Katamari Damacy and Gamespy Wireless on the DS 41
Hit quirky game Katamari Damacy will be coming to the Nintendo DS sometime in the near future, according to Joystiq. From the article: "The game is listed under Namco's planned DS titles. Squint hard at the top of the image, and you'll see it. Get that stylus ready. You're going to be pushing around a world of crap with it, soon enough." At the same time, GamesAreFun.com has information about the DS Wireless Service, which is going to be hosted partially by Gamespy.
But.. (Score:5, Funny)
Great gaem, but... (Score:3, Interesting)
Re:Great gaem, but... (Score:5, Informative)
I forget the exact figures needed to unlock Eternal modes, but it's something like 600m on Make the Moon. Once you've rolled up EVERYTHING, there's a theoretical maximum size of about 900m on that level.
Re:Great gaem, but... (Score:2, Interesting)
Re:Great gaem, but... (Score:1)
Re:Great gaem, but... (Score:2)
I'm not saying these problems are insurmountable; in fact I hope they are working on them in the sequel. But this still doesn't fix the primary p
Re:Great gaem, but... (Score:3, Interesting)
And then there's the ending credits "level", in which it is exremely difficult to pick up all countries. I went for all items and all names but only played the ending credits once, and that was only after I read that it was playable and wanted to see what it looked like. It gets really hard toward t
Re:Great gaem, but... (Score:1)
Re:Great gaem, but... (Score:1)
Re:Great gaem, but... (Score:2)
Better off just taking turns on some of the wierder 1-player levels
Can the DS handle it? (Score:3, Insightful)
Re:Can the DS handle it? (Score:3, Informative)
Obviously NAMCO thinks the DS can handle it, and they have more experience with programming the DS than you or I.
Re:Can the DS handle it? (Score:4, Informative)
Can they? The Xbox and GameCube GPUs are relatively fixed-function compared to the PS2's, which are more like generic DSP units. Yes, the Xbox and GameCube can render a more complex scene than the PS2 at the same framerate, under certain common constraints, but the PS2 offers much greater flexibility. So, I wouldn't be at all surprised if the PS2 could push more flat-shaded polygons than either the Xbox or GC (which was Corngood's point).
As for the question of whether the DS can handle Katamari Damacy, obviously the answer is yes, if it's simplified enough. The real question is whether the game simplified to that level is going to retain the value of the original game. I'm not seeing it... but you're quite welcome to surprise me, MANCO.
Re:Can the DS handle it? (Score:2)
but you're quite welcome to surprise me, MANCO.
You have no idea how hilarious that sounds to someone who knows Japanese. It's NAMCO. "Manko" means cunt, or pussy.
Re:Can the DS handle it? (Score:5, Insightful)
1. The DS has a lower resolution. This lets 3D hardware that's slightly better than a N64 provide relatively better visuals than it did. If the game only provided 3D on one of the screens then so much the better.
2. The PS2 can't handle Katamari Damacy, in a manner of speaking. I read in the post-mortem of the game in Game Developer Magazine that the game "cheats" when the ball gets loaded with stuff, removing difficult-to-see and relatively small stuff on the interior of the ball as it increases in size. Just increase this cheating factor on the DS and there you go. It'd be less noticable on the DS because, again, of the reduced resolution.
3. Katamari Damacy isn't all that bad. The PS2 is still relatively underpowered when it comes to Gamecube and Xbox. It's still more powerful than the DS (or PSP for that matter), but see #1 above.
It's also possible that Namco could cheat, by using sprites for some objects. If the camera is not very moveable then this may work for objects not yet collected, as the game could use the DS' sprite scaling to simulate 3D to some extent.
They could also cheat by not actually allowing objects to stick to the ball and using a generic katamari model for it that just gets bigger, but a lot of the game's charm would be lost in that event. That would be a worst-case scenario for DS Katamari Damacy, I'd guess.
Re:Can the DS handle it? (Score:1)
Re:Can the DS handle it? (Score:2)
Re:Can the DS handle it? (Score:1)
How about a top-down version? I think that could work rather well on the ds, and rolling around the ball with the touch screen would be intuitive.
Re:Can the DS handle it? (Score:2)
So it will be a big ball of sprites making up the 3d ball, in an almost 3d world (3d landscape, but sprite objects).
Re:Can the DS handle it? (Score:2)
Don't get me wrong, this is great in a lot of ways. Just imagining the optimizations that must have gone into, s
Re:Can the DS handle it? (Score:5, Informative)
Katamari Damacy didn't exactly make the PS2 cry and beg for mercy. You're talking about a field of objects and vision that while it could be cluttered it didn't exceed the amount of pushable polys by a long shot. Certainly it didn't have anywhere near as many polys on screen as, say, Madden 2004, and those were textured / lit / etc.
Plus, Katamari is a prime example of a game that could be optimized. All of the "regular" edges were rounded, almost unnecessarily so. Removing or reducing the rounded edges could reduce polycount by 50 - 90%. Likewise, with the reduced size / resolution of the DS screen it would be much easier to "drop out" things from the world sooner, from ants that stick around long after they're black dots on the regular screen to cars that you can barely see when you're giant. Katamari is optimized for such transitions, and to do so would be relatively easy. You could probably get another 50% poly savings there too. Plus the DS is running at about 40% length and 40% height resolution on each of it's screens, saving between 50% - 80% on poly rendering, depending on how they decide to use the second screen.
You can also drop the "special effect" in katamari. You know, that distance blur thing, which so many people find so annoying. On a TFT screen, it will probably be impossible to see anyway.
And if you did have to remove objects from the world, it would be relatively easy to do, and just boost the size multiplier of the remaining objects.
There are a ton of ways that you can optimise the design of Katamari Damacy down to a smaller system. This shouldn't be a problem at all.
Re:Can the DS handle it? (Score:2)
But will it be available in europe? (Score:2)
If this is released on the DS over here it might just convince me to buy my very first portable nintendo device...
Re:But will it be available in europe? (Score:4, Interesting)
Why not run it in PAL-M? (Score:1)
If KD can't be made to run in 50 Hz for the European market, then why not run it in PAL-M, the 525-line 60 Hz variant of PAL used in Brazil among other places? I've read that almost all recent PAL TVs can sync to 60 Hz.
Billboards (Score:2)
Re:Billboards (Score:2)
They could use a combination of methods. Mario 64 has many ball-shaped enemies that are represented by flat sprites. Objects with cylindrical components, like lampposts, could also be cheated around
Re:Billboards (Score:1)
Billboards could work if the camera isn't freely movable, and if it uses a lot of different sprites for different angles.
Billboards worked for the karts in Super Mario Kart, Mario Kart 64, and Mario Kart Super Circuit.
especially if the graphics chips in the DS have the same sprite memory limitations as the GBA does (which it probably doesn't).
GBA has 96 KB of VRAM. Nintendo DS has roughly 650 KB of VRAM. Besides, a lot of GBA games routinely swap sprite cels into VRAM in real time; see my white pa [pineight.com]
Re:Billboards (Score:2)
But Katamari Damacy is a greatly different game from any of those. Only eight carts on a track compared to a world full of things, including a big rotating ball containing the last few dozen of those things collected all rotating together.
GBA has 96 KB of VRAM. Nintendo DS has roughly 650 KB of VRAM. Besides, a lot of GBA games routinely swap sprite cels into VRAM in real time; see my white paper on the tec
Debris in Mario Kart 64 (Score:1)
[Mario Kart 64 has o]nly eight carts on a track compared to [Katamari Damacy's] world full of things, including a big rotating ball containing the last few dozen of those things collected all rotating together.
Then roll your ball over some [?] blocks, [(Slashdot is configured to delete Spanish inverted question marks)] blocks, banana peels, turtle shells, moles, crabs, snowmen, penguins, thwomps, coconuts, porcupines, chomps, and various other trash on a Mario Kart 64 course.
Re:Debris in Mario Kart 64 (Score:2)
At the heart of this is an issue of feel over pure design.
It'll be interesting to watch the price (Score:2, Interesting)
Re:It'll be interesting to watch the price (Score:2)
Age of Empires DS? (Score:1)
More news on Age of Empires DS!
AoE DS will be a remake of Age of Empires II: The Age of Kings. Apparently, it will now be a "fast-paced" turn-based strategy game. There will be at least 5 civilizations to choose from, at least 15 different types of buildings, and more than 50 unit types. A combat advisor will help you with tactics for battle during your campaign.
Source: Nintendo Power
They do show potential screenshots, but they look nothing like Age of Kings. Actually, they look downright horrible. But
Hopefully KD won't use the stylus (Score:1)
Re:Hopefully KD won't use the stylus (Score:1)
Control ways (With formatting, sorry for the dupe) (Score:1)
1) One-sided. Set up like Metroid Prime: Hunters, except the stylus moves the ball, the D-Pad moves the camera, and L jumps. Going up and down on the screen charges the ball (or circling). Can work with A/B/X/Y/L.
2) Dual. Pretty much uses the D-Pad and A/B/X/Y as the PS2's sticks so that it retains the tank controls. R could jump, and I'm not sure of L. Maybe first-person POV for L.
Trust me, it's gotten me thinking. (Sorry, figured it would be easier for people to read with b