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Nintendo Dsi - Blog Posts

3 months ago

I think that all of these concept designs are a testament to how objectively good and adaptable the DS series design was.

I mean, the DS series had a folding design, a microphone, cameras, gamepad controls, arguably one of the best Nintendo home menus, AND two sceens--one being touch sensitive--all in a pocket sized package.

There were so many different paradigms of games that the DS could support, and so many ways for developers to tinker with it!

Need to fill up the other display? Put a map or GUI on the touchscreen! Want to show a more expansive setting? Use both screens! Want the user to type something? Draw something? Use a specific stylus gesture to do something? The touchscreen and stylus will do that!

Oh, and while I'm at it--the DSi had the best design. Hands down. Maybe I'm biased because it was a part of my childhood, but it just always looked so neat.

I wish we had every single game on DS

Not 3DS, just DS

balatro DS mockup: the gameplay is on the bottom screen, while the top screen shows blind info and the list of hands you've played this run with their levels
mockup of Baba Is You on DS. top screen shows a portion of the level zoomed-in with the wobble effect, while the bottom screen shows the entire level at once, zoomed out, with a rectangle that you'd drag around to pan the top screen's view.
mockup of Hades for DS. Gameplay is on the top screen while the bottom screen shows Boon selection from Demeter. The text is displayed in a small pixel font and the descriptions fit juuuust within the selection boxes.
mockup of Among Us on DS. the top screen shows a green crewmate named "undertale" in electrical on the skeld, doing wires on the bottom screen. the corner of the top screen shows a little signal strength icon like the one in wireless modes from real DS games (e.g. Mario Kart DS)
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Mockup of Rogue (the game the genre was named after) on DS, showing the entire level all at once in a tiny ascii font, grey on black. The bottom screen shows two columns of large touch-friendly buttons for your inventory items (the buttons are also ascii art).
mockup of Undertale on DS, showing a battle. The top screen shows Moldsmal, while everything else (box you move in, stats, and the four buttons) is on the bottom screen. The fallen human is named "amongu".
mockup of Deltarune on DS, showing a battle scene with the screens held sideways (touchscreen on the left). The party and HUD stuff are on the left screen, while the opposing Rudinn and Hathy, as well as the battle dialogue ("* Rudinn and Hathy blocked the way!") are on the right. The characters' pixel art and the font are unchanged; just drawn at a 1:1 pixel resolution.
mockup of Super Mario Kart on DS. The original's split screen has now actually been split across the two DS screens, with the coin/life counters and race time moved to the bottom screen, and a lap display on the top screen where the race time used to be. The views have been stretched vertically a bit, to fill up the height of the screens.
mockup of Mario Kart: Super Circuit on the DS with the bottom screen used as a map like in MKDS. also like in MKDS, the track shown is Sky Garden (except here it's the completely 2D GBA version). some UI clutter (racer portraits and the race time) has been moved to the bottom screen (also also like in MKDS).
mockup of NES zelda 1 on the DS, using both screens. the HUD on the top has been condensed. the minimap has been moved from the HUD on the top of the screen, to a similar solid HUD on the bottom screen, which also shows your full inventory (now using both Y and A as item buttons, and B for the sword). the rest of the bottom screen shows a canvas with a rectangular grid with a world map doodled on it (each room taking up one rectangle on the grid), with touch buttons for pencil/eraser/pan tools and different grid display buttons (rectangular, square, lines, dots)
metroid NES mockup for DS, with a drawing canvas on the bottom screen just like the one on the zelda mockup. This time, the accent colour for selected canvas buttons is purple instead of red
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mockup of Windows XP's Minesweeper on the DS. The top screen shows the Bliss background and the top of the Minesweeper window peeking out, while the bottom screen is just filled with a Minesweeper grid.
mockup of Super Metroid on DS, with Samus about to collect her first Super Missile. the bottom screen shows the map subscreen (from the original's pause menu) with touch buttons to swap between the map, options and Samus screens. The HUD has been moved to the bottom screen too. The missile icon has been moved to the right side of the HUD (with the minimap being gone as the large map on the bottom screen makes it unnecessary), the intent being that you'd tap the icon to switch to that weapon (with the icons being listed in reverse order compared to how they were on SNES). The map also shows circles for uncollected items now.
mockup of Tower Bloxx on DS. the dropped floors are on the bottom screen, while the one you're currently dropping is dangling on the top screen.
mockup of Chuzzle for Nintendo DS. The Chuzzles are on the bottom screen while all the other UI is on the top screen. The graphics have been recreated or compressed with faithful 16 or 256 colour sprites, in 15-bit RGB.

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