THE N64 SUCKS.... or does it???

destroy slot-loading iMacs with one easy trick

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https://rateyourmusic.com/list/monocle/shape_oddity__a_gallery_of_non_circular_discs/

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I had a top down JVC that it played in. Strangely I cannot remember getting rid of it.

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yeah i think these work in top loading cd players which were a lot more common back then

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i remember there were digimon “data cards”, which were rading card-shaped cds

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The cars showed damage on the top, left and right sides so I would go with the van and try to get it as fucked up looking as possible. When it exploded and respawned looking all clean it was tragic

I do like how Goldeneye used its association with the movie as assurance that some kind of story is here, but playing the game it feels like you’re being tugged through wildly varied spy type locations that don’t really have anything to do with each other. James Bond jumps off a cliff and now he’s in a bathroom. Dreamy free form association with the idea of a Bond movie.

Perfect Dark veers a little into generic sci-fi at times, probably because it had the burden of crafting a story. And I remember Everything or Nothing on the Gamecube was a competently made copy of an action movie, with car chases and sky diving levels, and it made me appreciate in retrospect the very loose interpretation that Goldeneye had of its source material.

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This is the quintessential N64 experience for me. Maybe something about cartridges’ limited storage space making exposition more expensive?

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this is the hardest part of moving onto a PS5, I can’t take that theme with me.

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I’ll never forgive OoT for codifying z-targeting or “locking on” to enemies as “the thing to do” in 3D action adventure games. Just like auto-jumps took away control for convenience. I wanna spin and strafe around enemies by myself, thank you very much. Demon’s Souls made me soften up on the issue a little, but even that would’ve been better without it imo.

Also the overworld felt like a joke compared to how cramped it was in LttP where every square on the map was filled with stuff to find. Just a bit of riding around in that big empty cage in the middle and that’s basically it? What should’ve been so much bigger ended up feeling so much smaller to me.

I think I remember enjoying fishing the most. Oh yeah, and in hindsight I dig how the pre-rendered backgrounds in the castle made that area look distinct, not just in this game, on the whole system. But back then it just made me want to go over to my friend and play more FFVII.

I enjoyed my time with Nintendo’s 3D physics toy but as an awkward teenager who had just stopped playing LEGO a couple years prior and who had just started buying Neon Genesis Evangelion VHS box sets I realized that what I really wanted was my games to be more anime and the N64 got less of that than the frigging Saturn, which deserved to outsell it in Japan.

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I didn’t know about irregularly shaped CDs until I got GGX:

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I always saw Hyrule Field as an abstraction of space to create distinction between different parts of the game. It’s a very odd area. It’s one of the only places where time passes, very few enemies, no real NPCs or interactions. It’s a focal point that contrasts with the rest of the game, which I value a lot.

Like Resident Evil is better than so many of its clones because I think it had a sense of when to give you quiet moments, like the safe rooms. The emptiness of Hyrule Field set next to the density of the dungeons/towns is neat to me.

MM is a dense overworld, and I like it, but it doesn’t give me the same experience OoT does. Just going from castle to village in OoT always felt like a small journey, even if it only takes seconds, because the field is so isolated in its sense of emptiness and passage of time. Even if the distance is tiny it feels like a transition into and then out of a distinct kind of area. I like the idea of playing around with space like that to create the artificial sensation of travel even if you aren’t really moving that far.

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I played Blast Corps the other day and it was so fucking bad ass, that game feels good as hell, has anyone ever asked any of those Rare dudes what got them so into banjos and jaw harp and shit

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yet another stupid Rare thing I’ve thought about is: did they use DK’s model as a starting point for Spike the mechanic?

spikeyKong

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I went with Banjo last night and had the same problem. Really easy to miss an item that is directly in front of you and hard to judge when to start turning, feel like if I try to second guess it I hit the wall but if I am lazy going to hit the far wall. The one dude is very racist and you have to hear it constantly. Was shocked I could skip cutscenes. They won’t let you do that in the collecathons. Actually what I noticed was Diddy Kong Racing clearly had more Nintendo influence than the other Rare efforts in a way I would have to be paid to explain.

At least it was reasonably easy for the hour I played.

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man, star fox is so good

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Simply for the multiplayer (at the time) -
Goldeneye…

and heck, if it hatnd been said,
Quest ^$(64)

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I was sure expecting that to look more like an N64 game and less like an SNES game

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they announced at the beginning of April that they also have PS1, GBA, and Gamecube ports in the works

not sure how viable “porting the same game to half a dozen different retro systems” is as a revenue model, but they seem to still be around after nearly 4 years of this so idk

(funnily enough though, the SNES is the one major platform (post-8-bit) that i can’t see them producing a port for)

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Are we not counting animal crossing?

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