Chris
-Jake
There are no games right now for the 64DD. There was never any game
announced that would support the modem in anything more than the most
rudimenrary of ways. Writeability isn't new, it's been on PCs for years.
No gaming revolution there. Real time clocks aren't new, the Saturn had
one.
This is a N64 discussion group, not an N64 worship group.
------------------------------
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------------------------------
I recall the Sega CD being described as exciting and the wave of the future.
You can see how accurate that description was.
Face it, the 64DD is dead (it actually was dead before it ever got started).
There has never been a truly successful add-on to a console system, and I
don't think this will be the thing to change that trend. The N64 itself is
only doing well in one of its three major markets; I find it highly unlikely
that Nintendo will risk splintering its audience by introducing an add-on
and games that not everyone can play. Add to this the fact that Howard
Lincoln himself has publicly stated that the American future of the 64DD is
cloudy at best, and I think any reasonable person can see that the 64DD will
never hit these shores.
And by the way, before all of you Nintendo-worshipping trolls begin to
attack, I was really looking forward to the 64DD. The thought of upgrade
disks for existing games is a great idea, IMO.
-Jake
In article <6s4lot$n6d$1...@camel18.mindspring.com>,
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
http://www.dejanews.com/rg_mkgrp.xp Create Your Own Free Member Forum
Yea, and who released that? SEGA! SEGA CD is just one of SEGA's collossal
bombs in the console market, among others like the original Sega, GameGear,
Sega 32X, and less we forget SEGA SATURN. Look at SEGA's history in the
console market, more than half of their systems have failed, not exactly the
company I would like to be behind. Nintendo on the other hand dominated the
8-bit market, easily won over and continues to in the hand held market,
16-bit was a good sucess eventually giving Genesis a run for its money before
the 32-bit systems came out.
> Face it, the 64DD is dead (it actually was dead before it ever got started).
> There has never been a truly successful add-on to a console system, and I
> don't think this will be the thing to change that trend. The N64 itself is
> only doing well in one of its three major markets; I find it highly unlikely
> that Nintendo will risk splintering its audience by introducing an add-on
> and games that not everyone can play. Add to this the fact that Howard
> Lincoln himself has publicly stated that the American future of the 64DD is
> cloudy at best, and I think any reasonable person can see that the 64DD will
> never hit these shores.
>
> And by the way, before all of you Nintendo-worshipping trolls begin to
> attack, I was really looking forward to the 64DD. The thought of upgrade
> disks for existing games is a great idea, IMO.
>
Nintendo would much rather be able to compete next year in the console market
instead of having to run to the drawing board like Sega did with Dreamcast.
Even Dreamcast is facing severe problems because shareholders in Sega are so
disappointed in Saturn's bad performance they are pondering spending another
year with the company before they re-enter the market.
Do not underestimate the possibilities of the 64DD at all. How valuable is a
machine that will allow you to play add-ons to your favorite games? Bonus
tracks? I mean the replay value on your games would be endless. I'd rather
buy a game I know I can buy new stuff for as soon as I finish it instead of
spending $60 on a game whose limitations end once I win it. You could buy a
game and keep on getting updates each month making it a never-ending
purchase.
But who am I? Joe Shmoe, right? Well lets see what game developers Jun
Fujimoto of Seta and Yoshiki Okamoto of Capcom have to say about the
possibilities of the N64DD.
--
Okamoto: Oh, c'mon. What stinginess. [laugh] We are concerned about the whole
industry. [laugh] OK, I shouldn't be nasty. As I said earlier, I'm very
interested in the 64DD.
Fujimoto: You mean the 64DD and its communication features?
Okamoto: Yes. If you use the 64DD's communication features, you can fix
software bugs even after the product is released. [laugh] That's quite useful
for developers. But to be serious, you can fix the difficulty of a game or
give away a particular item after the game is out. There will be more things
to do. And for competitive games, you can find your overall position, like
you are currently ranked number X in Japan. It's stupid if you don't use
these gimmicks. But I don't take real-time competition very seriously. It
costs too much for gamers. [ed: In Japan, even local phone calls can get
quite costly unless it's late at night; they don't get unlimited local
calling like the U.S.] I think you should connect only when you need to. In
any case, I think communication is the key to the future of gaming.
Fujimoto: Network gaming is becoming more realistic, despite what we
previously thought. The 64DD will be a trigger for that. I think the 64DD's
writable feature easily collaborates with the communication feature. So it
seems to me that the 64DD is a new console in itself.
Okamoto: And the 64DD has an internal clock. I want to make use of this
feature. For instance, the data you obtained from a network will change while
you are sleeping. You will be amazed when the monster, who you thought
stopped evolving, ends up evolving again. And technically, I'm thinking about
sending a flag through the network secretly. You'll never be able to predict
what will happen the next time you play the game.
Fujimoto: Also, gamers could maybe write a new game to their disk at the Game
Kiosk.
Okamoto: Anyway, I want some changes in this business. When you release games
with a high price tag, like 10,000 yen, you can't get creative in your
software development. It's usually not good for business to take risks.
I think video games will become more fun -- that is, if we starting rewriting
software via a communication line or at shops. That doesn't necessarily mean
having an alternative distribution system; it means just rewriting some of
the data in your existing games. Then, accordingly, gamers can play the game
much longer because of the new data. And even if we sell the software at a
lower price, it seems profitable for us. I have lots of ideas for that. It's
going to come off well, isn't it?
To do this, I want Nintendo to stop being so secretive with the third
parties. Nintendo needs to be open to us. I want Nintendo to trust us. After
all, we work with software for a living. --
Developers are excited about the 64DD and want to develop games for it but
Nintendo just is not letting them in at this time. As they get closer to
releasing the 64DD third parties will be let in so they can have a good
software library to use with the 64DD.
Finally, Nintendo is not stupid. Unless they do something Dreamcast has the
potential to bury them. If released the 64DD will give Nintendo more than a
fighting chance. I think the thought of making yet another console is not
really an option for Nintendo. If they decide to make a new console they will
find themsleves in a Sega postion, out sold next year by Sega and scrambling
to make a new system which won't be released for at least a year after
Dreamcast. Nintendo will have to play catch up again and I think after the
N64 they really don't want to do it.
64DD is coming, it's just typical Nintendo delays, and when it does come it
will have software support and it will be ground-breaking.
-Sean
But since it hasn't revolutionised the PC market, why should it do so for
the console market?
The PC-Engine CD was successful.
The Saturn was successful in Japan. The only reason the NES succeeded was
because of Nintendo's draconian ( and later ruled to be illegal ) practices.
>
>The PC-Engine CD was successful.
O.K., I forgot about that one. But it really never did anything in the
U.S., only in Japan. (I guess after wasting money on the Sega CD and the
32X, my mind attempts to block out any other add-ons). :-)
Because the console market is VERY different than the PC market. In the PC
market you have tons of people on completely different machines with different
amounts of power and amount of speed the game can play at.
Even then, I disagree with you for one large reason: QUAKE. Quake has had
tons of add-ons people have bought. People have gone online and downloaded
millions of custom made maps and total conversions of the game. People have
even gone on to get fixes which make more bug-free games (which they plan to,
developers at least, do with the 64DD). Quake worked, I love the game. The
game really never ends. How old is it now? I can still go online and find new
maps, new conversions, and have hours of fun.
Now with the 64DD we'll pick a game, F-Zero X. What can you do in F-Zero X?
Well actually several things. First of all each time you run the game you get
a completely new randomly generated map. Occasionally you could come across a
really cool map. You could then edit it in the track editor and then play it
as much as you'd like. But wait, there's more! With the modem feature you
could go online, upload your custom map and check out others. If F-Zero X is
a good racing game you can I'd be going online all the time downloading new
tracks others have made for the game; I mean it's like the replay value is
endless.
As I said, they're two different markets. People in the console market really
do value the replay of games, more so than PC Gamers. But I still disagree
with you that writability has had no effect on the PC market. Every game you
see now has add-ons, custom maps, or even editors shipped with the game. The
better the game is, the more people want to make additions to it, the more
people play it longer.
Personally, I can't wait for Nintendo to do it with the 64DD but they need to
ship it with a modem to really work.
Yes. But that's on a technological level, as far as gameplay goes PC and
console gamers are more similar than people think.
>Even then, I disagree with you for one large reason: QUAKE. Quake has had
>tons of add-ons people have bought. People have gone online and downloaded
>millions of custom made maps and total conversions of the game. People have
>even gone on to get fixes which make more bug-free games (which they plan
to,
>developers at least, do with the 64DD). Quake worked, I love the game. The
>game really never ends. How old is it now? I can still go online and find
new
>maps, new conversions, and have hours of fun.
The downloading part is right, but not as many people are willing to buy
add-ons. And even then that's related to the technological differences.
PCs are very easy to program for, and basically any Joe can churn out a mod.
Console programming is a lot more restrictive, so that basically eliminates
the mod scene right there.
>Now with the 64DD we'll pick a game, F-Zero X. What can you do in F-Zero X?
>Well actually several things. First of all each time you run the game you
get
>a completely new randomly generated map. Occasionally you could come across
a
>really cool map. You could then edit it in the track editor and then play
it
>as much as you'd like. But wait, there's more! With the modem feature you
>could go online, upload your custom map and check out others. If F-Zero X
is
>a good racing game you can I'd be going online all the time downloading new
>tracks others have made for the game; I mean it's like the replay value is
>endless.
F-Zero X is the only game announced for the DD which sounds like it uses the
writeability, but even the announcement was pretty nebulous. Moto Racer 2
for the PSX is supposed to have a track editor too I believe, so that's not
really that much an issue. This is more of how smart the developers are in
their saving schemes. The track is really not that data intensive.
>As I said, they're two different markets. People in the console market
really
>do value the replay of games, more so than PC Gamers. But I still disagree
>with you that writability has had no effect on the PC market. Every game
you
>see now has add-ons, custom maps, or even editors shipped with the game.
The
>better the game is, the more people want to make additions to it, the more
>people play it longer.
But for the most part that has has little effect on gameplay.
>64DD will be released, just you wait till 1999!
"Just you wait". Hmm, now where have I heard that phrase before...
> And it will be something out of the ordinary.
Considering that there are no games for it and there doesn`t seem to
be anything worth noting in production, I`m sure it will.
> Look at Sega's Dreamcast, expect N64 to be upgraded with
>64DD to compete with that ugly gray Sega-thingy.
Brilliant rhetoric, Henrik. They really let you surf the web in
kindergarten these days?
anders.s...@mailbox.swipnet.se
http://www.bounce.to/nightcity/
"Expect little. Forgive much".
>Even then, I disagree with you for one large reason: QUAKE. Quake has had
>tons of add-ons people have bought. People have gone online and downloaded
>millions of custom made maps and total conversions of the game. People have
A small correction here. People will gladly download all the *free*
stuff on the net (levels, skins, TC`s, etc). The commercial add-on`s
hasn`t been any major hits.
We'll see. Personally I would like to see it released. If it's successful
then it'll be interesting to see what Nintendo does with it ( but I doubt it
will be, unbiased opinion here ). If it's not successful it'll be
interesting to see how Nintendo deals with it.
Ugly grey Sega-thingy? The N64 isn't exactly a pageant queen itself...
-Jake
In article <6s64n5$31e$1...@nnrp1.dejanews.com>,
Un...@my-dejanews.com wrote:
> In article <6s5eti$ftm$1...@apakabar.cc.columbia.edu>,
> "Kyle...just Kyle" <ky...@digital-ages.com> wrote:
> >
> > Jared wrote in message <35E5DD37...@mailhost1.csusm.edu>...
> > > Writabiliy, of the 64DD's supposed size, would have been NEW for the
> > >console market. Just use some perspective.
> >
> > But since it hasn't revolutionised the PC market, why should it do so for
> > the console market?
> >
>
> Because the console market is VERY different than the PC market. In the PC
> market you have tons of people on completely different machines with different
> amounts of power and amount of speed the game can play at.
>
> Even then, I disagree with you for one large reason: QUAKE. Quake has had
> tons of add-ons people have bought. People have gone online and downloaded
> millions of custom made maps and total conversions of the game. People have
> even gone on to get fixes which make more bug-free games (which they plan to,
> developers at least, do with the 64DD). Quake worked, I love the game. The
> game really never ends. How old is it now? I can still go online and find new
> maps, new conversions, and have hours of fun.
>
> Now with the 64DD we'll pick a game, F-Zero X. What can you do in F-Zero X?
> Well actually several things. First of all each time you run the game you get
> a completely new randomly generated map. Occasionally you could come across a
> really cool map. You could then edit it in the track editor and then play it
> as much as you'd like. But wait, there's more! With the modem feature you
> could go online, upload your custom map and check out others. If F-Zero X is
> a good racing game you can I'd be going online all the time downloading new
> tracks others have made for the game; I mean it's like the replay value is
> endless.
>
> As I said, they're two different markets. People in the console market really
> do value the replay of games, more so than PC Gamers. But I still disagree
> with you that writability has had no effect on the PC market. Every game you
> see now has add-ons, custom maps, or even editors shipped with the game. The
> better the game is, the more people want to make additions to it, the more
> people play it longer.
>
In the business model, but not in the gameplay. Are PC games significantly
different from console games in gameplay nowadays?
>re-writeablility has caused a total revolution in the PC market. Why doesn't
>Mr. ...just Kyle see that?
How? Besides downloading new levels, what has been revolutionized by
re-writeability? Certainly not gameplay.
---------------
Ack...blah...ARGH....GABADABAH.....for you! - wrestling quote
DRA
Remove that NoSPAM to reply
ICQ #2927081 - Stop on by....
>In article <35ece82...@nntpserver.swip.net>,
> anders.s...@mailbox.swipnet.se wrote:
>> A small correction here. People will gladly download all the *free*
>> stuff on the net (levels, skins, TC`s, etc). The commercial add-on`s
>> hasn`t been any major hits.
>Exactly, which is why the 64DD has a modem (or may). They aren't releasing it
>with a modem in Japan because it costs too much to use the phone lines there;
>another reason why internet gaming hasn't taken off there either.
I don`t think this is true anymore. I read an interview with SoE CEO
Kazutoshi Miyake where he talked about the Dreamcast. The Dreamcast
will have a built in modem in Japan and the US, because "gamers can
make free local phone calls" there. Those of us lucky enough to live
in europe probably won`t get the modem though, because we still pay
through our teeth for local calls....
>Some add-ons have been sucessful (Mysteries of the Sith), I think the main
>reason Quake add-ons and others haven't worked for two reasons:
I would argue that Mysteries wasn`t very successful. Like most
add-ons, it sank like a stone and received very little attention.
>A) Costs too much
Not really. They add up in the bargain bins very quickly.
>B) Why buy it when you can get it for free?
You can`t get commercial add-ons for free, only add-ons by enthusiasts
and fans.
>Most Quake add-ons released commercially were at least $30, some even $50,
>which is completely outlandish. But some addons have worked, I mentioned MOTS
>earlier and also the WarCraft II expansion set.
>
>So it really is a matter of what will happen. If they bring us the 64DD with a
>modem people can get their additional stuff for free and most likely won't buy
>add-ons if they are too expensive. If the 64DD comes without a modem then the
>add-ons have be sold cheap, which will work, or it will definately fail.
You`re forgetting one important thing. We are talking about Nintendo
here. Nintendo wants to have complete control over everything they
release and they never give away anything for free.
>What I would like to see is an adapter so you can take stuff off the DD disks
>and put it on floppies or plug it into your computer then you could share
>tracks and stuff right over the internet. Besides there has to be a monthly
>charge with the N64 modem which I would like to avoid but for what it would
>offer I think its worth it.
I think that the possibility of copied Nintendo-material floating
around on the net (taken from these "add-on disks) is holding back the
64DD just as much as the complete lack of software. Nintendo are known
for being very paranoid when it comes to possibilities of piracy and
giving up control.
>re-writeablility has caused a total revolution in the PC market. Why doesn't
>Mr. ...just Kyle see that?
What revolution? Being able to save your games on the harddrive?
Your point? It still revolutionized the market by having people make their
own games and increase replayability by 500%. In the sense of buying a game
and playing only whatever is in the box there is no major gameplay difference
between PCs and consoles. But in terms of going home, playing what's in the
box, getting home made additions to what's in the box, getting professional
additions to what's in the box, making your own additions to the game in the
box, and playing with other people in custom made scenerios with the game in
the box; it's completely different.
Do I do that with almost every PC game I own? Certainly. Would I pay to do it
on a console? Absolutely. As for gameplay on the N64 it will improve the
graphics and audio quality with the extra storage space; which I would love
to see as well. It's an upgrade for the N64 with tons of features, as the guy
from Capcom said, "It's almost an entirely new console." And, although you
are a professional (unbiased, hehe) they are real professionals who design
games for a living; they know what they are talking about.
So?! HELLO! Gameplay isn't everything! Downloading levels, making your own
levels, getting additions to the game, all this adding up to the fact that you
play the game a hell of a lot longer than if all you recieved was what came in
the game box.
Besides the fact that re-writability isn't the only feature on the 64DD, among
the others is a modem to play games over a network, and extra storage space so
games can have more room for graphics and sound.
Not what I heard in an interview with Jun Fujimoto of Seta and Yoshiki
Okamoto of Capcom (see http://64DD.questgate.net/news/int8.html). Network
gaming still is not that big in Japan so the modem is an added feature that
many people probably won't use because of a lack of interest and phone call
costs. Dreamcast can release it with a modem and see what happens but we
still get the modems over here in the US; well hopefully.
> >Some add-ons have been sucessful (Mysteries of the Sith), I think the main
> >reason Quake add-ons and others haven't worked for two reasons:
>
> I would argue that Mysteries wasn`t very successful. Like most
> add-ons, it sank like a stone and received very little attention.
>
Actually it went straight to the top 5 games sold here in the US and held a
position for about a month. A good third of Jedi Knight owners purchased MOTS
and use it. There are usually 200 people in the Jedi Knight room at the
Internet Gaming Zone with 100 in the MOTS room.
> >A) Costs too much
>
> Not really. They add up in the bargain bins very quickly.
>
I have yet to see MOTS in a bargain bin; by the time they show up in the
bargain bin their exposure time is gone. People have to have it cheap when it
first comes out or they won't buy it. Very few people will go looking in
bargain bins a few months later when they've forgotten about an add-on.
> >B) Why buy it when you can get it for free?
>
> You can`t get commercial add-ons for free, only add-ons by enthusiasts
> and fans.
>
Many of which are just as good as the commercial add-ons, like I said with
QUAKE and WARCRAFT II. Some may be a step above the professional add-ons or a
step below, but either way people are getting it for free and see no real
purpose in buying a professional addon.
> >Most Quake add-ons released commercially were at least $30, some even $50,
> >which is completely outlandish. But some addons have worked, I mentioned MOTS
> >earlier and also the WarCraft II expansion set.
> >
> >So it really is a matter of what will happen. If they bring us the 64DD with
a
> >modem people can get their additional stuff for free and most likely won't
buy
> >add-ons if they are too expensive. If the 64DD comes without a modem then the
> >add-ons have be sold cheap, which will work, or it will definately fail.
>
> You`re forgetting one important thing. We are talking about Nintendo
> here. Nintendo wants to have complete control over everything they
> release and they never give away anything for free.
>
Reference the interview I quoted earlier. If the modem feature is released
there will be a game station for people to share their custom made levels and
tracks. So you probably will have to pay for acess to the network but once in
it would be stupid of Nintendo to charge to download other peoples levels;
its part of the service.
> >What I would like to see is an adapter so you can take stuff off the DD disks
> >and put it on floppies or plug it into your computer then you could share
> >tracks and stuff right over the internet. Besides there has to be a monthly
> >charge with the N64 modem which I would like to avoid but for what it would
> >offer I think its worth it.
>
> I think that the possibility of copied Nintendo-material floating
> around on the net (taken from these "add-on disks) is holding back the
> 64DD just as much as the complete lack of software. Nintendo are known
> for being very paranoid when it comes to possibilities of piracy and
> giving up control.
>
I know, just my little dream. . . sheesh, can't even dream anymore. . .
Someone please reference my earlier posts, I'm not going over it again.
you can play against anybody and your games never have to die. I think you
must have a very low IQ, or something.
In article <35e993c...@news.earthlink.net>,
darienno...@nospamhotmail.com (Darien Allen) wrote:
> And the holy hosts all joined in as sm...@hotmail.com gifted us with
> these words:
>
> >re-writeablility has caused a total revolution in the PC market. Why doesn't
> >Mr. ...just Kyle see that?
>
> How? Besides downloading new levels, what has been revolutionized by
> re-writeability? Certainly not gameplay.
>
> ---------------
> Ack...blah...ARGH....GABADABAH.....for you! - wrestling quote
>
> DRA
> Remove that NoSPAM to reply
> ICQ #2927081 - Stop on by....
>
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
Re-writeability allows you to edit, upgrade, modify, save, alter, and increase
the longevity of your games.
In article <35ebad75...@nntpserver.swip.net>,
anders.s...@mailbox.swipnet.se wrote:
> On Fri, 28 Aug 1998 20:54:26 GMT, sm...@hotmail.com wrote:
>
> >re-writeablility has caused a total revolution in the PC market. Why doesn't
> >Mr. ...just Kyle see that?
>
> What revolution? Being able to save your games on the harddrive?
>
> anders.s...@mailbox.swipnet.se
> http://www.bounce.to/nightcity/
> "Expect little. Forgive much".
>
-----== Posted via Deja News, The Leader in Internet Discussion ==-----
It revolutionised the MARKET ( your words ), not gameplay.
>Do I do that with almost every PC game I own? Certainly. Would I pay to do
it
>on a console? Absolutely.
Good for you. But for a lot of reasons it's not as easy on consoles. The
popularity of add-ons is due in great part to the ease of hacking your own
as a fan, and in being able to get them free online. Most likely those two
things will not be on consoles. Even if you would would the majority of
gamers? I would pay for a hack portable NES, but does that mean the
majority of gamers would?
>As for gameplay on the N64 it will improve the graphics and audio quality
with the extra >storage space; which I would love to see as well.
You've invalidated your point. Graphics and audio quality do not make
gameplay.
>It's an upgrade for the N64 with tons of features, as the guy
>from Capcom said, "It's almost an entirely new console." And, although you
>are a professional (unbiased, hehe) they are real professionals who design
>games for a living; they know what they are talking about.
I'm sure that the designers would love new hardware. But from a marketing
perspective will it fly? That's the question. Doesn't matter what the
designers do if the thing doesn't sell.
But that still doesn't answer the question, being "What revolution?" in
relation to the DD.
You won't be able to edit games on consoles. If the developers took the
time to develop the engine further they would want you to buy it in a
standalone sequel rather than an add-on. The cost involved for them is
substantial.
You won't really be upgrading, modifying, or altering your game either.
Same reason as above.
Games can be saved right now; the savegame feature has been around since at
least the NES.
The longetivity of your games CAN be increased with levels and add-ons, but
will it be popular? Just because you will buy those add-ons doesn't mean
everyone, or even most people, will. The developers also have to consider
whether it's going to be successful, not just feasible.
But none of those things have brought about any gaming revolution. They've
increased longevity a bit. They've allowed for a change in the business
model. But there has been no significant gameplay change.
Nintendo keeps a tight lid on who actually gets devkits, so the first option
is pretty much closed. All the other options involve acts of questionable
legality, as well as assume that Nintendo will release blank DDs. Because
of piracy I highly doubt they will.
I would just like to say, anyone wishing to shell out money to buy a dev-kit
can program for the N64. ALSO, if you don't want to waste tons of money on a
real dev-kit, you can simply buy Z64, or CD64, or V64. All of which are
dev-kits and back-ups in one. Therefore ANYONE with atleast $180 could be a
potential N64 developer. Also if you are saying you wouldn't be able to put
those onto cartridge, think again. I've never seen someone make their own N64
cartridges, but you could (if you had the real N64 dev-kit) buy cartridges, but
even if not, I know of people that have made Lynx and Gameboy games by taking
the memory out of the original cart and soldering a new chip on. Sure it's
possible, but, even if you didn't want to do all of that, it's STILL possible.
All you have to do to make an add-on for a game is use a dissasembler (which
are commonly available, although not the greatest yet), learn how the course
was made (assuming you are hacking a racing game), fool around a while and
figure out how they are made, then, upload your track to the internet, go on
your DD, and download it. Sure it's possible, probable? Maybe not, but SURE
it's POSSIBLE.
~Zer...@aol.com
"Teach a guy to play a game, you take away his headaches. Teach a guy to
program, you bring on endless headaches."
>Zeratul wrote in message
><199808300032...@ladder01.news.aol.com>...
>Nintendo keeps a tight lid on who actually gets devkits, so the first option
>is pretty much closed. All the other options involve acts of questionable
>legality, as well as assume that Nintendo will release blank DDs. Because
>of piracy I highly doubt they will.
>Fortunately for us, the gaming community, they will almost have to release
>blank ones if you want to download stuff, and also with the read/write
>capabilitys, I'm sure some hacker could find a way to erase stuff, and even
>make his own game. BTW, back-ups are legal.
Not necessarily...just like CD's don't always use all of the available
space, then can simply leave the rewritable portion empty and
available for the user to fill.
What are you saying? Are you trying to get people in trouble?
According to international copyright laws, backups are illegal unless you
are given express written permission to do so by the individual publisher
and copyright holder. Copyright essentially means that the holder has
exclusive right to say who may hold and make a copy of the given media.
Please don't make up stuff like this, somebody may actually believe you.
Eric J.
WARNING: Copying of any Nintendo game is illegal and is strictly prohibited
by domestic and international copyright laws. "Back-up" or "archival" copies
are not authorized and are not necessary to protect your software. Violators
will be prosecuted.
--
Robert Hancock Saskatoon, SK, Canada
To email, remove "nospam" from rhan...@nospamsk.sympatico.ca
Home Page: http://www.geocities.com/TimesSquare/Arcade/9967
Zeratul wrote in message
<199808301612...@ladder03.news.aol.com>...
>Fortunately for us, the gaming community, they will almost have to release
>blank ones if you want to download stuff, and also with the read/write
>capabilitys, I'm sure some hacker could find a way to erase stuff, and even
>make his own game. BTW, back-ups are legal.
>
>I quote, from the back of my Donkey Kong Country manual:
>
>WARNING: Copying of any Nintendo game is illegal and is strictly prohibited
>by domestic and international copyright laws. "Back-up" or "archival" copies
>are not authorized and are not necessary to protect your software. Violators
>will be prosecuted.
Thanks for clearing that up.