User blog comment:Dr. Satl, M.D./Petit Computer 3 Update?/@comment-9531161-20130929005244

I think this is fake, I'm sorry. 2.5D is the phenomenon where the game is rendered in 2D, but the isometric sprites make it look like 3D (Petit Blocks is a good example of this). We can already do that on Petit Computer as it is... just make your sprites/objects look 3D when it's actually just a flat sprite. Here's an example: http://en.wikipedia.org/wiki/File:Lincity-ng.png. 2.5D also describes games like Super Smash Bros, which is rendered in 3D but only allows 2D movement. In other words, 2.5D is just a concept, not a system of rendering. Another thing is his comment on "GBA/PS-X". There's quite a huge disparity between those two, and on top of that, games that are almost as complex as GBA games are already possible on the current system (see the Pokemon remake). Finally, that picture looks photoshopped. That's not the reason I thought this was fake... it just adds to my skepticism.

As I've said before, wireless play is an extremely complex system; and in order for anything to work reasonably well, they'd need to give us access to the low level system. Here's an example: let's say you want there to be two functions "Send" and "Receive". That's easy enough... but what happens when you're waiting to "Recieve" and you don't get anything? Should the one system hang while the one sending continues to play just fine? Should both systems hang? Or is there not really one way to handle this for every type of game? Quick action games need to continue even if they don't receive anything, but how would that work if all you have is a Send and Recieve function? What about receiving the wrong information? There's just so many aspects of wireless communication that either they'd need to make complex functions which go against their mantra of "easy programming", or they'd make simple functions (like we have now) that are only useful in very specific situations.