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/vr/ - Retro Games


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2239074 No.2239074 [Reply] [Original]

Can we talk about N64 shooters? I always enjoyed them as a kid (though I never played Goldeneye, Perfect Dark was my first). I can think of

>Goldeneye
>Perfect Dark
>Turok 1, 2, 3

Were there any more? Despite the controls, I liked the feel of them and multiplayer was some of the most fun I ever had. [spoilers]back before 'fun' was considered a buzzword [/spoilers]

>> No.2239102

>>2239074
Doom 64 is so fucking boss but it's probably better to play the PC mod thingy

>> No.2239113

>>2239102
Doom 64 has a killer OST.

>> No.2239114

South Park

>> No.2239382

I really need to go back and play Turok 2, only ever used to play the same levels over and over with the cheats on.

Quake 2 had a great multiplayer if I remember correctly.

>> No.2239976
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2239976

>> No.2239991

>>2239102
Doom 64 is boss but it's really let down for me by the controls. The 64 controller just didn't have enough buttons so there's no strafe buttons, just a strafe toggle, unlike the PS1 port of Doom/Doom 2.

I agree with you, people should just play Doom 64 EX on PC instead of Doom 64.

>> No.2240138

>>2239382
Set aside some time. I recently played through it again without any cheats, and Hive of the Mantids took me over two hours. And I felt like I was going quick.

>> No.2240184

>>2239991
I am very sure you can at least strafe and turn at the same time with the right controller config. I don't remember the specifics, it's been a while.

>> No.2240198

>>2239074
try sin and punishment if you like rail shooters.

>> No.2240426 [DELETED] 

>>2239991

> what are control options

>> No.2240663

>>2240184
>>2240426
I hate this kind of extremely late revelation.

But still (goalpost moving imminent) keyboard & mouse is vastly superior to the 64 controller.

>> No.2240665

>>2239074
a lot of those N64 shooters were really good but i just can't deal with the n64 controller for FPSes anymore

>> No.2240670

Turok 1 and 2 were both far superior on PC, you could even still find (barely) active servers for 2 up until a few years ago.

Never played 3 though, not sure if N64 fps is worth emulating. Nor Rage Wars, but that seems pointless now anyway.

>> No.2240676

>>2239976

I enjoyed this more than Goldeneye in a lot of ways, including multiplayer. It easily ranks as an underrated N64 title.

>> No.2240789

>>2239074
Playing with the n64 pad, the boomerang on a stick with a trigger, is absolutely miserable by today's standards.

Also, I'm sure most people don't care, but holy shit did Rare love public domain sounds. The screams and yelps are annoying as shit. Would rather play Quake on pc any day

>> No.2241151

Armorines was a pretty bad game but for some reason I enjoyed it.

Also Duke Nukem 64 was probably my favorite N64 FPS deathmatch game. (Also I liked the double MP5s over the Ripper.)

>> No.2241192 [DELETED] 
File: 31 KB, 320x320, ScrewYouGuys.jpg [View same] [iqdb] [saucenao] [google]
2241192

>>2239074

> daily reminder that South Park is a FPS made in the Turok 2 engine

>> No.2241202

>>2241192
Wut? Holy shit lol

>> No.2243845

>>2239113
Doom 64 was cool, yeah.

Didn't like that it was missing a few monsters, though. Oh well, at least its fully playable on PC.

>> No.2243923

Quake 1 was okay, but Quake 2 was good. Similar to Doom, better on a PC, but it had different levels and was still ultra fun.

>> No.2243927

>>2239074
Why does everyone skip Turok: Rage Wars? People went on and on about Turok 2s multiplayer, but Rage Wars was a much much better update of it.

>> No.2243964
File: 265 KB, 593x448, fuckin madcatz.gif [View same] [iqdb] [saucenao] [google]
2243964

>>2239114
out of the fog of my turok-memory comes a weapon to make people dance.
>>2239976
10min deathmatch with explosives only is still mandatory.

>> No.2244027

>>2243927
>Why does everyone skip Turok: Rage Wars? People went on and on about Turok 2s multiplayer, but Rage Wars was a much much better update of it.
Same reason they skip Turok 3 which has its own full fledged MP complete with 40 maps and bots.

>> No.2244056
File: 17 KB, 210x240, char_63235.jpg [View same] [iqdb] [saucenao] [google]
2244056

>>2243964
>out of the fog
>turok-memory

There was indeed a lot of fog in Turok because of the N64's lack of memory

>> No.2244069

>>2244056
>out of the fog
>turok-memory
No, there was not. The fog was a combination of performance cheat and also the developers really liking the scary quality of the fog.

The N64 had 4MB of memory. Turok 1 itself was only 8MB.

>> No.2244079

>>2244069
Okay first of all, that was a fun. Fuck you for making it serious. Secondly, just because the game was 8 MB in size doesn't mean the N64 could contain half the background in its RAM at the same time. That's not how 3D works, dumbass. The fog was specifically made to completely obscure all graphics past a certain distance making the amount of polygons the console had to render much lower than without it. This was necessary because Turok's graphics were more defined than in your average N64 game.

>> No.2244109

>>2244056
The reason why the turok-maps were so foggy is because they spent too many polys on the walls and stuff. If you play it in pen-and-ink mode you'll see just how much they wasted. One wall is more detailed than the whole of the first level in SM64. It's crazy.

>> No.2244113

>>2244079
>Okay first of all, that was a fun. Fuck you
> that was a fun.
> Fuck you

Shitposters like you have no place here.

>> No.2244114

>>2244113
That's too bad because it's not a grumpy self-entitled cunt like you that will make me leave.

>> No.2244123

>>2244114
Thankfully your false information and gratuitous cussing makes it easy to know which posts to hide.

>> No.2244587

Fog is just a way to limit the number of polygons and textures in a scene. Because Turok's enemies use so many polygons, without the fog the game would be like 5fps. But yeah, as somebody mentioned earlier, Turok 1 was programmed fairly inefficiently, they didn't use large polygons for walls when they had the capability to do so.

Fog is actually much more computationally expensive than Daytona USA style pop-in, since good fog involves alpha blending.

>> No.2244614

>>2244587
But in those days fillrate couldn't be that high because drawcalls meant alpha and omega due to limited hardware resources, and animations are expensive as fuck.

Apha is what kills the fps for smoke effects like after an explosion in Goldeneye and during an explosion in Turok 2.

Avoiding alpha and high-density polygonal meshes along with reducing drawcalls can make a 3D game run on nearly anything.

Also this: https://www.youtube.com/watch?v=po69zgqyFWM

>> No.2244621

>>2244614
And this too: https://www.youtube.com/watch?v=pkAao7OtqSk

I'm very impressed.

>> No.2244646

>>2244614
Turok was probably more poly limited than fil limited. The game doesn't have much in the way of textures, its the high poly dinos that push the hardware.

Not to mention that the N64 GPU does actually have hardware support for everything alpha blending, so it does things more efficiently then some other contemporary GPUs.