Was a smooth framerate a top priority for you when making converting Rainbow Six to N64?
Dallan: Absolutely. We designed most of the things in this game with framerate as a priority. There are a couple of areas in a few missions where the framerate drops, and there wasn’t a whole lot we could do about it as it was due to the amount of visible geometry and we really didn’t want to start altering Red Storm’s original levels. IGN64: Rainbow Six N64 features some very intense audio samples. Was it hard to pull this off considering the console’s cartridge format? Dallan: Actually, no, it was pretty easy. It was really funny because Peter Ward, who is the lead programmer for the game, really likes speech and stuff so he was always tossing something in left and right. I think in the final version you’ll notice even more speech. IGN64: We noticed immediately that you’ve tried to create a really, intense feeling as players explore the levels with suspenseful music that is triggered at certain events. Dallan: That was one thing that turned out really well. We have suspense sound cue