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New Nanostray (DS) pics

Bristow

Banned
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http://media.ds.ign.com/media/697/697509/imgs_1.html

Looking sweet!
 
Guess those original shots were obviously just in-engine...I was under the impression this was more dogfight, less vertical shooter. I'm not overly interested either way, and it looks cool for what it was, I just wasn't aware that was...what it was.
 
From the vids, it seems to be a fixed, railed shmup like Iridion II was, for the most part.

So given the vertical nature of the game, WHY aren't both screens being used to display a greater gameplay area?

You could still have those weapons switching touch buttons overlayed on the bottom of the screen, and drop that fugly radar. Hummmmmm.
 
Biglesworth23 said:
Yeah, definitely a sucky use of bottom screen. Even a big nice two screen view of the main action would be quite cool. :D

Second screen is not powerful enough. Arm 7 sucks.
 
It doesn't work that way, but yeah, maybe they'd have to reduce the graphics quality of the upper screen to bring the bottom one into it.
 
Nice one, I wanted to put that in my post but had no idea of the game's name. I didn't even think we had real screens, just scans.
 
at the risk of pissing off johnny nighttrain, a vertical shooter with a partition down the middle of the screen would be awful. it would throw off your projections whether they treated the gap as if it wasn't there or let bullets pass "behind" it.
 
Yes, both screens are quite capable of displaying 3D simultaneously. Just not as smoothly or as prettily as one screen alone.

That said, Nanostray isn't exactly breaking any DS graphical barriers, even only utilizing one screen for 3D display.
 
drohne said:
at the risk of pissing off johnny nighttrain, a vertical shooter with a partition down the middle of the screen would be awful. it would throw off your projections whether they treated the gap as if it wasn't there or let bullets pass "behind" it.

Not really. There's a Wario Ware Touched boss that is, essentially, a shooter utilizing both screens, and though it took me one go to get used to that partition, after awhile, it's like it wasn't even there any more.

A rather mild first stage (or even better, training stage), would be more than sufficient, imho.
 
I think it's entirely possible they could utilize both screens for the main action and it work out rather well. Mejilan's example above and the Plant boss in Feel the Magic are good examples.
 
What a crappy-looking shmup :( I may give it a rental, depending on reviews and opinions of GAFers.
I want a new shmup by Treasure, damnit. >:{

And AGREE'D about the use of the bottom screen. WTF is that all about, jeez?
 
WTF the video looks fantastic ! Almost like Ikaruga. It IS breaking graphical barriers. I hope Shin'en will develop more DS games (a Jump'n'run could be nice).
 
Mejilan said:
Yes, both screens are quite capable of displaying 3D simultaneously. Just not as smoothly or as prettily as one screen alone.

That said, Nanostray isn't exactly breaking any DS graphical barriers, even only utilizing one screen for 3D display.

Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.

It works perfectly on games with 'on-rail' game play ... where the background are always in the same sequence. I'm not sure that the DS is able to render nanostray in full real-time.

To illustrate wath precalc is, here's a GBA demo, coded by Leonard (from Oxygene), called 3D-trip .... everybody knows that a GBA simply can calc what this demo show ....

http://leonard.oxg.free.fr/GBA/stniccc/gba.html (it use a java gba emulator, push R to start)
 
fr4nz said:
Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.
Interesting, could you explain it a bit more ? So you aren't able to use different perspectives ?
 
Jacobi said:
Interesting, could you explain it a bit more ? So you aren't able to use different perspectives ?

exactly, it's just like a cinematic ... but it looks like real time :) I don't know other game using this method ... only the gba demo i linked in my previous post.
 
fr4nz said:
Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.

It works perfectly on games with 'on-rail' game play ... where the background are always in the same sequence. I'm not sure that the DS is able to render nanostray in full real-time.

To illustrate wath precalc is, here's a GBA demo, coded by Leonard (from Oxygene), called 3D-trip .... everybody knows that a GBA simply can calc what this demo show ....

http://leonard.oxg.free.fr/GBA/stniccc/gba.html (it use a java gba emulator, push R to start)

That's pretty cool.
 
fr4nz said:
Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.

It works perfectly on games with 'on-rail' game play ... where the background are always in the same sequence.

IIRC, Silpheed for Sega-CD used the same technique.
 
Naked Shuriken said:
From the makers of Iridion 3d.. :|
From the makers of Iridion II. :)


Tellaerin said:
IIRC, Silpheed for Sega-CD used the same technique.
No, Silpheed used FMV backgrounds. I wouldn't be surprised if games like RayStorm or Virtua Cop used a similar technique last gen though.
 
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