@BloodNinja These sticks always feel tight when they're new. I remember when I swapped my old drifting sticks in my launch day JoyCon for new ones I bought off Amazon, they felt tighter too, but that quickly goes away. Comparing my old sticks to my newer ones now, after more than a year of use, they feel pretty much the same, yet the difference when they were new was staggering.
And both use the same off-the-shelf crappy joysticks as the Switch, meaning you're likely to get drift from those eventually, since they're the exact same part.
With that being said, the kind of game you'd want to play on these don't require joysticks, really, and the D-Pad looks decent enough so it's not as much of a deal breaker here I suppose.
Starfox Adventures, for a game that was originally meant for N64, is a pure technical showcase of the Gamecube capabilities. The lighting in this game is so good, the effects it pulls off are still really nice looking today (reflections, fur shading, etc...) and it did it all at 60FPS without sacrificing anything in terms of resolution.
it may not be the game with the best pacing of the different gameplay elements, or balanced for that matter and ultimately I think it wasn't all that big with many places you simply have to go back to more than once after you can finally explore more of it, etc... but all in all I enjoyed it and I still marvel at what it did at the time on a console that was still fairly new and cutting edge.
I have a similar passion for stuff composed by Rob Hubbard on the C64. In particular the themes for ThunderCats: The Lost Eye of Thundera and Commando. The latter is my ringtone to this day. I'd boot Thundercats on my C64 just to hear the music, cause I sucked at the game (and loading that game off a cassette tape took forever XD).
Important to note that it's only open to people who already pre-ordered and therefore who have already paid for their unit. So you don't get one for free, early.
On SNES, with a Pro Action Replay 2 from Datel, I believe it was possible to alter the values memory addresses relative to colour palettes, and put the "sweat" back in red, but that's what I was told, I never saw it in action. I think you had to put in "DEADCODE" as the first value in the list followed by the actual memory address modifications to unlock access to those memory addresses which the accessory would otherwise not let you alter. I know you could alter lots of stuff with deadcodes so it may well have been true.
It may be an expensive proposal but if the games actually work great, as in with the same level of compatibility but more important fidelity as the likes of the Analogue NT or the Super NT, it may prove a great way to play classic systems on modern monitors.
Since then I've tried it on multiple other displays, and through a couple of different scalers, none manages to output the signal correctly. It does this weird thing, every time, on games that shift resolutions on the fly between 240p and 480i. I'm not sure what causes this and why it ONLY happens in RGB over scart. But the fact remains that it happens, and that there doesn't seem to be any solution to it, which is a shame cause the RGB mod is a solution that's infinitely cheaper than an HDMI mod. And actually, I've never seen an HDMI modded PAL N64 running NTSC games through an adapter in 60Hz to see if it does that weird thing too. Maybe it does.
I bet it still won't support my PAL RGB modded N64 running games at 480i 60Hz. This specific mode on RGB modded N64 throws off every scaler I've encountered.
The way I have always seen it, back then and up to this day, about this game dividing fans' opinions was that those whose opinions it divided were only fans of the series who were bitter that this wasn't on PS2 and who didn't want to have anything to do with the Gamecube and its kiddy image. Amongst pure Gamecube fans and players, I have never encountered one person who didn't like it or who thought that this was vastly infoerior. Though indeed there's the consensus that the music is better in the original. I, too, prefer the music in the original over this one. But to call this an inferior experience? Nope, not in my book.
I played this more times than i can remember. Finished it on Extreme, no radar and game over upon detection, and proud of it ^^.
@6ch6ris6 The contemporary PC-Engine Duo R wasn't too far off from that in terms of overall layout (except the CD bay on that was on the right).
The French article speaks that apparently Parasol Stars and Bubble Bobble were also planned for the system and judging from a screenshot in it, Kiki Kaikai, aka Pocky a Rocky, was also a candidate for a port to the system. The French scan also says games could be played from a CD instead of being downloaded. The interesting part is that, from what they imply, you would not have paid for the full game but rather you'd have paid for the time spent playing, so it would have been really a rental service it seems (that's what the Console + article says anyway).
Comments 16
Re: Hands On: Retro Handheld Face-Off - Anbernic R351 Vs Retroid Pocket 2
@BloodNinja These sticks always feel tight when they're new. I remember when I swapped my old drifting sticks in my launch day JoyCon for new ones I bought off Amazon, they felt tighter too, but that quickly goes away. Comparing my old sticks to my newer ones now, after more than a year of use, they feel pretty much the same, yet the difference when they were new was staggering.
Re: Hands On: Retro Handheld Face-Off - Anbernic R351 Vs Retroid Pocket 2
And both use the same off-the-shelf crappy joysticks as the Switch, meaning you're likely to get drift from those eventually, since they're the exact same part.
With that being said, the kind of game you'd want to play on these don't require joysticks, really, and the D-Pad looks decent enough so it's not as much of a deal breaker here I suppose.
Re: Feature: The Making Of Star Fox Adventures, The Game That Was Once Dinosaur Planet
Starfox Adventures, for a game that was originally meant for N64, is a pure technical showcase of the Gamecube capabilities. The lighting in this game is so good, the effects it pulls off are still really nice looking today (reflections, fur shading, etc...) and it did it all at 60FPS without sacrificing anything in terms of resolution.
it may not be the game with the best pacing of the different gameplay elements, or balanced for that matter and ultimately I think it wasn't all that big with many places you simply have to go back to more than once after you can finally explore more of it, etc... but all in all I enjoyed it and I still marvel at what it did at the time on a console that was still fairly new and cutting edge.
Re: Poll: Did You Know That GoldenEye Had A Dual-Analogue Control Option On N64?
"The Elite" is shocked at this article... probably .
Re: Feature: How RoboCop's Epic Game Boy Theme Tune Lives On, 30 Years Later
I have a similar passion for stuff composed by Rob Hubbard on the C64. In particular the themes for ThunderCats: The Lost Eye of Thundera and Commando. The latter is my ringtone to this day. I'd boot Thundercats on my C64 just to hear the music, cause I sucked at the game (and loading that game off a cassette tape took forever XD).
Re: Polymega Beta Units Are Out In The Wild, And Things Are Looking Pretty Impressive
If they ever add N64 and it works well, then I'm in.
Re: You Could Get Your Hands On A Polymega Early Thanks To Its Upcoming Beta Test
Important to note that it's only open to people who already pre-ordered and therefore who have already paid for their unit. So you don't get one for free, early.
Re: Best Of 2019: How Pirate Television Helped Sega Beat Nintendo In The UK
I recognize Peter Wingfield as Tanith in Stargate SG-1, personally. To each his own references .
Re: Feature: Dave "The Games Animal" Perry On Picking Sega Over Nintendo And Returning To Mario 64
Cause Sonic making the jump to 3D with Sonic R was so much more groundbreaking and new ahem
Re: Feature: How One Magazine Told The World About Pokémon
Gotta love the beta screenshots of Pokémon Gold & Silver though ^^.
Re: Feature: How Mortal Kombat Defined The Console War Between Sega And Nintendo
On SNES, with a Pro Action Replay 2 from Datel, I believe it was possible to alter the values memory addresses relative to colour palettes, and put the "sweat" back in red, but that's what I was told, I never saw it in action. I think you had to put in "DEADCODE" as the first value in the list followed by the actual memory address modifications to unlock access to those memory addresses which the accessory would otherwise not let you alter. I know you could alter lots of stuff with deadcodes so it may well have been true.
Re: Polymega's 'Element Modules' Will Come With Wired Classic Controllers
It may be an expensive proposal but if the games actually work great, as in with the same level of compatibility but more important fidelity as the likes of the Analogue NT or the Super NT, it may prove a great way to play classic systems on modern monitors.
Re: Hardware Review: The Open Source Scan Converter Is Every Retro Gamer's Dream Come True
@Guspaz This is a video I put together 5 years ago when I purchased my console,that shows what I'm talking about.
https://youtu.be/23nHtd-M-Sw
Since then I've tried it on multiple other displays, and through a couple of different scalers, none manages to output the signal correctly. It does this weird thing, every time, on games that shift resolutions on the fly between 240p and 480i. I'm not sure what causes this and why it ONLY happens in RGB over scart. But the fact remains that it happens, and that there doesn't seem to be any solution to it, which is a shame cause the RGB mod is a solution that's infinitely cheaper than an HDMI mod. And actually, I've never seen an HDMI modded PAL N64 running NTSC games through an adapter in 60Hz to see if it does that weird thing too. Maybe it does.
Re: Hardware Review: The Open Source Scan Converter Is Every Retro Gamer's Dream Come True
I bet it still won't support my PAL RGB modded N64 running games at 480i 60Hz. This specific mode on RGB modded N64 throws off every scaler I've encountered.
Re: Feature: The Making Of Metal Gear Solid: The Twin Snakes
The way I have always seen it, back then and up to this day, about this game dividing fans' opinions was that those whose opinions it divided were only fans of the series who were bitter that this wasn't on PS2 and who didn't want to have anything to do with the Gamecube and its kiddy image. Amongst pure Gamecube fans and players, I have never encountered one person who didn't like it or who thought that this was vastly infoerior. Though indeed there's the consensus that the music is better in the original. I, too, prefer the music in the original over this one. But to call this an inferior experience? Nope, not in my book.
I played this more times than i can remember. Finished it on Extreme, no radar and game over upon detection, and proud of it ^^.
Re: The Tragic Tale Of Taito's WOWOW, The Console Which Promised Download Gaming In 1992
@6ch6ris6 The contemporary PC-Engine Duo R wasn't too far off from that in terms of overall layout (except the CD bay on that was on the right).
The French article speaks that apparently Parasol Stars and Bubble Bobble were also planned for the system and judging from a screenshot in it, Kiki Kaikai, aka Pocky a Rocky, was also a candidate for a port to the system. The French scan also says games could be played from a CD instead of being downloaded. The interesting part is that, from what they imply, you would not have paid for the full game but rather you'd have paid for the time spent playing, so it would have been really a rental service it seems (that's what the Console + article says anyway).