Boktai The Sun Is In Your Hand Solar Sensor Patch Download
- Boktai The Sun Is In Your Hand Solar Sensor Patch Download
- Boktai The Sun Is In Your Hand Solar Sensor Patch Downloads
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Boktai: The Sun is in Your Hand. The name change was an attempt to rebrand the series after the fourth game abandoned the use of a solar sensor (due to the Nintendo DS using cards instead of cartridges). A manga was produced called Solar Boy Django. I patched Boktai - The Sun is in Your Hand with Prof. 9's Boktai Solar Sensor Patch Kit v2.2.0 and then copied the.gba file to my microSD card. I wrote the game to NOR memory by hitting Select while the game file was highlighted in the menu. Boktai Solar Sensor Patch Kit v2.2.0 INTRO: The patches in this archive are solar sensor patches. They allow you to play the Boktai or Bokura no Taiyou games without a solar sensor, so that they can be played on a flash card or emulator that doesn't support it. RTTP: BOKTAI: The Sun is in Your Hand. (Tai-yoooo this game is tight) Thread. Nov 10, 2017 #1. Oct 25, 2017 4,540. Nov 10, 2017 #1. Title: Boktai The Sun is in Your Hand Platform: GBA Developer: Konami (Produced by Hideo Kojima). I remember that you could use a Boktai cartridge on the DS game so you could use the solar. Jul 17, 2003 Title: Boktai: The Sun Is in Your Hand (Video Game 2003) 7.6 /10. Want to share IMDb's rating on your own site? Is the added unpredictable element of the sun. Inside the cartridge a solar sensor detects sunlight, which affects the game world. The sensor only works with genuine UV rays, resulting in the first GameBoy game to force the player.
Boktai: The Sun is in Your Hand (ボクらの太陽, Bokura no Taiyō, 'Our Sun' in Japan), is the first game of the series, released in 2003. This game uses a major attachment onto the game's cartridge, a solar sensor.
We all know Hideo Kojima, the mastermind of the extremely groundbreaking Metal Gear series. But did you know that he also made other games? In his early career, he was considered useless because he had very little programming knowledge. Even worse, much of his early works were stuck on the MSX, which was not available to Western audiences. But after the success of his games, he was given a lot more leeway to be as creative as possible, leading to games like Zone of the Enders and Snatcher.
In the early 2000s, he had an idea to base a game around Dracula and vampires, probably inspired by Konami's own Castlevania series, though maybe not Castlevania 64. His unique spin was to use actual sunlight, one of the deadly weaknesses vampires have besides wooden crosses, garlic, and angsty teenagers. And he wanted it all on the GBA. Of course, the question was, what this even possible? He went to one of Konami's technology divisions that were making a lot of Konami's more gimmicky hardware, some even including a smell detector.
He went up to them and asked if it was possible to add a solar sensor to the GBA ROM. I imagine they looked at him quite incredulously. 'We made a fucking smell detector. OF COURSE we can make a solar sensor, you silly man.' And so, Kojima went out to produce Boktai.
So what do you think of when you hear the word 'gimmick' now? The Wii? The Kinect? That weird dildo Sony calls the Playstation Move? A gimmick, in terms of games, is something 'unique' about the way a game is played or is needed. Anytime we hear the word gimmick, we usually assume that the game itself will be bad. Games like Star Wars: Kinect and DJ Hero are met with contempt and get a lot of flack for pandering to the gimmicky motion sensor and blister-causing peripherals. So what makes a gimmick work? The Nintendo DS is a great example, where the games made for this system uses the dual-touch screen to provide brilliant gameplay (Elite Beat Agents and The World Ends With You for example).
What does this have to do with Boktai? Well, what made this game extremely innovative for its time was that it was the first game to incorporate a solar sensor, making the sun an integral part of the game. This is a gimmick through and through, an add-on that adds a unique gameplay element. And this is one of the games, like the aforementioned DS and games like Guitar Hero that proves that gimmicks do have a place in gaming.
Boktai The Sun Is In Your Hand Solar Sensor Patch Download
See, while your opinions on Kojima can be positive or negative, you have to admit that he is brilliant at engaging the player beyond the software. Metal Gear Solid, for example, had a boss that read your memory save file and even forced you to switch the controller to 2nd player in order to beat him. It was a game, on a console no less, that really pushed what video games can be. This notable feature shines through in Boktai, where the Solar Sensor provides an unexpected amount of physical interaction alongside great gameplay.
Boktai The Sun Is In Your Hand Solar Sensor Patch Downloads
For those who don't know, you are a young boy named Django, the inheritor of 'Gun de Sol', where your sunflower companion Otenko tells you of your destiny to defeat the vampires that haunt the world. You gun operates on solar energy, and thus is charged by the sun. You see the power of the sun in a little bar, sensing how much of the sun is sensed. Anytime you wander around outside or walk on sunlight that shines through skylights, your gun slowly charges up energy, or you could speed up the charging process by holding 'A'. Certain areas could only be accessed in the presence of the sun. Enemies like the Boks would burn in the sun, which was really funny to watch. Also, fighting the bosses required having sun. But the sun is a dual-edge sword. Certain weather effects like fire and wind are greatly exacerbated in the presence of the sun. Even certain enemies (including an especially fucking aggravating boss) would even hide in the presence of the sun. So how do you solve these problems? Otenko tells you in game: cover that solar sensor.
And this is where interactivity comes in. You had to physically manage how much sun you could shine on the solar sensor. First, you needed to in sunlight in order to get energy, as the sensor senses the amount of UV rays. Some people could get away by using blacklights, but I wouldn't because this was dangerous if you planned on playing for a while. But you couldn't just drench the game in sunlight or else you'd risk OVERHEATING the gun, leaving you defenseless.
The amount of sun you have thus affects how the game is played. Boktai has a lot of influence from the Metal Gear games in that it emphasizes stealth, which works really well. The game is presented in a beautifully drawn isometric map, allowing you to take note of enemy positions and sneak from behind. You couldn't just run up to the enemy and shoot him. That will just result in you getting your ass kicked because enemies are really strong in this game. Instead, you have to find a way to either attack from behind, distract the enemy, or stun the enemy to sucessfully defeat them. There were noise-making traps that you could take advantage of to lure enemies to that point at which you could launch a grenade at them and watch them burn. But in low amounts of sunlight, or if you decide to play at night, made the game very scary in that you were defenseless (well, unless you were on your third playthrough and got the Infinite battery).
Boktai is a game that I would advise against emulating because emulating just doesn't have that same experience with the original cartridge. In emulated version, you could control the amount of sun, and that defeats the purpose of the game. This was a game that took advantage of the portability of the GBA and wanted you to go outside and enjoy the game.
There are a lot of Metal Gear influences, some for the worst. The level layouts are a lot like Metal Gear Solid maps. You travel from Stage to Stage before reaching the Boss's Stage, and it gets really boring rather quickly. A lot of the levels are copy-paste from each other, and while some feature special puzzles, most of the time you'll just find yourself rushing to the end of the stage just so you could get to the next area faster. The samey levels just don't encourage you to do explore as much, which is bad because a lot of the good items are found in these secret areas.
Shooting is also rather clumsly. Because the game is isometric, you have to fire diagonally to get good aim. Moving diagonally is not a good mechanic when you're only given a D-Pad to move around in. Also, the gun itself is upgraded through changing the lens, frame, and battery. This quickly becomes really fussy as you have to replace older models with stronger ones, and while being able to access the menu quickly is a plus, having to change the frame or lens quickly becomes a chore. This is especially annoying because there isn't a sort function, meaning you have to scroll through all of the frames to find the appropriate one.
But the worst of the game, ironically, has to do with the mechanics of the Solar Sensor itself. More specifically, the boss battles.
See, the boss battles, and the dungeons themselves, are split between two halves. The first half is exploring the dungeon and fighting the boss, which is all well and good. However, the second half requires you to drag the coffin all the way back outside to purify them in the sunlight. Yes, essentially half the dungeon is a really, really annoying escort quest. You can't attack enemies while dragging the coffin, so you have to drop the coffin to fight. And if you leave the coffin alone for too long, it slowly inches back to the boss room, forcing you to drop what you're doing, whack the coffin, and drag it back in its appropriate place. It's like dragging your five-year-old to the dentist, and the kid has a deathly fear of drills, and you have to drag the kicking and screaming brat all the way to the dentist. From experience, this is not fun. Not at all.
Then, when you finally drag the boss outside (or back inside, that fucking ice boss), you have to purify the boss with Pile Drivers. However, the problem with this is that you require the damn sun in order to defeat the boss. The Pile Drivers won't start without the sun. Seriously! A vital element of gameplay should not depend on an arbitrary factor, like the fact that the sun only exists for half of the day, when the rest of the game can be played without depending on it (especially when you get access to Rising Sun Grenades or the Infinite battery). So if you happened to live in Alaska or the southernmost tip of Argentina, well, too bad if the sun isn't out. And these battles themselves aren't that interesting. All you're doing is constantly charging the Pile Drivers while dodging the boss's attack. Not a fun battle.
Finally, the story. For a Kojima game, this game is really light on story. Which, in a way, is nice. But the game simply boils down to 'Vampires bad, you good', without much development of the few characters involved with the story.
How you view this game really depends on how you view the solar sensor. You can see it either as an amazingly gameplay addition, or a needlessly complicated gimmick. But what you need to know is that this game really shows a lot of Kojima's brilliance, for both good and bad. What I should address is that it is unlikely we'll see another game like this, because the solar sensor really only worked on the GBA ROM as neither the DS cards nor the DS themselves actually support the solar sensor, which is really sad. This was seen in the fourth game in the series, Lunar Knights, where they had to change the game a bit because of the lack of the solar sensor.
Taiyooooooo!
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