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Googleshng - May 5 '03- 2:00 Eastern Standard Time
Over the weekend, I wound up playing an awful lot of Bushido Blade,
going back for the good endings of all the scrawny folk. Doing so has seriously renewed my dislike of
A highly technical response to a week old issue.
I know this topic is a bit old, but I was just combing through the
archives, and I figured I'd point this out to you.
Yes, the biggest detriment to GBA sound quality is that tiny little buzzer
speaker, but it's actually quite a bit better on the GBA SP than it was on
the GBA. The speaker is a bit larger, better quality, and your thumbs
aren't going to get in the way and distort the sound.
The *second* biggest detriment to GBA sound quality, however, is the GBA's
own sound processor. It only supports six hardware audio channels, whereas
the SNES had eight channels, and most newer consoles support 16 or more
(The GameCube supports 16). This is why Capcom had to make adjustments to
the music and sound effects in Zelda:LttP when they ported it to the GBA,
since some of the effects (Teleporting to the Dark World, for instance)
used wave transforms on several audio channels, likely requiring all eight
to be active at once.
Shin'en Multimedia, the company making the Iridion II 3D engine for the
GBA, also has what appear to be some pretty good devtools for audio
development on the GBA which do some sample mixing in software before
sending it to the audio processor, allowing developers to eke out a little
bit more quality from the sound hardware, at the expense of some processor
time. Needless to say, this isn't something you'd be likely to use in an
intense shooter or a game with a 3D engine in it, as your CPU is taxed to
the limit already.
Hope that helps. :)
If anyone still cares, that's the best answer you're going to get on the subject.
Whatever happened to X?
With a slight pause to sample a Japanese Aria of Sorrow (it's the best of the
GBA installments, although it feels like the game was thrown together in six
months) after completing both halves of Kartia (which was excellent), I
started a new quest in Alundra, after not playing it for about five years.
It's so good.
What's the team who made Alundra (and Landstalker) doing nowadays?
How about the team who made Kartia?
The makers of Alundra and Landstalker went on to make a variety of games, mainly along the same lines,
but I'm told all their recent stuff sucks.
The people who made Kartia, from what I can tell, proceded to drop off the face of the earth. Shame.
A wide range of topics.
Vangrant Story spoilage
>Here's a little issue to discuss with your friends:
>1. Bob dies.
>2. Bob comes back as a ghost.
>3. A necromancer comes along and animates Bob's corpse.
>4. Bob's ghost possesses Zombie-Bob.
This actually happened to Grissom in Vagrant Story. He was quite happy about
it, until said Necromancer (none other than Leá Monde itself) started
manipulating him. Poor guy.
Yet another reason I'd probably really like the story of VS if it wasn't presented in the format of an
So, now that I've filled your column with Vagrant Story goodness, here's
1. Do you agree that FFIIIj is one of the best things Square has ever
created? It has everything FFI lacks, invented the job system, and has an
incredibly deep plot. Everything about it just breathes perfection. Do you
think it should have been brought to the US and Europe?
I'm not sure on the deep plot there, and the job system was rather poorly implimented in that one, but
I think the world in general was way off base by keeping the more complex RPGs solely in Japan way back
2. Not really RPG-related, but: ever played Puyo Puyo? It's a series of
Tetris games, but there are a couple of RPGs based on it. It has cute
slimes. You cannot resist the cute slimes.
If you're refering to what I think you are, nobody ever bothered to copyright it and as such there are
something like 20 identical games where pairs of multicolored slimes are dropped from the top of the screen
and cleared in groups of four or more. I've played several such.