18th February 2003, 8:19 AM
I think it's as simple as the game's engine was never meant to push 60 fps. On an emulated game running off a PC it could have used tricks since it does everything through the CPU. Such as compensating by not displaying particles in certain effects or other such filters (like the anti-alias filter), and instead just give the illusion of it. Emulators also offer frame-skipping, which is another illusion that gives the impression of the game running at a higher frame rate.
If Link is completely modeled and programmed on the basis of N64 architecture running at 30 fps then I doubt he would look very nice in 60 since he's motion captured and programmed to respond in a 30 fps environment. Games like PD, B~T and Jet Force Gemini have the ability to run at 60, there's no lock. And do you remember Super Mario Sunshine was supposed to run at 60, but because of jitters in the frame rate it was locked down to 30. But Zelda: OoT was NEVER meant to run at 60. So in the end I guess it was decided by NCL to release Master Quest without reprograming all the models to work in a 60 fps environment. Although they could have done so... but then it wouldn't be a free game. :D
I'm still stuck in the second dungeon too.... *is sucking* how are you supposed to light that damn torch anyway?? That reminds me, remember the glitch in OoT where you would smack your Deku Stick against a wall or fence and then fall down while still holding the broken Deku Stick? You would be able to use the broken stick against enemies and it would last forever (and is twice as strong as your sword). Well it would seem that this glitch happens ALOT in Master Quest... not that i'm complaining. :D
If Link is completely modeled and programmed on the basis of N64 architecture running at 30 fps then I doubt he would look very nice in 60 since he's motion captured and programmed to respond in a 30 fps environment. Games like PD, B~T and Jet Force Gemini have the ability to run at 60, there's no lock. And do you remember Super Mario Sunshine was supposed to run at 60, but because of jitters in the frame rate it was locked down to 30. But Zelda: OoT was NEVER meant to run at 60. So in the end I guess it was decided by NCL to release Master Quest without reprograming all the models to work in a 60 fps environment. Although they could have done so... but then it wouldn't be a free game. :D
I'm still stuck in the second dungeon too.... *is sucking* how are you supposed to light that damn torch anyway?? That reminds me, remember the glitch in OoT where you would smack your Deku Stick against a wall or fence and then fall down while still holding the broken Deku Stick? You would be able to use the broken stick against enemies and it would last forever (and is twice as strong as your sword). Well it would seem that this glitch happens ALOT in Master Quest... not that i'm complaining. :D