Showing posts with label Nintendo DS. Show all posts
Showing posts with label Nintendo DS. Show all posts

Thursday, June 17, 2010

"Nintendo DSi? What's that?"


Those are most certainly to be the words on everyone's lips come this time next year. Heck, I think we're halfway there as is. All anyone can talk about is the 3DS, and who can blame them? It really seems to be an all-round amazing handheld. Where does this leave the recently-released Nintendo DSi line of products, though?

In the dust, to put it bluntly. The 3DS is pretty much a 3D-enabled Gamecube in the palm of your hand, while the DSi is basically the same DS we played in 2004 but with cameras (Which the 3DS also has, one of which being equipped with two lenses for taking 3D pictures). In short, the 3DS is everything the DSi is, and more. The DSi's outlook isn't looking too bright.

I can think of one scenario in which the DSi will continue to succeed alongside the 3DS, but it isn't exactly a happy one. This scenario involves a wallet-strangling prospect: A cripplingly-expensive 3DS. A distressing possibility, the most distressing part being that it's even a possibility at all. The 3DS packs some serious firepower, and it can't be coming cheap. Unless Nintendo wants to sell this handheld at a loss (Something they have never done before), the 3DS is slated to be quite the expensive product. This could very well save the DSi. If they continue selling the DSi at the current price, or perhaps even lower it, it could stick around. The 3DS would be marketed as a "luxury" alternative and the two would live in harmony for a couple years or so.

...or they could sell the 3DS at a loss, make the ad campaign "3DS does was Nintendo(DSi)n't" and obliterate the older product's sales. It's up to Nintendo, I guess.

Friday, June 19, 2009

DSi firmware update ideas


The DSi is a great handheld for those willing to make the investment (More details in my review), but there are a few minor shortcomings noticeable in the system's built-in software. It used to be that, when a console shipped with problems like this, it was stuck that way for good. That's no longer the case, though, as the DSi's firmware can be updated much like the Wii's, allowing features to be added and existing software to be tweaked. As of yet, Nintendo hasn't even hinted at an upcoming firmware update for the DSi, but that hasn't stopped me from brainstorming the possibilities. Following are a few ideas I've thought up that would make the DSi that much more great.

SD card compatibility similar to that of the Wii since Wii Menu 4.0

I was really getting annoyed earlier this year. I had to keep deleting games off of my Wii's internal memory, redownloading ones I wanted to play again, and performing the mind-numbingly long task of shuffling others to the SD card and back. Finally, Nintendo delivered with Wii Menu 4.0, allowing lightning-fast play of WiiWare and Virtual Console games stored on the SD card. Since then, all's been good...

...but a similar problem may soon be arising with the DSi. It was recently found out that, if you've downloaded all the DSiWare software available, your DSi is officially full. Of course, much of what's on DSiWare right now is, well, crap, but that could surely change in the near future. In the last few weeks alone, Mighty Flip Champs and Mario VS Donkey Kong: Minis March Again have appeared on the DSiStore, and many more titles are on their way. Eventually we're going to run out of space for it all. Sadly, unlike the Wii, the DSi lacks the ability to directly run software off of an SD card... for now. Surely Nintendo could do the same thing on the DSi as they did on the Wii? Since I see no reason why not, yes, they can do it... And don't call me Shirley*.

Pause gameplay and access the main menu

You're sitting on a park bench, playing a good round of Fire Emblem, when all of a sudden you look up and see a hawk perched on the tree nearby. But you left your camera at home, and your cell phone's recharging! Well, you could just tap the power button and return to the main menu... But that would mean losing your progress in that round of Fire Emblem (And you were doing pretty damn well, too!). Well, it's either that, or miss an awesome picture of a hawk. Decisions!

This wouldn't be a problem, though, if you could just pause the game and jump back to the main menu. Like minimizing a program on a computer, you could duck out, take a pic, and jump right back in. The way I see this working out (Mind you, I'm no tech-expert, so stop me if this isn't feasible) is the game just pausing as usual while the picture's being taken. In fact, this may even be what Nintendo was planning all along. The DSi 16MB of RAM, four times as much as any previous DS model. RAM dictates how much a computer can do at once, and it's sure to be the same with the DSi. With 4MB being taken up by the game, that leaves 12MB to do whatever we want. Surely that's enough to handle taking a simple picture? Theoretically, yes, it is enough... And stop calling me Shirley*.

Now, the next question is, how would this function be accessed? Every button on the DSi is already taken... So why not make it replace the one-tap-to-the-menu function of the Power Button? Instead of a single tap taking you directly to the menu, a window would pop up asking what you want to do: Pause the game and access the menu; shut down the game, lose all progress and access the menu; or simply cancel and return to the game.

A final problem arises with upcoming, unknown software... Nintendo can't have put all that extra RAM just for the sake of this function. Upcoming, more hardware-intensive games are coming, and they'll be using higher amounts of the DSi's RAM. When it comes to this, my system outlined above won't be possible (That is, if it wasn't already rendered impossible by my lack of tech knowledge. Experts, feel free to chime in!). When games like these come along, I propose a new function: A quick-save feature built in to all software... And really, that's all there is to it. Just a quick-save feature. Why don't all handheld games have this already, anyway? It's a portable console, for crying out loud, we should be able to save and quit whenever we need! Pick-up-and-play, people!

MP3 support on DSi Sound, and a playlist feature for music

No matter how hard I tried, I was never able to get any AAC file loaded on an SD card to play on my DSi (Click here, hit Ctrl+F and punch in "Continuing along" for more). With so many hoops to jump through, there's probably somewhere along the way where I made a mistake. Why not just cut all the crap and put MP3 support in there? Post an updated DSi Sound Channel on the DSiStore, charge 200 points to cover the format licensing fee, and we're in business. That's all there is to it.

Sadly, I doubt this will happen. Nintendo seems to be running away from the MP3 format for no reason, straight into the land of AAC. Makes no sense. Whether or not this becomes a reality, though, I still want the following feature to be implemented: Playlists. As it is, audio files can only be played one by one, and in order to change to the next one, we have to fiddle about with the touchscreen. Doesn't exactly make for easy-playing of our music, does it? I know, DSi Sound is more meant for messing around with sounds and stuff than replacing a separate music player, but if the possibility for improvement is there, why not go for it? Toss in the MP3 format (Just do it, dammit), slap a 200 point price tag on it and label it "DSi Sound 2.0". Money in the bank!

Increased volume control sensitivity

I do a lot of my gaming at night when everyone else is asleep. When I was using my DS Lite, I usually had little trouble using the volume slider to find an appropriate volume level that was both loud enough for me to clearly hear yet quiet enough so as to not disturb my family. With the DSi, though, the slider is out, the buttons are in, and my ideal volume level is between two of the settings. The one below it is too quiet, the one above it is too loud, and I really don't like gaming with headphones (No idea why, I just don't). I've heard other people complain about the different volume levels, too, so I know I'm not alone on this. It can't be that hard to just make each press of the button adjust the volume less, so go on and do it, Nintendo!

Easier main-menu image viewing

I take a lot of pictures with my DSi, since I usually have it handy. When I want to go show off those pictures, though, it's a bit of a pain. After starting up the system, I then have to navigate to the DSi Camera channel, select the Album option, wait for the first image to load, then wait for the next image to load, and so on... When right on the main menu I can see one of my many photos. So why not just let me shuffle through them on the main menu?

I'm suggesting a button for the lower screen, maybe called "Random Image". Tap it, and the photo on the top screen would randomly switch to a different one. Of course, this would only select images you'd labeled to show on the upper screen, so that random picture you took of a door but forgot to delete won't be popping up. Surely this can't be very hard to implement (You should know where this is going by now)?

What do you think of my ideas? Are they great? Stupid? Technically impossible? All of the above (I don't doubt someone will find a way to make that possible)? Have your say in the comment section, or in this thread.

*You there. Watch Airplane. NOW.

Tuesday, June 2, 2009

Nintendo's E3 2009 press conference: Recap, commentary and observations

Don't forget to check the article below this for a rundown of how my predictions fared!


After last year's E3, people had lost much of their faith in Nintendo. The script was pretty crummy, the announcements were sparse, and what was announced (Animal Crossing: City Folk) wound up being somewhat underwhelming when it landed in stores that November. Surely this E3 would have to be better than last year's event... Right?

The first game shown (After a brief bit of sales talk) is one we saw coming thanks to that loose-lipped Japanese newspaper; New Super Mario Bros. Wii is the name of this new side-scrolling adventure for the Wii. Stylistically very similar to the New Super Mario Bros. game on the DS, players can play as Mario, Luigi, or different-coloured Toads. Nothing was said on the subject of other playable characters, but I wouldn't be surprised to see more join in on the fun.


The multiplayer aspect of the game is seamlessly integrated with the single player, with people free to come and go as they please. This new mode is both competitive and cooperative, much like what you'd see in the Four Swords games in terms of player interaction. Whenever someone dies, a bubble appears on screen containing them. If other, living players are inclined to do so, they can pop the bubble and free their allies/foes and continue along. Although they didn't say, I'd assume that if all four die without freeing a bubble-encased player, the level ends. The same probably occurs when all players exhaust their supply of free lives. An additional way players can work together is picking eachother up on their shoulders and carrying them around. This comes into play with the following power-up...


One new ability was shown off in the demonstration, and that was the Propeller Suit. From what I could see, players can save themselves when falling by activating the propeller and whisking themselves to safety. It can also be used mid-jump to add a bit more height to a leap. If a player without a Propeller Suit grabs another play who has one, they can be flown around as a passenger. A neat little touch, gently forcing players to work together if need be.


In the official trailer, another new power-up is shown off: The Penguin Suit (Not an official name, just what I've dubbed it). Acting sort of like an Antarctic Hammer Bros. Suit from Super Mario Bros. 3, the Penguin Suit gives the wearer the ability to toss about snowballs at his or her enemies. So far, this and the Propeller Suit are the only known power-ups, but seeing more wouldn't surprise me in the least.


Not much else is known about New Super Mario Bros. Wii, but if the DS game was any indication, it's sure to be a classic side-scroller with enough content to keep people busy for a good while. New Super Mario Bros. Wii will be available worldwide this holiday season.


Directly following that was the announcement of the other game leaked by Nikkei: Wii Fit Plus. Despite its name, it doesn't seem to use the Wii MotionPlus at all. In fact, it still uses just the Balance Board and Wii remote, with no new peripheral or anything attached to it. Several new modes are the draw this time around, with different work outs designed to focus on different parts of the body.


Also new are 15 minigames, from a platformer-like distraction to what Cammie Dunaway referred to as "Brain Age for your behind". Yup. It's Butt Age (See below).


Wii Fit Plus doesn't look to bring a whole lot to the table in terms of new content, instead serving as more of a, well, a Wii Fit Plus. Anyone who has yet to get into the craze (Such as myself) should probably just wait for this to hit shelves this fall, sold in two packages: With a Balance Board (For newcomers like myself), or without (For Wii Fit owners looking for a little more).


After this, Reggie appeared on stage to show off the Wii MotionPlus (I know, I was expecting more sales talk, too). After talking a bit about how revolutionary and accurate the device is, he handed the show over to Bill Trinen, who proceeded to demonstrate for us a few parts of Wii Sports: Resort.


To begin, Bill Trinen started off at the first part of the game players will experience: Skydiving to the resort island. By twisting and turning the Wii remote (With MotionPlus) in the air, players can make their Mii do all sorts of moves, and even grab a hold of other sky divers and create formations in the air. This little beginning level is a perfect way to introduce the player to the abilities of the Wii MotionPlus, but like this is merely the start of the game, this is also merely the start of the new peripheral's abilities.


In the archery game, the Wii remote is held pointing up, with its back facing away from the player. The Nunchuk takes the role of the player's other hand (Which one depends on the player's hand dominance). Aiming is achieved by moving the Wii remote around, and this is where it gets cool. Even though the IR sensor is pointed straight at the ceiling, the Wii MotionPlus can still determine where on the screen the back of the remote is "pointed" at. Bill moved it around in space in front of him, and the way it was matched so perfectly on screen almost made me forget there's no IR camera on the bottom of the controller.


After this, Bill called Reggie back on stage to demonstrate the basketball free-throw game. By holding their hands above their head as if holding a basketball, with the Wii remote in the "throwing" hand, the two of them managed to have a nice, fun and challenging round of free-throws, with Reggie barely edging out Bill by sinking a "money ball" worth extra points. I'm no fan of basketball (And as such probably just used horrible terminology), but I must admit I'm excited for this part of the game. It looks challenging, yet fulfilling, and truly shows off the scope of the MotionPlus' abilities.


Wii Sports: Resort looks like an excellent sequel to the Wii game that started it all, and I'm quite looking forward to getting my hands on it on July 26th.

After this, a string of trailers for already-known games began to play. Final Fantasy: Crystal Bearers (With some pretty crummy voice actors, sadly), Kingdom Hearts 358/2 Days and Mario & Luigi 3: Bowser's Inside Story (Excellent title) all went by, followed up by a trailer for something no feasible reach of the imagination could have possibly foretold...


Oh, people dreamed about it and people hoped for it, but I don't think anyone ever truly believed it would ever happen. Now, I never played the first two games personally, so I don't know a whole lot about the significance of any people shown in the trailer, but I can say that it featured some truly beautiful graphics. Screenshots really don't do it justice, so be sure to check out the trailer on Youtube.


A string of less-significant announcements followed, with stuff like Style Savvy (Localization of Girl's Mode), James Patterson Women's Murder Club: Games of Passion (Sort of an interactive novel based on the book) and C.O.P. The Recruit (An actually somewhat cool, GTA-style cop game from Ubisoft). Following this was a bit of shilling in the DSi's direction, and the announcement of Flipnote Studio (The localized name for Moving Memo Pad). Following this was the announcement of an all new game: Mario VS Donkey Kong: Minis March Again!


The third title in the Mario VS Donkey Kong series, Minis March Again! looks to consist entirely of user-created content shared over the Nintendo WiFi Connection. Going along with this is a level editor said to be even more robust than that of the previous game, giving the player an insane amount of space to work in and many additional tools and traps.


Now, what's the coolest part of this? Mario VS Donkey: Minis March Again! is exclusively for DSiWare. That's right; Nintendo is finally throwing their weight behind the fledgling DSiShop, and Mario VS Donkey: Minis March Again! will be debuting their on June 8th. Once again, you're not misreading this; This game is coming out next week! Sometimes digital distribution can be an amazing thing, huh? No price point has yet to be announced, but I'm expecting it to fall in the "800+" price range, possibly becoming the first game to actually be of a "+" price.

Following this are three more less-notable presentations; WarioWare: Made in Ore is to be called Wario Ware: DIY in North America, The Legend of Zelda: Spirit Tracks is once again shown off (No new information), and they announce that we'll soon be able to upload our DSi pictures directly to Facebook.

After the above, Iwata appears on stage and begins to say how many people on Earth are playing games these days and how Nintendo has enlightened millions to the wonders of gaming. Basically sales talk in disguise. Iwata then turns to something new...


...another peripheral? But... I thought we were through with such things! Oh well, maybe it'll be something coo-What? It's a glorified heartrate monitor?


...I'm honestly speechless here. Apparently, so was Iwata, as he basically told us that it monitors our blood pressure as we play to gauge how we're reacting to it... Or something. He was being incredibly vague. My guess is this is still waaaaaay in the experimental stages, making it a mystery as to why they chose to show it off today.

At this point I'm pretty blown away by all the announcements (Excluding the previous one). Although I wasn't thinking it at the time, I'd probably have been alright with it if they decided that was enough for today and ended the conference. But they still had at least one more ace up their sleeve, and that was...


Super Mario Galaxy 2, a sequel to what is probably the Wii's greatest game yet. This was just crazy to me. After hearing of New Super Mario Bros. Wii, I was sure that the major Mario-related news had wrapped up for the day. I was gladly shown otherwise. Although no story details explaining why have surfaced yet, Mario is once again taking off into space, but this time he's got a friend in the cold depths of nothingness: Yoshi, mashing together dinosaurs and intergalactic adventure in a way I never imagined could qualify as not cheesy. Dinosaurs in space: Only Nintendo could make that work.


Yoshi seems far-improved from his last 3D platforming appearance in Super Mario Sunshine, though, gaining a Super Mario World-style ability to eat fruit and take on new powers and colour schemes. When turned orange, Yoshi gains Sonic-like super-speed, and turning blue causes him to blow up like a balloon then deflate, floating into the air and taking Mario to new heights.


Many other enhancements seem to have been made to the formula from Mario's first space adventure, with actual planet-sized planets and a new drill item showing up in the trailer. Also appearing in the trailer was a Super Mario Bros. 3-style "giant" galaxy, featuring humongous Goombas and blimp-sized blocks. Now who says you can't build on perfection?


Nintendo is expanding upon a winning formula here, and I have every reason to believe that this will be an amazing addition to the Super Mario Galaxy universe (No pun intended). Super Mario Galaxy 2 is currently slated for a vague "2010" release.

Bringing us back to Earth after the previous announcement (Okay, pun intended that time), Nintendo turns to showcasing a few mature third-party Wii efforts; The Conduit, Resident Evil: Darkside Chronicles and Dead Space: Extraction all get their time on the big screen. I'm glad to see Nintendo pushing third-party Wii software. It's a lesson they've done well to learn after the N64 and Gamecube days!

After this, I thought, the show's bound to be over. A goodbye from Reggie, a final wave, and the lights go off. That's what I thought. That's not what happened. Instead, Nintendo announces that their partnership with Team Ninja has begun to pay off, and that the two have been working together on an established Nintendo franchise. First thought: Zelda. The trailer starts, and I see waves. Okay, so it's Wind Waker... Wait, that was just the Team Ninja signature. Whoops. So now we're in deep space, floating through a debris field. Oh my god, it's got to be Star Fox! Wait, who's this? Some woman in a space station? That's not Star Fox at all... Some commander-like guy asks her a question and OH MY GOD IT'S A NEW METROID.


Samus is back, but this isn't a first-person shooter. It's more of an action platformer, similar to Ninja Gaiden (A Team Ninja product). But in space, and with an arm cannon, so by default it's infinitely superior (Nerd alert). Freed from the restraints of first-person shooters, Samus now takes matters into her own hands... Literally. I mean, look below.


She has a freaking space lizard in a headlock. That's just plain badass. Samus is now able to punch the crap out of things, as well as shoot them. If that alone doesn't make this game awesome enough for you, watch this trailer and try not to smile. Go ahead, I'll wait...

...finished? Did you smile? Damn straight you smiled. And did you hear that at the end? She spoke. Samus talks now. She's probably the only silent protagonist I ever wanted to see go vocal (Except maybe Gordon Freeman, he's gotta have tonnes to say), and here it is. I really have to get my hands on that Metroid Prime Trilogy when it comes out and get back into the universe of Metroid. I've got to be ready for when it lands next year!


After this, Reggie takes the stage once more. What, he's announcing more? Stop, you're going to kill me! Well, I'm alive, so I guess that tells you no more announcements were made. And now, after all these surprises and revelations, the conference finally comes to a close. Looking back on it as a whole, I'd have to say this was definitely in the same league as the 2007 presentation, and nearly up there with the 2006 showing. If you honestly came away from this conference disappointed, I'm sorry, but I don't think you'll ever be satisfied. Nintendo delivered today, and they've shown that us gamers that have been with them for all these years still fit in with their plan. Thank you, Nintendo.

To summarize: Yes, it is better than last year's event. And don't call me Shirley.

Discuss This Article On The Forums

Tuesday, April 28, 2009

Nintendo DSi review


Nintendo has always been a dynamo in the handheld market, ever since the days of the Game & Watch. While the software is always central to a system's success, one cannot forget the importance of the hardware that plays it. Nintendo sure doesn't forget, as they always bring out three different models of a console per generation, tweaking and fine-tuning the system to perfection. With the Nintendo DS in 2004 and the DS Lite in 2006, the DSi is the third (And presumably final) version of the handheld, adding cameras, bigger screens, internal memory, and so much more. Do all these changes make the DSi a worthy addition to the best-selling Nintendo DS product line, or has the mighty Nintendo blundered this third design?

When it comes to the handheld's appearance, the DSi sure does live up to Nintendo's current trend of sleek and appealing design. The top of the console is smooth and clean, completely unblemished except for the lone camera off in the front-right corner. The new matte finish ensures the DSi doesn't stick out like a shiny sore thumb, and it also makes for a far more firm grip than the slick and glossy DS Lite casing. The power/charge indicator lights have moved over to the opposite side of the hinge, and they've got a new neighbour in the form of a wireless communications indicator light (Stays lit when passive wireless communications are enabled, and blinks during use. This feature can be disabled). On the left side of the device are the volume controls, which are now buttons instead of a slider (A welcome change, but a bit more precision in volume adjustment would be nice). The front edge of the handheld is completely blank (No more Game Boy Advance slot) except for the headphone/microphone jack on the right side (And the jack is exactly the same as before in every way). Along the right side are the stylus sheathe (Housing a longer and slightly thicker stylus) and the SD card slot (Can be difficult to open with short fingernails). Around back are the shoulder buttons (Which stick out a bit much for my liking), the wrist strap loop (For the wrist strap that isn't even in the box!), and the power jack (Which is incompatible with previous Nintendo DS chargers). Finally, on the bottom, the only thing of note is the battery pack cover (Which feels a little flimsy, and gives slightly when pressed).


Opening the handheld (Which shows off the awesomely-smooth hinge of the new model) reveals two 3.25" screens, 0.25" larger than the screens on the DS Lite. Not a massive increase, but still noticeably bigger. Between the two screens (On the hinge) are the inner camera and microphone. On opposite sides of the top screen lay the two speakers, now consisting of one narrow slat each instead of the six-hole design of the DS Lite. They look a lot better than before, and provide audio quality equal to (Or maybe even better than) the DS Lite. Moving down to the lower half of the unit, all the buttons are in the exact same place as before, except for the constantly-migrating power button. With the Nintendo DS it was above the D-Pad, with the DS Lite it moved to the right side of the case, and now with the DSi it's moved once more to below the D-Pad. This time around, the power button doesn't just turn the system off. While holding it down will result in a power-down, tapping it will instantly return the user to the main menu, regardless of what function is currently underway. Think of it as the DSi's equivalent to the Wii remote's Home button. While not a crazily-innovative addition, it's still a nice little touch.


Looking at the design on the whole, I can really find only two flaws. First, as I mentioned before, the SD card slot cover is incredibly hard to open with short fingernails. In fact, it's hard to open even with fingernails. It's just an annoying little slot cover. It's a good thing most people won't be swapping SD cards out all the time, because this flap is not something I want to deal with anymore than I already have. Second, the shoulder buttons stick out. A lot (See the following picture). Keep this loose in a bag, and something's sure to slide against them and snap them off, or at least loosen them up. With the DS Lite, the hinge was the greatest design flaw. With the DSi, I'm seeing the shoulder buttons taking this dubious title.


There are two other ways the DSi has changed, one good, one bad, and neither as apparent as what was outlined above. First, the good news: DS game cards can be inserted and removed without having to power down the system, meaning those of us who tend to use the backlight as a means of seeing our game wallets late at night can live a little easier. Now, then, for the bad news: The DSi's battery is weaker than that of the DS Lite. Whereas the DS Lite used a 1000mAh internal rechargeable battery, the DSi uses a battery of only 840mAh, resulting in a battery life 16% lower. This is further affected by the brightness of the backlight, where higher levels drain the battery even faster. Just keep your backlight low and a charger nearby, and you should be alright. Those of you who do a lot of travelling, though, may want to keep a spare battery on hand.

Starting up the DSi, after the obligatory health and safety screen, presents the user with a menu far different from what was on the previous DS models. Several new menu options are spread out along the DSi's version of Wii Channels, all entirely customizable in order and with plenty of room for additional "channels" down the road. When first starting up the DSi (After inputting your personal information and preferences), the available channels are as follows: System Settings, Play *Currently Inserted DS Game Card*, DSi Camera, DSi Sound, DSi Shop, PictoChat and DS Download Play, followed by a large amount of empty slots (Software purchased from the DSi Shop will occupy these spots). See below for an example of the menu, with all channels shown in the order previously listed.



This new interface is very easy to use, and it looks great, too. The view can be slid left and right either by dragging with the stylus or using the D-Pad. Dragging a channel upwards and then either left and right lets the user re-arrange the icons, allowing for complete personalization. Want all your games at the far left, and applications off to the right? It's your call.

As you can see on the top screen of the above-pictured DSi, users can choose pictures taken by the DSi's cameras to display as a background image. Several pictures can actually be designated as backgrounds, swapping images every time you re-enter the menu. While not a thrilling, revolutionary addition, it's still a nice little touch.

As for the Nintendo DSi Camera software itself, it's just as user-friendly as you'd expect from a Nintendo product. Taking pictures is quick and easy, and even transferring images to an SD card is as simple as a few quick taps of the stylus.

When taking a picture, the user can select one of many different bizarre lenses, from a "Distortion Lens" where the view can be pulled and squished, to a kaleidoscope-like "Mirror Lens". Most of these lenses are also available for use on pictures that have already been taken, as was the case with what you see below. The downside is, while these different lenses are good for a laugh or two, chances are they won't keep anyone's attention for more than a few sessions.

This is a DSi box

This is a DSi box on drugs

As you can see from the above pictures, the DSi cameras are of somewhat low quality. The white section of the DSi box shown above is speckled with many different colours in the photograph, but is pure, blemish-free white in person. The officially-released resolution for both DSi cameras is a measly 0.3 megapixels, even less than the clarity and size you'd get from a cellphone camera these days. Fear not, Kodak: Your cameras are in no danger from the DSi. Of course, nobody should really have expected such things of the DSi. Nintendo's about fun, not multi-functionality. These cameras are for use in games and light-hearted application, and were never meant to replace a photographer's trusty, tripod-mounted, $3000 camera. So yeah, the cameras suck. What of it?

Continuing along with the DSi's built-in software, Nintendo DSi Sound is basically an audio version of Nintendo DSi Camera. Sounds are recorded through the DSi's built-in microphone, and can be filtered in many humourous ways. Music can also (Apparently) be played off of an SD card and manipulated in a similar manner. In the end, it's just about exactly like the camera software, but aural instead of visual.

Now, you're probably wondering why I said "Apparently" in the previous paragraph when referring to the DSi's ability to playback music from an SD card. It's not because I don't have an SD card or the means to encode the music into the otherwise never-used AAC format (A choice by Nintendo that baffles me to this day). It's because, despite trying several times with at least five different songs of varying lengths and audio quality, I've never once been able to get the DSi to recognize an audio file placed on the SD card. Not once. I figure if, after all that, I still can't get it to work, it isn't worth the effort. From what I can tell about the DSi's music playback capabilities, it's just like the DSi's picture-taking function: It's meant to just be a fun little diversion, and not a replacement to the MP3 players just about everyone has nowadays. The difference Nintendo DSi Sound and Nintendo DSi Camera, though, is that the latter is easy to use when it comes to SD card functionality.

Next in the line of built-in software is the Nintendo DSi Shop. Much like the Wii Shop Channel on the handheld's big brother, this software is for connecting to the internet and downloading software (Called DSiWare) in exchange for Nintendo Points (The new name for Wii Points). Nintendo Points can be purchased either via credit card or pre-paid card, as always. Unlike the Wii Shop Channel price range from 500 to 1500 points, DSiWare price categories are Free, 200 points, 500 points and 800+ points. Of the software I've tried so far, the level of quality is right up there with what you'd find on the Wii Shop Channel, although far less complex, as is expected (Note: Reviews of DSiWare games will be surfacing in the coming weeks).



While early buyers of the DSi are treated to 1000 free Nintendo Points (A promotion that will be running until this October), not a single point need be spent to get the first "Free" piece of DSiWare: The Nintendo DSi Browser. As the name suggests, this is the DSi's very own web browser. Running off the same Opera engine as the Wii's Internet Channel, the Nintendo DSi Browser is a handy little way to catch up with your favourite text-based, non-Flash-heavy websites. It's fast and easy to use, but not exactly powerful. Don't expect to catch up on your favourite, full-page webcomics using this, unless you like a whole lot of pixelation in your dialog boxes. Since I can't take screenshots off of my DSi, I fired up Photoshop and scrambled up a recent Dr. McNinja as an example.


Can you read that voice bubble? Because I sure can't. Also, I prefer my art not looking like a compressed image used in an SNES game. Smaller, simpler comics work just fine, though, so readers of Dinosaur Comics can rest easy.

As suggested a couple paragraphs ago, the Nintendo DSi Browser is completely unable to render any sort of Flash animations. Those hoping to catch up on the latest episode of Homestar Runner should just go back to their computers instead.

Despite these problems and a few other smaller ones (Column View doesn't work on this very blog for some bizarre reason, making it just about unreadable), the Nintendo DSi Browser is still a great way to check up on the latest news on Go Nintendo without having to fire up your computer. Unless you use the USB Nintendo Wi-Fi Connector like I do, in which case it'll have to be on anyway. So if you're incredibly lazy...

Two features from the previous DS models return with the Nintendo DSi: Pictochat and DS Download Play. Working exactly the same as before (With DS Download Play even displaying running off of the old operating system), the inclusion of this software is a welcome touch to those of us with friends still clinging on to their previous DS systems (Join usssssss!). One minor addition is the Rainbow Pen in Pictochat, which allows users to doodle in a constantly-changing selection of colours. Don't worry, though: Your friends with DS Phats and Lites can still see your rainbow-powered creations.


And that, my friends, is the DSi. The third (And supposedly final) model of the Nintendo DS brings a lot of new features to the table, all of which are fun and, in some cases, useful. Of course, no system is perfect, and the DSi does have its fair share of downsides as well. When weighed against the positives, though, I still feel the DSi is superior to the DS Lite, if just barely. This statement brings up a good question, though: If the DSi is better than the DS Lite, is it worth upgrading? I'd have to say...

No, it isn't. The DSi is a great little handheld, but if you have a perfectly-functioning DS or DS Lite in your possession, I don't believe it's worth what it costs to upgrade. Will it be worth it in the future? If DSiWare takes off, and DSi-exclusive games start appearing in large numbers, then I'd say yes. As of now, though, I think it's only worth the upgrade if your previous DS model is broken, or if you have a whole lot of money just sitting around.

In the case you don't have either of the previous DS models, though, I'd say the DSi is a great way to get started. Of course, going for the DS Lite instead won't kill you, but considering the superior model is forty bucks more, I don't see why you'd settle for the 2006 model (Unless you're a total Game Boy Advance freak).

The Nintendo DSi has arrived, and I'm not afraid to say it's the best model yet. Now, as for when I think we'll be getting the next generation of DS... No, that's an article for another day.

Discuss This Article On The Forums

Monday, April 6, 2009

The two-slot DSi and the Dragon Quest IX delay: Related?


A little while back we heard that Dragon Quest IX was being delayed, and then we also heard that the DSi originally had two game card slots. Two completely unrelated events, right? Maybe not. Personally, I think that the removal of the second DSi slot is directly related to the Dragon Quest IX delay.

Keep the following two facts in mind while reading this article:
  • The DSi had two game card slots until late in the console's development.
  • Dragon Quest IX was delayed due to a critical glitch
Got it? Alright, now I can begin.

We all know Dragon Quest IX is going to be a huge, huge, HUGE game. If you thought Grand Theft Auto: Chinatown Wars was big, then Dragon Quest IX is going to be gigantic. To illustrate just how big people think this game is going to be, one Photoshopper even whipped up the following little gem:

While the above is believed to be fake, I think the creator was on to something...

Now, imagine this was true: Imagine Dragon Quest IX really was so big it required two game cards, and Nintendo created the dual-slot DSi as a way to accommodate this game and any others too big to fit on one card. But then a problem arose: The dual slot DSi was too big. Nintendo wanted it smaller. So they cut out one of the slots in the interest of appearance, and told Square-Enix they'd have to figure out another way to do things. Thus dual slot DSi had come to an end, and Square-Enix's problems had just begun.

Could the canceled dual slot DSi be behind the Dragon Quest IX delay?

When we get to this point, though, I have two different theories. First is the one I think is more likely to be true:

Nintendo didn't just drop the slot and tell Square-Enix to fend for itself, though; They had an idea that just might help. They added to the DSi the technology to allow game cards to be removed and inserted without turning off the console. A solution was found: Just swap out the first game card for the second at the end of the first half, travelling back to the days of the multi-disc Playstation games. Something didn't quite work out, though. Some sort of glitch arose, and Square-Enix needed more time to combat it. By then, though, the DSi was already released in Japan, and it was too late to switch back to the old design. So now Square-Enix is stuck working out this problem with a one-slot DSi, and we have to wait even longer for the epic-length Dragon Quest IX.

And now for the other theory, which I think has a slightly lower chance of being the real situation:

Looking at the DSi and trying to figure out a solution to the problem, Square-Enix noted the SD card slot. Why not have part of the game in the game card, and part of it in the SD card? Inside the retail package would be a standard DS game card (Containing some of the game data) and an SD card (Containing the rest of the data and some spare rewritable space so as to not remove all other SD card functionality when the game is being played). This was a new and vastly different technique, though, and as is the case with just about every new and innovative technology, something went wrong, and the game had to be delayed to fix it.

One slightly different ending to either theory is that adapting to the new technology just ended up taking longer than they thought, and development ran past its original deadline. Also, you've probably noticed that, with either theory, the game has become exclusive to the DSi. Could Dragon Quest IX end up being released in two formats? Maybe the DS/DS Lite version would feature all the extra data on a Game Boy Advance cartridge, and the DSi version would use one of my above ideas? I suppose we'll just never know until it actually comes out, will we?

Discuss This Article On The Forums

Thursday, March 26, 2009

The Legend of Zelda: Spirit Tracks - A look at what we've seen


The Legend of Zelda: Spirit Tracks was announced yesterday, and forums all over are abuzz with speculation and worry regarding this new installment in the classic franchise. Some people have pointed out minor gameplay additions in the trailer, but nobody's really sat down and thought about the core changes that are taking place in the game's formula, both concept- and gameplay-wise. That's what I've set out to do with this article, and I hope you all take what I say into consideration next time the game comes up in discussion (Which is sure to be quite often over the next little while).

Without a doubt, the first change deserving mention is the train. Having already addressed the obvious question of why a train is in a Zelda game (See the bottom of this article for the answer), it's time to see just what sort of impact this technological marvel will be having on the gameplay. First, let's take a look at the following screenshot taken from the trailer:


As you can see by looking at the top screen, there's a maze of tracks covering a large amount of what I'll be calling "Hyrule Field" until another name is given. One of the first things to notice about this is the fact that most of the upper-left quarter of the map is devoid of rails. What does this mean? Quite simply, it means that not all exploration will be done via train. There will be on-foot travel in Spirit Tracks outside of dungeon exploration. Second, note the tattered edges of the map on the left and bottom borders of the screen, and the absence of them in the right and top borders. This suggests that what we see here is, at the very least, a quarter of the overall game world. The map is at least four times this size in total. Whether or not the rail system continues into these unknown regions is yet to be found out for sure, but that one stretch of tracks running along the eastern side of the castle suggests it will, and I expect significant amounts of on-foot exploration will go along with it.

One may notice a parallel between the way the train works and how seafaring worked in Phantom Hourglass (Spirit Tracks' supposed prequel). The ocean from the previous game has basically been replaced with a largely empty field crisscrossed by rails, and the boat replaced with a train. Instead of sailing across a sea, we'll now be chugging across a large field. In short, there's nothing truly new and restricting about Spirit Tracks (That we so far know of) when compared to the seafaring in Phantom Hourglass.

To that you may ask "Well, why not just stick to the ocean, then?" There's a simple answer to that, but you may not like it: To make the game more casual friendly. With a wide open ocean there's plenty of places to get lost, but if there's set, defined paths crossing it, it's next to impossible to lose your bearings. Now, if it's being made casual friendly, that means it has to be super-easy, right? Well, that's not quite true. Two paths could be taken here with game difficulty without hampering the experience for more dedicated gamers. The two paths are as follows:

-One option would be to implement the "Kind Code" patent that surfaced back in January, allowing more advanced gamers to play it as usual, while still allowing any less experienced gamers the opportunity to enjoy the story, and jump in for a bit of action whenever they want.

-The other possibility would be to leave the difficulty in tact and not lower it at all for the more casual gamer. Spirit Tracks could become more of a "bridge" game than a "gateway" title, helping new gamers to slowly advance from simpler titles like Wii Sports over to more complex and difficult games such as this. The rail system will be the simplified aspect of the game, letting the newcomer concentrate on learning how to fight. From this "bridge" game they could then move on to more serious and difficult titles like the console Zelda games, thus completing the path Nintendo set for them.

Of course, I'm not at all denying the distinct possibility that Nintendo will avoid both of the above paths and instead make the game incredibly simple. All I'm saying is there are other possibilities that would serve both dedicated and newcomer gamers alike.

For the next section, we'll be taking a look at the following two screenshots (Again, taken from the trailer):


These two screens right here confirm the most important parts of any Zelda game are intact: Dungeon exploration and epic boss battles. Unlike the above uncertainties involving difficulty, this much remains fact; Spirit Tracks will still very much be a Zelda game, perhaps even eclipsing Phantom Hourglass as the definitive handheld Zelda experience. With a new super-powered, fan-like weapon and the ability to control Dark Nuts to do our bidding, Spirit Tracks holds all the markings of a masterpiece. Will it hold up to this potential? Only time can say for sure, but my outlook is optimistic.

What do you think of what we've seen of Spirit Tracks so far? Are you excited for it beyond all reason, or are you more likely to burn a Miyamoto effigy on your front lawn? Feel free to speak your mind in either the comments section, or in this forum thread. Just no burning of effigies around here; The cops are already on my ass about the "cherry Kool-Aid" dripping down the walls.

Wednesday, March 25, 2009

Today's Game Developers Conference keynote: My thoughts


I forgot that the Game Developers Conference (GDC) was today. I woke up and just did my normal routine, logged onto my computer and saw the Go Nintendo banner and remembered it. Okay, I thought, maybe we'll get some Punch-Out! Wii info or something. After past disappointments, I've taught myself to not get too excited about Nintendo conferences or keynotes. I expected a little bit of info on some announced projects, a whole lot of sales talk, and that would be it. I was glad to be mistaken.

First off, before the conference even began, someone in the Go Nintendo comments screamed about a new Wii update. I ran down and downloaded it, expecting maybe a new little widget on the menu like the clock they added a while back. Oh, there was something new on the Wii Menu, but it was far more than a clock: It was an SD card icon. Luckily I had my SD card in there already from a recent play session of Excite Truck, so I clicked away. And what did I find but the fabled storage solution! No, really! Remember last year when they announced that we would soon be able to download WiiWare and Virtual Console games directly onto the SD card, but we'd be unable to play it unless it was on the internal memory? Seemed like a whole load of nothing, didn't it? Mercifully, it was all a big misunderstanding on the part of us gamers, and the storage solution is indeed here. And man, it's awesome.

Here's how it works: Say you've got an SD card with a WiiWare game on it, but you don't want to put it in your already near-full Wii fridge. Well, have no fear, because your fridge just got an upgrade! Following is a play-by-play, picture-accompanied walk-through of the process.

There's the little button right there... Click it and you're presented with this:

A darker colour scheme than the normal Wii Menu, the SD Card Menu lists all the Virtual Console and WiiWare games you have sitting on your SD card. Let's have a look at good ol' Pokémon Snap.

"Start"? You mean... That's it? The war is over, we can go home now, mama?

Ah, here's the catch. A loading bar. What a rip-off, I-wait, whoa whoa whoa! I can actually see the loading bar progress! It... It's done! IT'S DONE ALREADY! It takes less than 15 seconds to copy over a 155 block game! The solution, IT IS HERE!

*Cue the angel's chorus*

Now that, my dear readers, is what I call service! And when you're done playing, it goes right back to the Wii Menu in an instant, with the temporary data already wiped. This is undoubtedly the best Wii update ever. I have more space in that internal memory than I can ever remember having before. 700+ blocks just sitting there, waiting to serve the demands of any SD card-launched game I wish to play. It's... It's beautiful. And what's more, take a look at this:

Yes! Now downloaded games don't even have to touch the internal memory at all until we play them! Nintendo, I- I forgive you.

And now, for my best infomercial voice-over impression: But wait, there's more! Heck, I haven't even gotten to the actual keynote yet! Now, we all know Nintendo just loves talking about how successful they are, especially with the economy in the state it is. Things like this were said again, of course, but with a few neat little tidbits tossed in. First off, we got the official announcement that the Nintendo DS, DS Lite and DSi have, combined, shipped over 100 million units worldwide, and with the way it's selling nowadays, that basically means 100 million sold, too. On the console side of things, 50 million Wii consoles have been shipped worldwide, with the sales situation probably mirroring that of the Nintendo DS line of handhelds. The other nice little note they tossed in was actually thanking us for buying their product. Thanking. Us. That's amazing, really. I've never heard of a game developer saying such a thing before.

After a bit more dev talk and word of Miyamoto randomly kidnapping employees to do his bidding (Best left unexplained), we finally get some clarification on Rock N' Roll Climber, a Nintendo game first "unveiled" to us through an ESRB leak. A new, Balance Board-utilizing WiiWare property entirely unrelated to Ice Climbers (Sorry, folks), Rock N' Roll Climber is a wall climbing simulator that takes the whole body into the climbing equation. Hand and foot movements are reflected by the on-screen character, climbing across blurry, low-resolution cliffs to reach the top. Once there, the player is treated to a somewhat badly animated guitar riff played by the player who picked up a guitar on the mountain top. Because, you know, electric guitars are often left on the summit of a climbing wall. You can't make this stuff up.

Yeah, uh... Climb that wall, man. Rock on.

As you can probably tell, I'm not all that thrilled about Rock N' Roll climber, and that's for many reasons. First, it's a rock climbing simulation. Once you understand the controls, you've mastered the game. The whole point of actually rock climbing is the thrill, danger, and sense of accomplishment obtained from the activity. Unless they throw in loose rocks or some crap like that in the harder levels, I'm not interested. Second, it's uuuuuuuuugly. I understand this is a WiiWare title, but so was LostWinds, and that was beautiful. Really, I think that's all I need to say to validate my disinterest.

Next up comes the announcement of the above-described storage solution, which is still pure freaking awesome. Moving on.

A whole bunch of Square-Enix support was announced for WiiWare and Virtual Console. First off, we'll be getting a (Hopefully enhanced) port of the Japanese cellphone game Final Fantasy IV: The After, which, judging by the title, it an epilogue to Final Fantasy IV. Following that announcement was the revelation of Final Fantasy Crystal Chronicles: My Life as a Darklord. While not the disc-based sequel I asked for back in my review of FFCC: My Life as a King, My Life as a Darklord still sounds interesting. So far, the following press release snippet is the best info we have:

FINAL FANTASY CRYSTAL CHRONICLES: My Life as a Darklord puts players in the highly fashionable shoes of the Darklord’s daughter, a malevolent little Miss, charged with dispatching intruding do-gooders by strategically placing traps and monsters around the tower she calls home.

Players will need to get their hands on ever more diabolical traps and abominable monsters to stop those pesky adventurers from making it to the Dark Crystal at the top of the tower. Be warned, though - with heroes of all the races and job classes from the FINAL FANTASY CRYSTAL CHRONICLES series storming the Darklord’s lair in real time, traps and minions will count for nothing unless deployed like a true evil genius. Anything less and the Darklord’s beloved home will be reduced to rubble!


Ooh, I like playing as the bad guy! My Life as a Darklord takes things in a much more traditional direction, turning the focus back on combat and away from reconstruction. Hmm, the same classes and races seen in My Life as a King, you say? Maybe I can finally beat some sense into those AWOL morons from the first game... And hey, Square-Enix, while you're being all loose-lipped... What happened to The Crystal Bearers? If you've canceled it, just say so already. If not, show us something! COME ON!

Here's another announcement with a more immediate result: As of today, classic arcade games are now going to be available on the Virtual Console! That's right, just about every non-Sony or Microsoft console in history is now available to be played on the Wii. What next, Atari 2600 and the always fun ET? Let's not think about the future just yet, though. Just pull some strings and get The Simpsons: The Arcade Game on the VC, and I'll be happy.

What else is there... Oh yeah, a new Zelda! Titled The Legend of Zelda: Spirit Tracks, the first (And so far only) trailer shows our man Link, and he's... Driving a train? Yep, that seems to be the new "thing" with this latest Zelda. While at first I could only laugh, I started thinking about it and began to really like it. I mean, a train may seem out of place in a Zelda game, but think about it: The Wind Waker trilogy, as it now is, is chronologically the latest point in the series. It only makes sense that more modern technology would begin to surface. In fact, it's been hinted at in the last two games, with man mastering the seas in Wind Waker, and then harnessing steam power with Linebeck's ship in Phantom Hourglass. It's happening, people: Hyrule is modernizing. The industrial revolution is close at hand!

*Sniff* Our little Hyrule's all grown up now...


So, what did we get out of this seemingly ho-hum day? The long-awaited storage solution, a bunch of new WiiWare and Virtual Console games, and, last but certainly not least, our new Zelda. I must say, I'm impressed. The only problem is that Spirit Tracks is so far away!

Discuss This Article On The Forums