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

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This year marks the 25th anniversary of the release of the Nintendo 64, and Retro Gamer chats with experienced developers to find out why so many of the system’s games are pushing the tech limits.

Interestingly, despite the power of Nintendo consoles, Giles Goddard, who worked on titles like Super Mario 64 and 1080º Snowboard, gave an interesting revelation when asked if Nintendo consoles would have any real advantage over the 64-bit processing offered by competing consoles. of time. “Few.” It was his unexpected answer. “It was more about marketing than it could actually be used.”

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Giles is one of several developers we talked about in issue 224, and while some aspects of the console weren’t really needed, everyone we interviewed praised Nintendo’s system. Eric Johnstone has worked on both N64 Star Wars games and has said: “I liked the N64 hardware. Mark Blattel and I had a desk at SGI during development and have followed that pace over time. At the time, the only machine we could simulate was the 250,000 SGI Onyx. The purple and black box was the size of a small desk requiring a 16A outlet.”

Our massive 10-page feature takes a look at the hardware advantages, the introduction of expansion packs, and many great games that take advantage of the console’s extra power. This is a must-read for anyone who loves Nintendo’s popular console.

Other highlights from Issue 224 include an in-depth article on Double Dragon II, Dizzy, the 2D to 3D game transition, and Falcom now celebrating its 40th anniversary. Also look at Castle Master, Litil Divil, Ghosthunter, The Simpsons: Bart Vs The Space Mutants and many other classics.

Retro Gamer Issue 224 has been released. you can buy it from Magazinesdirect.com or subscribe.


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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

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


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I'm Do Thuy, passionate about creativity, blogging every day is what I'm doing. It's really what I love. Follow me for useful knowledge about society, community and learning.

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