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Editorials
“Tilt: A Whirl of Fun” - Part One
- By Mike
Schneider
Those memories of E3 2001 are still strong within me. Various highlights and surprises and disappointments still ring strongly in my mind. The hoopla about secret controller functions that would be revealed, and the mystery over whether there’s still more to come. Rogue Squadron 2 being an absolute show-stopper. The surprisingly cool tilt pak built into Diddy Kong Pilot for GBA. Rumblings about Perfect Dark Zero being shown behind closed doors. All four – highlights. All four, in a strange and bizarre way, coexist as one cohesive vision within my mind that I’d like to lay out for you.
May 16th, the beginning of this bizarre scheme.
Enter evidence piece numero uno: Nintendo’s Media Briefing. This was the day Nintendo revealed a few more controller aspects – namely, the GameBoy Advance’s function as a GameCube controller, and the digital click-through R and L buttons on the actual GameCube controller. Both are cool, no doubt, but in all honesty, these two announcements left me a little disappointed since I was expecting more.
But wait – “more to be revealed at SpaceWorld, be patient.”
So… Nintendo, a generally quiet company to begin with, definitely has more to say about how the GameBoy Advance is going to work as a controller, and maybe reveal additional stuff about the GameCube’s controller. Sounds good.
May 17th, the beginning of traversing the show floor; in other words, more bizarre thoughts begin filtering through my head.
Enter evidence piece numero dos:Two games worth focusing on within the show floor. First, the indiscernible Diddy Kong Pilot for GameBoy Advance. I say indiscernible because, essentially, the only way one could play it was through locating a certain booth-babe that had them attached to her outfit. The draw with Diddy Kong Pilot, without a doubt, comes in the form of what is attached to its cartridge – a tilt pak. With an option on within the game, you can use the tilt pak as your replacement to the directional pad. In effect, cocking the GBA in various directions results in the game to react to your movements – thus working ala a steering wheel that offers complete 360o control. Pretty neat technology (though originally done in Kirby’s Tilt ’n Tumble), and quite surprising that it was not hyped any more at the show.
The next game on my list, as you’ve most likely astutely realized, is Rogue Squadron 2 for GameCube. The game rocks, and it rolls. The graphics, sound, gameplay, and controls. The controls already offer some evolutionary ideas, such as the cockpit view that makes it much easier to distinguish friends from foes. Or the fact that the game utilizes the analog sensitivity that is already described, above. However, doesn’t it seem like something is still missing?
So now, we reach the end of Part One – yes, nothing has been tied together yet. Yes, Part Two will offer more answers. Yes, you should check Part Two right now.
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QUOTE: |
| "All four, in a strange and bizarre way, coexist as one cohesive vision within my mind that I’d like to lay out for you." |
 Rogue Leader, there is big plans for you in Part Two...
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