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Posts Tagged ‘n64

Video Game Purists Ep 86: Mocking Skill Point

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This week Trees talks about his true current favorite game: the Peloton. Fred spends most of his time waiting for car repairs and watching movies. On the gaming front Trees continues to repair cars, play golf, and delve deeper into the original Spyro thanks to the facelift of the Re-Ignited trilogy. Trees also delves into the Series X version of one of his favorites, No Man’s Sky. Fred is chasing the Halloween dragon with varied success. Visage, a walking sim horror title on Game Pass, fails to keep his attention. Meanwhile hardcore action titles like The Suffering and Quake fill that gap nicely. He also took the time to look into N64 and Genesis titles released to Switch Online customers that have the Expansion Pack, and while there are clear flaws it’s not the disaster the Internet is harping on.

This episode’s closing song is the Halloween theme as remixed by Trent Reznor and Atticus Ross.

Written by Fred Rojas

October 29, 2021 at 11:00 am

Podcast: Project Reality

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It’s been nearly 20 years since the Nintendo 64 (N64) premiered in the United States.  Aside from being Nintendo’s third console, it marked a lot of major changes for both the company and the industry as a whole.  Fred and Jam look back on the console that started as Project Reality and eventually became one of the influential pioneers of 3D polygonal gaming.


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Written by Fred Rojas

September 21, 2016 at 11:00 am

Podcast: It’s-a Me!

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This week we have special guest Eli “Sodoom” (@sodoom) from Knuckleballer Radio on to celebrate Nintendo’s world famous plumber.  Instead of discussions about the actual games we’ve all played, we delve into the snags in development, cultural significance, and multiple games that never saw the light of day.  Mario has a clean release record but plenty of care and scrapping of ideas went into his games.


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Written by Fred Rojas

April 17, 2013 at 11:00 am

Podcast: The Treasure Box

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treasurebox

This week Trees returns and we are talking about the Japanese developer Treasure, best known for some of the most impressive games on Sega’s consoles (Gunstar Heroes, Radiant Silvergun, Guardian Heroes, and Ikaruga) as well as Nintendo’s later consoles (Bangai-O and Sin & Punishment).  We discuss the company origins, values, and of course the entire library of this impressive developer.


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Below is a video of an unreleased (canceled) title, Tiny Toons: Defenders of the Universe.  The beta that was presumably used as a trade show demo eventually leaked on the internet.  We have acquired it and played it on an original, modded, PS2.  Enjoy!

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Podcast: Ultimate Play The Game

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rare

Fred and Rob “Trees” discuss Rare titles.  We actually mean the developer Rare as opposed to video games that are considered “rare.”  Originally formed as Ultimate Play The Game, we go over the history and game library of one of the most influential and abundant 2nd party developers on Nintendo’s platforms.

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As promised, here’s gameplay footage of Nightmare on Elm Street for the NES:

Written by Fred Rojas

January 23, 2013 at 11:00 am

Converts

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So now you want to import consoles and games, do you?  Well you’ll be happy to know that it is entirely possible on most consoles, however there are some things you’ll have to be aware of before you do it.  This article discusses the different things you have to do to both the electric and video signal of various imported consoles.  It will also briefly discuss how to get foreign games to play on US consoles, if possible.

Electricity Differences
No matter what console you are using, it’s important to know the differences between electricity in the US, Europe and Japan.

Japanese Consoles in the US
As you’ll see plenty of times in this article, Japan is quite similar to the United States in many ways, including power.  We use 120 volts as our standard for power.  Japan doesn’t appear to use a ground (or at least none of the Japanese consoles I’ve ever gotten do, never been to Japan itself), so all plugs from Japanese consoles will be two-pronged and fit in an US outlet.  Also fortunate is the fact that most consoles, especially retro ones, will use AC adaptors that work in the US.  Never interchange US power supplies into Japanese consoles, you could fry the console or worse.  For example, if you import a Famicom, use that console’s AC adaptor and not an US NES one.  For newer consoles like Japanese PS2s and PS3s, you may want to check the back of the console, but I think those are good for AC 100-240 volts for worldwide distribution, but I could be wrong.  Basically if it generates heat, be very careful and do a search for advice from a reputable source (no, Yahoo! Answers is not a reputable source).  Also if you want to be completely safe, there are Japanese voltage converters that allow use of Japanese products here.

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Written by Fred Rojas

December 29, 2011 at 3:25 pm

Generation Gap Pt. 4: 32-bit (with a dash of 64)

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By the time the SNES was dominating and the Sega Genesis was locked in an endless sea of add-ons to save the dying console, electronics manufacturers began to step up and create many of their own consoles.  As a result, the market was flooded with overpriced horrendous hardware.  They seemed to have everything a gamer wanted: new media format (the cheaply priced cd was preferred by developers to reduce production cost and retail price), impressive graphics and processors, and lets not forget the large numbers like “32” and “64” prominantly displayed on the startup screens.  Unfortunately they lacked one important thing: good games.  Still, that didn’t prevent many manufacturers from creating a loose version of the video game crash of 1983.  Thankfully one lone electronics company entered the foray with the next step in gaming – that company was Sony.

Electronics Companies Go Bananas (or Pre 32-bit Gaming)

JVC’s Xeye

I’m guessing somewhere around the Sega CD, boasting the ability to play your new audio CDs through your television as an added feature, electronic companies started to take notice of gaming systems.  As you guide through the progression of consoles the consumer electronics market grows stronger with gamers – let’s face it, they’re the perfect early adoptors.  Quickly companies scrambled to enter the gaming market including JVC, Phillips, Panasonic, Pioneer, Sony and even more.  Some of these companies licensed existing hardware, like JVC did with the X’Eye, a Sega Genesis/Sega CD hybrid that was re-branded with JVC’s logo.  On the other hand, Phillips, Panasonic and Pioneer – imagine keeping these companies straight as a consumer – released their own hardware with a (arguably) library of games.  In the end, they all sucked and had ridiculous price tags pushing back the concept of consumer electronics meeting gaming for at least another six years.  Below are the early disc-based consoles that failed so horribly.

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Written by Fred Rojas

November 21, 2011 at 1:28 pm

Now & Then: Resident Evil 2

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Now & Then is different from both a retrospective and a review.  It tackles games you probably already know and is a place for gamers to discuss these games.  Below is an overview of a game’s presence in the market then and now.  Authors of these articles share their personal experience, so we encourage all of you to do the same in the comments.

Resident Evil 2 (RE2) hit the market with a steep price; like other series favorite RE4, this title was scrapped and redone after it was more than 60 percent complete.  In order to keep hype and demand strong for the series after the extremely popular original, the sequel began production one month after the release of Resident Evil.  This first version, dubbed Resident Evil 1.5 by Capcom when production stills and videos released, featured a similar plot without crisscrossing paths.  Leon was still the male protagonist and Elza, a motorcyclist college student, as an early version of what would eventually become Claire Redfield.  Graphically the game was much uglier, looking the same (or worse) than the original, but only so that more zombies could appear on-screen.  In 1.5 Umbrella had already closed down, the outbreak still occurred, and the police station looked a lot more modern.  Players could equip different clothing, which changed their appearance (as did combat damage).  There were also many more survivors for players to encounter along the way, some of which played new roles in the final version of RE2.  Producer Shinji Mikami scrapped the project when it was near beta (60-80 percent completion) because he found gameplay and locations to be “dull and boring”¹.  Originally the series was supposed to end with the sequel, but supervisor Yoshiki Okamoto wanted a more open-ended series.  As a result Elza became Claire Redfield to connect to the first game and the plot was made more big budget movie style to get Capcom to the 2 million copy sales goal.  Graphics were updated, adding more polygons to each character, and items were made much more scarce to increase tension and fear.  Since it would miss the planned early 1997 release date, the Resident Evil: Director’s Cut and Complete Edition were released instead and included a demo of RE2.

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Written by Fred Rojas

October 25, 2011 at 10:12 am