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Mon 16/07/01 at 00:34
Regular
Posts: 787
Here is some information from IGN about the Gaemcube backed up with my views.

First 3rd party developers

Acclaim Entertainment: 12 GCN titles in development including 18 Wheeler Pro Trucker, Crazy Taxi, Legend of Wrestling, Jeremy McGrath Supercross World, All-Star Baseball 2003, Turok Evolution. Extreme-G 3, All-Star Baseball 2002, Dave Mirra Freestyle BMX 2, and NFL Quarterback Club 2002 are scheduled to launch with GCN in the US on November 5, 2001.

Activision: Tony Hawk's Pro Skater 3 and Spider-Man The Movie are currently planned for GCN release, along with game versions of The Weakest Link and Stuart Little.

Capcom Entertainment: Mickey Mouse and Resident Evil 0. Also has more than half a dozen unannounced projects in the works for GameCube. Expect some announcements and unveilings of these high-profile titles at Space World 2001.

Crytek Studios: Says it will bring its first-person shooters X-Isle and Engalus to GCN.

Electronic Arts: Has more than 10 games in development for GCN including Madden NFL 2002, NBA Street, SSX Tricky, FIFA Soccer, Harry Potter, James Bond, and more.

Factor 5: Developing the highly anticipated Star Wars Rogue Leader: Rogue Squadron II with publisher LucasArts. Has also expressed interest in bringing its secret 3D action-shooter Thornado to GCN, but that project has reportedly been put on the backburner until Rogue Leader is wrapped.
K
emco: Working on Batman: Dark Tomorrow for GCN. Also underway with Universal Studios.

Koei: Has two projects underway for GameCube.

Konami: Several projects underway for Nintendo GameCube. Also has deal with Universal Interactive to release GameCube titles based on The Thing, Jurassic Park III and -- believe it or not -- Crash Bandicoot.

Infogrames: Has announced that it has more than five projects underway for Nintendo GameCube, but has not commented on what they are. Versions of games based on the
Terminator and Terminator 2 movie licenses are likely.

Interplay: Porting the Core-developed Galleon to GCN.

Midway Games: Nine titles underway for GCN including Spy Hunter and Red Flag Soccer. NFL Hitz 2002 and NFL Blitz 2002 will launch with GCN in November.

Namco: Has several projects in the works for GCN including a hugely anticipated fighter. The company will show off some its of GCN products at Space World 2001.

Natsume: Planned versions of Harvest Moon and Legend of the River King for GCN.

Paradigm Entertainment: Working on several, still undisclosed projects for GameCube.

Sega: Working on more than 10 GCN titles including Super Monkey Ball, Virtua Striker 3 Version 2002, Phantasy Star Online Version 2, and Sonic the Hedgehog.

Swing Entertainment: Developing a GCN version of its game Creatures.

Tecmo: Has one project underway for GameCube. Insiders have indicated that a Ninja Gaiden title is very likely for the console.

Titus Software: Has multiple projects underway for GameCube, one of which is rumored to be a next-generation Robocop game.

Take-Two Interactive: Announced Duke Nukem Forever for GCN. More titles planned.

THQ: 15 GCN titles in development including WWF Wrestlemania 2002, MX 2003 Featuring Ricky Carmichael, Jimmy Neutron, Rugrats, Rocket Power, SpongeBob SquarePants, Tetris Worlds, Scooby Doo and Hot Wheels.

Ubi Soft: Has 19 GCN titles in development including Donald Duck, Batman Vengeance, Largo Winch, Rayman M, Rogue Spear, Tarzan, Crouching Tiger: Hidden Dragon, a project codenamed Rally Simulation and more.

Vivendi / Bits Corp: Developing Die Hard: Next Generation exclusively for GCN.

Blimey that is a lot of 3rd party support much, much more than the 64 ever had. And namco and Capcom's promised uveilings including a beat em up in Space world is something to look forward to.


Now on to the first and second party developers:

Nintendo (EAD): Has several announced GCN titles in development and more than a dozen others still yet to be announced. Announced projects include Luigi's Mansion, Pikmin, Animal Forest, Mario Kart, Legend of Zelda, Mario Sunshine, Marionette, and 100 Marios. Nintendo is expected to announce several additional GCN titles, one or two of which may even launch with the console, at Space World 2001 in Tokyo, Japan this August.

Ign missed out Silicon knights who are making Too Human a dark RPG and Eternal darkness the Resident Evil beater.

They also missed out Left field who are making 1080 snowboarding 2 these people are best known for Excitebike for the N64,

Nintendo Software Technology (NST): Wave Race: Blue Storm. The developer has other, unannounced projects underway as well.

HAL Laboratories: Super Smash Bros. Melee is the only known GCN title that Nintendo's second-party is working on so far.

Marigul and subsidiaries: Doshin the Giant and Dobutsu Banchou.

Camelot: Secret RPG, and "two or three other candidates," according to company heads the Takahashi brothers.

NDCube: Working on GCN software, but specifics regarding what are not known. It is thought that the company, which created F-Zero for Game Boy Advance, could also be developing a GameCube version.

Rare: Star Fox Adventures: Dinosaur Planet, Kameo: Elements of Power, Donkey Kong Racing, Perfect Dark Zero and more still-secret projects. Rare registered the domain name for Conker's Other Bad Fur Day, for example, which suggests a GCN sequel could be planned.

Retro Studios: Metroid Prime and Raven Blade.

Nintendo's main strength is in first and second party support and this line up blows me away well done Ninty with all the 3rd party stuff aswel Sony should be worried.

Now comparison:

Polygon Power

[Note: We're unable to accurately compare the specifications for the below consoles because the method the companies used to measure performance are so different. Sony and Microsoft's numbers are unrealistic and denote the raw (read: not real) performance of their respective systems, while Nintendo's and Sega's numbers are based on real performance during gameplay. With that said, the figures you see are just smoke and numbers. We refer you to compare the actual games.]

GameCube: 6 to 12 million polygons per second (conservative, but realistic estimate)
PlayStation 2: 75 million polygons per second (realistically first-gen games are more like 3-5 million)
Xbox: 150 million polygons per second (does not consider real gameplay environments)
Dreamcast: Roughly 3 million polygons per second
Nintendo 64: Around 150,000 polygons per second
PlayStation: Around 360,000 polygons per second (lacks comparable effects)
Main Clock Speed

GameCube: 485MHz
PlayStation 2: 300MHz
Xbox: 733MHz
Dreamcast: 200MHz
Nintendo 64: 93.75MHz
PlayStation: 33.86MHz
Memory


GameCube: 24MB of 1T-SRAM (main), 16MB of 81MHz DRAM (main), and 3MB of embedded 1T-SRAM in the graphics chip
PlayStation 2: 32MB Direct Rambus RAM (main), 4MB of embedded DRAM on the graphics chip
Xbox: 64MB of RAM (unified memory architecture)
Dreamcast: 16MB (plus 8MB Video RAM, 2MB Sound RAM)
Nintendo 64: 4MB (+parity) Rambus D-RAM (expandable to 8MB)
PlayStation: 2MB (plus 1MB Video RAM, 512kb Sound RAM)
Memory Bus Bandwidth


GameCube: 2.6 GB/s (Gigabytes per second)
PlayStation 2: 3.2 GB/s (Gigabytes per second)
Xbox: 6.4GB/s (Gigabytes per second)
Dreamcast: 800 MB/s (Megabytes per second)
Nintendo 64: 500 MB/s (Megabytes per second) or about 0.5 GB/s
PlayStation: 132 MB/s (Megabytes per second)
Software Format


GameCube: Proprietary GameCube (Optical) Disc, 1.5 GB capacity
PlayStation 2: Proprietary DVD, 4.7 GB capacity
Xbox: Proprietary DVD, 4.7 GB capacity
Dreamcast: Propriety CD, 1 GB capacity
Nintendo 64: Cartridge, 64MB capacity (so far)
PlayStation: CD, 650 MB capacity


As you can see the GC and PS2 are very close and although the technology used by Nintendo is very advanced compared with the PS2 some of the specifications are not so but what puts both of them to shame is the X-box who has completley killed them both excelling in basically ll departments but it is the games that matter and if Nintendo have good specs which they do and is easy to work on which it is then there is no problem.

Dringo
Tue 17/07/01 at 20:33
Posts: 0
Turbonutter wrote:
> You need help.

Yes, controlling my self until i get the Gamecube
Tue 17/07/01 at 20:17
Regular
"Eff, you see, kay?"
Posts: 14,156
You need help.
Tue 17/07/01 at 20:04
Posts: 0
The gamecube isn't as powerfull.... but looking at those game (FOTD starts to dribble) i think i know what i'm getting!
Tue 17/07/01 at 10:13
Regular
"not dead"
Posts: 11,145
Your Honour wrote:
> Wòókiee Møn§†€R wrote:
Nail. Head.
> Hit.

This one sentence negates every
> console wars topic
> ever written.


Did you do any English at school Wookiee? A
> sentence ends with a full stop, like this.

Therefore:

Nail.
> Head. Hit.

>Is actually 3 sentences.

Yes, but was he not talking about this sentence:

"It all comes down to personal preference."


:-)
Tue 17/07/01 at 09:47
"High polygon count"
Posts: 15,624
wot iz dis 'skool' fing yoo speek ov I ain't not neva erd ov it beefor

jus shut yer mouf or ill shut it for ya awight
Tue 17/07/01 at 09:44
Regular
Posts: 14,117
Wòókiee Møn§†€R wrote:
Nail. Head. Hit.

This one sentence negates every
> console wars topic ever written.


Did you do any English at school Wookiee? A sentence ends with a full stop, like this.

Therefore:

Nail. Head. Hit.

Is actually 3 sentences.


:-)
Tue 17/07/01 at 09:19
"High polygon count"
Posts: 15,624
Meka_Dragon wrote:
> It all comes down to personal preference.

Nail. Head. Hit.

This one sentence negates every console wars topic ever written.

Some people could learn a lot from you, Meka.
Tue 17/07/01 at 08:41
Regular
"not dead"
Posts: 11,145
Okay, so what have we achieved so far?

Ah! All of the consoles have quite different specs, but it means very little as the arcitecture of each console is very different.

Anything else?

Yes, The Gamecube will have more support (than the N64 had) not because it's easier to develop on, though this may be the case, but because the format gives more room for developers to work with.

Anymore?

Yep, the PS2 is only considered a bit of a pian to develop for by lazy developers that wish to port over a bunch of second rate titles. Any developer worth their salt will create their own development tools/aids and find ways to get the best of the system.

So how do we know which machine is best then?

Well we wait until all 3 are available to buy, then we have to buy the same game on each console - released at the same time - from at least a dozen different software developers and compare them. If the Xbox version is always best, then it would make sense to say that was the superior console.

Mind you, when's that ever going to happen? The exact same game released on each console, each given similar time in development? It isn't.

So?

It all comes down to personal preference. If you like the games coming out on all consoles, then I guess you can base your opinion on which has the most comfortable pads, or the size, colour and shape of the console. If you like a specific type of game then choose the console that has the most games you like.

Who will win? The unblinkered gamer.
Tue 17/07/01 at 01:12
Regular
Posts: 15,579
easy compared to the N64 anyway.
Tue 17/07/01 at 00:43
Regular
Posts: 18,185
True but they didn't say the PS2 was hard to work on just that the GC is easy!

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