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The Best of Xbox Back Compat

Eurogamer takes a look at the best of Xbox backwards compatibility; the original Xbox games that run the best on the 360. From the article: "Enough ranting to embattled Zenmeister Peter Moore about the Xbox games that don't work on our 360s. What about the ones that do? It's not as though Microsoft's 'emulation ninjas' haven't already managed to get a whole bundle of them working, and with that in mind we've cheered up a bit since yesterday and started working through the 'compatible' list and had some fun sorting the wheat from the chaff."

3 of 53 comments (clear)

  1. Ghost Recon 2: Summit Strike & Forza by MeanMF · · Score: 3, Interesting

    They're right on the money with GR2: Summit Strike. I still play it way more than GR: Advanced Warfighter. The maps are better, there's a lot more variety, and you don't have to deal with the kiddies who rig the game to get their rank up. And Forza is still my racing choice. All of the idiots who play bumper cars instead of racing seem to have moved over to PGR3, and there's some great competition on Live in Forza.

  2. Re:Another reason... by Gattman01 · · Score: 2, Interesting

    Yeah, but can your Xbox 360, refurb'ed xbox, and beer let you play PS1-PS3 games?

    I like backwards compatibility. It was easier to just leave my PS2 plugged in then swap the cables with the PS1.

    My point was that with the other two next gen consoles, you can play the current gen games fine through hardware, not software emulation.

    Backwards compatibility is an issue I personally like in systems, even though some don't.

  3. Re:Another reason... by Anonymous Coward · · Score: 1, Interesting

    http://www.thewiire.com/features/1/1/Exclusive_Rev olution_Report_Talks_with_ATI_about_Hollywood

    Revolution Report: Is Hollywood based off Flipper, a current or upcoming PC architecture, or built from the ground up?

    Swinimer:It is designed the same as the Flipper was -- from the ground up for a specific console. Totally different sort of architecture from what you might find on the PC. Certainly, there are some underlying values, you know, how you get graphics on the screen, that's there. It's not, for example, like we took a PC design and said 'oh, you know what? If we tweak this and test this, it will work in a console.' [That's] not the case.

    http://www.thewiire.com/news/340/1/ATi_E3_Graphics _Were_Tip_of_the_Iceberg

    Speaking with GameDaily.biz, ATi's Senior Public Relations Manager of Consumer Products John Swinimer noted the graphics for Wii titles on display at E3 2006 only scratched the surface of the machine's visual capabilities.

    Nintendo's definition of the Wii as a New Generation platform is quite valid; the system is much more powerful than the Gamecube but does not include some of the technology that the PS3 and XBox 360 do. Since few people really understand what Nintendo is developing I'll spell it out for you; I'm going to characterize the processors in PC terms in order for rapid understanding).

    The PS3 could be characterized (in PC terms) as a AMD X2 3800+ with a Geforce 6800GTX, the XBox 360 could be characterized as a AMD FX5500+ with a ATI X800, and the Wii could be characterized as an Intel Pentium M 2GHz with an (supercharged) ATI Radeon 9800. (I'm not saying that these systems remotely resemble the actual archetectures of any of the systems ... it is just a conceptual model). Essentially what I'm saying is that the CPUs of the systems are (in theory) pretty similar in real world performance with vastly different designs and specifications, on the GPU side Nintendo choose to include a less technically advanced (in feature set) GPU that performs at a very high level. You can choose to believe it or not but the Wii has far better single thread performance than either of the PS3 or XBox 360 and can produce more geometry with greater texture detail; the PS3 and XBox 360 destroy the Wii in Multi-thread performance and have the ability to do highly complex pixel and vertex shading operations.

    The design of the Wii was entirely intentional ... Their goal was to design a system where you could make beautiful games with no focus on photo-realism. Essentially, it is Nintendo's belief that gamers don't need to see the pores on a avatar, or the sweat on a basketball player to see a game as beautiful.