priorities rule
priorities rule
priorities rule
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)
Don't forget about Nintendo's own fairy goddesses in Zelda.
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.
It's great to see that there are experts on all kinds of subjects in the fediverse. <3
The story behind the melon girl is that she originally had HUGE tits which all the developers thought was hilarious, but Nintendo made rare make them smaller, so instead they had her carry a fruit tray with giant melons on them
Dropping encyclopedic knowledge of 64-bit tits.
You really need to include links.
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.
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.
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"
LIMIT BREAK
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.
I guess we'll just ignore that Tomb Raider 2 came out two years before DK64 and they had gone way out of their way to "fix" Lara's chest.
I think my favorite thing bar none about the entire Tomb Raider thing is this chick who did Lara Croft cosplay that was...well, look:
It's a pretty good job on the costume, with one very funny joke built in.
Yes, that doesn’t fit the me-me narrative at all!
The consequences of not including a floating point unit.
oh my unit is floating alright
Tomb Raider was released in 1996 and DK64 in 1999. Three years were kind of a big difference back then.
Adding an expansion pack to bump up my N64 to an N68 so it can render that ass
You need the N69 for that
It could've done a lot rounder. N64 fillrate was hurt more by overdraw than polycount.
Not that you'd see the difference through its blurry-ass video output.
Her triangle tits are a good optimization decision, in Tomb Raider the camera is behind the player almost the entire game, right? By putting less polygons into her tits they probably had saved enough to make the stuff you can see (her ass) not a square. You don't put resources into what the player won't see, this is basic gamedev people