Katamari Damacy and Gamespy Wireless on the DS
Hit quirky game Katamari Damacy will be coming to the Nintendo DS sometime in the near future, according to Joystiq. From the article: "The game is listed under Namco's planned DS titles. Squint hard at the top of the image, and you'll see it. Get that stylus ready. You're going to be pushing around a world of crap with it, soon enough." At the same time, GamesAreFun.com has information about the DS Wireless Service, which is going to be hosted partially by Gamespy.
Wouldn't the Katamari pick up my stylus when it got too big?
I already know i'm going to hell, now i'm just trying to get cable down there.
Three of the levels have "Eternal" modes. If you get your katamari up to a certain size, you unlock "Eternal mode" where you can play the level for as long as you like.
I forget the exact figures needed to unlock Eternal modes, but it's something like 600m on Make the Moon. Once you've rolled up EVERYTHING, there's a theoretical maximum size of about 900m on that level.
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I'm pretty sure it can handle it.
1. The DS has a lower resolution. This lets 3D hardware that's slightly better than a N64 provide relatively better visuals than it did. If the game only provided 3D on one of the screens then so much the better.
2. The PS2 can't handle Katamari Damacy, in a manner of speaking. I read in the post-mortem of the game in Game Developer Magazine that the game "cheats" when the ball gets loaded with stuff, removing difficult-to-see and relatively small stuff on the interior of the ball as it increases in size. Just increase this cheating factor on the DS and there you go. It'd be less noticable on the DS because, again, of the reduced resolution.
3. Katamari Damacy isn't all that bad. The PS2 is still relatively underpowered when it comes to Gamecube and Xbox. It's still more powerful than the DS (or PSP for that matter), but see #1 above.
It's also possible that Namco could cheat, by using sprites for some objects. If the camera is not very moveable then this may work for objects not yet collected, as the game could use the DS' sprite scaling to simulate 3D to some extent.
They could also cheat by not actually allowing objects to stick to the ball and using a generic katamari model for it that just gets bigger, but a lot of the game's charm would be lost in that event. That would be a worst-case scenario for DS Katamari Damacy, I'd guess.
You are kidding, right?
Katamari Damacy didn't exactly make the PS2 cry and beg for mercy. You're talking about a field of objects and vision that while it could be cluttered it didn't exceed the amount of pushable polys by a long shot. Certainly it didn't have anywhere near as many polys on screen as, say, Madden 2004, and those were textured / lit / etc.
Plus, Katamari is a prime example of a game that could be optimized. All of the "regular" edges were rounded, almost unnecessarily so. Removing or reducing the rounded edges could reduce polycount by 50 - 90%. Likewise, with the reduced size / resolution of the DS screen it would be much easier to "drop out" things from the world sooner, from ants that stick around long after they're black dots on the regular screen to cars that you can barely see when you're giant. Katamari is optimized for such transitions, and to do so would be relatively easy. You could probably get another 50% poly savings there too. Plus the DS is running at about 40% length and 40% height resolution on each of it's screens, saving between 50% - 80% on poly rendering, depending on how they decide to use the second screen.
You can also drop the "special effect" in katamari. You know, that distance blur thing, which so many people find so annoying. On a TFT screen, it will probably be impossible to see anyway.
And if you did have to remove objects from the world, it would be relatively easy to do, and just boost the size multiplier of the remaining objects.
There are a ton of ways that you can optimise the design of Katamari Damacy down to a smaller system. This shouldn't be a problem at all.
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