Zelda Elements
Main Menu


 
Home
Background Reading
Cameos
Cartoon Series
Comic Books
Downloads
Editorials
Features
Guide to Hyrule
Music
News Archives
Soundtracks
 
Fan Art
Fan Fiction
Forums
Role Play
 
Contact Us
Credits
FAQ
History
Legal
Link to Us

eXTReMe Tracker  
  Features | The Nintendo Show 2001
 



 
 

By Nexus Zero

In September 2001, I was one of the lucky people selected to go to The Nintendo Show in London. I was allowed to have an exclusive hands-on with the Nintendo GameCube and Pokemon Mini. What follows are my edited impressions from the show.
 

Consoles
 
GameCube
Obviously, playing the GameCube was the highlight of my trip. As soon as you pick up its controller, you realise how much Nintendo have thought through the design of this console. It doesn't feel new, it doesn't feel strange; it feels natural, the perfect (and final?) evolution of the standard controller. The trademark A-button is at the centre of this new controller, surrounded as it is by the novel kidney buttons. Coming straight off the Nintendo 64 controller, the new colours of the A and B buttons can get confusing when you receive on-screen prompts, but otherwise the setup is fantastic. You'll never be asking "which one's square?" on this controller.

The C-stick isn't totally comfortable - it obviously hasn't been designed to be used in the same way as the Control Stick, but even launch game Luigi's Mansion makes extensive use of it. There's a similar problem with the Select-replacement Z-button, which is located in front of the R shoulder button. It obviously hasn't been designed as a regular action button, yet many of the games seem to use it as one. The Control Stick itself is fantastic - more comfortable and durable than the Nintendo 64's, though I felt as though it had an unsmooth reaction from low to high pressure.

The controller itself is tiny, and while it seems small in pictures, you have to have your hands on it to understand just how this smaller form factor does wonders for its Dual Shock template. Even smaller (comparatively) is the console itself - while it looks chunky and square in photos, it's small enough to get away with it.
 
Pokemon Mini
The Pokemon Mini is a new console from Nintendo aimed directly at small children. It's incredibly small and takes cartridges which are possibly dangerously small for kids. The games are better described as mini-games that output low-res LCD graphics, and are played with tiny buttons and d-pad. I can see Nintendo's train of thought - kids = simple, but I don't see it paying off when things are this simple. Kids need colour and vibrant images, and they won't find that here.
 
Games
 
GameCube
Super Smash Bros. Melee
One word: amazing! HAL have taken the original Smash Bros. template and super-charged it. Truly next-gen; the characters look like CG renders, and the levels are dynamic to the point of distraction. The Donkey Kong level, for instance, takes place on a raging river with logs hurdling over the side of a waterfall. The controls aren't as easy to pick up as you'd imagine, but once you adapt to the slightly altered control scheme you'll see that all the old moves are still there, with some new ones, too. Link's up+B, for instance, has been upgraded, and there's a clever new pair of characters called the Ice Climbers, who you control as a single entity.

You can now collect trophies to increase longevity, and when I was flicking through the ones included in the demo version I came across a 3D model of Marin! The new single-player mode is pretty cool too. It's called Adventure mode, and its a kind of platform game where you use your attacks, and each level is based on a character's game. Mario's level is set in the Mushroom Kingdom where there are Koopas and Goombas. The Zelda level is beneath a well, fighting ReDeads, and the Metroid level is a race to escape after you defeat Samus.

Wave Race Blue Storm
If you though that the first Wave Race was realistic, you haven't seen anything yet. This new version has one of the most realistic water physics engines in the world, meaning that even waves generated from other racers affects your craft. In some levels you can see right through the water to the sea bed, complete with gorgeous coral reef. The one minor complaint I had with the game is that you had to take your finger off the accelerator to change the view. Everything else served to pull you right into the experience; the force feedback, the amazing graphics, the intense races, the rain on the camera, hell, even the menus! At one point I started a race and by the end a storm had brewed and I was enthralled. Along with Rogue Leader and Smash Bros, this game will do great things for GameCube on release.

Star Fox Adventures

This game started development as Dinosaur Planet, a Nintendo 64 game, and for a while, it was graphically quite obvious. Shigsy joked about turning it into a Star Fox game, and after than fateful interview Dinosaur Planet was lost forever and Star Fox Adventures emerged on GameCube. It feels like during transition, Rare decided to conctrate on the game's asthetics, while leaving the gameplay firmly in the last generation. The camera is okay, but the combat is terrible. The targeting is a "focus" system which loosely locks you onto a target. Its far too erratic and weak to be of any use. The overworld of the game is really claustrophobic - everything feels like a series of rooms rather than an overworld. I cut my time with the Adventure demo short to play the Flight demo, which was meant to be a classic Star Fox level. While it bore some semblence to the previous Star Fox games, "classic" it wasn't. Overall, dissapointing.

Eternal Darkness
As much as I enjoy action/horror games with puzzle elements, they must meet a couple of requirements before I like them. First, they must have action, and second, the puzzles must actually require thought. Unfortunetly, Eternal Darkness is sluggish and boring. The combat is reduced to stabbing and stabbing and stabbing until things start dieing dieing dieing, and as there's little chance of being hit back, you start to wish you could turn the knife on yourself.

Star Wars Rogue Squadron 2: Rogue Leader
It seems almost criminal to think that, along with NBA Courtside, Rogue Leader received the least space of all the GameCube games. 2 whole machines. Not only was it the most gorgeous, polished games there, it also drew in the biggest crowds (possibly thanks to this bottle-necking procedure). There were a load of missions open, and I went for the Bespin one. Silly of me, because that happened to be the the hardest and I looked a tit infront of heckling journalists when I couldn't finish it. The other two missions were the Hoth and Death Star classics. The attention to detail was stunning - the shadows of the X-Wing warped across the walls of the Death Star trenches. AAA.

Luigi's Mansion
Oh dear. Poor Luigi. His brother has been lost in a haunted mansion, and its been left to Luigi to rescue him. Unfortunetly, the game seemed awkward and repetative - it was a case of flailing around a room and hoovering it all until a ghost appeared. When one did, shine your torch on him and then hoover him. Rinse, lather, repeat. Boring.

NBA Courtside 2002
At first, this game didn't interest me because I hadn't played sports games in years. I remembered that it was an NBA game the convinced me to make the leap from Mega Drive to Saturn, and gave it a go. They've done a cracking job of this game - apart from the realisim of players and courts, the game was as fluid as in real life thanks to the use of C-Stick to pass in your chosen direction.
 
Game Boy Advance
Mario Kart Super Circuit
Mario Kart 64 is undoubtedly the greatest game in the series for a variety of reasons, but my main reason is the rally-esque nature of the handling, and the way you need to master power sliding to do well. They seem to have reverted to the handling in Super Mario Kart with this incarnation, and its a change I just can't deal with. The tracks look like flat versions of their N64 brethren, and the items are the same, so its just a shame the handling is so different. The battle mode is great, though, because you don't know where everyone is.

Super Mario Advance 2
The decision to remake Super Mario Bros. 2 for GBA was not a wise one. Easily the worst in the series, it would have been wiser to use Super Mario Bros. 3, or World. Nintendo are rectifying their mistakes though, and they're porting World for Advance 2. It isn't getting any kind of make-over, despite the GBA's stronger graphical ability than the SNES, and the multiplayer component is the same Mario Bros. from the last Advance title. Poor. While Super Mario World is one of the best platformers of all time, this happens to be one of the laziest ports. Don't support this.

Wario Land 4
The Wario Land series was made to replace Mario on the Game Boy so they could experiment with new features that wouldn't fit Mario. The series got very engaging and clever - with one installment shielding you from damage. In this game, you can get hurt but you also need to use enemy skills, so there's an interesting balance to be found. When you finish a level, you have to run to the start of the level before a timer goes off so you can face the bad guy. The worlds look vibrant and lively, but I can see the game getting a bit repetitive after a short while.

Diddy Kong Pilot
Pilot is basically a reinterpretation of the flight section in the N64's Diddy Kong Racing. Apart from the fact the flights take place on a flat Mode 7 track, the mechanics are recreated superbly. The mid-air boosts and weapons are all back, while rival AI puts up stiff competition through the lengthy races. The biggest innovation comes in the form of the tilt cart, which betters analogue control in this situation.

Sabre Wulf
I soon lost my temper with this game. I didn't know what the point of it was, and it controlled really sluggishly. It was also a "one touch and you're dead" kind of game, and I've never got on with those. The graphics did a good job of stretching the GBA, but some backgrounds were a little glitchy.

Golden Sun
As with all RPGs, you need a bit of time to sit down and play them properly. Even in this sweaty, rushed atmosphere, I could see the game was promising. The battles were solid, especially graphically, and the overworld map was huge. When you entered a battle, you had the chance to use an item, run or fight. Then, if you chose to fight you could attack or use magic. The first battles were easy and soon over, but I can see the game serving some epic conflicts in later levels.

Iridon 3D
Iridon is a shooter like Star Fox. It tries to fake 3D, but I left when it became apparent that it was impossible to judge distance, a flaw that punished me with many an unneeded collision.

Gradius Advance
Personally, I couldn't see much "advanced" about this game. It same as any other Gradius game, only you ship moves really sluggishly and your bullets are about 1 pixel big.

Backtrak
Backtrak is one of the first FPS games for the GBA, but with a low framerate, unresponsive controls and short draw distance, maybe it'll be one of the last.

Final Fight One
This isn't how you make a good game. Leave the Streets of Rage theatrics to Sega and no one will have to suffer controls as sluggish as these. Simplistic, yet somehow unwieldy.
 
Game Boy Color
Pokemon Crystal
In all honesty, I didn't spend as much time with this game as I would have liked. As far as I could tell, this game does for Pokemon Gold and Silver what Yellow does to Blue and Red.
 
Nintendo 64
Paper Mario

Paper Mario started life as the long-awaited sequel to the amazing Super Mario RPG. Unfortunately, the game ended up as something rather different; the graphics lose their appeal after some time, and the combat is for children. The little storyline I saw was incredibly simple.

Pokemon Stadium 2
In the Pokemon section of the show, there was a set of five Pikachu N64 consoles set up in a circle, all playing Stadium 2. It's pretty much the same as the first, plus 100 monsters from Gold/Silver. After a couple of moves, I put my dual-coloured Pokemon controller down and headed, quickly, for the door.
 
 
 




 
Sub Menu

Open Hyrule
Who is Link?
How to Make a Zelda Fansite
The Nintendo Show 2001

Zelda Elements is not affiliated with Nintendo. All original content copyright Zelda Elements 2001 - 2006