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    by Published on November 20th, 2008 19:09

    via IGN


    Bandai Namco gave us our latest look today at the Wii version of Klonoa: Door to Phantomile, with new screens and some info on what's new for the Wii version aside from the prettier visuals.

    The new screens include looks at Vision 3 and Vision 4, as well as a difficult "Extra Vision" stage. These were all in the original PlayStation version.

    As a new element for the Wii version, Bandai Namco is including full voices for all characters. The cast for the Japanese version includes Kumiko Watanabe as Klonoa, Bin Shimada as Joka, Akemi Kanda as Huepow, Yuko Minaguchi as Lephise, and Koji Yada as Jicchan. Players can select between Japanese language and a Phantomile language.

    The Japanese version of Klona is just a few weeks away. Check back closer to the December 4 import release for more.


    Screenshots here ...
    by Published on November 20th, 2008 19:06

    via Computer and Video Games


    This year the PC gaming market is worth over $20 billion, that figure will rise to $34 billion before 2012, and since 2005 there has been more gaming PCs shipped than the Wii, PS3 and 360 combined.

    This is the conclusion of a study from research group JPR. In the group's latest report - called The PC Gaming Market - JPR calculates that there are three classes of PC gaming machines and together, from Q3 2005 until Q3 2008, 196 million of these units were shipped. The study also estimated by comparison that 74.7m PS3s, Wiis and 360s have been shipped worldwide.

    The research, however, does not include sales of Nintendo DS units nor PSPs, which together have sold around 125m units worldwide. Nevertheless, due in part to the mushrooming Asian market, the study believes that "the PC gaming market is bigger, worth more money, growing faster, and has better technology than the console market."

    The study can be found in the latest edition of JPR's subscription-based newsletter, Techwatch. ...
    by Published on November 20th, 2008 19:06

    via Computer and Video Games


    This year the PC gaming market is worth over $20 billion, that figure will rise to $34 billion before 2012, and since 2005 there has been more gaming PCs shipped than the Wii, PS3 and 360 combined.

    This is the conclusion of a study from research group JPR. In the group's latest report - called The PC Gaming Market - JPR calculates that there are three classes of PC gaming machines and together, from Q3 2005 until Q3 2008, 196 million of these units were shipped. The study also estimated by comparison that 74.7m PS3s, Wiis and 360s have been shipped worldwide.

    The research, however, does not include sales of Nintendo DS units nor PSPs, which together have sold around 125m units worldwide. Nevertheless, due in part to the mushrooming Asian market, the study believes that "the PC gaming market is bigger, worth more money, growing faster, and has better technology than the console market."

    The study can be found in the latest edition of JPR's subscription-based newsletter, Techwatch. ...
    by Published on November 20th, 2008 19:04

    via Games Industry


    PEGI, the Pan European Games Information system, is to introduce its traffic light system to games packaging in mainland Europe this spring.

    While age rating symbols have not yet been finalised, the current imagery depicting a spider, fist, syringe and other artwork, will be expanded upon to include descriptive text.

    Age ratings will be coloured rather than the current black and white, but the mock-up image first unveiled last month will be tweaked to avoid copyright issues with PEGI's UK rival, the British Board of Film Classification.

    "PEGI has agreed those changes and they will be implemented as part of the PEGI system in the new year, probably in the spring by the time the information has been transmitted to all publishers and incorporated as part of the approvals process for the format holders," detailed Michael Rawlinson, managing director of ELSPA, to GamesIndustry.biz.

    However, whether the new traffic light system will be used in the UK is still up in the air and will not become clear until the government finishes reviewing information submitted following the end of the consultation on age ratings, first initiated as part of the Byron review.

    "Whether they will appear on boxes in the UK will depend on the outcome of this consultation period and the decision made by the UK government in the new year," said Rawlinson.

    "The introduction of traffic light colours and changes to the descriptors have been approved, they are now being worked through with lawyers to ensure they do not infringe any existing trademarks and can be adopted smoothly," added ELSPA

    Copyright is a sticky issue for the age ratings system. The BBFC, which specifically rates games in the UK, uses colour-coded symbols already, and is currently watching PEGI for violation of its established imagery.

    "We have challenged a number of organisations who have come up with symbols that look very close to BBFC symbols," said David Cooke, director of the BBFC.

    "There are legal restraints on what's called 'passing off', so we'll have to see what they look like. It's about making sure our protections are honoured and partly a matter of making sure that things aren't made more confusing for the public."

    Over the past four months, ELSPA and PEGI have publicly attacked the BBFC as incapable of rating videogames, as all three organisations prepared evidence and research for the government's consultation period, which ends today.

    However, the government hasn't given a time frame for any conclusions on who will manage the future of games ratings in the UK, with a decision expected in the first quarter of next year. ...
    by Published on November 20th, 2008 19:04

    via Games Industry


    PEGI, the Pan European Games Information system, is to introduce its traffic light system to games packaging in mainland Europe this spring.

    While age rating symbols have not yet been finalised, the current imagery depicting a spider, fist, syringe and other artwork, will be expanded upon to include descriptive text.

    Age ratings will be coloured rather than the current black and white, but the mock-up image first unveiled last month will be tweaked to avoid copyright issues with PEGI's UK rival, the British Board of Film Classification.

    "PEGI has agreed those changes and they will be implemented as part of the PEGI system in the new year, probably in the spring by the time the information has been transmitted to all publishers and incorporated as part of the approvals process for the format holders," detailed Michael Rawlinson, managing director of ELSPA, to GamesIndustry.biz.

    However, whether the new traffic light system will be used in the UK is still up in the air and will not become clear until the government finishes reviewing information submitted following the end of the consultation on age ratings, first initiated as part of the Byron review.

    "Whether they will appear on boxes in the UK will depend on the outcome of this consultation period and the decision made by the UK government in the new year," said Rawlinson.

    "The introduction of traffic light colours and changes to the descriptors have been approved, they are now being worked through with lawyers to ensure they do not infringe any existing trademarks and can be adopted smoothly," added ELSPA

    Copyright is a sticky issue for the age ratings system. The BBFC, which specifically rates games in the UK, uses colour-coded symbols already, and is currently watching PEGI for violation of its established imagery.

    "We have challenged a number of organisations who have come up with symbols that look very close to BBFC symbols," said David Cooke, director of the BBFC.

    "There are legal restraints on what's called 'passing off', so we'll have to see what they look like. It's about making sure our protections are honoured and partly a matter of making sure that things aren't made more confusing for the public."

    Over the past four months, ELSPA and PEGI have publicly attacked the BBFC as incapable of rating videogames, as all three organisations prepared evidence and research for the government's consultation period, which ends today.

    However, the government hasn't given a time frame for any conclusions on who will manage the future of games ratings in the UK, with a decision expected in the first quarter of next year. ...
    by Published on November 19th, 2008 23:54

    Alright, alright. There's a few things going on here. First off, Reggie Fils-Aime told Forbes "I will be able to say our licensees 'get it' when their very best content is on our platform, and with very few exceptions today, that's not the case." That's a pretty good conversation starter right there. He also lamented the absence of Grand Theft Auto and Spore on his platform, teased community features without spilling anything at all, and for kicks threw us this utterly hopeless word on a price cut: "At some point, it will be time to adjust the [price], but we're nowhere near that point now." We're pretty astonished that a console honcho like Reggie would so summarily insult his third-party partners, but we can't help but agree -- though peep Nintendo Wii Fanboy's via link down there for an alternate perspective on the matter. To us, the question really lies in the blame game: is Nintendo's Wii strategy and unique hardware approach to blame, or is everybody else out there too dense to cash in? But really, this is just too wild, too incendiary, too awesome for us to hog all the discussion. Hit up the vaguely-applicable poll option, and then let loose in the comments. We're all ears!

    http://www.engadget.com/2008/11/19/r...e-wii-discuss/ ...
    by Published on November 19th, 2008 23:21

    News via gxmod

    Cashman proposes a new version of Mii Channel Updater, a homebrew that allows you to update your Mii Channel.

    The principle is simple, the homebrew connects servers Nintendo updates and download the latest version of the Mii Channel. After that, the Mii Channel settles while replacing the old version. Miis are not automatically deleted and will be available after updating your Mii Channel.

    Thus, no need to apply a full update for Nintendo to update your Mii Channel.

    News / corrections:

    - Addition of the cinematic introduction of Cashman's Productions to launch the homebrew
    - Add support for the Classic Controller
    - Adding color
    - Improvements and corrections

    Download and Give Feedback Via Comments ...
    by Published on November 19th, 2008 23:10

    News/release from phnord

    UPDATE: I just upgraded it and added a preset feature, and I'm officially labeling this the 3.0 release. The basic thing is that you can now set presets to directions / buttons and choose them by holding them down (similarly to Jam Sessions). I have created a documentation README.txt that's bundled in with the new release at my site.

    Hey everyone! I posted here a while ago with a little program I made called MIDI-Jammer. I used 0xtob's DSMidiWifi library to create an innovative touch-screen MIDI controller, with the goal of allowing non-musicians to easily create harmonically-functional music by drawing ideas - while allowing those with more of a musical background access to a fully functional MIDI controller.

    In my first release, it was solely a MIDI controller. I decided this weekend to implement the GBA Synth - so now there's a 5-voice Synth that outputs audio even if your not somewhere with a computer/wifi setup.

    The basic idea is similar to a Korg KAOSS pad - and I do have a setting in the program that is a straight-up KAOSS pad. Where my program differs is that instead of mapping two MIDI controllers to the X and Y axes, it allows you to map one of the axes to a scale if you so choose.

    There is a background gradient for reference, with a black-bar every octave and shadings for each scale-degree in between. You set the root with the D-Pad and the scale and channel with the A,B,X and Y buttons. The shoulder button acts as a sustain pedal, and the pressure-sensitivity of the screen controls the Velocity and Aftertouch data. Select toggles the various modes - you have Pitch Vertical w/ Panning Horizontal, Pitch Horizontal w/ Mod Wheel Vertical, or Two MIDI Controllers of your choosing on the two axes.

    Hitting Start will attempt to connect to whatever networks you have configured on your DS. If successful, the MIDI messages are sent over Wifi and any computer on the same network running 0xtob's DSMidiWifi will be able to receive them.

    Don't worry about memorizing all of this - the controls and status are all displayed on the top screen while the application runs.

    In any case, let me know what you think! You can grab the program from my site - http://www.andrewbuch.com/prog.php. I appreciate any and all feedback, and welcome e-mail at me(at)andrewbuch.com.

    -Andrew Buch-
    http://www.andrewbuch.com

    Download and Give Feedback Via Comments ...
    by Published on November 19th, 2008 23:02

    After its novel attempts to prevent illegal distribution of Final Fantasy Crystal Chronicles: Ring of Fates, Square Enix has packed numerous piracy checks into Chrono Trigger DS. Sadly (and predictably), hackers have already found a fix to the problem, if this huge thread on the GBAtemp forums is to be believed.

    When the ROM of Chrono Trigger was first dumped online earlier this week, naughty flashcart users discovered that it was impossible to progress past certain points in the title. Never-ending time travel (near the start of the game) and the inability to open the Cathedral doors after recruiting Frog were just two of the problems encountered by pirates.

    Typically, however, it has taken hackers mere hours to find a workaround for the copyright protection -- further evidence that developers and publishers, regardless of size, face an uphill battle against those who yarr.

    http://www.dsfanboy.com/2008/11/19/c...lready-beaten/ ...
    by Published on November 19th, 2008 22:59

    News/release from n00bey

    About the game
    Its a game based on the lightcycle sequence from the movie Tron.
    Players drive trough a 3D world, they make lines behind them. They have to avoid to drive into those lines~
    The last player alive wins
    So you could compare it with games like Snake / Nibbles etc~

    Howto
    Copy the DronS.nds onto your flashcard and , if you dont have Auto-DLDI , patch it with DLDI. [Should start even without DLDI, but saving will not be possible]
    All needed files will be created by the game itself [into a "DronS" folder, so dont worry about 100files in your root ]

    Features
    - High customizable (Show me any other homebrew you can set things like buttonmap)
    - Online play, you can join the Main-Server
    - A cam you can move however you like it
    - Up to 10Player
    - Rumble ( different effects for braking / Getting damage / Speeding up) , Rumble pak needed
    - For nearly every menu there is a help text accessable by pressing a shoulder button
    - Multilangual ! [ Still translators needed ]

    V1.4 - 17.11.08
    + Added mirror of the whole arena on the ground.
    + Mirroring got it's own menu
    + Added "Player left!" message
    + You can change the distance between you & the wall you have to be for speeding-up
    + Multi-Langual support, [Now I just need translations...]
    + Czech translation added [translated by Programix ]
    + Spanish translation added [translated by FraGMenT ]
    + German translation added [translated by n00bey ]
    * Now the car is loaded just out of one model and then rotated... (Last time there were a model for each way xD )
    * Color values are displayed in percent now
    * Changed the rumble a bit
    * Some small changes in the server here and there
    * Merged many if-clauses ... if(bla) if(lol) if(wtf) return true; -> if(bla&&lol&&wtf) return true;
    * Fixed the check for existance of configuration files...
    * Menu scrolls now, because the old menu over the whole screen died on longer entries
    * CPUs are now shown 2 in one row to save you from endless scrolling
    * Fixed the "Player joined" message, as it also told you that someone joined if he left
    * After Playing online you're getting back your configuration
    * In onlineplay youre now playing with YOUR color
    * Wohay, the game actualy is quite on its limit... I have to reduce maximal lines to 255 to prevent horrible laggs
    ~ Tanks to GuSec, Cas & everyone else who tested the server with me-
    - LAN Play removed because it is too much work to keep the online-server that small it can be run while playing
    - Player limit set to 10 [Performance reasons... It was just too much ]
    - Removed the keyboard code~ (Since its not used anymore)

    Download and Give Feedback Via Comments ...
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