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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Mon Mar 12, 2007 3:39 pm        Reply with quote

EU03 wrote:
Loki Laufeyson wrote:
other than the toaplan shmup "vimana", are there any other games based on indian mythology?
Prey.
If you're looking for a really big stretch, then Turok. Well, not really.

I think he's talking about the *other* indians.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Sat Jun 16, 2007 4:29 pm        Reply with quote

Broco wrote:
Dark Age Iron Savior wrote:
I have the feeling I've asked this question before, either here or back on IC, but once again it's returned to my mind...

Did the concept of using GBA cartridges as "expansion packs" for DS games never take off, and if so, why?

I mean, as far as I'm aware, the only game specific expansion pack was the one for Daigasso! Band Brothers (and it's long-forgotten intention to be released as "Jam with the Band" in the West), and that was nearly two years ago. Reading about it on Wikipedia, it seems that you couldn't even save scores for the extra songs, which indicates that there was no battery save (or whatever) on the GBA cartridge. Still, I would think that the ability to add new/extra content to games after they were released might be appealing to some developers and certainly a lot of fans.

So why was there apparently nothing more of that type? I can theorize a bit, with one obvious guess being that it was more profitable and possibly even cheaper for companies to create a new DS game with whatever extra content there was and the same basic engine/assets, but I'm wondering if there also some other problems with hardware/memory that would account for the concept dying so quickly.


The major technical limitation is that the GBA cartridge lies in a completely separate memory area, so it isn't nearly as flexible as a patch in terms of expansion possibilities. You need to plan ahead and include code for the possible expansion in the original DS cartridge, to tell it to go read the GBA cartridge. If you neglect to do that or if it turns out the GBA-reading code you included isn't flexible enough for your future needs, you're screwed.

The idea would be more feasible if Nintendo included had special features in the DS for this purpose -- for example, if the DS autodetected IPS patch files in the GBA cartridge and automatically applied them to the DS cartridge. However, either because they didn't think of it or because it would make pirates' lives easier by letting GBA flashcarts work without the need for a passthru, there are no such features to my knowledge.

Also expansions, by definition, can't outsell the original game . So it's potentially more profitable in the eyes of publishers to release the expansion/revision as a whole "new" game, a la pokemon.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Fri Aug 24, 2007 8:05 am        Reply with quote

Dark Age Iron Savior wrote:
Hey, can anyone think of some games besides Deus Ex 2 that use a universal ammo system? Please?

Syndicate Wars had universal ammo, and it refilled over time. So the difference between weapons is how they were providing different rythms of play, not only in rate of fire but also on how often and how long you'd have to wait for the ammo to reload to an useful state.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Wed Nov 21, 2007 7:21 pm        Reply with quote

sarsamis wrote:
http://wiimedia.ign.com/wii/image/article/835/835723/no-more-heroes-20071115042355977.jpg

Does anyone know what that tiger in the upper-right hand corner represents?

Using death blows will cause a slot machine to appear at the bottom of the screen, and if the slots line up you enter Dark Side mode. The tiger, running along the top of the screen, represents how long dark side mode lasts.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Wed Dec 19, 2007 7:12 pm        Reply with quote

Yes.

Mantis will mock you though.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Mon Sep 08, 2008 4:39 pm        Reply with quote

the splash screen is a remnant from arcade games. It enables the game to have an attract mode, i.e. loop the intro and credits and maybe some gameplay. Great for stores wanting to pimp products.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Sun Nov 16, 2008 10:09 pm        Reply with quote

Yes, Team Ico's a Sony team. No, nothing is known about it at all. There's various internet rumors (the one I remember is about a boy and his giant pet griffin) but there's really nothing to back them up.
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Sun May 17, 2009 10:57 pm        Reply with quote

It's a bit of a long shot but I'm trying to identify an old arcade game I played as a kid on a trip to the US, in 1994.

It was a sci-fi rail shooter with flat shaded 3D graphics, with what I remember being a very wide, possibly even circular panoramic screen, and the players sat at rotating lightgun turrets. I know it's vague but does that ring a bell for anyone?
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Mon May 18, 2009 9:16 am        Reply with quote

Galaxian3 it is! From the video I immediately recognize it! Looking at the photo of the big-but-not-enormous cabinet in KLOV I was almost convinced I had embellished my mini-Chev memories of it, since it doesn't match the visual image I have of the, well, absence of cabinet around a huge screen, but it turns out there are indeed badass full room 360 degrees versions of it:
http://www.system16.com/hardware.php?id=833

I'm still slightly puzzled though because I know it can't have been the massive 28 players version, since that was japan-only, so it must have been the 16 players version or some variation existing between it and the flat 6 players version, but right now I can't find info about whether such a thing was used in the states. But in my memory it's very clear there was a Galaxian room somewhere near a place named "Pier [insert number here, google suggests it could be 39]" in San Francisco.

Anyway, thank you guys, you're awesome!
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chevluh



Joined: 05 Dec 2006
Location: Switzerland

PostPosted: Fri Jul 10, 2009 4:13 pm        Reply with quote

The dig was a weird hodgepodge, and it 's pretty obvious it was the result of something like five different iterations. There's a cliff screen you can look at, and which is never used, except it's obvious it was gonna be used until they replaced the relevant sequence with a FMV.
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