From: owner-n64-digest@lists.xmission.com (n64-digest) To: n64-digest@lists.xmission.com Subject: n64-digest V1 #1047 Reply-To: n64-digest Sender: owner-n64-digest@lists.xmission.com Errors-To: owner-n64-digest@lists.xmission.com Precedence: bulk n64-digest Thursday, December 16 1999 Volume 01 : Number 1047 RE: [N64] PCS & DKs Re: [N64] Elements of good gaming Re: [N64] DK help needed Re: [N64] RE: n64-Warped Gaming Sensibilities Re: [N64] Elements of good gaming Re: [N64] Elements of good gaming Re: [N64] Elements of good gaming Re: [N64] DK help needed Re: [N64] What can we expect in the next E3 Re: [N64] What can we expect in the next E3 Re: [N64] PCS & DKs Re: [N64] Spyro doesn't suck, JFG does ;) Re: [N64] level design Re: [N64] Metroid 3 Re: [N64] What can we expect in the next E3 Re: [N64] PCS & DKs Re: [N64] DK help needed Re: [N64] RE: n64-Warped Gaming Sensibilities Re: [N64] Elements of good gaming Re: [N64] Elements of good gaming Re: [N64] DK help needed Re: [N64] Elements of good gaming Re: [N64] level design Re: [N64] Elements of good gaming Re: [N64] Elements of good gaming ---------------------------------------------------------------------- Date: Thu, 16 Dec 1999 02:51:38 -0500 From: Dileepa Fonseka Subject: RE: [N64] PCS & DKs >>hard times, Sonic went away just as quickly. So you can tell where a >franchise >>is truly great vs. ones that have a bloated budget for marketing. Yawn.. spare me the archaic rhetoric, Spyro sux.. period. >I happen to think that the Crash series is very solid. No, it is not >Mario...but still very good platformers. Now Spyro...I don't care for it >much. yeah, a game that can be clocked in 2hrs with no replay value... pretty solid. And did I mention Mario? Crash Bandicoot and Spyro don't even deserve the label of 2D platformers let alone be compared to 3d platformers.. perhaps they should belong to the same genre as MISSION IMPOSSIBLE.. that is: sorry-but-ah-NO. [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 20:40:38 +1100 From: Alex Subject: Re: [N64] Elements of good gaming At 16:05 10-12-99 EST, you wrote: >In a message dated 99-12-10 13:57:38 EST, you write: > >> 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. >> > >I have to disagree. Would SF2 be what it is today if Capcom thought the way >you did? Who needs character designs, stick figures with the same moves get >the job done. Sure man. sure > >Dave > They'd probably be better off than games like War Gods, Mace, Primal Rage etc which were style over substance. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:03:55 +1100 From: Alex Subject: Re: [N64] DK help needed At 18:29 10-12-99 -0600, you wrote: > >-----Original Message----- >From: Alex >To: n64@lists.xmission.com >Date: Friday, December 10, 1999 9:19 AM >Subject: Re: [N64] DK help needed > > >>I'm not saying I don't like exploration. Games like the original Legend of >>Zelda or Metroid were great fun. But grabbing a bunch of elements from >>different games and throwing them together doesn't make a good game. How >can >>you race and explore at the same time? Non-linear is good but that doesn't >>mean cram a bunch of objectives randomly into a level like Banjo. Mario64's >>levels are non-linear but they are structured in a logical way. > >Man, when will you give up? I can see where you may not like Banjo's 'hub' >world (even though I had no problem with it) and I can see where you may not >like Banjo's control (even though I thought it was dead on...except >swimming). But I'd say that both Mario64 and Banjo's levels are nearly >identical. They both have several objectives scattered throughout. Like >mario64 and the red coins is just like Banjo and the Jingos...there is no >difference at all. > >Stryder > > I will never give up. Take the underground level in Mario64, most of the rooms have at least two exits, this allows you to tour the entire level without backtracking. In Banjo's swamp level once you get a jigsaw you have to walk back the way you came. Too many dead ends in Banjo's levels. Mario64's have two dead ends, the beginning and the end of the level, with intertwined paths in- between. I've explained this many times, surely someone out there in internet land understands me. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:08:32 +1100 From: Alex Subject: Re: [N64] RE: n64-Warped Gaming Sensibilities At 18:39 10-12-99 -0600, you wrote: > >-----Original Message----- >From: Alex >To: n64@lists.xmission.com >Date: Friday, December 10, 1999 10:01 AM >Subject: Re: [N64] RE: n64-Warped Gaming Sensibilities > > >>Developers need to look at why they are putting things in games instead of >>superficially duplicating Miyamoto's efforts. Having a complex overworld in >>a suposed action game like Banjo just makes it cumbersome. They need to >>prioritize one thing that the holds the game together. The closest thing to >>a paradigm in Banjo is the collection of jigsaws. WHen you turn on the game >>you want to go the levels so you can overcome the obstacles and get the >>jigsaws. Their baroque overworld gets in the way. If they want to have a >big >>overworld, they need to have a different paradigm like progressing from one >>area to the next, a la Super Metroid. > >Think about it though. If it was set up like Super Metroid...that means all >the levels would be directly connected. Then you might have to spend a long >time trekking from of area to another. Especially if the game is comprised >of a lot of areas. I'd say that you would spend just as much time (if not >more) walking THROUGH several areas to get to another than you would spend >exiting one level then trekking through the overworld to get to another >area. I see no difference (improvement) in your suggestion. > > >Stryder > I'm saying Metroid is a good implemention of a game based around exploration. If the game is based around action levels like the DKC games then the map should be as minimalistic as possible. When they made DK64 it seems they slapped elements from different games together without considering that they might compromise each other. BTW once you know how to play Super Metroid you don't have to do meaningless treking as it is designed so that you can get %100 percent items under three hours. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:18:49 +1100 From: Alex Subject: Re: [N64] Elements of good gaming At 19:02 10-12-99 -0600, you wrote: > >> > If a game falls apart when the story is subtracted, then it is not a >good one. > > >Alex..I'd like you to explain how you would make a Zelda game without a >story at all. > >Stryder The original Legend of Zelda on NES had a story but it wasn't necessary. Just by looking at the status screen you could see that those little triangles you were picking up combine to form one big triangle. The story was not required to motivate the player. A more recent example is Body Harvest, it has basic sci-fi story, but when you start a new level you the game doesn't give you any story information; you are left to work things out. Zelda64 could have been done without a story, the result would have been very abstract and it probably would have turned off a lot of mainstream players but the game would have been just as fun. Think about games you replay over and over again, the story is meaningless after you've played through a couple of times, so effectively you are playing a game without a story. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:24:20 +1100 From: Alex Subject: Re: [N64] Elements of good gaming RPGs are an exception, the story has some importance since you probably won't play through the game more than a couple of times. However pokemon is an RPG without a story and that has done fine. Don't think about killing because the idea of death isn't intrinsic to the gameplay, it's part of the story. You battle monsters for exp points which you use to build up your characters which allows you to defeat stronger monsters. Think about things in an abstract sense like I do, it's more fun that way. At 21:13 10-12-99 EST, you wrote: >Do you believe that Chrono Trigger would be the game that it was if all you >had to do was go in time and kill things and it made no point whatsoever as >long as you killed things? > >~Cy > >In a message dated 12/10/99 9:51:18 AM US Mountain Standard Time, >alexh@ivanhoe.starway.net.au writes: > ><< 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? >> > >[ To quit the n64 mailing list, send the message "unsubscribe n64" ] >[ (without the quotes) to majordomo@xmission.com ] > > alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:30:55 +1100 From: Alex Subject: Re: [N64] Elements of good gaming At 09:11 11-12-99 -0800, you wrote: >Damian9133@aol.com wrote: > > Do you believe that Chrono Trigger would be the game that it was if all you > > had to do was go in time and kill things and it made no point whatsoever as > > long as you killed things? > > > > ~Cy > >my point exactly, storline IS important in some games. In fact without it, it >would be just that, running around killing stuff. But in SOME games, storyline >is merely an after thought, Like in fighting games or 1st person shooters like >doom, but for them thats ok cause the whole point of the game IS running around >and killing stuff! Killing stuff is never the point. The game is throwing obstacles at you and you must overcome them. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 21:43:39 +1100 From: Alex Subject: Re: [N64] DK help needed At 15:52 11-12-99 EST, you wrote: >In a message dated 12/11/99 1:19:00 PM Central Standard Time, >TreyTable@aol.com writes: > ><< > hind sight is 20-20. Theres no point in continually knocking a good >game, > > even if > > its not all we wanted it to be. > > That's why we're knocking bad games. > > Dave >> > >So, if it's a good game, just not up to your greatest expectations, you're >going to knock it. Is that it? Sounds like kind of a dumb a thing to do. >If you think a game is good, then why would you poke fun at it. >-Eric- > So you think expectations are more important than actual game quality? Ie you think Banjo-Kazooie is good because you expected it to be good (big Nintendo title, big Rare title, advertising etc.) and not because it is good (because it's not good, it's bad). I like games that play well, I dislike games that play poorly. I look past superficial things like storylines, expectations etc. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 10:13:44 -0500 (EST) From: "Lloyd Millard Mccoy Jr." Subject: Re: [N64] What can we expect in the next E3 A game starring Peach...interesting but highly unlikely. On Thu, 16 Dec 1999 TreyTable@aol.com wrote: > In a message dated 99-12-15 22:44:16 EST, you write: > > > Miyamoto said he is working on a game starring a female. It's either Riqa > > or Metroid > > > > Or Peach. Or Toad, we still have no idea what gender it is. > > Dave > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > sx [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 15:30:08 -0500 (EST) From: Chris Watson Subject: Re: [N64] What can we expect in the next E3 On Thu, 16 Dec 1999 10:13:44 -0500 (EST) "Lloyd Millard Mccoy Jr." wrote: > A game starring Peach...interesting but highly unlikely. > Yeah, its designed so that it can be marketed at young teenage girls, i think its called Peach Mall Shopping but thats still a tentitive title we'll have wait for more info to leak out of Nintendo. Chris [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 13:01:56 EST From: TreyTable@aol.com Subject: Re: [N64] PCS & DKs In a message dated 99-12-16 01:45:02 EST, you write: > Why, may I ask, do you like Spyro The Dragon, I don't have anything against > Playstation(as I own one)....but SPYRO THE DRAGON has to be one of the worst > > games I've played... along with Crash Bandicoot 1!! > > Crap Graphics, Crap Gameplay, clocked in an hour.. Oh WHAT A BRILLIANT GAME. It's more fun with a Dual Shock, maybe that's your problem? I thought it was great graphics, not the best, but the 3-D engine was fantastic, and dead on controls. But most of all it was fun. Sure it was on the easy side, but that doesn't mean it still wasn't fun. Oh and the music kicked ass. Stewart Copeland is a great composer. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 13:08:34 EST From: TreyTable@aol.com Subject: Re: [N64] Spyro doesn't suck, JFG does ;) In a message dated 99-12-16 02:54:03 EST, you write: > Yawn.. spare me the archaic rhetoric, Spyro sux.. period. First you complain about the posts not being N64 related, then you go on to contine the thread. Make up your mind. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 13:10:41 EST From: TreyTable@aol.com Subject: Re: [N64] level design In a message dated 99-12-16 04:59:41 EST, you write: > I will never give up. Take the underground level in Mario64, most of the > rooms have at least two exits, this allows you to tour the entire level > without backtracking. In Banjo's swamp level once you get a jigsaw you have > to walk back the way you came. Too many dead ends in Banjo's levels. > Mario64's have two dead ends, the beginning and the end of the level, with > intertwined paths in- between. I've explained this many times, surely > someone out there in internet land understands me. > I understand completely, Banjo Kazooie sufferes from poor level design, unlike Super Mario 64 & Spyro the Dragon. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 13:12:16 EST From: TreyTable@aol.com Subject: Re: [N64] Metroid 3 In a message dated 99-12-16 05:04:05 EST, you write: > BTW once you know how to > play Super Metroid you don't have to do meaningless treking as it is > designed so that you can get %100 percent items under three hours. > > alexh@ivanhoe.starway.net.au Have you ever got 100% in under 3 hours? The most I ever got was like 88%. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 13:14:50 EST From: TreyTable@aol.com Subject: Re: [N64] What can we expect in the next E3 In a message dated 99-12-16 10:28:45 EST, you write: > Yeah, its designed so that it can be marketed at young > teenage girls, i think its called Peach Mall Shopping but > thats still a tentitive title we'll have wait for more info > to leak out of Nintendo. > > Chris > I was hoping more for Peach Vs. Barbie Boxing: The Final Bout! Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:40:06 -0600 From: "Thraxen" Subject: Re: [N64] PCS & DKs - -----Original Message----- From: Dileepa Fonseka To: n64@lists.xmission.com Date: Thursday, December 16, 1999 1:54 AM Subject: RE: [N64] PCS & DKs >>>hard times, Sonic went away just as quickly. So you can tell where a >>franchise >>>is truly great vs. ones that have a bloated budget for marketing. > >Yawn.. spare me the archaic rhetoric, Spyro sux.. period. Uhhh, this is not from me....also, he is agreeing with you so why are you bashing him???????? >>I happen to think that the Crash series is very solid. No, it is not >>Mario...but still very good platformers. Now Spyro...I don't care for it >>much. > >yeah, a game that can be clocked in 2hrs with no replay value... pretty solid. >And did I mention Mario? Crash Bandicoot and Spyro don't even deserve the >label of 2D platformers let alone be compared to 3d platformers.. perhaps they >should belong to the same genre as MISSION IMPOSSIBLE.. that is: >sorry-but-ah-NO. One, I doubt you have played all the way through any of them. Second, if you did, I doubt you did it in two hours your first time through. Third, most platformers don't have much replay value. I have not played Mario64 or BK a second time through either. Stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:42:28 -0600 From: "Thraxen" Subject: Re: [N64] DK help needed - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Thursday, December 16, 1999 4:00 AM Subject: Re: [N64] DK help needed >I will never give up. Take the underground level in Mario64, most of the >rooms have at least two exits, this allows you to tour the entire level >without backtracking. In Banjo's swamp level once you get a jigsaw you have >to walk back the way you came. Too many dead ends in Banjo's levels. >Mario64's have two dead ends, the beginning and the end of the level, with >intertwined paths in- between. I've explained this many times, surely >someone out there in internet land understands me. How lame can you get Alex?? The swamp level is VERY compact. It takes all of a minute or less to get from section to another. Try again. Stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:44:18 -0600 From: "Thraxen" Subject: Re: [N64] RE: n64-Warped Gaming Sensibilities - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Thursday, December 16, 1999 4:05 AM Subject: Re: [N64] RE: n64-Warped Gaming Sensibilities >I'm saying Metroid is a good implemention of a game based around >exploration. If the game is based around action levels like the DKC games >then the map should be as minimalistic as possible. When they made DK64 it >seems they slapped elements from different games together without >considering that they might compromise each other. BTW once you know how to >play Super Metroid you don't have to do meaningless treking as it is >designed so that you can get %100 percent items under three hours. Well hell Alex, that is true for any game. Once you have played through a game once and know where everything is, you won't have to do much meaningless tracking. stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:51:42 -0600 From: "Thraxen" Subject: Re: [N64] Elements of good gaming - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Thursday, December 16, 1999 4:18 AM Subject: Re: [N64] Elements of good gaming >The original Legend of Zelda on NES had a story but it wasn't necessary. >Just by looking at the status screen you could see that those little >triangles you were picking up combine to form one big triangle. The story >was not required to motivate the player. A more recent example is Body >Harvest, it has basic sci-fi story, but when you start a new level you the >game doesn't give you any story information; you are left to work things out. Yeah, but Body Harvest sucks. Also, you say you don't need a story to motivate the player...i don't think that is true at all. If a game did not have a story, every person playing the game would be wondering what the heck they were doing and why they were doing it. You can bet people would be saying, "What the heck are these triangles?" Face it Alex, your wrong. You are having to struggle to even find half -assed examples of games that have stories but did not really need one. I think people want stories so they feel like they are trying to accomplish a goal. Especially for kids, s lot of kids get involved with the stories of the games they are playing....that is why you will see kids running around pretending to be videogame characters. You have no hope to win this argument. Stryder >Zelda64 could have been done without a story, the result would have been >very abstract and it probably would have turned off a lot of mainstream >players but the game would have been just as fun. Think about games you >replay over and over again, the story is meaningless after you've played >through a couple of times, so effectively you are playing a game without a >story. > >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: Thu, 16 Dec 1999 12:53:32 -0600 From: "Thraxen" Subject: Re: [N64] Elements of good gaming - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Thursday, December 16, 1999 4:27 AM Subject: Re: [N64] Elements of good gaming >At 09:11 11-12-99 -0800, you wrote: >>Damian9133@aol.com wrote: >> > Do you believe that Chrono Trigger would be the game that it was if all you >> > had to do was go in time and kill things and it made no point whatsoever as >> > long as you killed things? >> > >> > ~Cy >> >>my point exactly, storline IS important in some games. In fact without it, it >>would be just that, running around killing stuff. But in SOME games, >storyline >>is merely an after thought, Like in fighting games or 1st person shooters >like >>doom, but for them thats ok cause the whole point of the game IS running >around >>and killing stuff! > >Killing stuff is never the point. The game is throwing obstacles at you and >you must overcome them. > Sheesh...get a clue Alex. Sometimes killing stuff are the obstacles. The entire point of Quake 3: Arena and Unreal Tournament is killing stuff. Stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:57:33 -0600 From: "Thraxen" Subject: Re: [N64] DK help needed - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Thursday, December 16, 1999 4:40 AM Subject: Re: [N64] DK help needed >At 15:52 11-12-99 EST, you wrote: >>In a message dated 12/11/99 1:19:00 PM Central Standard Time, >>TreyTable@aol.com writes: >> >><< > hind sight is 20-20. Theres no point in continually knocking a good >>game, >> > even if >> > its not all we wanted it to be. >> >> That's why we're knocking bad games. >> >> Dave >> >>>>So, if it's a good game, just not up to your greatest expectations, you're >>going to knock it. Is that it? Sounds like kind of a dumb a thing to do. >>If you think a game is good, then why would you poke fun at it. >>-Eric- >> > >So you think expectations are more important than actual game quality? Ie >you think Banjo-Kazooie is good because you expected it to be good (big >Nintendo title, big Rare title, advertising etc.) and not because it is good >(because it's not good, it's bad). Alex....all your posts have become lame. You missed the point of his post. He is not saying expectations are important. He is saying that even though a game may not have lived up to everything you expected it to be, does not mean that it is still not good. Stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 14:00:15 EST From: Devil929@aol.com Subject: Re: [N64] Elements of good gaming Stories aren't necessary, certainly. But the end result would be something like a book that doesn't use punctuation or coherent sentence placement -- you'd be wondering what the heck you're reading and why. About the only genres I can think of where you don't really need a storyline would be sports games, racing games (although most offbeat ones do), and puzzles games. That's my 2 cents. - -Aldo [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 12:59:35 -0600 From: "Thraxen" Subject: Re: [N64] level design - -----Original Message----- From: TreyTable@aol.com To: n64@lists.xmission.com Date: Thursday, December 16, 1999 12:13 PM Subject: Re: [N64] level design >In a message dated 99-12-16 04:59:41 EST, you write: > >> I will never give up. Take the underground level in Mario64, most of the >> rooms have at least two exits, this allows you to tour the entire level >> without backtracking. In Banjo's swamp level once you get a jigsaw you have >> to walk back the way you came. Too many dead ends in Banjo's levels. >> Mario64's have two dead ends, the beginning and the end of the level, with >> intertwined paths in- between. I've explained this many times, surely >> someone out there in internet land understands me. >> > >I understand completely, Banjo Kazooie sufferes from poor level design, >unlike Super Mario 64 & Spyro the Dragon. > >Dave I liked the levels. Stryder [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 15:01:47 EST From: TreyTable@aol.com Subject: Re: [N64] Elements of good gaming In a message dated 99-12-16 13:54:16 EST, you write: > Especially for kids, s lot > of kids get involved with the stories of the games they are playing....that > is why you will see kids running around pretending to be videogame > characters. You have no hope to win this argument. > > Stryder I remember running around pretending I was the Square in Adventure, oh those were the days. Did that game have a story? It was still fun. Oh that bat would just tick me off. Although finding Warren Robinett (without help) was really cool. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Thu, 16 Dec 1999 15:05:05 EST From: TreyTable@aol.com Subject: Re: [N64] Elements of good gaming In a message dated 99-12-16 14:00:56 EST, you write: > Stories aren't necessary, certainly. But the end result would be something > like a book that doesn't use punctuation or coherent sentence placement -- > you'd be wondering what the heck you're reading and why. About the only > genres I can think of where you don't really need a storyline would be > sports > games, racing games (although most offbeat ones do), and puzzles games. > That's my 2 cents. > > -Aldo Fishing games don't need stories. Remember Haunted House? That game was wierd. Haunted House should become an N64 game. Moving around those eyes with full analog control. Hey, the Exp Pak, Hi-Res eyes. woah, just thinking about it gives me shivers. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ End of n64-digest V1 #1047 ************************** [ To quit the n64-digest mailing list (big mistake), send the message ] [ "unsubscribe n64-digest" (without the quotes) to majordomo@xmission.com ]