Category: Nintendo DS
The tale of Miner Willy and his incredible adventures in the mines, and then the mansions, of Surbiton is legend. But like all legends, it doesn’t tell the whole story.
Most people know Willy simply as a digger who got lucky and lived happily ever after in decadent luxury. Far fewer know the secret – suppressed for quarter of a century by the government – of how he also saved Planet Earth from alien invasion.
It wasn’t until an eccentric but dedicated historian writing a paper for a renowned academic journal (Retro Gamer issue 63) pieced together the complete saga of Willy’s heroic exploits from fragments of scattered evidence – in the form of obscure retellings of the ‘Manic Miner’ folk fable in ancient languages readable only via long-obsolete machines – that the whole truth was finally revealed.
Welcome to Manic Miner – The Lost Levels!
Thanks to http://www.nintendomax.com/index.php?topic_id=10803 for the news.
http://headsoft.com.au/index.php?category=mmll
Thermo Nono released “Flechettes”. It’s a NDS homebrew Darts game written using Lua.
Thanks to http://www.nintendomax.com/index.php?topic_id=10806 for the news.
http://microlua.xooit.fr/t432-jeu-adresse-Flechettes.htm
Bunjalloo is a web browser for the Nintendo DS. It under active development, and can already display simple pages, follow links and view images.
Changes in 0.7.7:
Spaces at the start of elements change ( issue 112 )
Fix relative query links ( issue 110 )
Tabs were shown as an invalid character, instead of a space
Warranty shown as html
Thanks to http://www.tehskeen.com/forums/showthread.php?threadid=15291 and http://www.nintendomax.com/index.php?topic_id=10809 for the news.
http://code.google.com/p/quirkysoft/
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning. Author of this piece of software is Jeff Lait.
Changes:
Your tame creatures now have a heart badge beside them to identify them as such.
Switching to a different tile res will no longer cause a crash. (Inu)
Building the tile choice list now comes from the internal allbitmaps.h rather than being hardcoded, so Ibson the Grey’s tiles will show up as expected. (Inu)
Entering a level with active lava/water from a level which has no active lava/water, when the new level is already created and previously visited this game, will no longer stop the updating of said lava and water. (Nathan Bogue)
Hopefully backspace will work on OSX. (Nathan Bogue)
Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
Jumping when buried prohibited. (Nathan Bogue)
Kobold thieves are pluralized properly. (Nathan Bogue)
Living frosts are now bloodless. (Nathan Bogue)
Digging upwards on special levels has more sensible results. (Nathan Bogue)
Remove the console window on Windows.
Shattered trees will drop their occupants. (Nathan Bogue)
Items that fall down holes will no longer be mapped. (patch by Richard Quirk)
PSP Makefile should be happier with newer devkits. (patch by Joe Buck)
Left and Right on menus will scroll fast, just like L and R do, but this also applies to the command menu where L and R are the quick bind keys. (patch by Joe Buck)
[SDL] Shift-arrow will swap with a critter, Alt-arrow will jump. (patch by Andreas Bohm)
ctype.h is included in map2c.cpp now. (Ben Hjelt)
New tileset from Chris Lomaka.
One new room.
Load game shows up first in the menu if it is available to make it harder to accidentally choose new game. (Enrique Garcia Cota)
While the highscore is kept, save games are never preserved between versions. Please wait until your current character dies before upgrading.
Thanks to http://www.nintendomax.com for the news.
http://www.zincland.com/powder/index.php?pagename=release
Car Playing is a simple surviving game. Avoid to crash with things.
http://microlua.xooit.fr/t395-CarPlaying.htm
libProgressBar seems to be a “progress bar library” for uLua DS.
http://microlua.xooit.fr/t409-libProgressBar.htm
Locked in an eternal subterranean battle, two earthworms fight to the death in an exciting one-on-one everything-goes fight to the death! Armed with an extensive arsenal of weapons ranging from a simple Shotgun to a Big Nuke, these worms give it their all to come out of the battle victorious.
That’s right, you’re a worm. You move through an underground terrain filled with rocks and holes through which you have to dig your way to outsmart and/or escape from your opponent. You have to live (or die) with whatever weapons you’re given at the start of the battle. If you don’t like a weapon you chose, your only hope is to catch one of the bonuses that appear randomly throughout the level. These bonuses are also your only rescue when running low on health, so they’re very important to increase your chances of survival!
Quote:
Changes:
– Added dirt/rock texture
– Added map display
– Added ninjarope rope
– Banned some weapons by default (see Known Bugs)
– No more interlaced level drawing!
– You can now save and share your levels!
– Levels are saved in ‘/data/lierods/lierolevels/’, unless you
made a folder called ‘lierolevels’ somewhere else, then they’re
saved there
– Level editor doesn’t crash anymore
– Fire to respawn changed to Jump to respawn
– Options are now saved; can be reset in Options menu
– File is ‘liero.options’ in root of flashcard
Fixes:
– Fixed ninja rope bug; now works long-range too
– Worm can no longer be hit while he is dead
– Fixed Map Change on Hit location bug
Current Features:
– Gameplay almost identical to the original
– All of the original weapons (see Known Bugs)
– Built-in level editor
– Simple AI opponents
– All original game modes (Kill ’em All, Game of Tag, CTF and Simple CTF)
– Map display
To-Do (in semi-particular order):
– Multiplayer support
– Allow custom weapon/object/special object-options, as well as custom graphics
– Add ‘Floating Mine’-like glowing (red glowing pixels)
– Add level textures other than rock and dirt
– Names on bonuses
– Make AI ‘smarter’
– Maybe different AI levels (Easy, Normal, Hard?)
– Sound
– Blood
– Laser view
– Flash effect and camera shake
– Fix ninjarope (enable length adjustment, disable Skywalker worms)
– Stats screen? (Display kills/lives/time/flags per worm)
Known Bugs:
– Greenball is dirt texture instead of green
– Big Nuke uses up all sprites, and quite possibly corrupts your game
– Bullet type weapons and ‘bullet’ splinters have an incorrect color
– Weapons that don’t work correctly:
– Laser and controllable weapon types
– Fan
Credits:
– Programmer: Schmendrick Schmuck
– Original Game & Graphics: Joosa Riekkinen: http://www.liero.be/
– Special Thanks: PAlib community: http://forum.palib.info/
Thanks to http://www.dcemu.co.uk/vbulletin/showthread.php?t=258686 for the news.
http://forum.palib.info/index.php?topic=5633.0