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How long do people think the N64 has left to live?
With games like Perfect Dark, Zelda: The Continuing Sage, Turok 3, A Resident Evil game, Top Gear Rally 2, and a bunch of other wicked games this year. How long will the N64 live for? Specially with the PS2 and Dolphin on the horizon how much longer can the N64 last?
Cooky
Pokomon will definately save Nintendo.
Anyway, I do spend more time on the PC than I do any other console and that's because Console games are more expensive! (For any console)
I bought Total Anihillation for £4.99 at EB and my brother got Duke Nukem Atomic Edition for £3.99 at a place called Trago Mills!
Well even if it wasn't then I'd still buy one.
The PS2 looks like it's going to go the same way as the Saturn. I'm not being biased, look at the evidence!
Sega's previous console before the Saturn was the hugely sucessful Mega Drive (Sucessful, just like the Playstation)
Sega released the console at a high price (like PS2)
It was too hard for third party developers to create games(again like PS2)
Only the greatest game companies (eg. capcom) developed games when it failed to sell (It WILL happen to PS2)
Sega's Saturn didn't go too badly as Sega themselves made great games (Sony won't be able to do that!)
I might be wrong but is £300 worth the risk.
And if you want a DVD player then you'll find much better in a specialised DVD player or even better, the X box.
If you want the best games then choose Gamecube,
If you want a great games machine and DVD player in one, choose Xbox.
If you can't wait a year then buy the Dreamcast.
If you want to waste £300 quid then give it to charity not Sony.
Keep cool!
Here Are The Official GAMECUBE specs:
Nintendo Gamecube Specs
Microprocessor unit IBM Power PC "Gekko"
Manufacturing process 0.18 microns coppern wire technology
Clock frequency 405 MHz
CPU capacity 925 Dmips (Dhrystone 2.1)
Internal data precision 32-bit integer and 64-bit floating point
External bus bandwidth 1.6GB/second (peak) (32-bit address, 64-bit data bus 202.5 MHz)
Internal cache L1: 32KB instruction, 32KB data (8-way) L2: 256KB (2-way)
System LSI "Flipper"
Manufacturing process 0.18 microns NEC embedded DRAM
Clock frequency 202.5 MHz
Embedded frame buffer Approx. 2MB; sustainable latency: 5ns (1T-SRAM)
Embedded texture cache Approx. 1MB; sustainable latency: 5ns (1T-SRAM)
Texture read bandwidth 12.8GB/second (peak)
Main memory bandwidth 3.2GB/second (peak)
Color Z-Buffer each is 24 bits
Image-processing function fog; subpixel antialiasing; hardware light x8; alpha blending; virtual texture design; multitexture mapping/bump/environment mapping; MIPMAP; bilinear filtering
More image-processing functions real-time decompression of display list; hardware motion-compensation capability
Sound processor special 16-bit DSP
Instruction memory 8KB RAM plus 8KB ROM
Data memory 8KB RAM plus 4KB ROM
Clock frequency 101.25 MHz
Maximum number of simultaneously produced sounds ADPCM: 64 channels
Sampling frequency 48 KHz
System floating-point arithmetic capability 13Gflops (peak), (MPU, geometry engine, hardware lighting total)
Actual display capacity 6 to 12 million polygons/second (display capability assuming actual game with complexity model, texture, and so on)
System main memory 24MB sustainable latency: 10ns or lower (1T-SRAM)
A-Memory 16MB RAM (100-MHz DRAM)
Disc drive CAV (Constant Angular Velocity) system, average access time 128ms, data-transfer speed 16 to 25 mbps
Media 8 cm Nintendo Gamecube disc based on Matsushita's Optical Disc technology; approx. 1.5GB capacity
Input/output controller port x4; Digicard slot x2; analog AV output; digital AV output; high-speed serial port x2; high-speed parallel port
Power supply AC Adapter DC12V x 3.5A
Main unit dimensions 150 mm (width) x 110 mm (height) x 161 mm (depth) 6" In Width, 4" In Height, 6.5" In Depth
C-U L8terZ
Da Spike man,
SpikeFontaine