Als ze dat hebben gedaan en alleen die versie hier in de winkels komt dan mogen ze m houden....quote:
quote:Op woensdag 15 maart 2006 16:29 schreef disjfa het volgende:
[..]
Als ze dat hebben gedaan en alleen die versie hier in de winkels komt dan mogen ze m houden....
Dan maar importeren uit de States.quote:Op woensdag 15 maart 2006 16:28 schreef Xrenity het volgende:
Brain Training komt op 19 mei, voor 30 euro, en de game is volledig naar het Nederlands vertaald
Het speelt wel lekkerder schijnt, aangezien je als non engels persoon bij de praat gedeeltes vaak niet herkendbare woorden roept ivm. de nederlandse uitspraak ... ik twijfel.quote:Op woensdag 15 maart 2006 16:29 schreef disjfa het volgende:
Als ze dat hebben gedaan en alleen die versie hier in de winkels komt dan mogen ze m houden....
En dat idd. Waarom moet alles in NL zo duurquote:Op woensdag 15 maart 2006 16:50 schreef Notorious_Roy het volgende:
Vertaling is niet het probleem trouwens, zoals X al zegt is het de perfecte manier om een grote groep kids met ouders te lokken.
Ik vind alleen 30 euro veel geld.
Dat vind i kjuist keigoed nieuws! Dat is 15 euro goedkoper dan een normaal DS spel! En helemaal nederlands! Dat is kei fijn spelen! Ik ga het spel halenquote:Op woensdag 15 maart 2006 16:28 schreef Xrenity het volgende:
Brain Training komt op 19 mei, voor 30 euro, en de game is volledig naar het Nederlands vertaald
Same here. Krijg ik mn pa nog wel aan het brein trainenquote:Op woensdag 15 maart 2006 18:27 schreef RaymanNL het volgende:
[..]
Dat vind i kjuist keigoed nieuws! Dat is 15 euro goedkoper dan een normaal DS spel! En helemaal nederlands! Dat is kei fijn spelen! Ik ga het spel halen![]()
![]()
Klinkt érg gaaf!quote:To his fans he’s a knight in shining armour; a creator of fantastic worlds where plumbers rescue princesses and young boys become sword-wielding heroes. But now Shigeru Miyamoto has become a real life knight himself, of the ‘Order of Arts and Letters’.
The title (which doesn’t make him ‘Sir Shigeru’, sadly) was bestowed upon Mr Miyamoto in Paris this week by the French Ministry of Culture. Miyamoto, along with Michel ‘Rayman’ Ancel and Frederick ‘Alone in the Dark’ Raynal, became the first videogame designers in the world to receive such an award.
The accolade is further recognition for Miyamoto’s lifetime of work that has brought pleasure to millions (and led Time Magazine to call him “The Spielberg of Video Games”). Also, for a game designer to be honoured for his contribution to the arts is great news for the whole games industry.
We joined Miyamoto in Paris after the ceremony where we got a glimpse of his shiny new medal (check out the pics in the Images gallery), drooled over his Nintendo DS Lite, and played with his new Nintendog: a Dalmatian called Luigi.
Helped by his interpreter we first ask Miyamoto how it feels to be given such a prestigious award, and in his trademark style he remains as humble and down-to-earth as ever.
“My feeling is that I have received this on behalf of many other people who have been working together with me to create videogames,” he says. “And in a much broader sense I think it’s very important for the industry that we can receive this kind of award.”
So does Miyamoto think videogames are now becoming culturally acceptable, like movies and literature?
“Videogaming has only about 20-25 years of history; in comparison movies have over 100 years, and literature has a lot longer,” says Miyamoto. “We have just come to the stage where everybody recognises videogaming, so I think we have just passed the first phase. I think videogaming is going to go forward in an exciting way. We are expecting a number of different new technologies that affect our industry, and the ability of people to deal with new technologies is going to be a vital part of how the videogame industry is going to evolve."
Listening to Miyamoto speak in his easy-going way, we forget for a second that we’re sitting in a posh Paris hotel, surrounded by journalists from across Europe who are clamouring to interview the legend himself. There’s no doubt Miyamoto is a massive star – but does he feel like one?
“Well, you know I used to commute to work by bicycle until recently,” he says, laughing. “But because I am now one of the executive board members, the company ordered me not to, for the sake of ‘risk management’!”
So what is a typical ‘day in the life’ of Shigeru Miyamoto?
“As for the morning, I’m afraid to tell you that I am not a very punctual person,” he laughs. “But every day I have to work until very late at night. People report to me via email the progress of software in development and I am always looking into what’s happening with each game and sometimes, if it’s necessary, I add my own opinions and advice. That takes up about half of my working time and as for the remainder of the time I visit each developer to see what kind of progress they are making. I often become a tester myself so that I can touch and get a feel for the project they are working on.”
So what about his latest project, New Super Mario Bros. (coming to Europe this summer)? Why did he decide to bring back Mario in the classic side-scrolling style?
“We are always challenging ourselves to make something really new and this new Super Mario Bros. game is going to be very important. Nintendo DS has been hugely successful, especially in Japan, and we owe a big part of the success to a software line-up called ‘Touch Generations’. People who have never played videogames before are purchasing Nintendo DS as their very first game machine.
“When we launch New Super Mario Bros. for DS this could be the very first videogame these people play. Of course we already have Super Mario 64 DS but it is a more advanced version of Mario. With New Super Mario Bros. we are going back to the basics. It’s going to be simple enough to control but yet have sophisticated enough content. We have been working hard to make the best Super Mario game we can.”
We’re intrigued. Can he reveal what the game’s story will be, for instance?
“That’s rather interesting because a number of our staff members came up with a number of different stories,” says Miyamoto, smiling. “I told them that we really don’t need any story behind this new Super Mario Bros. at all. I have narrowed down the whole story to about half of what my team originally came up with. Peach is kidnapped, Mario has to go and rescue her from Bowser and the Koopa Kids. That’s about all you need to know for the story!” he laughs. “But what you really need to know is that in the quest you are going to encounter some unprecedented play ideas.”
'Can you give us some examples of these ideas?' we ask.
“Well, we have drawn everything from 3D graphics,” explains Miyamoto “so that from time to time you are going to encounter something really astonishing visually but as far as the gameplay and control is concerned, that is going to be very simple.
“When it comes to Mario, sometimes you may be able to do an ultra super jump and you are going to see a very unique and unprecedented jumping style. In terms of Super Mario, everybody already expects him to become bigger but this time, with the help of a Super Giant Mushroom, Super Mario can become gigantic, taking up almost all the screen, and he can destroy everything.”
‘And Mario can also become very small, by using another type of mushroom, right?’ we add.
“Right,” says Miyamoto “and that’s not all. For example, two players can play as Mario and Luigi at the same time, in the multiplayer mode. Sometimes you have to compete with each other to reach the goal, and sometimes they can fight against each other. You remember the game Mario Bros.? In that, Mario and Luigi could sometimes cooperate, sometimes compete. I think it’s more fun to have two players play simultaneously in this New Super Mario Bros.
“And you remember in Super Mario 64 DS we incorporated a number of minigames? Each of these minigames is going to be available in New Super Mario Bros. In each minigame both Mario and Luigi can compete against each other. Some you can play in two-player or four-player mode with one cartridge.”
Sounds great! But hang on, didn’t Miyamoto mention Koopa Kids a second ago? We haven’t heard from them in a while. We inquire if the new game has the same kind of ‘Level, World, Fortress, Boss’ structure as in Super Mario Bros. 3.
“Unfortunately I am not in a position to tell you anything further, sorry, but basically yes you are right!” says Miyamoto, chuckling.
OK, consider our appetites whetted! So New Mario Bros. is a classic style game, therefore, we want to know, are there going to be classic style cheats, like warp pipes and the old ‘walking along the top of the screen’ trick?
“Well, there will be many people who play New Super Mario Bros. that have never played a Mario Bros. game before," he tells us. "But at the same time we want to evoke a kind of nostalgic feeling in those people who used to play with the past series, so we are now trying to incorporate as many old tricks and tweaks as possible into this new DS version.”
iddquote:Op woensdag 15 maart 2006 18:29 schreef Xrenity het volgende:
[..]
Same here. Krijg ik mn pa nog wel aan het brein trainenEn aan de Sudoku natuurlijk
Interview over New Super mario bros
[..]
Klinkt érg gaaf!
Ik wil hemquote:Even with the evolution, Tetris DS is still Tetris at heart, and this dual screen portable version is a fantastic continuation of the classic puzzle game. The small evolutionary changes may be a turn-off to the stubborn purists out there that just want Tetris left alone, but most of the changes work to the benefit of the original game's design. And you haven't lived until you've played ten player Tetris complete with rotation-freezing lightning bolts and piece-shifting banana peels flying between the systems. And the addition of internet play, while nothing new to PC Netris gamers, is a fantastic option, even if it's just a little minimalist in options. Once again, Tetris, you do handheld gamers proud.
http://ds.ign.com/articles/696/696181p1.html
9.0
Ik koop hem denk ik tegelijk met Worms en Bust-A-Movequote:Op donderdag 16 maart 2006 07:41 schreef Strolie75 het volgende:
IGN review van Tetris DS
[..]
Ik wil hem
Beste Tetris sinds Tetrisquote:Op donderdag 16 maart 2006 07:41 schreef Strolie75 het volgende:
IGN review van Tetris DS
[..]
Ik wil hem
idd, nu moet ik die pers'e ook! mijn geld, wat doe jequote:Op donderdag 16 maart 2006 08:12 schreef Notorious_Roy het volgende:
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Beste Tetris sinds TetrisIk wilde m eigenlijk niet halen, maar nu misschien toch maar wel...
Bust-A-Move erbij, kost maar iets van 22E op dvdboxofficequote:Op donderdag 16 maart 2006 08:20 schreef Strolie75 het volgende:
Tetris en Worms...mooie combo.
Ik heb sowieso een tik dat ik DS games per twee moet kopen
Nu ga je te verquote:Op donderdag 16 maart 2006 08:42 schreef Morthill het volgende:
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Bust-A-Move erbij, kost maar iets van 22E op dvdboxoffice
Waarom dat, 5 man multiplayer, die game is bijna net zo verslavend als tetris en hij kost stukken minder. Daarbij waren de PS versies altijd hartstikke vet.quote:
Dat kan ook met Tetrisquote:Op donderdag 16 maart 2006 08:51 schreef Notorious_Roy het volgende:
Hoe cool Bust a Move ook is... Ik ga m niet kopen. Als ik Bust a Move drang heb start ik dit wel op:
http://64.246.26.61/flash/bubbles.swf
Tetris Ds is gewoon ook cool door z'n nintendo dingetjes enzoquote:Op donderdag 16 maart 2006 09:28 schreef Notorious_Roy het volgende:
Tetris is vele malen toffer dan Bust a Move. Bovendien heb ik die game ook op de GameBoy.
Tetris ook wel... maar dat is anders
'Nintendo dingetjes'quote:Op donderdag 16 maart 2006 09:32 schreef RaymanNL het volgende:
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Tetris Ds is gewoon ook cool door z'n nintendo dingetjes enzo![]()
Je statement komt een half jaar te laat. Maar toch heb je op dit moment ook gelijk.quote:Op donderdag 16 maart 2006 11:33 schreef Lexie het volgende:
Wat komen er ook ontzettend veel toffe games uit![]()
.
http://www.tetrinet.org/quote:Op donderdag 16 maart 2006 09:04 schreef Morthill het volgende:
Dat kan ook met Tetris
Deze statement klopt gewoon van het begin van de DS tot zeker in jaar in de toekomstquote:Op donderdag 16 maart 2006 11:37 schreef BMH het volgende:
[..]
Je statement komt een half jaar te laat. Maar toch heb je op dit moment ook gelijk.
aha en op die flash cards kun je daar gekraakte spellen opzetten?quote:Op vrijdag 17 maart 2006 13:10 schreef __Saviour__ het volgende:
De DS heeft geen eigen opslagmedium zoals de memorystick op de PSP.
Wel zijn er flashcards van third parties te koop, daarop kun je homebrew spellen zetten.
Dat wordt hier niét besproken!quote:Op vrijdag 17 maart 2006 13:19 schreef outcast-within het volgende:
aha en op die flash cards kun je daar gekraakte spellen opzetten?
Ik weet niet of dat eigenlijk al gebeurd is. dat kraken
Ik las net ergens dat De DS mss als PDA kan worden gebruikt? Iemand ervaringen mee? Of mag dit trouwens ook niet hier?quote:
Ookal zouden die er zijn, dan geven we natuurlijk geen link.quote:Op vrijdag 17 maart 2006 15:59 schreef outcast-within het volgende:
Ok Ok. Verkeerde forum om zulke vragen te stellen ^-^
Er zijn zeker geen forums waar je wel zulke vragen kan stellen?
Er zijn zat forums voor. Je moet alleen even zoeken.quote:Op vrijdag 17 maart 2006 15:59 schreef outcast-within het volgende:
Ok Ok. Verkeerde forum om zulke vragen te stellen ^-^
Er zijn zeker geen forums waar je wel zulke vragen kan stellen?
Er is nog geen releasedate bekend, zelfs niet voor Amerikaquote:Op vrijdag 17 maart 2006 15:19 schreef Strolie75 het volgende:
Wanneer komt Children of Mana eigenlijk uit?
quote:Op vrijdag 17 maart 2006 22:40 schreef Thomper het volgende:
1 en 3 krijgen zeker al een Europese release. Alleen nummertje 2 is nog onderzeker.
Een Europese zelfs.quote:Op vrijdag 17 maart 2006 22:42 schreef Strolie75 het volgende:
Krijgt Contact een westerse release????![]()
idd, absoluut een van de beste DS games van het momentquote:Op zaterdag 18 maart 2006 10:15 schreef Thomper het volgende:
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Gefeliciteerd met de toekomstige aankoop van een toptitel
quote:The latest installment in the Metroid series is an action-packed thrill ride, and is most notable for being the first true killer app for the Nintendo DS. For those who played the First Hunt demo, the game has gone through some major changes, most of which you'll spot almost immediately.
The Prime Universe is Expansive
Metroid Prime: Hunters takes place between the events of Metroid Prime and Metroid Prime 2: Echoes. Fittingly, you'll notice that Samus Aran still pilots the ship from Metroid Prime, but bears the armor from Echoes. The Galactic Federation has advised Samus to investigate the appearance of mysterious artifacts -- Octoliths -- that were left behind by an ancient civilization. These artifacts are spread throughout the galaxy in five different zones. You're able to freely visit each area via Samus's ship.
In-game, Hunters contains a perfect blend of puzzles, shoot-outs, and portal jumping. But in the game's sizeable environments, don't expect a straightforward, linear experience. To gather the best weapons and unlock new areas, you'll need to visit each world multiple times. When you're not spraying energy blasts in every direction, the scan visor will help you locate and examine key items -- items that will unlock doors and activate portals.
Being part of the Metroid series, Samus's Morph Ball factors into much of the gameplay. You can use the DS's stylus to scoot around, but the directional pad is a lot more intutive (and precise). At times, the camera will swing out in areas for a two-dimensional view of the surroundings, which comes in handy because the third-person view isn't always ideal for Morph Ball segments.
There's a Bounty on Your Head
You're not alone in the quest to collect all the Octoliths. Samus has some serious competition, in the form of six deadly bounty hunters. These characters are more than just cardboard cutout deathmatch opponents; they have tunique attributes, attack patterns, and sidearms. Though you'll only ever fight one at a time, the penalty for failure is significant. Fall before another hunter and you'll lose your Octolith, meaning you'll have to track down your rival to win it back. In this way, Hunter's single player experience is different every time you play.
Although the single player game will provide you with hours of entertainment, the multiplayer in Hunters could be a game all unto its own. As you defeat hunters in the single-player game, they become unlocked for multiplayer use. Playing as series mainstay Samus Aran is fun, but the multiplayer characters offer their own perks and benefits. Multiplayer features 20 arenas with seven different modes, including Survival, Bounty, and Prime Hunter in which up to four players can compete through a wireless connection -- with or without a copy of the game -- and over Nintendo's WiFi network. Nintendo is really betting on Hunters to be a key DS multiplayer title: if you engage the "rival radar" and leave the game in sleep mode, other players in the vicinity to download your stats and mark you as a rival to battle at a later time. Cool!
Pushing the Limits
Hunter's visuals shine on the DS. Upon entering Morph Ball mode, Samus armor reflects light, shimmering like a new car. But it's the environments in Hunters that really show off the visual capabilities of the Nintendo DS. Each of the five worlds follows a different theme ranging from sleek frozen ice to molten lava. Even though the frame rate typically stays smooth and consistent, you will experience some jerkiness upon entering a large room containing four or more enemies.
The first-person touch screen controls in Hunters may be impressive from a technical standpoint, but they falter when it comes to precision aiming. An auto-aim function would have been helpful, but you won't find one in the option menu. You can, however, adjust the sensitivity and choose from four different control types -- southpaws are welcome -- and setting options that enable you to play with or without the stylus.
Approximately as big as Metroid Prime on the GameCube, it's hard to imagine how Nintendo squeezed Hunters into a tiny DS cartridge. Metroid Prime: Hunters is a very polished game, suffering more from small quirks than actual flaws. Come March 20th, be prepared for one of Nintendo's greatest achievements yet.
quote:Op zaterdag 18 maart 2006 10:15 schreef Thomper het volgende:
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Gefeliciteerd met de toekomstige aankoop van een toptitel
Wat is er mis met het geniale Phoenix Wrightquote:
niks IMHOquote:Op zaterdag 18 maart 2006 18:10 schreef Morthill het volgende:
[..]
Wat is er mis met het geniale Phoenix Wright![]()
w00t, dat worden weer vele uren aan speelplezierquote:Op zondag 19 maart 2006 09:34 schreef Xrenity het volgende:
http://www.putfile.com/grantheaslip
Scans van oa New SMB
80+ levels en 8 werelden
PWN!
Vast wel.quote:Op zondag 19 maart 2006 10:48 schreef Notorious_Roy het volgende:
80 levels? Als er maar warpzones zijn dan
Miyamoto zei zelfs dat er van die ouderwetse truukjes in zaten als aan de bovenkant van het scherm lopen enzoquote:Op zondag 19 maart 2006 10:48 schreef Notorious_Roy het volgende:
80 levels? Als er maar warpzones zijn dan
Het zou ook geen Mario zijn als die truukjes er niet in zaten imo.:)quote:Op zondag 19 maart 2006 15:25 schreef Xrenity het volgende:
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Miyamoto zei zelfs dat er van die ouderwetse truukjes in zaten als aan de bovenkant van het scherm lopen enzo
idd, we willen een volledige retro Marioquote:Op zondag 19 maart 2006 15:36 schreef magnifor het volgende:
[..]
Het zou ook geen Mario zijn als die truukjes er niet in zaten imo.:)
Geef maar hierrrrquote:Op maandag 20 maart 2006 10:22 schreef Webby het volgende:
Ik ben een gaming mietje de laatste tijd. Hoe hardcore ik ook lijk op een gegeven moment kom ik vast te zitten en gaat de game na vele vruchteloze pogingen de kast in. Kut Bowser (SPP)
Haha, ik vind SPP ook niet altijd even makkelijk hoor. Komt meestal omdat ik te ongeduldig ben (en gister er pas achter kwam wat de vierde emotie deedquote:Op maandag 20 maart 2006 10:22 schreef Webby het volgende:
Ik ben een gaming mietje de laatste tijd. Hoe hardcore ik ook lijk op een gegeven moment kom ik vast te zitten en gaat de game na vele vruchteloze pogingen de kast in. Kut Bowser (SPP)
Staat er niet een soort guide op gamefaqs ofzo? Daar kan je vast vinden waar de stukjes liggen...quote:Op maandag 20 maart 2006 10:32 schreef Webby het volgende:
Ik heb de 4e niet eens gebruikt en ik sta al tegenover bowser ...
En ik mis 1 puzzelstukje, maar er is geen manier om uit te vinden in welke wereld hij zit, je kan niet zien welk stukje je mist, hooguit van welke puzzel. Als je dan nagaat dat per puzzel de stukjes over 2 werelden verspreid liggen met uitzondering van x-1, daar ligt muziek en x-6, daar is de baas ben je wel even zoet voor 1 zo'n stom stukkie
Hoe zie je dat dan? Ik zie alleen je hebt 11 van de 12 stukjes en als ik dan op de puzzel klik roept ie je hebt nog niet alle stukjes, je kan hem nog niet spelen?quote:
BTW. jat Peach haar parapluutje, Geef haar een dril boor, verbeter het leveldesign van goed tot perfect, laat de miniscule glitches weg, maak de eindbaas gevechten leuker en include rumble op de cartridge ipv. als option pack en je hebt Drill Dozerquote:Op maandag 20 maart 2006 10:27 schreef Notorious_Roy het volgende:
Haha, ik vind SPP ook niet altijd even makkelijk hoor. Komt meestal omdat ik te ongeduldig ben (en gister er pas achter kwam wat de vierde emotie deed).
Staat nog steeds op mn wishlist, maar eerst Tales of Phantasia op de GBA uitspelen, ben er pas net mee begonnenquote:Op maandag 20 maart 2006 16:10 schreef Webby het volgende:
[..]
BTW. jat Peach haar parapluutje, Geef haar een dril boor, verbeter het leveldesign van goed tot perfect, laat de miniscule glitches weg, maak de eindbaas gevechten leuker en include rumble op de cartridge ipv. als option pack en je hebt Drill Dozer
Alleen een trailer: klikquote:Op dinsdag 21 maart 2006 08:20 schreef Strolie75 het volgende:
Is er eigenlijk al een review van Worms gesignaleerd?
Ik ben vele uren aan het zeiken geweest op hoe moeilijk Trauma Center was, toen bedacht ik me dat ik natuurlijk de Healing Touch kon gebruikenquote:Op dinsdag 21 maart 2006 10:10 schreef Notorious_Roy het volgende:
Pfff, ik heb gisternacht echt 30 keer geprobeerd om level 5-1 te halenZat vast bij die pijlen tussen die rotswanden... Toen bedacht ik me dat ik natuurlijk ook kon zweven
De powers maken de game juist zo makkelijk. Ik heb al een automatische reactie op vliegen die triggert als ik mis jumpquote:Op dinsdag 21 maart 2006 10:10 schreef Notorious_Roy het volgende:
Pfff, ik heb gisternacht echt 30 keer geprobeerd om level 5-1 te halenZat vast bij die pijlen tussen die rotswanden... Toen bedacht ik me dat ik natuurlijk ook kon zweven
quote:Typical Nintendo. With the DS selling so well that it's practically apologetic about it, it announces a new version and releases it before anyone's had a chance to complain too bitterly.
Not so typical Nintendo: the DS Lite has virtually nothing wrong with it. It is, almost without qualification, the perfect encapsulation of all the DS's features. At least until they do the next version anyway.
AdvertisementEven so, you're probably wondering what the point is in buying one. After all, the Game Boy Micro may have been a handsome answer to a question no-one asked, but it was still a question no-one asked. Well, by that token, the DS Lite is a tall dark handsome stranger with your pants in its hand, and you can't even remember leaving the house, let alone sidling up to anyone hopefully.
Or something. Actually that's a bit sinister. It's a very pretty handheld with a very bright screen and a lot of improved design features - let's put it that way.
Comparing it to other handhelds (and we've done spent a fair bit of time doing that for our photo feature - and yes those are my hands), the footprint doesn't even cover the top screen of the original DS. It's over a centimetre smaller on each axis - but the biggest reduction is from left to right.
Little and large.
The top's very glossy, with the DS Lite's cute two-screen logo embossed on the top and the battery and Wi-Fi indicators visible at the right of the hinge - with the screen open or closed.
Moving around, the volume slider and headphone sockets remain in the same places, but the power button has now moved out from inside onto the right-hand side, where it uses a PSP or laptop-style flick-slider to switch on and off.
Next to the power button is the slot where the new stylus hides. The new stylus is a bit of a revelation - it's longer and slightly broader than the original, and, as the start of something of a theme, the change makes a big difference for good. It's not quite like holding a pen (and anybody who's adjusted to using something like Namco's Pac-Pix stylus may still find it a bit short), but it's much less like fiddling with a toothpick. If I lose this one in the pub I probably will cry.
Cartridge slots remain where they were - although the GBA slot now has a small dust protector, which even has little teeth on the inside. It's the same colour as the DS itself, and you'll need to stow it in a pocket if you're playing a GBA game. That said, you're less likely too leave a GBA game in place than you were before, as the cart protrudes about a third of the way. Amazingly, this is about the biggest complaint I have about the Lite.
Before we head inside, there's room for the others - and they're not exactly deal-breakers. Firstly, the underside is as glossy as the top, which is a bit weird since your fingertips tend to get a bit slick after a while clasping it. Or at least mine do. Eat healthily and exercise and the DS Lite has one less thing wrong with it! Yay!
Game Boy's growing out of his clothes.
Which leaves the final thing - the power connector is different to all Nintendo's previous handhelds (including the recent GB Micro, although the two appear similar in photographs). Those importing a Lite will need a step-down transformer to charge the Lite, and those waiting for the UK model will need to set aside yet another plug socket - at least until somebody does another of those handy USB charge cables.
And so to the inside. It's nice on the inside.
For a start, it's not glossy; it's just smooth, and the top-screen panel is slightly concave, whereas the lower half is flat-faced apart from the buttons and the touch-screen, which is slightly raised. The whole thing is a mass of simple, elegant lines and curves.
Another improvement is in the physical relationship between the two screens - the top screen is no longer as high above the bottom when the console's laid flat. While the gap between the two screens is about the same - with the microphone now helpfully sandwiched there instead of down on the right - the layout looks and feels less awkward to play on.
Button-wise, Start and Select are now down in the bottom-right corner, which might take a little getting use to, while the d-pad and face buttons are spongy rather than clicky, and the d-pad itself is slightly smaller on each axis. This is arguably preferable, and doesn't seem to have a negative impact anywhere - in fact, pushing in and out of turns in Mario Kart feels a touch easier.
But, after all that teasing, easily the biggest improvement of the lot is one that you might not imagine - simply, the screen is magnificently bright. No, we didn't fake that photograph. It's the best screen Nintendo's ever included in a handheld. Twice in one go. The colours are strikingly bright, and there are now four brightness settings accessed using the little lightbulb icon in the bottom-left of the menu screen, which previously toggled the backlight.
Osu!
We never really complained about the old DS screen, but put next to its younger sibling it draws howls of derision. Really, howls - we're not showing it to girls any more, they hurt our ears. It and our enemy the sun appear to have found some mutual respect, too. Unlike the PSP, when I sat in Victoria Tower Gardens on a sunny day in March (wait, the sunny day in March) with the sun beaming at me from above, it was quite possible to complete a couple of tricky levels on Ouendan using the highest brightness setting. It's not optimal, but the glare is barely distracting despite the screens' relative angles.
The screen also feels more resistant to your stylus strokes. Got your current DS handy? Pick up your stylus and run it over the original DS screen and try to bring it to a precise halt - it's relatively hard not to overrun. The new touch-screen feels a bit rougher, and while this is peculiar at first, it's very useful in games like the aforementioned Ouendan, which relies on small, precise and rhythmic strokes.
Really, I've got very few criticisms. We've not measured battery life properly yet, but I've been playing with it since last week, revisiting game after game and showing off the brightness of the screen to people, and it's still up and running on its original charge. Meanwhile my iPod has run out of juice three times.
In other words, it feels like a healthy figure. Which leaves the way GBA carts stick out of the bottom and the new power adapter. And our greasy hands.
As for colours - you may have noticed I went for the "Arctic Blue" or "Andrex puppy" colour. And you might question it. (Let us say, for the purpose of this paragraph, that you in fact have.) Well, first of all, that's a bit much coming from someone in that shirt, and second of all, I decided I wanted to surf the wave of new technology, form the vanguard, cut edges and something about envelopes; all without getting mugged on the Tube thank-you.
So ha ha indeed. I'd still rather have a DS Lite than a DS. Even if it is the Armitage Shanks edition.
Mijn Age of Empires blijft af en toe hangen. Heel irritant... Tip: vaak saven!quote:Op dinsdag 21 maart 2006 13:43 schreef Yankee_One het volgende:
Age of Empires binnen
Weet iemand of Worms DS weer Nederlandse stemmetjes heeft?
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