Game

The new Retro Gamer reveals the Nintendo 64 didn’t need to be 64-bit

It’s the Nintendo 64’s 25th anniversary this year, and Retro Gamer spoke with veteran developers to find out why so many games on the system are pushing the technical limits.

Interestingly, despite the power of Nintendo’s console, Giles Goddard, who has worked on games like Super Mario 64 and 1080º Snowboarding, made an interesting statement when asked if the 64-bit processing offered by Nintendo’s console had a real advantage over competing consoles. time. “I’d say almost none,” was his unexpected response. “I would say it’s more about marketing than anything really usable.”

  • Be the first to receive articles on the best retro flavors by subscribing to Retro Gamer today.

Giles is one of the few developers we spoke to for issue 224, and while some aspects of the console weren’t really necessary, everyone we spoke to praised Nintendo’s system. Eric Johnstone has worked on both of the N64’s Star Wars games and said, “I loved the N64’s hardware. Mark Blattel and I had a desk at SGI during development, we went through it as we progressed. The only machine we were able to simulate at the time was the 250,000 SGI Onyx, a small desk-sized purple and black box that needed its own 16 amp plug.”

Our massive ten-page feature explores the hardware’s strengths, the release of the Expansion Pak, and many great games that take advantage of the console’s extra power. An essential read for anyone who loves Nintendo’s popular console.

Other highlights of Issue 224 include detailed articles on Double Dragon II, Dizzy, the transition from 2D to 3D games, and a celebration of Falcom celebrating its 40th anniversary. We also look at Castle Master, Litil Divil, Ghosthunter, The Simpsons: Bart Vs The Space Mutants and many other classics.

Retro Gamer Edition 224 is available now. You can buy at. magazinesdirect.com or subscribe.


See more

The new Retro Gamer reveals the Nintendo 64 didn’t need to be 64-bit

This year is the Nintendo 64’s 25th anniversary and Retro Gamer spoke to veteran developers to find out why so many of the system’s games pushed technical boundaries.
Interestingly, despite the power of Nintendo’s console, Giles Goddard, who worked on titles including Super Mario 64 and 1080º Snowboarding had an interesting revelation when asked if the 64-bit processing offered by Nintendo’s console had any real advantages over the rival consoles of the time. “Almost none, I would say,” was his unexpected reply. “I’d say it was more about marketing than anything actually usable.”
Be the first to get articles on the best retro delights by subscribing to Retro Gamer today.
Giles is one of several developers we spoke to for issue 224, and while some aspects of the console weren’t actually needed,everyone we interviewed praised Nintendo’s system. Eric Johnstone worked on both of the N64’s Star Wars games and revealed, “I loved the N64 hardware. Mark Blattel and I had a desk at SGI during its development, running it through its paces as it progressed. At the time, the only machine we could simulate it on was a 250,000 SGI Onyx, which was a purple and black box the size of a small desk, which required its own 16-amp power outlet.”
Our huge ten-page feature examines the strengths of the hardware, the introduction of the Expansion Pak and the many great games that benefitted from the console’s extra power. It’s an essential read for anyone that loves Nintendo’s popular console.
Other highlights of issue 224 include in-depth articles on Double Dragon II, Dizzy, the transition of gaming from 2D to 3d, as well as a celebration of Falcom, which is currently celebrating its 40th anniversary. We also look at Castle Master, Litil Divil, Ghosthunter, The Simpsons: Bart Vs The Space Mutants and many other classics.
Issue 224 of Retro Gamer is on sale now. You can buy it from Magazinesdirect.com or subscribe.

#Retro #Gamer #reveals #Nintendo #didnt #64bit


Trả lời

Email của bạn sẽ không được hiển thị công khai. Các trường bắt buộc được đánh dấu *

Back to top button