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Messages - Jensen

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Also break the target would be hard to make because the targets could be out of reach but appear to not be.  Does that make sense?
Very simple solution here: require the creator of the map to qualify it by beating it before he can play it outside of the editor.
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Originally posted by: GoldenPhoenix
Wow this is a surprising update, I'm interested in seeing how much depth this mode has in what you build with. Regardless looks like Sakurai jabbed Sony and Little Big Planet in the eye with a screwdriver.


Nintendo have depth with a level editor? HA.  The Little Big Planet editor is powerful enough that you could recreate any level in the game.  This Smash one looks very simple.

I hope someday Nintendo will open up more to let us sharing custom things without friend codes.  I play Trackmania Nations on my PC.  It includes a fairly simple level editor and users have created thousands of tracks with it.  Nintendo couldn't have something that allows you host a game with custom content without a friend code, even anonymously, because someone my spell a bad word with the track pieces.

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Nintendo Gaming / RE:Metroid Prime 3 Revolutionized
« on: August 28, 2007, 07:26:49 AM »
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Originally posted by: Galford
Not to add fuel to the fire, but "air lock system"??

WTF is Matt talking about.  Has Matt ever used modeling tools before?
This comment has my wondering what the hell he is talking about.


Matt only said the two sentances between the quotation marks, I said the rest.

I've used dedicated modeling tools and map editors.  All I'm saying is that I can tell when a game designer has used both, or just a  standard 3d modeling tool.  I am praising MP because none of the geometry looks like it was designed in with the restrictive tools of a level editor.

Air lock system:  Because each area is behind an automatic door, you can load the world in parts, as you get to them, instead of loading one huge area all at once.  This lets you have more detail in each area then a game that might have no doors between different areas.

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Nintendo Gaming / RE:Metroid Prime 3 Revolutionized
« on: August 27, 2007, 05:31:42 PM »
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That's definitely true, and the Wii is not some sort of be-all end-all of hardware. But a large number of the developers who are complaining about the Wii not being able to do 'epic' are just not trying hard enough.

Yes, there are a lot of developers who utilize each generations' worth of improved hardware to create more compelling experiences that simply weren't possible in the past. But there are also a lot of talentless hacks who try to cover their lack of creative vision through the use of improved technical tricks. In the hands of a competent developer, there is a lot more potential within the console than most developers are willing to let on.


Did developers know ahead of time how powerful the Wii would be?  Most of them had "next-gen" games in development before the "next-gen" consoles were announced.  Especially PC developers.  How would they know that the Wii would be so underpowered compared to XBOX360/PS3/PC?  Nintendo is the odd system out.  You can't really develop a game for it simultaneously with another platform.  And if you develop just for the Wii, you have some tough competition from Nintendo.

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Nintendo Gaming / RE:Metroid Prime 3 Revolutionized
« on: August 27, 2007, 03:08:10 PM »
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Originally posted by: UERD

Also, from 1Up:

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Corruption contains some of the best visuals in gaming, period. It can't always mask the hardware's technical limitations (pixelation every time you're up close waiting for a door to open, for example), but in most cases the lighting, attention to detail, and wonderfully cohesive and imaginative art direction more than make up for the Wii's lack of raw horsepower. Put it this way: I found myself wandering through rooms two or three times just to look at them. How many games on any system can you say that about?


If this doesn't call bulls*** on developers who snub the Wii because its hardware can't 'fulfill their creative vision' or whatever, nothing will. Five billion shades of brown =/= artistic talent and vision.


Here's a quote from Matt Casamassina's review:
"So many first-person shooters on more powerful consoles feature very high-resolution textures, but do nothing with level geometry. Prime 3's levels curve and are drowned in jutting architecture that seems different at every turn."

This is one of the things that impressed me about the first Metroid Prime game.  Most FPSs are made in a level editor that  isn't well suited for more than basic modeling.  You mostly add/subtract simple primitives to the world.   Then you can add more complex prefabs, that have been made in a 3D program, onto the simpler level geometry.

With the MP games, all of the modeling is done in one pass in a 3d program.  There is very little geometry that is reused.  The Chozo Ruins area was the most impressive to me.  I really liked the trees growing out of and weathering walls.

I just finish playing through Bioshock on my computer, and while the surfaces were nicely done and the general design was quite good, it just didn't match MP in the polygonal modeling of the world.

There are some games that do need more powerful hardware. Part of the reason MP can have so much detail is because of the air-lock system... you couldn't really do that with a game like Bioshock, much less for a game like Crysis.  

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NWR Feedback / RE: I had to laugh...
« on: July 18, 2007, 05:45:07 PM »
I kept on thinking there were domain problems and I was landing at a domain squatter page.  At least use your logo and make it obvious that it is still the real NWR

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TalkBack / RE:IMPRESSIONS: Metroid Prime 3: Corruption
« on: July 13, 2007, 09:05:20 PM »
One thing that annoys me about MP3 in the videos I've seen is the way the view is moved.  It looks like one of those RTS games in which you push your mouse cursor to the edge of the screen to scroll the view.  The player is pulling Samus's view in different directions instead of just aiming the view directly.  It just doesn't look as smooth, because of the delay when turning.  I think I'd prefer to control MP3 like the GC games, at least as an option.  I say this as a PC FPS player.  Both control methods are better than dual-analog, though.

The free aim while locked on, on the other hand, is quite nice.

After MP1, I was disappointed with the visuals in MP2, but MP3 looks good.  The "On Rails" video at wii.ign.com looks like it was taken out of a Myst game.

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TalkBack / RE: IMPRESSIONS: Wii Fit
« on: July 12, 2007, 05:43:14 PM »
Ian Sane, why are you a Nintendo fan instead of a ps3/360/pc fan?  Is it because you like mario, metroid, zelda and such?  The Wii version of all those games look awesome (but the "drag the view around by the edges" MP3 is hard to watch)

"WiiWhatever" games are easy to make, and seem to be expanding market share and interest in Nintendo in general.  I see articles about the Wii all the time in the mainstream media, I can't say that about the other consoles. Nintendo is in the business of making money, not just games for you

Sony's system has some creative games coming to it, like LittleBigPlanet... why not get a ps3?

I would like to see a new franchise from nintendo that isn't a non-game.  But maybe they are just taking their time on it.


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Nintendo Gaming / RE:An idea for the next Gameboy
« on: February 13, 2007, 04:02:13 PM »
While I am excited for the possibilities of multi-touch for large screens, I don't see it as being very useful for a small screen.  The DS touch screen is too small for even one finger touch input to be very useful, a stylus has to be used most of the time.

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Nintendo Gaming / RE:An idea for the next Gameboy
« on: January 22, 2007, 12:42:04 PM »
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Originally posted by: Ceric
I really don't want a handheld with "no hard-buttons" or a phone for that matter.  A PDA Great.  Unless Nintendo figures out how to do haptics for cheap.

I don't think you understand.  The Wii has several controller options, depending on the game.  I just think that the same idea could be applied to handhelds.  I don't think a touch screen should replace buttons.  My idea is to have different physical grips, not different virtual button configurations on a touch screen.

Some games don't need physical buttons, such as Brain Age.

Some only need basic buttons, like a 2d Mario platformer.

Some games need an analog stick for better control, such as Mario 64.



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Nintendo Gaming / RE:An idea for the next Gameboy
« on: January 22, 2007, 04:23:05 AM »
the idea is that you wouldn't ever have to carry all the controllers with you, all games would be compatible with the standard grip.  And although I showed a different grip for the horizontal and vertical modes, they could possibly be combined into one unit  that can change width.

I don't think nintendo should release this any time soon...  

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Nintendo Gaming / An idea for the next Gameboy
« on: January 21, 2007, 03:41:07 PM »
A few recent developments have given me some ideas for the next portable Nintendo system.

The iPod now has a few games available for it.... But the control interface doesn't work for games.  If the next iPod works like the iPhone, it might have some pretty good touch games available.  Even better, why not build a controller for it to dock into?

The Wii already has 4 different controller units.

The Wii has built in memory, and features several non-game functions Nintendo has shunned in the past.

The DS is a great system, but it has a few faults.  It doesn't have analog control sticks, so it isn't best for 3d games like Mario 64. With some games, the controller game become uncomfortable... mostly those that use the shoulder buttons a lot, such as Mario Kart DS.  Though not a fault as a game system, it can't be used as a mp3/video/photo media player.


My idea is to make a Gameboy that has no buttons. It would contain a 4 inch, 3:2 touch screen, and all the necessary hardware.  In this mode, you could play any game that only uses the touch screen, such as Brain Age any Kirby's Canvas curse.  You could use it as a media player that has functionality similar to the Wii.

The system would come with a standard controller dock.  This would look similar to a PSP or a DS without the top screen.  You could also mount the screen vertically, and use it to play DS games.

Because the controller would be separate from the system, Nintendo could have an optional comfort grip, with full size analog sticks and comfortable L and R buttons.  It wouldn't be pocketable, but it would still be portable.

These illustrations below aren't very well developed,  and are just composites of images of existing systems to give a basic idea.  I didn't show how the base would connect to the grip, and I can assure you that I don't think Nintendo should make a PSP clone.
 

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Nintendo Gaming / RE:Unpopular wii kiosks
« on: January 21, 2007, 03:33:17 PM »
When I went to EB games, and asked for the controller, they said the batteries were dead.

I finally went to Game Crazy, and thought they didn't have the Wii, until I saw the system on a counter behind the service desk.  I asked the clerk to try the Wii, and he put two controllers on the desk, no questions asked, and he didn't tell me to use the strap.  He even walked off a few times.  

I personally preferred the truck game on the PS3 to Excite Truck, but didn't really like either much.

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I'm not planning on getting the Wii for a while, but I wanted to try it, so I went to the EBgames in my local mall. So I ask to borrow the remote.

"Sorry, the batteries are out of power"

So I played some Off-road Truck game on the PS3 instead.  I turned the Motion Sensing on, and pretended I was playing Excite Truck.  The game even had overheating, speed boosts, crashes, and all of that stuff.  

Half the playable consoles I see at stores are unplayable.  The Wii demo units may do even worse...

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TalkBack / RE:IMPRESSIONS: Super Monkey Ball: Banana Blitz
« on: November 20, 2006, 06:31:05 AM »
I think it would make more sense as a hand held game,  I had a lot of fun with the Kirby Tilt and Tumble game on Game Boy Color.  It seems like it would be a lot harder to get the feel of watching the level on the screen while tilting it in your hands, rather than tilting the screen in your hands.  

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Nintendo Gaming / RE:More Zelda-esque games
« on: November 07, 2006, 06:04:58 PM »
I find Metroid to be more similar to Zelda than some of the other games that have been listed in this thread.

A mostly non-linear, open world, with new areas opened up with new items. Energy Tank/heart upgrade. Killing baddies may give you some life or ammo.  The bosses can be very similar.  

Even the 3D Mario games are similar in that they have large, open levels with ability upgrades.

 

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Nintendo Gaming / RE:More Zelda-esque games
« on: November 07, 2006, 05:21:11 PM »
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Originally posted by: Smoke39
Cave Story is a really charming little game.  Everyone should paly it.

I'd like to see a game like Cave Story on the virtual console, I'm not really interested in buying many old nintendo games.


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Nintendo Gaming / RE:More Zelda-esque games
« on: November 07, 2006, 04:17:03 PM »
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Originally posted by: TrueNerd

But yeah, I agree, there should more games that rip off Zelda. And Metroid.

You should try Cave Story.  It's a freeware PC game. Not really too much like any other game I've played, but I'd put it in the same category as Metroid, adventure/platformer/shooter.  

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Nintendo Gaming / RE:Wii Kiosk
« on: November 06, 2006, 08:59:26 AM »
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Originally posted by: IceCold
WiiSports doesn't rely on the sensor bar, from what I've read..

Yes, I realize that. That's why I first mentioned swinging around the controller.  The pointer comment was just a reason they'd have ET instead of Zelda, or any other pointer game.


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Nintendo Gaming / RE:Wii Kiosk
« on: November 05, 2006, 03:40:21 PM »
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Originally posted by: couchmonkey
Demoing Wii sports would be better

Excite Truck makes sense because it doesn't encourage swinging the remote in a small store, and doesn't have to rely on the "sensor bar".  With the sensor bar you have more potential issues: The IR becoming blocked, other IR devices causing interference,  not being at an adequate distance from the IR bar, etc.


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Nintendo Gaming / RE:Picross DS!
« on: November 03, 2006, 06:31:49 PM »
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Originally posted by: Caliban
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Originally posted by: KDR_11k
Mario's Picross?

Basically you've got a field of squares and next to each row and column is a number. Your goal is to mark as many squares per column and row as the numbers next to them dictate.


That seems so simple, what the heck? Oh well I guess I will see what's so special about it when someone releases a video on this game.


There are multiple numbers by each row and column :-)    If the numbers by a row are 3 2 3, then there is a run of 3 blocks somewhere in that row, followed by a run of 2 blocks, followed by a run of three blocks.  But you don't know how many spaces are between each run.

Google "picross" and you can get several flash version of the game.

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Nintendo Gaming / RE:IGN (or I should say, Matt) is at it again...
« on: October 31, 2006, 01:47:06 PM »
I think the problem is more with the controller than the software.  The controller can't feel the difference between a flick of the wrist and a larger motion.  

The controller does best with pointing (using a cursor), and with pitching and rolling in place.  Lateral motion can not be directly detected, only inferred.  General direction may not be too hard to figure out, but distance is harder.

The only way you can really do full 3d detection of lateral movements  (that I know of)  is to do it like most motion capture is done... Put 2 or more cameras in different places, and put an IR LED (or a ping pong ball) at the end of the controller.

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Nintendo Gaming / RE: The huge hole in Nintendos lineup (driving games)
« on: October 23, 2006, 08:49:42 PM »
Shiny graphics in racing games annoy me when they bring the framerate below 60fps (like an Xbox360 car racing game demo I played that ran at 30fps because of fancy lighting, reflections, and post processing effects).

I like games with fairly simple car control, but complex tracks.  I like loops and stuff... but only with gravity, I don't like to be stuck to the track like f-zero games.

Trackmania Nations is currently my favorite racing game.  The car physics model is fairly simple... basically, you can accelerate with no top speed, but the turning radius also gets bigger. You won't fishtail/skid unless you apply your brakes or land sideways from a jump.   Its simple track editor has allowed the creation of tons of great and not-so-great tracks.  The track files are minuscule in size, so they can easily be traded.  I'd rate its lastability at at least 11.0.  Network play is simple, because lag doesn't ruin the experience.  

Pod and Powerslide are my other favorite racing games (all for PC)

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Nintendo Gaming / RE:The Perfect Wii Tv
« on: October 18, 2006, 03:33:31 PM »
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Originally posted by: Mr. Jack
My Wii TV.

Great monitor, does a ton of different things and the hi-def stuff looks fantastic. I really hope the component cables are widely available at launch because I really don't want to play the Wii at 480i on that thing, it'll look atrocious.



I had the previous version of that monitor, which is very similar.

It makes games without progressive scan unplayable, it blurs very badly when with action, and has a lag between between control input and display.  I mainly bought Nintendo published games though, and all of those are progressive scan.

The monitor has some lag with even the best inputs, though.  It wasn't noticeable with Gamecube games, but I noticed it with mouse controlled computer FPS.

I used a wired mouse, since wireless adds its own lag.  I worry that the combination of the pointing capabilities of the Wiimote, the Wiimote being wireless, and the monitor's lag, may cause problems.

I prefer the 20" Dell model, but it doesn't have component inputs.

I think I'll get the biggest, heaviest HDTV CRT I can find.... They are much more difficult to steal than my 24" flatpanel was.


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Nintendo Gaming / RE: Sensor Bar
« on: October 15, 2006, 09:15:51 PM »
The sensor bar doesn't sense anything!  All it is is a few Infrared LEDs in a plastic bar.   The camera in the front of the Wiimote uses the LEDs as reference points for its pointing functionality.

Without the bar, the wiimote would just be a sixaxis with less buttons.

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The demo is a bit different than the final game.  The final game has big coins instead of hearts, has no map mode, and doesn't show the scoring categories while playing.  The starting position for the marios is also different on the levels featured in the demo.  

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