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Topic: 2DS screen distance

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vonseux

1. Posted:

Playing some games that actively uses both screens at the same time (Contra 4 / Sonic Colors / Yoshi Island DS / web bowser) I feel that the distance between the two 2DS screens is not right. As if the "dead zone" is suposed to be larger. I believe this passed unnoticed to Nintendo, or does the same problem happens with 3DS / XL ?

  • I know 95% of the games won't have problems with that because it uses each screens with different functions.

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supermario182

2. Posted:

side by side comparison of 2ds 3ds and 3ds xl
http://imgur.com/Pcsi1Kv
you're totally right there should've been more space. it probably looked funny with a big flat space, at least on the 3ds its got the hinge joint there.

also ds vs 3ds, for comparision since you are also talking about a ds game
http://imgur.com/IsaxPqW

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vonseux

3. Posted:

right ; the physical space is lot bigger. but I guess it's not impossible to tell the software the distance should be X or X/3 pixels. (emulators do that!)

I wonder f while playing the games theese dead space on 3ds XL feels "just right" or if it jumps.

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Moorpheel

4. Posted:

It's not really too noticeable.

Also, there are way more games that don't use the "dead space= real space" thingy anyway.

Edited on by Moorpheel

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Gioku

5. Posted:

I noticed that when I first saw pictures of the 2DS; the distance between the screens is meant to be very precise in certain games, so DS models (apparently not the 2DS) have the same (relative) distance between the screens. I noticed this issue when playing DS games like Mario & Luigi: Bowser's Inside Story in native resolution; in which case the distance becomes too far.

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KittenKoder

6. Posted:

There is a slight problem with correcting this nuance using rendering to adjust for the difference, since there are a few, not many, games that depend on this. It will, inevitably, have to either have the resolution altered or the image cropped. Meaning the game's content would still look different on the different systems. So it would be extra development time, and the only change would be a different complaint about it. ;)

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Moorpheel

7. Posted:

I don't really think I have played any new game that considered the space between the screens for anything, even OS preinstalled software and manuals simply warp contents directly from one screen to another... So formulating complicated ways to solve something that is not a real issue seems like a waste of time and money for the developers.

Even on games that may use it, it's not a necessity... Just a design choice used to compensate for the original problem: the fact that there's a space between the screens. Bringing the screen closer together is not a problem- it's a solution.

Edited on by Moorpheel

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LeasTwanteD

8. Posted:

Surely can't be as bad as this.
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vonseux

9. Posted:

It's only a problem with DS games, really. Because only the upper screen is on 3D and widescreen, new games don't use this technique anymore

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Gioku

10. Posted:

vonseux wrote:

...new games don't use this technique anymore

Giant Battles in Mario & Luigi: Dream Team use this technique (you hold the system sideways).

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GuSilverFlame

11. Posted:

Gioku wrote:

vonseux wrote:

...new games don't use this technique anymore

Giant Battles in Mario & Luigi: Dream Team use this technique (you hold the system sideways).

he probably means the techinique to simulate objects travelling in the blank between screens

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Gioku

12. Posted:

GuSilverFlame wrote:

Gioku wrote:

vonseux wrote:

...new games don't use this technique anymore

Giant Battles in Mario & Luigi: Dream Team use this technique (you hold the system sideways).

he probably means the techinique to simulate objects travelling in the blank between screens

Yeah, and they do that in the Giant Battles. ;)

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GuSilverFlame

13. Posted:

Gioku wrote:

GuSilverFlame wrote:

Gioku wrote:

vonseux wrote:

...new games don't use this technique anymore

Giant Battles in Mario & Luigi: Dream Team use this technique (you hold the system sideways).

he probably means the techinique to simulate objects travelling in the blank between screens

Yeah, and they do that in the Giant Battles. ;)

poor 2DS owners...
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Moorpheel

14. Posted:

Are you seriously feeling sorry for a small thing that most people won't even notice?

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GuSilverFlame

15. Posted:

@Moorpheel depends do they have to aim on one screen to hit on the other? if so I surely am otherwise it doesn't matter

Edited on by GuSilverFlame

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Moorpheel

16. Posted:

GuSilverFlame wrote:

@Moorpheel depends do they have to aim on one screen to hit on the other? if so I surely am otherwise it doesn't matter

I don't have that game but I can tell that... Of the very few games I have that utilize both screens as a single one, outside videos, the big majority of them warp things directly from one screen to another.

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Gioku

17. Posted:

Timing is big in the giant battles... if I remember correctly, there are a couple attacks that require you to counter while the attack is still in between screens... so on a 2DS, that gap wouldn't line up properly and it'd be harder to time it right.

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Moorpheel

18. Posted:

You'd just need to use your ears.

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GuSilverFlame

19. Posted:

well if it was in the lines of the bow minigame in Phantom Hourglass it would be a total pain and barely possible but looks like that's not the case

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