gunstarhero
Member
EU update this week:
3DS VC: Game & Watch Gallery 2 (GBC)
DSiWare: Cat Frenzy
Wii VC: Super Hang-On (VCA)
Ug - the US is never going to get the arcade version of Super Hang ON...are we?
EU update this week:
3DS VC: Game & Watch Gallery 2 (GBC)
DSiWare: Cat Frenzy
Wii VC: Super Hang-On (VCA)
Huh. It's been ages since I played LW, but I doubt I could disagree moreI thought they did a pretty good job. (Price too, but the control thing seems particularly peculiar.)It's the price. I think 10 for LW1 was a bit too much. In addition, I think the Wii controls for the game weren't that great either in the first place.
Huh. It's been ages since I played LW, but I doubt I could disagree more—I thought they did a pretty good job. (Price too, but the control thing seems particularly peculiar.)
"The portability of the ipad" made me lolIt's the price. I think 10 for LW1 was a bit too much. In addition, I think the Wii controls for the game weren't that great either in the first place. While I don't know how they are on iOS (lack of interest), I prefer the portability of the iPad and the much cheaper price of software. There's a difference between buying a sequel for 10 that you are unsure about and buying it for 0.79.
No it's not, Pandora's Tower just came out remember?That's the best Wii game that's been released in quite some time.
"The portability of the ipad" made me lol
No it's not, Pandora's Tower just came out remember?
I don't know what's so funny about it but I've yet to see someone take out a Wii out of his/her pocket and use it in a restaurant, in a bus, or at university.
Thought it was a PS2 game, at least it looks like an early PS2 game
EU update this week:
3DS VC: Game & Watch Gallery 2 (GBC)
DSiWare: Cat Frenzy
Wii VC: Super Hang-On (VCA)
If you've got an iPad in your pocket, I don't have a clue where you get your trousers from, but those are some big pockets!
If you've got an iPad in your pocket, I don't have a clue where you get your trousers from, but those are some big pockets!
I'm still not sure I understand you. Must be because I never quite understood the entire 'I'd better get something guaranteed to be shit for a dollar than something potentially good for 10.' line of thinking. Then again, my 100%-completion LW speedrun sits at sub-1h, so I guess I'm biased when it comes to this subject (which also implies I've spent way more than 4h with that game or its sequel, so the ratio 4h / 10 bucks never stood for me).It's the price. I think 10 for LW1 was a bit too much. In addition, I think the Wii controls for the game weren't that great either in the first place. While I don't know how they are on iOS (lack of interest), I prefer the portability of the iPad and the much cheaper price of software. There's a difference between buying a sequel for 10 that you are unsure about and buying it for 0.79.
I'm still not sure I understand you. Must be because I never quite understood the entire 'I'd better get something guaranteed to be shit for a dollar than something potentially good for 10.' line of thinking. Then again, my 100%-completion LW speedrun sits at sub-1h, so I guess I'm biased when it comes to this subject (which also implies I've spent way more than 4h with that game or its sequel, so the ratio 4h / 10 bucks never stood for me).
I'm pretty comfortable with $2.50/hour of fun, if it's good.the ratio 4h / 10 bucks never stood for me
I don't think I said anything about iOS gaming in general. I was merely talking about the iOS LW port which got a couple of reviews at the time, both by people who first played it on the iOS and by people who compared it to the wiiware original. None of those was particularly positive about the port's controls. Which should not come surprising to anybody who's spent more than 15min with the original - the game's controls are not a poster candidate for a finger-touch re-implementation. And that's despite the fact the iOS port got adjustments in the enemy behavior, speed, etc.iOS gaming isn't shit in general, that might be your first misconception.
Trust me, you're not alone there.As for me, I'm having a hard time accepting the notion of LW iOS as potentially good because I know it was designed around having a stick and a pointer. It's not that I hate iOS gaming as a rule, just that I've found it to work much better with games that work well with its input options.
I'm pretty comfortable with $2.50/hour of fun, if it's good.
As for me, I'm having a hard time accepting the notion of LW iOS as potentially good because I know it was designed around having a stick and a pointer. It's not that I hate iOS gaming as a rule, just that I've found it to work much better with games that work well with its input options.
t's not the pearly white buttons, nor the analogue stick, but the fact that every time you start drawing a gust of wind the game momentarily pauses, giving you a chance to draw out your brisk gust or your snaking slipstream or your circular vortex.
In this iOS adaptation the game runs in real time, and you're asked to juggle movement and wind-drawing in unison.
For much of the time you'll hardly notice the change. Leaping over chasms or dealing with the odd gloopy enemy (essentially throwing them in the air and slamming them into the ground) doesn't require such speedy reflexes. But it's in the game's more demanding and finicky areas that the controls break down.
Take this example. On the Wii, the vortex manoeuvre involved popping a boulder up then pausing time to draw a circle around it. On iOS, however, you need to catch the leaping object in mid-air with a pinch of your fingers. This can be maddeningly ineffective, and the problem rears its head a little too often during fights.
Speaking of downloadable marketplaces, I also got some word from Tyrone about the upcoming release of Cave Story+ on the eShop. Let's start with the bad news first.
Even if you bought the prior version of the game on the DSiWare shop, you'll have to pick it up again if you want this enhanced, remade, 3D version. Per Tyrone: "So, it won't be a free update, unfortunately. I fought really hard to try to get it to be just a 'simple' update; I feel that Nintendo wanted the same thing too, but the logistics behind it are pretty huge. The good thing is that if you already bought the DSiWare version on your 3DS and ever delete it, you'll still be able to download it. The update won't stop you from playing the prior version of the game."
The other bit of bad news is that eShop version of Cave Story+ "can't do the Steam version's art or music, the former because of resolution, the latter because the file size would get massive." That's sort of a bummer, but not a huge deal. The HD sprites wouldn't look that different from the original graphics on the 3DS' small screen anyway. Having the original Cave Story sprites in 3D will be exciting enough. As for the soundtrack, the original sounds are timeless. No complaints about getting to hear them again.
[Art by Puglord]
On a more positive note, Tyrone gave us a rundown of some of the features for Cave Story+ on the eShop, some of which you may already know. In case you hadn't heard, the game will have "4:3 and widescreen modes (not stretched, but actually see more in widescreen mode), an option to flip the jump buttons (in case you're used to the DSiWare version or the 3DS cart version), just about all the modes from Cave Story+ on Steam (so it'll have even more levels than the WiiWare version), and touchscreen support for the Sub menu. We're also playing a lot with 3D and depth."
As someone who loves how 2D sprites look in 3D, I couldn't me more excited about that.
Tyrone also let us know a bit of why this port is happening: "To be totally honest, the update is entirely for selfish reasons. I don't like playing DSiWare games on the 3DS, and I especially don't like playing Cave Story DSiWare on my 3DS. Instead of being 16x16 pixels, the main character becomes 20x20 and the entire game is a bit blurry. Daisuke made some beautiful pixel art and I want to play it the right way. In a month or so, you'll see what I mean."
Rayman for Gameboy Color rated for the eShop.
http://www.rayman-fanpage.de/history/grafik_2000/rayman_gbc_box_big_front_eu.jpg[IMG]
[url]http://www.destructoid.com/rayman-rated-for-the-3ds-virtual-console-226716.phtml[/url]
YES. My first Gameboy game ever! Can't wait to pick this up and have teh nostalgiaings.[/QUOTE]
This confuses me since the GBC version was a downport of the original Rayman... which is available as DSiWare on the eshop.
Hopefully this means Rayman 2 gbc is on its way soon, never got a chance to play that one. Its a loose adaption of Rayman 2 with the Rayman GBC engine
Tyrone also let us know a bit of why this port is happening: "To be totally honest, the update is entirely for selfish reasons. I don't like playing DSiWare games on the 3DS, and I especially don't like playing Cave Story DSiWare on my 3DS. Instead of being 16x16 pixels, the main character becomes 20x20 and the entire game is a bit blurry. Daisuke made some beautiful pixel art and I want to play it the right way. In a month or so, you'll see what I mean."
Does Nintendo announce all the monthly games coming to DSi/VC on the 1st?
NoE does that on occasion, but it's not a rule. NoA and NCL don't.
Some news about CaveStory+ on eShop
http://www.destructoid.com/nicalis-comments-on-wii-u-cave-story-on-the-eshop-226677.phtml
Some news about CaveStory+ on eShop
http://www.destructoid.com/nicalis-comments-on-wii-u-cave-story-on-the-eshop-226677.phtml
"So, it won't be a free update, unfortunately. I fought really hard to try to get it to be just a 'simple' update; I feel that Nintendo wanted the same thing too, but the logistics behind it are pretty huge.
eShop version of Cave Story+ "can't do the Steam version's art or music, the former because of resolution, the latter because the file size would get massive."
the game will have "4:3 and widescreen modes (not stretched, but actually see more in widescreen mode), an option to flip the jump buttons (in case you're used to the DSiWare version or the 3DS cart version), just about all the modes from Cave Story+ on Steam (so it'll have even more levels than the WiiWare version), and touchscreen support for the Sub menu. We're also playing a lot with 3D and depth."
"To be totally honest, the update is entirely for selfish reasons. I don't like playing DSiWare games on the 3DS, and I especially don't like playing Cave Story DSiWare on my 3DS. Instead of being 16x16 pixels, the main character becomes 20x20 and the entire game is a bit blurry. Daisuke made some beautiful pixel art and I want to play it the right way. In a month or so, you'll see what I mean."
Instrumentation differences?Can't do the Steam version's music because of file size restrictions? That can't be right. According to Cave Story's Steam page, it only takes up 64 MB of hard disk space.
Instrumentation differences?
That reminds me. Did Europe never get Cave Story DSiWare...guess its pretty pointless to wait now.Some news about CaveStory+ on eShop
Lemme guess - an XL owner?I hope that Cave Story + doesn't mean that the DSiWare version will never show up in Europe... I mean, I'll buy the new version when (if) it comes here, but I would buy the DSi version too. I WANT to buy both, dammit.
It's good.How is the DSi version of Rayman?
ACK. Who can get in touch with Nicalis about this?Some tidbits from that article:
Sounds great to me, and the "selfish" reasons for the eShop update are exactly what kept me from buying the DSiWare version in the first place. I'm pretty sure I'll be double-dipping once this hits.
What would RAM and processing have to do with offering multiple soundtrack options?Maybe by size they mean like RAM and processing and got the wording wrong.
What would RAM and processing have to do with offering multiple soundtrack options?
What audio hardware limitations?
ACK. Who can get in touch with Nicalis about this?
There is NO size restriction on the eShop, right?
Don't do this, put all the soundtracks up there. You have a chance to do this right. DO IT RIGHT.
What would RAM and processing have to do with offering multiple soundtrack options?
What audio hardware limitations?Maybe the files have problems being streamed, due to audio hardware limitations of the 3DS?
Right, but the limitation would probably be a purely technical one (like XBLA's 2GB limit), not a set one.There likely is, but we don't know what it is.
There are already games breaking the 200MB size, though.
nicalis: Regarding La-Mulana, we have chosen to cancel publishing in North America and Europe for WiiWare.
nicalis: We've waited, too. We're sorry to have to announce, but we've waited for them to finish the game for over two years.
Darn thats annoying, maybe we can hope for a 3DS version or something down the road.