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January 5th, 2011, 23:46 Posted By: wraggster
Contrary to warnings recently offered by Nintendo, the 3DS does not have the potential to damage the eyesight of children under six, so say medical experts.
In response to Nintendo's recommendation that children under six should only use the system in 2D mode, a number of specialists have told The New York Times that 3D visuals present no threat to youngsters' vision.
"The fact you'd watch 3D in a theater or a video game should have zero deleterious impact whatsoever," said Dr. Lawrence Tychsen, a professor of pediatrics and ophthalmology at Washington University in St. Louis.
David Granet, a pediatric ophthalmologist at the University of California at San Diego added "I don't think that parents need to worry about kids playing video games, 3D or otherwise, from a vision perspective. The bigger question for parents is: Do you really want your three-year-old playing a video game?"
The American Optometric Association has gone one step further. It issued a statement today claiming that watching 3D visuals can actually be beneficial to kids' development.
The body declared that the 3DS "isn't necessarily bad for adults or children" and that "3D viewing may actually help uncover subtle disorders that, left uncorrected, often result in learning difficulties".
However, Nintendo is sticking to its guns. The platform holder reiterated its hardline stance on any pre-schoolers considering checking out the handheld's whizz-bang visual gimmick.
"Nintendo's position is children six and under should not use the 3D feature of Nintendo 3DS, and parents should use the Parental Controls feature to restrict access to the 3D mode," said Nintendo communications boss Charlie Scibetta.
The proof will be in the pudding. Nintendo's new console hits the stores some time in March. We'll post a man down the local optician to check for lines of sobbing sprogs clutching their peepers.
http://www.eurogamer.net/articles/20...blind-toddlers
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January 5th, 2011, 01:29 Posted By: wraggster
Pate has posted more news concerning his Dos Emulator for the DS:
Happy New Year! Thanks for all the feedback and bug reports you have been sending from the DS2x86 alpha 0.01 version. Those will help me focus my development efforts.
DSTwo SDK frustration
Sadly, the past week was mostly spent fighting with the DS2 SDK. Just before I released the alpha version, I noticed a problem with the key reading. I could not figure out what caused the problem, but I noticed that setting the screen refresh rate to 15fps made the problem much less severe, so I did that as a first aid fix in order to get the alpha version released. On Monday this week I then began working on a small test program that would display similar problematic key reading behaviour, and after a few hours of work I managed to get exactly the same symptoms.
When quickly pressing keys (for example D-Pad up/down keys), every now and then (every 15 seconds or so) there was a period of almost half a second when no key events (presses or releases) got recognized. I first noticed this when testing Wolfenstein 3D, in which a problem like that is very annoying. My small test program exhibited the same behaviour, and also stopped updating the lower screen during some testing runs, at about the same time when the first key reading problem for that test run appeared. I sent my test program as an email attachment to the SuperCard SDK contact person "king d", but haven't yet received a reply.
I assumed the most probable cause for the problem was my using the timer interrupt to update the screens, but curiously, after I changed the test program to only update a flag in the timer interrupt and perform the actual screen update in the main loop (when the flag is on), the problem continued to appear. At that point I had no theories what could cause the problem, so I began digging into the SDK internals in an attempt to get a better understanding of how it works and what I should do to get rid of this problem.
I spent all of Tuesday deciphering the dump file and testing and debugging various things, and learned quite a lot of interesting information about the SDK internals. I first started by hooking into the main interrupt handler (the source code for which is provided by the included specs/start.S file in the SDK). I found out that the actual interrupts that the SDK uses have something to do with the GPIO2 I/O system of the processor, and are numbered 155 and 156, and the handlers for these interrupts are called cmd_line_interrupt and data_line_interrupt. I found out that the cmd_line_interrupt is called on the average 128 times per second in my test program, while the data_line_interrupt is called over 3000 times per second.
I looked at the dump file for the cmd_line_interrupt, and noticed that it reads 4 halfwords (8 bytes) from address 0xB4000000 (which is not documented in the JZ4740.h header file, so I believe it is something specific to the DSTwo), and stores these into memory area called cmd_buf32. Then it jumps to different locations in the code based on the first byte of this command buffer. Looking at what happens in the different command handlers (and testing the contents of the command buffer using my test program) I was able to determine that command 0xC3 is a key event command, command 0xC1 seems to clear the "buffer busy" flag (meaning it is some sort of an acknowledgement for a received screen or audio buffer), and command 0xC5 gets sent after every 30 seconds or so if nothing else is happening (so it might be some sort of a keep-alive or idle command).
So, finding the command 0xC3 gave me the idea of hooking directly into this interrupt (instead of using my timer interrupt) to handle key presses and releases. This should mean no missed key events, as immediately when I get the interrupt from the SDK interface I can call the ds2_getrawInput() function of the SDK, put the key event into a buffer and launch an emulated IRQ9 (which is the x86 keyboard interrupt). I did this, and the key input began to work properly in the test program, but the weird occasional hangs still remained.
On Wednesday I then continued looking into the hanging problem, and after various failed tests I suddenly noticed that I had used the wrong offset into the pmain_buf variable when checking whether the lower buffer is free! Argh! Well, I fixed this to use the correct offset, and after that my test program began to work correcly, even when updating the screen from inside the timer interrupt.
I then made the same changes to DS2x86 itself (changed the key input to use the cmd_line_interrupt hook and using the correct offset in the pmain_buf to check whether the lower screen buffer is free). Quite frustratingly, though, this did not fix the problems in DS2x86 itself. I am currently pretty much at loss as to what exactly is wrong in my method of using the SDK, as no changes I do seem to fix the problems completely. By Thursday morning I got fed up with this problem, and reverted to the same code I used in the Alpha 0.01 version (but with the pmain_buf access fix), so that it still keeps missing the key presses every now and then, but the lower screen seems to update properly. I hope I will eventually get an idea about how to fix the key input.
Improved exception handling
There is already a simple exception handling code in the 0.01 Alpha version, but I have now improved it a bit further. This new exception handling has helped me a lot while coding, as I occasionally write some severe bug in the code that crashes the system completely. Earlier when I did not have the exception handler installed the DSTwo would just hang, and then I had a lot of trouble trying to guess which of my changes caused this and why. Now I get an exact address in the code, and I also this week added some more information, like a text message describing the reason (in addition to printing "Exception 5", I print "Address error on stote at address 0x12345678!" or something like that. That will show me also the faulting data address together with the code address. I can then check the dump file to see exactly where in the code the problem is. I found a good list of the possible exception codes at some Harvard University course notes.
This exception message printing only works because I use the timer interrupt to handle the screen updating. Even when the actual emulator code has crashed and will not progress further, the timer interrupts still run and can send data to the NDS side from the MIPS side. I added some code to the specs/start.S code provided with the SDK to store the exception address, cause and failing address to global variables, and in my timer interrupt handler I can then check whether these variables are set, and if so, show the "Blue Screen of Death" on the lower screen. The code that I added to the start.S exception_handler routine looks like this:
mfc0 k0, C0_CAUSE
ori k1, zero, (0x08<<2) //Only detect SYSTEM CALL exception
andi k0, k0, (0x1F<<2)
beq k1, k0, 1f //is SYSTEM CALL exception
move a0,sp
// ----- DS2x86 addition -----
la AT, ds2x86_exception_address // Get address of the exception address store
sw k0, 4(AT) // Save exception cause
lw k1, (4*30)(sp) // Get the exception address
sw k1, 0(AT) // Save exception address
mfc0 k1, C0_BADVADDR // Failing address (on certain exceptions)
sw k1, 8(AT) // Save failing address
lw AT, (4*27)(sp) // Restore AT
// ----- DS2x86 addition -----
and in the same start.S source code I added the global variables that can then be accessed from my timer interrupt handler:
// ----- DS2x86 addition -----
.global ds2x86_exception_address
ds2x86_exception_address:
.word 0
.global ds2x86_exception_cause
ds2x86_exception_cause:
.word 0
.global ds2x86_exception_vaddr
ds2x86_exception_vaddr:
.word 0
// ----- DS2x86 addition -----
Protected mode work
On Thursday, after I got fed up with the SDK problems, I then went through some of the log files you have been sending (thanks again for those!), and downloaded a couple of games to use as a test bench when improving DS2x86. I decided to try and get the protected mode features working a bit further, so I selected three games, Zone 66 which uses a newer version of the same PMODE header that my Trekmo demo used, Jazz Jackrabbit, which uses some Borland DPMI extender, and of course Doom, which uses the DOS4GW extender used by many other DOS 386-specific games as well. To save time (as the DS2x86.plg has grown so big that it now takes about 7 minutes to FTP-transfer to my SD card), I test each of those three games, and then add all three opcodes (or other required features) before testing the three games again. Currently all three are in protected mode, and I just added support for changing the interrupt vector start address (for Zone 66), and am about to add protected mode LES opcode handling (for Jazz Jackrabbit) and the protected mode LAR opcode handling (for Doom).
Before I started work on these games, though, I increased the emulated PC RAM size, which also meant increasing the page map table. Now I emulate 16MB of RAM (1MB conventional and 15MB extended), so the 4DOS memory command shows the following. I had to fix the CPU flags handling before the 4DOS "memory" command started working at all, as my flags worked like Pentium flags so that 4DOS thought it was running on a Pentium and tried to use the cpuid opcode.
Curiously, after I had increased the PC RAM size, the keyboard reading problem got much worse. Almost every second keypress was not recognized even on the DOS prompt, and playing Wolfenstein 3D was pretty much impossible, as you had to keep clicking on the keys for several times before any key events happened. This was quite weird, and it began to look like the key reading problem has something to do with the size of the plg file, and especially with the .bss section size of the file. I looked at the symbol dump, and noticed that the main irq_table was AFTER my emulated PC RAM area (which now was 16MB, half of the total memory size of the DSTwo). So, I then spent some time looking into ways to make the linker put my emulated RAM area last in the unitialized data section. I finally found a GNU LD manual that showed me a way to change the specs/link.xn file so that my RAM area was put last. Immediately after I did this, the key reading began to work like it did before my RAM increase, so that the DOS prompt seems to work fine but Wolfenstein 3D still experiences some problems. Interesting that the location of variables in the memory causes such problems! Perhaps this the reason why my test program works fine, as it is so much smaller. But, in any case, now I have had to make changes to both of the files in the specs directory, which will probably get overwritten when installing a new SDK version, so I need to make sure I have my own copies of these files in a safe place.
http://dsx86.patrickaalto.com/DSblog.html
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January 5th, 2011, 01:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16143.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
Fixes a couple of very noticeable bugs - reset command works and Gradius works right again.
0.023 (1/4/2011)
Bugfixes:
-The Reset command didn´t do anything, now it does.
-Gradius and Devil World work properly again and Back to the Future works better
(I used && when what I meant was ||).
-I now realize that file loading doesn´t work very well on a Mac
(and the file dialog is terrible too!), so I´ll work on that.
A new release of HalfNES for a new year. Fixes too many graphics and sound bugs to list here and adds second controller support. See the readme for details.
0.022 (1/3/2011)
Wow, it´s been a while.
Added Player 2 controller support, can remap the buttons in the settings.txt file.
Improved rendering: Gauntlet runs full speed on my computer when it didn´t before,
the status bars of Zelda II and Ninja Gaiden now look right,
in general performance is about 20 percent better because the drawing code is more efficient.
Back to the Future works but has random unexplained glitches.
Made a few additional tweaks to the MMC3 code, now Might and Magic works but SMB3 is unchanged.
Also eliminated a potential crash after attempting to load a game with an unsupported mapper.
Changes to the audio code: Excitebike and a lot of other early games that
used the sweep feature on the square wave channels should be correct now,
Super Mario Brothers finally sounds right.
Also, this works. http://kkfos.aspekt.fi/2010/11/14/4-...pulse-channel/
http://code.google.com/p/halfnes/
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January 5th, 2011, 01:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79b55388832a44
icedaddy proposes "WhatTime" educational game for learning time in English only.
Iput This Together The Other Day to help my son learn to Tell the time better. Basically you're a Time Given Either question in words or have a digital time and You Have to Set The analog clock by dragging The Hands. The Hand Is Done catch your touch based upon distance from the Centre of the clock (ie. touch near the middle For the short hand and near the Edge For the long-hand) - There May Be room for improvement here - let me know how you Get On With It.
Anyway, you have 2 games - a simple game story of set questions and a quiz game of random questions Which gets harder as you progress. The quiz game has 3 Progressive Levels of Difficulty and ballasts for 40 questions.
If you need help-you-can press and hold the 'hint' button. The error of Allowed Your Answer Is A subjective point and I'll explain what i did "if / when anyone Makes a comment about it
http://dsgamemaker.com/dsgmforum/vie....php?f=14&t=61
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January 5th, 2011, 01:11 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79b55388832a44
main () offers version 1.0.0 of its application "RSSMii" which lets you receive RSS feeds of your choice directly in your mailbox Wii.
Getting started ¶
1. The archive you extract Downloaded to your SD Card. The archive of The Root Of The SD-Card.
2. Create a "feeds.xml"in the root of your SD Card.
The "feeds.xml" ¶
Here you see a sample-feed-xml-file:
<? xml version = "1.0" encoding = "utf-8"?>
<rss>
<feed url="http://example.com/rss-feed" name="Example-Feed" />
<feed url = "http://example.com/another_rss-feed" name = "One more Example-Feed!" />
</ rss>
You Can Add Many have feed-nodes as you want. The "name"-Attribute Will Be Displayed On Top of The Message At The Wii-Messageboard, so It Is recommended to CUT THAT REALLY SHORT Because There's Hardly Any Space.
Launching rssmii ¶
1. Launch rssmii In The Homebrew Channel or Any Other-launcher of your choice (I Thought of custom channels, so this Launching Will not result in a CodeDump-Error on exit!)
2. You See the RSS feeds listed in the "feeds.xml"
3. When you now press A, Every previous subscriptions to RSS feeds overwritten by Will Be To The Feeds subscriptions listed in the "feeds.xml.
4. Everything's finished - You Should Be Receiving updates now has RSS feeds Those At The Wii Messageboard!
http://code.google.com/p/rssmii/
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January 5th, 2011, 00:53 Posted By: wraggster
A recently published report in the Water Resources Research academic journal describes an experiment undertaken by a team tasked with measuring evaporation rates by monitoring water levels. How is this related to our favorite hobby? Well, rather than use a hypersensitive monitor or a high tech ballast system, they used a Wiimote. According to the report, the scientists pointed the Wiimote's IR LEDs at reflectors attached to a float in a water pan, and then used the reflected light (usually used to see where the sensor bar is relative to the controller) to check and see how quickly the water was evaporating.
The results were pretty amazing, actually -- not only did the Wiimote pick up even slight changes in the water level, but it was able to compensate for other movement, due to waves or water displacement. That's impressive for a little $30 game controller. We've already seen Kinect do some pretty impressive things as well, including recreate a Minority Report-style interface, and recognize sign language. That leaves just one motion controller without its own academic degree -- better get a Move on, Sony.
http://www.joystiq.com/2011/01/04/sc...poration-rate/
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January 5th, 2011, 00:40 Posted By: wraggster
Nintendo has released internal sales figures revealing that the DS family of consoles has sold more than 47 million units in the US since launch in November 2004.
The Nintendo Wii sold over seven million units in the US during 2010, bringing total sales in the region to 34 million units.
"When we look back at 2010, we see consumers time and again turning to the value and enjoyment of our products," commented Nintendo of America president Reggie Fils-Aime.
"When we look ahead to 2011, we see new portable technology and more great Wii games that need to be seen to be believed."
The next hardware to be released from Nintendo is the 3DS, due in Japan on February 26, priced ¥25,000 ($298 / £188). A European and US release is set for March, with solid price and date details to be announced on January 19.
http://www.gamesindustry.biz/article...-with-47m-sold
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January 3rd, 2011, 21:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1315d2d4d50322
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
What's new 11/01/2002
* Added "Repository support. Special Files Placed in the "repo" folder allow E02 to connect to download Other resources. This Makes The Creation of possible public and private listings for third-party games, and private listings for local transfers Between platforms (When year already running http server). This feature is Not Displayed When Only the default repository file IS found
-Bugfixes-
* When a script line WAS Followed by whitespace (space or tab), The whitespace removed from Would not Be The End of the loaded string. Would this have a problem with filenames Especially With That Were Followed by comments, Used As The filename Would Contains the space / tab characters and fail to load on Some platforms. Trailing whitespace is ignored strings Is Now, Eliminating this problem (Can Be Used after comments strings, strings & the terminated after Themselves Will Be The Last non-whitespace character)
* Mode 5 pour la Set_PaletteAlpha_Range Script Command Attempted to Set The overall palette Rather Than The target range, and when to intentionally setting the Global Palette, The Alpha Was Not Properly Applied. This Command "should now function Properly for mode 5, and alpha year for Applying to the Global Palette colors
* The Dim_Palette_Range Script Command Did Not Test for component value overflow when "Dimming" up, Which Caused Them to "wrap around" and "Become the wrong colors. Using this Command to Brighten the palette (a "Percentage" value Greater Than 128) "should now work Properly
* The "Installed Games" section of The Menu Would crash When Were No games installed due to a test array entry for one year annually array length matched Whose The Number of games (in this case, 0). The "Installed Games" menu Will now display Correctly Under this condition, reporting and displaying no games installed Only the option to return to the Main Menu
http://stealth.hapisan.com/E02/
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January 3rd, 2011, 21:38 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1315d2d4d50322
Storlek provides an update to its reader / editor module tracks (IT, XM, S3M, MOD, etc ...) "Schism Tracker" for the Wii.
20110101
- Happy New Year! This Is Mostly for Windows users, There Was A huge ace
Which file-corruption problem I Had not Noticed, plus a couple small Other
exchange. Aside From That, nothing sincere staff last month.
Windows-related:
- Fixed Problem with a MASSIVE file saving code That Destroyed any files it
wrote! (Because Of The Stupid distinction Between binary and text files,
argh!)
- Fixed bug Another tangentially related Increasing numbers of stuffed Which
In The newlines when saving config file. As a side effect The config file
Will Appear trashed in Notepad, just use competent Something More (Such as
Wordpad) and it'll be fine.
- Default directory if You Have not saved your config Is Now "My Documents"
Rather than "Application Data". The config file / fonts / etc. Are Still
In The Same Place.
- Packages are now bundled with a difference sdl.dll, Which should "Some fix
strange bugs have Producing Such "ding" noises When alt-keys are pressed
Miscellaneous:
- The - flag diskwrite wasn't anywhere Mentioned In The manpage. Now it is!
- Fixed "stacking up"on Ctrl-F2 dialog with Multiple keypress
http://schismtracker.org/
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January 3rd, 2011, 17:58 Posted By: bandit
It seems a Chinese factory worker working at the factory, pulled a 3DS off the production line and posted some "sexy" pics and even a video of Nintendo's new 3DS.
*UPDATE 1/4/2011*
More pictures have been attached to the original post. According to some members over at Nintendo 3DS Forums, the "factory worker" isn't really a worker afterall. He claims to be a regular gamer. How he got it out is still a mystery. Is this Nintendo's publicity stunt to get more attentiona and hype?
Source: AV9G Forum (thread deleted)
Images via comments
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January 2nd, 2011, 22:35 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
smealum offers a first public version of 'Arsenal', shoot 'em up in 3D for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
a shoot em up in dual 3D. Made to be quite difficult, so a shot in the mouth and you're dead. The game includes a level (but what level!), and a great level editor too well. (he surely must have the latest version. NET to run it)
To rotate a level you just drag its folder in the Shmup / levels that you previously placed at the root of your card. (Note: This folder is only needed to run custom levels, the game runs fine without otherwise)
Keys: D-Pad to move, R / L to shoot (you can manually drag or hold to discover the joys of autofire) Start to pause.
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January 2nd, 2011, 22:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
walar offers version 0.02 of "Mazed" maze game for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
a small maze game 20 levels, with saving the progress and best times in the SD card and where each maze is created dynamically (so you do not play nearly 2 times in the same ^ ^)
v0.02 (31/12/2010)
* Added menu option
* Start to add enemy (activated in the "debug & test" option, for now the only thing they can do is move in "moron"in the maze)
* Improved fade in / out
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January 2nd, 2011, 22:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
The deadline is expired, the Nintendomax DS Dev Competition 2010 is officially closed to all new entries. We record 13 original entries, 11 games and 2 applications. We thank all participants, we invite those who submitted projects still in development to continue their work even though future versions will not be considered for the competition.
Here is a list of all projects submitted:
- Color Lines by Kukulcan (France)
- Dont Get Crushed by ThatOtherPerson (Canada)
- Maziacs by alekmaul (France)
- Myster Dungeon by C_BoY (France)
- Bubble Fighter EX by Relminator (Philippines)
- Kartz: Animalia World! by dheart (Indonesia)
- Multi View by ThatOtherPerson (Canada)
- Karoshi XEM by DS (France)
- By DS Waimanu sverx (Italy)
- Mazed by walar (France)
- Arsenal by smealum (France)
- HomebreWifi by XEM (France)
- MegaStopwatch by Thungbard (Canada)
Full archive (Ready to use):
Full_Projects January 1 2011.rar
I invite all members of the jury to download the complete archive above to make their judgments with the following scale:
Schedule:
Gameplay
========
Rating / 15
Detail:
Describes the playability of a game
Describes the ease of use of an App
Fun / Utility
===========
Rating / 10
Detail:
Subjective score, on the personal entertainment on the game
Usefulness of the application
Use DS
==============
Rating / 15
Detail:
Using intelligent capabilities of the DS: Touch buttons, dual display (and micro)
Originality
===========
Rating / 15
Detail:
Original style of game and gameplay
For example, a sokoban, pong, breakout, it's not original, but if it is revisited intelligently, it can yield points qq
Ditto for an app.
Lifetime
============
Rating / 10
Detail:
Number of levels high enough interest or to replay this (kind of unlockable trophies or)
Difficulty
==========
Rating / 10
Detail:
Determination of the difficulty well balanced (if you're a big quiche to a game, it Pitet 'your fault, ask the other judges)
Progressive difficulty throughout the game
Graphics
==========
Rating / 10
Detail:
For a game: quality graphics, sprites, backgrounds, animations (if any).
For an application: clarity of the application, icons, etc..
Prefer not ripped graphics.
Sounds and music
================
Rating / 10
Detail:
Quality of sound and music
For an application, if present, they are used intelligently. If absent, the averaging may be performed without this note.
Promote sound and music not ripped.
Stability
=========
Rating / 5
Detail:
Describes the stability of the game, the application and if there are bugs.
0 -> plant very often
5 -> does not crash ever
In case of trouble or doubt to write, call or Cid2Mizard EvilTroopa.
Jury:
- Cid2mizard of www.nintendomax.com
- Tiwaz of www.playeradvance.org
- EvilTroopa of www.dev-fr.org
- Herve de www.ConsoDreams.com
- Damien www.divineo.fr
- James dsgamemaker.com
- The staff of www.fls-games.com
Thank you and good luck to all participants, the results will be posted no later than January 30, 2011.
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January 2nd, 2011, 22:21 Posted By: wraggster
An anonymous reader writes with this excerpt from Significant Bits about how the early level design in Super Mario Bros. 3 gradually introduced players to the game without needing something as blatant and obtrusive as a tutorial:
"Super Mario Bros. 3 contains many obvious design lessons that are also present in other games, e.g., the gradual layering of complexity that allows players to master a specific mechanic. What surprised me during my playthrough, though, was how some of these lessons were completely optional. The game doesn't have any forced hand-holding, and it isn't afraid of the player simply exploring it at his own pace (even if it means circumventing chunks of the experience)."
http://www.significant-bits.com/supe...design-lessons
http://games.slashdot.org/story/11/0...Design-Lessons
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