Comments 1,014

Re: Feature: 6 Things My Three-Year-Old Taught Me About Video Games, Via Animal Crossing

RudyC3

I keep hearing people say how ground-breaking it was that a N64 game had a real-time clock built in (because it was originally designed for the 64DD which itself had a built-in clock). Meanwhile I'm unimpressed but rather impressed instead that Pokémon Gold and Silver did it first on the Game Boy, a friggin' 8-bit system! Or for that matter, Far East of Eden Zero did that waaaayyyy before even Pokémon, in 1995, on Super Famicom. So a N64 game doing that is not all that groundbreaking, really.

Re: Video: Check Out Genshin Impact’s Opening Cinematic

RudyC3

Judging from the video, don't get excited Switch players, there's no way this trailer is taken from the Switch version. This level of graphics at that resolution running at 60FPS is certainly NOT running on Switch. This could be a great game to play on PC though.

Re: Nintendo's New York Store Is Reducing Its Opening Hours To Combat COVID-19

RudyC3

Sounds counterproductive to me. If you reduce opening hours, that means those that do want to visit will all have to do it in a reduced time frame, which means more people in the same place within that now limited time frame.

Just a measure to make it look like they're doing something, rather than a real concern on their part. Meh.

Re: Review: Boulder Dash 30th Anniversary - An Awkwardly-Ported Tribute That's For Fans Only

RudyC3

The original was cool because it didn't have too many mechanics and yet every level felt fresh. You'd play a simple introductory level, then move on to something that introduces a new element of the physics engine, then a level that's full of bits of wall and dirt and rocks in which it is easy to get yourself stuck, or to render a diamond inaccessible, making completing the level impossible because you need all of them for the exit to open.

I feel like any newer BD game that adds powerup in the mix completely misses the point of what made BD great. You had one joystick and one button to dig or grab on something that's on an adjacent square, and that's it. And the variety came from clever level design that played around with some of the quirks of the physics engine, which by the way for its time was very complex. Rocks would roll off the edge of bricks walls and other rocks they're sitting on top off, but not off titanium wall tiles. Then sometimes a white brick wall could be a "magic" wall which turns into diamonds any rock that falls through it, so long as there's open space under it for those diamonds to spawn. You had firefly enemies that explode when coming in contact with you or the ever growing amoeba (which I would call the "blob" because of the 1986 film, because that's what it reminded of XD).

It's a classic that has sadly faded off the face of the earth in its original incarnation. Worth mentioning too that Boulder Dash had a famous "level editor" called Construction Kit. Long before Super Mario Maker, in 1986, you could create your own Boulder Dash games on computers like the C64 and it was awesome!

Re: Three Years After Launch, Switch Is Still Experiencing Stock Issues In Japan

RudyC3

@Pod The CPU and GPU are one single chip though, so both can't be manufactured in different places. Tegra chips contain both the ARM CPU and the CUDA cores and are not manufactured by NVidia themselves. As far as I'm aware, NVidia are Taiwanese and rely on another Taiwanese company to get their chips made.

The Switch, since day 1, has suffered stock issues mainly, at a time anyway, for lack of supply of the NAND memory it houses, because the same NAND chips were also used by Apple in their iPhone line and both companies would fight over the limited quantity that Foxconn had to work with. Idk if that issue has been resolved since, but it could still be around or maybe now it's a different component that suffers shortages, maybe the LPDDR4 RAM, who knows really. The latter saw a refresh, it's a new model compared to the one used in 1st gen Switch units, maybe they're struggling to make enough of the new revision.

Re: Wonderful 101 Confirmed For Switch, But There's A Catch

RudyC3

Didn't get it on Wii U despite being tempted loads of times. It should at least meet its relatively low kickstarter goal for a Switch release, then anything above that is more bonus for those that want it at all cost on a different platform. For me, it'll be Switch or nothing though.

I know I shouldn't feel happy that the Switch is getting so many ports of Wii U games, but I did miss out on quite a few of those so I'm more than happy to buy those now. Just got Tokyo Mirage Sessions, and will defo get Wonderful 101 when the time comes.

Re: Talking Point: Switch's Success Vindicates Nintendo's New Hardware Approach, But Does It Have Legs?

RudyC3

I think a more interesting comparison would be software sales on both platforms. I may be wrong but I think Switch is shifting more software than Wii did, cause lest we forget a lot of casuals only bought the Wii for Wii Sports and then maybe Wii Fit. And those families that had kids probably had Mario Kart Wii on it to appease them. But overall I think Switch games are reaching much higher numbers in general, cause there are more "actual gamers" who have one and appreciate what it can do in terms of core experiences. That's just the way I see it from where I'm standing though. Doesn't make it right.

Re: Square Enix Indie Division Teases Imminent Nintendo Switch Announcement

RudyC3

@Agriculture SE Collective is just a publisher that gives smaller individuals a chance to get their games published, that's all. They're not just smaller games, they're games made by individuals or groups of individuals that have little resources to get their games out there by themselves.

Octahedron on Switch was published by SE Collective and that was a one-man creation that also happened to be absolutely brilliant!

Re: Poll: Box Art Brawl #26 - Castlevania: Dracula X

RudyC3

Mmmh well the North American version uses art from the PC-Engine version's cover, and that rendition of Richter is more faithful to both what he looks like in the game AND what he looks like now. Artistically speaking the Japanese cover is better, but in terms of representing the game and the character's styles, my vote goes to the North American cover.

Re: PS4's Untitled Goose Game Theme Makes Us Want Switch Themes More Than Ever

RudyC3

Themes could make the OG 3DS menu really sluggish. My 3DS has a full 64GB sd card with lots of titles on it, so loading the many title icons + the theme, my 3DS takes about 30 seconds to boot up, and even going back to the home menu from inside a game take a few extra seconds.

I like themes just as much as the next guy, but if you incorporate them as an afterthought instead of giving the system the grunt, right from the start, to handle them without slowing down your OS to a crawl, just... don't bother. The Switch is snappy to wake up from sleep mode and pop into the eShop and stuff, don't bog it down with purely aesthetic stuff. If the Switch needs anything added to its OS, it's functionalities like built-in system-level voice chat, not fundamentally useless bells and whistles.

Re: Hardware Review: Hyperkin Admiral - Wireless N64 Controller Goodness

RudyC3

@KitsuneNight I just looked up one on ebay, selling for $42, shipping included (from Japan). So not THAT much more expensive, really (except I trust more the build quality of anything Hori builds over anything from Hyperkin).

EDIT: And if you don't believe me (cause I, too, was under the impression that they were more expensive than that): https://www.ebay.com/itm/X1618-Nintendo-64-Hori-Pad-mini-Controller-Yellow-Japan-N64/123934953150?_trkparms=aid%3D555018%26algo%3DPL.SIM%26ao%3D1%26asc%3D61112%26meid%3D5781c02e345444489afd2041176c67ca%26pid%3D100005%26rk%3D6%26rkt%3D12%26mehot%3Dco%26sd%3D254424292502%26itm%3D123934953150%26pmt%3D1%26noa%3D0%26pg%3D2047675&_trksid=p2047675.c100005.m1851

Re: Minecraft On Switch Becomes Xbox Game Studios' First Game In Japan To Reach One Million Physical Sales

RudyC3

I'm all for physical releases, in fact there are many games I wouldn't want to pay for UNLESS they got a physical release. But I wonder why anyone would want a physical version of Minecraft? The second. you buy it, it's obsolete already cause it's a constantly evolving game with refular updates to content. I'd expect such a game to be the perfect fit for digital only. The world really doesn't make sense sometimes XD.

Re: That Hidden LED Light On Your Nintendo Switch Controller Finally Has A Use

RudyC3

Like others I never look down at the controller while I'm holding it. The Wii U Gamepad had that, and I guess there, I would look at the controller more since the friggin thing had a screen on it displaying important info more often than not.

But even there, most of the time I would look at the TV, and not catch the led blinking. And even if I did... so what? I don't want that LED to flash whenever there's something unimportant going on, and if it's something important and it only blinks once or twice I'll miss it of course. So unless it keeps blinking until you do something about it, then it doesn't do much for me. On-screen pop-up messages are more important to me, while I'm playing, and I guess if the console is in sleep mode in the dock then a blinking led on the attached JoyCon-R, then yeah that blue light could be useful to warn of important things happening while the console was alseep.

Re: Random: 70-Year-Old Pokémon GO Player Gets Snapped Up As An ASUS Brand Ambassador

RudyC3

@Welshland He's probably a WiMAX subscriber (that would make sense anyway, given his lifestyle). So, no, his bill might not be that big since you carry your WiMAX router with you and you can connect as many phones to it as you want with no extra cost. Plus with WiMAX there's no data volume limit since it's basically "home internet that you carry with you everywhere you go".

Re: Import Copies Of Final Fantasy X | X-2 HD Remaster Include Two Game Cards

RudyC3

@setezerocinco I imported my North American version of Cave Story+ from Play Asia (because it was easier to order from them). Game + Shipping amounted to €32.33 and I still had to pay 27€ in taxes when it arrived, nearly doubling the cost of the game in the process.

I try to avoid Play Asia as much as possible cause here in Belgium they have an habit of always opening packages that come from China, Hong Kong or the US for that matter. I never had to pay any customs taxes for any of the many packages I had delivered from Japan though.

Then if you order with FedEx, UPS or DHL, you not only get those customs taxes to pay, but those private companies have you pay additional administrative costs because they had to pay a guy to open your package and that caused paperwork. I had one package from Play-Asia once for a total value of about €100 that costed me again about €25 in customs taxes and no less than €55 to pay to UPS in administrative fees! I never use those carriers and stick to regular post, they just as fast in my experience and never charged me any extra besides the customs taxes on those occasions when I had to pay something.

Re: Import Copies Of Final Fantasy X | X-2 HD Remaster Include Two Game Cards

RudyC3

@mazzel That's a fair point about checking the eShop listing. Didn't think of that. That actually prompted me to check Amazon jp and see if that brought up any info but no, couldn't find anything. That makes me nervous too because the Japanese PS4 version was Japanese only, both for audio and text. I don't wanna have to pay 100€ total just to import from Asia :/.

EDIT: At least FFXII is confirmed on Amazon JP to have dual audio on it, so it's safe to assume that one would have English text as well as the audio, but I don't have to import that one to have it complete on cart though, so that's useless to me XD.

Re: Import Copies Of Final Fantasy X | X-2 HD Remaster Include Two Game Cards

RudyC3

@mazzel In Europe, localised boxarts specific to certain countries, or for "groups" of countries where descriptions on the back of the box are in multiple languages, are identified by a colour coded triangle at the bottom of the spine on the boxart. Green is for UK for example, Dark Blue for Germany, Magenta for France, Orange for "France and Benelux" and Purple for "Multi Language" boxarts that can have English and French or both of the above plus Italian and Spanish for example. There may be more that I have simply never seen, that's just in my own experience, looking at my shelf.

It's been like that since the Gamecube days as far as I know and that carried over to DS boxes and all subsequent Nintendo systems since.

Re: Import Copies Of Final Fantasy X | X-2 HD Remaster Include Two Game Cards

RudyC3

Can someone share a source that says the Japanese version also includes English support? Cause all the article links to is the Play-Asia shop listing of the Asian version and the Play-Asia website does NOT indicate multi-language support on the page for the Japanese version.

I'd much rather import the Japanese version since I typically never have to pay customs taxes on Japanese imports but I consistently have to for anything that comes from Play-Asia.

Re: Video: Digging Deep Into Resident Evil 2 On N64, One Of The Most Remarkable Ports Of All Time

RudyC3

"Two CDs on one 64MB cartridge? Madness!"

To be fair a lot of the data on those two discs were copy pasted. The game wasn't really 2x650MB large. The data on each disc didn't even take that much space compared to what could be stored, I think scrubbed isos of the dual shock version are about 400MB per disc and then, again, you've got all the repeated data on both discs for all the backgrounds that are the same across both scenarios.

That still doesn't take anything away from the wonderful work pulled off by Angel Studios though. Also there were other stuff that they don't mention in the video that they used to further save space, I think parts of the FMVs are missing, just tiny small parts, like some scenes cut a second or two before the end, some scenes that were different across both discs are now the same in both scenarios, that sort of thing.

RE1, which was a one disc game and had black & white cutscenes to boot in its original, non director's cut release, could have fit on a cartridge too, using the same techniques, perhaps even with less sacrifices. Maybe RE3 too which didn't have all that much CGi cutscenes in it compared to RE2. A lot of the story was told through still images in that one. Aaaah all the things that COULD have been but which we'll never know about.


@Moroboshi876 "Apart from that, it's funny how a technically superior machine couldn't handle a game as well as PlayStation, right?"

it was not so much the tech specs that mattered in this case, but more storage space which was the biggest deterring factor (650MB discs vs 64MB MAX cartridges and those largest N64 cartridges were, like the largest Switch cartridges these days ironically, prohibitively expensive at retail). Only three games come to mind which shipped on cartridges of that capacity. RE2, Conker's Bad Fur Day and the PAL release of Paper Mario, which had to be larger to accomodate all the different language options for on-screen text.

Then the N64 didn't have dedicated audio hardware, all audio duties had to be programmed to be handled by the RSP, which was a sub-part of the GPU, the reality co-processor. Off the top of my head, you had to sacrifice roughly 1% of the processor's time per audio track you wanted, so the richer the music, the more you had to sacrifice on some of the processor's ability to handle the game's graphics.

And then to make matters worse, the N64 didn't have any hardware decoder for FMV either, like the Playstation did. The PS1 was an overall less capable system, but arguably better thought out to handle all sorts of things in hardware that progammers had to handle in software on N64. The N64 was better suited than the playstation for pure 3D things as long as you were willing to reprogram the base microcode of the Reality co-processor to reach polygon numbers comparable to what the PS1 could crunch whereas the PS1, for rendering pre-rendered stuff, FMV and high quality audio, was more up to those tasks. But then you still had to content with the N64's weaknesses: a measly 4KB of texture cache which meant you couldn't have large textures with a lot of detail unless you were willing to sacrifice a lot of time devising compression techniques or tinkering with color-depth to get the most out of those 4KB... and, again, the cartridge storage limitations got in the way.

All of this tells you why the N64 version is worse in more than a few areas... but still a damn fine achievement because they pulled it off and it was still very playable and nice to look at for the time.

Re: Koei Tecmo Is Announcing A New Nintendo Switch Game On 6th December

RudyC3

I read the title half expecting something that could hint at a Fatal Frame/Project Zero game, but if it's coming to all these platforms, I guess that's unlikely. I mean I know Nintendo doesn't own the IP but it's been very Nintendo centric since the Wii days and all the way through the Wii U generation.