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How much more powerful was the N64 compared to the PlayStation anyway?

D.Lo

Member
It's a bit too convenient to suggest that just because the N64 had c buttons, that it's meaningless that the Dualshock had two sticks. If it were such an obvious evolution, it could have had two sticks from the beginning. It's easy to take for granted that the dualshock provided in house rumble whereas the N64 did not, until you remember that the Dreamcast followed the pack design of the N64 for both rumble and memory. The N64 introduced several conventions that generation, but it was the way the dualshock delivered them that was standardized, for the most part.
No I don't mean to say it meant nothing.

However, Nintendo invented (or introduced to console controllers) every feature of the modern controller (dpad, start and select buttons, SNES style four button layout, shoulder buttons, dedicated camera controls, triggers, analogue sticks, rumble, motion sensing). Why should Sony get much credit for 'inventing the archetype' because they just happened to be the first to have what's become the standard layout - which was essentially just the SNES controller with N64 features added? Introduced in a mid-generation answer to Nintendo's N64 controller no less!
 

dark10x

Digital Foundry pixel pusher
However, Nintendo invented (or introduced to console controllers) every feature of the modern controller (dpad, start and select buttons, SNES style four button layout, shoulder buttons, dedicated camera controls, triggers, analogue sticks, rumble, motion sensing). Why should Sony get much credit for 'inventing the archetype' because they just happened to be the first to have what's become the standard layout - which was essentially just the SNES controller with N64 features added? Introduced in a mid-generation answer to Nintendo's N64 controller no less!
They may have invented it, but they did a terrible job putting it together. The N64 pad is a very poorly designed piece of hardware. There is no reason why you should have to lose functionality when using either the analog or the d-pad. That right that doesn't make any sense.
 

BDGAME

Member
Omega Boost had the most impressive expositions of the 5th gen.

di-OBH9.gif

Rogue Squadron from N64 has some really impressive too: http://www.youtube.com/watch?v=wTvMRxQUQh0
 
They may have invented it, but they did a terrible job putting it together. The N64 pad is a very poorly designed piece of hardware. There is no reason why you should have to lose functionality when using either the analog or the d-pad. That right that doesn't make any sense.
Yeah, no reason except for better design and better comfort. Oh wait, those are some pretty good reasons.

N64 is probably the only major system ive bought where the graphics sort of got worse as time went by.

It really started with a bang with mario 64 and wave race. Huge worlds with clean colorful graphics. It truly was beyond anything on psx(and saturn) at the time.

But then things started moving on psone. and when they tried to do things less simple and abstract on the n64. The graphics really hit a wall. Its like they always had to trade their new graphics enhancements with -5fps or something.
This here is pretty much the exact opposite of N64 graphics progression. The N64's right up there with the NES and PS2 for the systems with the biggest graphical improvement over time from start to finish...

Another thing that sort of saved the psone was the lack of perspective correction on the texture. It forced alot of the devs to use prerendered backdrops or static, overhead or controlled camera. Which helped the psone graphics immensely.

Very few of the best looking/playing psone games have 360 degree cameras.

psone devs where sort of forced to work limitations of the psone.
No, most of them just used ugly polygons. If you're only playing prerendered-backdrops PS1 games, that's self selection on your part, and has little bearing with the actual library on the system. I mean, yes, the PS1 does have a lot more 2d games than the N64, but it also has a lot more games period, released earlier, and unlike the N64 was popular in Japan where 2d was never quite as out as it was in the US on consoles at that time.

Yes, I've always felt this way. As N64 matured developers attempted to push the system harder and harder. The problem was, as their ambitious rose, the hardware could never really keep up.

Mario 64 relied on abstract textures and surfaces while using sharper textures in just the right spots. They also did a lot with very little geometry and the end results were impressive and smooth.

By the end, developers were often attempting to display much more detail within textures but were limited by the hardware. So rather than abstract dirt and grass you ended up with messy looking textures that tried to convey more detail than was possible.

Furthermore, and most significantly, all of this came at the cost of performance. Mario 64 ran at a reasonably steady 30 fps with dips in the busier areas, but later games often topped out at 20 fps with dips much lower.

Turok 1 was 30 fps with drops while Turok 2 spent most of ITS time in the teens. The upgrade in visuals wasn't worth it.

I really wish developers had embraced more abstract, stylish visuals and focused more on animation and framerate rather than detail. I'd be willing to bet that a smooth mostly flat shaded platformer running at 60 fps would hold up a lot better than one of Rare's later games.


It was capable of this, I'd imagine, as a result of a hardware z-buffer and better sorting. When PSX games attempted to push larger environments the geometry could begin to appear quite messy and distorted.
You haven't played Turok Rage Wars or Turok 3, have you. Turok 2 wasn't the last N64 Turok; it was only the one with the worst framerate. So no, you're wrong. Try playing Turok 3 -- it's definitely got a better framerate than 2, and it looks nice too.

However, it is true that N64 visuals were designed to use flat-shaded polygons, and the "all games must have textures" thing may have held some games back versus more use of flat-shading. But other than that, no. Some N64 games do press the graphics so much that the framerate suffers, yes, but that certainly doesn't mean that the system can't do them... obviously it can, and at framerates that are playable if you're used to them.

One more as well, the Indiana Jones and the Infernal Machine was an awesome looking game for the 64 as well.

screenshot66.jpg
Yeah, and it even has some visual effects that the PC original doesn't have (and it has improved controls, too). Very impressive work from Factor 5 there.

If anything his thread has made me want to order RR4 and RR64 and see how they compare and form an opinion on the matter.
Maybe you should... they're quite different games.

Why are there so many emulator shots here? Half the N64 game screenshots here look much better than they do on an actual N64.
Emulator shots are common for all older systems. It's much easier to take a screenshot in an emulator than it is through a capture device with the original hardware, certainly. The difference is that with pre-3d systems the emulator shots can easily look very similar to the real thing, while with the PS1 and N64 they look very different primarily because of the 3d, so it's much more noticeable with those two systems than with earlier ones.

The PSX could have shown larger environments if the developers had found stupidly sluggish framerates somehow acceptable.
Not at the size and detail the N64 can do, no... and anyway, N64 games with large worlds don't all have low framerates, so you're wrong on the face of it too. Some do, some don't.

In best case, those games barely touch 30 fps. More often than not, however, they run slower than 20.

The problem I really have is wildly inconsistent they are. If you simply rotate the camera around your character the framerate jumps all over the place. Face a wall and you have 30 fps, turn to your left and its 15 fps while looking behind you results in 10. That kind of thing.
I do agree that inconsistent framerates are the worst; in general, for framerates above 20 or so anyway, I'd rather see a consistently lower framerate than one that's supposedly higher, but drops way down on a regular basis. That definitely is distracting. And there are some N64 games that do that. Fortunately though, it's not as universal as you suggest here.

I would argue that the N64 COULD NOT handle those types of environments simply due to the poor performance.
Of course it can handle them, just not at a framerate as good as the next generation of consoles would be able to. The same's true for these systems versus 3d on the SNES and Genesis and such, N64 framerates are far higher than anything seen on the Super FX or SVP, much less those systems without addon chips.

Let me point out I'm not a huge of Crash or Spyro, but they are definitely easier on my eyes than Rare's stuff. Especially in motion, the animation in Crash and Spyro is superb for their age.
Jett, always the dedicated, and wrong, Playstation fanboy. Sure, '90s Rare art has some downsides, but even at its worst it's not as poor as Crash... Crash has always looked like such a blatantly marketing-driven effort at being "cool", design-wise. Rare may have been similar, but covered it up more... unless marketing actually thought that the DK Rap was cool, but I honestly doubt that; I have to think that it was meant to be somewhat cheesy. :)

While the PS is no doubt superior in regards to this, the audio quality on N64 can actually be pretty good, with some restrictions of course, precisely because you have to/can program the sound system yourself. But since it ate performance like you mention, developers couldn't realistically have great sound while also having great everything else. The New Tetris for example has pretty good sound, largely because it's a 2D Tetris game with not much else going on.

And here's a recent demo for the N64 which uses an mp3 track for the soundtrack, running on a real machine.

https://www.youtube.com/watch?v=JoO0Cif72vY

It's not redbook quality but it's not extremely poor either.
Woah, that's very impressive. Those visuals are all done on a real N64 too, yes? Certainly appears that way. Very impressive in both sound and graphics.

Also there's homebrew for the N64 to play Amiga MODs. Can the PS do that? I think not! :D (warning, emulated. It's supposed to be 60fps.)

https://www.youtube.com/watch?v=UzN4Qz6vDpw

And while we're on the subject of demos, here's one with rather impressive graphics running on an actual N64. It's only one scene, and the framerate sucks as you would expect, but lots of effects in that one and textures on everything.

https://www.youtube.com/watch?v=MByHz4gA_Yg
That one looks nice, but not quite as immediately impressive as the first one. Still though, it is making a much more complex scene.

Speaking of...

http://www.youtube.com/watch?v=p_60V8UdYEY

Near CD quality on the SNES!



Hehe, guess what? :p

http://www.youtube.com/watch?v=-bTxaXcq0-k

A SID emulator for the SNES!

Homebrewers always develop impressive tech demos no matter the hardware.
Very impressive stuff there, but yeah, as the video says, that SNES almost-CD-quality audio's useless for actual games because of its size. Those N64 ones aren't small, but aren't out of range for games on the actual system... still though, it's very impressive that that is possible (the first one particularly).
 

bomma_man

Member
They may have invented it, but they did a terrible job putting it together. The N64 pad is a very poorly designed piece of hardware. There is no reason why you should have to lose functionality when using either the analog or the d-pad. That right that doesn't make any sense.

Although the modern controller still requires the player to have 4 thumbs for everything to be usable at once. The Wii remote + nunchuk setup is the only controller to have mostly gotten around this.
 
While I like the N64 controller for what it is and felt compelled by it compared to the original controller of the PS1 due to the analog stick, I always thought the Dual Shock revision surpassed it in every way. The stick on the N64 controller wasn't precise enough, which I always felt like it restrained my capability at aiming with good accuracy in games like Jet Force Gemini, Turok, Golden Eye or Perfect Dark. The Diagonals are stiff. You have to over-exaggerate your movement for it to register as a diagonal movement, otherwise you will end up moving horizontally or vertically. Even when slightly moving the stick up or down, I have to correct and compensate every time because the movement ends up being not enough or too much. This was the exact same thing on every single original N64 controller I've bought and me and the people I've played with back in the days thought the exact same thing about this. I liked the stick but surely it was something that could easily be upgraded and Sony did just that with the DS. Much more precise stick and clearly more robust too.
... Not precise enough? What? Before they wear down, N64 analog sticks are as precise as anything. They do have a unique feel, but have absolutely no precision problems (unless worn down), certainly. I have no idea what you're talking about...

I also am a fan of the 6 buttons layout for fighting games. Excluding the genre though, bumper buttons are just as good to me. Can't remember of any game on the system where I thought that 6 buttons combination was an advantage over the DS.
Obviously most people don't care much about the loss of 6 button gamepads, given that no main controller from the last two gens, except for the original Xbox pad and even that one was modified later, has a standard 6-face-button layout, but I, at least, do.

On that note, I use one of those 6-face-buttons-and-normal-dpad Street Fighter Anniversary controllers with my PS1 (or 2) pretty much whenever I'm playing games that don't support analog. It's such a fantastic controller, I really love it. Six face buttons and a d-pad, on the Playstation? Awesome! Sure, in quality it's not quite up to the par of, say, a Saturn pad (model 2 or 3D), but still, it's good enough.

The D-Pad really is stiff but after hours of Killer Instinct Gold and MKT it got much more loose, which ended up as a better experience. I like the D-Pad on my N64 controllers. But I worked for it.
I didn't mind it a little stiff, but yeah, it loosens with use.

Other thing I didn't like was that many games had functions bind to L or the D-pad. I'm not talking about dramatic functions that you constantly use every other second, but for example in Turok 2 in order to zoom-in with the tek bow you have to press right on the D-pad. This is quite annoying to switch your left hand from the middle to the left side every time you need to access those functions. There are more examples I can give if needed. I've played around 10 N64 games tonight and I remember accessing the left side many times, which reduced my response time and felt handicapped as a result. Of course, this is not the case for most N64 games as they've been made with this restriction in mind. But this exactly what I would call it. A restriction. Which reduce the number of buttons you can quickly press at any time.
That's kind of odd, I've played a great many N64 games and only very, VERY rarely have to touch the d-pad or L button at all. Are you looking for just the games that require you to actually use it, or something? Most don't. N64 games with important functions you need to regularly use on L or the d-pad are extremely rare.

I believe the industry adopted the Dual Shock design simply because it is more ergonomic, versatile and productive. You can access every button on the controller with both hands planted on both sides. It is also much better at handling the button layout caprice of everyone due to accessibility. I feel very comfortable holding a N64 controller, but I can say the same thing for any controller similar to a DS design.
I really do think that they adopted it because the Playstation sold well, and because the idea of having a second stick for the camera was eventually agreed upon as a good one, even if it was irrelevant (and probably not really thought of) when the PS1 dual analog controllers had originally been released.

As for being able to access every button, you can do that in other controllers that are better than anything from Sony too, like the Saturn 3D Controller, or Microsoft's first Xbox controller (the large one)... but later on both Sega and Nintendo somewhat Playstation-ized their controllers (four face buttons, etc.), probably because they thought the market expected a more Playstation-like design because it'd been the winner, much like how most 2nd gen controllers are copies of the Atari 2600 controller, or how the NES is the prototype for most controllers since it. People emulate success, whether or not it's really better (yes, the NES controller is better than those 2nd gen things, though, so at least that one was an improvement.).

I understand the love the N64 controller receives by some and I admit it had a certain appeal, but to me the DS design is simply superior and history backs this opinion.
I think Sony's controllers are all pretty bad... terrible dpads, annoying button layout (just use numbers or letters, not your silly symbols...), it took me years to get over how much I hated dual-shoulder-button designs (I don't really mind it anymore, but I'd still prefer one per side if I had a choice... Xbox versus PS2, for instance.), I dislike the pressure-sensitive buttons on the PS2 that cause far more trouble than benefit (pressure sensitive face buttons should never, EVER be used as a speed control mechanism in racing games, but there are a few PS2 games that do that! It's horrible...), as I've said I've never loved dual-stick controller designs versus six face button ones, I dislike Sony's "dpad above buttons" left side... oh, and the controller's a bit small too. I prefer a slightly larger controller. The analog sticks lack Nintendo's eight-sided bound, too, making it more difficult to go in a straight line than it is on Nintendo; Nintendo has the better design. I dislike how free Playstation sticks are, too. They have almost no resistance, it's not a good feel...

I know that that's all just my opinion, but regardless, as I've said before, It think it's sales that was what gave the Dual Shock its victory, not design. And over time Playstation fans have convinced themselves that it's actually the great controller that it never was.

Crash Team Racing, dude.
It's an okay game, but it's nowhere near as good as DKR or Mickey's Racing USA...

As most of all the people that owned both systems.

The problem with N64 library is that most of their top games where 3d plataformers, besides no matter how powerfull it was compared to PS1 people in general never noticed that difference or didnt care.
No, the N64 has lots of top games that aren't 3d platformers... and yes, people did notice, and care, that it is more powerful.

For me N64 best games :

Zeldas , MARIO KART, Perfect Dark, 007 , Turok 1.

There where also lame games as Quest 64.
... What, as if the PS1 isn't one of the all-time leaders for having mountains of terrible games? :) Ah...

How can you possibly know this? Why cant you keep these comments on a personal level instead of broad statements you cant prove?

I owned both (still do) and I look back more fondly at my time spent with the N64
He knows it because he thinks it, and so it's a fact, right? :)

Shadowman is just an ugly ass game no matter where you run it.
I think it looks pretty good, particularly in high res mode... it is set in swamps and such, but it makes them look about as nice as could be expected on N64. It's definitely a game that requires a lot of time to play, because of its large size and somewhat nonlinear, confusing world, but if you do spend the time with it it is good. It's a game I've always meant to play more than I have, but what I have played of it has certainly been impressive.

This is why I think it was a revolutionary change, because such design was much ahead of its time. The introduction of the second analog stick was essential to play fps games, but this became apparent only when HALO opened the way to FPS on consoles. All current controllers own to the design of the Dual shock.
I don't need to mention how wrong that Halo comment is, it's already been very thoroughly proven that Goldeneye was that game that popularized FPSes on consoles, not Halo.

Even on that though, I do think it's worth noting that there had been some FPSes before Goldeneye, namely Doom and some of its clones, and Turok 1 of course which sold well too. Goldeneye wasn't the first successful console FPS. It was the first console FPS megahit, yeah, but not the first one released, or the first success.

Anyway though, on the point of dual analog, of course, as has been said (by me and others) the N64 C-buttons are the same thing, but buttons instead of a stick. It serves the same purpose. There are several controllers with two sticks that predate the Dual Shock and N64 controller, though.

First, there's the Nintendo Virtual Boy controller from 1995. Two d-pads, for better 3d control, or for additional functions in games. It's a good design and works well. The system has two triggerlike buttons too, before the N64 (though of course, you can find some triggerlike designs on old 2nd gen things like the Colecovision Super Action controller and an analog stick on the 5200 one, but Nintendo popularized those with the N64 controller, at least, even if they didn't truly invent them.)

Anyway, getting back on topic, second, there's the Playstation Analog Joystick from 1996 (first shown in '95, sold in '96), Sony's twin-joystick flight stick for the PS1. The first Playstation Analog Gamepad had two sticks because it was backwards compatible with the joystick, so it had to have two sticks on it too. So why did the joystick have two sticks? Well, for better 3d control, I presume. Or at least, that has to have been the idea; I don't know about the joystick, but the Analog Gamepad and Dualshock don't have many games at all that actually support both sticks relevantly, not until the PS2 of course.

Of course, games were held back by the fact that they had to support the digital controller too, so you had to have some way for the game to work on that controller as well, for PS1 games... only Ape Escape actually requires the Dual Shock, and even there its use of the right stick isn't exactly amazing. It's nothing the N64 c-buttons couldn't have done, I think.

Oh, for one third pre-Dual Shock twin-stick controller, Sega's Mission Stick joystick for the Saturn, released in 1995, has only one stick by default, but it has a hidden twin-stick mode where if you buy two sticks and attach both to one base unit (the sticks and central base can separate), you can create a twinstick. Only one game, Panzer Dragoon Zwei, supports it in twinstick mode, but it does exist.

So much wrong here.

First of all, Goldeneye and Perfect Dark were the first dual analogue console FPS games by way of the two controller setups available. And the N64 controller already had a second dpad as the c-button section, so the idea of a 'camera stick' was predated by that, and put to great use in the N64's many hit FPS games. PS1 games were still doing crazy stuff like shoulder button strafing and face button shooting before the N64 came along with the c-buttons and trigger.

Secondly, the GCN, XB, 360, Wii (nunchuck) 3DS and Wii U controllers all have the left stick in the primary (upper) position, not in the secondary position like the PS controller.
Yeah, pretty much the only thing that copy's Sony's design are some PC gamepads (not xinput, I mean, directinput ones). No consoles do.

The GC controller was shown and released first of those, so I guess it's the originator of the dual stick functions of modern console controller in all non-Sony consoles. And once again, the c-stick was an evolution of the c-butons, so really it's the N64 controller again as the source. The modern controller is therefore irrefutably the SNES controller with the N64's innovations (analogue stick, distinct camera controls, trigger, rumble) added.

And I love how you say 'Halo opened the way to FPS on consoles' when Goldeneye sold more than Halo (9 million to 7 million), and was released more than four years earlier. If you mean originator of dual analogue, Goldeneye once again. And if you mean the first console FPS game to use dual analogue on a single controller (a very specific case), then that would be Timesplitters, by many of the Goldeneye team no less!
Goldeneye plus PD did sell less than Halo 1 plus Halo 2 because of how much less PD sold than GE, but yes, Goldeneye sold several million more copies than Halo 1, that's certainly true. And an important fact, too. Goldeneye was the game that really began moving FPSes over to consoles, even if PC ones were still better at that point and for years afterwards.

I think Sony just got ridiculously lucky with the Dual Shock design, they realised their controller was crap for 3d games and literally hacked on the N64's analogue stick and rumble to their existing SNES based design, and added a second stick for whatever reason (balance/symmetry?) that at the time they had no idea what to do with (no Ape Escape's gimmicky use of it doesn't count). Years later and on another console altogether the second analogue stick became indispensable. Not foresight - luck.
I agree with much of what you say here, but on the last point, I think you're forgetting about the Playstation Analog Joystick; see directly above, my reply to the last post. That joystick explains why the gamepad has two analog sticks. Also recall the VB controller too, as mentioned above. The idea that a second stick/pad could help with 3d games did exist by the mid '90s, and before the N64.

But yeah, I do agree that the Analog Gamepad/Dualshock are just mediocre hacks of the initially-poor PS1 controller, with those sticks pasted onto a similar shell. And yeah, some luck was involved in its adoption, certainly; had it been the N64 or Saturn that had won, we probably would have seen dual-stick designs anyway, but I think they would have looked differently from the ones we got, because people wouldn't have all wanted to copy Sony because of its victory.

Although the modern controller still requires the player to have 4 thumbs for everything to be usable at once. The Wii remote + nunchuk setup is the only controller to have mostly gotten around this.
Good point, this is true.
 

WillyFive

Member
Not that the N64 was a perfect design or that it should be copied for future systems, but it certainly did it's job a lot better than the PS1 controller did. I really liked the original PS1 controller (before the Dual Shock), it was very comfortable and ergonomic, as well as being light and a natural improvement over the SNES controller (D-Pad aside).

However, the Dual Shock always felt like last minute redesign with analog sticks slapped in with no further modification to the design of the controller. It was important for pre-Dual Shock PS1 games to work well with the new controller, so the way they did it was understandable at the time. But when the PS2 came out with no modification to the design, it was just unacceptable.

To this day, the analog sticks are incredibly awkwardly placed; the controller still seems like it was made for game before analog control, with the analog sticks stuck in the secondary position and the D-Pad taking center stage under your thumb. Its even more awkward when playing FPS, when you have to hold your thumbs in a 'claw' shape so that they can use the dual analogs.

Although well designed and very comfortable, the N64 controller's trident design really scared people off and made them be very perplexed at holding a controller that seems to be designed with three hands in mind. Although it's true that it was intentionally designed that way just in case 3D games never took off and it allowed for 2D games to have their own handle without having to fight with the analog stick, it was still confusing.

The Dreamcast, Gamecube, and Xbox controllers really perfected the 3D controller, taking both the ergonomic design strengths from the N64 controller and the multi-purpose logic of the Dual Shock into one design.
 
Yeah, no reason except for better design and better comfort. Oh wait, those are some pretty good reasons.


This here is pretty much the exact opposite of N64 graphics progression. The N64's right up there with the NES and PS2 for the systems with the biggest graphical improvement over time from start to finish...

lets just say i completely dissagree.

Later gen games had huge framerate issues, and the low resolution and poor texturing abilities just did not do the games justice.

n64 has to be one of the worst console hardware ever.
 

dark10x

Digital Foundry pixel pusher
:lol Who the hell are you to call anyone a fanboy?
Seriously.

Falcon calling anyone else a fanboy is just too much to comprehend.

Of course, there has to be a concept beyond fanboy to describe his love of all things Nintendo 64. Jett's love of PlayStation feels more like apathy next to Falcon's 64 loving.

You haven't played Turok Rage Wars or Turok 3, have you. Turok 2 wasn't the last N64 Turok; it was only the one with the worst framerate. So no, you're wrong. Try playing Turok 3 -- it's definitely got a better framerate than 2, and it looks nice too.

However, it is true that N64 visuals were designed to use flat-shaded polygons, and the "all games must have textures" thing may have held some games back versus more use of flat-shading. But other than that, no. Some N64 games do press the graphics so much that the framerate suffers, yes, but that certainly doesn't mean that the system can't do them... obviously it can, and at framerates that are playable if you're used to them.
I have played those and I feel they both look much worse. A lot of sacrifices were made in those games. They also had little to do with the original development team and it showed.

lets just say i completely dissagree.

Later gen games had huge framerate issues, and the low resolution and poor texturing abilities just did not do the games justice.

n64 has to be one of the worst console hardware ever.
Seriously.

I'm completely baffled by Falcon. I almost wonder if he's just trolling us for shits, but then you look at his N64 review thread and realize there is a real dedication there. He loves n64 so much that is willing to completely ignore every single negative thing about it. I don't actually hate N64 at all, but man, his willingness to absolutely ignore every single possible criticism almost turns me against it. I've never seen such devotion outside of Lazy8s and the Dreamcast (though at least some of his points were backed by actual numbers).

Yeah, no reason except for better design and better comfort. Oh wait, those are some pretty good reasons
That's kind of subjective. I find the N64 controller to be neither well designed nor comfortable.
 
Wats goin on, guys?

Opinions and rose tinted glasses. Interesting thread to be honest.

My favorite post so far is the one where someone says that Sony added a second analog to the Dual Shock just "because" and that they got lucky that it was indispensable later.

I cant even imagine the amount of work adding that second analogue most have been, from the hardware to the software integration in the PSx development environment, how can anyone say that it was an accident?
 
Seriously.

Falcon calling anyone else a fanboy is just too much to comprehend.

Of course, there has to be a concept beyond fanboy to describe his love of all things Nintendo 64. Jett's love of PlayStation feels more like apathy next to Falcon's 64 loving.
Absolutely not, his love for Ridge Racer goes far beyond anything I've said here...

I have played those and I feel they both look much worse. A lot of sacrifices were made in those games. They also had little to do with the original development team and it showed.
I think Turok 3 is definitely a better game than Turok 2. Turok 2's framerate is worse (and yes, is an issue in the game), save points are too far apart (WAY too far apart), and it's too hard, too. Turok 2 may be impressively huge and alive, but I don't find it very much fun to actually play because of those issues. Turoks 1 and 3 are much better games. And I think Turok 3 has great graphics, too. The game's full of very cool set pieces. Turoks 1 and 3 are great games; 2, not so much. Impressive effort, but questionable in results.

Seriously.

I'm completely baffled by Falcon. I almost wonder if he's just trolling us for shits, but then you look at his N64 review thread and realize there is a real dedication there. He loves n64 so much that is willing to completely ignore every single negative thing about it. I don't actually hate N64 at all, but man, his willingness to absolutely ignore every single possible criticism almost turns me against it. I've never seen such devotion outside of Lazy8s and the Dreamcast (though at least some of his points were backed by actual numbers).
You need to read my n64 reviews more completely, I certainly criticize some games. Heck, I just criticized Turok 2 above. I don't think everything on the N64 is perfect. Am I more likely to like N64 games than games on other systems? Yeah, probably. But I don't think that just because games are on the N64 they're automatically great, or something. That certainly isn't true.

Also, most of the problems you're talking about just aren't issues for most games. You act like just because you hate N64 textures and 20-something framerates, everyone should and they should be considered objectively game-crippling flaws. I think that that's ridiculous. What framerates people find playable is an issue that is entirely a matter of opinion. For instance, there are still people who find sub-10 fps framerates, such as you often see in Super FX games or other 3d games from that generation (the SNES/Genesis Hard and Race Drivin' games, among many other examples), entirely playable. I myself do not, at all, but I don't think that that makes them objectively wrong; they're just more able to deal with really low framerates than I can, probably because they played those games when they were new, got used to it then, and still are. I didn't play those then, so I'm not. But I did play N64 games, and late '90s PC games, and was used to 20-something framerates then, so I still find them fine. Like, I played hundreds of hours of Guild Wars on my WinME PC, even though I don't know if it even averaged 20fps overall... but apart from the times when it was literally stopped, I found the game playable. Framerates are a subjective issue.

As for textures, I've said repeatedly how I think that the hardware effects the N64 does matter far more than the texture resolutions. Also I mentioned how I got the N64 in 1999, so it never had the best graphics of anything I owned (my Voodoo2 card in my PC was better, after all), so you're overstating things there. The N64 blows away the PS1 without much of a fight, but it's no competition for late '90s PC game graphics. But I am a PC gamer first, console gamer second. And yes, I hated the look of that PS1-style popping, jaggy 3d that many unaccelerated PC games had in the '90s. That's why I eventually got a Voodoo2 card -- so that I could actually finally play 3d games that looked decent. I also wanted better framerates too; that S3 ViRGE card we had before that had some ridiculously pathetic framerates in 3d games...

That's kind of subjective. I find the N64 controller to be neither well designed nor comfortable.
Comfort is subjective, but you have to admit that for 1996 the design was brilliant and innovative.

lets just say i completely dissagree.

Later gen games had huge framerate issues, and the low resolution and poor texturing abilities just did not do the games justice.
Not all games, no. There are plenty of later N64 games with decent to good framerates. And regardless of where their framerates were, they have MUCH better graphics than earlier titles. Comparing the character models in early games like Wave Race or Shadows of the Empire to late N64 games is almost a generational change. Fog got pushed back, textures improved, and more -- look at Rush 1 or 2 versus 2049, 2049 absolutely destroys the first two visually. Battle for Naboo is a similarly impressive improvement over Rogue Squadron, with much better graphics and textures, and without a hit to the framerate. And late titles like Mickey's Racing USA run quite smoothly. B-T and Conker do have some framerate hiccups, but DK64 doesn't, and has levels that are just as large.

As for low resolution, sure, compared to newer systems the N64 is low res. But for its time, it's as good as anything. The N64 has more games that run at 640x480 than the PS1 or Saturn, too, even if most are 320x240 just like most on those other systems. This one's really an issue for all systems of that generation. But sure, it is something of an issue. Either you're used to the look of 5th gen 3d, or you're not.

Texturing - I absolutely believe that effects like Z-buffering, perspective correction, and anti-aliasing matter far more for making good 3d graphics than high-res textures do. The N64 was the first console with 3d graphics that looked "realistic", apart from the textures. Of course by modern standards anything 5th gen looks sparse and simplistic, but you certainly couldn't have gotten anything better on that issue out of 1996 hardware. It all depends on how playable you find early 3d games. I don't mind 5th gen 3d games, but plenty of people disagree, and I can see why.

n64 has to be one of the worst console hardware ever.
Now that's just utterly ridiculous. And you're complaining about how biased I am? I may criticize the Playstation, but I'd never say that it's "one of the worst consoles ever", because it's obviously not.

Opinions and rose tinted glasses. Interesting thread to be honest.

My favorite post so far is the one where someone says that Sony added a second analog to the Dual Shock just "because" and that they got lucky that it was indispensable later.

I cant even imagine the amount of work adding that second analogue most have been, from the hardware to the software integration in the PSx development environment, how can anyone say that it was an accident?
Once again, it wasn't an accident, it was done because the Playstation Analog Joystick had had two sticks, so for compatibility, and presumably because they thought some 3d games might use two sticks, the Analog Gamepad had to have two sticks too. It wasn't until the next generation that they actually started USING that second stick for much of anything, but sure, it wasn't there by accident.

Sony certainly did get lucky, though.
 

Tain

Member
As for low resolution, sure, compared to newer systems the N64 is low res. But for its time, it's as good as anything. The N64 has more games that run at 640x480 than the PS1 or Saturn

This raised my eyebrow a little bit. Is this true? What games run in higher resolutions?
 
Once again, it wasn't an accident, it was done because the Playstation Analog Joystick had had two sticks, so for compatibility, and presumably because they thought some 3d games might use two sticks, the Analog Gamepad had to have two sticks too. It wasn't until the next generation that they actually started USING that second stick for much of anything, but sure, it wasn't there by accident.

Sony certainly did get lucky, though.

Its interesting how Japanese gamers have been opposed to dual analogs until very recently.

Also, I didnt know that the Dual Shock was made as an alternative to the Analog Joystick, thats very interesting.
 

Tain

Member
Best looking racer of the mid/late 90s depends hugely on if we include arcade games. SCUD Race is kind of unbeatable.
 
This raised my eyebrow a little bit. Is this true? What games run in higher resolutions?
Maybe I shouldn't have said that as an absolute fact, as I can't prove that it actually has more, but I definitely think it does. I would be very surprised if the Saturn has more -- only a very few Saturn games run ingame in high res mode (no, I would not count games that just use high res for menus and not gameplay) -- but I don't know offhand how many PS1 games actually run in 640x480 or higher, or even other resolutions much above 320x240. I don't think it's many, though.

As for the N64 though, essentially, without the Expansion Pack, most games run in 320x240. With it, some games have optional Medium, Letterboxed, or High resolution modes. Medium and Letterboxed are modes which are higher resolution than the usual 320x240, but aren't full 640x480 either -- so like 640x240, or 640x480 letterboxed, or what have you. High on the N64 means the full 640x480. There are no games that run in only high res mode, but a good number of Expansion Pack titles have optional high res modes you can enable. Quite a few Expansion Pak titles have optional high res modes. Some don't give you the option, but just automatically run in a slightly higher resolution with the expansion pak in. Others don't use it for resolution, but for other things instead (Zelda: MM does this, for example, and Rush 2049 too -- the game's pretty much worthless without the expansion pack, as you get no inrace music, no moving obstacles on the tracks (trolley cars, etc), one of the six tracks can't be accessed, you can't play the two harder championships, etc. This game should be on that list of "games that significantly need the Expansion Pak even if they technically don't require it for the whole game", along with Perfect Dark. But I don't think it actually increases the resolution.), but resolution was the most common use.

Basically, thanks to the Controller Pak, the N64 has a bunch of games with high-res support. The PS1 has a few games that run at higher resolutions than that gen's usual 320x240 or so, but not that many, I think...

Its interesting how Japanese gamers have been opposed to dual analogs until very recently.
I've never cared much for dual analog either, of course...

Also, I didnt know that the Dual Shock was made as an alternative to the Analog Joystick, thats very interesting.
No, the Playstation Analog Gamepad was. That's Sony's first analog controller for the PS1. In Japan it had a single rumble motor, but it didn't work well so the US/EU versions of the controller have no rumble. It has two modes, red light or green light. Green light mode is Playstation Analog Joystick compatibility mode, and works with all of the games with "Playstation Analog Joystick" support (as marked on the cases, or on the Wikipedia list). Red light mode is the new, gamepad-specific analog mode. There's also digial-only mode of course (light off). Of course games designed for the joystick won't be quite as good on a gamepad than they would be on a stick, because of the much more limited degree of motion, but at leas you can play them in analog.

The Dual Shock came the next year, and is essentially a revised Analog Gamepad with two rumble motors added and some slight design changes (the Analog Gamepad is a bit larger than the Dual Shock, I believe; they're rare), and a removal of the Analog Joystick compatibility mode, so the controller is compatible with games that were designed for the Analog Gamepad, but not the Joystick. I think it's pretty annoying that Sony removed Analog Joystick support from the Dualshock. They should have kept it. Sega had a significant degree of inter-operability that gen between their joystick, wheel, and analog controller. Why does Sony have almost none? And yes, I know that the issue for the wheel is that there isn't a Sony wheel, so it makes sense that the Analog Gamepad and Duslshock don't support the PS1's neGcon-based wheel protocol. That's just an explanation, though, not an excuse. It's great that you can play Daytona USA with the 3D Controller in analog mode, even though it was just designed for the wheel. But on the PS1, you'll need an actual wheel or neGcon for that. Sega wins by a lot in analog compatibility, that gen.

Of course, Nintendo's answer was to not have any wheels, joysticks, or light guns at all, and just have everything use the one controller. It works well, but there are some kinds of games that benefit from a wheel or joystick. I know there are wheels designed for the N64, but do any games actually benefit much from them?
 

omonimo

Banned
This raised my eyebrow a little bit. Is this true? What games run in higher resolutions?

I concur. I had both psx & n64, definitely n64 use higher res of psx game, it's enough evident in the long distance details. I'm passed to n64 on psx & the leap was really notable (in worst). But could be psx handle higher res texture.
 
I concur. I had both psx & n64, definitely n64 use higher res of psx game, it's enough evident in the long distance details. I'm passed to n64 on psx & the leap was really notable (in worst). But could be psx handle higher res texture.

Err except that's not true, as mentioned previously only games that used the expansion RAM pack even had an option for higher res and it generally wasn't default, and not available for all games.

Simply put the vast majority of both systems (95%+) used 320x240 as their default resolution.
 

bigace33

Member
Even though it was technically more powerful, I can't really remember too many games on the N64 that wowed me graphically. PS1 had games that shocked me for it's time. It's ugly now, but MGS looked amazing to me back then, FF7 blew me away as well. Chrono Cross too.
 

D.Lo

Member
Even though it was technically more powerful, I can't really remember too many games on the N64 that wowed me graphically. PS1 had games that shocked me for it's time. It's ugly now, but MGS looked amazing to me back then, FF7 blew me away as well. Chrono Cross too.
Mario 64, Piloteings and Wave Race were mind blowing at launch. Better than anything even in arcades.

Later, Goldeneye 1080 and Zelda were also cutting edge, way above anything on PSX or Saturn.

I can't believe FF7 ever impressed anyone. The blockiest characters possible over pre-rendered backgrounds? It had good art and atmosphere, but seemed really low tech, even at the time. Resident Evil has already done the same thing.
 

Shion

Member
Mario 64, Piloteings and Wave Race were mind blowing at launch. Better than anything even in arcades.
Arcade releases in 1996 included Model 3 games such as Virtua Fighter 3 and Scud Race.

Model 3 was way beyond N64's capabilities.
 

WillyFive

Member
There are various games that used a higher resolution than the standard res, like NBA Courtside.

However, Cruisn' USA was a demonstrably gimped port to the N64, due to the inherent differences between the original arcade board and the N64 hardware.

I can't believe FF7 ever impressed anyone. The blockiest characters possible over pre-rendered backgrounds? It had good art and atmosphere, but seemed really low tech, even at the time. Resident Evil has already done the same thing.

Pre-rendered backgrounds were the impressive part, especially the CGI videos. The fact that it was like a movie was it's main selling point in the TV ads.
 

Tain

Member
A Black Falcon said:
The PS1 has a few games that run at higher resolutions than that gen's usual 320x240 or so, but not that many, I think...

Yeah, that's kind of why I asked. I don't know exactly how many do. Among all platforms that generation I've probably seen less than 30 that do.

Mario 64, Piloteings and Wave Race were mind blowing at launch. Better than anything even in arcades.

Not even approaching Model 2, let alone 3.

Shion said:
I believe that honor goes to Daytona 2:

You are absolutely right.
 
I believe that honor goes to Daytona 2:
The PC could have done that by '99, I think.

Yeah, that's kind of why I asked. I don't know exactly how many do. Among all platforms that generation I've probably seen less than 30 that do.

The N64 alone's got more than 30 for sure... though you would need to separate out the expansion pak games by which ones use true 640x480, and which ones use just varying middle-resolution higher-res modes. But if you're saying "320x240 or above 320x240", you're probably looking at 50+ N64 games with middle or high res modes with the Expansion Pak. http://en.wikipedia.org/wiki/Ninten...t_of_games_that_support_the_N64_Expansion_Pak

There are various games that used a higher resolution than the standard res, like NBA Courtside.

However, Cruisn' USA was a demonstrably gimped port to the N64, due to the inherent differences between the original arcade board and the N64 hardware.
Cruis'n USA for the N64 doesn't look too bad, really... but yeah, it can't match the arcade game that is true.

Pre-rendered backgrounds were the impressive part, especially the CGI videos. The fact that it was like a movie was it's main selling point in the TV ads.
Yeah, and they focused on only the CG in the ads for a reason.
 

D.Lo

Member
Arcade releases in 1996 included Model 3 games such as Virtua Fighter 3 and Scud Race.

Model 3 was way beyond N64's capabilities.
Not even approaching Model 2, let alone 3.
I loved my arcades back then but all the games were fighting, racing or rails shooters. Nothing like Mario with free camera control and an explorable environment, and certainly nothing as impressive as Wave Race's water effect. Arcade games in 96 were designed around limited effects and environments but solid 60fps. I'd played plenty of Daytona and Virtua Cop, but Mario 64 and Wave Race still blew me away.

Pre-rendered backgrounds were the impressive part, especially the CGI videos. The fact that it was like a movie was it's main selling point in the TV ads.
It was the selling point to dumb people who didn't understand it wasn't '3D with a fixed camera' but essentially a 2D game. The FMV was nice but I always saw it as a 'reward' for finishing a section, not the game itself. Chrono Trigger looked better to me overall, much more consistent graphical design.

It's like claiming the Gamecube has better graphics than the PS3 by showing screenshots of REmake.
 

WillyFive

Member
It was the selling point to dumb people who didn't understand it wasn't '3D with a fixed camera' but essentially a 2D game. The FMV was nice but I always saw it as a 'reward' for finishing a section, not the game itself. Chrono Trigger looked better to me overall, much more consistent graphical design.

It's like claiming the Gamecube has better graphics than the PS3 by showing screenshots of REmake.

This was the first generation with 3D graphics, people were more than willing to believe. No reason not to. The CGI cutscenes weren't exactly Pixar quality, either.
 

DonMigs85

Member
As much as I loved the N64 (in the end PS1 edged it out just a bit thanks to all the RPGs and Gran Turismo 2), I have to agree that A Black Falcon just doesn't come off as very impartial at all.
My main beef, the N64 controller - yes, Nintendo should be commended since it was the very first gamepad designed with 3D control and expandability in mind, but I think it would have been better if they came up with something closer to, but more ergonomic than the Superpad 64 or the Hori mini controller. At least that way, you don't lose access to or have to shift your grip around for the d-pad. The Saturn 3D pad and later analog controllers also had much better stick designs - at least they didn't wear down and loosen up immensely, nor leave ground-up powdery plastic.
Also, using the C buttons for first person shooters required a bit of practice since it wasn't as smooth to use them as a real d-pad, but it was the best solution for a single analog controller. Dreamcast would have been worse off in this regard, IMO. Stupid Sega really should have added a second stick.
 

D.Lo

Member
Also, using the C buttons for first person shooters required a bit of practice since it wasn't as smooth to use them as a real d-pad, but it was the best solution for a single analog controller. Dreamcast would have been worse off in this regard, IMO. Stupid Sega really should have added a second stick.
That was one of the clever things about the N64 controller - you could use the analogue as a left stick or a right stick, or have a purely digital controller, depending on grip. You could use the left/centre position for dpad movement and right stick look (with an admittedly awkward reach right for A button reloads etc), centre/right for left stick platformers etc.

The PS1 controller in particular had the issue of accidentally bumping the analogue with your thumb while using digital.

Other advantages were the expandability - meaning you didn't need to pay $80 (in Australia) to get rumble, but $20. And it's impossible to understate the advantage of coloured controllers with coloured plugs for multiplayer - instantly know which player is which. Massive problem with 4 player Xbox games once the cords got a bit tangled.

Still, many people didn't understand the N64 controller and I saw several people hold the outside prongs and reach over for the stick. *sigh*.
 
As much as I loved the N64 (in the end PS1 edged it out just a bit thanks to all the RPGs and Gran Turismo 2), I have to agree that A Black Falcon just doesn't come off as very impartial at all.
I never claimed to be completely impartial. Of course I have biases, as does everyone...

My main beef, the N64 controller - yes, Nintendo should be commended since it was the very first gamepad designed with 3D control and expandability in mind, but I think it would have been better if they came up with something closer to, but more ergonomic than the Superpad 64 or the Hori mini controller. At least that way, you don't lose access to or have to shift your grip around for the d-pad.
Ugh, I dislike pads like those you mention there. They're nowhere near as well designed as the actual N64 controller, and go right back to that usual "either the dpad or analog stick is uncomfortable to reach / the other one gets in the way" issues that other analog and digital controllers have, but the N64 avoids. I think controllers like those are for people who don't really understand the N64 controller well enough, or just can't (or don't want to) adapt. But they are definitely worse. Neither of those are anywhere near as comfortable as the N64 controller, either. I mean, seriously, look at where that d-pad is on the Hori pad, its size, and how tiny the controller is! And the Superpad... I've held it, but it's no competition for the real thing. Those pads don't have triggers anywhere near as good as the Z-trigger, either -- they're generally replaced with much more generic ones that fail to match the feel and ease of use of the actual Z-button.

If you want me to criticize the N64 controller, it'd be in that I wish that the R button was as good as Z... I like triggers more than shoulder buttons, so ideally gamepads should have two triggers, not one trigger and two shoulder buttons, like the N64 has. I mean, R is a fine button, good shoulder button... but it's no Z. Of course, on the GC, the situation is reversed, with L and R as solid triggerish shoulder buttons, and Z the uncomfortable to use shoulder button... The Wii (Wiimote+Nunchuck)'s a hybrid of the two as far as shoulder buttons go, with a more GC-like shoulder button layout on the Nunchuck, but a more N64-like B (Z) button on the Wiimote. It's probably Nintendo's best overall shoulder button layout.

The Saturn 3D pad and later analog controllers also had much better stick designs - at least they didn't wear down and loosen up immensely, nor leave ground-up powdery plastic.
Better in terms of more durable, yes. But better in terms of feeling quite as good? In my opinion, not quite. I mean, I think the Saturn and Gamecube/Wii analog sticks are fine, but the N64 one's feel is my favorite. If the thing didn't break down so easily it'd certainly be my favorite analog stick, but as is, it's just the one I think feels best, with that one critical flaw of low durability.

Also, using the C buttons for first person shooters required a bit of practice since it wasn't as smooth to use them as a real d-pad, but it was the best solution for a single analog controller. Dreamcast would have been worse off in this regard, IMO. Stupid Sega really should have added a second stick.
The Dreamcast controller does have issues with this versus the N64, but it's mostly because of how badly button-starved it is. I've said already how bad a design decision it was for Sega to drop two of the Saturn 3D Controller's face buttons on the DC (and replace them with nothing), but it really is true, and hurts FPSes too -- on the N64, those A and B buttons next to the C-buttons are quite handy for FPSes, but the DC has nothing like that, and does suffer for it in comparison.

That was one of the clever things about the N64 controller - you could use the analogue as a left stick or a right stick, or have a purely digital controller, depending on grip. You could use the left/centre position for dpad movement and right stick look (with an admittedly awkward reach right for A button reloads etc), centre/right for left stick platformers etc.

The PS1 controller in particular had the issue of accidentally bumping the analogue with your thumb while using digital.

Other advantages were the expandability - meaning you didn't need to pay $80 (in Australia) to get rumble, but $20. And it's impossible to understate the advantage of coloured controllers with coloured plugs for multiplayer - instantly know which player is which. Massive problem with 4 player Xbox games once the cords got a bit tangled.
You're quite right on all points here. On the color front though, gah, that annoys me about Saturn controllers -- the regular model 2 pad, 3D Controller, Arcade Racer, and Mission Stick are all black controllers with identical black plugs, so remembering which is which is kind of a pain unless you put stickers on them or something, which I haven't done. I wish they had different colors or marks on them or something. :)

Still, many people didn't understand the N64 controller and I saw several people hold the outside prongs and reach over for the stick. *sigh*.
I have never seen this in real life, only on GAF. I don't think it happened often...
 

dark10x

Digital Foundry pixel pusher
The PC could have done that by '99, I think.
Not a chance. I was using high-end PC equipment in 99 and there wasn't a single game that came remotely close to matching Daytona or anything Model 3.

I think Turok 3 is definitely a better game than Turok 2. Turok 2's framerate is worse (and yes, is an issue in the game), save points are too far apart (WAY too far apart), and it's too hard, too. Turok 2 may be impressively huge and alive, but I don't find it very much fun to actually play because of those issues. Turoks 1 and 3 are much better games. And I think Turok 3 has great graphics, too. The game's full of very cool set pieces. Turoks 1 and 3 are great games; 2, not so much. Impressive effort, but questionable in results.
Interesting. Turok 3, to me, felt as if it were from an entirely different series of games. A lot of the touches that really stood out in the first two games were absent here. Animation was vastly inferior overall, level design and progression were more generic, and the whole game simply felt awful to play. Turok 1 and 2 were precursors to Metroid Prime while Turok 3 seemed to be aping PC shooters of that era.

Of course, Turok 2 on N64 does suffer from serious issues, but those issues are eliminated if one plays the PC version (which is how I experienced the game).

Also, most of the problems you're talking about just aren't issues for most games. You act like just because you hate N64 textures and 20-something framerates, everyone should and they should be considered objectively game-crippling flaws.
This is a difficult issue as framerate issues are indeed subjective. For me, the average framerate in a large number of N64 games is simply unacceptable. By that point in the N64s life, I was already heavily into the PC.

The PSX produced somewhat inferior visuals in a lot of ways overall, but the framerates were, on average, more stable making them more easy to tolerate in the face of PC gaming.

Comfort is subjective, but you have to admit that for 1996 the design was brilliant and innovative.
Brilliant is pushing it, but it was definitely a cool design for 1996.

Not all games, no. There are plenty of later N64 games with decent to good framerates.
We have such different viewpoints on what could be considered a good framerate that it's tough to discuss this issue. You have a much higher tolerance for poor performance.

As for low resolution, sure, compared to newer systems the N64 is low res. But for its time, it's as good as anything. The N64 has more games that run at 640x480 than the PS1 or Saturn, too, even if most are 320x240 just like most on those other systems. This one's really an issue for all systems of that generation. But sure, it is something of an issue. Either you're used to the look of 5th gen 3d, or you're not.
Are you sure about that? There are a surprising number of higher resolution PSX and Saturn games if you look and many of them operate at 60 fps. The high-res modes offered on N64 typically came with huge performance penalties.

Texturing - I absolutely believe that effects like Z-buffering, perspective correction, and anti-aliasing matter far more for making good 3d graphics than high-res textures do. The N64 was the first console with 3d graphics that looked "realistic", apart from the textures. Of course by modern standards anything 5th gen looks sparse and simplistic, but you certainly couldn't have gotten anything better on that issue out of 1996 hardware. It all depends on how playable you find early 3d games. I don't mind 5th gen 3d games, but plenty of people disagree, and I can see why.
I agree. The N64 definitely advanced 3D rendering from a games perspective.

Unfortunately, most games for the system focused on 3D visuals that I don't feel have aged well. Most of the games on PSX and Saturn that still hold up well are 60 fps 2D games which the N64 lacks.

That was one of the clever things about the N64 controller - you could use the analogue as a left stick or a right stick, or have a purely digital controller, depending on grip. You could use the left/centre position for dpad movement and right stick look (with an admittedly awkward reach right for A button reloads etc), centre/right for left stick platformers etc.

The PS1 controller in particular had the issue of accidentally bumping the analogue with your thumb while using digital.
Really? Bumping the analogue?

The DualShock works better as a controller simply because you can access all functions without re-seating your grip. That's really what it comes down to for me. You have more functions available at any time.

I loved my arcades back then but all the games were fighting, racing or rails shooters. Nothing like Mario with free camera control and an explorable environment, and certainly nothing as impressive as Wave Race's water effect. Arcade games in 96 were designed around limited effects and environments but solid 60fps. I'd played plenty of Daytona and Virtua Cop, but Mario 64 and Wave Race still blew me away.
Wait wait wait wait wait...PLEASE don't tel me you are actually trying to insinuate that Nintendo 64 is anywhere NEAR as powerful as Model 3. They are generations apart. The Dreamcast even struggled with Model 3 ports and PCs of that era couldn't hope to compete. Model 3 was dramatically better hardware (and much more expensive) than Nintendo 64.

Model 2 as well, really.

I mean, look at this...

http://www.youtube.com/watch?v=E9t9FZOeSi0

This runs at 60 fps and a higher resolution with those details.
 

Lord Error

Insane For Sony
Tell us again how the N64 controller is the best one ever, and how it's better for FPS games than dual analog controllers. :lol
But Jett, that's just his opinion. Which cannot be wrong, because it's an opinion. Except, you know, when he gets seriously offended when I equate his opinion with someone preferring porn photo to a Mona Lisa painting. Why would that offend someone who truly believes no opinion can be wrong, or worth ridicule? It's just a content of a picture vs. a content of another picture.
 

DryvBy

Member
When I find a game on the N64 that's better looking than FFIX and Chrono Cross, I'll admit that it's a more powerful console.

Until then, I'm gonna be ignorant and say that the N64 was not more powerful!

Well, to be fair, the N64 completely lacked a great (if any) selection of JRPGs. But if I remember right, FFIX and Chrono Cross featured static backgrounds. Compare that to a game like Ocarina of Time where the land you moved on was real time.
 
Not a chance. I was using high-end PC equipment in 99 and there wasn't a single game that came remotely close to matching Daytona or anything Model 3.
Eh, by 2000 then at the latest. Not beyond that, I don't think.

Interesting. Turok 3, to me, felt as if it were from an entirely different series of games. A lot of the touches that really stood out in the first two games were absent here. Animation was vastly inferior overall, level design and progression were more generic, and the whole game simply felt awful to play. Turok 1 and 2 were precursors to Metroid Prime while Turok 3 seemed to be aping PC shooters of that era.
While I would agree that Turok 3 changed the level design significantly, versus the first two games, I absolutely disagree that it's worse. As I said, Turok 2 was probably too ambitious, and ended up seriously flawed as a result. Yes, Turok 3 does take inspiration from PC games like Half-Life in its game concept, instead of the more open-world designs of the first two games, but what's wrong with something different, when it's done so well? And Turok 3 is done quite well. Great graphics, great level designs and ideas, and more. Some of the game's level designs are interesting and fun to get through. Even the sewer/subway areas are good. Gameplay overall is better than Turok 2.

Of course, Turok 2 on N64 does suffer from serious issues, but those issues are eliminated if one plays the PC version (which is how I experienced the game).
What, it adds save anywhere? That would make it more interesting... I've never played the PC versions of Turoks 1 or 2. If it's just framerate though, while that would be nice, it doesn't fix the game's biggest problem, the save system. I do believe I remember hearing that the PC ports still have the same draw distance as the N64 does.

This is a difficult issue as framerate issues are indeed subjective. For me, the average framerate in a large number of N64 games is simply unacceptable. By that point in the N64s life, I was already heavily into the PC.
I was too, as I said at length in multiple posts in this thread. Did you miss how I said that I think that my tolerance for 20-something framerates comes more from my history as a PC gamer than it does from the N64?

The PSX produced somewhat inferior visuals in a lot of ways overall, but the framerates were, on average, more stable making them more easy to tolerate in the face of PC gaming.
Absolutely not, the horrible quality of PS1 3d was quite poor compared to 3dfx graphics on the PC! The N64 looks like the same basic thing, in comparison, just with lower detail and framerates. But PS1 3d is something else, with that awful pc software-3d look that as I said I really disliked.

Brilliant is pushing it, but it was definitely a cool design for 1996.
The analog stick alone makes it brilliant for the time... you hadn't seen an analog stick on a console's main controller since the Atari 5200!

We have such different viewpoints on what could be considered a good framerate that it's tough to discuss this issue. You have a much higher tolerance for poor performance.
I think your standards are too high. 60fps or nothing, or something? Hah. That's not necessary. It reminds me of IGN, and how they constantly obsessed over complaining about framerates in their reviews... I always found it very annoying, and only occasionally true.

Are you sure about that? There are a surprising number of higher resolution PSX and Saturn games if you look and many of them operate at 60 fps. The high-res modes offered on N64 typically came with huge performance penalties.
A surprising number, huh? Prove it.

I agree. The N64 definitely advanced 3D rendering from a games perspective.

Unfortunately, most games for the system focused on 3D visuals that I don't feel have aged well. Most of the games on PSX and Saturn that still hold up well are 60 fps 2D games which the N64 lacks.
I agree that the 2d games on PS1 and Saturn are often pretty good, but some of the 3d games are good too...

Really? Bumping the analogue?
You've never had any issues at all with the lower analog stick placement?

The DualShock works better as a controller simply because you can access all functions without re-seating your grip. That's really what it comes down to for me. You have more functions available at any time.
But they're not as comfortable to access, and that matters more to me.

Wait wait wait wait wait...PLEASE don't tel me you are actually trying to insinuate that Nintendo 64 is anywhere NEAR as powerful as Model 3. They are generations apart. The Dreamcast even struggled with Model 3 ports and PCs of that era couldn't hope to compete. Model 3 was dramatically better hardware (and much more expensive) than Nintendo 64.

Model 2 as well, really.

I mean, look at this...

http://www.youtube.com/watch?v=E9t9FZOeSi0

This runs at 60 fps and a higher resolution with those details.
That quote there wasn't mine, you should quote the right person...
 

D.Lo

Member
Ugh, of course I wasn't saying the N64 was better than Model 3. I just said Mario 64 and Wave Race were mind blowing in 1996. Was Yoshi's Island not impressive just because Metal Slug existed?
For one thing you can't compare a $5000 arcade cabinet to a $200 box, second there weren't many M3 cabs around until at least 1998 where I lived so there wasn't much chance to compare anyway. And for another it was the design and gameplay of Mario and wave race (allowed by the console's power and controller combo) that were mind blowing. And certainly comparing say Model 2 games like Daytona to Wave Race, the latter was still impressive, whatever the hardware. Model 2 games always seemed like older games run on better hardware - Sega had jerky cameras, garish textue work and not much in the way of effects, but good models, perspective correction and 60fps. My preferred look actually, and I prefer Sega Rally to Wave Race (and every other racer ever released actually), but I'll be damned if Wave Race wasn't mind blowing in 1996.
 
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