NiGHTS has fly-into-the-screen segments. Calling it a side-scrolling game is a bit ignorant.
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NiGHTS has fly-into-the-screen segments. Calling it a side-scrolling game is a bit ignorant.
Let's stop lying to ourselves. Quake and other PC shooters pushed the genre forward, not Turok. Turok simply rides in on Quake's coat tails. It doesn't really do anything that Quake didn't do before it.
And seeing as how there's so few FPS games on the Saturn, especially around when it launched, I think light gun games like Virtua Cop are fair to use.
And all those FPS's you listed on the Saturn and PS1 have better draw distances than Turok. Who gives a shit if the enemies are polygonal if you can't freaking see more than a few feet in front of you?
Lets remember that the fps Ghen War on Sega Saturn offered fully polygonal enviroments and enemies. It was released in september 1995. Sure, the enviroments are more simplistic than Turoks, but still, it did the fully polygonal graphics on a FPS about a year and a half before Turok.
I'm sure Turok took inspiration from Quake, yeah, but Turok 1 was originally supposed to release in September 1996: http://en.wikipedia.org/wiki/Turok:_...er#Development and Quake released in June 1996, so the game has to have started development before Quake released. Also Quake doesn't have Turok's style of mixing platforming, exploration, and shooting -- it's a pure shooter, as all of id's FPSes were.
[quote]And seeing as how there's so few FPS games on the Saturn, especially around when it launched, I think light gun games like Virtua Cop are fair to use.
You can see as far as you need to, and again, the far more detailed environments and polygonal character models in Turok came at a draw-distance cost. Also, ALL of those games have a better draw distance than Turok? I don't think so...Quote:
And all those FPS's you listed on the Saturn and PS1 have better draw distances than Turok. Who gives a shit if the enemies are polygonal if you can't freaking see more than a few feet in front of you?
https://www.youtube.com/watch?v=b_-gtRiso_Y Close draw distance here.
https://www.youtube.com/watch?v=RRyBadLUwOA Not worse, I don't think.
https://www.youtube.com/watch?v=6R_yql_LTTk If this is better than Turok's draw distance, it's not by much.
Etc.
I've beaten Nights, it's a great game, but anything other than side-scrolling takes up a miniscule percentage of the game; yeah, I guess it has a few little behind-the-character flying bits, and there are those ground parts where you run to the thing to become NiGHTS 3d platformer style, but if you're playing the game correctly you almost never see the 3d platformer side of the game (which makes me wonder why it's in the game at all, i kind of wish they had fleshed it out more or not included it at all, but it's a great game as it is, so whatever), it's pretty much a sidescroller.
Hmm... is that a FPS? Good point to mention it, but you do control a mech in that game even if it mostly controls like a FPS. Like, I don't know if I'd call BattleCorps for Sega CD a FPS either because you control a mech in that game too, and that's maybe even more like a FPS in gameplay than Ghen War is. It's kind of a FPS, but the style of gameplay isn't quite the same as one where you play as a person, it's slower and more deliberate as fitting the mech theme.
No way, Ghen War's draw distance is too close... and its environments are quite simple too, nowhere near Turok's levels of complexity.
Ghen War: https://www.youtube.com/watch?v=R_eWjS3fWdw (Turok video link in last post)
Regardless of nitpicks about which of these games has the slightly longer draw distance, all have popup fairly close to the player. None let you see out to the horizon or something like that.
Imagine if he put such passion into something that actually matters.....
Meahwhile:
Just because you see Fog doesn't mean the draw distance is the same as Turok's. Turok's fog is pretty much a few feet from your face. You can't seen anything unless it's a few feet in front of you. It's pathetic and horrible.
From the genius who told us Virtua Fighter is a 2.5D Fighter and pales in comparison to real 3D Fighters like Toshinden everyone...
I knew you were going to say that. "It's a mech a game so it doesn't count hurr durr!" Quit moving goal posts and making up stupid rules nonsense rules no one else follows or gives a shit about. Ghen War is an FPS, plain and simple.
You're confusing darkness with draw distance. Take a look at the brighter later levels. The draw distance is certainly better than Turok's. It's still not amazing, but it's definitely better than Turok.
Cyberdillo and Disruptor are in the list in the post you responded to. You might want to read the list before claiming I was linking videos of about games I hadn't mentioned when actually the games I linked were on my list. I chose those two because Disruptor is one of the newer, more complex (in level designs), and better-looking pre-Turok PS1 FPSes, and Cyberdillo pushed the 3DO pretty hard (it and Killing Time are the only 3DO FPSes which are actually in full 3d worlds, I think). For one for Saturn, PowerSlave: https://www.youtube.com/watch?v=fdCLcWF6uck
Doom is of course one of the classics, but the issue here is polygon counts, that's why fog exists. Doom isn't entirely 3d, that raycasting engine can't put paths on top of paths, corners are sharp angles, the polygon count is low, and uses a lot of sprites. It's a simpler style that the consoles of the time could handle more easily than a fully-3d game like Turok. Also, PS1 Doom uses the redesigned (simplified) Jaguar level maps that are simple enough to fit into console memory.Quote:
Sure, a nice example of how by making everything quite low-poly you could do a decent draw distance even in ~'95-'96.Quote:
Almost all FPSes on the PS1, Saturn, Jaguar, and 3DO from 1993-1996 have fairly close draw distances. You exaggerate how close Turok's fog is, look at those videos I linked again -- games like Disruptor are barely any better. When trying to do more than a Doom or Wolfenstein 3D-style game, console FPSes of that time couldn't do it without a close draw distance.Quote:
Just because you see Fog doesn't mean the draw distance is the same as Turok's. Turok's fog is pretty much a few feet from your face. You can't seen anything unless it's a few feet in front of you. It's pathetic and horrible.
If you're saying that you think they should have cut back on Turok's graphics in order to push back the draw distance, I just don't agree, I like how great the game looks and think that you can see far enough for the needs of the game. Turok 1 does have some issues -- first-person jumping puzzles can be frustrating, save points can be too far apart, maybe some more -- but the fog isn't one of the bigger ones.
Unrelated insults, always a good way to prove your point, huh.Quote:
From the genius who told us Virtua Fighter is a 2.5D Fighter and pales in comparison to real 3D Fighters like Toshinden everyone...
Something like 99% of NiGHTS is a side-view platformer as long as you are playing the game correctly (ie, and aren't wandering around on the ground for no reason).
It's true, though, FPSes usually mean games where you play as a person and not a vehicle. Mechwarrior isn't a FPS, for example. Do you call Battlezone and Spectre FPSes? There is a line somewhere between FPS and vehicular action or simulation game.Quote:
I knew you were going to say that. "It's a mech a game so it doesn't count hurr durr!" Quit moving goal posts and making up stupid rules nonsense rules no one else follows or gives a shit about. Ghen War is an FPS, plain and simple.
I didn't say Ghen War doesn't count at all, though. I'd forgotten that the game has polygonal enemies. There may be other vehicular combat games from that era that also have polygonal enemies. The PS1 and Saturn versions of MechWarrior 2 released at about the same time as Turok for N64, for example. That game has fully polygonal mechs. I wouldn't count it as being quite the same thing.
Which later levels? Link videos if there are some.Quote:
You're confusing darkness with draw distance. Take a look at the brighter later levels. The draw distance is certainly better than Turok's. It's still not amazing, but it's definitely better than Turok.
Good point! I mostly think of it as a third-person shooter, but it does have a first-person mode, yes.
The game is another case showing how you can get a better draw distance than Turok at that point if you don't have quite as good graphics, also. The game has fog, but not as close as Turok... but the cost is it doesn't look nearly as good.
Indeed. That's what I said as well.Quote:
NiGHTs was really a "2.5D" type game, where the main game play levels were a side view on rails.
Hmmm Barone lol thorough post I will say this though Nintendo made shit popular. I have never heard anything about PDZ using dual mission sticks. I only heard tht it would maybe be a feature in Virtual On not even sure if that ever happened.
"First Person" is the viewpoint/perspective the player sees the game from. As in, from the "eyes" of the character (human/alien/robot//vehicle/whatever) you control. And I say "eyes" because even if you control a vehicle that's on its own with no pilot, it has to have a camera somewhere on it so it can see where it's going, right? You'd be seeing through that camera, and thus, still in First Person. You don't need a "person" to play in First Person perspective.
You chose those two because they fit your narrative. Powerslave and Doom have significantly better draw distances and disproves your argument.
I could be wrong but didn't they rework Doom to use Polygons on the PS1 for better performance? I know they did that for Duke Nukem 3D and Powerslave on the Saturn.
Turok doesn't have very high polygon counts either you know...
Doom, Powerslave, Duke Nukem 3D, Quake, Hexen, Jumping Flash, etc. all have substantially better draw dsitances than Turok. Turok's fog is pretty bad.
As for Disruptor, why don't we actually look at a better level and not one cherrypicked by you:
I'd be fine with 2D enemies if it meant I could see more than a few feet in front of my face. The jumping puzzles would probably be far less frustrating if the draw distance was better too.
You said stupid things then, and you still say stupid things now. That was the point.
Maybe I want to explore the levels? And that still ignores the non-sidescrolling flight sections.
If you take way the Mech Hud does Mech Warrior look any different from any other FPS? Does Ghen War? The answer is no, they don't. So yes, I'd say they count in this comparison.
Keep moving the goal posts.
Here you go:
Skip to around the 4:30 mark.
You're confusing the Mission Stick with the Twin Stick. Mission Stick's can be combined together to have dual analog flight Stick. Panzer Dragoon Zwei makes use of this (it can also use the mouse). Virtual On is designed to use the Twin Stick. It's two physical sticks but they're entirely digital. In fact the Twin Stick is read as a standard controller. The Right stick actually maps to A,B,C,X,Y,Z, etc.
Doom and games like it aren't actually 3D.
John Carmack had to make use of several tricks for these features to run smoothly on home computers of 1993. Most significantly, the Doom engine and levels are not truly three-dimensional; they are internally represented on a single plane, with height differences stored separately as displacements. (A similar trick is still used by many games to create huge outdoor environments.) This allows a two point perspective projection, with several design limitations: for example, it is not possible for the Doom engine to render one room over another. However, thanks to its two-dimensional property, the environment can be rendered very quickly, using a binary space partitioning method. Another benefit was the clarity of the automap, as that could be rendered with 2D vectors without any risk of overlapping.
Magazines probably made the same mistake/assumption based on what info they got from Japan.
I'm aware of that on PC and some consoles. But I was asking if for the PS1 version they reworked it to use 3D Polygons instead. I thought I had heard somewhere that they had done just that, as Lobotomy did with Duke Nukem 3D and Powerslave on the Saturn.
I'm not familiar, but I would bet the Duke Nukem 3D and Powerslave conversions to polygons were only for enemies, not the levels themselves.
The way BSP worked allowed for fast rendering and technically there is no "draw distance" because it's not calculating polygons for what you can see in the distance. If polygonal enemies were added to those levels, I would bet they couldn't be drawn very far away, creating a purely enemy draw distance, while the player could see what appears to be empty rooms or corridors. Of course, lower LOD models could be used to view more distant enemies.
Nope, there's PO'ed, which even has jetpack sequences:
https://youtu.be/iwH8J4CPh0Y?t=11m35s
Check around 18:20 too.
What does that have to do with this:
You wanted to discount NiGHTS from the discussion of draw distance by saying that it is a side-scrolling game.Quote:
Originally Posted by A Black Falcon
The game has segments which demonstrate draw-distance. Whether you beat it or not, or think it's a great game, or whether the non-side scrolling parts of the game are miniscule ...all that has nothing to do with you trying to discount that game by saying "NiGHTS is a side-scrolling game, so what's the point of mentioning it? Side-view games don't need to render very far ahead."
(Now idk whether NiGHTS has a better draw-distance than Turok or whatever, and I don't care. But don't bullshit your way through this - you can't say the game doesn't count because it is a side-scroller, when that truly isn't the case.)
About Ghen War. I dont know, playing it, it doesnt really feel like your regular mech (or vechicle) game...it also doesnt feel like your standard fps. Fact is that it gave you polygonal enemies and enviroments from a first person perspective. In the enclosed enviroments, it totally felt like your regular corridor shooter.
Ugh, PO'ed is what I meant when I said Killing Time. Got the two confused, and I should have looked it up. Killing Time isn't full 3d.
There's also a Playstation version of PO'ed, but it's apparently not quite as good as the 3DO version.
Actually, that they are a miniscule part of the game IS relevant. NiGHTS' engine was designed for side-view gameplay, not behind-the-character gameplay. If the draw distance is bad in the few little behind-the-character parts, it doesn't matter that much because it affects such a small part of the game. The game has enough draw distance to do and that's it, but that's okay for what it's doing. In a game that's entirely behind-the-character, naturally the draw distance matters a lot more.
However, comparing NiGHTS in the behind-the-character walking-around bits to the other major 3d platformers of 1996, Mario 64 and Crash Bandicoot (and also Bubsy 3D if you wish :p)) might be interesting... though again, it's not really a fair comparison because unlike those other games NiGHTS isn't really about behind-the-character play so draw distance clearly wasn't their focus.
Well, PS1 Doom's development team at Midway went on to develop Doom 64 for the N64 soon afterwards, and that game WAS redone in 3d polygon graphics, but I don't know if the PS1 version is like that or not... it would be good to know. Or maybe you're thinking of Doom 64. You can tell Doom 64 is real 3d because there are areas with a path over a path, something impossible in a raycasting engine. I'm pretty sure about that, anyway. I'm not sure how the PC remakes of Doom 64 get around that, if that is right.
Funny, for an Engine designed for Side-View gameplay it sure got a lot of use for behind the character 3D platforming gameplay:
No, I'm thinking of PS1 Doom. Just because parts of the levels don't overlap, doesn't mean the engine wasn't reworked to use Polygons. That can simply be a symptom of trying to replicate the PC level layouts as it was intended to be a port, not a remake.
Lol at ABF posts, ahahahah. But I saw they coming right in the moment I thought about creating this thread.
I'm currently working on adding more content to the first post and I'll be improving it with the suggestions you made; great stuff guys!
But while I'm doing that, don't forget about Blam! Machine Head. It was released in late 1996 for both Saturn and PS1: first person view, it has a 3D machine gun, 3D environments, 3D enemies and awful draw distance (just like Turok, lol).
I understand what you're saying, but in the context of the original ABF post I commented on, the quantity or length of behind-the-character play does not matter. He was flatly disregarding the exhibited draw distance abilities simply because he choose to say the game didn't count.
The amount of play isn't relevant to the fact that indeed the game does utilize draw distance. That's all I was saying. But somehow it got turned into a reason for ABF to tell us he beat the game and thinks it's great.
(eidt: lol, I'm so accustomed to glazing over ABF's walls of text, I didn't even realize I was responding to him here)
We get it, you hate the game, however saying that it's the same thing as Quake makes me think that you probably haven't played it. Its a completely different beast, different gameplay, different style of level design (one has complex indoor levels, the other has simpler but bigger outdoors), they have different objectives (Quake simply asks you to find the exit, Turok asks you to explore and backtrack entire levels to find items and shortcuts)....
It's not at all the same thing.
Such hyperbole and hate. It was a very impressive console game by early 97 standards. Definitely not "pathetic" and not "horrible". If Turok is like that just for it's draw distance than all games with that kind of draw distance must be pathetic and horrible. I'm thinking something like Nights which doesn't even have the courtesy to mask it with some fog and everything simply materializes in front of you. Now THAT's pathetic and horrible.
I forgot about the behind-the-character flying parts when I made the first post, I was only thinking of the sidescrolling parts and the near-irrelevant 3d platformer part (where you run up the hill to turn into NiGHTS and that's it if you play the game right). Then after being reminded about it I said why it's not all that important how NiGHTS' draw distance is, so long as it gets to the edge of the screen in the normal side view. Because yeah, if the game was a 3d platformer I'd want a better draw distance than that game has (in the on-foot parts, but does the draw distance ever change depending on which mode of play it's in?).
They obviously improved the draw distance over time, just because a game is based on the same engine doesn't necessarily mean it's using the exact same version of that engine.
Compare those games to NiGHTS: https://www.youtube.com/watch?v=eFxH6-g8FGQ and the differences aren't hard to spot. The draw distance in NiGHTS is VERY short, and you notice it in any of the behind-the-character parts, but not in the sidescrolling that makes up most of the game.
And indeed, when they used improved versions of the engine for Burning Rangers and the Sonic Jam 3d hub, third-person 3d games, the draw distances were improved as you would expect.
Sure, it's possible. I don't know if they did or not.Quote:
No, I'm thinking of PS1 Doom. Just because parts of the levels don't overlap, doesn't mean the engine wasn't reworked to use Polygons. That can simply be a symptom of trying to replicate the PC level layouts as it was intended to be a port, not a remake.
Yeah, it's very easy to see how the people behind the first Metroid Prime game had worked on N64 Turok, there are definite similarities between the two games. Both are first-person games with shooting, jumping, exploration, and adventure elements. Turok isn't much like Quake. Of course id was an incalculable influence on the whole genre, though, and they probably did get some ideas from Quake even if the game was certainly in development for quite a while before Quake's release. Not in terms of the base game design though, no.
I heard the N64 killed a man in Reno just to watch him die.
This surely will be added. It should be there already but I felt like waiting for yet another wave of ABF bs, which came as expected.
And don't dare to argue with them. They will find some VHS footage of some very early Zelda OOT footage and claim that Nintendo got robbed, copied, yaddada. As if Mega Man Legends was developed in a single day.
Actually, you'll see this pattern for every single detail they grown up believing that Nintendo had pioneered.
Yep and Checkered Flag too. I'll add them but expect an expletive "NOT TEXTURED" trainwreck right after.
The hilarious detail, though, is the weird frozen suspension in the N64 game; this is something that V.R. already had partially right with lateral movement when you turn the steering wheel.
That's a great suggestion, actually, thanks.
IDK.
Thanks, man.
Lmao. I can see a bleeding fanboy heart when I read this part.
This list is what the OP says it is. It's my thread, my list; I do it as I want to.
Of course they do. After Burner II on the Mega Drive and After Burner Complete on the 32X, for an example, have the analog stick for X and Y axis analog movement and the slider for analog throttle control.
Something you couldn't do using a N64 controller, lol.
You're so full of shit.
No, that claim was made in this very forum and I've seen it in other forums or comments. First evaaar.
"One of the first, three years after" -> great, really great.
Oh, boy, if only I didn't have eidetic memory:
I laugh at you, ABF.
I still remember when you first learned about it, ABF, don't worry:
http://www.sega-16.com/forum/showthr...l=1#post610044
Oh, the delusional fanboy.
Yeah, I remember when you asserted that new bs statement:
The really sad part is that you keep repeating the same delusional crap two years after.
That's N64-style fog effect revision 1a; you're probably talking about N64-style fog effect revision 2c.
Hmmm, now i'm not sure what you hate more guys, the N64, Turok or ABF?
Just so i know what i'm defending here :P
But I thought the engine was only designed for 2D Side scrolling!
Yeah, they updated the engine over time. But to say the engine was only designed for 2D sidescrolling (which is what you said), is just plain stupid. That was what I was pointing out to you.
NiGHTS draw distance isn't that bad really:
Granted it may only be slightly better than Turok, I find the approach Sonic Team took much more appealing than the Heavy Fog Turok uses. NiGHTs like many other Saturn games makes clever use of VDP2 backgrounds and planes to blend in with where the polygon draw distance ends. While you can still easily see pop in if you look for it, it's not really as distracting during gameplay, and it doesn't make it so everything looks like it's taking place on a dark cloudy day with no clear blue skies. Turok's fog is distracting and in feels like it's in the way of me seeing and enjoying what appears to be an interesting world.
Let's also not forget that in most stages Nights is rendering not just one world, but effectively two as it renders both a unique floor and a unique ceiling.
I can't believe i'm reading this.
Maybe some games aren't supposed to be clear and colorful with blue skies? I guess Silent Hill is crap too because it takes place in a spooky, foggy place where you can't see anything (kinda like Turok).
Now that i'm thinking of it... what if there was a cut-scene that told you the whole place became foggy because of a volcanic eruption or something and tied the fog with the story? Would you still hate it that much?
As i understand it, yes. However many (most) games were not designed to make use of the analog ability. A movement of the joystick; let's say to the left, will simply register as "on" - the degree or amount the joystick is pressed to the left does not have any further effect on the game.
Robotron 2084 and Space Dungeon are arcade ports which were originally designed with an 8-way control scheme, analog control would have changed the games significantly.
Such 5200 games have the added benefit of compatibility with digital 3rd party controllers (or adapters) in place of the malfunction-prone stock controllers. My main 5200 controller is a modified NeoGeo stick - the analog controller is only required for a few games like Star Raiders, Pole Position, Super Breakout, Centipede, Tempest, and a handful of others.
You're always welcome in my threads - be it on or off topic you always bring something insightful IMO; have a free pass. :p
See:
1080: TenEighty Snowboarding - Very good snowboarding game.
Bakuretsu Muteki Bangai-O - Very good shooter.
Banjo-Kazooie - Very good adventure/platformer.
Beetle Adventure Racing - Need for Speed in N64 fashion; a good game with good track design.
Blast Corps - Fun action game.
Choro Q 64 2 - Very solid racing game. The art style can be off-putting/misleading, but this is a very good game.
Cruis'n World - Good arcade racer.
Diddy Kong Racing - Good kart racer.
Doom 64 - Very good FPS.
Duke Nukem 64 - Solid rendition of the game.
Duke Nukem: Zero Hour - Good TPS.
Excitebike 64 - Very good motocross game.
F-Zero X - Great racer.
Forsaken 64 - Tough but good.
Gauntlet Legends - Solid game.
GoldenEye 007 - Has some really great things which overcome the technical flaws IMO.
Hydro Thunder - Very good arcade game.
Killer Instinct Gold - Good fighting game.
Mario Tennis - Very good tennis game. Superb for multiplayer.
Mischief Makers - Good "2D" action platformer.
Quake - Very good FPS but the expansion pack is *highly* recommended here for a better experience.
Rayman 2: The Great Escape - Very good platformer.
Ridge Racer 64 - Good game, but requires practicing.
San Francisco Rush 2049 - Good with the expansion pack.
SD Hiryu no Ken Densetsu - The only good 3D fighting game on the N64 IMO.
Shadow Man - Very good action adventure. Controls have some issues but you can get used to it. Well produced.
Sin and Punishment - Superb action game.
Snowboard Kids 2 - Very good snowboard game.
Starfox 64 - Solid rail shooter.
Star Wars: Rogue Squadron - Very good Star Wars game, has some flaws but it's still very cool IMO.
Top Gear Overdrive - Good racing game, great lighting effects, good controls, poor sfx.
Vigilante 8: 2nd Offense - Very good car combat game.
Wave Race 64 - Great racing game.
WipeOut 64 - Very good rendition of this game.
World Driver Championship - Superb racing game.
These are the only games I would recommend in the N64 library. And I believe that if you had them or an Everdrive 64 to play them, you probably wouldn't be willing to get rid of the console.
But I might say it's a very short list when compared to what I would recommend for the Saturn or for the PS1, and quite worse in terms of quality. The really great games are rare here and the sound isn't really great in most of them.
Several of the best N64 games still seem to lack that extra dose of polishment and some other games can really make you sad about the platform.
I'll respond to Barone if he ever decides to stop trolling and write serious replies. Nothing in that post that replies to me is accurate.
I know Soulis said this but... NiGHTS, a worse draw distance than Turok? What? That's absurd! Look at those videos again, NiGHTS is shorter, it's not close.
It is a questionable statement.
Silent Hill is a good example of a PS1 game that uses a very limited draw distance to have a very detailed world within that really limited draw distance, yes.Quote:
Maybe some games aren't supposed to be clear and colorful with blue skies? I guess Silent Hill is crap too because it takes place in a spooky, foggy place where you can't see anything (kinda like Turok).
Now that i'm thinking of it... what if there was a cut-scene that told you the whole place became foggy because of a volcanic eruption or something and tied the fog with the story? Would you still hate it that much?
All of the above. Barone loves to troll, as you can see in the post above yours.
Duke 3D for Saturn was actually remade in the PowerSlave engine, it's not exactly a port of the PC game. And PowerSlave for PS1/Saturn has sprite-based characters in what I believe are polygonal worlds (not 100% sure about that, but I think so). I posted a video link earlier for the Saturn version, but here it is on PS1: https://www.youtube.com/watch?v=fQHSVEg4wts . Quake for the Saturn also runs on PowerSlave's SlaveDriver engine.
First, remember that when Nintendo first showed the N64 controller in fall 1995 it was considered revolutionary. That Sega released an analog controller too nine months later (or so) either shows that they were quietly thinking the same thing, or got the idea of releasing an analog controller in part because of seeing the N64 controller.
But regardless, you mean only Sega by "the competitors", yes? Because the Playstation didn't have an analog gamepad until nine months after the N64 and Saturn. That shows how industry progress towards analog was not as "universal" as you say. Nintendo showed an analog controller first, Sega made one next but supported it somewhat poorly, and Sony lagged behind but supported it well once it finally released. But without the N64 controller being what it is, who knows what would have happened.
Also, the N64 has the best analog stick placement, because it's the only one where the analog stick and d-pad are equally comfortable to use, and some of us think that it's a great-feeling stick as well.
Last, including an analog controller with the system was a big deal. It had not been done since before the crash, and it significantly changed game controls by making almost all games support analog, something that had not been the case before. The Atari 5200 and a few other pre-crash systems did have analog controllers, but most games for those systems have only digital controls, not analog. When Nintendo brought that back, it came with lots of games that were actually analog. You can easily see the impact of this by comparing how few Saturn games, even those released after the 3D Controller, actually support it, versus the N64 controller's near-universal analog support in games. Or look at how the number of analog-supporting PS1 games increased greatly after Sony started packing it in with the system, but the PS1 never reached N64 levels of analog support (in terms of percent of the library).
Yeah, this is definitely one of the reasons why modern controllers have both a d-pad and an analog stick, some games are better with one control type and others the other.