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From: owner-n64-digest@lists.xmission.com (n64-digest)
To: n64-digest@lists.xmission.com
Subject: n64-digest V1 #964
Reply-To: n64-digest
Sender: owner-n64-digest@lists.xmission.com
Errors-To: owner-n64-digest@lists.xmission.com
Precedence: bulk
n64-digest Monday, November 1 1999 Volume 01 : Number 964
[N64] Hotgames.com - Coolnews
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] List alive?
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] Amazing audio/visuals on JFG and Beyond!
[N64] Harvest Moon 64
Re: [N64] List alive?
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] Amazing audio/visuals on JFG and Beyond!
Re: [N64] Redbook & MIDI
----------------------------------------------------------------------
Date: Tue, 2 Nov 1999 00:50:52 +1100 (EST)
From: editor - hotgames <editor@hotgames.com>
Subject: [N64] Hotgames.com - Coolnews
COOLNEWS: Gamedate October 29, 1999
The Newsletter of Hotgames.com
FUN FOR ALL THE FAMILY
Hey you! Yeah, you, the guy who has been hogging the PC
all week while playing Quake. Turn around - there's a
good chance that there's a couple of family members who
have been looking at you with evil eyes over the past
few days. Do you realize that maybe, just maybe, they'd
like to have a go of one of the 1000+ games we've got
for FREE on Hotgames.com? So while you're taking your
weekly shower, let everyone else enjoy the fun!
Cameron D.
Today's Coolnews is sponsored by:
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browsing.
+++++++ http://www.siterave.com/get_it_now +++++++
THE LATEST AT HOTGAMES.com:
1. DUNGEON KEEPER 2
2. AGE OF EMPIRES 2
3. SPIRIT OF SPEED 1937
4. 3D ULTRA COOL POOL
1. DUNGEON KEEPER 2
The sequel to the most evil computer game of all time
is here and we're giving away the free playable demo
on the one and only Hotgames.com! Has the magical
formula been wrecked or have Bullfrog managed to make
the best even better? Our review tells all...
http://www.hotgames.com/games/dungeo1/review.htm
2. AGE OF EMPIRES 2
Microsoft's award-winning blend of strategy and, uh,
more strategy has gone and spawned itself a sequel,
so of course we played the demo until the small hours
of the morning and then reviewed it for you. How nice.
http://www.hotgames.com/games/ageofe1/review.htm
3. SPIRIT OF SPEED 1937
Taking the Grand Prix Legends formula of making old
Formula One cars live again to the next level is this
brand new game, set in the even more dangerous era of
the thirties! Take a look at our demo and see what
you think...
http://www.hotgames.com/games/spirit/review.htm
4. 3D ULTRA COOL POOL
Yeah, so this is a new pool game then, and it's got
nothing to do with water. So is it worth your time to
play our new free demo? You'll just have to read our
review to see, won't you?
http://www.hotgames.com/games/3dult8/review.htm
Hey, even Grampa can play...
Cameron D.
editor@hotgames.com
To unsubscribe to Coolnews send an email message
to coolnews-request@hotgames.com with the word
unsubscribe in the subject field.
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 1 Nov 1999 17:05:34 -0500 (EST)
From: "Lloyd Millard Mccoy Jr." <mccoyjr@Glue.umd.edu>
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
Great review Dexter...one of your best yet which says alot. I also go to a
University..where do you do?
On Mon, 1 Nov 1999, Dexter Sy wrote:
> I've played quite a bit of JFG in this past week so I thought I should
> share with the list my exhileration with regards to its music and
> visuals.
>
> The music is simply stunning. Just so orchestral, and clear. Its
> obviously MIDI, the N64 can't do music any other way, short of
> streaming off a mono track or an MPEG track. But with full dolby
> support, only the flexibility and small memory requirements of MIDI
> could have allowed JFG to support such variety and quality of sound on a
> moderately large 256 megabit cartridge. But that's my informed
> opinion. Without knowing the cartridge limitations, I can't tell the
> difference between JFGs MIDI tracks from redbook or mpeg audio. its is
> simply stunning. What is even more spectacular is each level has a
> unique theme. While the theme in the first level (a very ethnic
> drumbeat theme reminiscent of Turok's) didn't impress me simply because
> I've heard it for so long and hated it! But I stuck with the game.
> After the first level, the music for the other levels just get better
> and better.
>
> With regards to graphics, I noticed the chracters seem rounder than
> normal. Their poly count is not increadibly huge (Juno's torso is a
> boxy four sided polygon) but the gourard shading seems to cure the
> angular polygons and make all the characters much more rounded than they
> are. I'm guessing there might be the use of real-time ray tracing RARE
> talked about for Perfect Dark. But even if its not used, i can't ingore
> the fact that its just beutiful, the way the polygon models were built.
> Vela's breast are very nice as well, and bounce accordingly ;)
>
> The environment themeselves don't push spectacular amounts of polygons,
> and its nothing we haven't seen before, but there's a sense of realism
> to it. Its difficult to discribe, but the choice of colors, and the
> atmospheric fog in the distance seem to enhance the feeling of depth.
> My only qualm is that some textures are stretched onto polygons models
> that are much too big. But speaking of textures, the pre-rendered
> textured feel of the textures RARE pioneered in GoldenEye are back in
> full force. The highlights, of the bumps on the textures are shown with
> increadible clarity. Some textures look so detailed you won't realize
> that they are infact just a flat piece of image plastered onto a flat
> polygon until you walk right next to them.
>
> Slowdown is noticable in some areas. You'll be walking down a hallway
> and notice the movements jerk / and slow down a few frames. But its
> hardly the unmanagable slowdown seen in Turok 2. The designers are
> also quite imaginative. The locales, and designs are simply stunning,
> with quite a few music tracks and level designs showing clear influences
> from Star Wars, more specifically, Yoda's swamp planet of Degobah and
> the Ewok Village :-)
>
> There's some increadible environment reflection done in the game. And
> JFG probably takes the cake as one of the first shooter/adventure game
> use use environment mapping on a large scale. THere's an level in the
> game where the player enters a wide open courtyard. In the far side, is
> a hi-tech looking pyramid and behind that is a huge moon. But that's
> not what is amazing about it. The entire courtyard floor is reflecting
> everything around it! everything! including the insenct drones, the
> courtyard walls, the reflections of the characters, and even Floyd (a
> flying robot character who tags along, like the fairy in Zelda) What's
> even more beautiful is the sheer grandeur of some of the locales. You
> think Zelda's temples were big? Wait till you see some of JFG's
> levels. There are some huge cathedral like areas, although quite a few
> of the levels are confined to narrow tunnels and hallways. The
> cinematic sequences are equally well done. Very nice camera work, and
> RARE knows how to funnel polygon savings into producing much better
> environments that is slightly better looking than the stuff we see in
> the actual game.
>
> Whew! Amazing visuals. Trust me, i think you'll see even more amazing
> stuff next year. RARE has stated in their JFG team interview with Dojo
> they don't believe N64's full potential has been tapped yet. the N64's
> Donkey Kong Country might not be Donkey Kong 64, and there might not be
> a game so far apart from the rest that its unlike any other N64 game
> we've seen before. But I'm really really looking forward to the kind of
> environmental immersion Perfect Dark will offer.
>
> Not to speak ill of PlayStation, but while games like Final Fantasy
> series might provide some truly awe inspiring full motion video
> sequences, the rest of the games seems to pale in comparison, not to
> mention the load time. What RARE, and many N64 developers are doing in
> this last few years of the N64's lifespan is pushing the limits of the
> machine to produce pseudo-FMV quality visuals in real-time. Its a
> compromiseI can live with, and for people who can't afford a DC right
> now, what the N64 is doing, especially in these highlight games, will
> truly give you a taste of what is to come! Dolphin anyone :)
>
> Wow, i can't believe I just wrote that. But its late, and I don't want
> to read some stupid academic texts i'm suppose to be doing, so I'm doing
> this. If you think I am acting strangely, blame it on university.
>
> Dexter
>
>
>
>
>
>
>
>
>
>
> [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> [ (without the quotes) to majordomo@xmission.com ]
>
sx
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 1 Nov 1999 17:05:34 -0500 (EST)
From: "Lloyd Millard Mccoy Jr." <mccoyjr@Glue.umd.edu>
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
Great review Dexter...one of your best yet which says alot. I also go to a
University..where do you do?
On Mon, 1 Nov 1999, Dexter Sy wrote:
> I've played quite a bit of JFG in this past week so I thought I should
> share with the list my exhileration with regards to its music and
> visuals.
>
> The music is simply stunning. Just so orchestral, and clear. Its
> obviously MIDI, the N64 can't do music any other way, short of
> streaming off a mono track or an MPEG track. But with full dolby
> support, only the flexibility and small memory requirements of MIDI
> could have allowed JFG to support such variety and quality of sound on a
> moderately large 256 megabit cartridge. But that's my informed
> opinion. Without knowing the cartridge limitations, I can't tell the
> difference between JFGs MIDI tracks from redbook or mpeg audio. its is
> simply stunning. What is even more spectacular is each level has a
> unique theme. While the theme in the first level (a very ethnic
> drumbeat theme reminiscent of Turok's) didn't impress me simply because
> I've heard it for so long and hated it! But I stuck with the game.
> After the first level, the music for the other levels just get better
> and better.
>
> With regards to graphics, I noticed the chracters seem rounder than
> normal. Their poly count is not increadibly huge (Juno's torso is a
> boxy four sided polygon) but the gourard shading seems to cure the
> angular polygons and make all the characters much more rounded than they
> are. I'm guessing there might be the use of real-time ray tracing RARE
> talked about for Perfect Dark. But even if its not used, i can't ingore
> the fact that its just beutiful, the way the polygon models were built.
> Vela's breast are very nice as well, and bounce accordingly ;)
>
> The environment themeselves don't push spectacular amounts of polygons,
> and its nothing we haven't seen before, but there's a sense of realism
> to it. Its difficult to discribe, but the choice of colors, and the
> atmospheric fog in the distance seem to enhance the feeling of depth.
> My only qualm is that some textures are stretched onto polygons models
> that are much too big. But speaking of textures, the pre-rendered
> textured feel of the textures RARE pioneered in GoldenEye are back in
> full force. The highlights, of the bumps on the textures are shown with
> increadible clarity. Some textures look so detailed you won't realize
> that they are infact just a flat piece of image plastered onto a flat
> polygon until you walk right next to them.
>
> Slowdown is noticable in some areas. You'll be walking down a hallway
> and notice the movements jerk / and slow down a few frames. But its
> hardly the unmanagable slowdown seen in Turok 2. The designers are
> also quite imaginative. The locales, and designs are simply stunning,
> with quite a few music tracks and level designs showing clear influences
> from Star Wars, more specifically, Yoda's swamp planet of Degobah and
> the Ewok Village :-)
>
> There's some increadible environment reflection done in the game. And
> JFG probably takes the cake as one of the first shooter/adventure game
> use use environment mapping on a large scale. THere's an level in the
> game where the player enters a wide open courtyard. In the far side, is
> a hi-tech looking pyramid and behind that is a huge moon. But that's
> not what is amazing about it. The entire courtyard floor is reflecting
> everything around it! everything! including the insenct drones, the
> courtyard walls, the reflections of the characters, and even Floyd (a
> flying robot character who tags along, like the fairy in Zelda) What's
> even more beautiful is the sheer grandeur of some of the locales. You
> think Zelda's temples were big? Wait till you see some of JFG's
> levels. There are some huge cathedral like areas, although quite a few
> of the levels are confined to narrow tunnels and hallways. The
> cinematic sequences are equally well done. Very nice camera work, and
> RARE knows how to funnel polygon savings into producing much better
> environments that is slightly better looking than the stuff we see in
> the actual game.
>
> Whew! Amazing visuals. Trust me, i think you'll see even more amazing
> stuff next year. RARE has stated in their JFG team interview with Dojo
> they don't believe N64's full potential has been tapped yet. the N64's
> Donkey Kong Country might not be Donkey Kong 64, and there might not be
> a game so far apart from the rest that its unlike any other N64 game
> we've seen before. But I'm really really looking forward to the kind of
> environmental immersion Perfect Dark will offer.
>
> Not to speak ill of PlayStation, but while games like Final Fantasy
> series might provide some truly awe inspiring full motion video
> sequences, the rest of the games seems to pale in comparison, not to
> mention the load time. What RARE, and many N64 developers are doing in
> this last few years of the N64's lifespan is pushing the limits of the
> machine to produce pseudo-FMV quality visuals in real-time. Its a
> compromiseI can live with, and for people who can't afford a DC right
> now, what the N64 is doing, especially in these highlight games, will
> truly give you a taste of what is to come! Dolphin anyone :)
>
> Wow, i can't believe I just wrote that. But its late, and I don't want
> to read some stupid academic texts i'm suppose to be doing, so I'm doing
> this. If you think I am acting strangely, blame it on university.
>
> Dexter
>
>
>
>
>
>
>
>
>
>
> [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> [ (without the quotes) to majordomo@xmission.com ]
>
sx
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 1 Nov 1999 18:13:22 EST
From: Nutz4n64@aol.com
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
In a message dated 11/1/99 2:16:44 AM Central Standard Time,
karens@smartt.com writes:
<< Wow, i can't believe I just wrote that. But its late, and I don't want
to read some stupid academic texts i'm suppose to be doing, so I'm doing
this. If you think I am acting strangely, blame it on university.
Dexter
>>
Very well written, Dex. I don't know what Next Gen was thinking when they
reviewed this gem. A definite must buy. And if anyone thinks that's acting
strangely, I once cleaned my room to avoid school work. I can't imagine what
college is like.
- -Eric-
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Sun, 31 Oct 1999 17:51:41 -0600
From: D Fentie <d.fentie@home.com>
Subject: Re: [N64] List alive?
I just noticed in JFG that the characters don't have joints in their
legs... so it looks like they move by 'bending' their legs like someone
would bend a piece of metal.
Dexter Sy wrote:
>
> Bastion007@aol.com wrote:
>
> > Where is this list? Everyone trick or treating? :-)
>
> I got Hersheys Chocolate Bars! woo hoo!
>
> >
> >
> > Okay, is it me or are the character upgrades in JFG really lame? I mean, Juno
> > looks okay, Vela still has nothing on, and Lupus is a damn tank. Maybe they
> > grow on you, but right now the characters look very lame.
>
> I'd have to see. Been too busy with school work to get any gaming done lately.
> Although the graphics in JFG is a sight to behold. (read my next post) :-)
>
> >
> >
> > ~Matt
> >
> > [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> > [ (without the quotes) to majordomo@xmission.com ]
>
> [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> [ (without the quotes) to majordomo@xmission.com ]
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 01 Nov 1999 17:43:23 -0800
From: Dexter Sy <karens@smartt.com>
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
>
> Very well written, Dex. I don't know what Next Gen was thinking when they
> reviewed this gem. A definite must buy. And if anyone thinks that's acting
> strangely, I once cleaned my room to avoid school work. I can't imagine what
> college is like.
Thanks for the response. Well University is ok. But its a lot of work, a lot of
reading, and if you're someone who takes things lightly, it will be several weeks
of light work (less work than highschool) and one week of absolute hell as you
scramble to finish term papers that are worth like 50% of your total mark.
I'm the more concerend type, and it gets annoying since I'm trying to do research
for a paper that is due in 29 days and i really don't want to do it, but i know i
will have to do it.
dex
>
> -Eric-
>
> [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> [ (without the quotes) to majordomo@xmission.com ]
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 01 Nov 1999 17:44:28 -0800
From: Dexter Sy <karens@smartt.com>
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
"Lloyd Millard Mccoy Jr." wrote:
> Great review Dexter...one of your best yet which says alot. I also go to a
> University..where do you do?
I assume you're asking me which University I attend. Its Simon Fraser
University in British Columbia. Most well know for our electronic engineering
programs. The V-chip for TVs was invented here.
Dexter
>
>
> On Mon, 1 Nov 1999, Dexter Sy wrote:
>
> > I've played quite a bit of JFG in this past week so I thought I should
> > share with the list my exhileration with regards to its music and
> > visuals.
> >
> > The music is simply stunning. Just so orchestral, and clear. Its
> > obviously MIDI, the N64 can't do music any other way, short of
> > streaming off a mono track or an MPEG track. But with full dolby
> > support, only the flexibility and small memory requirements of MIDI
> > could have allowed JFG to support such variety and quality of sound on a
> > moderately large 256 megabit cartridge. But that's my informed
> > opinion. Without knowing the cartridge limitations, I can't tell the
> > difference between JFGs MIDI tracks from redbook or mpeg audio. its is
> > simply stunning. What is even more spectacular is each level has a
> > unique theme. While the theme in the first level (a very ethnic
> > drumbeat theme reminiscent of Turok's) didn't impress me simply because
> > I've heard it for so long and hated it! But I stuck with the game.
> > After the first level, the music for the other levels just get better
> > and better.
> >
> > With regards to graphics, I noticed the chracters seem rounder than
> > normal. Their poly count is not increadibly huge (Juno's torso is a
> > boxy four sided polygon) but the gourard shading seems to cure the
> > angular polygons and make all the characters much more rounded than they
> > are. I'm guessing there might be the use of real-time ray tracing RARE
> > talked about for Perfect Dark. But even if its not used, i can't ingore
> > the fact that its just beutiful, the way the polygon models were built.
> > Vela's breast are very nice as well, and bounce accordingly ;)
> >
> > The environment themeselves don't push spectacular amounts of polygons,
> > and its nothing we haven't seen before, but there's a sense of realism
> > to it. Its difficult to discribe, but the choice of colors, and the
> > atmospheric fog in the distance seem to enhance the feeling of depth.
> > My only qualm is that some textures are stretched onto polygons models
> > that are much too big. But speaking of textures, the pre-rendered
> > textured feel of the textures RARE pioneered in GoldenEye are back in
> > full force. The highlights, of the bumps on the textures are shown with
> > increadible clarity. Some textures look so detailed you won't realize
> > that they are infact just a flat piece of image plastered onto a flat
> > polygon until you walk right next to them.
> >
> > Slowdown is noticable in some areas. You'll be walking down a hallway
> > and notice the movements jerk / and slow down a few frames. But its
> > hardly the unmanagable slowdown seen in Turok 2. The designers are
> > also quite imaginative. The locales, and designs are simply stunning,
> > with quite a few music tracks and level designs showing clear influences
> > from Star Wars, more specifically, Yoda's swamp planet of Degobah and
> > the Ewok Village :-)
> >
> > There's some increadible environment reflection done in the game. And
> > JFG probably takes the cake as one of the first shooter/adventure game
> > use use environment mapping on a large scale. THere's an level in the
> > game where the player enters a wide open courtyard. In the far side, is
> > a hi-tech looking pyramid and behind that is a huge moon. But that's
> > not what is amazing about it. The entire courtyard floor is reflecting
> > everything around it! everything! including the insenct drones, the
> > courtyard walls, the reflections of the characters, and even Floyd (a
> > flying robot character who tags along, like the fairy in Zelda) What's
> > even more beautiful is the sheer grandeur of some of the locales. You
> > think Zelda's temples were big? Wait till you see some of JFG's
> > levels. There are some huge cathedral like areas, although quite a few
> > of the levels are confined to narrow tunnels and hallways. The
> > cinematic sequences are equally well done. Very nice camera work, and
> > RARE knows how to funnel polygon savings into producing much better
> > environments that is slightly better looking than the stuff we see in
> > the actual game.
> >
> > Whew! Amazing visuals. Trust me, i think you'll see even more amazing
> > stuff next year. RARE has stated in their JFG team interview with Dojo
> > they don't believe N64's full potential has been tapped yet. the N64's
> > Donkey Kong Country might not be Donkey Kong 64, and there might not be
> > a game so far apart from the rest that its unlike any other N64 game
> > we've seen before. But I'm really really looking forward to the kind of
> > environmental immersion Perfect Dark will offer.
> >
> > Not to speak ill of PlayStation, but while games like Final Fantasy
> > series might provide some truly awe inspiring full motion video
> > sequences, the rest of the games seems to pale in comparison, not to
> > mention the load time. What RARE, and many N64 developers are doing in
> > this last few years of the N64's lifespan is pushing the limits of the
> > machine to produce pseudo-FMV quality visuals in real-time. Its a
> > compromiseI can live with, and for people who can't afford a DC right
> > now, what the N64 is doing, especially in these highlight games, will
> > truly give you a taste of what is to come! Dolphin anyone :)
> >
> > Wow, i can't believe I just wrote that. But its late, and I don't want
> > to read some stupid academic texts i'm suppose to be doing, so I'm doing
> > this. If you think I am acting strangely, blame it on university.
> >
> > Dexter
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> > [ (without the quotes) to majordomo@xmission.com ]
> >
>
> sx
>
> [ To quit the n64 mailing list, send the message "unsubscribe n64" ]
> [ (without the quotes) to majordomo@xmission.com ]
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 01 Nov 1999 17:47:49 -0800
From: Dexter Sy <karens@smartt.com>
Subject: [N64] Harvest Moon 64
I'm a big harvest moon fan. I got hooked after playing the Game Boy
version
This is one RPG all N64 fans will want to give a try
http://www.nintendo.com/n64/harvestmoon64/index.html
Dexter
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[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 1 Nov 1999 21:44:20 EST
From: TreyTable@aol.com
Subject: Re: [N64] List alive?
In a message dated 99-10-31 21:27:29 EST, you write:
> Where is this list? Everyone trick or treating? :-)
>
> Okay, is it me or are the character upgrades in JFG really lame? I mean,
> Juno
> looks okay, Vela still has nothing on, and Lupus is a damn tank. Maybe
they
> grow on you, but right now the characters look very lame.
>
> ~Matt
Um, I've been trying to have fun with Crash Team Racing (rented) but not
having any luck. It tries to be Mario Kart 64, but if alls sort on a few
points; cornering isn't as precise, multi-player levels (battle mode) are
bland, and besides Crash the charaters aren't very exciting. I've also
beenplaying a lot of Gran Turismo since I bought a NeGcon. And, of course,
still playing Horse in Tony Hawk's Pro Skater (finally got all tapes & gold
medals)
Dave
[ To quit the n64 mailing list, send the message "unsubscribe n64" ]
[ (without the quotes) to majordomo@xmission.com ]
------------------------------
Date: Mon, 1 Nov 1999 21:48:22 EST
From: TreyTable@aol.com
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
In a message dated 99-11-01 03:16:44 EST, you write:
> Not to speak ill of PlayStation, but while games like Final Fantasy
> series might provide some truly awe inspiring full motion video
> sequences, the rest of the games seems to pale in comparison, not to
> mention the load time.
We all know how you feel about Final Fantasy 8, just say it, it's less than
spectacular.
Dave
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------------------------------
Date: Mon, 01 Nov 1999 18:56:38 -0800
From: Dexter Sy <karens@smartt.com>
Subject: Re: [N64] Amazing audio/visuals on JFG and Beyond!
TreyTable@aol.com wrote:
> In a message dated 99-11-01 03:16:44 EST, you write:
>
> > Not to speak ill of PlayStation, but while games like Final Fantasy
> > series might provide some truly awe inspiring full motion video
> > sequences, the rest of the games seems to pale in comparison, not to
> > mention the load time.
>
> We all know how you feel about Final Fantasy 8, just say it, it's less than
> spectacular.
Heheheh. Still having a blast with Anthology tho.
Man, this is what Final Fantasy should be all about.
Dexter
>
>
> Dave
>
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------------------------------
Date: Mon, 1 Nov 1999 21:58:05 EST
From: TreyTable@aol.com
Subject: Re: [N64] Redbook & MIDI
In a message dated 99-11-01 03:16:44 EST, you write:
> Its
> obviously MIDI, the N64 can't do music any other way, short of
> streaming off a mono track or an MPEG track. But with full dolby
> support, only the flexibility and small memory requirements of MIDI
> could have allowed JFG to support such variety and quality of sound on a
> moderately large 256 megabit cartridge. But that's my informed
> opinion. Without knowing the cartridge limitations, I can't tell the
> difference between JFGs MIDI tracks from redbook or mpeg audio.
You know, if you ask me, I think there's nothing wrong with MIDI for music
over Redbook Audio. That's just my opinion. Especially when the MIDI is
created so that it "reacts" to the current situation in the game, like in
Zelda: Ocarina of Time or Need For Speed 3: Hot Pursuit (PSX). I'm not saying
Redbook audio is bad, in some games it fits really well (for example Jet
Moto, Sonic R, and Tony Hawk's Pro Skater) but after playing a game so many
times I find myself turning the music off (or wishing I could) and iumporting
my own, but with MIDI that changes according to the situation I never find
myself (or rarely) switiching off the music (retaining sound effects),
re-routing the game sound effects through the TV speakers and turning on the
CD player.
Dave
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