Interesting videos that provide a high-level look at the architectures of the two systems, both from Retro48K:
The Sony Playstation (16m):
The Nintendo 64 (18m):
The Flipside of Gaming
Interesting videos that provide a high-level look at the architectures of the two systems, both from Retro48K:
The Sony Playstation (16m):
The Nintendo 64 (18m):
The Nintendo 64 broke ground for Nintendo in many ways, but arguably the worst part of that was the controller.
I’m not one of the people who complains about not understanding the controller or how to hold it. That part’s pretty easy to understand: you hold it one way, with the central prong in your left hand and the right handle in your right, for games that use the control stick like Super Mario 64; you hold it with one handle in each hand for games that instead use the Control Pad. It makes sense that Nintendo still wanted to feature the Pad prominently since it was one of the defining characteristics of the NES and SNES era.
The Control Pad is durable and easy to use, even if it does result in bruised thumbs when pressed with force, as can happen in challenging games. What’s not so durable is the N64’s signature control device: the Analog Stick. A special design that didn’t see much update after the Nintendo 64, because of the “white dust of death,” a mysterious fine powder that emerges from the inner workings of the stick after heavy use. Along with the powder always came degraded control performance: the stick would lose some of its tight feel, wobbling when shaken, and would no longer recognize the full extend of its range. All official N64 control sticks would succumb to the dreaded dust with time.
During the console’s life the source of the powder wasn’t common knowledge. It turns out it’s the result of the control stick grinding against its housing and actually rubbing itself in a fine dust. The looseness came from the powder getting into the tight confines of the stick’s mechanism, and from the pivot chamber getting looser as it was ground away by the joystick.
Some games were notorious for decreasing a controller’s working life. The Mario Party series was infamous for demanding rapid spins of the control stick, that could produce the dreaded dust and wobble after surprisingly few games. But with use, it seemed that all the official joysticks would succumb to it eventually. Third-party sticks, such as the then-ubiquitious MadCatz sticks, didn’t suffer from the problem, but their control sticks weren’t as sensitive, and required a smidge more force to push. For demanding play, the official sticks are a must.
This has resulted in a big problem. Since all the Nintendo-made N64 sticks degrade eventually with use, and Nintendo isn’t making them any more, speedrunners playing on original hardware have few options for playing games the way they were intended by their designers. Some jealously hoard pristine sticks, which have become expensive, while others work to make replacements.
Retromeister on Youtube has made a 24-minute video explaining the problem, and the lengths to which runners have resorted to keep themselves playing. And this, following, is that very thing:
It’s information I’d much rather see in text, and I find the video a bit annoying from a construction standpoint (the speaker has a bad case of Youtube Voice), but it’s really interesting information regardless. This video from Abyssoft contains a deep explanation of MK64’s opponent driving algorithm, and explains that the game selects two rivals for your character on each cup, and that opposing drivers pick one of three paths through the course, and can clip right through walls if needed to continue driving around the circuit.
Explaining the Ways in Which Mario Kart 64 CPUs Cheat (Youtube, 12 minutes)
A good old-fashioned website! It’s hope to information on the construction of a wide variety of console platforms! Docs on the NES, the Sega Master System, the PC Engine (a.k.a. Turbografx 16), the Mega Drive (a.k.a. Genesis), Gameboy, SNES, Saturn, Playstation, Virtual Boy (yes), Nintendo 64, Dreamcast, Playstation 2, GBA, Gamecube, Xbox, DS, PSP, Xbox 360, Playstation 3, Wii and Wii U.
The Copetti site: Architecture of Consoles
I’ve mentioned Kaze Emanuar’s efforts to make the best Mario 64 there can possibly be on its native hardware. He’s compiled it with optimization flags turned on, made its platforming engine much more efficient, and worked hard to minimize cache misses, which was a major source of slowdowns in the game’s code. Under his efforts, he’s gotten the engine running at 60fps (although not yet in a playable version of the original). While these optimizations are not the kind of thing that can keep being found indefinitely, he’s bound to run out of ways to tune up the code, currently he’s still finding new ways to speed it up.
He made a Youtube video detailing his most recent optimization find: getting the game’s trigonometric functions executing at their speediest. What is interesting is that the Mario 64 code already uses a couple of tricks to get sine and cosine results in a rapid manner: the game only uses 4096 discrete angles of movement direction, and contains a lookup table that covers each of those angles. But it turns out that this optimization is actually a mis-optimization, because the RAM bus hits incurred to read the values into the cache are actually more expensive than just figuring out the values in code on the N64’s hardware!
The video starts out decently comprehensible, but eventually descends into the process of figuring out sine and cosine on the fly, and the virtues of the various ways this can be done, so you can’t be faulted for bailing before the end, possibly at the moment the dreaded words “Taylor series” are mentioned. But it’s a fairly interesting watch until then!
Ordinarily this would be the kind of thing that intrepid blob reporter Kent Drebnar would cover here some week, but this is too big to hide as just one of several links in an omnibus post. At long last, one of the biggest N64 games of all is getting a rerelease on Switch Online (oh, and Xbox One as well), even if you have to get the Expansion Pack to play it. It should be playable when, or soon after, this post goes up! It even offers widescreen support and online play!
While it couldn’t save the system in the face of competition from the Playstation, there is no denying Rare’s Goldeneye 007 moved an awful lot of Nintendo 64 consoles, and until now, 25 years later, unless you wanted to pirate it, the original cart and system was still the only way to play it. It remains the most iconic James Bond video game ever made, and it may still be the most popular. They got so much right when making it, both with respect to the franchise and to doing a console-based first-person shooter right.
WARNING: the following paragraph will make little sense to people who weren’t both N64 players and internet readers at the time when it was new:
The spirits of countless N64 IGN readers rejoice this day. a golden eye is an eye tat is golden! Sadly, all record of eye tat boy is gone from their current website, Google is of no use at all in ferreting record of it out of the present-day web, and it’s too much trouble to dredge its memory up from the Wayback Machine. So it goes.
The gaming landscape has changed so much since then. When shrinkwrapped Goldeneye 007 boxes first saw store shelves, Rare was on their way to becoming one of Nintendo’s most beloved second parties. People largely came to see them as like a British branch of the company, then the Stamper brothers wanted to sell, Nintendo somehow said no to buying, and as a result the company began largely to languish, until around the time Viva Pinata came out. Since then, the people who made it left Rare and went on to make the Timesplitters games, which are still fondly remembered.
Such is N64 Goldeneye’s legend that Activision once actually released another James Bond game by that name, that actually wasn’t a port or remake of the original but was more of a reboot of it, with the Daniel Craig version of James Bond included.
Goldeneye 007’s twin release on both the Switch and Xbox platforms must have required some deep licensing mojo, but perhaps not even as much needed to wrest the rights for a rerelease of a James Bond movie tie-in game from the Broccoli family, as well as the likeness rights from Pierce Brosnan. With that many owners looking for their pieces of the financial pie, the stars must have aligned mighty right for the game to see the legal light of day again. Someone, please go check R’lyeh! Cthulhu must be about to awaken!
GoldenEye 007 Shoots Its Way Onto Nintendo Switch Online This Week (Nintendo Life)
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
I’m back! I’ve been bobbing and blobbing around internet slimepools and have dredged from their murky depths the latest gaming information for your consumption! Yum!
Engadget’s Kris Holt tells us that the graphic-based Steam version of Dwarf Fortress is on the way! It’ll cost $30, which it is possible to be dismayed by, except that if there’s any game that offers depth and content worth at least $30, it’s Dwarf Fortress. The version will have not only graphics but a tutorial and updated UI! And the free version will continue to be updated! Dwarf Fortress is going with a paid version because its creators, being not electronic dwarves but actual human being people, need money to live. Please, help them to live!
Liam Doolan at Nintendo Life: Mario Party 1 and 2 are coming to Switch Online’s Expansion Pack. I wonder if the games will destroy Joycons as thoroughly as it did N64 joysticks?
K. Thor Jensen for PC Magazine writes about what he considers the 10 worst arcade conversions of all. They cover a number of likely suspects. Atari 2600 Pac-Man, NES 720°, GBA Mortal Kombat, GBA Marble Madness, PC Thunder Blade, Amiga Street Fighter II, NES Ikari Warriors, 2600 Double Dragon, PS1 X-Men vs Street Fighter, and C64 Cisco Heat. But, I dunno, there are a lot of awful computer ports of arcade games floating around out there. Given the time I could probably redo the whole list, but PC Magazine isn’t paying me to do it. Plus, that kind of negativity is more the Gripe Monster’s lawn.
Ryan Dinsdale at IGN tells us that Microsoft loses from $100 to $200 on every Xbox X and S they sell. Aaahahaha! Yes my minions, exult with me in the misfortune of a major console manufacturer, for no good reason than sheer ill will! Er. Sorry, I let the evil out of my brain for a moment there.
At Kotaku, John Walker says that Playstation Plus has lost two million subscribers after its relaunch! Haahaha! Revel in their misfortune! Giant corporations will destroy the earth, at least they suffer very slightly every once in a great while! Oops, sorry again, I really need to get my bile gland emptied more often. The article mentions that the higher-priced tiers mean Sony is actually making more money now anyway.