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Kripto

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Posts posted by Kripto


  1. I was really into F-Zero on the SNES and loved every minute of it (Even though it once made me so mad that I reflexively threw my controller at the screen. Luckily, nothing was damaged except my sense of self-control...)

     

    One thing I always wondered about the original was- What's the deal with those closed off side roads? I know that a few are opened in different versions of the same track but some never are. I guess they were made while testing different track designs to see which played the best, etc., or perhaps they just wanted to give the player the feeling of roads having been closed off as sometimes happens in actual street races, etc.

     

    Only Mario and some Japanese programmers know for sure...


  2. Ah, so that was what ACTUALLY became of it...

     

    I would have sold it here and keep the eBay fees, but maybe he'll make more doing this. :?:

    Huh? Do you honestly think it's going to sell? :lolblue:

    Obviously a joke of sorts.

     

     

    I thought it was a real auction with a retarded "Buy It Now"...

     

    So it's just a joke? I guess that's what you get when eBay drops listing fees...


  3. The problem stems from your use of the phrase "True Surround" which has no agreed on technical definition. It also implies that the Jag has "False Surround" whatever that is.

     

    The truth of the matter is that independent signals for more than two channels are output from both methods so they are both "surround" by definition.

     

    Does the Jag output support Surround? Yes.

     

    Is Discrete Surround preferable from an audio quality perspective? Yes.


  4. You guys are actually arguing over the difference between "Discrete Surround" and "Matrix Surround", not "real" and "fake" surround" or some-such.

     

    Discrete Surround keeps all of the channels independent of one another when stored on the delivery media and the playback unit would normally feature separate outputs for each surround channel (Example- Dolby Digital 5.1). The Jaguar does not feature this and couldn't unless someone built some kind of audio convertor/break out box and coded special software for it.

     

    Matrix Surround has all of the various surround channels encoded into a two-channel pair of tracks. These can be broken out into the multiple channels needed to feed a multi-speaker system during playback/decoding (Example-Dolby Pro Logic). THIS is what is coming out of the Jag during IS2.

     

    Discrete Surround is the superior system sound quality-wise as that the encoding/decoding process used by Matrix Surround significantly degrades overall signal quality, especially that of the additional "Folded-in" surround channels.


  5. Defining the term "Art" is the big problem here...

     

    How about-

     

    "The conscious production or arrangement of sounds, colors, forms, movements, or other elements in a manner that affects the sense of beauty, specifically the production of the beautiful in a graphic or plastic mediums"

     

    I would say Yes, they can be under that definition, even though it seems to be biased against anything which is intentionally ugly or displeasing being "art".


  6. It's pretty impresive that the Jag could afford to dedicate processor cycles to real-time Q-sound encoding. I guess that's one of the values of having an on-board DSP.

     

    It's too bad that most Jag games don't feature music or use the DSP for realtime synthesis since it could obviously handle filtering, etc. Instead they rely on simple sample playback, ala' the distorted bell tones in CyberMorph. (BTW- a very similar sound to CM's selection tone is used on some current day cell phones. Every time I hear it I think "Avoid The Ground..." :P )


  7. Sadly, you really can't trust any game reviewing publication which features ads from the game companies whose products it reviews.

     

    The monetary relationship is just too strong to not bias coverage. I used to write in the music technology magazine field and that was, and is, also totally poisoned by such corruption.

     

    Thanks to downloadable demo and rentals, at least we can make up our own minds for many of these games.


  8. I personally feel that 64 is too many bits.

     

    With a 63-bit system you would have less processing strain from the etra bit and could use that extra throughput for some really cool zapping sounds or something.


  9. I never understood why Atari decided to ship non-centering joysticks with the 5200. It's not like any hot arcade games of the time had one.

     

    A working solution, in my mind, would have been to include a switch that made them self-center. Yes, yes, just another thing to break on already fragile controllers, I know...


  10. This isn't a 'glitch' at all but a friend and I took a GameShark to N64 Golden-Eye (using the RAM value injection button) and absolutely carved that game APART.

     

    The craziest thing we got from it was when the entire screen would be overlaid with numerical readouts of each non-player characters internal AI values. It was also possible to somehow get to areas of the game which never showed up in normal play. There was an island on the dam board which had a cabin and a boat I recall.

     

    GTA3 on the PS2 had a TON of player glitches as well. For example, it was possible to fly the DoDo into the geometry used in the opening bank robbery scene. It could not be accessed during normal play and had no collision detection, etc. That was a surreal, Twilight Zonish experience. Fun.


  11. Ah yes, I predict massive popularity for this one as that she is a she, and she is well trained in the nerdly arts. Her in-box is probably filled with tons of atrocious poetry...

     

     

    I also found it amusing how they flashed a picture of "Mister Awesome" while discussing Missile Command high scores.

     

    No mention of Missile Command 3D for the Jag...Tsk, Tsk...


  12. Using the awesome, yet ancient, Quiver Quake 1 editor on the Mac, one could set up huge chambers, overflowing with different groups of monsters which did NOT get along. Just construct the player a nice, safe perch from which to watch the action and watch the show. Placing a large number of explosive barrels in the room added to the mayhem.

     

     

    That Wiki link also mentioned in-fighting in the Turok games, which I don't recall.


  13. Why intentionally put in a level that stops the player dead in their tracks?

     

    I remember hitting that level and it made me stop playing as that, suddenly, 'skill' seemed to have been taken out of the equation for achieving success.

     

    BTW- I love difficult games. Arcade Robotron set to level ten difficulty is my favorite. Even though that game is among the most nasty and 'angry' at that point, it can still be beaten using skill and focus.


  14. Kripto's version sounds just like .SID music from C64 games.

     

    Was that a keyboard....and what settings do you set it on to get that .SID-like sound?

     

     

    That was all done in Logic Pro. The SID-style tonality you're hearing is mostly due to reducing the audio resolution down to 12 bit.

     

    (Cue shameless Plug...) The sounds and effects are actually of my own design and are now available for purchase on-line at my website-

    Orwell Digital

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