[QUOTE="MLJ28"]there is a company selling NES/SNES-to-GC adapters for $19 each.hazbazzsays on the website they are 19 COINS each. That could mean anything
If you click the "buy" icon, it will take you to Paypal where the "19 coins" = $19
[QUOTE="MLJ28"]there is a company selling NES/SNES-to-GC adapters for $19 each.hazbazzsays on the website they are 19 COINS each. That could mean anything
If you click the "buy" icon, it will take you to Paypal where the "19 coins" = $19
I just came across this story and video of a guy who turned his official NES and SNES gamepads into rechargeable, wireless controllers. He does say on his site that it costs about $50US for the parts to convert just one controller, but it might be worth it to those who'd prefer playing VC titles with the original controller. Looks like it will work with GC games too since the reciever plugs into the GC ports.
http://www.engadget.com/2007/02/21/modded-nes-and-snes-controllers-work-wirelessly-with-wii
For those not so technically inclinded (like myself), there is a company selling NES/SNES-to-GC adapters for $19 each. They're not wireless, but it is the easiest way to play VC games with the original controllers. I haven't ordered anything from this site, so I have no idea if they are trustworthy or not. I came across it from this article on N-Sider.com.
I hope so. I never had a Gameboy, and there's tons of great games on it I'd like to play someday.
[QUOTE="MLJ28"][QUOTE="Wintry_Flutist"][QUOTE="MLJ28"]I completely agree. Scanning was the most annoying thing implemented into modern Metroid games. The classics didn't have that feature, so why do new games have it? It's stupid, IMO.Wintry_Flutist
By your logic, Ocarina of Time should not have lock on because the previous Zelda didn't feature it...
That wasn't a very good analogy. It might have worked if I had said, "Metroid Prime's lock-on feature or morphball was stupid (which I didn't)." Zelda OoT's lock-on feature is a game play requirement due to the limitations of controlling a game in 3D space. Retro implemented scanning only as a way to make the game easier (scan boss or enemy and instantly know their weaknesses), interject unnecessary (IMO) story elements, and to pad out the game's length. Now don't get me wrong, I loved Metroid Prime 1 & 2, but I hated having to scan a twenty items, enemies, and computers per room just to get to the actual fun parts of the game, Metroid, Metroid II, Super Metroid, and the GBA Metroid games all do not require scanning, and they're is still some of the best games ever made. Scanning is simply boring and unnecessary. Also, there are much better ways of telling a story than by scanning a thousand computer logs.
You know what, I fully disagree. :D
It added a lot more immersion and engagement. I'm sorry if you didn't like it, but that's how it is, and for a lot of people, including the developers, that's the way it has to be.
To each their own, I guess. I'm an old classic arcade gamer that's set in his ways. I actually hate the entire concept of "immersive gaming." 2D will always be superior than 3D to me. I prefer a game to feel like a game; give me high scores, no stories, and pure, fast-paced action please. I love that kind of gaming! That's probably why I play Wii Sports, Excite Truck, and Virtual Console more than Zelda TP or any of those Final Fantasy-ish games.
[QUOTE="MLJ28"]I completely agree. Scanning was the most annoying thing implemented into modern Metroid games. The classics didn't have that feature, so why do new games have it? It's stupid, IMO.Wintry_Flutist
By your logic, Ocarina of Time should not have lock on because the previous Zelda didn't feature it...
That wasn't a very good analogy. It might have worked if I had said, "Metroid Prime's lock-on feature or morphball was stupid (which I didn't)." Zelda OoT's lock-on feature is a game play requirement due to the limitations of controlling a game in 3D space. Retro implemented scanning only as a way to make the game easier (scan boss or enemy and instantly know their weaknesses), interject unnecessary (IMO) story elements, and to pad out the game's length. Now don't get me wrong, I loved Metroid Prime 1 & 2, but I hated having to scan a twenty items, enemies, and computers per room just to get to the actual fun parts of the game, Metroid, Metroid II, Super Metroid, and the GBA Metroid games all do not require scanning, and they're is still some of the best games ever made. Scanning is simply boring and unnecessary. Also, there are much better ways of telling a story than by scanning a thousand computer logs.
[QUOTE="the_leet_kid"]lol the wording in this topic is exetremely confusing. The games you mentioned can easily fit on a 59 block memory card. most games don't take alot of space. If you plan on buying a lot of gamecube games, then you may need a 251 block card. but at least 5-10 games could probably fit on a 59 block. (although it depends.)GanonBuRAP5-10 games as in 1 save file per game? Like i said, I usually have multiple save files. Prince of Persia games i had 15-30 save file, KoTOR 1 and 2 i had 90-120 save files per game. Good old xbox and internal memory. So your saying 59 blocks can store 5-10 games, and if an 8mb card has 118 blocks, what're we talkin here. Is it good enough for around 3-5 gamecube games with maybe 5-10 save files on each game? Anyone?
I have 20 GC games, all with multiple save files, and all of them will fit onto a 251 Memory Card. BTW, most Nintendo-developed games (Mario, Zelda, Metroid) only allow you to have 3 save files per Memory card. Zelda WW, Super Mario SunShine and Metroid Prime 1&2 all have this limitation.
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