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alberto2

<<LA BIBLIA DE LA NINTENDO DS v.2>>

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Portadas de Rayman DS y Asphalt Urban GT

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Fuente: Foro de Vandal

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Nuevas imágenes de Yoshis Touch & Go.

http://nintendomx.co...rticle&sid=1906

Fuente: SectorN

Siento poner solo el link a la pagina en la ke están las imagenes, pero es ke tengo un problemilla con el ordenador y ahora no puedo poner las imagenes en el post. Gracias.

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juanramonh Yennefer de Vengerberg

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¿Nintendo DS tercero en ventas Japonesas?

Aun no ha salido al mercado y según reportes del Nikkei BP, el Nintendo DS, es la tercera consola más "vendida" en Japón, por detrás del GBA SP y PS2. Obviamente se refieren a la cantidad de reservaciones que hay en Japón para esta nueva portátil.

Por lo visto el PSP esta muy por debajo del DS, puesto que siguiendo en ventas al DS, esta el nuevo diseño del PS2 y el GC, con lo cual, o no calcularon las reservaciones del PSP o este está detrás del GC...

De todas formas es una buena noticia para Nintendo, ya que esto demuestra la buena aceptación que esta teniendo la portátil en el país del sol naciente.

sectorn

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Bomberman 8 jugadores

Al parecer Bomberman permitirá hasta 8 jugadores gracias al WI-FI e incluso 2 en una misma consola uno en la pantalla superior y otro en la inferior.

Fuente: PocketJV

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Portada de EDGE dedicada a NDS

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Impresiones e imAgenes de Yakuman

Yakuman DS First Look


TOKYO--Traditionally, the launch of a new Japanese game machine features a mahjong title, and the Nintendo DS will be no exception. In addition to Mahjongg Tournament from Koei, Nintendo will introduce its own title based on the classic Asian table game: Yakuman DS.

While Mahjongg Tournament--and indeed mahjong in general--is oriented toward an older-age audience, Nintendo's Yakuman DS features characters from the Mario series to make it more attractive to kids. This also helps with the game's aesthetics, since it spices up the often-bland look that video game versions of the table game tend to feature. Yakuman DS will also come with a tutorial mode, so that entry-level players can pick up the game and start learning immediately.

For intermediate mahjong players, Yakuman DS has a nifty "hint system" that warns the player about opponents' potentially dangerous playing pieces, which can be used for learning how to play the game more strategically. Up to four players can compete with one another on Yakuman DS by using the handheld's wireless connection.

Yakuman DS is currently scheduled for release in Japan only, and it is highly doubtful that the game will be released in the US.

By Hirohiko Niizumi, GameSpot

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Fuente: Foro de Vandal

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Nuevo comercial de la NDS

Nintendo ha sacado un nuevo comercial de 15 segundos de su próxima portátil, en donde nos dan una visión "desde dentro" de la pantalla táctil de la consola.
Disfrútenlo.

Nuevo comercial NDS (1.5 Mb):

http://streamingmovi...2204_wmvlow.wmv

Fuente: SectorN

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juanramonh Yennefer de Vengerberg

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Touching is good
La campaña publicitaria para Nintendo DS en américa pretende atraer a un mercado más adulto al que se esperaba inicialmente. El slogan será Touching is good (Tocar es bueno).

Perrin Kaplan, viceprecidente de mercadeo de NOA, dijo:

"When you're a kid you're always told you can't touch anything. Touching is good. You're grown-up now, so read it how you want."


"Cuando eres niño siempre te dicen que no puedes tocar nada. Tocar es bueno, Ahora ya creciste, leelo como quieras."

La campaña publicitaria de 40 millones de dólares contará con publicidad impresa en varias revistas y comerciales de TV para nada infantiles.

Player Choice

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alberto2 GRANDIS SUPERNUS

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[contestando a juanramonh]

Muy bien por Nintendo, ya era hora de ke empezase a hacer una buena campaña de publicidad, espero ke en Europa sea algo parecido.

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Nuevas imagenes de Rayman DS

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El juego que esta siendo desarrollado en los estudios que Ubi soft tiene en Montreal contara con 45 niveles. La pantalla tactil ademas de contener informacion servirá para cambiar el angulo de la camara.
Ubi planea su lanzamiento para poco despues del lanzamiento americano de la DS aunque aún no hay ninguna fecha concreta.

Fuente:http://www.meristati...511_986844_9039 84&n=1

Portada de Mario 64 DS versión japonesa

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The Masquerade Lullaby también en NDS

Titulado en japonés "El asesinato de la máscara ilusoria", Genki lanzará el próximo invierno una aventura detectivesca para Nintendo DS.

El protagonista, el detective Kebukawa, recién llegado a una ciudad portuaria deberá investigar a lo largo de la historia indagando misterios e interrogar a diversos personajes para dar con la clave del caso.

Prince of Tennis 2005 Crystal Drive - Fecha de lanzamiento

El juego de tenis de KONAMI saldrá a la venta en Japón el 30 de Diciembre de 2004.

Pagina oficial:

http://www.konami.jp...2005/index.html

Más imagenes de Nintendogs

Akí las teneis:

http://www.nintendo....are/nintendogs/

Fuente: Foro de Vandal

Abierta la web de Zookeeper

Este es el link a la pagina oficial de la versión de NDS del juego flash Zookeeper:

http://www.success-c...e/ds/zookeeper/

Zookeeper se trata de un juego de puzzle/estrategia en el que hay que cambiar la posicion de las caras de los animales para crear filas de 3 o mas, que desaparecen y pasan a ocuparlas las piezas que van cayendo, lo que puede dar lugar a combos que duplican su puntuacion. Para pasar de nivel se necesita eliminar un numero de animales determinados, y cada nivel el tiempo se acaba mas deprisa, aunque con cada fila eliminada nos daran un poquito mas.

Parece ser que la version DS se jugara con el stylus y contara con varios modos de juego, a la vez que en la pantalla superior mostrara divertidos graficos de los animalillos, puedes jugar al original aqui:

http://www.t45ol.com...h_us.php?ID=789

Fuente:http://www.meristati...360_335263_2524 03&n=1

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juanramonh Yennefer de Vengerberg

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Muy guapa la carátula de Super Mario &4 DS, y lkas de Rayman pinta también bastante bien. ;)

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Touching is good: Los detalles

La campaña televisiva para promocionar el Nintendo DS es lanzada hoy, ya puede verse en televisión Americana una serie de 3 comerciales que constan de...
una pantalla llena de estática con una voz de mujer que insita a interactuar con 2 cajas azules que aparecen en la pantalla.

Pero eso no es todo...

Wildboyz DS

MTV ha producido un comercial personalizado con los miembros de Wildboyz jugando en Nintendo DS inalámbricamente mientras se encuentran en una de sus no tan agradables aventuras.

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Pronto podrá verse un video con escenas detrás de cámaras en nintendo.com.

Además, publicidad exclusiva será incluida en las revistas Maxim, Blender y Stuff, se trata de los anuncios "How to Score."

en diciembre, anuncios del Nintendo DS podrán verse en más de 5000 salas de cine de Estados Unidos. Anuncios impresos en revistas, así como una gran campaña en internet. Además habrá integración en programas de grandes cadenas televisivas. Nintendo DS sigue de gira en el Fusion Tour.

El primer anuncio impreso de la campaña Touching is good puede verse aquí:

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Nintendo DS invade la WWE

El website oficial de WWE ha sido invadido por el DS, el sitio oficial de la WWE ha cambiado las D y S que aparecen juntas o en órden correcto en palabras tanto de su diseño como de sus artículos.
Eso no es todo, es el primer website que contiene la publicidad de Nintendo DS, al estilo de los comerciales de televisión anunciados, con estática y las 2 cajas azules.

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Web oficial de la WWE:

http://www.wwe.com/

Fuente: Playerchoice

Publicidad de prensa de Spiderman 2

En alguanas revistas se pueden encontrar la siguiente publicidad de Spiderman 2.

No va dedicada sólamente a NDS, puesto que Spiderman 2 será un juego a lanzar en varias plataformas.

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Entrevista a VV sobre Spiderman 2

IGN: What was your feelings when you heard that Reggie mentioned that his favorite launch title was Spider-Man 2 DS?

Karthik: Oh, I was absolutely ecstatic and shocked. That was a great way to introduce Spider-Man 2. Somehow a Reggie fan base has grown all of a sudden, and I even read on message boards people saying, "Hey, if it's good enough for Reggie, it's good enough for me, I'm going to add this one to my wishlist." That's pretty wild.

Jorge: When I read that online, I sent it out as a company-wide email, which became a string of emails going around the company about this announcement in Seattle. Personally, I didn't think Spider-Man 2 was going to get that kind of reaction, you know, I thought we made a really good game, and I didn't know what to expect from other developers. Really, we were just focusing on developing a really good experience for the player. We didn't expect this sort of reaction, but we're really happy about it.

IGN: How far along was the demo shown at the Nintendo Summit in Seattle last week?

Karthik: That was pretty much the finished game. We actually finished the game the day before the summit. I hopped on a plane with the finished build on Wednesday and the Summit was on Thursday.

IGN: Did you know you were going to demonstrate Spider-Man in front of the dozens of members of the gaming press?

Karthik: Yes, they called a few days earlier and had asked if we could demo the game at the Summit. We were very happy to do that, but we didn't know what other games were going to be shown. I was nervous as hell because I had no idea how people were going to take this, especially since we didn't know what other games were going to look and play like on the system, because it's been like radio silence with the Nintendo DS. Of course, now we know what the launch line up looks like.

IGN: So, after the presentation, what do you think the general reaction towards Spider-Man 2 was? I was pretty impressed, but what did you see from other people at the summit?

Karthik: It was really positive. People appreciated the fact that it was a new game, not a port or a rehash, that it was a fresh take on the license, and that it had a fresh look. People also appreciated the level of depth that's in the game. One editor said that games at the summit fell into two camps: either games were original but didn't have too much depth to their concept, or they were enhanced or tricked-out conversions of ideas that they've seen before, which is all cool...but he said that Spider-Man didn't fall into either of these categories. That's a nice feeling, because this was the hard road to take in development, but it was also the right thing to do to make a splash in the market.

IGN: Now try to remain as impartial as possible...how do you think your game stacked up against the rest of the titles shown at the Summit last week?

Karthik: I was actually pretty impressed with the rest of the line-up, to be honest. I didn't know what to expect, but there were some really good games and concepts there. It was hard for me to tell what games were finished, but as far as action games go, Spider-Man 2 definitely stacked up well. There was definitely a lot of variety, so it's tough to make a direct comparison. One thing is for sure though, the DS has a really great line up of titles for launch.

IGN: What about on a technical level?

Karthik: Well, yeah, take this with a grain of salt, of course, but on a technical level, Spider-Man 2 definitely seemed to shine. But you don't have to take my word for it.

Jorge: I think people were expecting to see a lot more intense use of the touch screen, because that's what everyone focused on with the E3 demos. Some of the previews I read mentioned that there were very good ideas, nothing spectacular, but that developers were starting to understand what the system can do and what we can do with it. A lot of the stuff I'm seeing is hit or miss. Some people might like it, others may not.

IGN: So, what do you think people are going to walk away thinking when playing Spider-Man 2.

Karthik: I'm hoping that people think that the DS is a very capable and compelling handheld device. Also, that the touch screen is meaningful - Spider-Man 2 uses it in a few key areas, the gameplay is not "touchscreen everywhere," the combat system relies on it, and we think we executed on it pretty well. And, of course, that they get a good, unique gaming experience and want to play more DS games.
IGN: What about people saying "Wow, look what developers can do in five months on the DS!"

Karthik: (laughs) I think talking with other developers at the Gamers Summit, they seem to be pretty impressed with what we did in five months. Luckily, our next projects have much larger schedules, and thanks to Spider-Man 2 we now have an established set of tools to pull from and build off of. So really, the pressure's on for the next round of DS games. In general, Nintendo has done a really good job with development tools so developers can do some great titles in a short period of time.

IGN: What was the toughest aspect of getting the game up and running in five months?

Jorge: There were just so many ideas on the table. I remember my first draft concept for the game had some really intense things, and we just didn't know what the system could do. When the first couple of touch screen activities were designed, we had some trouble playing them because they just didn't feel right. The thumb wouldn't register on the screen properly, for example, so we had to work around a lot of technical limitations. Thankfully those issues were resolved. Communication played a really important part of getting this project done. I think the reason we could do this game was because we work so well together at VV. We were all willing to make a really good title for the Nintendo DS. It was a crazy five months, but we did it!

IGN: So why Spider-Man? Why did Spider-Man end up being the first DS title out of Vicarious Visions?

Karthik: You mean because Tony Hawk Underground 2 DS for launch would be too predictable? (laughs) Seriously, THPS 2 GBA was a breakout title for VV, and it was something kind of unexpected by consumers. We really wanted to do something similar to that feeling, but at the same time a bit different for our DS launch title. Spider-Man was actually considered our big break-out title on the Game Boy Color. We also did Spider-Man: Mysterio's Menace on Game Boy Advance, which is still one of our favorite games. We wanted to take that to the next level. Activision has been a great partner, especially on launch platforms, because they've always given us the ball to run with it. Working on a launch title is really hard because there's so much variability, and we wanted a title that would get large visibility and a great partner to work with on such a crazy schedule...Spider-Man 2 seemed like a good fit for us.

IGN: Was it a pitch by you guys, or did Activision approach Vicarious Visions for a Spider-Man game?

Karthik: It was actually a pitch by us, as I recall. We were looking at whether we could do a Tony Hawk title in time for launch, or do something with Spider-Man, and internally we said, "Hey, Spider-Man's the one we want to go after." We went to Activision and said, "Okay, we've got an idea to bring Spider-Man 2 to the DS, but it's not what you think." And we pitched them the concept, showed them some concept AVI animatics of what we believed we could produce on the system. We kept our fingers crossed and people at Activision liked what they saw, believed in us and then let us loose on the system.

IGN: You deal with other publishers, too, so why Activision and not the others?

Karthik: I think we have good relationships with other publishers, but Activision was ready to go forward on the platform early on, much like Activision was with our Tony Hawk pro Skater 2 Game Boy Advance project. Keep in mind when we we proposed the idea to them, there was very little information on the DS, and nobody had hardware.

Jorge: A lot of publishers were concerned about price point, cost of ROMs, how the system would be received by the general public, so these companies weren't really willing to go into it as openly until they had more information. So I think the reason we went to Activision was because they trusted us and believed that we could do a good game.

Karthik: The business model, which is important to publishers, was not known at the time, so it was a high level of blind faith in Nintendo that things would work out. And what we had to go in with in our pitch was that, hey, this is going to cost more than GBA development, there's a whole lot of risk and a whole lot of uncertainty, we don't even know when the hardware's going to come out. We don't know if we're going to make money on this thing, or if we could quite hit the day. It really makes it difficult to place a bet really early on, but sometimes it can work out.

IGN: So now that you know all the answers, are you happy with them? Is this a good platform to develop as a studio's business model?

Karthik: I think it could potentially be very good. It's certainly more expensive to develop for, compared to GBA. I mean, you could potentially do GBA-like games and cheap out, but it's not taking advantage of the hardware. On the flipside, it's not as much to develop for as a console system, so that's a good thing. Hopefully what we'll see on the DS is selective, fewer titles, because we all remember that in the first few months of the GBA's life there were a TON of titles, and a lot of them weren't very good. That took away shelfspace from the good titles and made it very difficult for people to make money. What we're hopefully going to see is more innovation and more new ideas...and even new ideas on existing franchises.
Jorge: There's a lot of versatility to the hardware, with the two screens and its wireless multiplayer, stylus play. One of the best touchscreen ideas I've seen on the DS was Animal Crossing...I've played that on the GameCube, and you have to draw in places. And drawing is tough with the controller. So the hardware lends itself to some really great ideas. One of the biggest obstacles with us for creating multiplayer games for GBA was that it never felt like anyone was going to take advantage of the feature. I mean, you need two systems, two copies of the game, you needed to carry around a cable with you at all times, and you might not be in a place where you should have a cable sticking out of your system anyway.

Karthik: The install base for GBA link cables is small compared to the overall installed base of hardware, even with Pokemon. Pokemon players bought the cable, but the audience may not overlap all that much with the game you are creating for the system. Therefore, it's a small percentage of people playing multiplayer games on GBA. You end up compromising the multiplayer features because of it.

Jorge: Multiplayer is going to be a big deal on the DS, because it's just built right into the system. Pictochat right away gets you interested in linking with friends...

Karthik: And the Metroid demo is going to give people a taste of multiplayer gameplay on the handheld. And they're going to want more. That's going to be a big deal, because we can now go into a game proposal saying "We want to have wireless multiplayer." And there's going to be no question whether people are going to have the ability to play it or not.

IGN: But obviously Spider-Man 2 didn't end up with wireless play in time for launch. But what of the other DS features does the game utilize that you're particularly proud of?

Jorge: We're definitely proud of the game's look and the game's speed. It's a game that looks great and uses the touch screen for quick game mechanics that don't require the stylus. We knew from the start that we wanted to make a 3D game, but the other two features, wireless multiplayer and the microphone didn't really seem to work for the approval process. And with the amount of time we had with the game, we had to pick the right features and run with them.

Karthik: We're obviously proud that we made a great playing game that utilizes the DS' graphic capabilities. We're also proud that we chose, early on, to do this hybrid 2D/3D game design for Spider-Man 2. That was a high-risk choice, but we thought the payoff was there. The benefit to this design is the player doesn't need to manage a camera or use analog controls, which means we could strictly focus on the gameplay.

IGN: Were there any ideas you had during the development cycle that you thought you might have been able to implement if you had the time?

Jorge: There were a bunch of ideas. The team is very creative and in the period of a day while you're implementing a feature, two features are popping into your head. Like, wouldn't it be cool if Spider-Man could pick the car up and throw it, or tear it apart? We wanted to explore more things we could do with the touch screen, like radar or other in-game ideas. Once we got the game engine running it was difficult to keep the game running fast at the same time if we were doing other stuff on the additional screen.

Fuente: Foro de Vandal

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alberto2 GRANDIS SUPERNUS

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Portadas japonesas

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The Urbz ya es Gold

Gold, es el termino que se utiliza para llamar a un juego que ha esta listo y que pronto se mandara a las fabricas para su produccion masiva, y en este caso The Urbz: Sims in the City, para Nintendo DS ha alcanzado su fase Gold. El juego sera lanzado para todas las plataformas el 9 de noviembre y estara en el lanzamiento del Nintendo DS.

Comerciales de Feel the Magic

Los muchachos de Cube Europe han subido a su web 6 comerciales Japoneses del juego Feel the Magic (Kimishine) de Sega para el DS, que saldrá junto a su lanzamiento.
Disfrútenlos:

http://www.cube-euro.../kimishine1.wmv

http://www.cube-euro.../kimishine2.wmv

http://www.cube-euro.../kimishine3.wmv

http://www.cube-euro.../kimishine4.wmv

http://www.cube-euro.../kimishine5.wmv

http://www.cube-euro.../kimishine6.wmv

3 comerciales más del Nintendo DS

http://www.cube-euro...ovies/dsad1.mov

http://www.cube-euro...ovies/dsad2.mov

http://www.cube-euro...ovies/dsad3.mov

1 millón de DSs a final de año en Japón

Nintendo Co. Ltd. ha anunciado que para el lanzamiento de su nueva portátil en Japón el 2 de Diciembre, habrán 300 mil unidades, las cuales llegarán al millón antes de que el año termine.

Super Princess Peach para DS

No solo los hermanos Mario tienen aventuras, la Princesa Peach también las tendrá, y protagonizará un nuevo título para el DS, Super Princess Peach.

Por el momento no se sabe ningún detalle del juego, solo unas pocas imágenes aparecidas en la revista nipona Famitsu, que revelan su existencia.

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Fuente: SectorN
-------------------------------------------------

DYNASTY WARRIORS DS (Entrevista)

Yoshiki Sugiyama is an Executive Officer in Software Department 2 at Koei. He is currently heading the company's Nintendo DS projects.

GS: So you are working on Sengoku Musou for the DS?

YS: The DS version of Sengoku Musou isn't done - it's still in development so we can't talk about it yet. But we're also making a Mahjong competition game, and a simulation title. The Mahjong game will be our launch title, but Sengoku Musou is planned for Q2 of next year.

GS: what's it like to develop for DS?

YS: Because of the two screens, there are lots of new ways you can use the DS. There are lots of possibilities, so we had to think about this during development.

GS: Have you come up against any hardware limitations? Were there any difficulties in development?

YS: Well, the 3D memory isn't very good, so we can't remake PS2 versions like you can with the PSP. Therefore we're developing entirely new games, more reliant on 2D.

GS: Do you find the DS easy to work with?

YS: Hmm, is it tough? We haven't finished development on any of the DS games yet, so I can't really say, but it's not so hard to use so far.

GS: Are the DS libraries easy to work with?

YS: Yeah, totally fine. The library Nintendo provided allows us to do various things, so we're satisfied.

GS: Which games are you planning to put out on PSP, and which for DS? How are you deciding?

YS: We don't really know the targets yet, since they are both new systems, so we're making the same franchises for both, in the interest of getting games out quickly for both.

GS: Have you worked with both of the new handhelds?

YS: Yes, I have development experience with both.

GS: Which is easier to develop for?

YS: (nervous laughter) Uh?which is easier? You mean, right now? Well it's not really a question of which is easier to develop for - the DS environment is more prepared, so it's easier to release games on it at this stage.

GS: You said that you're releasing the same franchises on both systems. Are you using similar designs, or totally different?

YS: The games aren't the same, just the titles. It's the same lineup, but the games themselves are totally different for each platform. The PSP version of Sengoku Musou is close to the PS2 version, for instance. The DS can't do the higher quality graphics, so the 3D models are pretty tough. As a result we decided to make a game that's simpler looking, and plays simpler too, when compared to the PS2 version.

GS: Are you using totally new game resources for the DS version?

YS: Well, we could re-use art and maps for my version of Sengoku Musou, so it was easier than starting from scratch.

GS: Would people want to get both versions if they had both systems?

YS: Yeah, since they're totally different.

Fuente: Foro de Vandal

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alberto2 GRANDIS SUPERNUS

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Me alegro mucho de ke los foros vuelvan a estar activos.
Como no se podía acceder a los foros, abrí un post en el foro de SectorN, y allí fui actulizando todos los datos ke iban saliendo de la NDS. Akí teneis el link a las diferentes paginas de ese post, allí encontrareis toda la información ke ha aparecido desde ke se cerrararan estos foros:

Pagina 1:

http://sectorn.ninte...15&pagenumber=1

Pagina 2:

http://sectorn.ninte...15&pagenumber=2

Pagina 3:

http://sectorn.ninte...15&pagenumber=3

Pagina 4:

http://sectorn.ninte...15&pagenumber=4

Pagina 5:

http://sectorn.ninte...15&pagenumber=5

A partir de ahora toda la información ke surga sobre la NDS, será posteada en la Biblia de la NDS, y no en el post de SectorN.

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