The Philip Rational:
DS Life Volume 2.
-By Philip Wesley-
-Presented by DMG
-May contain harsh language and/or rhetoric-
-Presented April 11, 2004-

I was doing a bit of dusting in my room the other day. When I dust, I use a sock and a can of compressed air. The can of compressed air is for various figurines and my video game equipment. I was dusting off my Virtual Boy, when I felt compelled to put six AA batteries in it and play a little. I have yet to buy an AC Adaptor for it; but six batteries is fine for now. I only have a handful of games for the system. The games are: Nester's Funky Bowling, Mario Tennis, Red Alarm, and Wario Land VB. My favorite Virtual Boy game would have to be Wario Land. Sadly, the Virtual Boy was not fiscally successful enough to ever have a large library. The sad thing is that the games had potential. However, I have a point to make here and I am getting to it. There are a few misconceptions that I would like to disperse about the Nintendo DS and the Virtual Boy. A lot of ignorant people compare the two systems solely on those misconceptions.

Misconception #1: The Virtual Boy failed because it was too different and since the DS is different from the norm; it will fail too.

The truth about Misconception #1: The real problem with the Virtual Boy is that technology had not caught up to the concept the Virtual Boy presented. The idea was to create a low cost, 3D Virtual Reality Portable. However, the system was limited by costs and time. If cost had not been an issue, the system could have had been in color. Had time not been an issue, the system could have been made smaller and more portable. Technology to create an affordable (Under a $200 price tag), attractive looking, and portable 3D "Virtal Reality" system was not there. That technology is almost here; but no company is chomping at the bit for it. The technology is present for the Nintendo DS to be feasible, affordable, attractive looking, portable, and -most of all- successful. This simple fact invalidates the belief held by many of the ignorant that the Nintendo DS is "Virtual Boy 2."

Misconception #2: The Virtual Boy failed because 3rd parties did not know what to do with the systems capabilities. The second screen on the DS will completely confuse and turn off many developers.

The truth about Misconception #2: The Virtual Boy failed fiscally because of many problems. The systems capabilities were easy to understand; but the system failed due to poor marketing and -ultimately- overly liberal design. Overly liberal design that asked for more than the technology that was available. 3D games are nothing confusing, they just have additional depth to them. If you are making a sports game, you just make your sports game and then add some depth to it to give it a sense of 3D. Nothing complicated as such. The Nintendo DS uses a touch-screen, wireless capabilities, and two screens. The second screen does not always have to be on, nor does it shame the system to use that screen for menus or other superfluous things like as an analogue control pad.

But you came here to read about GAME ideas right? We bring salvation back as we clear out the cobwebs in the mind and help you bust out of whatever box you are stuck in. However, keeping with the scheme of things: Here's another classic game title that could benefit from the Nintendo DS.

Final Fantasy 6 - Why did I choose number six and not number 7, 8, or 9? (Which the DS could do easily.) Final Fantasy 6 has some of my favorite characters and I would really like to see it remade in some form or another. Here are the key features of the brand new DS (Or Nitro) version of Final Fantasy 6!

Improved Graphics and Sound: The opening FMV from the Play Station release of Final Fantasy 6 can definately be ported over, and the game itself can be overhauled to make it more like FF7 in terms of graphics. The music will need some new mixing though and they could fit a lot of FMV in the game if they wanted to.

Improved Game Play: The second screen can be used as an analogue controller outside of battle. Inside of battle it is used for managing items, referencing Blitz techniques, etc. The Second screen becomes your menu screen as the battles now take place in 3D in the top screen. You can also have the second screen display what you have previously heard from an NPC while using the D-Pad for moving. The second screen can provide maps and become an extension of the top screen in some cutscenes. Trying to avoid enemy fights? Equip the enemy radar and use it to avoid "Hot Spots."

Moogle Net: Stuck in a game? Ask the Moogle Net for help! The Wireless capability of the game lets you ask other players or even the pros at Nintendo or SquareEnix for advice. Use your Stylus to tap out words and send special Moogle Mail to your buddies. Display Moogle Mail Hints on the bottom screen as you attempt to figure things out.

Moogle Delivery: Got friends that need help? Use the Moogle Delivery to wirelessly send them items such as Potions, or Pheonix Down or special Moogle Fruit.

Moogle Fruit: Find and grow various plants on the airship and then package them in boxes you decorated yourself (with the Stylus) and send them to friends via Moogle Delivery!

Enemy Cards: Remember those addictive card games in FF8, and FF9? Collect cards all around the world and play against your friends in Wireless Combat! Taunt your poor victims with the headphone. Then extort Moogle Fruit and cards from them and taste sweet victory.

Not exactly revolutionary; but it would still be quite fun. See, not all uses of the second screen have to be "unique."

-Editorial by Philip Wesley-
-Sources: Nintendo
-Image Source: Philip Wesley
-Property of