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Messages - Shecky

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1851
Quote

Originally posted by: Ness_the_Mess
Gameboy and Gameboy colour run off of a different processer, which the GBA included.  However, the DS has only a correct processer for the GBA.

I'm sure you can expect future GAMEBOYs to play old gameboy games.  But the DS is the 'third pillar.'


If they did come out with a next generation Gameboy, I would be surprised if it did play the old GB and GBC games.  At some point you have to start cutting the older generations.

Now if they would bundle Tetris into the DS from the get-go they could solve the problem plain outright

As for the whole NDS thing... I was looking for an answer to my question and kept seeing NDS, so when I posted I used NDS not even really thinking.

Edit: wouldn't / didn't -> would / did.... silly double negatives

1852
Nintendo Gaming / RE:DS vs PSP: An intelligent comparison
« on: October 16, 2004, 09:10:37 PM »
DS: 2.50" x 1.66"  (each)
PSP: 3.92" x 2.21"

See my "to scale" ascii art...
(Horizontal = 0.1" per tick, Vert = 0.2" per tick)

1853
Generations:
GB = Gameboy in all interations up to ....
GBC = Gameboy Color
GBA = Gameboy Advance
NDS = Nintendo DS

I was under the impression that the DS played all 4 generations.

However I've heard that it may only play NDS and GBA titles.  (and after going to the Nintendo site, they word the bottom slot as a GBA slot).   I figured they start chopping off at the tail soon enough, so if GB and GBC games weren't playable then it wouldn't be a huge surprise.

Anyone certian on the answer?

1854
TalkBack / RE:Zelda Four Swords DS Confirmed
« on: July 23, 2004, 07:00:55 AM »
Quote

Originally posted by: KDR_11k
You know, maybe the Revolution won't be online, it will merely have connectivity to other Revolutions using a LAN or internet...


Ummmm ....

Jale, I think (Hope!) that the above was sarcasm... to make it more obvious to others

s/Revolution/PC/g   and lets try this again....

Sar. >> You know, maybe the PC won't be online.  It will merely have connectivity to other PC's using a LAN or Internet access.


1855
TalkBack / RE: Play Resident Evil 4 and Metroid Prime 2
« on: July 23, 2004, 06:52:09 AM »
I'll be in SD in a week and a half for a "5 day meeting that doesn't end".... to bad this wasn't next week as I could have just extended my trip and taken some leave, bah

1856
Nintendo Gaming / RE:Possible Rumors Regarding the Next Zelda
« on: July 03, 2004, 06:12:44 AM »
Quote

Originally posted by: elementc
My opinion on the whole 100 years difference thing is that it is deffinently not enough time for an entire civilization to forget just about every detail about it's past history. What with that whole cataclysmic planet changing flood and all... you'd think that more people would remember something that important over the course of a couple generations. Either that or they had a really bad plague that made people forget everything, or some other bullcrap explanation. I think the best explanation for the timeline is that Miyamoto doesn't care. It's as simple as that.


Good post elementc....

Yeah they might not have meant 100, probably higher.  They even say many generations...  Maybe Links grandma know more than she's letting on

So good example: If Nintendo wanted to make the whole thing make sense, how would you 'fix' this?
Do you:
a) Just make "100 yrs" some larger value when referenced in a future game
b) Publish a Hyrule errata
c) Make up some other bullcrap explanation
d) Just drop it and move on, letting people use there imagination to go into whatever detail they want ... and make endless threads in message boards on the subject

1857
Nintendo Gaming / RE:Possible Rumors Regarding the Next Zelda
« on: July 03, 2004, 05:50:15 AM »
Quote

Originally posted by: Gibdo Master
I would agree with you that Miyamoto doesn't really care about the story line. Aonuma, on the other hand, has promised a couple of times in recent interviews that he is going to try and straighten things out.


Bah.... hopefully that was just to get the hounds off his back.  More than likely though, this will just be more suttle clues like "it's more than one hero" (they'll never used the word Link b/c you can name the hero whatever you want)

Like I stated in my last post... people care way to much about some kind of coheirent story arcross the games.

Hmmm, lets see.....

Zelda 1 comes out... You have to obtain the 2 pieces of the triforce!
Public.... umm doesn't tri- mean 3
Zelda team.... Ummmm yeah, see there's this 3rd pillar^H^H^H^H^H triforce of courage.
Zelda 2 comes out... Get that triforce of courage!

That was an easy enough fix... now try doing it across 10+ games.  Bleh.... Ugly... Just stick with a good story for the current game.

-Shecky

PS:  Lttp pretty much hammered out the story of the series, that's when they got serious and laid out the ground principles, 3 triforce pieces, master sword, etc.  that's all you really need.

1858
Nintendo Gaming / RE:The most ANNOYING Zelda enemy ever
« on: June 25, 2004, 01:48:29 PM »
Quote

Originally posted by: Hostile Creation
I had lots of fun doing the Nintendo Gallery, though it did require me to play the game all over again.  Which was fine with me.  I still just flip Wind Waker on to go check out the old Gallery.  Fond memories.

The Nintendo Gallery has names, cool statues, interesting comments, and good descriptions.  I consider it more than worth it.


Correct me if I'm wrong, but I remember being able to hand the developer only one photo at a time, having to wait x number of nights, and then develop another photo.  Why couldn't I just hand him the whole roll?  Heck, I'd even throw in 500 Rup.  Instead I remember having to pop in and out to get my 3 pics developed -- That is what I would call *annoying* if you ask me.

As for annoying enemies?

Wizzrobe in LoZ, especially when you throw a bunch of them in a room with Like-Likes and Bubbles...  

1859
Nintendo Gaming / RE:the new zelda game !!!! E3 2004
« on: June 21, 2004, 05:53:33 PM »
I'm going to ditto Gibdo Master.  It's supposed to be about this kid who defeats the king of evil.  I don't prefer any style, they all seem fitting for the game.... as long as they stay away from any middle aged "Connan the Barbarian" Link

People also get way to hyped about "the different links" and "putting all the games together".

Bah, just use the current story line for the game and use your imagination each time....  Heck, I've wrapped multiple stories around the same game, it's just part of the fun of enjoying *that* game in the series.

All the arguments about this link, that link, this timeline, that timeline, blah, blah, blah

-Shecky

The wooden sword is a viable weapon....  

1860
Nintendo Gaming / RE:Nintendo DS Game Ideas
« on: June 13, 2004, 02:25:19 PM »
Quote

Originally posted by: Bloodworth
er... Pac n Roll had 3D on two screens...  I don't think "3D" is the limitation, I think it's more of a matter of which processor being used.  I mean, think about it, how could Nintendo intentionally prevent 3D on both anyways?


I agree with Bloodworth 100%

The DS sceen/processor combo is well thought out.  The sheer fact that either processor can control either screen shows good forsight IMO.

One of the main reasons I commented on Ian's thought way back when about two graphically intense 3D FPS views - was to state that there was only one ARM 9.  (And a few board memebers help clarify the point - as I was less than clear)

If DOOM for the GBA is the FPS your looking for then it can be done on both screens.
If Metroid Hunters is the FPS your looking for then I don't think it can be done on both screens IMO.  At least not yet.

However, what if a button in Mario Kart switched from a map to a rear view mirror? ... I'll argue that it could be done with the ARM 7 processor and still be "3D" b/c there are plenty of "3D" racers for the GBA.

1861
TalkBack / RE:Bigger GameCube Memory Cards Might be on the Way
« on: June 10, 2004, 08:17:37 PM »
Quote

Originally posted by: Shecky
Don't forget clear, N. likes to think that's a separate color.... (if you ask me there were only 3 colors for the standard controller at launch) - Actually I'm quite happy with the Interact 8Mb card.... does have this occational habbit of scaring me a few times and looking totally blank in the internal memory card browser though...


If the picture on the demo disk is to be believed .... the new cards are white.... err polar ..... err artic....err whatever N likes to call #FFFFFF

So grey, black, white

1862
Jale

For the rest read:

The Hitch Hiker's Guide to the Galaxy by Douglas Adams

Particularly chapter four.

1863
Quote

Originally posted by: couchmonkey
...is it not possible to see other islands and even enemies on those islands from adjacent squares using the telescope?  I don't know...I'd have to go back and check.



You see a silhouette - no enemies or movement.  Things like the guard tower silhouettes will only show in the same grid.  Not that there isn't an attention to detail though (and that's one of the reasons I love games like this).... For instance there are a few exceptions that stick out in my head:
- Lights at night, like the Lighthouse
- Islands with a very unique feature, like the ice cavern and volcano, had moving silhouettes

There's actually a null zone at the grid lines where everything is silhouetteted (that a word??).  I rember showing my friend once with the 'steel/iron/something like that' island and the square south and south west of it.

I just like pointing it out as a possiblity, and at least a partial factor on why things are they way they are.

-Shecky

That and I don't think any of you got the Damogran reference, which is pretty unfortunate.  If you did, pm me the one number to prove it

1864
Quote

Originally posted by: Gibdo Master
I think with the way the islands were set up, they were trying to simulate the one screen at a time thing from the 2D games. Basically, one of the problems with 3D is that everything is very open and you can see quite a ways around you. In the 2D games you would have a certain number of enemies and such on each screen. Well, it's a bit harder to do that with 3D because of what I mentioned above. Imagine in OoT if they threw a few enemies out there every so many feet or so in Hyrule Field. It just wouldn't feel right and would probably cause problems, so they simply sectioned everything off by creating the whole hub and spoke over-world.


This is true, and 3D games in general have been doing this for a while.  In OoT, Hyrule feild had those peahats which had their 'zone', retreating if you wandered outside of it.  At night they rooted and only produced larva if hit, probably b/c of the skeletons also roaming about.  Basically they're doing the same thing, controlling the number of enemies on screen.  So even the larger areas are sectioned off (or maybe more specifically, 'controlled').

Quote

They improved on this a bit in MM because the areas in the main hub were sectioned off by imaginary boundaries and there were more enemies. The problem though is that the areas were too small and didn't feel all that realistic.


Ah, but I credit the extra enemies in MM to the requirement of the expansion pack, to help the programmers and game engine out

Quote

This is further solved in WW by making these sections HUGE so that you can't see into the next area until your right up on it, basically recreating what you have in the 2D games. It's also more realistic because you don't see the enemies in the next area and they don't see you and so on. The problem though is that it was mostly wasted since the over-world was nothing but boring water and there weren't really any proper enemies.


Right, but my point is then, why not be able to move faster across the ocean?  That would still yeild the limited visability, if that was the goal (and I agree that they wanted the island to be silhouetted - and I'm sure part of the reason is a limitation in the game engine).  My guess is that the large distance and slow movement was primarily for load times - or rather to hide them as you transverse the ocean.  

Quote

I imagine in the new Zelda the over-world will be about the same size as WW's. The over-world will be squared off much like WW's with imaginary boundaries and the enemies will be located near the center of these. I also have a feeling the over-world will be pretty much completely open like WW's and the old 2D games, meaning that the horse will be extremely important to get around it.


I wouldn't be surprised if they've managed to polish up the WW engine (which is being used for this new game supposedly) so that it can handle quite a bit more.  They probably had full intentions on releasing a second game before WW was out, and as such, never stopped working on the game engine.

1865
I've talked with many an individual, and even seen some threads (not
particularly on these boards) that clearly state one of the main annoyances of
WW to be the inconveniently large spans of ocean.  However, a lot of times I see
people attribute it to something other than a "technical issue" with the game.
In other words, I think the reason for the sparse islands is very technical
(think down to the code).  The spacing is there for the loading of the next
area, so one island can be swapped for another as you approach, so all the
silhouettes can be gauged, etc.  Try it yourself, sail around and pay attention as
you approach the grid borders.
                                                                                                                           
Anyways, I just always hear people complain about it and I bet some poor
programmer is grumbling, well we would have made it shorter if...
                                                                                                                           
Or.....
                                                                                                                           
OR........
                                                                                                                           
The REAL reason for the spread out islands could be.........
                                                                                                                           
That WW over-world is modeled after Damogran!!
                                                                                                                           
Yes Damogran, secret home of the Heart of Gold.
                                                                                                                           
(  *Someone* had better "get" the above beside me
and if you do, the similarities are quite shocking aren't they )  

1866
Nintendo Gaming / RE:Nintendos new trademarks
« on: June 04, 2004, 07:52:00 PM »
::cough:: *Back on topic*

IGN has a few images that apparently go with the patents, and I'm almost certian now that this is just an 'Eye Toy' type of device.

Not sure what the linking rules are, but the article is titled "Nintendo Plans Stuff" on IGN...

-Shecky

Who is also almost certian that the next post will be on luigi's mansion

1867
Nintendo Gaming / RE: Nintendos new trademarks
« on: June 04, 2004, 08:16:29 AM »
My guess: The camera will be Nintendo's answer to Sony's Eye Toy

Given the publicity the Eye Toy received around the holidays, I wouldn't be surprised if it sold to expectations, and caught others attention.

1868
Nintendo Gaming / RE:Now I see why!!!
« on: May 28, 2004, 07:08:58 PM »
Quote

Originally posted by: Bloodworth
Or it could just be that Nintendo started as a card company and still makes playing cards in Japan.


Yeah this is most likely the case...

However, we had a lengthy discussion at one of our last conferences with a bus driver about this very topic (and that triggered the post)... Discussion did not include the DS of course,  but users laptops, palm pilots, etc.

And it's not just on a bus.  There are numerous other areas that the same concept applies.

1869
Nintendo Gaming / RE: Now I see why!!!
« on: May 28, 2004, 01:43:18 PM »
That, and these buses are starting to see a lot of money and thus interest in putting wireless onboard.  So 802.11 on the bus, plus wireless connectivity to the internet.  One of the major drives is electronic card games..... Imagine tons of people on a bus trip to a casino being able to play card games and gamble using online accounts on the bus ....  

Oh and the games wouldn't even have to be sold on a DS cart, the game could just be loaded via 802.11 into the DS memory, just like they do for the GBA single cart games now...  (Plus it's a feature listed on the DS page)

$$$$ to be made.

1870
Nintendo Gaming / RE:Nintendo DS Game Ideas
« on: May 19, 2004, 06:39:28 PM »
Quote

Originally posted by: joeamis
I've read numerous articles from E3 all saying the DS cannot do 3d on both screens.  Maybe as KDR suggests it can do double GBA level 3d on one screen with DS quality 3d on the other.  Even with only 3d on one screen they can still do numerous ideas with only 2d on the other.


Yeah, I think they mean "DS quality 3d" can be placed on only one of the screens.  That is what I meant in my first post.

The DS seems to be set up pretty slick... as it's got two processors, and either one can be tied to either LCD.  So the obvious conclusion is that the ARM 9, which is the chip producing the "DS quality 3d", is tied to one of the screens.  The double tall 2D games they mention are proably running off of the ARM 9, as it probably can handle it quite easily - that's my guess anyways for the double tall.

By double tall I mean one 'picture' on both screens, not 2 seperate entities.  (ex: Worms 2D/Worms Map = 2 seperate; pinball game spanning both screens = double tall)

Getting the ARM 7 to produce 3D is definately a possibility.

Really, I think there's enough horsepower to do a lot of different ideas.  Doom wasn't 3D.  If you have clever enough programmers, you can do quite a bit.

However, I'll reserve my thoughts of the current state of the CS world though

1871
Nintendo Gaming / RE:Nintendo DS Game Ideas
« on: May 18, 2004, 03:11:44 PM »
The falling spheres/balls idea reminds me about a game called gumball (I think that's what it was called).... Atari or Amiga, I can't remember.  Basically a giant 'ball machine' in which different color balls fell and your job was to sort them correctly in bins so that you didn't mix colors.  If you did, then your supervisor would be pissed, come over, and dump the entire contents of that bin (think quality control ).... There were even multi color balls which you *had* to let fall through - damaged goods.  You won each level by meeting quota.

"One idea that would be really cool is a survivor horror game where you get two views: your eye view and the eye view of the creature stalking you. The creature is invisible so the only way to tell where he is is by looking at what he sees. So if you see yourself in his vision get the f*ck out of there."

Except that only one screen can do 3D.

I like the idea about signing/placing your insignia next to your High Score though, that is pretty cool.

I think one of the major benefits from the DS that I see is the fact that you can remove a lot of the info clutter found in many games to another screen.  That pretty much makes the screen your playing on "bigger" - a big plus for a portable.  Thus you still have a small unit (which protects itself with a clamshell design).  A lot of games do this currently with one screen by hiding info until it is needed.

Plus not only can you move the info over, but things you may check regularly (a map).  It may be hard for any Metroid Prime veterans, but imagine playing Prime with the upper right map removed - such that you had to hit 'Z' whenever you wanted to check it.

Finally who says that it always has to show a map?  I never played animal crossing, but the idea above in this tread sounds cool.  However, why not take it a step further?  Assuming animal crossing uses a map, show the map on the 2nd screen.  In a pause menu, let me choose from either that map, other useful things to see, or a list of ongoing events - such as "my garden".  Heh, maybe you'd have to buy virtual webcams to keep and eye on them .  Personally I think the idea is a little taxing on the DS in the technical standpoint, but the bottom line is there could be more than one option for what is displayed in the 2nd screen.

1872
TalkBack / RE:GameCube Price Drop and New Specs for Japan
« on: March 22, 2004, 06:15:28 PM »
I don't get it..... why does everyone think functionality is being removed....
It's just being moved from the D connector to the standard A/V connector.  You
still have the component out... Now if NOA decides not to stock/support the new
cable, well then _access_ to this feature has been removed...  I think the
NOA update is just a quick response to the Japan announcement, and should be
taken with a grain of salt.

1873
TalkBack / RE:Bigger GameCube Memory Cards Might be on the Way
« on: March 22, 2004, 06:01:41 PM »
Quote

Originally posted by: Ian Sane
Hopefully Nintendo will learn from this experience and release a decent sized card from the get go for the N5.


Or maybe we'll actually see the SD adapter by then :rolleyes:

1874
TalkBack / RE: Bigger GameCube Memory Cards Might be on the Way
« on: March 22, 2004, 05:57:24 PM »
Don't forget clear, N. likes to think that's a separate color.... (if you ask me there were only 3 colors for the standard controller at launch) - Actually I'm quite happy with the Interact 8Mb card.... does have this occational habbit of scaring me a few times and looking totally blank in the internal memory card browser though...  

1875
TalkBack / RE:GameCube Price Drop and New Specs for Japan
« on: March 22, 2004, 03:29:34 AM »
This somehow reminds me of the PS1 and the parallel port on the back.
Although the PS1 was actually removing functionality IMO.
                                                                                                                           
This is all just a pin-out folks, of which 4 are used for the regular A/V cables
- so they just need to employ 3 more and bam, you have your component out.
(the S-video stuff likely uses some other pins as well, but I'm not sure
how many)
                                                                                                                           
If you ask me, this is how the cube should have been done the first time
around.  Right now it's overly complicated as you need both cables to get video
and sound.  I much rather have it that you only need one cable that plugs into
the A/V port with 5 RCA plugs for a component solution.
                                                                                                                           
Since they've been keeping this pin-out consistent over their product line the
new cable will probably even work with the next system... if anything this is a
pseudo confirmation of exactly how the gamecube's successor will do component
output.  Also, yeah you could plug this cable into your SNES and N64, but
you'll only get sound.
                                                                                                                           
And if I had a component setup with an older cube and it died, the first thing
I would do is call up Nintendo and negotiate a trade up of the old to new cable
version.  It might be a little bit of a headache, but nothing to the degree
that's made out on this board and definitely not as big of a headache as my
cube dying in the first place.

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