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Chrono Trigger DS!!!!!

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Posts

  • SheepSheep Registered User, __BANNED USERS regular
    edited July 2008
    Sheep wrote: »
    ASimPerson wrote: »
    Indeed. Again, if this is being handled by the guys who did the GBA Final Fantasy ports I am extremely confident this will turn out well.

    Even though they were buggy?

    To be fair, FF4A was a port of a port, the original port having it's own mess of problems.

    I think they got most of their footing down by the time FF6A came around.

    IIRC, they didn't bother fixing some well documented programming bugs in FF6 or FFT PSP.

    Not a deal breaker, by any means, just sayin. When I hear TOSE is working on something, I'm never too excited.

    Sheep on
  • stigweardstigweard Registered User regular
    edited July 2008
    slash000 wrote: »
    stigweard wrote: »
    I meant resolution. The snes output at 256x224 and the nds outputs at 256x192. They are going to have to do at least a small amount of work with the interface or everything is going to be squished or cut off.

    That doesn't matter. When porting a game, they can adjust for resolution and aspect ratio.


    They brought Zelda Link to the Past to the GBA. And that was both the wrong aspect ratio and lower resolution. Yet the port looked and played wonderfully.

    The initial comment was a repsonse to "just SNES Chrono Trigger running in an emulator". I misread what I quoted (skimmed over isn't) and didn't realise it until much later.

    stigweard on
  • slash000slash000 Registered User regular
    edited July 2008
    stigweard wrote: »
    slash000 wrote: »
    stigweard wrote: »
    I meant resolution. The snes output at 256x224 and the nds outputs at 256x192. They are going to have to do at least a small amount of work with the interface or everything is going to be squished or cut off.

    That doesn't matter. When porting a game, they can adjust for resolution and aspect ratio.


    They brought Zelda Link to the Past to the GBA. And that was both the wrong aspect ratio and lower resolution. Yet the port looked and played wonderfully.

    The initial comment was a repsonse to "just SNES Chrono Trigger running in an emulator". I misread what I quoted (skimmed over isn't) and didn't realise it until much later.


    That's cool. Sort of thing happens when reading webforums all the time :P



    Anyway, there really shouldn't be any worry about this particular game, Chrono Trigger, on the DS, because of aspect ratio or resolution issues.

    slash000 on
  • EupfhoriaEupfhoria Registered User regular
    edited July 2008
    Cool, I guess I'll be getting a DS now

    Eupfhoria on
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  • JeilanJeilan Registered User regular
    edited July 2008
    so excited for this

    I'd rather have a remake than a port, but I guess anything would be good.

    Now they just need to put Earthbound and Super Mario RPG on DS and it will never leave my side.

    Jeilan on
  • DelzhandDelzhand Hard to miss. Registered User regular
    edited July 2008
    Tamin wrote: »
    So the clock is more interesting than it first appeared: for the right half, each mark is a little round thing, spaced 5 minutes apart; for the lower left, the marks are more line-like, and there's 3 between 30 and 45; and for the last quarter, there are 8. They also switch from being on the rim to being on the clock-face after the 30 minute mark.

    You sure it wasn't like that originally? I mean, that's just the CT logo, basically...

    Delzhand on
  • SaraLunaSaraLuna Registered User regular
    edited July 2008
    Sheep wrote: »
    ASimPerson wrote: »
    Indeed. Again, if this is being handled by the guys who did the GBA Final Fantasy ports I am extremely confident this will turn out well.

    Even though they were buggy?

    FF6A was an order of magnitude less buggy than the SNES version. You could even sketch things without worrying about corrupting your save file.

    SaraLuna on
  • ShadowfireShadowfire Vermont, in the middle of nowhereRegistered User regular
    edited July 2008
    Sheep wrote: »
    ASimPerson wrote: »
    Indeed. Again, if this is being handled by the guys who did the GBA Final Fantasy ports I am extremely confident this will turn out well.

    Even though they were buggy?

    FF6A was an order of magnitude less buggy than the SNES version. You could even sketch things without worrying about corrupting your save file.

    Your save file was only killed when sketching in the Phoenix Cave.


    I guess that's still bad, huh? :P

    Shadowfire on
    WiiU: Windrunner ; Guild Wars 2: Shadowfire.3940 ; PSN: Bradcopter
  • Dac VinDac Vin S-s-screw you! I only listen to DOUBLE MUSIC! Registered User regular
    edited July 2008
    Then again, no sane person would use Relm for sketching.


    Anyway, I felt this had to be posted.

    Dac Vin on
  • OhtsamOhtsam Registered User regular
    edited July 2008
    Shadowfire wrote: »
    Sheep wrote: »
    ASimPerson wrote: »
    Indeed. Again, if this is being handled by the guys who did the GBA Final Fantasy ports I am extremely confident this will turn out well.

    Even though they were buggy?

    FF6A was an order of magnitude less buggy than the SNES version. You could even sketch things without worrying about corrupting your save file.

    Your save file was only killed when sketching in the Phoenix Cave.


    I guess that's still bad, huh? :P

    It STILL blows my mind that the sketch glitch wasn't found at all in testing
    The evasion being useless is somewhat understandable but a glitch that can in rare cases actually fuck up the cartridge?

    Ohtsam on
  • urahonkyurahonky Registered User regular
    edited July 2008
    Castle Vidcons is amazing. Seriously.

    urahonky on
  • HevachHevach Registered User regular
    edited July 2008
    Ohtsam wrote: »
    It STILL blows my mind that the sketch glitch wasn't found at all in testing
    The evasion being useless is somewhat understandable but a glitch that can in rare cases actually fuck up the cartridge?

    The evasion bug was kind of cool, at least - it made possible some ridiculous exploits of game mechanics, like finishing the entire game as low as level 6, and just general immortality at normal levels.

    Wasn't there another potential gamebreaker that would result in large chunks of your inventory being replaced with thousands of dirks, or was that the sketch bug?

    Hevach on
  • ASimPersonASimPerson Cold... and hard.Registered User regular
    edited July 2008
    Yeah, FF4A had that battle bug, but I didn't notice any issues in 1, 2, 5, or 6.

    Then again, I didn't notice the bugs in FF6 in the SNES version, so I may not be the best judge of these things.

    I am basically just so excited for this game. It instantly became my first or second most anticipated title of the year, depending on how I feel about Spore at the moment.

    I've told people the past couple of years that if Square hadn't re-released CT by now, it was never going to happen, and they just went and proved me wrong. Can't wait until we get some more info.

    ASimPerson on
  • ScrabbleDudeScrabbleDude Registered User regular
    edited July 2008
    ASimPerson wrote: »
    I've told people the past couple of years that if Square hadn't re-released CT by now, it was never going to happen, and they just went and proved me wrong. Can't wait until we get some more info.
    They did rerelease it. On the PlayStation.

    ScrabbleDude on
  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited July 2008
    This will be good. I never managed to play this but I did get shown it by a friend and the combat looked neat even for nowadays.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
  • The WolfmanThe Wolfman Registered User regular
    edited July 2008
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot. While you could avoid some of them, most of the time if they were in your way, they would move at you so fast you really couldn't dodge them. And even then, there STILL was faux-random fights in the form of enemies jumping from the background, completely unavoidable.

    Don't get me wrong, I actually love the system and the lack of a dedicated battle screen. But it sure wasn't the huge improvement over random battles that people made it out to be. You were still getting into that fight. They just let you know ahead of time, rather than using a random number generator.

    The Wolfman on
    "The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
  • ScrabbleDudeScrabbleDude Registered User regular
    edited July 2008
    The big thing about the fights was that they took place on the same screen you walked around on while consisting of menu based combat. It seems like a small thing, but at the time it was pretty awesome.

    ScrabbleDude on
  • Ragnar DragonfyreRagnar Dragonfyre Registered User regular
    edited July 2008
    The big thing about the fights was that they took place on the same screen you walked around on while consisting of menu based combat. It seems like a small thing, but at the time it was pretty awesome.

    Yeah.

    Pretty much every RPG before this had you battle on some generic battle screen which always looked the same depending on what area you're in.

    The mere fact that combat took place right in the regular game space was what made it revolutionary (as JRPG).

    Ragnar Dragonfyre on
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  • Tails CorraTails Corra Registered User regular
    edited July 2008
    I think the other big deal is that there were a finite number of encounters per area. Being that if you wanted to explore a room extensively it was possible to eventually stop being halted by enemies every five steps you took. If you felt beraggled by random encounters in the usual Final Fantasy game, CT did come as a breath of fresh air.

    That and purely for asthetics most encounters seemed to occur naturally either as the player dirrectly encountering an enemy on the feild, or being suprised by something jumping out of a nearby bush/cave/random object of hiding. They were scripted, but it did add a sense of beleivability to the encounters as opposed to comming out of nowhere in a 5x5 tile room.

    Tails Corra on
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  • AlgertmanAlgertman Registered User regular
    edited July 2008
    darunia106 wrote: »

    Who do you want me to kill?

    As many as it takes!

    Algertman on
  • darunia106darunia106 J-bob in games Death MountainRegistered User regular
    edited July 2008
    Algertman wrote: »
    darunia106 wrote: »

    Who do you want me to kill?

    As many as it takes!

    Let me drink some syrup and whip out some fireballs...

    darunia106 on
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  • Popped CollarPopped Collar __BANNED USERS regular
    edited July 2008
    What other RPGS had on screen battles?

    Popped Collar on
  • ScrabbleDudeScrabbleDude Registered User regular
    edited July 2008
    What other RPGS had on screen battles?
    Well, action RPGs like Secret of Mana. I think 7th Saga did as well, but they were still random encounters. I also want to say Shining Force.

    ScrabbleDude on
  • ASimPersonASimPerson Cold... and hard.Registered User regular
    edited July 2008
    ASimPerson wrote: »
    I've told people the past couple of years that if Square hadn't re-released CT by now, it was never going to happen, and they just went and proved me wrong. Can't wait until we get some more info.
    They did rerelease it. On the PlayStation.

    Well, yes, 10 years ago. I was talking a modern port like the entire FF (1-6) series got.

    ASimPerson on
  • DelzhandDelzhand Hard to miss. Registered User regular
    edited July 2008
    urahonky wrote: »
    Castle Vidcons is amazing. Seriously.

    Yeah, but the navigation is ass. What kind of webcomic doesn't have next and previous buttons?

    Delzhand on
  • HorusHorus Los AngelesRegistered User regular
    edited July 2008
    Are all the FF1-6 ported to DS?

    Horus on
    “You have brains in your head. You have feet in your shoes. You can steer yourself any direction you choose. You're on your own. And you know what you know. And YOU are the one who'll decide where to go...”
    ― Dr. Seuss, Oh, the Places You'll Go!
  • LewiePLewieP Registered User regular
    edited July 2008
    Horus wrote: »
    Are all the FF1-6 ported to DS?

    DS/GBA. So all are playable on a DS

    LewieP on
  • HorusHorus Los AngelesRegistered User regular
    edited July 2008
    LewieP wrote: »
    Horus wrote: »
    Are all the FF1-6 ported to DS?

    DS/GBA. So all are playable on a DS

    But I remember the SNES ones they changed the number sequence are the ported ones correct #?


    Need to google this up!!

    Horus on
    “You have brains in your head. You have feet in your shoes. You can steer yourself any direction you choose. You're on your own. And you know what you know. And YOU are the one who'll decide where to go...”
    ― Dr. Seuss, Oh, the Places You'll Go!
  • LewiePLewieP Registered User regular
    edited July 2008
    The first 6 Final Fantasy games are playable on the DS in some form or other.

    LewieP on
  • SchideSchide Yeoh! Registered User regular
    edited July 2008
    What other RPGS had on screen battles?
    Well, action RPGs like Secret of Mana. I think 7th Saga did as well, but they were still random encounters. I also want to say Shining Force.

    For traditional RPGs...I can't think of another one that did. 7th Saga really didn't, Shining Force...well, discounting the early SRPG-like gameplay of it, the battles still sort of took place in a different screen. So...if anyone can think of a RPG that has them, I'd love to hear it. Of course, PCRPGs have them on screen, but that's a whole other bag of monkeys.

    Schide on
  • mntorankusumntorankusu I'm not sure how to use this thing.... Registered User regular
    edited July 2008
    Horus wrote: »
    LewieP wrote: »
    Horus wrote: »
    Are all the FF1-6 ported to DS?

    DS/GBA. So all are playable on a DS

    But I remember the SNES ones they changed the number sequence are the ported ones correct #?


    Need to google this up!!

    Right, they fixed the numbers in all of the re-releases.

    "Final Fantasy II" (on the SNES) is actually IV, and "Final Fantasy III" is actually VI. The first one is the same, and the others were never released here before they started fixing the numbers.

    mntorankusu on
  • AkatsukiAkatsuki Registered User regular
    edited July 2008
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot.

    This is the opposite of random battles.
    Also,Delzhand, castle vidcons has next and previous buttons.

    Akatsuki on
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  • RegReg Registered User regular
    edited July 2008
    Thus far I think I've only seen a few people bemoaning Square-Enix's decision to put this game on the DS when they could put out something new. So I take it most folks are happy, yes? I mean, its CHRONO FREAKING TRIGGER!!!

    Reg on
  • HevachHevach Registered User regular
    edited July 2008
    Reg wrote: »
    Thus far I think I've only seen a few people bemoaning Square-Enix's decision to put this game on the DS when they could put out something new. So I take it most folks are happy, yes? I mean, its CHRONO FREAKING TRIGGER!!!

    IMO, remakes/ports/etc are not always a bad thing - the classics shouldn't die. This release will give people who never played the game a new shot, and a bit of nostalgia for the rest of us.

    SE's been putting out a lot of remakes, but they have beep putting out a reasonable number of new games, too. There's room for both.

    Hevach on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited July 2008
    My only criticism of their ports so far has been the oddity of the action timer in FF4/6. Sometimes it ignores the order in which characters hit full, sometimes it gives them a second round of attacks before the timer is even full, and sometimes I have no fucking idea what it's doing.

    But having those games in a portable form will overcome all but the most earth shattering of bugs, so it's not a deal breaker for me or anything.

    Forar on
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  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited July 2008
    Akatsuki wrote: »
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot.

    This is the opposite of random battles.
    Also,Delzhand, castle vidcons has next and previous buttons.

    Yeah I'm not sure what he was trying to say here. This is what I found interesting about the game. The battles being scripted like that really gave it the proper sense of urgency in the right places from the little bit I saw of it.

    Rather than say: "You must escape x horrible situation/stop the evil guy immediately!" *randombattlerandombattlerandombattlerandombattlerandombattlerandombattle*

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited July 2008
    Reg wrote: »
    Thus far I think I've only seen a few people bemoaning Square-Enix's decision to put this game on the DS when they could put out something new. So I take it most folks are happy, yes? I mean, its CHRONO FREAKING TRIGGER!!!

    I'm just happy Square acknowledges that Chrono Trigger even exists.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
  • Vincent GraysonVincent Grayson Frederick, MDRegistered User regular
    edited July 2008
    Akatsuki wrote: »
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot.

    This is the opposite of random battles.
    Also,Delzhand, castle vidcons has next and previous buttons.

    Yeah I'm not sure what he was trying to say here. This is what I found interesting about the game. The battles being scripted like that really gave it the proper sense of urgency in the right places from the little bit I saw of it.

    Rather than say: "You must escape x horrible situation/stop the evil guy immediately!" *randombattlerandombattlerandombattlerandombattlerandombattlerandombattle*

    Yeah, it does improve on the traditional random battle shit (and you no longer have to wonder just where all these monsters are coming from when exploring a closed area), but it still has the problem of mostly being meaningless fights that don't advance the story.

    I long for the day when RPG devs realize that while yes, fights allow you to pad out gameplay, they don't serve the story enough and often simply aren't very fun. It's very rare for me to find an RPG where initiating combat outside of a boss battle doesn't cause me to think "Ugh, another fight".

    FFXII managed to deal with this in a somewhat reasonable way by setting things up such that the gambit system was detailed enough to allow your team to be ready for most any "random" battle so you could largely march through them and only focus on strategy and whatnot for the boss fights.

    Hopefully we hit a point someday where regardless of whatever goofy systems are in place, the combat/character advancement is tied more to important, interesting battles (be they directly related to the main story or not) than it is to the several hundred meaningless battles you're likely to fight in any RPG made so far.

    I'm suddenly reminded that Chrono Cross dealt with this pretty well by making the main means of advancement the "star" that was earned after each boss fight. You could do just fine in the game avoiding most any combat and just facing the bosses.

    Vincent Grayson on
  • MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited July 2008
    Akatsuki wrote: »
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot.

    This is the opposite of random battles.
    Also,Delzhand, castle vidcons has next and previous buttons.

    Yeah I'm not sure what he was trying to say here. This is what I found interesting about the game. The battles being scripted like that really gave it the proper sense of urgency in the right places from the little bit I saw of it.

    Rather than say: "You must escape x horrible situation/stop the evil guy immediately!" *randombattlerandombattlerandombattlerandombattlerandombattlerandombattle*

    Yeah, it does improve on the traditional random battle shit (and you no longer have to wonder just where all these monsters are coming from when exploring a closed area), but it still has the problem of mostly being meaningless fights that don't advance the story.

    I long for the day when RPG devs realize that while yes, fights allow you to pad out gameplay, they don't serve the story enough and often simply aren't very fun. It's very rare for me to find an RPG where initiating combat outside of a boss battle doesn't cause me to think "Ugh, another fight".

    FFXII managed to deal with this in a somewhat reasonable way by setting things up such that the gambit system was detailed enough to allow your team to be ready for most any "random" battle so you could largely march through them and only focus on strategy and whatnot for the boss fights.

    Hopefully we hit a point someday where regardless of whatever goofy systems are in place, the combat/character advancement is tied more to important, interesting battles (be they directly related to the main story or not) than it is to the several hundred meaningless battles you're likely to fight in any RPG made so far.

    I'm suddenly reminded that Chrono Cross dealt with this pretty well by making the main means of advancement the "star" that was earned after each boss fight. You could do just fine in the game avoiding most any combat and just facing the bosses.

    Yeah I'm of the opinion that because someone holds something to a high standard doesn't mean someone else has to like it so I'm cool with what you are saying. I just liked it myself because I like combat in games, just not random combat.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
  • The WolfmanThe Wolfman Registered User regular
    edited July 2008
    Akatsuki wrote: »
    The only thing that ever really irked me about this game was how everybody would hold its encounters to some high pinacle. "No more random fights!" people would shout. Which, while technically true, is such a crock. All the fights were predetermined, always in the same spot.

    This is the opposite of random battles.
    Also,Delzhand, castle vidcons has next and previous buttons.

    Yeah I'm not sure what he was trying to say here. This is what I found interesting about the game. The battles being scripted like that really gave it the proper sense of urgency in the right places from the little bit I saw of it.

    Rather than say: "You must escape x horrible situation/stop the evil guy immediately!" *randombattlerandombattlerandombattlerandombattlerandombattlerandombattle*

    Yeah, it does improve on the traditional random battle shit (and you no longer have to wonder just where all these monsters are coming from when exploring a closed area), but it still has the problem of mostly being meaningless fights that don't advance the story.

    I long for the day when RPG devs realize that while yes, fights allow you to pad out gameplay, they don't serve the story enough and often simply aren't very fun. It's very rare for me to find an RPG where initiating combat outside of a boss battle doesn't cause me to think "Ugh, another fight".

    FFXII managed to deal with this in a somewhat reasonable way by setting things up such that the gambit system was detailed enough to allow your team to be ready for most any "random" battle so you could largely march through them and only focus on strategy and whatnot for the boss fights.

    Hopefully we hit a point someday where regardless of whatever goofy systems are in place, the combat/character advancement is tied more to important, interesting battles (be they directly related to the main story or not) than it is to the several hundred meaningless battles you're likely to fight in any RPG made so far.

    I'm suddenly reminded that Chrono Cross dealt with this pretty well by making the main means of advancement the "star" that was earned after each boss fight. You could do just fine in the game avoiding most any combat and just facing the bosses.

    Yeah I'm of the opinion that because someone holds something to a high standard doesn't mean someone else has to like it so I'm cool with what you are saying. I just liked it myself because I like combat in games, just not random combat.

    Yeah, what I was trying to say is while they took the random "WOOSH! *swirl*" bit out of encounters, nothing else is that different. What really stands out is an area I think in 6 mil B.C, either that or one of the wooded areas. You walk up into an empty area, and suddenly get jumped into a fight. After you win, you would automatically move forward and the same thing would happen again. This goes on like 4 more times. It's not "random", since if you leave the area and go back, you'll get the exact same sequence again. But it is pretty much the same thing in practice. You can't avoid them, can't run, and the game keeps putting in these hot spots that trigger invisible fights all throughout the game.

    Like I said, I really didn't see what was so much better about the system. They just showed you the RNG so you knew exactly when you were getting into a fight. But you still couldn't do anything about it, you still had to trigger it.

    The Wolfman on
    "The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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