From: owner-n64-digest@lists.xmission.com (n64-digest) To: n64-digest@lists.xmission.com Subject: n64-digest V1 #1033 Reply-To: n64-digest Sender: owner-n64-digest@lists.xmission.com Errors-To: owner-n64-digest@lists.xmission.com Precedence: bulk n64-digest Friday, December 10 1999 Volume 01 : Number 1033 Re: [N64] Elements of good gaming Re: [N64] historical signifigance Re: [N64] marketable games Re: [N64] grafix [N64] Madden 2000 Re: [N64] Elements of good gaming Re: [N64] Elements of good gaming RE: [N64] Madden 2000 Re: [N64] Elements of good gaming Re: [N64] My New Purchases Re: [N64] Dolphin Cameo in DK64 and Sonic Adventure Re: [N64] IGN64 talks with Nintendo [N64] Re: Online gaming... Re: [N64] The Thing with Expansion pack Re: Online gaming...yeah right Re: [N64] IGN64 talks with Nintendo Re: [N64] The Thing with Expansion pack ---------------------------------------------------------------------- Date: Fri, 10 Dec 1999 10:11:51 -0800 From: Charles Baynes Subject: Re: [N64] Elements of good gaming Alex wrote: > At 10:49 08-12-99 -0800, you wrote: > > >heres mine > >1.story line(it just helps make the game more involved) > >2.gameplay(a definate must is good game play!) > >3.a tie between graphics and sound(all I mean here dave, is that > >graphics and sound certainly are important to a game, but if the > >story is involved, and the game has cool gameplay, then i'm not gonna > >trash it if the sound and graphics need work....i.e. nightmare creatures > >and some others. just thought i'd clear that up before I recieve > >the next 43 e-mails of dave misinterpreting what I say > > > > > > > > Why do you value story line so highly? Chess has no story. Do you like > chess? Would you like it more if there was a story line, say if the White > King caught his Queen playing with the Black King's Bishop? > > alexh@ivanhoe.starway.net.au > > now that you mention it......haha just kidding. I think story line is very important in some cases. where would a game like zelda64 be without an involved plot? It isnt always impportant though, I will admit that. I'll give a few instances of how i percieve a good stroy line to not only shed light on, but totally enhance a game. dkr:with out a good story line it might as well have no adventure mode at all, just tracks. fighting games:story line doesnt effect it much here, but it certainly enhances the characters doesnt it? without a good background sabrewulf is just sabrewulf, not a scientist fighting to find revenge and a cure for his disease. or take shadow man, without the involved story, your just some dead guy shooting holes in a bunch of other dead guys! My point is, story line doesnt nesecarily make a game, but it is an important factor in the big picture of a COMPLETE game, to me...just as important as gameplay, graphics and sound. > > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > --Pika25chu-- ______________________________________________________ Get your free web-based email at http://www.xoom.com Birthday? Anniversary? Send FREE animated greeting cards for any occasion at http://greetings.xoom.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 10:14:34 -0800 From: Charles Baynes Subject: Re: [N64] historical signifigance Alex wrote: > At 21:54 07-12-99 -0600, you wrote: > > > >>In Quake Id decided they didn't know how to make a good game, so they > >>provided an engine and let the player work it out. Game designers should > >>have specific ideas on what type of experience they are trying to create. > > > >Ok, first, saying that Id decided they could not make a good game is absurd. > >Completely. Second, you miss the point of Quake. It's strong point has > >always been multiplayer deathmatches...and that is one reason it is so > >configurable. A lot of the graphics themselves are configurable so that > >players with slower machine canget the frame rates up....this is critical in > >a deathmatch. The controls are extremely configurable so that players can > >set it up to how they feel most comfortable. Pretty much everything you can > >change has a point to why you can change it. > > > >Stryder > > I agree with you; Quake is all about configurability and multiplay. Quake is > only good because of the Quake community. The people who made the add-ons, > the skins, the servers, the people who play on the servers etc. Id has > nothing to do with any of that. Id made an engine. The Quake community > exists because of the following DOOM had. Once all the Doomers transfered to > Quake, there was enough critical mass to keep things snow-balling. I think > DOOM was a much better designed game. > > > alexh@ivanhoe.starway.net.au I agree, once you go through the game, thats it your done, the multiplayer aspect is what adds longevity to a game like that. > > > > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > --Pika25chu-- ______________________________________________________ Get your free web-based email at http://www.xoom.com Birthday? Anniversary? Send FREE animated greeting cards for any occasion at http://greetings.xoom.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sat, 11 Dec 1999 05:20:04 +1100 From: Alex Subject: Re: [N64] marketable games At 12:24 10-12-99 -0500, you wrote: >On Sat, 11 Dec 1999, Alex wrote: > >> >> Not really, Sony seems to take it for granted that people are buying games. >> They have the market share, they sell the games, people buy the games. >> Nintendo (occasionally) still tries to make games good enough to make people >> buy them like they had to do when the industry was much smaller. >> >> The argument that there are no worlds left to conquer in the universe of >> videogames is pretty shallow. Videogames have been around for less than >> twenty years. The games companies like Sony (and now NOA) release are based >> on what has sold in the past. That is the reason why originality is lacking >> in videogames, it has become too market oriented. >> > > >History is repeating itself. Nintendo entered the VG industry after seeing >the lucrative potential. They didn't barge in as fast and abruptly as Sony >did but they did the same thing nonetheless. I'm not standing up for Sony >I'm just saying that this isn't new. Microsoft might be the next >Sony/Nintendo. NOT!!! > > No, it's different. In the beginning, Yamauchi saw the light, a new world of videogames waiting to be created. He looked to Miyamoto in His own image and asked Miyamoto to make something that would be a success. Then He created Donkey Kong. Next Nintendo takes a day of rest, allowing to Sony come along and tempt away all Nintendo's developers with forbidden fruits. So we were cast out of the garden of Eden and forced to play bad mascot racers and... Er, my point is Nintendo entered the industry because they were looking to the future, Sony entered because they were looking to the past. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 10:17:21 PST From: "Elliot Jefferson" Subject: Re: [N64] grafix For certain types of games or certain 'atmospheres', I think the PSX is better suited than the n64. For example, MGS was best for the psx, not only because of the cd format, but the texture variety gave the game a 'gritty' look that I think wouldn't have been as convincing on the N64. Or maybe it's just me. :) Elliot - ----Original Message Follows---- From: Nutz4n64@aol.com Reply-To: n64@lists.xmission.com To: n64@lists.xmission.com Subject: Re: [N64] grafix Date: Thu, 9 Dec 1999 19:08:49 EST In a message dated 12/8/99 11:32:25 AM Central Standard Time, johng@engberganderson.com writes: << OK, saying the Dreamcast has better graphics than the N64 is a no-brainer, but better graphics on the PSX? That's a joke, right? Good one! I really enjoy playing "Lemonade Stand" on my Apple IIe, mainly because the graphics are so much better than anything on the PSX. JG >> Alright. I'll probably be eaten alive by saying this, but I've always thought that PSX did have better graphics. That may be my opinion, but I guess it's another way of saying that I don't care too much about graphics. - -Eric- [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 10:26:13 PST From: "Elliot Jefferson" Subject: [N64] Madden 2000 Has anybody played Madden 2000 on N64? Any thoughts? Elliot ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sat, 11 Dec 1999 05:36:06 +1100 From: Alex Subject: Re: [N64] Elements of good gaming At 10:11 10-12-99 -0800, you wrote: >Alex wrote: > > At 10:49 08-12-99 -0800, you wrote: > > > > >heres mine > > >1.story line(it just helps make the game more involved) > > >2.gameplay(a definate must is good game play!) > > >3.a tie between graphics and sound(all I mean here dave, is that > > >graphics and sound certainly are important to a game, but if the > > >story is involved, and the game has cool gameplay, then i'm not gonna > > >trash it if the sound and graphics need work....i.e. nightmare creatures > > >and some others. just thought i'd clear that up before I recieve > > >the next 43 e-mails of dave misinterpreting what I say > > > > > > > > > > > > Why do you value story line so highly? Chess has no story. Do you like > > chess? Would you like it more if there was a story line, say if the White > > King caught his Queen playing with the Black King's Bishop? > > > > alexh@ivanhoe.starway.net.au > > > > > >now that you mention it......haha just kidding. I think story line is very >important in some cases. where would a game like zelda64 be without an >involved plot? It isnt always impportant though, I will admit that. >I'll give a few instances of how i percieve a good stroy line to not only >shed light on, but totally enhance a game. dkr:with out a good story line it >might as well have no adventure mode at all, just tracks. fighting >games:story line doesnt effect it much here, but it certainly enhances the >characters doesnt it? without a good background sabrewulf is just >sabrewulf, not a scientist fighting to find revenge and a cure for his >disease. or take shadow man, without the involved story, your just some >dead guy shooting holes in a bunch of other dead guys! My point is, story >line doesnt nesecarily make a game, but it is an important factor in the big >picture of a COMPLETE game, to me...just as important as gameplay, graphics >and sound. DKR doesn't really have a story. What you are talking about are the character and track designs. Some of which were good (Pipsy, Taj and that evil turtle I forget the name of), some of which were very generic - like that weasel guy or whatever he is. Fighting games only need a story so there is something interesting to watch in the ending sequence. The character designs should stand on their own without back-stories. Street Fighter2 had good characters for it's time. Blanka you knew what he was about just be watching him (being a maniac). Mortal Komabat is a game with pathetic character designs. The characters are cheap palette swaps. Yellow guy vs Blue guy vs Green guy. Shadowman is a game that couldn't exist without its story. That wouldn't be such a bad thing since it's an abysmal game with an abysmal story. One reason for a story is to motivate the player, however I think a good game should be able to motivate without a story. Like tetris. If a game falls apart when the story is subtracted, then it is not a good one. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:32:52 -0600 (CST) From: Bacon Von Raschke Subject: Re: [N64] Elements of good gaming I would have to rank it like this: 1. gameplay 2. graphix 3. sound. i truly believe that great gameplay alone can make a great game. remember the old Atari 2600 game warlords? Kinda like breakout except you're trying to rebound the ball into other peoples' castles. The graphics were horrible, the sound laughable, but the gameplay was awesome. Great party game. I still play the thing to this day on occasion. ;) - -jacques :) ____/^/________________//______________________________________________ / / / //\ "Women are like cigarattes: you don't get / /___ __ ___ | // | ____ very far by lighting their butts on / . / /. | / __/|// |/ / fire." /_____/ /_|_||___/ //__//_/_/ --Smilin' Sam [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 13:34:41 -0500 From: "Lapenna, Russ" Subject: RE: [N64] Madden 2000 I still haven't learned how to play my Madden 64 that no one will buy off me. Russ > -----Original Message----- > From: Elliot Jefferson [mailto:eljam@hotmail.com] > Sent: 10 December, 1999 1:26 PM > To: n64@lists.xmission.com > Subject: [N64] Madden 2000 > > > Has anybody played Madden 2000 on N64? Any thoughts? > > Elliot > > > > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Sat, 11 Dec 1999 06:01:11 +1100 From: Alex Subject: Re: [N64] Elements of good gaming At 05:36 11-12-99 +1100, you wrote: >DKR doesn't really have a story. What you are talking about are the >character and track designs. Some of which were good (Pipsy, Taj and that >evil turtle I forget the name of), some of which were very generic - like >that weasel guy or whatever he is. > >Fighting games only need a story so there is something interesting to watch >in the ending sequence. The character designs should stand on their own >without back-stories. Street Fighter2 had good characters for it's time. >Blanka you knew what he was about just be watching him (being a maniac). >Mortal Komabat is a game with pathetic character designs. The characters are >cheap palette swaps. Yellow guy vs Blue guy vs Green guy. > >Shadowman is a game that couldn't exist without its story. That wouldn't be >such a bad thing since it's an abysmal game with an abysmal story. > >One reason for a story is to motivate the player, however I think a good >game should be able to motivate without a story. Like tetris. > >If a game falls apart when the story is subtracted, then it is not a good one. > I forgot to say, in action games, even the character designs are unimportant. After playing Street Fighter2 for the thousandth time you no longer care that the spinning bird kick let's you see Chun Li's underwear, or that E Honda makes a stupid noise when he does the headbutt: You see the moves in terms of their priority, range, speed, damage. You just see the rules of the game. You should be able to strip everything away from a game and still enjoy it. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:21:05 -0800 From: Dexter Sy Subject: Re: [N64] My New Purchases "Lapenna, Russ" wrote: > I just finally got FZeroX and Turok 2 Seeds Of Evil used for $29 Can > each no tax. I haven't got to play them much yet but FZeroX is absolutely > wild. Try playing it with friends. :-) Dexter > > > Russ > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:21:52 -0800 From: Dexter Sy Subject: Re: [N64] Dolphin Cameo in DK64 and Sonic Adventure > > > Downloads are prohibited on the list you know. What with all the free web > pages out there you could have posted it on one of those and just put a link > in your post. Oh, and for those of you who didn't notice, there's a whole > lot of Dolphins near the end of Emerald Coast in Sonic Adventure on the > Dreamcast. ;) Apologies. I was posting the link, but my smartt ass e-mail program thought i wanted to attach the pic. Dexter > > > Dave > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:24:27 -0800 From: Dexter Sy Subject: Re: [N64] IGN64 talks with Nintendo > > Once when I was playing ISS64 with a friend he scored an > own goal to make it 9-0 to me (normally our games were dead > close) I fell off the couch laughing so much, he was so > pissed off that he ripped the cart out the slot and chucked > it across the room with the power still on and the cart > still works fine. When you get dolphin., better have a padlock on the DVD cover. yanking a DVD out and throwing it accross the room wont yeild the same results :-) Dexter > > > Chris > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:30:34 -0800 From: Dexter Sy Subject: [N64] Re: Online gaming... > > The technology for mainstram online gaming isn't there yet. Have you seen > the pictures of the lag friendly scorched earth clone Sega is working on? > What's the point of playing against someone across the world if all you're > going to be doing is ajusting pitch and yaw? I hate pitch and yaw. That is one thing i agree with Alex :-) Mainstream on--line gaming is almost here, but its really complicated to get the users there, and then to have the server ready and also to have the bandwidth to support games a company wants to make. People think its as simple as "build it and they will come" but unfortunately network gaming isn't like building a bridge. A bridge is a bridge. a company builds it and that is it. if its too narrow, then too bad, there's going to be traffic jams during rush hour. a network on the other hand, if its laggy, it the games on it lets you control pitch and yaw :-) or some ridiculously modem unintensive task like that, then don't expect much of a reception on the part of the gamers. Companies not only have to worry about bandwidth, but predict how well their network will do. Too much investment in the wrong thing could sink the network plan for a console. Or too little for that matter also yeilds the same result. Sega is doing an incremental thing, creating servers for specific games, and not doing a big, be all and end all central hub for gaming. which i think it a good plan. but 5000 people for virtual on? come on, if they're really serious about it, they have to do better than 5,000. Dexter > > > alexh@ivanhoe.starway.net.au > > > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 11:44:13 -0800 (PST) From: John Rodriguez Subject: Re: [N64] The Thing with Expansion pack All this is true, but you forgot that there are many more uses for the RAM pak. First, of all it sounds to me that you totally forgot about sound. The Expansion Pak allows for larger amount of sound effects and allows for longer sound and music clips. It also allows for other special effects concernig graphics, such as spectacular lighting and particle (like smoke or fire)effects. It also allows for a larger amount of colors, richer colors, and more textures with a higher frame rate and smoother animation. As for DK64, the RAM Pak was used for a higher number of textures, bigger worlds, and the most spectacular lighting effects ever seen. It was also used for more animations for each character and more moves. In Zelda Gaiden, all I know is that the reason for the Pak is so that they can have more objects and animations on the screen at one time. There is going to be more happening on the screen. As you can see in the latest screenshots of Gaiden the enviroments look more lively and vivid due to the fact that there are more objects on the screen. That's the main reason that the developers are using it for. Nintendo thinks of other or better ways of using the peripheral than just improving graphics with Hi-Rez Modes (as if their graphics didn't look exceptional already). J. Rodriguez - -------------------------------------------------------------------------------------------------------------- - --- Dexter Sy wrote: > Ok, a lot of comments on expansion pack. but let me > just clarify things. > > A game that supports RAM expansion doesnt mean it > will arrive with better graphics. > I think we were spoiled by Acclaim which used it for > high-resolution, high texture > games. The RAM expansion is just that, it adds 4 > extra megs to the N64's main 4 meg > meory, totalling to 8 megs. > > Wih this extra memory, developers can choose to > triple buffer their games, (which > essentially means storing 2 frames of data in the > memory before it is drawn on > screen). Almost all the graphics you see in games > are double buffered, meaning the > cpu keeps one frame of the animation in memory at > all times. in essence, what > you're seeing on screen isn't what the cpu is > drawing because as you see say, mario > jumping, the cpu already has the second frame of > animation in memory ready to throw > on screen, while it is receiving information from > the controller and is in the > process of drawing the third frame. This happens in > microseconds so you don't notice > it. after all, most 2-D games supports 15 to 20 fps. > So what is the deal with > triple buffering? well, this just means the cpu > puts out three frames of > animation-- the first one is the one you see, the > second and third and stored in > memory and it is drawing the fouth. Like REAL AUDIO > or REAL VIDEO's buffering > modes, the cpu essentially gives itself a running > start before it starts displaying > stuff on screen, in the case of triple buffering, > its got a 3 frame headstart. What > this ultimately achives is the cpu don't have to > work like mad to throw stuff on > screen. since it takes longer to get through the > amount of screens in the buffer, > the cpu can take more time to draw a frame of > animation, thus, making it a lot > easier to draw in high resolution. High res > graphics also means high-res textures, > so the extra 4 megs of ram is used up pretty much > handling those two tasks. > > *note that when the n64 is running on high > resolution, it essentially works twice as > hard to display a 640X480 pixel frame as opposed to > the 320X240 pixel frame (i'm not > too sure on the normal res, so correct me if i'm > wrong) > > That of course is just O N E way of using the RAM > expansion. Developers may decide > to triple buffer a game and not run it on high-res, > which allows them to put more > polygons on screen, allows for smoother animation, > but doesn't guarantee no pop > ups. Unless the design team decides to spend all > the extra polygons they can draw > on making pop-up less noticable, pop up will occur. > I have a feeling RARE triple > buffered DK64, but used the extra polygons they can > draw on drawing more objects on > screen w/ higher polycounts and more special > effects... > > It looks as if Gaiden might do the opposite. Since > Ocarina of Time is known for > little pop ups, the Gaiden team will likely use the > extra polys they can draw to put > a little more polygons onscreen that Ocarina, but > also making sure the pop up > doesn't happen. From the screesn we see so far, it > is clear Gaiden is much more > polygon heavy than Ocarina. some of the areas are > just gorgeous and a lot bigger and > wider than the towns in ocarina. > > Phew... > > Dexter __________________________________________________ Do You Yahoo!? Thousands of Stores. Millions of Products. All in one place. Yahoo! Shopping: http://shopping.yahoo.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:24:11 -0800 From: Charles Baynes Subject: Re: Online gaming...yeah right Re: [N64] IGN64 talks with Nintendo Alex wrote: > At 23:09 09-12-99 EST, you wrote: > >In a message dated 99-12-09 21:47:36 EST, you write: > > > >> they really need to get capcom back.....in a bad way. I'd say konami too, > >> but > >> konami has been making some great games for the 64 > > > >Although Konami and Capcom still put their best games on the PlayStation, > >although Capcom has so far put a tremendous effort with the Dreamcast. But > >that doesn't surprise me considering Capcom's support for the Saturn. > > > >Dave > > > > What's the deal on Capcom? It's not Nintendo's fault nobody bought SNES > Super Street Fighter2. i bought that one used and regretted it half an hour later. > > alexh@ivanhoe.starway.net.au > > > > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > --Pika25chu-- ______________________________________________________ Get your free web-based email at http://www.xoom.com Birthday? Anniversary? Send FREE animated greeting cards for any occasion at http://greetings.xoom.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Fri, 10 Dec 1999 12:37:38 -0800 From: Dexter Sy Subject: Re: [N64] The Thing with Expansion pack John Rodriguez wrote: > All this is true, but you forgot that there are > many more uses for the RAM pak. First, of all it > sounds to me that you totally forgot about sound. The > Expansion Pak allows for larger amount of sound > effects and allows for longer sound and music clips. > It also allows for other special effects concernig > graphics, such as spectacular lighting and particle > (like smoke or fire)effects. It also allows for a > larger amount of colors, richer colors, and more > textures with a higher frame rate and smoother > animation. Sound totally slipped my mind :-) but yes. being able to store higher quality samples in RAM and bring able to access it sure does help. > Nintendo thinks > of other or better ways of using the peripheral than > just improving graphics with Hi-Rez Modes (as if their > graphics didn't look exceptional already). > J. Rodriguez Heh, I'm sure there are those who will swear the graphics for Nintendo made games are too cutesy, or isn't as good as . Dex > > > -------------------------------------------------------------------------------------------------------------- > --- Dexter Sy wrote: > > Ok, a lot of comments on expansion pack. but let me > > just clarify things. > > > > A game that supports RAM expansion doesnt mean it > > will arrive with better graphics. > > I think we were spoiled by Acclaim which used it for > > high-resolution, high texture > > games. The RAM expansion is just that, it adds 4 > > extra megs to the N64's main 4 meg > > meory, totalling to 8 megs. > > > > Wih this extra memory, developers can choose to > > triple buffer their games, (which > > essentially means storing 2 frames of data in the > > memory before it is drawn on > > screen). Almost all the graphics you see in games > > are double buffered, meaning the > > cpu keeps one frame of the animation in memory at > > all times. in essence, what > > you're seeing on screen isn't what the cpu is > > drawing because as you see say, mario > > jumping, the cpu already has the second frame of > > animation in memory ready to throw > > on screen, while it is receiving information from > > the controller and is in the > > process of drawing the third frame. This happens in > > microseconds so you don't notice > > it. after all, most 2-D games supports 15 to 20 fps. > > So what is the deal with > > triple buffering? well, this just means the cpu > > puts out three frames of > > animation-- the first one is the one you see, the > > second and third and stored in > > memory and it is drawing the fouth. Like REAL AUDIO > > or REAL VIDEO's buffering > > modes, the cpu essentially gives itself a running > > start before it starts displaying > > stuff on screen, in the case of triple buffering, > > its got a 3 frame headstart. What > > this ultimately achives is the cpu don't have to > > work like mad to throw stuff on > > screen. since it takes longer to get through the > > amount of screens in the buffer, > > the cpu can take more time to draw a frame of > > animation, thus, making it a lot > > easier to draw in high resolution. High res > > graphics also means high-res textures, > > so the extra 4 megs of ram is used up pretty much > > handling those two tasks. > > > > *note that when the n64 is running on high > > resolution, it essentially works twice as > > hard to display a 640X480 pixel frame as opposed to > > the 320X240 pixel frame (i'm not > > too sure on the normal res, so correct me if i'm > > wrong) > > > > That of course is just O N E way of using the RAM > > expansion. Developers may decide > > to triple buffer a game and not run it on high-res, > > which allows them to put more > > polygons on screen, allows for smoother animation, > > but doesn't guarantee no pop > > ups. Unless the design team decides to spend all > > the extra polygons they can draw > > on making pop-up less noticable, pop up will occur. > > I have a feeling RARE triple > > buffered DK64, but used the extra polygons they can > > draw on drawing more objects on > > screen w/ higher polycounts and more special > > effects... > > > > It looks as if Gaiden might do the opposite. Since > > Ocarina of Time is known for > > little pop ups, the Gaiden team will likely use the > > extra polys they can draw to put > > a little more polygons onscreen that Ocarina, but > > also making sure the pop up > > doesn't happen. From the screesn we see so far, it > > is clear Gaiden is much more > > polygon heavy than Ocarina. some of the areas are > > just gorgeous and a lot bigger and > > wider than the towns in ocarina. > > > > Phew... > > > > Dexter > > __________________________________________________ > Do You Yahoo!? > Thousands of Stores. Millions of Products. All in one place. > Yahoo! Shopping: http://shopping.yahoo.com > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ End of n64-digest V1 #1033 ************************** [ To quit the n64-digest mailing list (big mistake), send the message ] [ "unsubscribe n64-digest" (without the quotes) to majordomo@xmission.com ]