ZeetherKID77 wrote:The sad thing is the N64 Daikatana is probably better than the shitty PC version
Nah. At least PC Dai~ has some fun levels here and there. Take away any pretty levels, make everything uglier, that's the N64 version just about. I actually felt the lack of sidekicks took away a bit of the PC version's (precious little) character. Yeah, they're annoying, but I could deal with 'em.
I loaded up Banjo-Kazooie again, scratching my head trying to figure out where I'm missing the last (probably just one) puzzle piece or how to get it. There's a couple of those puzzle piece stands that show a number but that's it. Have every note (900). I'm also having trouble figuring out how to view the ending again...if it's "lol go play the lastboss again" I'm gonna say screw it and just watch a TouYube video. Uhh, also, Donkey Kong 64 isn't working in Project64. Update: Actually now it is - manually selected Recompile and memory size to 8MB, score. Quake II is pretty unplayable, but I still want to check it out - might get a copy off the 'Bay eventually.
linko9 wrote:A gamecube and a copy of F-Zero GX will run you under $25 on Amazon. You really owe it to yourself to get this game, it's much better than X, and thus is by far the best racing game ever made.
On topic, do try to get a N64 controller and a USB converter, especially for games where all 6 of the face buttons are used.
I haven't played either (yet) but I understand they're totally different games, so this is a non-starter. If somebody wants to play a N64 game, it's easy to say a better GC equivalent could be found in most cases...but that's not really the point of the topic.
Well, you ought to play them, and when you do, you'll see that they are in fact very similar, except that GX is superior in almost every way. It really is a clear progression in gameplay, and not an instance of "sequel is completely different than predecessor." And honestly, this is the only case I can think of where a GC sequel to a 64 game is better than its N64 predecessor, so that's really not easy at all. But seriously, check out GX if you have any interest in videogames.
but if you want to talk about a game being the same as X, then there's Banjo Kazooie / Tooie on Xbox Live (they even implemented Stop 'n' Swop, finally), Perfect Dark on the same service, and of course the updates of Zelda for the GameCube. Not sure if / how Midway's Cruis'n / Rush games got better home versions than on the N64 but I can't imagine it'd take much. (It's pretty amazing to me how many "upgrades" of N64 games there are - not really a glowing endorsement of the poor crippled N64 - as opposed to straight ports such as the large number of Genesis-to-X ports, discounting the upgraded or otherwise changed versions for the PS2 which were a special project.) I suppose it's also possible to count Resident Evil 2 for the GameCube, since that was (a bit of a stretch) on the N64 as well...but also on PC with basically the same content. Aside from the silly ones, actual ports are cases where I'd say "this supplants that."
Anyway, I'll see what you mean sooner rather than later, but new tracks = new game, as far as I'm concerned. Part of the reason I assumed they are totally different games is the F-Zero AX arcade version of the title - track rehashes wouldn't really do. The Disk Drive version of F-Zero X reportedly added new tracks too.
Out of the whole list of N64 games, DOOM 64 and Quake II (as an expansion perhaps) are the two games that I think are still, even as aged FPSes, crying for ports to better systems. Perfect Dark was a great candidate (and so was Goldeneye...) but that was Rareware.
------
Small update: Lode Runner 64 is pretty good - a bit ugly, but it has pretty decent gameplay. The 3D aspect really is utilized pretty well so far, and they've added an element I don't remember from previous games - bombs. This game is the most like Mario vs. Donkey Kong of anything I've played, in terms of the complexity - but unlike MvDK it doesn't come at the cost of needing lots of puzzle elements; just a bomb and some purple blocks can add quite a bit of complexity, versus the oodles of surfaces, keys, and buttons in MvDK. If your analog stick is twitchy you might have some trouble, however (at least in the default controller scheme): You need to face the right direction to use the blaster, as opposed to older games which have two fire buttons, one for each direction. That would still work here, so I'm not clear why it changed other than to use the standard "Z button = fire" convention. It wastes a precious second to have to turn around to fire at a block behind you - bad when monks are in pursuit.