From: owner-n64-digest@lists.xmission.com (n64-digest) To: n64-digest@lists.xmission.com Subject: n64-digest V1 #1018 Reply-To: n64-digest Sender: owner-n64-digest@lists.xmission.com Errors-To: owner-n64-digest@lists.xmission.com Precedence: bulk n64-digest Monday, December 6 1999 Volume 01 : Number 1018 Re: [N64] DK help needed Re: [N64] DK help needed Re: [N64] marketable games Re: [N64] DK help needed Re: [N64] marketable games Re: [N64] historical signifigance Re: [N64] RE: DK layout Re: [N64] marketable games Re: [N64] Little Dolphin tidbit ... Re: [N64] (Not on topic) Re: [N64] Whoa! $90? Re: [N64] DK help needed Re: [N64] Pokemon Gold/Silver Re: [N64] Little Dolphin tidbit ... Re: [N64] historical signifigance [N64] decent racing game Re: [N64] marketable games Re: [N64] Little Dolphin tidbit ... Re: [N64] Pokemon Red & Blue Re: [N64] Little Dolphin tidbit ... Re: [N64] DK help needed Re: [N64] marketable games [N64] Replay Value Re: [N64] Replay Value Re: [N64] Replay Value Re: [N64] Replay Value Re: [N64] RE: DK layout ---------------------------------------------------------------------- Date: Tue, 07 Dec 1999 01:28:55 +1100 From: Alex Subject: Re: [N64] DK help needed At 08:16 02-12-99 EST, you wrote: >Maybe you can't judge the depth but i felt it was quite easy to jump on an >enemies head in Mario and just because all platform games don't involving on >the enemies head has nothing to do with3-d all it is is the developer trying >to make their games a little different and I appreciate the variety. > > I'm quite proficient at stomping on heads. There are lots of game players who aren't as good as you or I. Depth perception is a problem with 3d games. There are lots of people who wouldn't play Doom because it was too hard to tell if they'd picked up an item or not. Most developers of 3d platformers aren't adding variety, they are just copying what Mario did. 2d games were much more varied. Castlevania for example required you to use a whip to kill enemies. This made the timing much different than something like Mario. Then they created enemies which played on the control system like the medusa heads. In Banjo they didn't think about how the attacks were going to interact with the enemies. Maybe because games are so big now, it is hard to achieve syncronicity of every game element, but NCL managed to pull it off in Zelda alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 01:32:48 +1100 From: Alex Subject: Re: [N64] DK help needed At 08:23 02-12-99 EST, you wrote: >It dosen't matter why they changed it in all the mario's except for mario64 >you could throw fireballs but when they didn't add it in mario64 I didn't >hear any one complaing so why does it matter you can't jump on a beaver. > > It just shows that DK64 isn't really a continuation of the DK series. It's just another 3d platformer, only this time it features (marketable) characters from the DK series. Mario64 was the same in that it didn't need to star Mario, but the thing with that game is it's so good the gameplay stands on its own indepentant of such periphery. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 06 Dec 1999 14:29:27 GMT From: "madd stuey" Subject: Re: [N64] marketable games yeah, my brother and i bought DKR right when it came out, and we still heave fun playing it, one player or four. BAR wasn't too bad, it had some neat boards, and the battle mode was nuts. i think if rare can make a racing game with some exploration and some head-to-head competition, they should go for it. that's my opinion, anyway... ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 06 Dec 1999 14:35:58 GMT From: "madd stuey" Subject: Re: [N64] DK help needed i don't know, i can stomp on a head pretty good... ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 01:41:24 +1100 From: Alex Subject: Re: [N64] marketable games At 08:25 02-12-99 EST, you wrote: >THat is to you my friend I enjoyed all of those games and I think that RARE >is only getting better and better and if they keep on going at the pace >that they're going I think one day they might surpass the almighty >development house of Nintendo. > I don't think RARE are losing their touch; they were over-rated from the start. They will never be better than NCL because they have no scruples. NOA made Rare their bitch. NOA makes Rare do all the dirty work releasing the kitsch while NCL's name remains untarnished. I think Perfect Dark will be very very good though. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 01:48:53 +1100 From: Alex Subject: Re: [N64] historical signifigance Goldeneye had some direction. They made the decision to go with small, difficult levels so that frustration was minimum. With Turok2 they didn't make decisions, they just crammed as much as they could in until the cart space ran out. Huge levels, a plethora of useless guns etc. You're right that the aiming system in goldeneye is vastly superior. Since the screen doesn't need to scroll, the framerate stays smooth. Turok2 also has jumping for no good reason. Goldeneye shows you don't need jumping. At 13:54 02-12-99 +0000, you wrote: >I've heard through the web grape vine that it does >indeed use the Turok 2 engine. I hope they have >tweeked it a little as well. Although I was quite >happy with Turok 2, overall I thought it was a great >game. The obvious pit fall is comparing it to >Goldeneye. Although they are the same genre, they >were both designed with different gameplay in mind. > >Goldeneye: Lots of pixel fodder, mainly based around >exploring as opposed to structured levels, Good old >Bond was unable to take many hits due to lack of >health powerups (que lots of avoiding bullets!) > >Turok 2: Structured levels, fewer pixel fodder also >harder to kill, loads of health laying around for when >you get munched on by the odd dinosaur... So turok >was a little bit more robust and could take more >punishment > >Therefore the player had to adapt different a >different strategy for both games. The thing I didn't >like about Turock was you couldn't move the gun sight >a la Goldeneye but that was just splitting hairs. At >various points in the game, they both suffered from >frame rate problems. > >I'm hoping Armorines will be along the same lines. >The only reason I'm not getting turok rage wars is my >girlfriend kicks my arse at most multiplayer games and >I end up in a sulk for the rest of the day.....but >thats probably more information than you really wanted >to know! > >Johno > > > alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 01:54:33 +1100 From: Alex Subject: Re: [N64] RE: DK layout Yes, I agree. Hub levels should be straight forward and easy to navigate. This was one of the problems with Banjo-Kazooie. At 17:36 02-12-99 -0500, you wrote: >I agree that DK64 could have kept the jumping heads method alive, at least >for certain enemies. >I also am starting to dislike the non-linear layout of platformer games. >Especially with DK, it seems like there are too many worlds within worlds, >which eventually gets a little difficult to keep track of. I much prefer >the way Mario 64 arranged it - when I jumped through a painting, I knew I >was starting another level. Or with DKC, it was an easy thing to go back >and try that mine cart level again from the main map - there was none of >this running around looking for that one door.... >Perhaps I have not played it enough, but I feel like I am always going >through doors that either lead to another "hub" or they hold some challenge >that I have to come back for. It is not as bad as Turok 2, but I don't >always want to sit down with a game for hours at a time (regardless of what >actually happens). I want to sit down to play a level and _then_ perhaps >get sucked in till 3AM. A game should not deter you from playing because >you only have half an hour to spare and don't think you will get anything >accomplished. > alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 02:00:06 +1100 From: Alex Subject: Re: [N64] marketable games At 17:52 02-12-99 EST, you wrote: >That may be true but that is when comparing Rare games to Rare games. I >don't know about in the NES days but I know that today, even the crappiest >Rare games are much better than a whole stinkin' bum load of others made by >other developers. The game I think that put Rare on the board was KI for the >arcade. And no, I didn't forget DKC. Anyone else agree? Disagree? > >* Eric * Rare's crap may be better than other people's crap; but in the end it's all just crap. They both smell. In the NES and pre-NES days, Rare were popular with people who followed developers, there just weren't many of us then. I don't think anyone could argue that DKC was more important than KI or the other way around. Both games came out on top of each other so how could you tell? alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Tue, 07 Dec 1999 02:05:38 +1100 From: Alex Subject: Re: [N64] Little Dolphin tidbit ... At 20:24 02-12-99 EST, you wrote: > I also think that the disks would look better with a cover slide, >although that it really doesn't matter to what a disk looks like, because >unless you're really obsessed, then it doesn't impact a decision on whether >to get a game or not. Speaking of the kinds of DVD's, I would think that >they would use different sided disks accordingly to the size of the >particular game, but with Nintendo, you can never be too sure. > >~Cy I wouldn't be surprised if Dolphin discs came in caddies a la Macintosh computers. Something like that would really help Nintendo against piracy. They could make it if you opened the caddy, the disc snaps in half or something. alexh@ivanhoe.starway.net.au [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:38:10 EST From: TreyTable@aol.com Subject: Re: [N64] (Not on topic) In a message dated 99-12-05 17:06:59 EST, you write: > stop mailing me We will never stop, you are doomed to read our inane chatter for all eternity. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:38:43 EST From: TreyTable@aol.com Subject: Re: [N64] Whoa! $90? In a message dated 99-12-05 17:10:14 EST, you write: > you got the wrong email Yeah? So did you. Did you sign up on Nintendojo? Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:39:35 EST From: TreyTable@aol.com Subject: Re: [N64] DK help needed In a message dated 99-12-05 17:11:13 EST, you write: > WRONG EMAIL!!!! Will you let me know when I get it right? Hey, FF8 for PSX or V8 2 for DC? Any ideas? Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:42:04 EST From: TreyTable@aol.com Subject: Re: [N64] Pokemon Gold/Silver In a message dated 99-12-05 23:11:16 EST, you write: > Not sure. Now, this is probably a really stupid question, but does Pokémon > Gold/Silver work with the Super Game Boy? > > ~Matt > > > Yes. > > Stryder Yes it is a stupid question or yes it will work on the SGB? Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:46:31 EST From: TreyTable@aol.com Subject: Re: [N64] Little Dolphin tidbit ... In a message dated 99-12-06 10:02:15 EST, you write: > I wouldn't be surprised if Dolphin discs came in caddies a la Macintosh > computers. Something like that would really help Nintendo against piracy. > They could make it if you opened the caddy, the disc snaps in half or > something. > > alexh@ivanhoe.starway.net.au > And with Nintendo's much younger userbase caddies would help the games not to get all scratched up. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 16:50:07 +0000 (GMT) From: =?iso-8859-1?q?Johno?= Subject: Re: [N64] historical signifigance goldeneye did have one flaw with the jumping. You couldn't suprise the enemy by "falling" behind them as they walked past.... Think of the fun in multiplayer if you could have jumped down to the walkways behind one of your M8s as he was about to waste you with a golden bullet! The possibilities would have been endless. I think the jumping trade off was a valid one. If there is one thing I hate it's jumping on numerous platform levels, dying and starting all over again! (the swap marshes with the pernin or whatever being a prime example!) It's unfortunate that 1st person shooters try to mimick human movement which is quite complex. With tanks simulations et all you can apply and justify such restrictions (crouching, jumping, burping......) - --- Alex wrote: > Goldeneye had some direction. They made the decision > to go with small, > difficult levels so that frustration was minimum. > With Turok2 they didn't > make decisions, they just crammed as much as they > could in until the cart > space ran out. Huge levels, a plethora of useless > guns etc. You're right > that the aiming system in goldeneye is vastly > superior. Since the screen > doesn't need to scroll, the framerate stays smooth. > Turok2 also has jumping > for no good reason. Goldeneye shows you don't need > jumping. > > At 13:54 02-12-99 +0000, you wrote: > >I've heard through the web grape vine that it does > >indeed use the Turok 2 engine. I hope they have > >tweeked it a little as well. Although I was quite > >happy with Turok 2, overall I thought it was a > great > >game. The obvious pit fall is comparing it to > >Goldeneye. Although they are the same genre, they > >were both designed with different gameplay in mind. > > > >Goldeneye: Lots of pixel fodder, mainly based > around > >exploring as opposed to structured levels, Good old > >Bond was unable to take many hits due to lack of > >health powerups (que lots of avoiding bullets!) > > > >Turok 2: Structured levels, fewer pixel fodder > also > >harder to kill, loads of health laying around for > when > >you get munched on by the odd dinosaur... So turok > >was a little bit more robust and could take more > >punishment > > > >Therefore the player had to adapt different a > >different strategy for both games. The thing I > didn't > >like about Turock was you couldn't move the gun > sight > >a la Goldeneye but that was just splitting hairs. > At > >various points in the game, they both suffered from > >frame rate problems. > > > >I'm hoping Armorines will be along the same lines. > >The only reason I'm not getting turok rage wars is > my > >girlfriend kicks my arse at most multiplayer games > and > >I end up in a sulk for the rest of the day.....but > >thats probably more information than you really > wanted > >to know! > > > >Johno > > > > > > > > alexh@ivanhoe.starway.net.au > > > > > [ To quit the n64 mailing list, send the message > "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com > ] > ____________________________________________________________ Do You Yahoo!? Get your free @yahoo.co.uk address at http://mail.yahoo.co.uk or your free @yahoo.ie address at http://mail.yahoo.ie [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 06 Dec 1999 12:23:47 -0600 (CST) From: BANKSB@uwplatt.edu Subject: [N64] decent racing game Speaking of the topic of racing games. Anyone play Kyle Petty's No Fear Racing for the SNES? I thought that was a pretty decent game and I liked the engine and the small season mode they had. Has anyone else played it? I think it would be cool to see it or and similar engine of it come out for the N64. Anyone else? B [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 10:26:32 -0800 From: Charles Baynes Subject: Re: [N64] marketable games "madd stuey" wrote: > yeah, my brother and i bought DKR right when it came out, and we still heave > fun playing it, one player or four. BAR wasn't too bad, it had some neat > boards, and the battle mode was nuts. i think if rare can make a racing game > with some exploration and some head-to-head competition, they should go for > it. that's my opinion, anyway... > > I think dkr was cool when it 1st came out, and its still fun to play even 2 years later. the idea of a racer combined with exploration/adventure qualities is way better than just get around the track three times in 1st place and win ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com > > [ To quit the n64 mailing list, send the message "unsubscribe n64" ] > [ (without the quotes) to majordomo@xmission.com ] > ______________________________________________________ Get your free web-based email at http://www.xoom.com Birthday? Anniversary? Send FREE animated greeting cards for any occasion at http://greetings.xoom.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:50:47 -0700 From: likeaneagle@juno.com Subject: Re: [N64] Little Dolphin tidbit ... > And with Nintendo's much younger userbase caddies would help the > games not to > get all scratched up. > > Dave > Are you speaking from experience? ___________________________________________________________________ Why pay more to get Web access? Try Juno for FREE -- then it's just $9.95/month if you act NOW! Get your free software today: http://dl.www.juno.com/dynoget/tagj. [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 11:53:58 -0700 From: likeaneagle@juno.com Subject: Re: [N64] Pokemon Red & Blue > Don't forget Zelda. That one sold over a million in a month, yet it > took > almost a year to make Player's Choice. > -Eric- How long has Pokemon been out? ___________________________________________________________________ Why pay more to get Web access? Try Juno for FREE -- then it's just $9.95/month if you act NOW! Get your free software today: http://dl.www.juno.com/dynoget/tagj. [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 14:05:24 EST From: TreyTable@aol.com Subject: Re: [N64] Little Dolphin tidbit ... In a message dated 99-12-06 13:55:05 EST, you write: > > And with Nintendo's much younger userbase caddies would help the > > games not to > > get all scratched up. > > > > Dave > > > > Are you speaking from experience? Yes, but not my own, mind you, I keep all my CDs (and GDs & DVDs) in perfect condition. The only CDs that I have that are scratched (or smudged) are some PlayStation games that I bought used like Resident Evil 2 & Soul Reaver. But even those get repaired. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 06 Dec 1999 12:59:26 -0800 From: Dexter Sy Subject: Re: [N64] DK help needed > > It just shows that DK64 isn't really a continuation of the DK series. It's > just another 3d platformer, only this time it features (marketable) > characters from the DK series. Mario64 was the same in that it didn't need > to star Mario, but the thing with that game is it's so good the gameplay > stands on its own indepentant of such periphery. I beg to differ with regards to Mario. Keep in mind Mario 64 set the standard for the modern platformer, so i think it had to star Mario, because as a Miyamoto game, its the only way to go. The Mario universe also worked very well in 3-D, albeit the game feels different from previous Mario games because of this. As for Donkey Kong 64, I think your statements are a little harsh. Donkey Kong Country was a sidescroller which featured the Donkey Kong characters. Sure, its graphics were mind blowing, but after the third hour, it is just a fun side scroller that we've seen many times before, with obvious added RARE features like mini games (those rotating blocks we have to hit to form words). I think DK64 does in fact follow the tradition of maxing out the existing gameplay framework but not really introducing anything new. My only gripe is that there's a tad too much to do and i would have preferred it if RARE kept it to the Donkey/Diddy team. Dexter > > > alexh@ivanhoe.starway.net.au > > > > [ 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, 06 Dec 1999 13:02:02 -0800 From: Dexter Sy Subject: Re: [N64] marketable games > > I don't think RARE are losing their touch; they were over-rated from the > start. They will never be better than NCL because they have no scruples. NOA > made Rare their bitch. NOA makes Rare do all the dirty work releasing the > kitsch while NCL's name remains untarnished. I think Perfect Dark will be > very very good though. If Nintendo is Disney, then RARE is touchstone pictures, which is Disney's more "adult" branch. Touchstone recently released films such as Armageddon and one of my favourite films in 1999, the psychological thriller the Sixth Sense. Its not really a matter of who is doing who'se dirty work, its just more economical for Nintendo to have RARE do their more adult games without having to spend capital setting up a totally new company which released more mature games, although if they decide to do that with Dolphin, I wouldn't be surprised. Dexter > > > alexh@ivanhoe.starway.net.au > > > > [ 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, 6 Dec 1999 18:16:04 EST From: LORDNOAR@aol.com Subject: [N64] Replay Value Hello there N64 listers (or is it listee's??) It is I, Pete Frye, Superfly, here to ask you yet another brilliant question. Which game, from each nintendo system, do you guys think has the best replay value?? my list N64.) Goldeneye SNES.) Chrono Trigger NES.) Any megaman game GB.) Zelda: Link's Awakening (then again, we'll all play tetris for 72 hours striaght) Peace Out C\TSgt Pete Frye [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 18:28:59 EST From: TreyTable@aol.com Subject: Re: [N64] Replay Value In a message dated 99-12-06 18:17:07 EST, you write: > Hello there N64 listers (or is it listee's??) It is I, Pete Frye, > Superfly, here to ask you yet another brilliant question. > > Which game, from each nintendo system, do you guys think has the best > replay value?? > > > Peace Out > C\TSgt Pete Frye Game Boy : Tetris NES : Tetris Super NES : Tetris/Dr Mario (they're on the same cart) Nintendo 64 : The New Tetris Virtual Boy : Wario Land VB (the only VB game worth having) Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 18:32:05 EST From: TreyTable@aol.com Subject: Re: [N64] Replay Value In a message dated 99-12-06 18:30:06 EST, you write: > > > Which game, from each nintendo system, do you guys think has the best > > > replay value?? > > > > > > Peace Out > > C\TSgt Pete Frye > > > Game Boy : Tetris > NES : Tetris Oh to be specific, for the NES I mean Tengen's Tetris. The 2 player mode rocked. Dave [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 16:10:37 -0800 From: Charles Baynes Subject: Re: [N64] Replay Value LORDNOAR@aol.com wrote: > Hello there N64 listers (or is it listee's??) It is I, Pete Frye, > Superfly, here to ask you yet another brilliant question. > > Which game, from each nintendo system, do you guys think has the best > replay value?? > > my list > N64.) Goldeneye > SNES.) Chrono Trigger > NES.) Any megaman game > GB.) Zelda: Link's Awakening (then again, we'll all play tetris for 72 hours > striaght) > > Peace Out > C\TSgt Pete Frye here's my list (keep in mind these are my opinions!) N64:i'd have to say zelda 64 or dkr. goldeneye rocks(of course!) but 1st person shooters tend to bore me the second time around, i will admit though, that the death match in goldeneye is absofrigginlutely awesome! snes:for the snes, i'd have to pick either final fantasy 3 or mario rpg. nes:i wholeheartedly agree with pete on this 1, megaman on the nes, you just dont get more replay value then out of a good megaman game. GB:Pokemon has the most replay value over any gameboy game i've ever seen.(dont kill me, thats just my opinion!) --Pika25chu-- ______________________________________________________ Get your free web-based email at http://www.xoom.com Birthday? Anniversary? Send FREE animated greeting cards for any occasion at http://greetings.xoom.com [ To quit the n64 mailing list, send the message "unsubscribe n64" ] [ (without the quotes) to majordomo@xmission.com ] ------------------------------ Date: Mon, 6 Dec 1999 20:16:10 -0600 From: "Thraxen" Subject: Re: [N64] RE: DK layout - -----Original Message----- From: Alex To: n64@lists.xmission.com Date: Monday, December 06, 1999 8:52 AM Subject: Re: [N64] RE: DK layout >Yes, I agree. Hub levels should be straight forward and easy to navigate. >This was one of the problems with Banjo-Kazooie. Bahh....One, I had little problem navigating in BK. Two, what is wrong with having to do exploration? I see no problem. Stryder >At 17:36 02-12-99 -0500, you wrote: >>I agree that DK64 could have kept the jumping heads method alive, at least >>for certain enemies. >>I also am starting to dislike the non-linear layout of platformer games. >>Especially with DK, it seems like there are too many worlds within worlds, >>which eventually gets a little difficult to keep track of. I much prefer >>the way Mario 64 arranged it - when I jumped through a painting, I knew I >>was starting another level. Or with DKC, it was an easy thing to go back >>and try that mine cart level again from the main map - there was none of >>this running around looking for that one door.... >>Perhaps I have not played it enough, but I feel like I am always going >>through doors that either lead to another "hub" or they hold some challenge >>that I have to come back for. It is not as bad as Turok 2, but I don't >>always want to sit down with a game for hours at a time (regardless of what >>actually happens). I want to sit down to play a level and _then_ perhaps >>get sucked in till 3AM. A game should not deter you from playing because >>you only have half an hour to spare and don't think you will get anything >>accomplished. >> > >alexh@ivanhoe.starway.net.au > > > > >[ 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 ] ------------------------------ End of n64-digest V1 #1018 ************************** [ To quit the n64-digest mailing list (big mistake), send the message ] [ "unsubscribe n64-digest" (without the quotes) to majordomo@xmission.com ]