Sounds like the "old" 3DS is probably good enough for you then.
I'd honestly still go for the New 3DS, but that's just me. It sounds to me like you're leaning towards NGP, so that's what I would pick for you. :)
Sounds like the "old" 3DS is probably good enough for you then.
I'd honestly still go for the New 3DS, but that's just me. It sounds to me like you're leaning towards NGP, so that's what I would pick for you. :)
Is this the New 3DS that you're talking about?
I think it's cool to find another PixlBitter playing Nights of Azure. I'm really enjoying that game myself. I like Gust's games in general, but Nights of Azure has been surprisingly engaging. I'm glad that it's avoiding all the BS that seems to plague more controversial releases nowadays.
You seem to be pretty good at getting into closed betas. What's the selection process like?
The entire Atari 8-bit line, which includes the 800 and the 130XE that I had, shares the Motorola 6502 CPU (as do the NES and the Apple II), as well as the ANTIC graphics chip and the POKEY sound/keyboard processor. The primary difference between them is the amount of RAM, which of course got cheaper over time. The 800 had 8K of RAM, the 130XE had 128K of RAM. This is keeping in mind that when the 800 launched, it cost over a thousand dollars in 1979 dollars, while the 130XE cost about $250 in 1986-1987 thanks to massive drops in component prices and manufacturing costs.
I didn't have documentation for most of my games, so I had to figure out how to play them on my own. The main key to winning the computer version of Ghostbusters was to keep Stay Puft from destroying buildings, which would start happening after the PK meter went above 4000 or so. Every building that Stay Puft destroyed cost you $4000, every Marshmallow Man attack you averted (by luring the ghosts that combined to form the Marshmallow Man away from the building using ghost bait at the right time) earned you a $2000 bonus. The "slimer" ghosts netted you $800 for each successful catch. The computer versions didn't feature the stair-climbing segment that the NES version did. Crane was trying to be ambitious with the game, but there was probably only so much he could do, and there was a lot of corporate meddling from Activision brass particularly on Ghostbusters, which eventually prompted Crane, Garry Kitchen, and other designers to resign from Activision and form Absolute Entertainment. The synthesized "Ghostbusters!" voice that plays at start up was apparently quite expensive in and of itself for a three second audio sample.
Interesting note: Just as Activision did with Atari, Accolade, Acclaim, and Absolute all chose names for their companies further up on the alphabet from Activision so they would appear in a phone book ahead of Activision.
I'd like to see an update give us the ability to make slopes as in SMB3 and SMW, and I'd like the ability to change the background music and be able to use the alternate tracks in SMB3 and SMW. This is a great piece of software. Nintendo should bundle this into every Nintendo console going forward.
Journey is available on PS3, PS4, and Vita (I think). That's a good example of this type of game. They aren't my cup of tea, but I can see the appeal.
You should know by now that nothing gets "passed on to the consumer" unless it's either real or imagined expenses. :) But I agree, digital should be cheaper. That's why they're trying to push it, right, because it's cheaper for them?
If I still lived in Oklahoma, I'd have been here on opening day. Next time I'm out in that neck of the woods to visit my family, I will take a day trip to Dallas to visit the museum.
I have P4G, I've played about halfway through it. The difficulty spikes after a certain point. Looking forward to Persona 5 when it hits PS4 later this year!