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  • DCEmu Featured News Articles

    by Published on March 26th, 2008 19:45

    via devfr

    Jordi Pérez who had updated its application 1.1d "Icarus Adventure System", is in collaboration with Starcom, the French version of his homebrew.

    http://starcom.dev-fr.org/p3900/2008...em-11d-fr.html ...
    by Published on March 26th, 2008 19:18

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA and also the PSP, heres whats new:

    This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.

    Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.

    An exciting change which hopefully you won't notice is that the SDL based builds are no longer tied to a fixed 8x8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn't going to change on me. It never did, but POWDER escaped that world and now lives places where 8x8 feels a bit cramped. One intriguing tileset would be to build a 10x10 based set that would then run at a native res of 320x240. See the ArtPack for details. Note I said I hope you don't notice this. No doubt, I have screwed up somewhere and some menu or stylus input won't work properly - I look forward to having my error pointed out.

    * [DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
    * Flavour text for empty bottles. (R. Dan Henry)
    * Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
    * Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
    * Acid Pool can now be cast at range rather than only on adjacent squares.
    * When you suffer system shock due to ending a polymorph or possession by dying a "You feel a little dead inside" is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
    * You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
    * Wands of light will now slightly damage creatures and blind them for a turn or two.
    * Floating eyes that are blind can no longer paralyse you. (Michael Brough)
    * A Grow Forest spell that... grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
    * Being hit by water has more consistent effects.
    * To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
    * A Down Pour spell to sodden excessively cheerful spirits.
    * Extra commas in the monster descriptions (R. Dan Henry)
    * The character dump will now give you your playtime and which platform you are playing on.
    * Option to turn off colouring of hp and mp. (David Damerell)
    * "Your spear glows grey" from Detect Curse spell now has punctuation. (Michael Brough)
    * Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
    * Support for tilesets with a base tile size other than 8x8 in SDL builds. (Ibson the Grey)
    * Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
    * [PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)

    Download and Give Feedback Via Comments ...
    by Published on March 26th, 2008 19:18

    Jeff has released a new version of his Rogue clone for the Nintendo DS/GBA and also the PSP, heres whats new:

    This release is a bit late coming out due to my participation in the fourth annual seven day roguelike competition. My submission was Fatherhood.

    Spent some time improving environmental interactions, adding some relatively useless spells that people more clever than I will find ways to abuse, and performing the usual grammar fixes.

    An exciting change which hopefully you won't notice is that the SDL based builds are no longer tied to a fixed 8x8 tile size. This was no small change as I had happily spread hard-coded constants everywhere, confident that the Gameboy Advance hardware wasn't going to change on me. It never did, but POWDER escaped that world and now lives places where 8x8 feels a bit cramped. One intriguing tileset would be to build a 10x10 based set that would then run at a native res of 320x240. See the ArtPack for details. Note I said I hope you don't notice this. No doubt, I have screwed up somewhere and some menu or stylus input won't work properly - I look forward to having my error pointed out.

    * [DS] Pressing keys on on-screen keyboard will move the button-based cursor to the pressed location.
    * Flavour text for empty bottles. (R. Dan Henry)
    * Zombies, skeletons, ghasts, and liches that are made by magic will have their original creature type prefixed to the name: rat zombie, tridude lich, etc. (Adam Boyd)
    * Trolls that resurrect inside lava will remain inside the lava rather than being teleported out. (Oohara Yuuma)
    * Acid Pool can now be cast at range rather than only on adjacent squares.
    * When you suffer system shock due to ending a polymorph or possession by dying a "You feel a little dead inside" is reported to alert you to the damage done. The Possess spell help has been updated to point out the dangers of dying while possessing creatures. (Derek S. Ray)
    * You can now wish for specific spells. Well, provided you can wish at all. If only you knew how to wish.
    * Wands of light will now slightly damage creatures and blind them for a turn or two.
    * Floating eyes that are blind can no longer paralyse you. (Michael Brough)
    * A Grow Forest spell that... grows a forest. I guess you could use it to block line of sight of those that chase you? (Adam Boyd)
    * Being hit by water has more consistent effects.
    * To hit bonus of weapons now shown in [] after weapon damage to make it clear that rapiers have a bonus.
    * A Down Pour spell to sodden excessively cheerful spirits.
    * Extra commas in the monster descriptions (R. Dan Henry)
    * The character dump will now give you your playtime and which platform you are playing on.
    * Option to turn off colouring of hp and mp. (David Damerell)
    * "Your spear glows grey" from Detect Curse spell now has punctuation. (Michael Brough)
    * Forest tiles can catch on fire and turn into forest fires. Be careful, these spread.
    * Support for tilesets with a base tile size other than 8x8 in SDL builds. (Ibson the Grey)
    * Your tileset, name choice, and button mappings are now saved with the highscores, not with your save game. This means the settings from when you last died or saved will be restored when you power back on again. (Matthew Rollins, Tim Allen, Robert, Irashtar, Matt, likely many others)
    * [PSP] Quit removed from PSP menu pending me figuring out how to properly boot back to the host system. (stabwound)

    Download and Give Feedback Via Comments ...
    by Published on March 26th, 2008 19:08

    The Gp2xstore have updated today and announced they are stocking the Wii Freeloader:



    You can finally play imported games on your Nintendo Wii with the Datel Nintendo Wii Freeloader. Play imported games that were never released in your region. And best of all, no modification needed!
    ...
    by Published on March 26th, 2008 19:02

    via gp32spain

    Masteries (programmer novel in the community) brings his game Dr mental calculation. Mates, scheduled for release Ultimate Fenix. A version is still early, but it is sound.

    Controls:

    In the menu screen, choose an option with START / HOME.

    In the game, left and right select the number.
    Button introduces a digit.
    Button B agree to the value entered the game as evaluated.
    Button And delete the value entered, returns to zero.
    SELECT Button, sales of the game.

    Download and Give Feedback Via Comments ...
    by Published on March 26th, 2008 18:52

    If you all remember my Gmenu2x iconset upload a while back, you should know of the FuturoSoft iconset. Well, it's back and on the F-200, looking slick. You can locate the Futurosoft iconset sources on KDE-Look and GNOME-Look websites. Basically, it's a vista-like iconset for the Linux desktop -- now tailored for the F-200. It uses the same install script as TuxSkin, however I slimlined it, so it only copies files changed, so as I have done. I first installed TuxSkin, and then placed my FuturoSoft in there to create a TuxSkin/FuturoSoft merge. If you install FuturoSoft over the original F-200 skin, you will not see the Tux's in the wallpapers, but just the F-200 wallpapers. Enjoy!
    http://www.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,50,2521 ...
    by Published on March 26th, 2008 18:46

    Interesting article thats sure to get reaction from all fronts:

    When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.


    Not a Fair Fight.
    At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.

    The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

    In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.

    The Spectacular Failure of WinCE and Windows Mobile

    Playing the Console Game.
    Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.

    Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.

    However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.

    Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.



    Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360

    Apple’s Quiet Gaming Strategy.
    Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.

    Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.

    When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.

    The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.

    Hacking iPod Games: How Apple’s DRM Works

    Can a Phone Play Real Games?
    The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells
    ...
    by Published on March 26th, 2008 18:46

    Interesting article thats sure to get reaction from all fronts:

    When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.


    Not a Fair Fight.
    At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.

    The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

    In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.

    The Spectacular Failure of WinCE and Windows Mobile

    Playing the Console Game.
    Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.

    Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.

    However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.

    Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.



    Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360

    Apple’s Quiet Gaming Strategy.
    Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.

    Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.

    When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.

    The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.

    Hacking iPod Games: How Apple’s DRM Works

    Can a Phone Play Real Games?
    The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells
    ...
    by Published on March 26th, 2008 18:46

    Interesting article thats sure to get reaction from all fronts:

    When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.


    Not a Fair Fight.
    At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.

    The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

    In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.

    The Spectacular Failure of WinCE and Windows Mobile

    Playing the Console Game.
    Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.

    Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.

    However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.

    Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.



    Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360

    Apple’s Quiet Gaming Strategy.
    Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.

    Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.

    When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.

    The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.

    Hacking iPod Games: How Apple’s DRM Works

    Can a Phone Play Real Games?
    The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells
    ...
    by Published on March 26th, 2008 18:46

    Interesting article thats sure to get reaction from all fronts:

    When the iPhone was unveiled a year ago, it was obvious that it would outclass the status quo in mobile phones, particularly in the US where mobile operators have been holding back innovation. Far less obvious was the potential for the new phone to rival dedicated handheld gaming consoles. Here’s how well the iPhone stacks up against the Nintendo DS and Sony PSP in both hardware and as a business model.


    Not a Fair Fight.
    At first blush, one likely wouldn’t think of the iPhone as being in the same league as handheld gaming consoles. However, when Apple showcased a half dozen prototype apps at the SDK launch, fully half of them were games. Clearly, Apple isn’t going to be ignoring games on the iPhone.

    The most obvious competition the iPhone faces is the leading Nintendo DS and the distant runner up, Sony’s PlayStation Portable. Incidentally, both gaming units appeared on the market in late 2004; the iPhone benefits from being nearly three years younger, and therefore based on considerably more modern technology. However, gaming isn’t an easy market to break into.

    In addition to the very popular DS and the runner up success of the PSP, there have been notable failures in mobile gaming. Nokia’s Symbian-based “side talking” N-Gage, released in late 2003, fell dramatically short of sales goals and turned into an embarrassing joke for the company. In early 2005, Microsoft worked with Gametrac to deliver a WinCE based gaming device called Gizmondo; that company fell apart after scandals erupted involving executives’ ties to a Swedish crime ring and massive embezzling and reckless spending resulted in its bankruptcy. It didn’t help that Gizmondo was branded the “worst console of all time” by gamer magazine writers.

    The Spectacular Failure of WinCE and Windows Mobile

    Playing the Console Game.
    Successfully deploying a game console is a lot of work and a lot of risk. The hardware has to deliver competitive features while also being priced low enough to attract a large audience of buyers. There’s also the catch-22 of selling units before enough game titles exist, or alternatively, lining up developer support before having sold any units to players.

    Gaming heavyweight Sega pulled out of the living room games console business entirely after the tepid launch of the Dreamcast in 1998. Despite pioneering hardware, the Dreamcast suffered from poor marketing and was subsequently blindsided by the smash success of Sony’s PlayStation 2 nearly two years later.

    However, Sony’s own efforts to enter the handheld gaming world, long dominated by Nintendo, didn’t materialize as planned either. Despite attractive hardware and its association with the most popular series of living room consoles ever, the PSP has fallen short of selling half as many units as the DS: 31 million PSP units versus 65 million DS. Nintendo also still sells the earlier generation Game Boy Advance, which has sold an additional 81 million units since 2001. Combined, Nintendo has sold nearly as many handheld gaming units since 2001 as Apple has sold iPods.

    Microsoft similarly proved that its desktop PC monopoly power was no match for the entrenched players in the games console business, losing tens of billions on the original Xbox and Xbox 360 while remaining in a distant also ran position. Just two years into its massive investments in the 360, the console has already seen sales fall of dramatically in its second year, and entering 2008, it has consistently slipped behind the PS3 in monthly unit sales.



    Video Game Consoles 2007: Wii, PS3 and the Death of Microsoft’s Xbox 360

    Apple’s Quiet Gaming Strategy.
    Apple seemingly wouldn’t stand much chance in throwing its own ring into the rough and tumble games console business. Its last effort, a licensing deal with Bandai to resell a low end PowerPC Mac as the 1995 Pippin entertainment system, was a notable failure.

    Rather than directly competing against the big players, Apple has been developing games for the iPod in what has appeared to be a Steve Jobs Hobby since late 2006. However, those efforts translate directly into the new iPhone development platform, as Apple has used iPod games to perfect a system for secure digital software delivery through iTunes.

    When the games appeared, it was a bit of a surprise to see what the iPod could deliver. It shouldn’t have been; the 5G iPods have the same ARM7TDMI processor as the Game Boy Advance (the iPod actually has two), a higher resolution 320×260 screen compared to the GBA’s 240×160, far more RAM (64MB) and plenty of disk storage to avoid needing to carry around any cartridges.

    The iPod could deliver these major hardware advantages over the GBA because it was designed to be sold for around $400; the GBA was intended to retail for around $200. The iPod certainly wasn’t designed to compete as a gaming device, but its latent capacity makes it a viable alternative for the tens of millions of users who already have an iPod and want to use it for new things. Apple’s pioneering $5 game market also lowers the threshold for impulse buying.

    Hacking iPod Games: How Apple’s DRM Works

    Can a Phone Play Real Games?
    The iPhone has similar hardware advantages over the DS and PSP, both of which were engineered to sell at much lower price points. The DS originally sold for $149 (and is now $129), and the PSP debuted in the US at $249 (now sells for $169). The 8GB iPhone debuted at $599 (and now sells
    ...
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