Soundtrack Central The best classic game music and more

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Shoebonics Dec 14, 2006

Ok so I got my copy of the GameCube Twilight Princess today at the GameStop and thankfully it's on only one disc (*smirks at Capcom*), I also know that both versions use the same audio (ProLogic II). So my question is, does this mean that a lot of disc space on the Wii version is unused, or does the Widescreen feature take up most of the extra space?
I'm just curious..

Kenology Dec 14, 2006 (edited Dec 14, 2006)

Shoebonics wrote:

Ok so I got my copy of the GameCube Twilight Princess today at the GameStop and thankfully it's on only one disc (*smirks at Capcom*)

Curious... why thankful that it's just one disc?

Shoebonics wrote:

I also know that both versions use the same audio (ProLogic II). So my question is, does this mean that a lot of disc space on the Wii version is unused, or does the Widescreen feature take up most of the extra space?
I'm just curious..

I don't think programming a Widescreen feature will take up anymore disc space as far as I know.  I don't imagine it would anyways.  If the entire game could fit on one Gamecube disc, then there's a ton of space left over on the Wii disc I would think too.


EDIT:  BTW, it looks so weird seeing the Cube version... with everything flip-flopped.  It's the way it was originally intended to be played.

Shoebonics Dec 15, 2006

Kenology wrote:

Curious... why thankful that it's just one disc?

I don't like disc swapping, especially when double disc-ing a game can be avoided with a little bit of shrewdness from removing unnecessary fmv data (I know people are tired of hearing me say this but Capcom was a big offender on the Cube with re zero, rebirth and 4, it was almost like they were *intentionally* making them double disc-ed to represent the fact they were 'exclusives'). MGS Cubed might've needed the disc 2 for all the voice work, then again maybe not (it's hard to be for certain but maybe the ProLogic II encoding that the ps1 version lacked was the main reason).
Anal retentive? For sure, but what can I say..

Kenology wrote:

I don't think programming a Widescreen feature will take up anymore disc space as far as I know.  I don't imagine it would anyways.

Yeah you're right. If it was a game like Sewer Shark then it would be a different matter, heh.

Kenology wrote:

BTW, it looks so weird seeing the Cube version... with everything flip-flopped.  It's the way it was originally intended to be played.

Flip-flopped? How so?

Wanderer Dec 15, 2006

Flip-flopped? How so?

Apparently for the Wii version, Nintendo literally flip-flopped the game so that Link could be right-handed (as the Wii controller is meant to be used with a right hand).

XLord007 Dec 15, 2006

Wanderer wrote:

(as the Wii controller is meant to be used with a right hand).

The Wiimote is NOT meant to be used with the right hand.  You can use the Wii controller and nunchuck in either hand freely -- Nintendo has even advertised this fact on promotional DVDs.  Nintendo's reasoning for making Link right-handed is that the majority of people are right handed and will choose to use the Wiimote in their right hands.  So, Nintendo made Link right-handed to reflect this.

Personally, I don't see why they couldn't have just let you choose which hand you want Link to hold the sword.  I also have no idea why having him switch hands necessitates mirroring the entire game.

raynebc Dec 15, 2006

It's pretty cheap to just have to mirror video output.  Otherwise they have to mirror 3D shapes, and I guess they decided the former was easier/faster.

Qui-Gon Joe Dec 15, 2006

I dunno... my thought on using the remote in the right hand for Zelda has less to do with right handed people wanting to swing with that hand than it does with keeping character movement on the left thumb as it's been since time began.

XLord007 Dec 15, 2006

raynebc wrote:

It's pretty cheap to just have to mirror video output.  Otherwise they have to mirror 3D shapes, and I guess they decided the former was easier/faster.

I just don't see why it had to be done.  If the sword is its own object then it should have set propertities for what happens when it interacts with things.  In the game, you can approach things from different angles and still interact with them with the sword, so why should it matter which hand Link is holding it in?

Shoebonics Dec 16, 2006

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