Soundwave said:
"- Enough with the dumb "different for the sake of being different" elements to the controller too. Give it a proper second Z button, a proper d-pad, etc."
That controller was... simply bad. I started to hate it more and more over the time: The Z button was very "unnaccessible" if you already had your finger in the R button, because the R (and also L button) had stupid "flaps". Only one Z button, instead of 2 was dumb. Also R and L were analog buttons, being more expensive to produce... but little games properly used that characteristic at all (maybe F-Zero GX. I can't recall any others now). And the D-pad was A JOKE: They used the very same d-pad of the GameBoy Color, being too little and uncomfortable to use it in that controller. And always innacurate (pushed right, game undestood down 90% of times... uuuggh...). The Gamecube controller is, by far, the worst controller I can remember from a Nintendo machine. And to make it worse, it was applauded as a genious when it was new, by some media.
People normally criticize the N64 one, cause they (very probably) never used it. GC controller was too small, so your hands will probably suffer. And even the frontal button forms are... just wrong. Specially X and Y buttons, with that dumb shapes. Why? Instead, I really loved the N64 gamepad: much more comfortable than the GC one, better in practically ALL ASPECS (including simple things like the pause button, even that) and with 3 possible configurations for developers to choose for the gameplay of its games. Fan-tas-tic (the only bad thing being the plastic analog-stick degradation, that was very bad, and a real problem. Yes, it had no 2nd stick... but for that generation, being the first controller since MANY YEARS being analog... was not a great drama, and developers always could use the only stick present to move the camera, pushing some button at the same time).
Soundwave said: "- Move up your launch to November 2000 and move Zelda: Majora's Mask, Paper Mario, Perfect Dark, and Conker's BFD to GameCube launch window titles and enhance the graphics for all of them. PD and Conker barely ran on the N64 anyway and Zelda required the Expansion Pak too. Let Banjo-Tooie and Pokemon games be the N64's send off. You cannot give Sony a 18 month head start and launching alongside Halo on the XBox was not ideal either."
I strooongly disagree. I remember well that era: They already did exactly that with Eternal Darkness and Dinosaur Planet. Needed 1 (or more) extra year of development, and their sells were not great at all. Even Dinosaur Planet, being remixed with StarFox for the Gamecube version (a dubious idea given by Miyamoto itself to Rare people) did not sell that well as you could have expected (StarFox 64 was the last Starfox game).
And about Conker BFD, it was the GREAT last launch of N64, and an explosive one. The game was totally obliterated in sells in Europe, cause Nintendo did not want to distribute there (stup...s) and maybe only UK received PAL copies thanks to THQ. In America, Nintendo reduced its promotion to some add in Playboy... and nothing else. In Japan, did not even appear. In Gamecube, that game would be another Eternal Darkness case: nobody would remember it. In fact, Xbox remake was totally hyped during years... and after 1 year of its launch, forgotten by everyone.
if you also want to move Perfect Dark, Majora's and Paper Mario to Gamecube, N64 would get nothing important by 2000 (literally a disaster, when GC was so far to be launched, and was still called officially as "Dolphin" during many months in 2000) and you would have to wait not only 1 year, but several more until aaaall those games finally being in Gamecube (being probably all of them totally eclipsed by the PS2 success in the market). Also, that would be an horrible idea, cause some of those games were extremely hyped by years and years for N64 users (Paper Mario was supposed to be "Super Mario RPG2", and that game was announced even before the N64 launch). Nintendo did very well launching all those games on the N64, and if people remember them so fondly is precisely because that, no doubt. Gamecube probably would get none of them in its launch anyways.
Soundwave said: "- Scrap the mini-DVD, it didn't even improve loading times and was just being different for the sake of being different. The GCN tray size could still hold a full size disc. Make DVD movie playback available through a remote control accessorie like on XBox (was also planned that way for the Wii)."
Mini-DVD improved loading times. It did. No possible discussion. Mini-DVD was fast as nothing else by then (with the exception of cartridges, but obviously to use cartridges of one or multiple GigaBytes was TOTALLY not an option in 2001: Colossal prices). The mini-DVD had 1 real problem, and was the capacity (1.2 GB, compared to 4.5GB in a normal size DVD). That was a problem IF you wanted to put LOTS of FMVs in a game. Just that. The games itself... normally didn't used 1.2GB, and in some cases, like RPGs, you just could make a 2 mini-DVD disc game. The problem was with multiplatform games being ported to GC: they could suffer from worse FMVs compressions, for example.
Mini-DVD was really great to stop piracy in Gamecube (and that was the real reason Nintendo used it. So...).
|