Bandorr said:
I did play it, and I don't recall any part that requires two screens. If it is on the IOS - then clearly there is a way to do it.
They just as easily could just split the screen into two like the dual screen if necessary.
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Nautilus already explained it.
And the final moments of 999 just would not be as effective if they were non-interactive- in fact, the final leg of 999 contains narrative elements that could only be expressed on the Nintendo DS. (Caspian Comic, Gametheory. 2013)
Throughout the game, the dialogue between characters has taken place on the DS’ top screen, while Junpei’s inner monologue has appeared on the touch screen below. During the climax of the game’s true path, in the incinerator, this dialogue above/monologue below dichotomy is radically altered when Akane reveals herself to the player. The game’s running Junpei-centric third person narration is replaced instead with Akane’s first person narration of the events occurring both in her present (the first Nonary Game) and her future (the second Nonary Game- our present). From this point on, the top screen depicts events happening in the second Nonary Game, while the bottom screen is used for Akane’s experiences during the first Nonary Game.
Or rather, this is when the top-present/bottom-past dichotomy becomes explicit. Throughout the game, the bottom screen, the game’s narration, has been Akane’s narration of the events of the second Nonary Game. Riddle me this: what else has been consistently happening on the game’s touch sensitive bottom screen? Solving the game’s puzzles. Remember- you, the player, are not solving the game’s puzzles, your epiphanies are being telepathically transmitted to you from Akane. The puzzles occupy the bottom screen because the bottom screen is associated with Akane, and the only reason Junpei or indeed the player can solve the Nonary Game’s puzzles is because Akane has already found their solutions and is transmitting them to Junpei through the player.
This system is turned upside-down, literally, for the game’s final puzzle. Remember: the second Nonary Game was staged as an attempt to save Akane from her death nine years ago during the first Nonary Game. Akane’s survival depends on Junpei being able to solve the game’s final puzzle, the one that Akane fatally failed to solve. While the entire game up to this point has consisted of Junpei receiving puzzle solutions from Akane, in order for Akane to survive her ordeal, in the midnight hour, Junpei has to transmit the solution of this puzzle backwards through time to Akane. In order to symbolize this reversal of the flow of information, the touch screen needs to be on top, to symbolize that rather than Akane broadcasting to Junpei, this time Junpei is solving the puzzle on his own and is telepathically broadcasting its solution to Akane. For the first and only time in the game, Junpei and the player are genuinely solving a puzzle without receiving an epiphany from Akane. Instead the roles- and for that reason, the system- are reversed: the player and Junpei’s solution become Akane’s epiphany in the past.