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Messages - EggyToast

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1
Nintendo Gaming / RE: GameCube controller, Really hurts...
« on: June 02, 2003, 04:55:15 PM »
I used to have a problem with games like metriod prime with the shoulder buttons, but then i noticed that i was pressing the shoulder buttons really hard.  Like, still pressing on them despite them being depressed the whole way.

I solved it by consciously trying to stop pressing so hard.  voila!

2
Nintendo Gaming / RE: GBA SP Battery Memory.
« on: June 01, 2003, 06:57:35 AM »
Yes, to some degree, but not enough that it would seriously affect the machine.  Don't make a practice of it unless necessary, though.

3
Yeah, tim burton.  Maybe he can cast Mark Wahlberg as Samus, too.

4
Nintendo Gaming / RE: Is your GameCube not working?
« on: May 27, 2003, 05:48:53 PM »
Definitely contact Nintendo to see what you should do.  They should be your first option to see what their options or suggestions are.  

5
Nintendo Gaming / RE: What will Graphics Look like???//
« on: May 27, 2003, 02:44:28 PM »
And technically, those are Daleks, not Robots.

6
Nintendo Gaming / RE: A few thoughts about this GBS vs PSP thing...
« on: May 27, 2003, 12:23:34 PM »
Well, PS2 doesn't have a 50million installed userbase; that's how many units Sony has shipped out.  Not all of them have sold -- many companies have quite a backstock of units that haven't sold yet, mostly because there hasn't been a big selling PS2 game that's come out recently.

Regarding the PSP, I think the huge library of GB games is a huge bonus in its favor -- sure, the PSP might be more powerful, but the game selection at launch is going to be piddly.  Vs. the launch of the GBA, which had some new games but also all the old games, so people were much more inclined to pick it up right off the bat.  If it comes out as more of a multi-function unit, few will buy it until it's been out for a while.

7
Nintendo Gaming / RE: The Best Gamecube Games
« on: May 27, 2003, 12:16:04 PM »
timesplitters 2 has co-op story mode.

You can get Super Monkey Ball 2 for $30 new at EBgames.

8
I'm waiting for the Poll game to come out.  Should be a big hit among forum users ;D

9
Nintendo Gaming / RE: FPS Control Woes
« on: May 27, 2003, 10:16:37 AM »
I think one of the downsides to using a keyboard is, besides the lack of analog control, developers also tend to have a bit of button megalomania.  What I mean is that they see those 100 keys and think "Wow.  We could have every key do somethign different!"

Which is great for game complexity from the dev's POV, but awful for the users.  The last thing you want to do whilst playing is look away from the screen to see which button to press (which is one reason I really like the GC controller), and on a keyboard it's even worse.  I really like it when developers have been limited by controllers and end up forced to design a really elegant, simple control scheme that handles every feature and ability with just a few buttons without clouding up the screen or confusing the player.

10
Nintendo Gaming / RE: ATI showing off graphics.
« on: May 27, 2003, 10:10:45 AM »
I agree.  If anything shows that Nintendo is always on the lookout for companies that are looking to make a splash.  When the deals were signed with Microsoft and Nvidia, the Geforce series was the series to own for any gaming, but ATI was slowly but surely starting to make great strides for itself.  And now, ATI is a hardcore competitor for Nvidia and many feel their newer cards are superior.

11
Nintendo Gaming / RE: FPS Control Woes
« on: May 27, 2003, 05:31:11 AM »
I'm able to control aiming very well for TS2, mostly because I never "aim".  I found the aim-control (clicking the left shoulder button) is incredibly jumpy, and so I just go by the center of the screen.  Sure, you can't snipe people that way, but I don't like camping levels.

But yeah, if you can't use the C-stick, try swapping controls, or try to play a few deathmatch rounds against bots without using aiming (just shoot at the center of the screen).  The thing I really like about using twin analogs for FPS is the analog movement control.  However, for some reason TS2 is a bit on the twitchy side regarding control, so it does take a little getting used to to get really good (which I'm not).

12
Nintendo Gaming / RE: Time Splitters 2
« on: May 26, 2003, 05:57:35 AM »
I believe Streets and Site are unlocked during 1p story mode (normal and hard, respectively).  Others are unlocked when you complete all of the challenges w/ at least a silver, and I think some others are arcade awards (need golds, usually).

Check out the FAQs at gamefaqs.com, as they have plenty of listings there.

13
Nintendo Gaming / RE: No PSP, please!!
« on: May 25, 2003, 08:12:53 PM »
Miyamoto himself said that he wasn't so happy with the latest Mario games since they don't have the "pick up and play" ability the early Mario games did.  Similarly, we're seeing fighting games *based on sprites* still selling very well, and the GBA, which only really does 2d (as the 3d attempts haven't been so hot), sells like hotcakes.  

2d, if anything, is making a comeback of sorts.  Not enough that 2d and 3d will ever really compete, but enough that it may become a genre of its own instead of simply "not 3d."  Obviously some games work much better in 2d than in 3d, and you can tell that, especially in the N64/PS1 era, a lot of developers were experimenting with 3d despite the game being less fun in the end.  They were doing it simply because it was the thing to do at the time.  Now, thanks to a genre and a half of time between 3d burst on the scene, some developers are looking back at 2d and thinking about what they could do that would be new and innovative that they couldn't do with the old 2d-only systems.  Super Smash Brothers is a great example -- it's a 2d game, but the 3d characters and sets make animation amazingly smooth and the game is a treat to look at, despite ultimately being flat.  Similarly, the upcoming Viewtiful Joe is getting some great previews and impressions and is entirely 2d, despite having a fair chunk of 3d elements tossed into the levels and gameplay that we've seen so far.

For the right game and the right style, 2d is far superior to 3d.  I don't think anyone will say that 2d is good for an immersive and graphically ornate game, but for an arcadey, simple-yet-fun action-style game, it's great.

14
Nintendo Gaming / RE: A few thoughts about this GBS vs PSP thing...
« on: May 25, 2003, 07:46:56 PM »
Well, casual gamers certainly have a place, and they DO make money for developers, and every hardcore gamer started out as a casual gamer.  They just need the right game to get them started, which is why there are so many Nintendo fans despite the consoles having changed so much.

Regarding your points, I think the most important thing for any handheld device is size and ease of use.  The PSP could do very well if it's very slim, and is essentially a clone of the GBA:SP but a little wider.  Think of a v. small laptop, or a slightly larger PDA -- very thin screen, and a flat panel for the controls and a slot for the games to slide in (likely exposed on the outside, like the Gameboys).  The ports could be trickier -- are they ever going to be used whilst playing?  If not, why are they included then?  And if so, are they going to ever get in the way?  The GBA:SP was smart, because, despite not having a headphone port included right out of the box, they decided to keep all of the wires out of the reach of the user whilst playing, so you can link up to something, or use the cheap adapter whilst playing, without having a bulkier unit, or a cable pop out of a weird spot where people usually put a wrist or finger.

Add to the size factor the idea that Sony wants to put an analog controller on the unit, and the unit starts getting bulkier than your average laptop.  Sure, they can use a thumb-pad that you simply press in different directions (like a d-pad for 360 degrees), and a few buttons, and they'll have the extra space, but will they be able to make it conformtable?

16x9 with a diagonal distance of 4.5"... well, that means the width (the 16) will be 3.93" at the bare minimum, and the height (the 9) will be at minimum 2.211" and, if it doesn't fold up, 4.422".  I'd imagine they're going to make it flip-top, though.

Hmm.  That means that, if they make it as small as possible, with an ultra-minimal border around the screen and no extra height or width, it'll just be a little bit larger than a credit card.  And if they keep the depth to a minimum, they could make it just a bit deeper than the GBA (if not the same depth, if they keep the media small and use adapters for the ports).

So they could do it; make a small unit that appeals to people on the go.  Will they?  I doubt it.  The walkman was cool in the 80's because it played tapes on batteries.  They've tried to reintroduce the walkman numerous times, and have failed each time because either the unit did too much so no one bought it for any of those purposes, or it was just too expensive for what it did.  They claimed MD was the new walkman, and named many products in their MD line appropriately.  They have the Discman, which, although popular, is upstaged by other brands and, most notably, now by MP3 players, and they don't have the tech yet to create those ultrasmall mp3 players like the iPod at th e same price point.  How they're going to make this PSP at a competitive price point without employing their huge proprietary batteries, or their weird memory sticks, or their proprietary media, is going to be interesting indeed.

But not all "all-in-one" products are useless, you know.  I have one of those multifunction printers/scanners (which then functions as a copier, since, you know, it's obvious), and it's fantastic.  If you take the price of a scanner with the same features, and add it to the price of a printer with the exact same features, you end up with 2 units that take up a lot of space and cost more separately, not to mention more ports used up on your computer.  This way, I have a printer without a curved top, and a scanner atop that flat top, which then also has a flat top.  The printer isn't useless space, the scanner isn't taking up desk space, and everyone's happy!  Similarly, I'd imagine many in the computer world would be pretty pissed if you had to buy a CD burner and CD reader separately ;D  

The problem with the game console as multifunction unit, though, is the price point -- there aren't separate lines of consoles available from each company (yet), so you can't get an xbox lite that only has 2 ports, no ethernet port, a smaller harddrive, and no component video capabilities.  Similarly, you can't get one with a cd or dvd burner.  You get everything on the base unit, which sells at one price, and many consoles release add-ons.  But can you tout your console as the "one to buy for all your cd, dvd, surfing, email, gaming needs!" if you can't provide it all right out of the box?  People *really* felt burned when their Xbox didn't have DVD capabilities right out of the box, and you can tell that Microsoft has been sort of downplaying that feature as soon as Live came out.  I think MS realized the same thing that Nintendo knew all along -- it was too late for DVD, and people already own DVD players, so it wasn't worth the drastically increased ($30 per console!) cost.

15
Nintendo Gaming / RE: Mario Kart characters
« on: May 25, 2003, 07:12:04 PM »
I think they're going to stay relatively close to the established mushroom kingdom, instead of branching out, as it would only make people ask "where's that character from?" or make them wonder why a well-known Mario character was dropped in favor of some weird character that appeared in one spin-off game.

I mean, some people are already saying that Diddy Kong is Aiai, and Aiai isn't even a Nintendo character!

I think they're going to put Toad in, as he's a favorite among a lot of players and isn't on the main roster.  After that, though, I have no idea.  I mean, I'd imagine they'd have to have a brain enough to pilot a kart, so while the Troopas make a little sense (and indeed there's the standard and para variety, although I'm not sure what the real difference is besides the wings that may not even do anything), I don't think they'd have a goomba (cos they seem really dumb).  I'm thinking they might have another character from SMS, perhaps Petey Pirahna? Or a throwback to smb2 with Wart?  I don't think they'd add another Koopa Kid, because they have Baby Bowser included.

Maybe they'll have Toad and a Shy-Guy, since they seem keen to those guys.   Also, knowing how Nintendo's been doing a crapload of unlockables in their "party" games, I'd imagine they'll have a crapload of unlockable battle arenas, too, a la ssb:m.  I could see them including the 4 N64 tracks, perhaps with slight modifications, as a "pack," and then provide, say, a battle course for each pair of characters, too, for 8 battle tracks, and maybe a few unlockable ones.

What I wonder is that if unlockable characters will still fit with the current crop of karts, or if they'll also have a few unlockable karts as well.

16
Nintendo Gaming / RE: Time Splitters 2
« on: May 25, 2003, 06:44:46 PM »
I've only really noticed a little bit of slowdown with 4 players on the Siberia level, since the game actually renders all the particle effects and there's no draw distance, yet the entire level is open besides that small underground part.  Hence, the game can pretty much show everything happening at once (the developers were smart and made hills so the engine doesn't totally tank), so there can be some slowdown sometimes.  However, in every situation I've noticed, it last for a very short time (usually 1 second at most) and doesn't affect how the game plays at all.  If you blinked, you'd probably missed it, as it pretty much only happens due to particle effects, and bullets don't stay onscreen very often.

17
You missed more recent news.  You can use any combination of cubes to achieve 8 player games.  2 cubes w/ 4 players, 4 cubes w/ 2 players, or 8 cubes with 1 player each.

Hence, with any sort of online, you'd be able to play it as you prefer.  They're not making LAN limitations -- they're making a game, and then making the LAN controls fit the game's limitations (8 per track).

18
Nintendo Gaming / RE: Backwards compatible you say but...
« on: May 25, 2003, 07:18:58 AM »
Nintendo has said that they really like the GC controller's layout and would like to stick with it in some form or another, and it really is basically the same type of design that's out there with the other consoles.  2 analog sticks, some buttons, some shoulder buttons.  They may add more buttons, but, err, that makes it easier to play older games, not harder.  Think about it -- they have a Z button, so they also have a, I don't know, Q button, over the left shoulder button, so you have Z and Q.  That doesn't affect older games.  Say they include some buttons on the inside "wings" where you grab the controller -- older games, and arguably some newer games, won't use them, so no problem there either.  I mean, look at the games out now that don't even use X, Y, or Z.  and hey, the next controller may even have a larger D-pad.

They'd only have a problem with backwards compatibility, it'd only be if they got rid of one of the analog sticks, or dropped half the buttons.  I don't see that happening.

19
General Gaming / RE: Opinions on Half-Life 2
« on: May 25, 2003, 07:12:40 AM »
It's funny hearing a lot of the conjecture about HL2 on the Xbox.  I've heard rumors saying "Oh yeah, there'll be support for mods on Xbox Live, and lots of downloadable content from other users!"

When you also hear stuff regarding other games not ported to Xbox stating "We didn't want to port this online game because of Microsoft's strict control of Xbox live, where everything needs to be approved by Microsoft before it's available for downloadable content on Xbox Live."

I agree that the game was good in Story Mode, but the thing that kept it alive in online playing was the extreme number of mods available.  I mean, it bred 2 essentially new games using the same engine and simply using mods on the main game, not to mention the countless more amateur mods that made it online.  The mods were out almost as soon as the game was released, and although were more basic than the mods that eventually came out, they really gave people more reason to play online instead of some other game.

So I really don't see how it's going to be that different on Xbox Live compared to, well, any other FPS on Xbox Live right now.  You can't really have a mod community on Xbox Live, as you can't transfer content between users and you can't load up your own server or upload modded content for online play without Microsoft OK'ing it (which you know they won't do unless it's from the developer).  Everyone who wants to play HL2 will get it for PC, instead of for the console, as they know they'll end up with a lot more content to download AND won't have to pay to play.

20
Nintendo Gaming / RE: Time Splitters 2
« on: May 25, 2003, 06:59:42 AM »
Besides the bevy of arcade games available, many of which are truly difficult, the multiplayer is great (especially with the mapmaker!) and the many, many characters, really makes multiplayer a blast.

It's also fun to just load up a dozen 5-star bots and blast them

The thing that impressed me most about the graphics was the particle effects.  Seeing all the bullets, lasers, missles, etc., flying around the screen at the same time in various directions always impresses me.

21
Are you talking about the game's compatibility with that 3rd party steering wheel that's available?  I remember reading about it at some e3 reports, but it's not "special" as far as I know.  Just that it's compatible and works well.

22
I was under the impression that the Mario and Donkey Kong relationship goes back to before Mario entered the mushroom kingdom.  Which is why he had a girlfriend (pauline, right?), there were the weird "construction site" style levels, and his jumping abilities or fireball abilities weren't that great.

It also explains why he hasn't gone up against donkey kong lately.  Well, that, and because Mario hasn't aged whilst donkey kong has (cranky kong).  Funny, that...

23
TalkBack / RE: Iwata Discusses Online Plans
« on: May 21, 2003, 03:19:13 PM »
Basically it's saying that it's really lame to make a customer buy a game and then continue charging them to play the game.  They're also sort of saying that it's sort of stupid for them, at this point, to set up this huge network that'll cost them a lot of money and then force the users to foot the bill when you're only getting half the game if you don't foot the bill.

It sounds like they're doing sony's approach, without centralized servers, and will let 3rd parties do what they want.  But they're going a step up by offering online play for all lan-capable games without any extra fees.

At least, that's how I read it.

24
Nintendo Gaming / RE: New Hardware in 2005?
« on: May 19, 2003, 04:33:38 PM »
It's also more likely thanks to the optical media.  They don't need to include any adapters or hold on to old tech.  They just need a way to ID old disks and then run that software.

25
"And when I saw Samus get the Morph Ball in Super Metroid, I was sure it was a remake of the original."

If it came before the first metroid, getting the long beam would also make sense.

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