPhone as the first version of mobile 2.0 ? I just think it's going to change our industry," Chaplin said. "It's been fantastic for the mobile industry as a whole. I think it has awakened the other hardware partners to want to do something more innovative. It's fantastic for us."

    -- Evolution in mobile gaming capabilities:"We're thrilled we can make more unique and exciting games." Most mobile games in Sega's catalog have four or five levels, while the publisher's first title brought to the iPhone, Super Monkey Ball, has 110 levels of play.

    -- App Store as sole distribution point and Apple's revenue share model:"We were a little bit limited with the type of value chain that we have been subject to in the past and it's tough. This is a much more fair revenue split ? we look forward to a much more publisher positive revenue split."

    More thoughts on content discovery and features yet to come, after the jump?

    -- Discoverability on the iPhone: The device has brought content providers an entirely revamped opportunity to be found in the gauntlet of mobile content floating around. "It's fantastic for discovery of content." It also opens up the playing field. "Let's face it, it's been really tough on discoverability and the ability to find content on the carrier deck ? we just weren't able to tap into the masses because they couldn't find the content."

    -- Still to come:"I think that we can still make it even better." The iPhone's accelerometer, for instance, "it's good for some types of games, but not great for others ? that's not something you can use in every type of game." What Chaplin would really like to see from the next leapfrog device is a physical d-pad: "There are so many unique things we can do ? there's so much out there that can be discovered ?there's nothing but excitement." ...
    by Published on July 10th, 2008 22:33

    http://www.motorcycle-usa.com/Articl...ID=6742&Page=1

    TT Superbikes Real Road Racing Championship, the eagerly anticipated follow-up to the best-selling TT Superbikes game, is here!

    The new generation of the Sony PlayStation 2 game was officially released on Friday, July 4th 2008.

    The new generation is the result of years of development by Jester Interactive Publishing. Once again Duke Marketing, the world-leader in powersport entertainment, has been appointed the sole UK & Ireland distributor by Jester.

    Featuring more circuits, more riders, more teams and more machines, this is the ultimate in motorcycle racing games. It faithfully recreates the incredible challenge of road racing - blasting along public roads at up to 200mph with houses, hedges and walls just inches away.

    TT Superbikes Real Road Racing Championship takes the original game to a whole new level, offering gamers an even greater experience. Unparalleled bike physics deliver ultra-realistic handling for the ultimate adrenalin-fuelled racing experience. Jester Interactive, based in St. Asaph, Wales, has utilized its proprietary technology to deliver the most thrilling gameplay, truly capturing the excitement of the sport.

    TT Superbikes Real Road Racing Championship features seven of the most challenging circuits on Earth. Added to the world-famous Isle of Man TT course and Southern 100 circuit featured in the first game are the North West 200, Ulster Grand Prix, Macau, Oliver's Mount and Aberdare Park.

    Players can choose from a list of top riders and teams to race in third and first-person perspective, and can select one of 80 unique championship machines in six different classes to compete on.

    Dynamic motorcycle set-up options give complete control, while marshals, flags and changeable weather conditions help keep the experience ultra realistic.

    Burnouts, wheelies, stoppies and jumps can be performed throughout the racing, and the behavior of the bikes changes according to tire and bike wear and tear, along with fuel use.

    There's also a two-player option and five different game modes:

    - Race Now, simply hop on and go head-to-head and have a blast
    - Challenge, where the player unlocks circuits, bike classes and models along with other rewards
    - Championship, which allows players to race over all circuits on one bike class and score points
    - Weekend, where the player races different classes of bikes at one circuit to score points on each
    - Race School, which teaches bike control and circuit sections through a series of challenges and set pieces, again unlocking rewards, including the class championship and circuits.
    It all adds up to a very exciting proposition.

    Eight-times Isle of Man TT winner Ian Lougher said:
    `I can't wait for its release. I think the attention to detail on the game is fantastic - the effort that has gone in to ensure the realism of the tracks is astounding. The game offers a real challenge to hard core gamers, whilst also giving race competitors and fans a perfect opportunity to learn the circuits.'

    TT Superbikes Real Road Racing Championship was released on July 4th, 2008, on PlayStation 2, priced £24.99RRP. The game will be available from all leading outlets or direct from Duke by calling 01624 640000 or visiting www.dukevideo.com.
    ...
    by Published on July 10th, 2008 22:32

    via 1UP

    For an entire generation (or at least until those plucky hardcore devs at Treasure came along) Thunder Force was the series that defined shoot-em-ups on Sega systems. Originally released for Japanese PCs way back in 1983, the series hit it big with 1989's Thunder Force II on the Genesis, with two more 16-bit sequels following over the next few years. The last time we heard from this series was nearly ten years ago, when Working Designs released Thunder Force V for the PlayStation (pictured). But Sega has a long memory, and as they revealed this week, Thunder Force VI is far more than a shooter fan's fantasy -- it's very real, and it?s coming to the PlayStation 2 in a matter of months.

    Thunder Force VI is being developed by an internal group at Sega headed by Tez Okada, the eccentric mind who's worked on games like Segagaga and Astro Boy: Omega Factor. "Thunder Force is finally making a return," Okada told Weekly Famitsu magazine this week. "Development is being handled by a new staff, but we've put together a team with lots of shooter experience (not to mention being really big fans of Thunder Force), so I don't think fans of the old games will be disappointed. After this, I'd like to hopefully release the sequel to a game that will probably surprise you...assuming everything goes well with this game, of course."

    So far, the new Thunder Force looks like it doesn't stray far from the formula devised in Thunder Force V -- 3D graphics, 2D side-scrolling gameplay, rockin' music, and massive explosions. It's you against the ORN Empire once again, and you've got a couple of ships at your disposal to take care of them: the hip blue Phoenix and a revised version of the Rynex that you piloted in Thunder Force IV. Like in previous games, you're able to switch between your weapons at the press of a button; the Phoenix has five at its disposal, and you don't even lose them if you die. Grabbing green orbs dropped by enemies fills up a gauge at the bottom of the screen; if you have enough gauge energy, you can use a special screen-clearing "over weapon" attack as often as you want. You'll probably need that weaponry, too -- six stages are in the works, including the traditional fire, ocean, and burnt-out colony themes that make an appearance in nearly every Thunder Force.

    Okada's shooter is due out October 30 in Japan and set to cost 6090 yen ($57); no U.S. release has been announced.
    ...
    by Published on July 10th, 2008 22:30

    via IGN

    EA, Harmonix and MTV Games today confirmed that Rock Band 2 will indeed be coming to the PlayStation 3, PlayStation 2 and Wii sometime this year. The original announcement for the game slated the Xbox 360 release sometime in September, with versions for "other systems" coming later in the year. Well, it's now official that it'll hit the three aforementioned systems sometime this year. No official timeframe was given, but the PS3, PS2 and Wii releases will hit sometime after the Xbox 360 release, but before the end of 2008.

    Rock Band 2 is slated to feature at least 80 tracks, all master recordings. It's scheduled to be shown at this year's E3, which is now less than a week away, so stay tuned for more info soon.
    ...
    by Published on July 7th, 2008 18:23

    via IGN

    Atlus U.S.A., Inc., the only publisher with maxed-out social links, today announced Shin Megami Tensei: Persona 4 for PlayStation 2 computer entertainment system, a gripping new chapter in the Persona universe and sequel to the highest-rated RPG of 2008*. Larger, deeper, and loaded with thrills, Persona 4 delivers an all-new story set in the Japanese countryside. A mysterious chain of deaths remains unanswered and only you and your team of gifted supernatural sleuths can uncover the truth. Will you thwart this hidden evil before it is too late?

    Soundtrack CD included - Every single copy of Persona 4 is a special two-disc set. In addition to the game disc, customers will receive a soundtrack CD featuring selected music from Persona 4.

    Persona 4 is currently scheduled for release on December 9, 2008 for an MSRP of $39.99.
    ...
    by Published on July 7th, 2008 18:22

    via WorthPlaying

    Protect America and freedom from enemy forces in urban and rural warfare in SOCOM: U.S. Navy SEALs Combined Assault, exclusively for the PlayStation 2. SOCOM: U.S. Navy SEALs Combined Assault builds on the strengths of the multimillion-selling franchise to firmly establish both its single-player and multiplayer as equally outstanding game experiences. Created in association with U.S. Naval Special Warfare Command, SOCOM: U.S. Navy SEALs Combined Assault is as close as a player can get to being a Navy SEAL on PS2.

    The patch for SOCOM 3 will bring it to version 2.30. The patch for SOCOM: Combined Assault will bring it to version 1.40. It’s easy to grab, just jump into the game and choose to play multiplayer using Online mode. The patch will automatically start to download once you’re connected to the server.

    Take a look at the list below to get some more details.

    * Augmented the Cheat Detection system.
    * Resolved an issue where the controlled hostage was not appearing correctly on the radar.
    * Resolved an issue with hot swapping weapons and rate of fire.
    * Resolved an issue with controller schemes that didn't have a quickswap button.
    * Resolved an issue which prevented users from seeing a blocked shot icon while swimming.
    * Resolved an issue where the client's name was displayed as the game name instead of the name that the host gave it.
    * Resolved an issue in which dead bodies were showing on the radar inappropriately.
    * Resolved an issue which allowed more than one player on the same team to receive a point for capturing the same Control Point.
    * Resolved an issue in which the satchel disappears if the session master drops out while it's being planted.
    * Resolved an issue which prevented the M2 mines from being destroyed.
    * Resolved an issue which created instability for player when controlling hostages and getting killed.
    * Resolved an issue which showed the player the incorrect round time on subsequent rounds after the first round had been completed.
    * Resolved an issue which resulted in the graphic under the flashbang showing a GL36 frag instead of a hand frag graphic.
    * Resolved an issue where the incorrect reticle graphic was appearing for the M203.
    * Resolved an issue which showed the incorrect text for unranked games on the Briefing screen.
    * Resolved an issue in which the Control Points gametype was misspelled.
    * Resolved an issue which allowed players to add Map Pack maps to a playlist with more than 16 players.
    * Resolved an issue which allowed the player character to walk in the air.
    * Resolved an issue which allowed the player character to switch weapons while sliding down a ladder.
    * Resolved an issue which caused the round timer to freeze for the player after the satchel bomb was defused.
    * Resolved an issue which allowed the player to access the offline profile select screen while still logged online.
    * Resolved an issue where the player would see the DEFUSE BOMB icon at unintended times.
    * Resolved an issue where the Night Vision goggles weren't consistently working on Medley playlists.
    * Resolved an issue which prevented players from joining Map Pack maps that had spaces in their passwords.

    Players can experience the campaign mode in single player or in 4-player online cooperative mode. Additionally, players will have the option to select an individual tactical mission area that was previously completed, and play it as a stand-alone, or 'Instant Action', mission in 4-player online cooperative play. Players can then customize these Instant Action missions for nearly endless replay.

    SOCOM: U.S. Navy SEALs Combined Assault will also contain the full SOCOM 3: U.S. Navy SEALs multiplayer online game with all maps, patches and updates included and it will be completely compatible with SOCOM 3 Online multiplayer. In addition it will feature new competitive 32-player maps, exclusive to SOCOM: U.S. Navy SEALs Combined Assault. Improved Crosstalk functionality between SOCOM: U.S. Navy SEALs Fireteam Bravo 2 and SOCOM: U.S. Navy SEALs Combined Assault allows each game to have even more dramatic effects on the progression of the other, in addition to unlocking special features across the titles.

    KEY FEATURES

    * 4-Player Online Co-op with full community support, including all SOCOM 3 communication features, ladders and ranking.
    * Mission design, layout and enemy behavior will allow players to decide how they want to approach a given enemy engagement, whether through stealth or raw offense.
    * Enemy behavior has been enhanced to make them more tactical, intelligent and deadly. Vehicle driving behavior
    ...
    by Published on July 7th, 2008 18:09

    via TVG

    Activision may be in talks with Van Halen about "showcasing" the band in an upcoming Guitar Hero game.

    Or at least that's what the Wall Street Journal is suggesting, stating the following in an article about the release of Guitar Hero: Aerosmith: "A version of Guitar Hero featuring the metal band Metallica is due out within the next year, and Activision is in serious discussions with Van Halen about showcasing that band in Guitar Hero as well, people familiar with the matter say."

    We're not quite sure who these "familiar with the matter" people are (we don't hang out around Wall Street enough to know), but Activision's CEO Robert Kotick has previously hinted at the possibility.

    Speaking at a Morgan Stanley Technology Conference last March, Kotick seemed to let the cat out of the bag a little by saying, "So our attitude is, if we're breaking bands or creating this much enthusiasm, and you are reaching a whole new group of consumers, six to 11 year-old consumers, who are being exposed to Aerosmith for the first time or Van Halen for the first time, wherever it might be, we need to capture much more of that upside opportunity."

    This is not so much the case for Led Zeppelin, with the same Wall Street Journal article suggesting that the band has turned down previous offers to license its music for use in Rock Band and Guitar Hero games.

    It seems the band is reluctant to let outsiders use its master tapes, with Q Prime Management (which represents Led Zeppelin) Partner, Peter Mensch, stating that "It ain't about the money". Maybe it'll take a whole lotta love then.
    ...
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