The ones amongst you who think there are no new game concepts coming to Nintendo’s Wii, will be surprised! – Although unofficial it still proofs there is place for new ideas!
Ironing Maiden by Nuance & Genesis Project is all about ironing T-Shirts, of course with your Wiimote. It’s the perfect party game and was made with lots of love for details.
libext2fs-wii is a port of the libext2fs driver to the Nintendo GameCube/Wii, modeled on the libntfs interface.
Features:
* EXT2/EXT3/EXT4 file systems support
* Full read/write, files of any size can be created, modified, renamed, moved, or deleted.
* Compression, read/write support for compressed files
* Symbolic link and directory junction walking
* Journaling system
If you are looking for a side-scrolling, action packed game like you used to play or if you are looking for an extensible engine to write your own game, look no further. Paintown by Jon Rafkind supports user created content through a mod system and user defined functionality through scripting.
Paintown also supports an implementation of M.U.G.E.N. Our goal is to be 100% compatible with M.U.G.E.N 2002.04.14 beta as well as supporting any new updates in the 1.0 version.
Paintown is completely open-source and we would love any contributions in the form of code, art, or donations. Give Paintown a try!
Paintown Wii port - MUGEN (http://paintown.sf.net)
PowerCheck is a application/tool for Wii by Joostin Online. Connect up to four remotes and press any button. It will report the percentage of battery charge remaining in each Wii remote.
UAE is a famous Amiga emulator ported to the Wii. UAE Wii can be found on googlecode at uae-wii.googlecode.com, and is based on the source code of E-UAE. The port uses SDL Wii.
Changes:
* Fixed Hardfile and virtual filesystem support
* Added virtual keyboard
* Added several menu options (immediate blits, collision level, real CPU speed, scanlines, ntsc and sound)
* Menu reorganization
* Other small improvements
Here is yet another update to that still nameless thing I’ve been posting for roughly a week now. There are a lot of small changes. Blocks are solid now even when falling, the way legs rotate has improved, now you aim where the cursor is pointing instead of where the center of the screen is pointing, I removed the spheres that followed you, there are more things you can change by editing the settings file, etc. Mostly it’s just polish and optimization.
There is also a Wii version now.
I think I’ve figured out now what I’m actually going to make this game into.
Windows controls:
WASD = Move
Mouse = Aim
Space = Jump
Left mouse button = Action
Q and E = Change action
Right mouse button = Change view
Wii controls:
Analog stick = Move
IR pointer = Aim
C = Jump
B = Action
Left and Right = Change action
A = Change view
In 1995 Penn & Teller produced a video game for the Sega CD called Smoke and Mirrors but the publisher went bankrupt before it could be released. One of the mini-games was called “Desert Bus”, which has been faithfully reproduced here for the Wii.
The aim of Desert Bus is to drive from Tucson, Arizona to Las Vegas, Nevada. The full trip is 360 miles long, which must be completed without stopping. The bus can only reach 45 miles an hour and pulls to the right ever so slightly. The only things you’re likely to see while on the road (besides the desert floras) are a few scattered bus stops, which you can stop at and open the door of the bus. Note that you probably won’t find anyone waiting (it’s the desert after all). Driving off with the door open is not allowed as it would be a safety violation.
If the bus engine overheats due to running off the road or remaining stationary for too long, a tow truck will be dispatched to collect you. When it arrives it will tow you back to the last starting point, and the game ends.
If you do happen to make it all the way to Las Vegas, you get 1 point. Then you get 12 seconds to decide if you want to attempt the return journey back to Tucson. If you don’t push 2 within the 12 second countdown the game will end.
* added the original title music
* fixed some very old Z order rendering issues
* better handling for overscan
* remove default wiimote power button callback
* behind the scenes improvements
libext2fs-wii is a port of the libext2fs driver to the Nintendo GameCube/Wii, modeled on the libntfs interface.
Features:
* EXT2/EXT3/EXT4 file systems support
* Full read/write, files of any size can be created, modified, renamed, moved, or deleted.
* Compression, read/write support for compressed files
* Symbolic link and directory junction walking
* Journaling system
Changes:
* Sync with git snapshot 2011-10-17 / ext2fs 1.42-WIP-1016
* Fixed symlink follow
* Added support for drives with greater than 512 bytes per sector
* Some speed up in read/write
Here is the first and very early release of Swingball 2 by ThatOtherDev. Get from point A to point B before time runs out! There are colored floors which behave differently to others, which is the main element of spicing up the game.
Here is the first and very early release of Swingball 2. Unlike its predecessor it is available not only for Wii but also for PS3 (with a PC version forthcoming).
There were some really cool user made levels for the original Swingball that did things I hadn’t even thought of and I’m looking forward to seeing how people take advantage of the new stuff in this game.
There are now blocks that can be swung from but not walked on (they aren’t solid). There are also tiles that will change the direction of gravity when you come in contact with them.
I haven’t begun it yet but I plan to make a WYSIWYG editor which will make it even easier for people to create their own levels.
There is a lot left to do. The game currently just consists of a single test level.
PS3 controls:
Left analog stick = Move
Right analog stick = Aim
L1 = Jump
R1 = Swing
Wii controls:
Analog stick = Move
Pointer = Aim
A = Jump
B = Swing