But in days gone by there were no standardised game engines, no Unity or Unreal, so hardware was created in a way to facilitate best practices and make common game types easier to create. With the DS some might call it’s capabilities an included game engine.
I love this but hate it at the same time. It’s cool to see how many techniques devs have up their sleeves, but is also kind of like having a magician’s act spoiled for you. I read a few posts. But am going to pretend I didn’t see them
Thanks for posting this. It must have been like coming home when Treasure developed Bangai-O Spirits for the system - so many sprites!
On a related note I find very little has been documented about the system’s 3D capabilities other than the vertex limit, Z-buffer, and support for stuff like cel shading (great for visibility on the low res display). Would I be right in saying that the DS doesn’t do floating point math? I notice that the vertices of polygons often look like they are snapping to different coordinates instead of moving as smooth as the camera.
I’m split as well. I find it interesting finding out about the tricks programmers and designers used, but at the same time it can very much ruin the illusion. I think it has a bigger impact when it’s entirely visual - like the man who runs the fishing pond in Ocarina of Time only having his upper half drawn to the player.
That’s really cool. Does that mean the DS version plays exactly like the Wii game? Can you transfer back replays for the other two windows?
I can’t tell the difference between Wii&DS MaBoShi, but I don’t know how exact they match internally.
The DS version only shows you one window, so it’s arguably more difficult due to no interaction from other windows. No replays and no hi-score saving, as is the nature of DS Download Play.
It should still be on the 3DS eShop - try searching for it (try Flametail if you’ve got a North American 3DS). I wish I picked it up for one of my DSi XLs though, since the game is played in book mode.
fun fact via lead programmer Micky Albert - the opening/ending pictures in the game were drawn by professional wrestler ASUKA.
Random question, but could anyone with Chrono Trigger DS test to see if the original SNES opening was left in if you wait at the title screen? I’m pretty sure it was, at least on my US copy that I sold, but my new EUR copy only shows the animated introduction which is somewhat irksome. I also started a new save in classic mode with movies off and it still doesn’t change that.