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Messages - mburns

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[Doesn't every single videogame system made prior to the PS3 and Xbox 360 look like crap on an HDTV?  I've pretty much transitioned to the idea that standard definition games are to be exclusively played on old TVs.

No, actually. Even though I'm using a Retron 5 now, I find that my SNES looks fantastic on my HDTV using S-Video. That's why the GB Player's fuzzy output is such a letdown to me -- seeing as it's basically a SNES 2.

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The GB Player is nice if it's your only option (and if you have one of those Hori controllers designed similarly to the SNES controller), but it rubs a layer of vaseline over the entire image (even on sharp settings), forces letter and pillarboxing over the entire image instead of offering a pillarbox only option, and that Z-button overlay is one of the most annoying things Nintendo has ever done. And it looks pretty bad on an HDTV. If you've got an HDTV and a Wii U, take a look at GBA Virtual Console titles, then compare them to how they look on the GB Player -- there's no contest.

For my money, the Retron 5 is the best way to play GBA games on a TV, though it's sadly still a work in progress -- the emulation isn't up to snuff for Metroid Zero Mission yet (slowdown, though they're fixing in a future update), and it doesn't handle GBA save files very well currently. Anyway. Just my two cents. Glad you guys all love your GB Player, but there are better ways to play on a TV.

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Without getting into the morality/legality issue -- I do think the PSP and PSP go are both great options for playing GBA/GBC/GB games... in fact, there's a PSP go sitting on my desk right now, next to my 3DS XL, my GBA, and my DSI XL. Having said that, I can't take my carts and play them in a PSP, which is pretty important to me -- GBA, GB Micro, GB Player, Retron 5 -- these are all ways I enjoy Game Boy gaming and the PSP just isn't part of that equation.

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It's the original Game Boy Advance fused with an SP. How does this gaming concoction work?

http://www.nintendoworldreport.com/feature/38262/still-looking-for-the-best-way-to-gba-look-no-further-than-rose-colored-gaming

For all its revisions to the Game Boy Advance hardware, Nintendo never really managed to get the system quite right. The original model was a joy to hold — essentially a pared-back SNES controller with a built-in screen —  but that screen was unlit, washed out, and impossible to see without an external light source. The GBA SP added a front-lit (and later, back-lit) screen, rechargeable battery, and a new clamshell design so players could toss the system in a bag without worrying about damaging the delicate bits, but the narrowness of the new design combined with a pair of dinky shoulder buttons left older players’ hands cramping after the shortest of play sessions. And then there was the Game Boy Micro. A minuscule device with a tiny, vibrant screen marketed to young trendsetters who’d traded Game Boys for iPods, the Micro was as close to perfection as any Nintendo handheld has ever been… except that it dropped support entirely for Game Boy and Game Boy Color games. The original DS and DS Lite played GBA games, too, but that doesn't count.

To this day, the debate rages on over which Game Boy Advance is the best, but for players looking to combine the form factor of the original model with the backlit screen of the SP2, a solution has actually been available for a couple of years now. That’s because in 2012, a YouTube user named Zerey Zhang began selling a flex ribbon cable that can connect the SP2’s screen to the original GBA’s motherboard. And while this kit certainly isn’t without issues  — the backlit screen was never meant to work with the original system and so the combination of hardware can result in image retention problems in certain slow-moving games — it’s far and away the best way to experience the vast library of games released for Game Boy hardware between 1989 and 2008.

But what if you don’t want to buy a kit and install the mod yourself? Perhaps you’re squeamish about small electronics, or maybe you’ve just burnt yourself on a soldering iron too many times? Well, you’ve got a couple options. You could try eBay, where’s you’ll pay somewhere around $150 for a pre-modded system that may or may not be in good condition, most likely hasn’t been professionally built, and probably isn’t even using genuine Nintendo parts… or you could check out Rose Colored Gaming instead. Founded in 2013 by retro gaming enthusiast and console modder extraordinaire Matthew “Wiggy” Wiggins, RCG started as a tiny operation run out of gaming forums like Digital Press, The Cover Project, and Cheap-Ass Gamer, and has since evolved into a full time operation for Wiggins and his small staff. And it’s easy to see why: rather than simply offering pre-modded portables for sale, Wiggins taps into his background as a graphic designer to transform battered and beaten old systems into unique expressions of retro enthusiasm. I’ve drooled over RCG custom GBAs for over a year now — lusting in turns after the Dingy DMG (designed to look like an original Game Boy that’d been sitting out in the sun too long) and Space Cadet (a dead ringer for the silver and teal prototype system that debuted at Spaceworld 2000) designs. But when Wiggy showed off a couple early designs for a GBA line he was calling “Super Family Entertainment,” I knew I’d made the right call in waiting.

The Super Nintendo has always been my favorite game console, and with such a fantastic library of SNES ports and SNES-style action games and RPGs on the GBA, I’ve always dreamed of a version of the system that pays homage to Nintendo’s great 16-bit console like the NES-themed GBA SP and the Famicom-themed Game Boy Micro. Today, I’ve finally got the GBA of my dreams, thanks to Rose Colored Gaming… though it wasn’t exactly easy to acquire. Only about 20 have been sold so far, with hundreds of ravenous fans clicking furiously each time they went up for sale and failing to get one. Also, because of a slight mixup, I actually ended up receiving the wrong model initially. But it all worked out in the end, because now I’ve got snazzy pictures to share of both the purple and lavender (American) and rainbow-colored (Japanese/European) models. Everybody wins!

The first thing I noticed when I received RCG’s modded systems was that they looked like something that could have come straight out of Nintendo. And I’m not just referring to the design itself, but to the sheer attention to detail put into every aspect of the systems I received. from brand new glass lenses with custom-etched logos (a huge improvement over the scratch-prone plastic lens on the stock GBA), custom-mixed body paint that’s pretty much a perfect match for the Super Nintendo and Super Famicom systems, newly molded buttons and even fancy new rear labels, RCG’s GBAs exude class. For those wondering: no, they don’t come with a rechargeable battery pack like the GBA SP, but rechargeable AA batteries are a more viable long-term solution anyway. And obviously the GBA still doesn’t fold in on itself, so you’ll still need to find a soft and sturdy carrying case to protect your investment. I recommend Nintendo’s 2DS pouch.

Now, as gorgeous as Rose Colored Gaming’s modded systems are, I’d be remiss if I didn’t mention some issues with their products that could potentially result in a less than optimal gaming experience for some players. First: because many of the company’s designs are created by painting original shells rather than molding new ones, the newly molded face buttons have a tendency to catch on the paint and will likely need to be broken in a bit to achieve a level of resistance players are comfortable with — the system I’m playing with now doesn’t have any problems where buttons are concerned, but the first one had issues when pressing up on the d-pad.  Also, because some GBA motherboards differ in the way they react to backlit screens, you might get a different visual experience from your custom system than someone else who buys the exact same design. The first system I received had a much darker screen than I’d seen before on a modded GBA, but there were no pesky image retention problems, which was a huge plus for me. On the other hand, the system I kept has the brightest screen I’ve seen on a modded GBA, but it demonstrates a small but noticeable amount of image retention,  only really noticeable on two of my favorite games — Mother 3 and The Legend of Zelda: The Minish Cap. Game Boy and Game Boy Color games did look fantastic on both systems.

As a tinkerer myself, I’ve seen plenty of modded game consoles over the years, but nothing as thoughtfully crafted as the two I received from Rose Colored Gaming. I wasn’t exaggerating when I said these could have been built in-house at Nintendo. Having said that, these systems don’t come cheap — with Game Boy Advance systems going for anywhere between $189 and $249 currently, you’ll definitely feel some sticker shock while perusing RCG’s wares. But as far as I’m concerned, the price is absolutely justified. All of this work is done painstakingly by hand, with top-of-the-line materials and an attention for detail you’re just not going to find on some random eBay listing. The end result is something you’ll want to treasure just as much as any of Nintendo's official limited edition systems you might pick up over the years. I know I will.


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TalkBack / Shovel Knight Impressions
« on: February 05, 2014, 01:01:11 PM »

Propeller rats and King Knight's trumpets are highlights of the Shovel Knight demo.

http://www.nintendoworldreport.com/impressions/36469

After contributing to Shovel Knight’s Kickstarter campaign at the end of March 2013, I made a point to ignore the dozens upon dozens of Project Update emails Yacht Club Games sent throughout the year; I was determined to discover everything the game had to offer only after the finished product was downloaded onto my 3DS at the end of September. Then, they missed their deadline and I got Scroogey.

Since then, I’ve learned a few things. First, Kickstarter projects never arrive when they’re initially promised. Second, I should probably take back that vow because some of the best developers in the world are now building the games they’ve always wanted to make thanks to the shift from corporate investments to crowdfunding. Third: My Lord, has Yacht Club Games been busy these last few months.

Last week, I sat down to play both the 3DS and Wii U builds of what I later found out was actually a pretty old demo of Shovel Knight. And while I won’t bother going over the demo in detail since Neal has done that already, I do want to share some of the things I noticed about the game that have made me more excited about it than ever before.

  • Propeller Rats: I don’t know what these guys are doing in King Knight’s stage or who decided to strap propellers onto a bunch of helpless rodents — maybe Propeller Knight knows? — but I can’t get over how perfectly representative they are of the power of pixel art to convey so much with so little. They float limply in the air, seemingly resigned to their little ratty fates, their tiny, single pixel eyeballs seeming to say “don’t worry about me. Just do what you gotta do. I'm here for you.” Yacht Club’s artists are second to none, but that shouldn’t really surprise anyone since they honed their craft at WayForward.
  • King Knight’s Trumpets: I’m not really sure what the purpose is of the trumpets that pop up during the showdown with King Knight at the end of the demo as they don’t seem to affect the battle in any way, but I don’t really care because they add a unique sense of style to what would otherwise be a fairly typical Mega Man-style boss fight. It reminds me of the little-known Sunsoft classic Trip World, which set itself apart from pretty much every other 8-bit platformer on the market by populating its five stages with crazy characters that you’d only ever see one time during the entirety of the game. Game companies back then could only fit so much in the tiny ROM chips that held their games, but today’s developers have a virtually unlimited amount of storage to include these kind of little one-off flourishes. It’s one of the reasons 8- and 16-bit game design is in the midst of a second renaissance: artists are finally able to create what they dream up without being constrained by the limits of technology.
  • ”Virt” and the Mega Man Legacy: There are very few musicians working today whose video game compositions can transport me back to my halcyon days like Jake “Virt” Kaufman. From Shantae to Retro City Rampage and beyond, Kaufman excels at writing original music that sounds like the it came from a lost NES game, and I’m still stunned by how “Mega Man” his Pridemoor Keep track sounds while being a wholly original composition for Shovel Knight. And speaking of Mega Man, did I mention Manami Matsumae wrote a couple of songs for the game? How rad is that? Now if only they can sign Bun Bun up for Shovel Knight 2…

Okay, so Shovel Knight missed its September delivery, but as far as I’m concerned, Yacht Club has more than made up for it. Get your shovels ready: the game is less than two months away.


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TalkBack / Moon Chronicles Impressions
« on: February 05, 2014, 01:00:19 PM »

A redone engine for the 3DS makes the world of the DS game Moon sing in Moon Chronicles.

http://www.nintendoworldreport.com/impressions/36470

Last week, I got a chance to sit down with Renegade Kid co-founders Jools Watsham and Gregg Hargrove to discuss the many projects currently cooking in the developer's furnaces, along with some surprise hands-on time with Moon Chronicles, the recently announced episodic remake of DS cult classic Moon. Whether you're one of the handful of people who adored the DS original or simply a 3DS owner fed up with the lack of FPS action on the system, it's time to get excited: the DS's premiere first-person sci-fi adventure is back, and it looks to be better than ever.

Moon Chronicles puts players in the role of Major Kane, the leader of a military outfit investigating a mysterious hatch that's recently been discovered on the surface of Earth's moon. As you can probably guess, the secrets hidden beneath the hatch are far more sinister than they first appear, and while Renegade Kid's story is far from original, the mystery unravels at such an expert pace that it can be difficult to put the game down, even during the occasional confusing boss battle or needlessly frustrating driving section.

Moon was something of a technical marvel on the DS, with impressively complex level maps, detailed (if repetitive) texture work, and a rock-solid 60 frames-per-second that belied the system's relative weakness at rendering three-dimensional images. And, like Renegade Kid's own Dementium games, it still looks really good on a 3DS. So why revisit the game now instead of focusing on a newer property like Cult County? As it happens, Watsham and Hargrove have been planning a return trip to the Moon for quite some time, and thanks to the recent expiration of publisher Mastiff's rights to the original game, the developer is finally able to move forward with its plans.

Moon Chronicles has been built from the ground up for the 3DS, with an all-new engine designed to take advantage of the system's advanced graphical features that few third party developers have bothered tapping into. That means bigger, cleaner textures, more complex geometry, and some slick specular mapping to make objects shine realistically in relation to ambient light sources... all with the same silky smooth frame rate of the original. It also means the game's moody soundtrack – which evokes Ennio Morricone as often as it does Trent Reznor – finally gets a chance to reach players' ears as originally intended. Some tracks are still an acquired taste, but overall they complement the action well, and they'll no longer sound like they're streaming from a 64kbps RealVideo.

On top of Moon Chronicles' modern facelift, Renegade Kid has also layered in some welcome mechanical changes. One subtle but much-appreciated improvement: the reticle on the Super Assault Rifle (Kane's default weapon) no longer hops around like a flea fighting for its life, making it infinitely easier to keep a bead on small targets and score head shots on distant enemies. Additionally, while stylus-based aiming works as superbly as ever – it's still a surprisingly convincing approximation of a PC's mouse-and-keyboard setup  – players raised on console shooters now have the welcome option of Circle Pad Pro support, with some light customization options present in both schemes.

Not everything is being updated for Moon's 3DS rebirth, however. The story is still told primarily through text dumps à la Metroid Prime, and the infrequent B-movie caliber acting remains as goofy and endearing as ever – a decision made as much for financial reasons as anything else, according to Hargrove. Still, storytelling is one of the game's greatest strengths, and Renegade Kid is playing up those strengths by releasing the game as a series of episodes that they're hoping will sell well enough to fund a second season of adventures set for release in 2015. The second season would not only further Kane's story, but could also potentially open up the series to more varied puzzles and gameplay elements than the original game's engine could support.

Moon Chronicles: Episode 1, which consists of the first four chapters of the original game and a single VR mission, is set for release this spring, with subsequent episodes to be released throughout the year as DLC.  The entire first season should set you back around $15 (which is essentially the going rate for a copy of the original game on eBay.) If you're a longtime fan of Renegade Kid, you're already expecting good things from the 3DS's first real FPS, but if you've only played Mutant Mudds or Bomb Monkey and are doubtful that a retro-centric indie developer can master a 3D action game, give Moon Chronicles a shot. I think you'll be impressed.


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