X-Scape's hypnotic visuals are why it graduated to my 3DS. I've never seen another game like it. Only the resolution, aged. But I grew up in a time when 480p was an impossible dream. Seeing someone use all the strengths of primitive 3D, and none of the weaknesses, to make something out of Tron but more intense? That actually moved like Tron? In a hand held e-shop? It reminded me why the first steps into true 3d space meant so much to us in the first place. This is why games are art.
I completely agree with Dylan Cuthbert, Nintendo and other video game studios really need to step up and find a way to preserve and archive their older games while also people with the opportunity to play them for themselves. It’s such a shame that so many digital exclusive games are gone for good now that the Nintendo 3DS and WiiU’s online stores have closed. Thank you for sharing this piece of video game history with us.
it's absurd. forget any historical value, it's so odd to see these companies leave such obvious potential profits on the table, especially considering how hard people are for classic (old ass) games in general. even with all the attention preservation has received you know cool stuff is being thrown away as we speak.
Amazing to finally see what they pitched back then! Up to this point you heard everyone talking about how they offered it to Nintendo and reverse-engineering and stuff ... but never the real demo.
@@comradestannisLotcheck (in Nintendo's case) is/was a company internal repository were ROM files were kept that were fully finished, checked, aporoved, everything ready; ready to be written onto ROM chips. In 2020 a huge trove of Nintendo internal data was leaked, subsequently called the GigaLeak. A copy of this repository (from some certain point in time) was among those files. It contains many ROM files that were released (in some form), minor revised versions of games already released, unreleased translations of games, but also entirely unreleased games (cancelled at the last minute, it seems). The translated English version of "X" -ready for it's Western release under the name 'Lunar Chase', which then never came - was among those files, too. One of the more significant 'finds' from that leak. As a result, the official English ROM file of X is now out in the world, despite never having been officially released on a cartridge in the 90s.
Hallelujah for the Video Game History Foundation! And thank god for people like Mark who actually preserved his old software and didn't discard it like so many others.
I bought a copy of X-Scape just before the DSi Shop channel closed on my DSi XL. I recently started playing it and are having a blast. Really fun and unique game! Wish it was available on something like the Switch, along with the predecessor on Game Boy.
The 3d effect reminds me of the first person parts of Phantasy Star for the Master System which was a Z80 based machine. Actually one of the first games I know with full polygonal 3d graphics is Wibarm which came out in 1986 for the PC88, also a Z80 based machine.
I‘d 100% argue that Turok 1 on the N64 can and must be credited for the still used „modern“ FPS gamepad control scheme (C-Direction Buttons or second stick = lirum larum). And that was almost 3 years prior to Alien Resurrection if i remember correctly (not to take away anything from that game, though)… 🆙 Otherwise thumbs up for mentioning Operation Winback! Special game and hidden gem back then.
That didn't have dual analogue, which is a requirement of the credit as modern default games use two. Also Turok was meant to be played with the left hand on the analog stick which was for looking not moving, and the right hand on the yellow buttons for movement. You could flip that and use the Dpad to move with the left and analog look with the right. but that messed up your quick access to weapon switching.
@@Nick_Lavigne But that is purely due to the reason that the N64 controller wasn‘t equipped with a second stick. With the given idea of the Turok control scheme, this game certainly would have had the typical dual analogue control. If think it is more about the general idea here, than the execution limited by the hardware (this is why i said „lirum larum“ = doesn’t substantially matter). Otherwise for dual analogue control schemes, see Perfect Dark on the N64, that draw inspiration from Turok and created this workaround using 2 controller. And PD was resealed in Q1 2000, also before the Alien game. But as mentioned, Alien Resurrection is a fine game that deserves credit. Just thing Turok deserved some more, too. 🆙
Y'all know Pat Contri? He attempted what you're doing right now with the historical editorials as a VH1-stylized video series about 10 years ago. It underperformed due to its demand for hour long attention spans but they worked their way all the way through present day then just....finished. *Arguably twice your production value, within the context of the era of its production.
@@brandonnesfan I'm saying if you ever run out of ideas, he has an entire anthology series cheat sheet he'll probably volunteer as an advisor. He's seen his fanbase in its prime & he's seen them all age, he's the Lorne Michaels of this game, with Rolfe being the James Carrey.
This is quite similar to the technology within Vectrex. Except that Vectrex hardware was more optimized for vector graphics thus saving a lot of processing power. (Yes people Vectrex is older).
Try sticking a vector monitor into a portable and run it off 1990's batteries... Arcade machines did vector graphics before the Vectrex was made, what the Vectrex did was bring some of those arcade features to the home. Of course everything was in the arcades first, that was the nature of games in those days. The trick here was bringing that stuff onto the Game Boy, an extremely limited platform, even more limited than computers that use the same chip on paper (for starters, computers have WAY more RAM which matters for 3D games while the native gaming features of the console hardware won't do much to help with 3D).
Feels like Nintendo was onto something when they agreed to publish this game back in the day. Have to say, I never heard about it at all until Super Smash Bros. Brawl because music of the game was included, however, I will probably pick up the prototype ROM and check it out.
I was already subbed, probably from when the channel was active a year ago. I miss the podcast, though I understand that things are going to be a bit disrupted while they divide up Kelsey's responsibilities. I'm going to have to check out Insert Credit.
I recognised Dylan Cuthbert's name from his involvement in the Pixeljunk game series. I loved those games. So it's really interesting to hear his involvement in this amazing piece of game history.
pinball scene in the PNW is pretty cool, too. Sure there are more software + games people the Bay Area but because of the cost of living people tend to move, and people don't have closets to stuff old rom carts in for 30 years. So Seattle and Chicago are ideal for that.
My first video game was Pac-Man, but I am told I was involved with Pong before that, though I was a toddler and I cannot remember. It is refreshing to see young people appreciating, then enshrining this history of video games. The advent of the video game market is the best thing that ever happened to my generation X.
Nintendo left them high and dry and screwed over the devs who put in a lot of blood, sweat, and tears because they believed DSiWare was going to be a viable platform.
If someone did it then it wouldve been done eventually. This is a ruthless industry. If theres a market u need to be able to protect yourself and your creations. At least have proof of everything
Kinda like they did to Sony after pulling out of the CD addon for SNES. And out of that garbage dumpster fire was born the PlayStation, forever snatching up the market share until the Switch released.
Star X was released on the gba, and has a lot of similarities to star fox, it may have no relation to X, but the similarities are definitely worth noting, especially since the gba uses similar hardware to the snes.
the concept of "signed code" doesn't really exist in the gameboy, everything from rom runs at ring 0 and a cryptographic module to verify code integrity would have been ridiculously expensive to implement at the time. the copyright protection mechanism was simply to put nintendo's trademark in the header of all published games
@@panegyr there's no OS, no memory protection. You can see talks from Garry Kitchen (say episode 7 of Video Game History Foundation podcast) for how he reverse engineered the 2600 and made a development kit out of an Apple II.
Loved the video! 2:05 Adobe has a tool called Podcast which can fix this audio using AI for free, I think this would improve the audio quality a lot. Thanks for such amazing video
The 3D technology used in Atari ST game ‘Carrier Command’ blew my mind. The black and white demo you played here at the beginning reminded me of a less well developed type idea.
There were a bunch of these wireframe (and of course filled polygon on more powerful hardware) tank games after the success of Battlezone in the arcade. Mercenary is a fairly well known one from 1985, for example, which featured an open world with a dynamic war between two NPC factions that the player could influence.
8:54 Which came first, the _Eclipse_ demo or Imagineer’s (1991?) NES _Elite_ ? Because while those vehicle models are undoubtedly impressive on a Gameboy they’re notably similar to _Elite_ ‘s ship models.
What was the reason that the game didn't get a worldwide release? Feels like a kick in the teeth when a game by a Brit didn't come out in Europe. This reminded me of Manfred Trenz' Rendering Ranger, which also was released only in Japan...
Interesting, thank you for making this cool documentary nobody's presented and researched like this before (I know this story from another). It's a nice, relaxing watch on a child sunday, after mass and after a hard week's work. Everything and everyone is truly connected by the small and. big dots that change things. God bless.
At first look it reminds me of Stellar 7 an Apple ][ (1983), which seems to be made after Battlezone on arcade machines (1980). When was this demo released?
I beat X, shits fun. Shame that the english prototype leaked after I beat it using a guide for all the japanese in it. I was just playing Stunt Race FX earlier today wishing that got a remake or HD widescreen version w higher framerate.
@@medes5597 Not dodgy. I edited an emulator to use a single controller for the two controller profile and it works great. It is modern controls. Goldeneye's flaw is the zoom/aim system, otherwise it is a modern fps.
@@_PatrickO oh no I imagine in that circumstance it probably works well. Don't get me wrong. But as someone who has played with two controllers taped together, on hardware it can be dodgy. That isn't to take it away from them but if you were playing goldeneye back then, you'd likely find it dodgy to use. Speed runners have documented a lot of its quirks from their runs. The most famous being that one n64 hardware revision will drop inputs from both controller ports randomly and we don't know why. For its time, I admit it was amazing and the best they could do with what they had.
@@medes5597 What I am saying is golden eye is programmed and uses the modern control style. We don't lie about this just because they used two controllers to do it on the original console. You can map these in some emulators or modify others to make the two controller profile map to a single controller. It plays like a modern fps. The discussion here is control style and game mechanics, not the physical controller at the time. The devs clearly wanted dual joystick gameplay and put in the 'weird' two controller profile just so there was a way to expose dual joystick play to the consumers on a console without dual joysticks.
@@_PatrickO it's not a lie to say that two controller, dual joystick, that was barely used on hardware, that doesn't work all the time on hardware, that was included as a profile as a side effect of the mouse profile as multiple golden eye documentaries attest, is not the same as using the built in analog sticks for the same thing. Even if emulators let you use one controller which is genuinely utterly irrelevant to the conversation of who did it first. And even if you want to argue this - the answer doesn't change as to who invented the dual joystick profile. It's argonaut software. They were responsible for multiple goldeneye controller profiles by implementing them through testing with Rare as they were close as both were or had been Nintendo 2nd Party studios
i have a feeling that the discussion between mindscape and nintendo was where the litigious birth of nintendo started along with their extreme dislike of people reverse engineering their platform to develop for it without permission which slammed those of us later all began
While this may have pushed Nintendo to move forward with 3D, the rest of the industry did so even before they did, so it happened the way it did because of Argonaut - but it would have happened. Nintendo is far from an original company, but one that is excellant at refining and perfecting what they and others have done in the past, from platformers to action adventure etc.
I got the game X bought it on ebay from a Japanese game seller for $1 a few years ago I thought it was gonna be a game based on the anime called X but was not
The Lynx already had established 3D gaming credentials, including a port of Battlezone. So really it wouldn't have proved anything. Nintendo were a challenge as they had shown no interest in polygonal 8-bit games before, especially not on the meagre hardware of the Gameboy. The only previous 3D title on a 8-bit Nintendo system I can think of was the remarkable Europe-only port of Elite for the Nes.
"One of the most important games ever made" to Nintendo. Whether Nintendo had that demo or not 3D was coming to PlayStation who's 3D games were developed independently from Nintendo...
that Alien Resurrection "fact" is just not really correct... you can say it was the first FPS who had modern shooter controls as its default setting, but tons of games did it before it. for example, almost every single N64 FPS has optional settings to move the character with the Dpad, and move the camera with the stick. and this might not technically be "dual stick" shooter controls, but the principle is identical, the only difference being that instead of a left stick, you have a dpad. Turok, GoldenEye, Duke Nukem... they all support this. Turok and GoldenEye releasing 3 years before Alien Resurrection, Turok
"Yamauchi called and said you have to call it X" ..OK Elon, I mean Yamauchi.
X-Scape's hypnotic visuals are why it graduated to my 3DS. I've never seen another game like it. Only the resolution, aged. But I grew up in a time when 480p was an impossible dream. Seeing someone use all the strengths of primitive 3D, and none of the weaknesses, to make something out of Tron but more intense? That actually moved like Tron? In a hand held e-shop?
It reminded me why the first steps into true 3d space meant so much to us in the first place.
This is why games are art.
I completely agree with Dylan Cuthbert, Nintendo and other video game studios really need to step up and find a way to preserve and archive their older games while also people with the opportunity to play them for themselves. It’s such a shame that so many digital exclusive games are gone for good now that the Nintendo 3DS and WiiU’s online stores have closed.
Thank you for sharing this piece of video game history with us.
Damn right
"Gone for good"
Despite Nintendo's best efforts, this is not true. Hshop, anyone?
@@KopperNeoman What is Hshop?
@@comradestannis it’s one of the many pirate shops often used by homebrew
it's absurd. forget any historical value, it's so odd to see these companies leave such obvious potential profits on the table, especially considering how hard people are for classic (old ass) games in general. even with all the attention preservation has received you know cool stuff is being thrown away as we speak.
Amazing to finally see what they pitched back then! Up to this point you heard everyone talking about how they offered it to Nintendo and reverse-engineering and stuff ... but never the real demo.
X is one of the two international game boy releases I've imported - Huge fan of it. I was pleased when the lotcheck build of Lunar Chase emerged.
which is the other?
@@awogbob A copy of MOTHER 3 that's been with me since early high school (Well, that's GBA)
What is a lotcheck or something?
@@comradestannisLotcheck (in Nintendo's case) is/was a company internal repository were ROM files were kept that were fully finished, checked, aporoved, everything ready; ready to be written onto ROM chips.
In 2020 a huge trove of Nintendo internal data was leaked, subsequently called the GigaLeak. A copy of this repository (from some certain point in time) was among those files. It contains many ROM files that were released (in some form), minor revised versions of games already released, unreleased translations of games, but also entirely unreleased games (cancelled at the last minute, it seems).
The translated English version of "X" -ready for it's Western release under the name 'Lunar Chase', which then never came - was among those files, too. One of the more significant 'finds' from that leak.
As a result, the official English ROM file of X is now out in the world, despite never having been officially released on a cartridge in the 90s.
Same
Argonaut made this available for download at the Internet Archive, which I’m not sure was mentioned in the video.
Hallelujah for the Video Game History Foundation! And thank god for people like Mark who actually preserved his old software and didn't discard it like so many others.
I bought a copy of X-Scape just before the DSi Shop channel closed on my DSi XL. I recently started playing it and are having a blast. Really fun and unique game!
Wish it was available on something like the Switch, along with the predecessor on Game Boy.
This video was very well produced! Hope we see more like it. I had no idea the precursor to star fox started on game boy.
The 3d effect reminds me of the first person parts of Phantasy Star for the Master System which was a Z80 based machine. Actually one of the first games I know with full polygonal 3d graphics is Wibarm which came out in 1986 for the PC88, also a Z80 based machine.
I played X-scape for the DS so much, funny im finally learning about its origins now.
I‘d 100% argue that Turok 1 on the N64 can and must be credited for the still used „modern“ FPS gamepad control scheme (C-Direction Buttons or second stick = lirum larum).
And that was almost 3 years prior to Alien Resurrection if i remember correctly (not to take away anything from that game, though)… 🆙
Otherwise thumbs up for mentioning Operation Winback!
Special game and hidden gem back then.
That didn't have dual analogue, which is a requirement of the credit as modern default games use two. Also Turok was meant to be played with the left hand on the analog stick which was for looking not moving, and the right hand on the yellow buttons for movement. You could flip that and use the Dpad to move with the left and analog look with the right. but that messed up your quick access to weapon switching.
@@Nick_Lavigne But that is purely due to the reason that the N64 controller wasn‘t equipped with a second stick. With the given idea of the Turok control scheme, this game certainly would have had the typical dual analogue control. If think it is more about the general idea here, than the execution limited by the hardware (this is why i said „lirum larum“ = doesn’t substantially matter). Otherwise for dual analogue control schemes, see Perfect Dark on the N64, that draw inspiration from Turok and created this workaround using 2 controller. And PD was resealed in Q1 2000, also before the Alien game. But as mentioned, Alien Resurrection is a fine game that deserves credit. Just thing Turok deserved some more, too. 🆙
Someone should try to petition the US and the Library of Congress to try to help preserve video games as they are culturally relevant.
Starship Defense is one of my all time favorite games. Cool to see it mentioned, didn't know the origin of the people that made it! :)
Nobody mentioned how “2 Player” mode works - I’m intrigued
I had starglider as a kid. I liked the novella in the manual.. and how you could print manuals to some games back then.
Y'all know Pat Contri? He attempted what you're doing right now with the historical editorials as a VH1-stylized video series about 10 years ago. It underperformed due to its demand for hour long attention spans but they worked their way all the way through present day then just....finished. *Arguably twice your production value, within the context of the era of its production.
Ok and?
@@brandonnesfan I'm saying if you ever run out of ideas, he has an entire anthology series cheat sheet he'll probably volunteer as an advisor. He's seen his fanbase in its prime & he's seen them all age, he's the Lorne Michaels of this game, with Rolfe being the James Carrey.
This is quite similar to the technology within Vectrex. Except that Vectrex hardware was more optimized for vector graphics thus saving a lot of processing power. (Yes people Vectrex is older).
Try sticking a vector monitor into a portable and run it off 1990's batteries...
Arcade machines did vector graphics before the Vectrex was made, what the Vectrex did was bring some of those arcade features to the home. Of course everything was in the arcades first, that was the nature of games in those days. The trick here was bringing that stuff onto the Game Boy, an extremely limited platform, even more limited than computers that use the same chip on paper (for starters, computers have WAY more RAM which matters for 3D games while the native gaming features of the console hardware won't do much to help with 3D).
Amazing work as always! I remember hearing his reaction on the podcast!
Did I see a Cybertruck in there?
Too many vertices for a cyber truck
Feels like Nintendo was onto something when they agreed to publish this game back in the day.
Have to say, I never heard about it at all until Super Smash Bros. Brawl because music of the game was included, however, I will probably pick up the prototype ROM and check it out.
That being said, programming a fully 3D game on the game boy was a feat. That is absolutely true.
There were much more suited hardware platforms for a 3D game at the time, I don't understand why they chose such a primitve handheld.
@@jimbotron70 Because nobody else attempted that challenge yet, and succeeding made wild dreams come true?
Amazing find, thanks for sharing it with us!
Love your podcast and listen to Insert Credit as well. How did I manage to remain clueless about this CZcams channel until just now? Subbed!
I was already subbed, probably from when the channel was active a year ago. I miss the podcast, though I understand that things are going to be a bit disrupted while they divide up Kelsey's responsibilities. I'm going to have to check out Insert Credit.
Nice. Great video. Not just reiterated facts. Very in depth so far. Good job.
I recognised Dylan Cuthbert's name from his involvement in the Pixeljunk game series. I loved those games. So it's really interesting to hear his involvement in this amazing piece of game history.
Super fun! I didn't know this history. The game reminds me of Spectre, which I played on Mac in 1993.
X3 would be pretty sick.
Bought the original years ago from Japan, because playing it on real hardware just feels right :D
Mad respect to Dylan
Just fantastic. Love living in seattle for people like Kelsey and the rich history here.
pinball scene in the PNW is pretty cool, too.
Sure there are more software + games people the Bay Area but because of the cost of living people tend to move, and people don't have closets to stuff old rom carts in for 30 years. So Seattle and Chicago are ideal for that.
I wonder if total eclipse turbo for the ps1 is related to this, thosetunnel sections looked familiar, which would be in between 3d sections. Neat
My first video game was Pac-Man, but I am told I was involved with Pong before that, though I was a toddler and I cannot remember. It is refreshing to see young people appreciating, then enshrining this history of video games. The advent of the video game market is the best thing that ever happened to my generation X.
This was such a great watch.
THANK YOU MICHELLE HOLY CRAP YOU SAVED SO MUCH!!
Would have been interesting to learn what math tricks Argonaut used on a 8 bit system.
Nintendo left them high and dry and screwed over the devs who put in a lot of blood, sweat, and tears because they believed DSiWare was going to be a viable platform.
Didn't everyone? There was so much DSiWare made, and it eventually got a bigger audience on the 3DS.
If someone did it then it wouldve been done eventually. This is a ruthless industry. If theres a market u need to be able to protect yourself and your creations. At least have proof of everything
I thought it was a viable platform?
Kinda like they did to Sony after pulling out of the CD addon for SNES.
And out of that garbage dumpster fire was born the PlayStation, forever snatching up the market share until the Switch released.
@@Boogie_the_catwhat do you mean until the switch? The Wii sold like hotcakes dude.
Star X was released on the gba, and has a lot of similarities to star fox, it may have no relation to X, but the similarities are definitely worth noting, especially since the gba uses similar hardware to the snes.
I'm impressed about how the Argonaut team was abble to hack a retail gameboy and put unssigned code there... It's insane 😮
the concept of "signed code" doesn't really exist in the gameboy, everything from rom runs at ring 0 and a cryptographic module to verify code integrity would have been ridiculously expensive to implement at the time. the copyright protection mechanism was simply to put nintendo's trademark in the header of all published games
@@panegyr great explanation. Thanks
@@panegyr there's no OS, no memory protection. You can see talks from Garry Kitchen (say episode 7 of Video Game History Foundation podcast) for how he reverse engineered the 2600 and made a development kit out of an Apple II.
When Somebody Had releases it then, i definitly Had bought it. It Looks so unbeliveable... Hope a Rom can Take Part to let this Pearl survive.
Loved the video! 2:05 Adobe has a tool called Podcast which can fix this audio using AI for free, I think this would improve the audio quality a lot.
Thanks for such amazing video
I believe Atari had full fledged polygon 3D first with Hard Drivin, Steel Talons and later Stun Runner.
And Carrier Command.
Well, it was essentially just a Battlezone port.
Great video - need more links.
Thanks Michelle
The 3D technology used in Atari ST game ‘Carrier Command’ blew my mind. The black and white demo you played here at the beginning reminded me of a less well developed type idea.
There were a bunch of these wireframe (and of course filled polygon on more powerful hardware) tank games after the success of Battlezone in the arcade. Mercenary is a fairly well known one from 1985, for example, which featured an open world with a dynamic war between two NPC factions that the player could influence.
8:54 Which came first, the _Eclipse_ demo or Imagineer’s (1991?) NES _Elite_ ? Because while those vehicle models are undoubtedly impressive on a Gameboy they’re notably similar to _Elite_ ‘s ship models.
holy battlezone batman! this takes me back to when wireframe was the new thing in arcade gaming...
A perfect project for Digital Eclipse.
I watch this knowing that the Lynx was easily able to pull off these things, but the Gameboy definitely wasn't.
Elite and battlezone called and want to know how eclipse is the "grandfather" of 3d games. Elite was even on the nes.
These are the great grand father, not the just the grand father
What was the reason that the game didn't get a worldwide release? Feels like a kick in the teeth when a game by a Brit didn't come out in Europe. This reminded me of Manfred Trenz' Rendering Ranger, which also was released only in Japan...
very nice! Congrats
Looks like the Mother typeface at the end. Not surprising from Frank!
Wonderful video!
Okay, I need to come back and comment, where do I get the music used here? What is the track that hits hard at around 13:20.
The 3D style reminded me of an Amiga demo called Tristan
Can't wait for you guys preserve rare ltd stuff
Yamauchi beat Musk to the let's-randomly-call-this-thing-'X' by decades!
Very cool stuff
This Cuthbert teen started the revolution! WOW. I never knew. Glad I do now. He desreves the credit.
The Nintendo 3d revolution at least.
sounds like AMIGA started it though. Maybe the Vectrex was first?
hmmm 🤔
Congrats on another historic preservation!❤❤
Remember when your gameboy died while playing and you got a speaker pop while the game picture disolved slowly on screen😂
Interesting, thank you for making this cool documentary nobody's presented and researched like this before (I know this story from another). It's a nice, relaxing watch on a child sunday, after mass and after a hard week's work.
Everything and everyone is truly connected by the small and. big dots that change things.
God bless.
If X came out on the virtualboy, it would be a better game and more ideal for that system.
It's called Red Alarm :)
reminds me of f-15 strike eagle on the gameboy
Does anyone know where the music in the ending credits come from? I'd love the full version to download.
The credits say X-Scape game.
czcams.com/video/IOT4gBGI4QY/video.html
@@SixOThree Yeah. I googled the game and still couldn't find the track. Thanks for the reply though =)
song name? czcams.com/video/iD8-gZWrxZw/video.htmlsi=f8HlzrgbleQd-QaR&t=1213
Thanks everyone for your help. Found it: czcams.com/video/IOT4gBGI4QY/video.html
At first look it reminds me of Stellar 7 an Apple ][ (1983), which seems to be made after Battlezone on arcade machines (1980). When was this demo released?
I beat X, shits fun. Shame that the english prototype leaked after I beat it using a guide for all the japanese in it. I was just playing Stunt Race FX earlier today wishing that got a remake or HD widescreen version w higher framerate.
0:38 it was at that point that I liked this video. That's news to me.
Goldeneye64 had dual joystick controls in 1997.
X and X scape would be good games on the oculus quest.
Only with two controllers. And it's dodgy as hell.
@@medes5597 Not dodgy. I edited an emulator to use a single controller for the two controller profile and it works great. It is modern controls. Goldeneye's flaw is the zoom/aim system, otherwise it is a modern fps.
@@_PatrickO oh no I imagine in that circumstance it probably works well. Don't get me wrong. But as someone who has played with two controllers taped together, on hardware it can be dodgy. That isn't to take it away from them but if you were playing goldeneye back then, you'd likely find it dodgy to use.
Speed runners have documented a lot of its quirks from their runs. The most famous being that one n64 hardware revision will drop inputs from both controller ports randomly and we don't know why.
For its time, I admit it was amazing and the best they could do with what they had.
@@medes5597 What I am saying is golden eye is programmed and uses the modern control style. We don't lie about this just because they used two controllers to do it on the original console. You can map these in some emulators or modify others to make the two controller profile map to a single controller. It plays like a modern fps. The discussion here is control style and game mechanics, not the physical controller at the time. The devs clearly wanted dual joystick gameplay and put in the 'weird' two controller profile just so there was a way to expose dual joystick play to the consumers on a console without dual joysticks.
@@_PatrickO it's not a lie to say that two controller, dual joystick, that was barely used on hardware, that doesn't work all the time on hardware, that was included as a profile as a side effect of the mouse profile as multiple golden eye documentaries attest, is not the same as using the built in analog sticks for the same thing. Even if emulators let you use one controller which is genuinely utterly irrelevant to the conversation of who did it first.
And even if you want to argue this - the answer doesn't change as to who invented the dual joystick profile. It's argonaut software. They were responsible for multiple goldeneye controller profiles by implementing them through testing with Rare as they were close as both were or had been Nintendo 2nd Party studios
This is a really cool story.
And as we all know, 'X' is a great name for a product
Very happy to see what vghf has been doing with my donations.
I had no idea that exists
i have a feeling that the discussion between mindscape and nintendo was where the litigious birth of nintendo started along with their extreme dislike of people reverse engineering their platform to develop for it without permission which slammed those of us later all began
While this may have pushed Nintendo to move forward with 3D, the rest of the industry did so even before they did, so it happened the way it did because of Argonaut - but it would have happened. Nintendo is far from an original company, but one that is excellant at refining and perfecting what they and others have done in the past, from platformers to action adventure etc.
I got the game X bought it on ebay from a Japanese game seller for $1 a few years ago I thought it was gonna be a game based on the anime called X but was not
It's a shame that Argonaut didn't really keep pace with what they had revolutionized. Bionicle played like a game from the mid 90s.
Should have made that demo for the Lynx.
The Lynx already had established 3D gaming credentials, including a port of Battlezone. So really it wouldn't have proved anything.
Nintendo were a challenge as they had shown no interest in polygonal 8-bit games before, especially not on the meagre hardware of the Gameboy. The only previous 3D title on a 8-bit Nintendo system I can think of was the remarkable Europe-only port of Elite for the Nes.
4:00 Haha my buddy calls those Prison Boys. The Game Boys with the transparent shell.
9:07 it's the #DeltaFlyer from #Voyager . #Startrek? no? lol
this game reminds me a lot of Stellar 7. are they related in any way?
Never underestimate the tenacity of a teenager
Id say morrowing (ES 3 was more iconic than 5 tbh...)
Lol what is it with CEOs demanding things be named X?
Realizing childhood dream of big spooky X CORP, RANGER X, CHEMICAL X names.
Secondarily implies exchange.
I hope that the rom dump becomes available to the public at some point.
Did you click the link in the description?
They almost always upload ROMs to the Internet Archive.
I think Elon hired these guys to design the Cybertruck. And name his Internet companies.
And quality channel all round, brilliant knowledge
Man I bet the GB rom directory got a lil bigger
Yeah. X-Scape was fun
ah the dramatic tale about how we ran off copies to stick in a file cabinet. compelling television
I've played 3D flight sims on older devices than this, like Commodore 64, Atari 8bits, etc.
Lovely fascinating video x
I'll never understand why Nintendo didn't release X in the west. It was already in English! What was the problem?
Did breath of the wild shift gaming as a whole?
Mentions BOTW but not OOT in the intro. 🤦♂️
Great to hear Micronaut One getting a name-check by Dylan there - Pete Cooke was responsible for many of my favourite titles back in the 80's.
"One of the most important games ever made" to Nintendo. Whether Nintendo had that demo or not 3D was coming to PlayStation who's 3D games were developed independently from Nintendo...
that Alien Resurrection "fact" is just not really correct... you can say it was the first FPS who had modern shooter controls as its default setting, but tons of games did it before it.
for example, almost every single N64 FPS has optional settings to move the character with the Dpad, and move the camera with the stick. and this might not technically be "dual stick" shooter controls, but the principle is identical, the only difference being that instead of a left stick, you have a dpad. Turok, GoldenEye, Duke Nukem... they all support this. Turok and GoldenEye releasing 3 years before Alien Resurrection, Turok
Something tells me Hiroshi Yamauchi & Elon Musk would get along.