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ITT: Games that were better on one platform over another
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You are currently reading a thread in /vr/ - Retro Games

Thread replies: 29
Thread images: 9
File: toy story 2.jpg (37 KB, 480x360) Image search: [Google]
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This for n64
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the pc version is probably the best version, actually.
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>>3098029
top keek
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>>3098017
How? It lacked cutscenes and the music and SFX were worse.
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>>3098079
>>3098024
wait a sec, there's a PC version? I only knew of this and the PSX
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>>3098017

Sorry OP, but the N64 port is the worst of the lot.

1. The music quality in the N64 version is awful compared to every other port. Because of the N64 cartridge's limited storage space, the CD quality music had to be altered into sequenced midi-like tracks, with compressed samples. Here's a comparison between the N64's music versus the music of the PS1/DC/PC versions: https://my.mixtape.moe/migdwo.mp3

2. The N64 version omits several music tracks to save on storage. There were tracks written for Andy's House and the credits, but in the N64 port these are replaced with You've Got a Friend in Me.

3. The framerate is atrocious. This is the case for the N64 and the PS1 versions, but not the PC and Dreamcast versions.

Even with all these issues, it was still a serviceable port during a time where cross-console porting was mostly a novelty.
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>>3098097
N64
PS1
Dreamcast
PC

What were you thinking? And how did the N64 even fit the movie FMV into the cartridge? Or maybe it didn't have any at all, oh god.
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>>3098132
>Because of the N64 cartridge's limited storage space
Read: Because publishers were unwilling to spend the money necessary to purchase larger cartridges.
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>for n64
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I'm quite curious about the differences between the original N64 version of Toy Story 2 and the revision A cart.
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>>3098249
>roflbot
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>>3098243
Wasn't the largest possible only 64 mb? That's still relatively small.
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>>3098325
>Wasn't the largest possible only 64 mb? That's still relatively small.
When games were crammed onto 8 & 16MB cartridges, it was huge.
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>>3098406
Lets not forget it's compared to CDs on every other console tho
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>>3098243

The absolute largest cartridge size available was 64MB, and this was a prohibitively expensive option for a movie tie-in game. Even with a full 64MB cartridge, it's unlikely that the CD quality music could've been retained.
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>>3098201

The N64 version had slideshow cutscenes. Instead of a snippet from the movie, you'd have a still image from that scene with text describing what's going on. I'd mention it as a downside of the N64 version, but ultimately no one really gives a shit about watching Toy Story 2 snippets in low resolution anyways
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>>3098562
>Even with a full 64MB cartridge, it's unlikely that the CD quality music could've been retained.
Use MusyX. It gave much better music quality.
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>>3098573
Will note it down for when I'm developing N64 games again.
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I can tell you that Toy Story 2 on N64 is the worst version. Not just in terms of content but graphically too. It's missing a fair number of special effects present in the other versions if I recall correctly. Traveller's Tails couldn't code for shit on N64. Bug's Life was even worse of a port.

On that note though even though it didn't use it, 64MB isn't that small for music considering the N64 is fast enough to decode MP3 on the fly. Sure it's a bit lossy but you could shrink the CD tracks right down.

MusyX is just an advanced MIDI player with some useful features like surround sound support and a voice decompression module. It doesn't sound that great. The whole point of it is not quality but efficiency for cartridge space and N64 system resources.
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>>3098569
That's not true, I liked the actual movie itself but it was the game's doing that ingrained the scenes into my head word for word. Shit's great.
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Console war thread: 5th gen edition.
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>>3098079
I play a game for the game play not to watch fucking cut scenes. If I want to watch something Ill go put in a movie.
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>>3100438
lol spot on. I remember the top tier devs managed to reduce this effect, in contrast less polished games tended to exhibit signficant warping effects. Any idea how they managed to tone this down?
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>>3100438
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/thread
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>>3100447
Subdividing the hell out of surfaces helped to mitigate the wobbly effects of affine texture mapping.
Thread replies: 29
Thread images: 9

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