So, the Ghostbusters game won't be coming out for a while in Europe, unless you're lucky enough to own a PS3. That kinda sucks for those without. Like, Lost and Damned sucks, or, why the hell did I buy Fallout 3 for this damn piece of plastic when there's a 360 sitting right next to it kinda sucks. Well, that's totally my fault for not putting the research in beforehand, but still, its never nice to know that you're not getting the complete version of a product, due to high-end business deals you had no control over when you first made that hefty purchase.
The significance of Ghostbusters, for this blog's purpose at least, is that this is the one game where I genuinely thought that the Wii version looked the most appealing of the three that were to be released. The charming cartoon visuals just do it for me I guess, and the idea of shooting proton streams with the remote then trapping ghosts by sliding the nunchuck across the ground, invokes a more satisfying experience. Those big luminous laser things coming from my Wii remote are just sweet!
Anyway, enough introduction, lets get to the point. It begins with an interview in Official Nintendo Magazine I read over a year ago, with the Red Fly studios – responsible for the Wii version. Mainly however, that they messed around with the concept of implementing the Nintendo DS as a PKE meter, but in the end, “didn't have the time” to add that part in. At this point, the game was in that near completed stage where it was desperately in need of a publisher, and between then and now, has been resting around, unreleased, apparently doing nothing. So in that window, is it possible that the version of the Wii game could have been tweaked to actually have the DS connectivity added, before its actual release. Given that press releases would certainly highlight a feature such as this, my guess is probably not.
I don't know how developers work. Maybe they couldn't add this cool feature because they were expecting a publisher to come along sooner. Or what they had planned wasn't good enough. Alls I know for certain though, is that Nintendo's huge announcement for connecting hand held and console devices back about five years ago, fell off the radar quicker than the ghosts fell off the radar on the PKE meter that I'm not going to be able to use anymor... no I don't know where this is going, forget that analogy. The point is, what happened Nintendo! It was a great idea, made easier than ever now with wireless powers. And when used properly, it entailed for some really great experiences. Here are some of my favourites.
Billy Hatcher approves of Ghostbusters exclusivity deal. He must have a PS3.
Splinter Cell
I'm sure every kid gamer had their console wars back when they were young. Regarding the Splinter Cell series, mine went a bit like, “well the Gamecube one is made easier because it has a map.” Yup, it certainly did, and that map was all kinds of awesome!
If you were to plug a GBA into a copy of Splinter Cell, you'd find that Ubi Soft had kindly re-created every single level of the game as a top down, wire-frame compass, for your portable screen pleasure. While you're running around as Sam Fisher, traipsing down corridors and dodging enemies, on the Game Boy, you see a triangle running through a series of rectangles, trying to avoid the dastardly red circles. The whole process is entirely lag free, which was quite amazing to see in motion.
There are two ways you can view this mode: either as an in-game gadget stretching out into the real world, or as a tactical co-op experience where you and a friend can shout exaggerated militaristic commands to each other. “'Hang on, I'm getting an enemy on the perimeter.' “Where!?” 'He's two clicks north, closing in on your position,'” and other such intensely delivered drivel can be heard when you're in the zone that Splinter Cell presents the player. And its a lot of fun. Think the co-op in Super Mario Galaxy, but with a lot more input from the second person. Player 1 can hack turrets so player 2 can manually fire them at enemies. Or if the one holding the controller sees a coded door that needs unlocking, they can send that over their partner to deal with, while they continue to defend the area. Yes, it does make some situations easier, but a whole lot less frustrating too. I'd have torn my hair out if some of those later levels didn't grant me some kind of assistance.
A big draw for this connection was the opportunity for Sam Fisher to use a brand new weapon: the Sticky Bomb. Unlike other bombs, this is one that you could stick to enemies. Obviously. This new (and quite effective) weapon works very simply: just fire the explosive on one guy, check the map to wait for him to patrol into a pack of guards, hit B on the handheld and your job just got a hell of a lot easier. It made for some incredibly satisfying team based take-outs, which Ubi Soft seemed to have inadvertently come across the concept of in later stages of development. I can tell this, because of a quite brilliant moment near the end of the game where I managed to fire a sticky bomb into the setting of a cut-scene, and detonate it while the scene was playing, knocking out everyone in the room and having me reset the game to progress further.
I imagine the Splinter Cell compass as the product of an ambitious designer's idea and a company risk, which somehow turned out to be fantastic. I wouldn't shirk away from a large Nintendo flavoured sack of money being somewhere in there too, but given the lack of coverage around this nice add-on at the time (I had no idea until I picked the box up!), its not an accusation I'll currently make. Still, I commend whoever gave the green light to this idea, and wonder, why with the more accessible technology of the current generation, developers aren't shifting the effort to making cool little features such as this.
As you look at this image, pretend you're also holding a GBA showing a rough approximation of the corridor and a green triangle where Sam is. That's the experience!
Splinter Cell: Chaos Theory
Chaos Theory is certainly the highlight of the series I've played (and one of my best games of all time) so its a shame that the GBA function is a lot more gimmicky this time around. The top down map is no more, replaced with an isometric view of the whole level which shows which floor you're on. This is approximately of no use to you at all, so at least it won't drain your batteries for too long.
Its second function however, is something that'll make you gasp in amazement at first (well it made me), before you put it down forever. Remember those sticky cameras? Well, when you fire one with a Game Boy Advance plugged in, the image gets transferred over to that screen. Yes, this visually pleasing 3D, 128 bit game can be viewed in real time, again entirely lag-free, on that tiny display. You cant help but be impressed the first time you watch a guard walk past both the TV view and the GBA view at the same time, proving the marvel that was this technology.
The let down: its entirely impractical. Yeah it looks cool to see an enemy blissfully walking by on the small screen, but a second later when he's just put a bullet in your head while you were paying too much attention to your Game Boy, you know there's something wrong. Try to play co-op with this and your friend will quickly grow tired, given that their only actions will be to stare blankly at a static image of the level, and occasionally tell you when “that dude has walked past that bit;” the premise is good, but execution was terrible. It lacked the substance of other link-ups, but I suppose it is nice to look at from time to time.
The Legend of Zelda: The Wind Waker
Being a first party effort, this was bound to be something special. The Tingle Tuner was an in-game item which allowed a second player to join in with a GBA, and assist the main character in their adventure. It can also be used to immensely piss you off.
This scene depicts the beginning of the end of many friendships.
This item brings up a kind of dungeon map HUD for the second player, where they can move around as an on (both) screen target and drop bombs on enemies. The downside? Bombs cost money. They can also heal Link's energy or magic with potions, but these cost even more money. Yup, you can have a second player sitting there, draining your funds with items that you essentially don't need at all. This co-op comes with a nasty price. Oh, and once your friend discovers that he can make Link look in the direction of his tingle shaped target with a press of a button, then that's all you're going to see while you play until you physically beat the shit out of them. Have fun with that.
To extend the length of the game, and the point of this device, the Tingle Tuner also had a feature in which you could discover hidden Tingle statues in each of the dungeons. They were only accessible by using a GBA bomb on certain locations hinted at on the small screen, expanding each dungeon into a treasure hunt of sorts. Sweet! Collecting them will help satisfy your kleptomania, and, well not really much else unless you're going for 100% completion. Its a fun little diversion though; just hope whoever you're playing with doesn't abuse you too much.
Billy Hatcher and the Giant Egg
From the mind of Yuji Naka, this was a real gem on the Gamecube, but after release it seems to have just wiped itself clean out of everyone at Sega's memories. Were they embarrassed to have made a game about a young boy rolling around large eggs while dressed up in a chicken suit? The worst part is, that with this apparent memory sweep, the excellent transferable minigames that became available are buried in gaming past ever deeper: namely, Nights into Dreams, Chu Chu Rocket and Puyo Pop.
As a bonus for playing an already great game, Sega includes some of its other more obscure titles. This means that you can carry a copy of Nights around in your pocket, provided you don't turn off the Game Boy at any point. Personally I preferred Puyo Pop, but that was because at the time for me it carried the cultural significance of hot animé devil girls and surfers with paper bags on their heads. Anyone remember that? No? Okay, moving on.
Playable on Game Boy Advance! Well, at least a kinda short time attack version.
Animal Crossing
Go to the beach where you can finally get away from the shackles of your overpowering raccoon overlord, and escape to the paradise of a beautiful tropical island! Only if you own a Nintendo Game Boy Advance, Ł79.99. After Kapp'n has sailed you away from the neighbourhood you can meet a friendly gorilla who offers you items. Also you can play a kind of mini God-game where you poke at your new friend and force him to dig up NES games for you. Baseball and the mindlessly addictive Wario's Woods were exclusive to this deal, the latter of which had me stuck to Animal Crossing well after I'd got tired of being a slave to that bastard mammal, native to North America and now distributed from the European mainland to the Caucaus region of Japan. When you're not sure its a rodent, the internet is good for specifics.
Similar to Billy Hatcher, Animal Crossing also allowed you to download some of its unlockable NES games for portable use. Balloon Fight on the go is pretty cool, if temperamental with the 'switch off to delete everything' mechanic, so you probably won't be playing any of them for too long. Hint to Nintendo: the DSi has flash memory, actually being able to keep game downloads such as these would be a very welcome idea.
There's one thing I've kept in common with all of these choices. None of them require the GBA to have a game inserted in order to take advantage of these features. If I was to glide past that fact, there would be a lot more games I could use. For extra kudos to Ubi Soft, Prince of Persia had a slightly cheaty feature where you could regenerate your health if both console and handheld games were linked together. Splinter Cell also had some downloadable levels to the GBA version, as a supplement to the compass which didn't need a cartridge. Of course Nintendo also took some advantage of the feature they built up, with examples such as seeing your RPG characters from the portable Mario Golf to the big screen, more transferable levels to be had in Fire Emblem, a new suit in Metroid Prime, Pokémon – I'd really like to see a new 3D one of those in the style of Colosseum – and who could forget The Four Swords Adventures: twenty-four hour long co-op levels of classic Nintendo gaming, that you really should experience. And a battle mode which is a great laugh! I'm currently trying to amass a collection of cheap GBA's so I can bring this back; with the consoles at four quid each nowadays, I wouldn't say no to own this game in its desired form.
A co-op game you need to play. You'll scream, you'll cry, you'll probably end up hitting someone, but it'll be a heck of a time!
I remember Miyamoto at E3 a few years back, promoting that fantastic looking Pac-Man versus minigame as Nintendo's big thing for that year. Sadly, I never managed to play it, since it only came as a pack-in with some crappy looking R: Racing game in Europe. Sucks to be us, in that case. And then really, it all went downhill from there, with the most ambitious projects plummeting to the ground (probably because they required four each of consoles and cables) and other developers losing interest. Its certainly an idea I'd like to see just randomly implemented more often these days, given that practically every household with a Wii will probably have a DS lying about somewhere, and the lack of a middle man pulling them together makes connection between the two ever more easier. Don't just limit it to the big budget Crystal Chronicles, or the blatantly obvious Pokémon link ups, but go out of your way for something really ambitious, like the bonus PKE meter, possibly a Hunter's style HUD for Samus, or maybe even a big red button to rain missile-based death all over Battalion Wars. I hope this old idea doesn't remain as dormant as it currently stands, but becomes a feature which can really stand out to gamers.
I don't know about you guys, but when Four Swords came out and I played it with 3 of my friends, and promptly realized Nintendo would probably not do something cool like that ever again, I wept. That game must have made mad bank too, with people buying GBAs, the game, and Gamecubes just for it.
Great, detailed blog!
This is the first time I've ever hear of someone praising the GC-GBA connectivity. I guess statistics dictates that there had to be some small contingent of gamers who actually loved this stuff.
I thought that playing wind waker with my brother, while he played the actual game, I played on the gba. I always wasted all the bombs and he punched me for it. :( boohoo
@Megastryke
It's pretty much an impossibility at this point in time, but I'd recommend trying out Four Swords Adventures or Pac-Man Vs. with some friends if you ever get a chance.
The GBA-GC connectivity got a lot of flack for being unwieldy and expensive, but the idea had a few true gems. It birthed some of the most entertaining multiplayer experiences ever, in my opinion.
I always had wet dreams with Four Swords Adventures , but in my school I was the only guy with a GBA ...
Didn't that new Final Fantasy game support connectivity from Wii to DS?
yeah man, there could be a million cool features for this... In the same regard, why is there so little ( none ) features like this for the PSP/PS3-combination? surely they could really do some fancy shit...
how about if you have 2 PSP's, you get sidemirrors in Gran Turismo? Or in Metal Gear Solid, have a mate control the little robot with the PSP. In stead of ridiculous onscreen cellphones and PDA's ( GTA4, Midnight club etc etc ) use the portable device as that :-) Or go out of the game completely and use the PSP/DS as a chat-device so the console can be entirely used for gaming ( with a camera-addon for the PSP or the DSi, it can even be video-chat ).
The options are limitless!
First of all: Awesome blog! I hope as well that devolopers these days won't completely overlook the DS-Wii connectivity and miss out the chance for some neat extras.
While I haven't played Four Swords Adventures for that long (since I don't actually own it), I remember gathering my brother and two friends to play Final Fantasy Crystal Chronicles. We even bought two additional GC-GBA cables just for this game (one of the other two came packed in with the game, the other I bought for Wind Waker back then).
Speaking of Wind Waker: I still use the Tingle Tuner when I play that game, If only for a specific section of the game. I hate these damn hands that take you back to the beginning of the dungeon and one of the dungeons had a place where all these hands where covered in mist so you had to progress carefully. However, the map on the GBA clearly showed the locations of those damn hands, which makes this section a lot easier.
And about Pac-Man VS.: If you don't want to get R: Racing, try to get a copy of Namco Museum DS. Besides the obvious arcade game line-up (such as Xevious, Galaga and Mappy) it also includes Pac-Man VS., playable with just one DS card for up to four players. While it probably won't provide the same experience as the GameCube version, it still is a fun game to play.
@MisterGrieves
I've done stuff like the Chao Garden in Sonic Adventure and the Tingle Tuner. I've also played some FFCC for the first time at a friend's house just a few weeks ago. Final Fantasy was especially curious because I'm highly skeptical that it couldn't have been done without the GBAs. You couldn't have a little tiny submenu that appeared right over your character whenever you wanted to tweak stuff?
I've been thinking for the last 2 months whether to buy all the Splinter Cell games back even though I've finished them, and now thank you, you pushed me over the edge and I'm gona go for it.
Those features sound really fun to be honest, but a pain in the bum slightly.
Don't forget the first Crystal Chronicles (no multiplayer unless you had at least two GBAs plus cables!) and Chao raising in the first two Sonic Adventure and Sonic Advance titles. =P
Honestly, when I was hearing about how linkbable the Wii and DS were going to be, I was thinking it was gonna be in the same vein as using the DS as an actual controller. I mean, in some way. Aren't the only games that really do anything Pokemon Battle Revolution? Uh, come on.
As you stated, there are a lot more people with DS+Wii systems in their household, and they're wireless so no need for rarely-used peripherals...
@Doomsday Forte
But but but, you can download the Knights in the Knightmare demo from the Wii Shop-->your DS!
I see your point, and I hope they start doing stuff like that soon. Putting a shit ton of demos up on the Wii store will not only push viewings of other Wii games that someone might buy up, but also encourage Wii/Dsi connectivity, which only means more $ for the big N.
Why aren't they just doing this? Market saturation (or as Wesker would say; "complete global saturationnnn". Nintendo is pulling out all the tricks they have to make the biggest cash horde, and they're holding out until the last minute to push this DSi/Wii shit soon. My guess? You'll start seeing more of it after the "Motion Plus" craze dies down (aka something that should have just come with the Wii).
Now that the markets are so heavily saturated with DS and Wii consoles, and with the built in wireless connectivity in each, I'm stunned that Nintendo has abandoned this idea. The only reason I never got to enjoy the extra features in Gamecube games was because I never went out and bought a damn link cable.
@Magnalon: Okay, you got the point I forgot to make. XD I'm glad they finally decided to push DS demos onto the Wii for us to download, though it certainly took long enough. It's nice to be able to have that much for free, at least.
I want to ask though. Why couldn't the DS have a blank cart you could buy to save data to for when you connect to a Wii game? Like...you know, Dreamcast's VMU? Maybe you play some RPG on the Wii, and you can save your pet's stats onto the blank DS cart in some slot, and play some limited minigame to boost it to scary levels and transfer it back to the Wii? Or maybe some extra game to play when you're not at the console for some bonuses and junk?
*still would like DS-control on the Wii though*
Did you have to beat Billy Hatcher to unlock those games or something? I've owned the game since release and never knew about that!
I never really enjoyed the GBA/GC connectivity that much, but this makes me want to go back and give it a shot again. Kinda sad about the Ghostbusters thing, but I'm still looking more forward to the Wii version of the game than I am the PS3 version.
@Alnar
Thanks! I've seen it in that Namco Museum collection, but like you say, its not the same thing. I just don't think it'll feel right if there aren't a bunch of people gathered round a TV, swapping controllers and trying to figure what the heck is going on!
@Doomsday Forte
The blank cart idea is something I hope they try out with the DSi SD card slot. There's no reason why it shouldn't be able to save and stream games or demos, now that we have the DS shop. While writing the piece I was thinking about how Animal Crossing could have had its downloadable NES games more functional with a feature like this. Possibly even putting old Virtual Console games onto an SD card for DSi play too.
@Zippyduda
Glad to be of service :)
@Spartacus
I belive you had to hatch certain eggs throughout the game, which would unlock you these minigames to download on the level select screen. Best check gamefaq's for how to get them.
It is quite strange how the possibilities of Wii-DS connectivity has barely been tapped so far, as i'm sure many games could have taken great advantage of it. I suppose its the same way that having motion-plus from the beginning would have improved many older titles; i've lost count the number of times i'd seen a Wii exclusive and thought, maybe it wouldn't have been so dreadful if it had better motion controls.
Everyone should play Pac-Man Vs.
EVERYONE.
The NGC and Advance connectivity was fun (since I had both). It seems like it would just make sense to have more DS connectivity options with the Wii, since everyone and their mother has a DS these days.