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THE N64'S SHORTCOMINGS AND THE GAMECUBE'S DEVELOPMENT
(Gamespot Japan, August 24, 2000)
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Don't be a square -
get totally cubular with the
Nintendo Gamecube!! (And so on.) |
The Nintendo Gamecube is the years-old company's response to
nearly everything that has happened in video games these last four years. With the press
swooning over it at Nintendo's 2000 Spaceworld show, buzz on the PlayStation 2 has dropped
off to nearly nothing. What has Nintendo done with this system to make it lean, mean and
ready to succeed? This article explores some of the Nintendo 64's weak points and how
the Gamecube attempts to address them.
It is said that the development of the Nintendo Gamecube was based on
careful consideration of the N64's shortcomings.
The main problem is, as higher performance demands make life harder for
the developer, the statement that "N64 is hard to develop for" has become
a given fact in the industry.
It's not a problem limited to the N64. As systems move from generation to
generation, the games grow bigger and bigger. Some even say that the ballooning
amount of work and money required to develop games for next-gen systems could
ultimately destroy the marketplace.
The main timekiller is in graphics. The visual capabilities of next-gen
systems have rapidly increased, and we, the consumer, expect companies to use
the machines' new abilities to create ever more elaborate and beautiful game
graphics. However, the ever-increasing processing power of new machines
only represents the peak abilities of the system. And, for modern
software houses, the difficulties of making graphics that use the peak
abilities of systems have become a large obstactle to creating games. To
developers, hardware features that can only be implemented through fine
tuning the software are a huge drain of time and energy.
In direct response to this, Nintendo's Gamecube developers decided to
emphasize "durability over peak abilities" in their system. Looking beyond
pure catalog specs, they put their minds towards features that would help
software designers create games that perform solidly.
For example, it was deemed necessary to reduce the amount of processing
required for a memory request in the system. Using speedy 1T-RAM in both
main and graphic memory, along with two large caches in the microprocessor,
Nintendo's system provided features that allow developers to program the
system with as little trouble as possible. Within its developer kit, Nintendo
is also providing tools, data convertors and other utilities to make the
Gamecube's development environment as easy as possible for designers to
work in.
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Shigeru Miyamoto,
frech from his Miami Vice stint |
Shigeru Miyamoto, director of technology and known around the world for his
games, discussed how easy it was to create the Gamecube demos, created with
code similar to actual games. "Until now, us software developers were always
being put on by the hardware developers" - whenever new hardware comes out,
software developers are always amazed, their imaginations stirred by the
spec numbers. However, the reality so far is that the new system's real
speed is not even a tenth of the peak performances shown in the specs.
Gamecube, though, is different - "I finally feel like I've met a set of
honest hardware guys."
With this style of hardware design, one wonders how far software developers
will be able to take the system. A lot will come down to the development
environment, which will depend on how well Nintendo prepares in getting the
kits ready.
As a machine created simply for games, it is obvious that the Gamecube was
designed to help with the creation of great software. If it succeeds at
that, then game fans have much to be happy about.
-Gamespot/JAPAN
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