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N64 Everything

Discussion in 'Nintendo 64' started by Goro Manjina, Apr 9, 2019.

  1. Goro Manjina

    Goro Manjina Well-Known Member

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    Veoma sadržajan tekst o ekspanziji ideje Virtuelne Realnosti u ranim 90s i njenom uticaju na razvoj onoga što znamo kao Nintendo 64. Pohvalio bi jako dobar odabir klipova, neke ću linkovati ispod jer su kul da se pogledaju i zasebno. Kad bi ovo neko sve spakovao u dok. bila bi bomba. Malo je duže pa ko ima vremena, must read.

    https://thehistoryofhowweplay.wordp...4-was-the-culmination-of-90s-virtual-reality/

    In 1991, the corporate giant had just come off of the best years of its life and was planning to take the U.S by storm with their fresh new Super Nintendo Entertainment System. Sega was fast proving itself a worthy opponent and so both companies were taking to the road to instill brand loyalty in consumers and retailers. At trade shows like the Consumer Electronics Show (CES), the meager Sega budget would compete against Nintendo’s (then) overwhelming presence and support. Nintendo wanted to add a technological flair to their exhibits and they would find their answer in the hottest tech of the day: Virtual Reality.

    “Everything you see going on in videogames today [in terms of motion and performance capture], we were doing and defining back then — trying to figure out how to do it for the first time.” said Remington Scott of Acclaim. They were also taking to bat the Ultra 64’s graphical capabilities in big way.

    “I was given a book,” said project manager David Dinsthier. “And in it the authors were talking about the original Doom on the PC, and that each level was composed of about 3,000 polygons, and that each level in Quake was composed of about 10,000. An average level in Turok runs between 250,000 and 300,000 polygons.”

    No accolades such as “Machine of the Year” from Time magazine or the stronger European launch in March of ’97 were going to help Nintendo rise back to its unchallenged position as a gaming juggernaut. Some of that was a good thing, but it also meant that the audience missed out on a lot of fantastic games on the N64. Ports between the Sony and Nintendo consoles were prevalent enough for those without company loyalty, but many of the games exclusive to the platform took the concept of navigating 3D space to new heights.







     
    Last edited: Apr 28, 2019
  2. Goro Manjina

    Goro Manjina Well-Known Member

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    Danas umesto retrospektivnih klipova i development trivia, jedan hint za n64 kolekcionare i one koji imaju takve tendencije. Kao što je to slučaj sa mnogim psx i snes jrpg-ovima, dosta n64 igara je ovde završilo iz nemačke pa je čest problem naći određeni naslov na engleskom jeziku po domaćim oglasima. Olakšica su kodovi na kertridzima kao u slučaju snes kartova i malo je lakše provaliti jezik kada je u pitanju n64.

    Primer kod za turok 2
    NUS-NT2P-EUR

    Zadnje slovo u drugom nizu je P što sugeriše da je jezik engleski. Ako je zadnje slovo D ili F jezik je nemački ili francuski. U slučaju nemaca umesto zadnjeg niza gde piše EUR piše NOE (Nintendo of Europe), što je eto još jedna razlika. Vremenom sam naleteo na par varijanti sa I koje označavaju Italijanski kao fiksni jezik ali su oni ovde jako jako retki. Dakle u slučaju slova D, F ili I to su fiksni jezici i ne postoji izbor. Ako se desi da je slika oglasa mutna i teško je razaznati slova, evo i spiska svih igara koje postoje u varijantama fiksno nemačkog i francuskog jezika. Ovo nije lako izrovariti na internetu pa sam u fazonu da je kul da se podeli ovde

    German (DE) versions of Nintendo 64 games:

    Armorines: Project S.W.A.R.M. (With this game, some of the codes are the same, for both regions)
    A Bug's Life.
    Command & Conquer.
    F-1 World Grand Prix.
    Fighter's Destiny.
    Forsaken.
    Hexen.
    Holy Magic Century.
    Magical Tetris Challenge.
    Mission Impossible.
    Nuclear Strike 64.
    Pokémon Puzzle League.
    Pokémon Snap.
    Pokémon Stadium.
    Pokémon Stadium 2.
    Racing Simulation 2.
    RTL World League Soccer 2000.
    Shadow Man.
    South Park.
    Star Wars: Roque Squadron.
    Tarzan.
    Tom Clancy's Rainbow Six. (With this game, the codes are the same, for both regions)
    Toy Story 2.
    Turok: Dinosaur Hunter.
    Turok: Legenden des Verlorenen Landes. (This is Turok: Rage Wars, in plain English)
    Turok 2: Seeds of Evil.
    Vigilante 8.
    WWF Attitude.


    French (FR) versions of Nintendo 64 games:

    A Bug's Life.
    Defi au Tetris Magique.
    Disney's Tarzan.
    Duke Nuke'm: Zero Hour.
    F-1 World Grand Prix.
    Fighter's Destiny.
    Holy Magic Century.
    Mission Impossible.
    Pokémon Puzzle League.
    Pokémon Snap.
    Pokemon Stadium.
    Pokémon Stadium 2.
    Shadow Man.
    Space Station: Silicon Valley.
    Telefoot Soccer 2000.
    Toy Story 2.
    Vigilante 8.

    Za italijane nemam spisak ali kao što rekoh lakše je naleteti na kunker i re 2 kartove nego na italijanske n64 igre. Takođe postoji Star wars Racer sa slovom F, koji ima mogućnost menjanja jezika na engleski u opcijama i to je jedini izuzetak za koji znam, moguće je da važi za još neke FR igre. Svi drugi kartovi sa slovom P moraju da imaju engleski šta god tvrdio prodavac u oglasu.
     
    Last edited: May 5, 2019
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  3. darkado

    darkado EmuGlx veteran

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    Jedini dodatak na ovaj ultra koristan post sa moje strane je da postoje igre sa recimo F na kraju drugog reda slova i sa nalepnicom na francuskom a da su potpuno na engleskom. Konkretan primer: Tiger's honey hunt, ako se ne varam.

    Sent from my Pocophone F1 using Tapatalk
     
  4. IsaoOkava

    IsaoOkava Active Member

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    Posedujem A Bug's Life na italijanskom, ali nisam trenutno u mogućnosti da proverim kod.

    Što se kodova tiče slično je za GBA i to mi je jedan od načina na koji proveravam da li je igra na engleskom prilikom kupovine.
     
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  5. IsaoOkava

    IsaoOkava Active Member

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    Kod za italijansku verziju A Bug's Life je:

    NUS-NBYI-ITA
     
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  6. Goro Manjina

    Goro Manjina Well-Known Member

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    Deo opsežnog članka o razvoju FF7 u kojem članovi skvera pričaju o napuštanju nintenda i prelasku na Plejstejšn kao i o tenzijama koje su usledile. Koga zanima da overi ceo tekst koji je Poligon izuo, link je na kraju pored dobro poznatog demoa igre za n64.


    Hironobu Sakaguchi

    Producer and executive vice president, Square Japan; Chairman and chief executive officer, Square USA

    We knew Nintendo 64 and PlayStation were going to be the next hardware generation, and that we’d be developing our next game for one of them. It was similar to when we moved from the Famicom to the Super Famicom. Our first step wasn’t to choose between the two systems, but to focus on learning the Silicon Graphics workstations we had purchased. They were very expensive machines, and we made a demo on them to show people, “This is how Final Fantasy could look in 3D.”

    Kazuyuki Hashimoto

    CG supervisor, Square Japan; Chief technical officer and senior vice president, Square USA

    Square planned to build a game for the next-gen Nintendo machine, but the [development] kit wasn’t available and the technical [specs kept changing]. So I suggested we could go with a standard environment and we could see what we could do with it. Then later on we could optimize this idea to the small machine. Initially, we could do something with the most powerful environment so we could be more free — free to figure out what we could do in 3D.

    Yoshinori Kitase

    Director, Square Japan

    It wasn’t really “officially” in development for the Nintendo 64. It was more like we were experimenting with the hardware.

    Hiroshi Kawai

    Character programmer, Square Japan

    [Nintendo] actually started giving us emulation kits for the 64. They weren’t running on anything reasonably sized. Do you know what an SGI Onyx looks like? A little smaller than [a 4’x4’] table. … I only had very simple demos running on it at the time, trying to port over some of the higher-resolution models that we used for the Siggraph demo to see how they would perform. … I was [also] using a 3D model of a Leviathan guardian that definitely wasn’t part of the FF6 Siggraph demo.

    Yoshinori Kitase

    Director, Square Japan

    We started making a demo to see what was possible, and only a handful of people worked on it: a few programmers, and four or five artists to work on the graphics. Those artists may have forgotten by now, but the first characters we had them work on were Cloud, Barret and Red XIII [all of whom ended up in the final version of FF7].

    Hiroshi Kawai

    Character programmer, Square Japan

    All this work was toward — I think they called it the Shoshinkai, Nintendo’s Space World [trade show in Japan]. And here I am coding, kind of being able to do lead dev work for this Space World demo. Then I think it was near the end of the year. Sakaguchi-san just gathers everybody in the middle of this gigantic floor where we had a bunch of devs working in the middle of Meguro. And he just casually announces, “You know, we’re not developing for Nintendo anymore.” … So all my work at that point kind of went down the drain.

    Hironobu Sakaguchi

    Producer and executive vice president, Square Japan; Chairman and chief executive officer, Square USA

    Of course, back then I wasn’t the president of Square. There was a management level above me, and I talked with them to make the decision. But PlayStation games being on CDs was the biggest factor. If you wanted to make a 3D action game on a Nintendo 64 cartridge with that limited space, you could do it. But I wanted to create a 3D role-playing game. It was very clear in my head what I wanted to make, but that would have been difficult on Nintendo’s hardware. …The biggest problem was, of course, memory. Based on our calculations there was no way it could all fit on a ROM cartridge. So our main reason for choosing the PlayStation was really just because it was the only console which would allow us to use CD-ROM media.

    Shinichiro Kajitani

    Vice president, Square USA

    At that time, Square was really close to Nintendo — we were basically like a second party for them. So when their new system was in development, we gave them lots of advice, like, “You’re going to need a CD-ROM drive for it,” “You don’t have enough bandwidth to do what we’re trying to do,” and, “With what you have now, we’re not going to be able to make an RPG.” We gave them lots of advice. But [Nintendo president] Yamauchi-san at Nintendo basically refused to listen to any of it. And that’s when Sakaguchi-san and the management team at Square decided, “OK, we’re going to go with Sony now.”

    Jun Iwasaki

    Vice president of marketing, Square U.S.

    I thought it was the right decision, but yeah, there was a lot of [tension] with Nintendo after.

    Tomoyuki Takechi

    President and chief executive officer, Square

    It was pretty uncomfortable. There were about four to five years where we couldn’t really talk with Nintendo. We didn’t have a friendly relationship with them.

    Shinichiro Kajitani

    Vice president, Square USA

    When we made the decision to go with Sony, for about 10 years we basically weren’t allowed into Nintendo’s offices. From a consumer’s point of view, it was good to have two companies competing with each other because prices wouldn’t rise and it would be better for them. But from a business perspective, our main interest was making sure that Sony won and Nintendo lost, basically, because that would be better for us.

    Hiroshi Kawai

    Character programmer, Square Japan

    What I heard was Nintendo said, “If you’re leaving us, never come back.”




    https://www.polygon.com/a/final-fantasy-7

     
  7. Goro Manjina

    Goro Manjina Well-Known Member

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    Dejdvid Douk, jedan od desetoro ljudi odgovornih za Goldeneye. Veoma fina priča kroz koju je provukao njegove rane dane u Rareware, nintendo-soni duel i naravno razne detalje vezane za razvoj igre kao i osvrt na sam posao generalno. Posebno su interesantne njegove privatne fotografije sa prvog prikazivanja igre na E3 1995 i iz prostorija Rare-a. Takodje Douk je po profesiji doktor pa je otud fora da je bio izabran za doktora u drugom nivou kada bondu predaje dekoder za ulazak u rafineriju. Must Watch za Goldeneye fanove a preporučujem i panel povodom 20 godina igre koji je Retro Gejmer organizovao sa drugim autorima. Kome ne smeta malo lošiji zvuk može i to da izvrti, ima šta da se čuje.

    In 1997 GoldenEye007 launched on the Nintendo64 and went on to become one of the most acclaimed games of all time. How did a small inexperienced team create a game which redefined a genre and changed the first person shooter forever? What was it like to work at Rare Ltd's secretive Twycross HQ at the height of its powers? Why was a British developer so pivotal to Nintendo's worldwide success? Come and join Dr David Doak (Rare, Free Radical Design) on a top security clearance 'for your eyes only' trip into the GoldenEye archives. Share his first hand recollections of a unique time in videogame history and speculate on the lessons for today's developers.



     
    Last edited: May 6, 2019
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  8. Goro Manjina

    Goro Manjina Well-Known Member

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    Par postova unazad pomenuo sam Speedlore serijal vezan za Goldeneye kao i to da se povremeno obrađuje Perfect Dark uz gostovanje Karl Jobsta, jednog od boljih u Goldeneye i Perfect Dark spidran komuni. Najnovija epizoda u serijalu mi se posebno svidela a odnosi se na zadnji nivo u igri Skedar Ruins (Agent težina)
    Prvi zadatak u misiji koji se tiče lociranja obeliska, najviše otežava situaciju jer su oni svaki put drugačije rasporedjeni i redovna su komplikacija kad se ide na što bolje vreme. Takodje Skedar Ruins kao i tajni nivo War nisu zezanje ni na Agent težini jer Skedari zadaju poveći dmg. Ovo je nivo na kojem sam proveo dosta vremena kao klinac dok War nikada nisam uspeo ni da otključam lol. Najjače je što je tek posle 12 godina otkriveno da postoji Mauler u prostoriji kod zadnjeg bossa koji za par sekundi ubrzava njegovu egzekuciju. Check it out a kome se dopala priča ima isti klip i za War level koji je lagano najteži nivo u igri i pakao za spidran







    Karl Jobst ima isto svoj kanal posvećen kako Goldeneye taktikama i triviama tako i spidran akcijama u drugim igrama, ok

    https://www.youtube.com/user/karljobst/videos
     
    Last edited: May 13, 2019
  9. vetar

    vetar Well-Known Member

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  10. Goro Manjina

    Goro Manjina Well-Known Member

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    Last edited: May 19, 2019
  11. Goro Manjina

    Goro Manjina Well-Known Member

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    Mala Noćna Muzika. Solidni rimejkovi ost-a plus linkovi za dl u opisu klipova, najs



     
  12. Goro Manjina

    Goro Manjina Well-Known Member

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    Izbegavao sam do sad da kačim rimejkove n64 klasika jer im uglavnom ne znam svrhu, funkciju, progres itd... Ovaj Rogue Squadron Gejmplej izgleda dobro sa dosta nekih efekata koji unapredjuju atmosferu, mada smeta mi što se sve odvija nekako sporije i pogotovo ovaj Jade Moon rekao bi da ima manje protivničkih aviona itd. Kako god kupilo me što ima kompletna Defection at Corellia misija koja mi je medju dražim u igri pa neka ide





    Koga zanima može ovde da prati dalji razvoj rimejka

    https://www.reddit.com/r/StarWarsRogueUnreal
     
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  13. Goro Manjina

    Goro Manjina Well-Known Member

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    Još jedan post za n64 kolekcionare a tiče se igara koje sejvuju bez memorijske. Dugo sam verovao da svaki n64 kart na koji se sejvuje, poseduje bateriju kao u slučaju recimo SNES igara medjutim nije tako. Ispod je spisak kartova koji sadrže sejv bateriju i na koje treba obratiti pažnju. Dodaću i ovaj koristan članak o menjanju istih pošto ja prvi to uvek prepustim nekom stručnijem kad treba smh.

    A few N64 games had SRAM + a battery inside the game cart, but not many. Some N64 games had tiny EEPROMs in the game carts. Those don't need a battery, but the amount of save space was limited due to the price of EEPROMs. The PlayStation save cards are all EEPROM. They also sold separately and cost a small fortune for the time.

    nisam siguran da je ovo kompletan spisak ali na identičan sam naišao na više mesta i reč je o US igrama tako da pitanje je kakvo je stanje sa pal i jap naslovima.

    1080º Snowboarding
    F-Zero X
    Harvest Moon 64
    Legend of Zelda: Ocarina of Time, The
    Major League Baseball featuring Ken Griffey Jr.
    Mario Golf
    New Tetris, The
    Ogre Battle 64: Person of Lordly Caliber
    Resident Evil 2
    Super Smash Bros.
    WCW/NWO Revenge
    WWF: Wrestlemania 2000

    Evo i linka

    https://howchoo.com/g/zwu5ogm1ndg/nintendo-64-cartridge-save-battery-change
     
    Last edited: May 29, 2019
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  14. Goro Manjina

    Goro Manjina Well-Known Member

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    Kako mi je Earthbound medju najboljim igrama svih vremena , Mother 3 je svakako jedan od naslova za kojim posebno žalim što nije ugledao svetlost dana na n64. Dok su RE0 i Eternal Darkness svoje mesto našli na GC , Mother 3 je svoj problematičan razvojni period platio rimejkom za GBA, najviše zbog nikakvog iskustva sa 3d igrama od strane development tima plus ograničenog prostora koje je pružao n64 kertridz u odnosu na CD. Nije im mnogo pomoglo ni rano premeštanje na 64DD pošto znamo kako je isti završio.
    Ovaj kratak prikaz igre je fin dodatak na druge klipove i skrinšotove koji su sakupljeni na Unseen64 sajtu.
    Reč je reportaži sa Space World sajma iz 1996. Mother 3 se može videti kratko na 10:27 a preporučujem da se pogleda ceo klip jer ima i drugih naslova u najavama (Enemy Zero omg).



    Takodje link za Unseen64 sajt i svih do sada poznatih sadržaja za ovaj otkazani naslov.
    https://www.unseen64.net/2008/04/04/mother-3-earthbound-64-n64-cancelled/
     
    Last edited: Jun 2, 2019
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  15. Goro Manjina

    Goro Manjina Well-Known Member

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    NERD ulazi u konačni obračun sa jednom od najgorih igara svih vremena.
     
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  16. TheNick

    TheNick Administrator Staff Member Administrator

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    Glavna stvar koju smo saznali iz ovog klipa je da je postojao plan za nesto bolju PSX verziju koja je naravno canceled. Also Nerd je nekako presao igru na N64 for real?


    Sent from my iPhone using Tapatalk
     
  17. Goro Manjina

    Goro Manjina Well-Known Member

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    Prešao je već majk, gledao sam ovo do neke tačke i ugasio izuzetno je mučno i neprijatno.


     
  18. Goro Manjina

    Goro Manjina Well-Known Member

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    E3 1996:
    With doubts cast on its game line-up, E3 was the time Nintendo needed to show once and for all what it was bringing to the table. Unlike its showing at Shoshinkai which only included half-complete demos of Super Mario 64 and Kirby Ball 64, E3 finally brought the games. On the floor, players could finally try out not only Super Mario 64, but also Pilotwings 64, Star Wars Shadows of the Empire and finally, the actual console versions of Cruis’n USA and Killer Instinct Gold. Nintendo representatives were also on hand to highlight key features of the system to attendees like the controller’s analog sticks. The final price for the system was also revealed to be $249.99. After E3, excitement for the upcoming system was once again high!
    19:30
     
  19. Goro Manjina

    Goro Manjina Well-Known Member

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  20. Goro Manjina

    Goro Manjina Well-Known Member

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    Last edited: Jun 15, 2019
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  21. Goro Manjina

    Goro Manjina Well-Known Member

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    Pošto sam skoro postovao o ograničenom broju n64 igara koje poseduju sejv baterije, evo i ovde te priče, takodje odlično obradjeno kako stvari funkcionišu sa kartovima na drugim konzolama, plus o prezervaciji sejv stejtova usled nuklearne katastrofe:alien:

     
    Last edited: Jun 18, 2019
  22. Goro Manjina

    Goro Manjina Well-Known Member

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    Snažan Blast From the Past iz Ultra Game Player magazina vezan za najavu N64DD dodatka (April 1998), kao i nadolazeće n64 naslove. Ipak akcenat je bio na nesrećnom drajvu koji nije uspeo da zaživi, a ostaje pitanje kako bi sa svojim naslovima nadogradio estetiku i fazon n64 igara. (kao što je to Sega CD bila u odnosu na Mega Drajv igre npr.). Jasno, većina toga što valja je eventualno evakuisana na regularne n64 kartove, ali da je opstao 64dd bi verovatno vremenom imao neki svoj zaseban identitet u odnosu na n64 naslove. Link za ceo broj časopisa ispod skrinova.

    [​IMG] [​IMG]

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    [​IMG] [​IMG]

    https://www.retromags.com/files/file/3623-ultra-game-players-issue-109-april-1998/
     
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  23. Timemaster

    Timemaster Caelondian

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    Ej bre, kada je senzacija bila da ce da igra ima efekte vatre u sebi
     
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  24. voja87

    voja87 Well-Known Member

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    a tek cigle, svaka cigla izgleda kao prava...xd
     
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  25. TheNick

    TheNick Administrator Staff Member Administrator

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    Interesting, nisam imao pojma da je plan bio da se uz DD doda i modem :)
     
  26. Goro Manjina

    Goro Manjina Well-Known Member

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    Esenšl uvid Retro Gejmera u Rerver. O Reru nebi ništa komentarisao, bez njih teško da bi pravio ikakve tredove o ovoj konzoli 2019 itd. Inače ima kul momenata u tekstu koliko su imali uticaja i na neke druge N64 naslove pored svojih. Samo ovaj spisak eksluziva na zasebnoj stranici, jeza.
    Ako je mnogo sitno, dole ide link za pdf celog broja ima sjajnih stvari kao i uvek.
    Septembar 2019

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    [​IMG] [​IMG]

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    [​IMG]

    https://www13.zippyshare.com/v/XXROYW7c/file.html
     
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  27. darkado

    darkado EmuGlx veteran

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    Po zelji Goroa :)

    [​IMG]

    Sent from my Pocophone F1 using Tapatalk
     
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  28. Goro Manjina

    Goro Manjina Well-Known Member

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    Sa svojom mističnom pričom, likovima, čudnom i mračnom atmosferom Majora Mask def. spada u najinteresantniju igru u serijalu za detaljno razmatranje lora i dalja iščitavanja koja još više produbljuju u ono što se krije ispod površine samog zapleta.

    Ovaj tekst sa Kotakua je impresivan popis raznih hintova iz same igre kao i citata iz drugih Zelda igara uz pomoć kojih autorka pokušava da sastavi celokupnu sliku onoga što se dešava u igri.
    Takodje, interesantno je kako je dosta toga u igri sakriveno kroz dijaloge, same ajteme i druge detalje slično kao sada kod From Softvera, i taj momenat me često tera da se vraćam Madzori i razmišljam o samoj igri. Uz to prilažem još dva fanatična teksta kako o igri celokupno tako i o Kamenoj Kuli koji me je posebno razneo sa svim tajnama koje krije vezanim za istorijat Termine. Dakle samo za fanatike serijala, jer su tekstovi prilično obimni.
    Ja inače nisam skoro seo i temeljno prešao igru pa sam ova dodatna dva teksta samo protrčao da ne kvarim sebi doživljaj.

    No matter how much one dives into the lore of The Legend Of Zelda Majora’s Mask, establishing absolutes about what really happened in the world of the 18-year-old Nintendo 64 adventure can be tricky. I’ve decided to try.
    https://kotaku.com/a-new-illustrated-telling-of-majora-s-mask-s-enigmatic-1831345087

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    ***
    https://www.zeldadungeon.net/the_message_of_majoras_mask1/

    ***
    https://zeldauniverse.net/2006/11/03/the-stone-tower-why-termina-was-doomed/
     
    Last edited: Jun 26, 2019
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  29. Goro Manjina

    Goro Manjina Well-Known Member

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    Da ne pravim poseban tred, ako neko ima možda Mortal Kombat Mythologies, ostao mu u kolekcijama ne treba mu itd - Kupujem. Moj je davno POZAJMLJEN a naleteti na njega medju oglasima je nemoguće, pogotovo za razumnu cifru.
     
  30. Goro Manjina

    Goro Manjina Well-Known Member

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    Ovih dana kompletno prelazim Perfect Dark posle dužeg vremena (sve težine, svi target times itd) i pošto sam oduvan kao i uvek kakvo je to zlo od igre, neka ide ovde par omiljenih yt klipova. Kraći Mejking of, omiljeni full spidran na hard težini plus par traka sa saundtreka u ful kvalitetu.

    Inače igru sam čekao sa velikim uzbudjenjem jer se pumpala kao nastavak Goldeneye, i jednom kad je izašla oduvao me je miks realnog napucavanja sa saj faj elementima i full Alien Conspiracy tematikom . Mislim da je Rare u ovoj igri odlično unapredio sve ono što je bilo vanserijski izvedeno u Bondu plus to kombinovao sa nekim tada nezaobilaznim elementima pop kulture, Joana Dark me takodje podsećala na glavnu protagonistkinju Ghost in the Shell što je isto bio još jedan veliki plus jer mi je to do danas omiljeni anime i jedan od najboljih filmova generalno. Set naoružanja je van svake pameti napucan, generalno najludje automatske puške su ovde, takodje i prva igra gde sam video slo-mo napucavanje iako je to bilo zastupljeno u samo dva nivoa.
    Rare nije sa Perfect Dark zadao zadnji udarac na konzoli, to je trebao da bude Dinosaur Planet koji su eventualno otkazali zbog kraja n64 ali što se mene tiče ovo mi je njihova najbolja igra za sistem i jedna od najboljih pucačina ever.





     
    Last edited: Jul 11, 2019
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  31. Goro Manjina

    Goro Manjina Well-Known Member

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    Super kanal, sabskrajb i odlično obradjena Veštačaka inteligencija u igri kao i igra Generalno kratko i jasno. Dopalo mi se što je jednom od developera neko iz Valva rekao 1998 da su posle Goldeneye uzeli detaljno da prerade AI u Half Life.
    Voleo bi da uradi slične klipove za Perfect Dark, mada pominje ga malo u ovom klipu o AI.





    Inače u zadnje vreme često nalećem na tekstove po netu kako je Goldeneye nagrizlo vreme, kako nije jasno šta je tu bilo tad toliko revolucionarno, kako je igra gličfest i ostale budalaštine modernih gejming laprdala.
    Super je kad naletim na sadržaje gde je neko uzeo da se bavi ozbiljno tematikom pa čak i čujem dosta stvari koje ne znam. must watch
     
    Last edited: Jul 12, 2019
  32. Goro Manjina

    Goro Manjina Well-Known Member

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    Korisno ko uzme da prelazi Okarinu bilo neobavezno ili u želji da kompletira sve tajne u igri. Mape svih lokacija kako iz ptičije perspektive tako i po strani sa naznačenim mestima tajnih prolaza, Skultula (nikad neću naučiti kako se izgovara) i po hramovima ključeva, mapa, kompasa itd...
    Da ne bude zabune link vodi ka raznim n64 igrama koje uglavnom imaju nekompletnu listu mapa dok je Okarina čini mi se ful i rezolucije su super.
    Najludje je što na kraju stranice postoje mape da ih tako nazovem (pre je vodič) za tekstualnu jap-only avanturu Yakouchuu II: Satsujin Kouro...
    Baciću par mapa iz Zelde čisto da se vidi kako izgleda (neke opšte lokacije ofc, večna non spoiler politika za Okarinu:D) a ostalo je na linku.


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    https://www.vgmaps.com/Atlas/N64/index.htm#LegendOfZeldaOcarinaOfTime
     
    Dendy Somari Comrade likes this.
  33. Goro Manjina

    Goro Manjina Well-Known Member

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    Lets fuckin do it
     
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  34. grunt

    grunt Celeb Freak

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    Zbog Turoka sam uzeo Voodoo kec, worth every penny tj promasene skolske ekskurzije :D
     
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  35. Goro Manjina

    Goro Manjina Well-Known Member

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    Nešto za ljubitelje N64 kolekcionarstva. Verovatno najtemeljnija N64 rokada koju ja znam sa interneta , barem kad su u pitanju igre u kutijama.
    Koji je smisao kad se hobi dotera do ovih granica ne znam, medjutim saznao sam dosta kul stvari ovde, kako sitne razlike u pal varijantama kutija, tako i da postoje Turok 2 i Extreme G uz koje ide CD Soundtrack. Mrzi me da kačim više slika iz linka a postovi idu u nedogled tako da samo skrol jako.

    https://www.tapatalk.com/groups/nintendo_64_forever/italia64-nintendo-64-collection-t6175.html

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    Inače dosta kutija ima GIG Elektroniks nalepnicu što je bila kontam Italijanska varijanta Beosofta.
    Neke od njihovih reklama kao i promo VHS-ova se mogu izrovariti po yt.
    Bilo bi kul da je Beosoft imao svoje promo kasete za konzole, kontam lovile bi se sad po kp.:lol::lol:





    Pozivam i @darkado da priloži sliku svog Fiorentina GIG Nintendo dresa:D
     
    Last edited: Jul 19, 2019 at 3:43 AM
  36. darkado

    darkado EmuGlx veteran

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    Happy to oblige :D

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    Sent from my Pocophone F1 using Tapatalk
     
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