Archive for the ‘N64’ Category
Platform: Nintendo 64
Released: 1997 (worldwide)
Digital Release? No, licensing assures we’ll never see this outside it’s original release
Price: $15.75 (cart only), $29.99 (complete), and $149.99 (new/sealed) per Price Charting
Good old Rare back when you were Nintendo’s second party developer you really did come up with some truly stunning IPs like Jet Force Gemini and Banjo Kazooie. I still defend my Banjo Kazooie review to this day but for those that hated that review be prepared to love me all over again as this entry we’re going to re-visit the title European fanboys (or fangirls) go crazy for: it’s the N64 iteration of Goldeneye.
Goldeneye went through quite the few design choices before settling for the first person shooter (FPS). It was originally going to be a 2D sidescrolling adventure in the SNES inpired by Rare’s other great game Donkey Kong Country. This was later scrapped in favour of a on-rails shooter design for the N64, the game would instead be more like Virtua Cop. During the development of the on-rails version they decided the game would be better if you could move about hence Goldeneye as we know came to being.
If you have seen the film, you will have a good idea of the plot of Goldeneye. You are James Bond (in Pearce Bronson form), there’s a bad guy hell bend on world domination in the form of Sean Bean, and anyone familiar with his film and TV history knows that the prognosis for this actor usually is. Basically be Bond go save the world while flirting with women in the process – I always felt Bond comes across as a classy Duke Nukem with less Army or Darkness references. Before every mission you’re given a text summary of what you need to do. Increasing the difficulty will add additional missions, which is a nice touch, the only issue being the highest difficulty makes the enemies so darn hard it will take you much perseverance to conquer them. You can complete objectives in any order giving the levels a non linear feel. If you die or fail a single objective you have to restart at the beginning of each level, which was a pretty common design choice for games at the time.
Gameplay for the time was solid but the loose feeling controls and single analogue stick use are beginning to feel dated. The controls are fine but it’s quite hard to return to this play style after being so familiar with dual analogue sticks. Shooting works well and there are a variety of weapons to use in the game. What is always a plus point is even the pistol is a useful weapon in this game as most enemies can be dispatched with a couple of shots at most, or just shoot them in the head with manual aim and its one hit dead.
To the games credit it does encompass some design choices that even today have stood the test of time. For starters the game does a great job with enemy damage. Shoot someone in the arm they hold it in pain with the good arm, shoot them in the leg they will walk with a limp, shoot them in the groin well you get the idea. This mechanic is something even modern developers struggle to get their head round I’ve played modern first person shooters to this day that don’t do this effectively.
The graphics are blocky and certainly showing their age now. The levels though impressively large in scale look mostly grey and not very interesting. With the nostalgia goggles on you may find some love to be had for the blocky sprites. The enemies head are actual photographs of the developers who worked on the game I always found this to be somewhat creepy as many of the static images look like the developer is pulling a funny face. To the games credit it really tries to immerse you as Bond as before each level the camera pans into the back of bonds head and when you pause Bond looks at his watch, though this is slow and if your in the middle of a fire fight its not very convenient
Music in the game is acceptable but due to the poor N64 audio quality it never reaches heights of epic proportions like you expect from the film, but boy does the game try. The same can be said for the games sound effects including the gun shots. The most memorable tune is when you die the Bond theme plays followed by a blood curtain coming down much like the opening of any of the films. Then for some reason the game likes to insult you by watching you die again and again in third person prospective as if to remind you how much you suck. If you can’t bare the humiliation this scene can be skipped. There is no voice acting in the game all dialogue is text based and appears in small subtitles at the bottom of the screen which if you’re not careful you will miss.
So now we come onto the multiplayer and this is where I’ll receive the most amount of hate for this review. It’s worth noting the multiplayer in this game was added six weeks before the game was released, this sorta shows as the experience feels very tacked on and even for the time I struggled to find the enjoyment in it. Yes, it was fun to play four player in the same room until you got angry at someone looking over at your screen. The game looses all the awesome hit detection mechanics like in the single player and its essentially a sprint for the best weapon then stay in that spot and murder everybody else. There are other modes like team deathmatch as well as various weapon sets including slappers only, which ill admit is a great name. The multiplayer lacks depth, sure split screen was huge for consoles for the time but it hasn’t stood the test of time today either. However, that didn’t stop this game being at the top of everyones favourite multiplayer list back when it was released and still to this day recieves a huge following.
Goldeneye‘s single player campaign is not very long you can probably blast through it in two gaming sessions with the highest difficulty requiring a lot more investment. Completing each campaign on the three difficulties will unlock a bonus mission and if your amazing and finish every mission on every difficulty you receive a customizable difficultly that lets you adjust things like enemy accuracy and health which can be fun but only the dedicated will unlock this.
Even back in the day this game felt very average but showed promise for future installments. I love the mechanics of the game and appreciate this game layed the foundations for some truely amazing titles later. The spiritual sequel Perfect Dark hits all the right notes making this game feel just average now. The game still commands positive reviews through its dedicated fan base appreciating it through nostalgic googles and that’s usually because of memories for the multiplayer. If you love this game good for you, take this review with a pinch of salt. It’s hard to ignore this game just hasn’t stood the test of time and has been completely outdone by future installments oddly enough by developers who originally worked on this game. Worth a re-visit for the single player but you may find the experience was better what you thought it was than what it actually is.
Final Score: 3 out of 5 (review policy and scoring guidelines)
This week Fred and Jam are throwing around fighters of the 90s (that aren’t Street Fighter II or Tekken, we did a show for those already). In the 1990s, the fighter genre was the most popular type of game available (like First Person Shooters today), and among those that have withstood the test of time there were plenty of others that played the field. From Mortal Kombat to Soulcalibur you had plenty of arcades (and home ports) to drink your quarters in arcades.
Over the Thanksgiving holiday Fred and his brother-in-law Brian sat down and played/streamed 14 glorious hours of the N64 classic Conker’s Bad Fur Day. It was a grueling battle and the boys vowed to use no faqs/walkthroughs/guides, which accounts for the long play time. Well now that all is said and done, this is the outcome: a 3 hour video filled with snarky remarks, alcohol use (in game and by the duo players), and some of the most outrageous moments in gaming. Enjoy!
And for those masochists that just want to watch all 14 hours, we’ve added those too.
As you’ve probably heard by now we are going to be playing through the entire campaign of Conker’s Bad Fur Day, live streamed on Twitch. Later on I’ll edit it together into a fun little highlight video that’s only about an hour long, but the entire 10-12 hour campaign will be streamed with sarcastic commentary. Here’s the schedule:
- 11pm – 3am Sunday, November 23rd
- 9am – 5pm Monday, November 24th
And if Fred doesn’t see the credits by then we will come back Monday night sometime (he has another podcast tomorrow night) and wrap it up. Stay tuned here for all the info. You can check out our twitch channel at twitch.tv/gh101.
Please Note: Due to the nature of the content in Conker’s Bad Fur Day and the language potentially used in commentary, you will be required to accept a mature content gate to access the stream. This is purely to prevent visitors from unwanted vulgarity. Thank you.
This week we are tackling quite possibly the two most popular titles of survival horror: Resident Evil 2 and Silent Hill 2. Resident Evil 2 was scrapped only a few months before completion and completely redone, resulting in many of the staples that carried the franchise forward and stands as a fan favorite. Meanwhile Silent Hill 2 waited until the Playstation 2 hit the market and with one of the creepiest atmospheres of all times redefined what horror gaming could be. We openly discuss the notable aspects of both.
The two notoriously addictive and challenging 3D racing games produced for the Nintendo 64 were Mario Kart 64, developed by Nintendo and released on February 10th 1997, and Diddy Kong Racing, developed by Rareware and released on the 21st of November 1997. Both games skyrocketed in sales and popularity, with Diddy Kong selling over 4.5 million copies and Mario Kart selling over 9 million copies. The outrageous sales of Mario Kart 64 was arguably due to the fact that the characters were previously known and established by Nintendo in previous games, whilst the characters featured on Diddy Kong Racing were generally new installments.
In fact, Nintendo used Diddy Kong Racing as a platform to set up new characters to be released in other Nintendo games; these were characters such as Banjo the bear (the Banjo Kazooie series following) and Conker the Squirrel (the infamous Conkers Bad Fur Day followed). But the age old debate between old school and retro gamers remains: which was better? There are hardcore advocates and arguments on both sides, some of which we will take a look at.
Typically racing games do not have or need a strong storyline. It is arguable that if people have bought a racing game, they want to race vehicles around a track, not play an action adventure. There are certain disadvantages including a storyline, such as once you have taken all of the available cars for a spin around every track, where is there to go from there?
Mario Kart 64 has no discernible storyline – effectively, Mario and his friends have all gathered together and decided to race – that is simply it. On the other hand, Diddy Kong Racing has a developed, all be it mental, storyline. It involves Wizpig, an alien pig from space, trying to take over an island that a tiger has been put in charge of… and there’s a flying elephant at some stage… it’s crazy. However, this injects a huge element of fun into the gameplay. When you have a known adversary to eventually race against, it spurs you on and gives you the drive to race again and again.
This is what Mario Kart 64 is missing. The argument is that a single player mode that involves racing against the other characters again and again with minimal dimensions to the story don’t give you a drive to continue playing for hours and hours on end.
Within Mario Kart 64, every track has been extremely well thought out and detailed, complete with the music reflecting the mood and feel of each track. You always know which track is your favourite and which one is your worst because they are all extremely distinct from each other.
When looking at the racing courses on Diddy Kong Racing, so many tracks evoke a feeling of unremarkability. Having played both, I couldn’t tell you which is my favourite Diddy Kong course, but I can instantly recall my favourite Mario Kart track (it’s Toad’s Turnpike).
The controls in Mario Kart 64 are, unfortunately for Diddy Kong Racing, unparalleled. Both the responsiveness and the terrain interaction match perfectly to give an accurate representation of each player’s ability at the game itself. Diddy Kong Racing, on the other hand, struggles to match up to the same level of responsiveness, and the terrain can make the game almost unplayable on some of the (ice) levels.
The vehicle selection in Diddy Kong gives you access to a selection of cars, planes, and hovercrafts. This, whilst giving more of a variety of gameplay to a gamer, has upsides and downsides. The hovercraft is extremely hard to control, cornering like a golf buggy on ice. The planes, although fun, have issues with certain tracks as it is seemingly impossible to turn a corner without crashing into a wall. Even with these detrimental aspects, the vehicle diversity keeps the tracks interesting and challenging.
In Mario Kart, you can develop your technique with each character, but after playing the game for a long time you get so used to the tracks and vehicles behaviour that the game becomes less challenging. This can lead to getting bored with playing the game, which is obviously the opposite effect that the developers wanted.
There is no discernible winner in this category; both games have a great multiplayer component to them. Mario Kart has been supported as being the better of the two for group racing and battle rounds, but I think this is more a matter of personal preference.
Although both games have great attributes to them, I believe that Mario Kart 64 is the winner. This is purely down to reflective talent in the controls and weapon base that the game possess. Although Diddy Kong Racing has a great free roaming edge to the gamer platform, Mario Kart‘s developed tracks and notable characters are unforgettable. In the debate about what’s a better video game, sometimes the effort into developing and making them is forgotten. Product design consultants and software design companies work hard to achieve the best gaming experience for their audience base, and I think that they should be commended with both titles in creating two fantastic and distinct racing games.
This week Chip Cella (@CaptinChaos) and Andy Urquhart (@damien14273) from the Agents of Shieldcast join Fred to discuss retro titles featuring Marvel Characters. They learn that the distinction of titles early in gaming were almost nonexistent and perhaps Marvel having Disney behind it may actually be a good thing. Listen on true believers!
This week we are joined by Chip Cella (@CaptinChaos) to discuss listener William’s topic: What makes a successful console launch? It all ends up being more stories of console launches and discussions on killer apps, but we do manage to cover most mainstream consoles.
This week Fred is joined by listeners Allen and Jamalais to discuss the Resident Evil and Silent Hill franchises. They do not get as far as planned, but the initial iterations of each series is thoroughly covered and a sequel is promised.
It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.
Anatomy of a Cartridge
For the most part a cartridge is a plastic-encased board containing “read-only memory” or ROM data that has exposed pin connectors (male) that fit into a slot on the reading device (female). Since it’s a complete circuit board, multiple ROMs can be used to store data, which we will get to in a second, and allow for an expanse of memory based purely on the connected printed circuit board (PCB) and the device reading it. Of the most popular uses for ROM carts is software for computers that expands almost solely into gaming once game consoles begin to release. It was the dominant format for many microcomputers, mostly used outside of the United States, and almost all game consoles for two decades (mid 1970s to mid 1990s). Many believe that the use of a cartridge was due to no other decent format being available, but this is simply untrue. By the time carts were in use, programs/games could be loaded via floppy disc (5.25″), compact cassette tapes (not unlike audio cassettes), and removable circuit boards (think arcade machines). The decision to use cartridges was due to the fact that the memory was permanently stored in the chip and memory mapped into the system’s address space (ie: it was basically integrated into the machine). As a result data access was almost instant (no load times), the cart could be used for hardware expansion in addition to loading code, and due to the streamlined process it was very difficult to extract the code and thus safest for mass distribution of software. Unfortunately it was also quite expensive and thus storage space was expensive, not to mention that the code could never be altered or accessed, which made for difficulty with saving and loading.
The first console to use cartridges was the Fairchild Channel F, a game console that predates the Atari VCS/2600 by a year and featured many of the same aspects of the pop culture sensation. It is not as widely known due to the similarity of titles that were mostly archaic sports titles or educational material. Naturally in 1977 when Atari introduced the VCS with arcade ports and diverse addicting third party titles like Pitfall resulted in the streamline of the format. Due to the fact that the cartridge is an integrated part of the machine, Nintendo made heavy use of the cartridge to make both the Famicom and the NES capable of keeping up with changing times for quite a while. Not only that but some carts, especially in Japan where custom chips were allowed, were capable of acting as a game, a hardware upgrade, a save state, and an anti-piracy device all at once. This practice was pretty standard for most consoles that utilized carts until the aforementioned 32-bit era where expansions moved to actual hardware expansion ports and even the N64, which could lean on carts, used ports instead to expand the on-board RAM.
ROM types and Special Chips
The oldest ROM type is Mast ROM, which refers to information stored permanently via integrated circuit when the chip is manufactured. The term “mask” refers to the masking pattern on the integrated circuit when it is created. This is the oldest form of ROM and definitely what went into the creation of Nintendo carts, which were manufactured by Nintendo and worked as a supplemental business to the license fees and cut of each unit sold on the NES. This is the cheapest way to get the most memory, however unless you have a mass production line the masking of the integrated circuits can be a costly endeavor and without the vast quality controls like Nintendo had one poorly made program or coding error can ruin an entire production. You can understand why Nintendo was so strict back in those days, especially because masked integrated circuits cannot, by their very nature, be re-written or reused. The up side is that there is little chance once successfully produced that the chip will suffer decay, failure, bit rot, and various other issues that can plague other ROM types, which is why you will see most classic carts last nearly forever (please note that the save battery memory is a different story). I know that this was the most common type in all Atari consoles, NES, Turbografx-16, and Sega Master System. Beyond that it is entirely possible that the SNES, Genesis, 32X, and portable consoles may have used other formats like Erasable Programmable ROMs (EPROM) that allowed you to reprogram chips with ultraviolet light or Electronically EPROMs (EEPROM) that allow you to erase and re-write electronically. There are generic PROMs that can be created with a ROM burner and remove the need to produce them like a mask ROM, but they are still one time use and were more for arcade and pinball repair, which may mean they can be found in Neo Geo carts. As for Jaguar and N64, I’m guessing EEPROMs, but there’s still a striking possibility that these companies known for mass production of carts since the 80s still made traditional mask ROM carts, especially with the lowering price of PROM and the relative high emulation/piracy of the late 90s. It has been said that PROM, EPROM, and EEPROM may have a higher chance of failure, but most carts don’t seem to have a problem no matter what is used and plenty of fixed arcades have had no problem whatsoever (especially because they can be wiped and reprogrammed). ROM chips typically varied in size from 2 kbit (not to be mistaken for the large 2 kbyte) that held roughly 256 bytes all the way up to the expensive 32 megabit chip that held 4 megabytes. This is why you saw statements on Street Fighter 2 that said things like “32 MBit Chip!” because it was touting massive storage space. Some games are rumored to have even larger ROM chips that compressed data and justified hefty price tags like Final Fantasy III launching for $80 in the US or Street Fighter Alpha 2 having load times on the SNES while data uncompressed. It was all par for the course when trying to get as much data on a cart as possible. I do believe that as RAM was integrated into consoles, like we saw on the N64, that compression and temporary storage allowed for more data to be stored for the larger 3D games of that console.
In addition there can be extra chips placed into the carts to allow all kinds of extra functionality, which basically means the carts acted as hardware upgrades. This makes sense when you think about the massive leaps between launch games and later releases. 2600 carts were pretty straightforward, but NES carts had a few extras like the anti-piracy NES10 chip that was required to be on the PCB in order for the NES to play (if it doesn’t detect this due to a loose connection you get the popular blinking console effect, which is the NES10 chip on the console rejecting the cart). Saving became a large feature as well, which led to almost all cart-based save states to be stored on Static Random Access Memory (SRAM), which was able to keep save data stored after power is cut (uncommon for RAM) provided that a small current still passed through. This is why a lithium button cell CR2032 battery is used in most cases and once that battery dies (typically around 20 years, but can go much longer) the SRAM no longer functions. To fix this, simply de-solder the dead battery from the SRAM leads and solder in a fresh battery to the leads. In Sonic 3 as well as a few others, Sega decided to use much more expensive non-volatile RAM (NVRAM), which was an early form of flash memory we have today and retains information after power is cut, which is why Sonic 3 carts should retain save data indefinitely.
As for expanding the functionality of a console, special chips could literally upgrade a console to allow it to do things it was never intended to do. In Japan the Famicom was allowed to have special chips put into its carts so companies could go crazy on internal development – due to no video game crash, Nintendo did not force Japanese development studios to manufacture carts through them like in the US. This explains the VRC6 chip in Akumajo Densetsu (Castlevania III) that allowed for extra channels on the Famicom’s unused sound port. In America Nintendo began releasing special Memory Management Controller (MMC) chips that allowed for some of the Japanese innovation to happen on the NES, albeit in a stripped form due to the different hardware profile of that console. Here are some of the popular chips:
- UNROM: Split the program data from a 32 kbit chip into two 16 kbit chips, one that stored the data and one that transferred data to RAM chip for faster loading and effects. This was seen early with impressive titles like Ikari Warriors and Mega Man and assisted in side scrolling of dynamic characters and certain effects.
- MMC1: Allowed for save games. In addition to having 16 or 32 kbit ROM programs, 4 and 8 kbit SRAM was integrated and powered with a button cell lithium battery. This was essential to getting Famicom Disk System titles that had save data to run on NES carts such as Legend of Zelda, Metroid, and Dragon Warrior. Although Metroid didn’t support saved checkpoints like the FDS version did, massive passwords allowed pre-stored save data.
- MMC2: Basically split a 32 kbit chip into a 24 kbit chip with two sets of 4kb banks for pre-loaded graphical data. It allowed more graphics to display on screen at once due to the additional banks being only referenced without assets in the main code. Only used for one game, Mike Tyson’s Punch-Out!! to load the massive sprite opponents.
- MMC3: This massively split the memory allocation and integrated a scanline IRQ counter to allow for certain assets to scroll while others remained stagnant. Necessary when keeping dynamic items like consistent scores, life bars, and more fixed on the screen and moving while a second “window” was performing more dynamic gameplay. Nintendo’s most popular chip and key in many large titles such as Mega Man 3 and Super Mario Bros. 3.
- MMC4: Utilized only in Japan for the Fire Emblem titles to create effects similar to the MMC2.
- MMC5: The biggest, most versatile, and most expensive chip Nintendo offered. Developers avoided it like the plague due to the high cost and reduced profit margin. This had several different memory allocations, IRQ counters both horizontally and vertically, allowed for very dynamic effects, and opened extra sound channels along with a 1KB of active RAM. Since Koei was almost the sole user and none of its MMC5 titles came out in America, the only title to really use it was Castlevania III to create a similar, but still inferior, version of the Famicom title in America. The MMC5 chip was so complex that almost all clone consoles do not support it and emulation took a long time to decipher integration of the ROM. For this reason alone Castlevania III was one of the few games you had to have original hardware to run. Emulation is currently no problem however clone systems that run actual carts still do not support the title.
- MMC6: This final mapper chip extended the size of SRAM over the MMC3 chip by 1KB, which allowed for the larger save files of Startropics and its sequel to save games.
There were more custom chips that did eventually show face in America, but these were the most common and basic chips. Nintendo would loosen their policy and generate several custom chips for the SNES as well allowing for all kinds of impressive hardware tricks. Some of those are as follows:
- DSP: The digital signal processor chip allowed for various 2D and 3D calculations in several iterations that allowed for asset conversion for older graphics techniques, rotation effects, raster effects, and mathematics that could all be performed independently on the cart instead of using the SNES. Popular games that used this rotation technique are Super Mario Kart and Pilotwings.
- Super FX: This was a supplemental CPU for performing graphics calculations that the SNES simply could not do. Think of it as an external graphics card for the 16-bit console, as it was a separate 16-bit CPU integrated into the cart. Since it had simpler duties than the SNES, the Super FX chip’s iterations were capable of 10.5 mhz and eventually 21 mhz of processing power, which blows past the 3.5 mhz processor of the SNES and allowed for the 3D rendering of titles like Starfox. Later updates allowed for support of larger ROM sizes (for a long time the game program had to be less than 8 mbit or 1 mbyte of data).
- Cx4: This chip was Capcom’s way of showing off rotational, polygonal, and wire-frame effects in the Megaman X series. While the first title used a traditional chip, Megaman X2 and X3 had special test screens and crazy title screens that to this day cannot work on cloned consoles, flash carts, or even later hardware emulation (like the Megaman X Collection on PS2/Gamecube). Of course the emulation community has successfully gotten this working on software-based ROMs.
- SA1: The Super Accelerator chip that independently worked with the SNES as a co-processor creating a faster 10 mhz clock speed over the 3.5 of the original hardware, faster RAM functionality, MMC capabilities (see the NES section above), data storage and compression options, and new region and piracy lock out protection. This chip was essential in certain impressive titles like Super Mario RPG! and Kirby’s Dream Land 3, which cannot currently be replicated on flash carts. Software emulation on both the openware PC scene and official Nintendo Virtual Console titles do support the chip.
There were several others that were utilized for specific function in addition to the Genesis having the Sega Virtual Processing (SVP) chip in Virtua Racing to make the most technically impressive 16-bit game ever created. Unfortunately it also cost $100 at initial launch, wasn’t impressive from a gameplay standard, and doesn’t work with any clone or flash carts out there. Emulation is possible but with varied results.
Well there you have it. A brief breakdown of the technical marvel that was the cartridge and the hardware benefits it provided. It’s almost difficult to imagine a world without load times, where data access is instantaneous (something even flash carts can’t currently do). While it wouldn’t be possible with the massive memory required today and the equally massive cost of manufacturing, there was a time where a few bits in a plastic case meant to world to each and every gamer.