Another Code: Two Memories DS and Why It Still Feels Special Decades Later

Another Code: Two Memories DS and Why It Still Feels Special Decades Later

You probably remember that specific vibe of the mid-2000s. The Nintendo DS was everywhere. Everyone was obsessed with Nintendogs or Brain Age, but tucked away in the library was this quiet, moody, watercolor-style adventure called Another Code: Two Memories DS. It wasn’t a massive blockbuster. It didn't have Mario jumping on Goombas or Link saving a kingdom. Instead, it gave us Ashley Mizuki Robbins, a 13-year-old girl with a suitcase and a lot of questions about her dead father.

It’s a weird game to revisit now.

Most people know it better by its North American title, Trace Memory. But for those of us in Europe or Japan, it will always be Another Code. Developed by the now-defunct studio Cing, this game was basically a tech demo that accidentally had a soul. It was designed to show off every single gimmick the DS had—the dual screens, the touch pen, the microphone, and even the sleep mode.

But here’s the thing: it actually worked. The puzzles didn’t feel like chores; they felt like you were interacting with a physical world. If you haven’t played it in twenty years, or if you only recently discovered the series through the Recollection remake on the Switch, going back to the original hardware is a trip.

The Cing Magic and the Blood Edward Legacy

Cing had a very specific "flavor." If you’ve played Hotel Dusk: Room 215 or Last Window, you know exactly what I mean. They excelled at making games that felt like interactive mystery novels you’d find in a dusty corner of a seaside bookstore. Another Code: Two Memories DS was their first real breakout on Nintendo’s handheld, and it set the stage for everything they’d do later.

The story kicks off on Blood Edward Island. Ashley receives a letter from her father, Richard, whom she thought was dead. She travels to this desolate, foggy island with her aunt Jessica, only for Jessica to disappear almost immediately.

Then she meets D.

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D is a ghost. He’s been wandering the Edward mansion for decades, unable to move on because he can't remember how he died. The chemistry between a grieving, cynical teenager and a confused, amnesiac ghost shouldn't work as well as it does. It’s poignant. It’s lonely. The game spends a lot of time in silence, letting the ambient soundtrack and the sound of footsteps carry the weight of the atmosphere.

Why the DS Hardware Was the Secret Sauce

We need to talk about the puzzles. Seriously.

Back in 2005, developers were still trying to figure out what to do with two screens. Cing decided to use them for perspective. The bottom screen showed a top-down view for movement, while the top screen showed a first-person view of the room you were in. It felt tactile.

There is one specific puzzle that everyone mentions when they talk about Another Code: Two Memories DS. You find these two glass plates with markings on them. You’re supposed to overlay them to see a code. On a standard console, you’d just press a button to "combine" them. On the DS? You had to physically close the lid of the handheld halfway so the reflection of the top screen appeared on the bottom screen.

It was genius. It was the kind of "aha!" moment that made you feel like the DS wasn't just a toy, but a specialized tool.

Then there was the DAS (Dual Adventures System). In the game, it’s a device Richard invented that looks suspiciously like a Nintendo DS. You use it to take photos and overlay them. This was meta-commentary before meta-commentary was cool. You were holding the device that Ashley was holding.

A Masterclass in "Empty" Atmosphere

A lot of modern games are terrified of boredom. They cram the map with icons and side quests. Another Code: Two Memories DS does the opposite. Blood Edward Island feels genuinely empty. The mansion is huge, cold, and filled with the remnants of a family that tore itself apart over a machine—the "Another" system—designed to rewrite memories.

The pacing is deliberate. You walk slow. You examine every painting. You read old journals. If you’re looking for high-octane action, this isn't it. But if you want a game that makes you feel the weight of history and the sadness of forgotten people, Cing nailed it.

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The Reality of the "Recollection" Remake vs. The Original

In 2024, Nintendo released Another Code: Recollection for the Switch. It combined Two Memories and the Wii sequel, A Journey into Lost Memories.

It’s a good remake. The graphics are beautiful, and the voice acting adds a lot. But—and this is a big "but" for purists—something was lost in translation. The Switch doesn't have a microphone you can blow into to clear dust off a painting. It doesn't have a lid you can fold to reflect images. The puzzles had to be completely redesigned, and in many cases, they were simplified.

The original Another Code: Two Memories DS feels more intimate. There’s a specific "crunchiness" to the 2D character portraits and the pre-rendered backgrounds that the 3D remake can't quite replicate. The DS version feels like a secret you discovered. The Switch version feels like a product.

That’s not to say you shouldn't play the remake. It’s the only way most people can access the story now without paying inflated eBay prices for a physical cartridge. But if you have an old DS Lite or a DSi sitting in a drawer, tracking down a copy of the original is worth the effort.

Technical Limitations and the Beauty of Short Games

One of the biggest criticisms of the game back in the day was its length. You can beat it in about four or five hours.

Honestly? That’s its greatest strength.

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In an era where every RPG demands 100 hours of your life, a tight, focused mystery that you can finish in a single rainy afternoon is a blessing. It doesn't overstay its welcome. It tells a story about grief, memory, and the relationship between a father and daughter, and then it ends.

The game does have multiple endings, though. Depending on how much you interact with D and how many of his memories you recover, the final farewell can be significantly more emotional. It rewards you for being thorough, not for being fast.

Key Details You Might Have Missed:

  • The Japanese title is Anyazā Kōdo: Futatsu no Kioku.
  • The "Another" system in the game is a psychological tool meant to replace memories, which serves as a dark parallel to the way we use technology to "store" our lives today.
  • Ashley’s birthday is February 25th, which is a recurring plot point.
  • The game was a launch window title in many regions, meant to prove that the DS could appeal to "non-gamers" who liked reading and logic puzzles.

Dealing with the Rarity and Emulation

If you're trying to play Another Code: Two Memories DS today, you've got a few hurdles.

Physical copies aren't exactly cheap, though they aren't Earthbound levels of expensive yet. If you’re emulating, be warned: those hardware-specific puzzles are a nightmare. Trying to simulate "closing the DS lid" on a PC or a phone usually involves hotkeys that break the immersion. This is one of those rare cases where the original hardware is almost mandatory for the full experience.

The game also saw a sequel on the Wii, which was never released in North America (only Japan and Europe). That game, Gateway to Memory, picks up two years later. It’s much longer and more complex, but it lacks some of the lonely magic of the first game.

What Another Code Teaches Us About Game Design

Looking back, Cing was ahead of its time. They understood that "immersion" isn't just about high-resolution textures. It’s about how the player’s physical body interacts with the game world. When you blow into the DS mic to clear away virtual soot, your brain creates a link between your physical breath and the digital space.

Another Code: Two Memories DS remains a landmark for narrative-driven handheld games. It proved that you could tell a mature, somber story on a platform mostly known for Pokémon and Mario.

It’s a game about the things we leave behind. Not just the physical objects in an old mansion, but the memories we choose to keep and the ones we try to overwrite. Ashley’s journey isn't just about finding her father; it's about realizing that the past is never truly gone as long as someone is there to remember it.


How to Experience the Best Version of This Story Today

If you want to dive into Ashley's world, follow these steps to get the most out of it:

  • Priority 1: Original Hardware. Track down a DS or 3DS and a physical cartridge of Two Memories. The tactile nature of the puzzles is 50% of the game's charm.
  • Check the "Recollection" Remake. If you prefer modern comforts, the Switch version is excellent for story continuity, as it includes the sequel that many people missed.
  • Take Your Time. Don't use a walkthrough for the puzzles. The logic is usually very grounded. If you're stuck, look at the physical attributes of the DS itself—it's usually a hint.
  • Pay Attention to the DAS Photos. The game allows you to take photos of almost anything. Use this. Some puzzles require you to look at a photo you took 20 minutes ago in a completely different wing of the mansion.
  • Complete D's Side Quest. Talk to the ghost whenever possible. The "True" ending of the game is significantly more satisfying and provides much-needed closure for D’s character arc.