Rare kinda did their own thing and skirted the rules set by Nintendo. Nintendo did what they could to reign them in, but Rare just pushed through anyways.
Please also check out the tits on the melon girl in Banjo-Kazooie and how hot the witch is in the game over screen. Not to mention the native american chick. And the tits on the flower in Conker (plus the character called Jugga)
Yes your honor, guilty as charged. It’s that Gruntussy that pulled me over to the dark side.
Thank you for your service, I had forgotten how many Rare bazongas there were!
And for what it’s worth, it’s Nintendo of America that censors everything, not Nintendo of Japan.
For example, did you know the reason why the old man in the first Gen Pokémon games was passed out in the middle of the road? He was absolutely hammered. In the American version, he’s throwing a tantrum because he hasn’t had his coffee yet. And that’s just one such example. There’s thousands more. NOA loves to censor everything.
I’m playing Ocarina of Time right now and laughed at the fairy cone boobs. Somehow I had completely forgotten about them.
The trick is vertex colors
Plus: Rare were the absolute masters of vertex colors on the N64. The ground in Banjo Kazooie was AFAIK textured gray with only vertex colors making it green for grass, etc.
Can you explain what vertex coloring does? Like does it create a color gradient between vertecies? And how does this help with making… “things” round?
They aren’t actually round. Look at the edges on her right breast against the dark background compared to how round her left breast looks. The mesh itself is quite angular still (though perhaps not as bad as Lora Croft), but the shader is using the colour’s attached to each vertex to create a gradient that gives the impression of a smooth surface.
It just overlays a color on a vertex. This results in…
Like does it create a color gradient between vertecies?
bingo.
They used clever coloring to create the shadow/light effects which where way too advanced for the N64 if you did it the “conventional” way.
I’ve found this claim from a dev that the RAM pack was for “vertex lighting” https://imgur.com/a/dk64-truth-ENjggIj; is that essentially vertex colors? E.g., I am asking if they basically needed the RAM pack for the monkey-tits.
If these came out today:
“BASED Nintendo DESTROYS WOKE game developer Eidos with SEXY MONKEY!”
The N64 WASN’T capable… The game came prepackaged with a RAM upgrade to handle the additional polygons
RAM helps with textures, not polygons.
Which might be the actual difference between these two. N64 tended to use a lot of gouraud shading instead of textures; that means a solid color with some brightness changes to simulate lighting. It had plenty of graphical horsepower to make things round-ish otherwise.
Laura Croft, on the other hand, has fully textured clothes, but the polygon count is limited.
Blame the Brits for changing it to Lara in the first place.
If I understand the progression they went through designing Tomb Raider’s protagonist, Core Design started off with “Let’s make a game called Tomb Raider, it’s about exploring ancient ruins and collecting relics and artifacts.” So they designed the player character as a man with a whip and a hat and then said “Blimey that’s Indiana Jones, we can’t do that or Spielberg will sue our bollocks off.” And someone said “Hey there’s an idea, let’s make the character female.”
So they came up with a feisty Latin American woman named Laura Cruz. But depending on whose telling the story, either they couldn’t find a voice actress that could do a reasonable Latina accent in Derby England, or the publisher wanted a “more UK friendly” read whiter name, so they changed it to Laura Croft. But for some crumpet-related reason they thought Americans wouldn’t be able to pronounce “Laura” thinking it an uncommon name over here (it isn’t, we’ve got lots of Lauras), so they changed it to “Lara” which is genuinely unknown over here.
So then a bunch of things happened at once:
- People don’t actually read every single letter in a word, whcih is why yuo cna raed tihs jsut fnie, so the word “Lara” was perceived as the word “Laura” subconsciously.
- People hearing the name “Lara” spoken aloud aren’t familiar with it, found the closest to it in their memory, which is Laura, and went with that.
- “Lara” pronounced somewhere between “LAAH-ruh” and “LAY-rah” is unwieldy to say in many American accents so many people spoke it aloud as “LAHR-uh” or “LORE-uh” which are very close or identical to how we pronounce “Laura,” further compounding the above point.
- Apple and Google don’t know what the fuck they’re on about either and their phone’s autocorrect feature changes it to Laura without them noticing.
Yeah, it looks like there’s one more quad or two more tris on the right if my count is right. It might be slightly more than that, but not much. (Though and increase from 6 tris to to 8 tris is fairly significant.) Tomb Raider levels are a lot more complex though I assume, so limiting polygons on a thing always on screen is more important.
Incorrect, at least in DK64’s case.
Donkey Kong 64 was intended to run on the stock N64. There are no features in the game designed to require more than 4MB of RAM. But, they found a game-breaking bug that would crash the system, it seemed to be a memory leak, and they couldn’t identify and fix it. So at great expense they shipped every copy of the game with an Expansion Pak, and then tried to turn lemons into lemonade by playing that up in marketing, “You have to upgrade the system just to play it!”
Compare DK64 to Banjo Kazooie and tell me why one game needs a RAM expansion and the other doesn’t. Compare DK64 to Conker’s Bad Fur Day and tell me which of the two requires twice as much RAM to run.
Majora’s Mask did require the Expansion Pak, not really for higher poly models but to have more entities or enemies on screen at once, to enable longer draw distances, and to allow for frame buffer effects like the blurring and such. It allowed for the frame buffer effects (all the blurring and swirling it does during mask transitions etc.) plus it allowed them to have longer draw distances and more NPCs/enemies on screen at once without resorting to that pre-rendered mounted swivel cam thing they did in Ocarina of Time in Castle Town.
Mark Stevenson, lead artist of DK64, has already said in an interview with Nintendo Life that the use of the Expansion Pak to fix a bug was just a myth. This kind of bug did exist but was fully outside of the context of the Expanion Pak:
That story has become more-or-less accepted fact, although Stevenson believes the truth is more complicated. “This one’s a myth. The decision to use the Expansion Pak happened a long time before the game shipped, in fact we were called in by management and told that we were going to use the Expansion Pak and that we needed to do find ways to do stuff in the game that justified its use and made it a selling point. I think the bug story somehow got amalgamated into the Expansion Pak use and became urban myth.”
“There was a game-breaking bug right at the end of development that we were struggling with,” he clarifies, “but the Expansion Pak wasn’t introduced to deal with this and wasn’t the solution to the problem. My memory is that, like all consoles, the hardware is constantly revised over its lifetime to take advantage of ongoing improvements in technology and manufacture methods to essentially make the manufacture more cost effective and eventually profitable. I think there we’re something like 3 different revisions of the internal hardware by this point and the bug was unique to only one of these versions. We did eventually find it and fix it, but very late in the day.”
Source: Nintendo Life - Feature: Donkey Kong 64 Devs On Bugs, Boxing And 20 Years Of The DK Rap
Stevenson later in an Games Radar Interview explained that the Expansion Pak was used for having bigger maps as well as being able to do more advanced lightning techniques:
Artist Mark Stevenson remembers it being beneficial in terms of standard things like level size in Donkey Kong 64, but there were also more creative uses. “One thing I remember that we did use it for was that we had a lot of dynamic lighting in there, which was hard to do and expensive,” he recalls. “One of the engineers wrote a system whereby you’d go into a cave area, and there’d be a swinging light - the first swing of that light, it’d record all of the colour changes on all of the vertices in that area, and then save it as data and just play it back as an animation rather than going on to calculate the lighting constantly. You’d get a little bit of slowdown when you went in, but after that, it was nice and smooth.”
Source: Retro Gamer - How the N64 “confidently signposted our way into the 3D future”
pre-rendered mounted swivel cam thing they did in Ocarina of Time in Castle Town
Huh. I wondered why that was the only instance where the camera was in the center of the scene. Thanks for sharing.
It isn’t the only instance where it does that; it also happens in several other places like most shops and minigame houses, the barn at Lon Lon Ranch, Dampe’s shack and most house interiors, including Link’s House, the very first location in the game. Castle Town is the largest and most prominent, and you easily spend the most time there, so you notice it there more. Some of the locations I mentioned aren’t required and you might completely miss them, but not Castle Town.
Unverified DK64 dev claims: https://imgur.com/a/dk64-truth-ENjggIj it was actually for “vertex lighting”! Now to go find the graphics nerds elsewhere in this post and ask them if that’s similar to vertex shading, which is the cause for the monkey-tits being as “big and round as possible”
The boob shape was neither Sony nor Nintendo’s decision.