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/vr/ - Retro Games


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File: 108 KB, 640x480, CONKER_THRONE.png [View same] [iqdb] [saucenao] [google]
1024789 No.1024789 [Reply] [Original]

Conker's Bad Fur Day appreciation thread.

>> No.1024790
File: 40 KB, 460x500, ab.jpg [View same] [iqdb] [saucenao] [google]
1024790

>>1024789

>> No.1024804

>>1024790
Warms your heart, doesn't it? So much better than yet another Kirby thread which stays alive for weeks at a time.

>> No.1024808

>>1024804
The Kirby threads aren't as bad as the daily FF, Mother and HOWD I DO threads.

>> No.1024815

>>1024789
>right between teh eyes

those squirrel voices.

whats mexi pep?

>> No.1024816

>>1024789
People claim that is a game that only kids like, but I only liked the multiplayer when I played it on release. I love the whole thing now, and I kinda hope I had played it for the first time when I was older.

>> No.1024823

>>1024815
Pepsi Max. Chris Seavor talks about this in their commentary.

>> No.1024831

>>1024816
It wasn't intended for kids, anyway. Most of the humor and references is stuff kids won't get - especially the modern generation.

>> No.1024861

>>1024831
>Modern
There's that word again. Their taste in games would be effected by their age, not what era they grew up in.

>> No.1024865

>>1024861
It's got nothing to do with taste in games. It has everything to do with a large percentage of people born after a certain date being oblivious to things like "culture" and "history."

>> No.1024867

recently started playing. and i really laughed at when the scarecrow was explaining the context-sensitive button: "context-sensitive....sensitive to context". Just the way he said it I thought was hilarious.

>> No.1024878
File: 213 KB, 800x600, Glide64_CONKER_BFD_68.png [View same] [iqdb] [saucenao] [google]
1024878

One of the greatest implimentations of framebuffer motion blur I've ever seen, especially on 5th gen hardware.

I'm not entirely sure how this is done. Somehow, the background and characters are being rendered separately, or else there's a mask being used to prevent Berri and the guard blurring.

>> No.1024884

>>1024878
The whole games looks very, very good. It is amazing how they made it look like that while DK64 requires the expansion pack and it looks like just another N64 game.

>> No.1024881

>>1024878
>I'm not entirely sure how this is done.

It's Rareware. I ain't gotta explain shit.

>> No.1024891

>>1024884
>DK64 requires the expansion pack and it looks like just another N64 game.
That was because the expansion pack wasn't actually used for anything. It was a bug fix. A really, really expensive bug fix.

>> No.1024907
File: 203 KB, 800x600, Glide64_CONKER_BFD_59.png [View same] [iqdb] [saucenao] [google]
1024907

>>1024878
I just noticed that the laser emitters in the background aren't blurred. Which is interesting. My guess is that static and dynamic objects are being rendered on separate layers, or something.

Also of note, this texture, which appears for a moment the instant the framebuffer effect is engaged on the Glide64 plugin.

>> No.1024913

>>1024891
>A really, really expensive bug fix
How so?

>> No.1024916

>>1024913
Game kept crashing. So the Donkey Kong team shifted some of the ram usage over to the expansion pack, which fixed the unidentifiable bug.

Chris Seavor, lead dev on Conker, poked fun at them in the BFD commentary.

>> No.1024921

>>1024913
Expensive because they chose to include the expansion pack with every copy of DK64, at their own expense.

>> No.1024927

>>1024907
Not sure how the N64 architecture is set up, but you could just rasterize the background and foreground separately, and on frame advance you write the new background at half opacity over the old one without flushing framebuffer.

Or you can flush the framebuffer to vram and then write it back, but that would've been wasteful. It all depends on what the N64 architecture allows for. Apparently it's insanely flexible with its dynamic microcode, but Nintendo never bothered to give docs out about that.

>>1024913
DK64 was running in higher resolution with the ram cart. It was also running fine without it, except for a random crash/hangup that they just couldn't fucking find in time, so they ended up bundling the cart with the game to ship in time.

>> No.1024952
File: 202 KB, 856x480, Glide64_Perfect_Dark_74.png [View same] [iqdb] [saucenao] [google]
1024952

>>1024927
That's an interesting breakdown. Thanks.

I find it interesting how 5th gen consoles were able to abuse the crap out of the framebuffer. Rareware games used it for all sorts of weird stuff, such as the cloaking effect in Perfect Dark, the night vision effect, and in Donkey Kong 64, the banana peel transitions, which STILL aren't emulated properly.

Most notoriously, for this less than universally loved motion blurring.

>> No.1024971

>>1024952
Motion blur is just about the only effect you can easily do with properly controlled framebuffer. It is also pretty basic and straightforward; later Voodoo cards had a "T-Buffer" intended for this. Then later video cards with Pixel Shaders allowed for saving pixel data and modifying it on subsequent frames, and that's why Xbox games had fuck ton of blur effects even on launch titles.

>> No.1024998

>>1024878
>greatest

Come on dude are you seriously saying that looks good? It was a fitting effect for the scene but the way people slobber over this game, it's ridiculous.

>> No.1025009
File: 53 KB, 856x480, Glide64_Perfect_Dark_75.png [View same] [iqdb] [saucenao] [google]
1025009

>>1024971
One key issue with motion blur in the early days was the fact storing a frame required a significant amount of video memory.

I don't have any proof, but I suspect that the reason Perfect Dark needs the expansion pack is largely its heavy use of fullscreen framebuffering effects, which used up a chunk of the 4MB N64 ram.

The night vision effect seen here can be cheaply emulated using the more common Jabo plugin, which doesn't handle per-frame framebuffer effects but the scanlines and brightness distortion doesn't look quite right. The infra-red goggles use a similar effect, but add a scrolling "refresh" effect. Interestingly, neither effect is applied to the HUD overlay, wheras PD's motion blur is.

>> No.1025008

I like Conker quite a bit but it surprised me how much love this game gets considering it definitely prioritizes story/humor over being a great game. It's playable and all but it's a grab bag of parodies and gimmicks, I would never say that it's a model for solid platforming or level design. It's fun because of the silliness/creativity.

>> No.1025017

>>1024998
That kind of motion blur is very interesting, because it manages to have unblurred characters with a blurred background. This was not a very common effect, especially pre-pixel shaders.

Games like Metal Gear Solid did motion blurring, but the entire scene was blurred, because it was a simple fullscreen effect.

>> No.1025027

>>1024789
I think the reason Conker runs at 280x200, and not 320x240, was because they had to manage the fill rate and memory usage. By running at a lower resolution, less memory was required for the framebuffer.

>> No.1025072

>>1025017
Hmm, okay, I can see that it would be interesting as a technical achievement.

>> No.1025679

The high point of fetchquest games, no doubt.

>> No.1025763
File: 38 KB, 1000x1000, Pepsi_Max_330ml_3.jpg&w=1000&h=1000&.jpg [View same] [iqdb] [saucenao] [google]
1025763

>>1024815
It's an amalgamation of "Pepsi Max", it was the real life version of Beardi's favorite drink because apparently he stayed up all hours of the night working

Mind you, this was back when Pepsi Max was still a UK exclusive soft drink

>> No.1026707

>>1024789
>Directors commentary, work in progress!
some good laughs and shit you didnt know

http://www.youtube.com/watch?v=VgtAXCaSlpk&list=TLxpQLbEZ2tIU

>> No.1026726
File: 706 KB, 350x274, money.gif [View same] [iqdb] [saucenao] [google]
1026726

http://www.youtube.com/watch?v=xGHook9nTeQ

>ratings and comments disabled

>> No.1026754
File: 97 KB, 811x680, 1363274028163_zps782a543b.jpg [View same] [iqdb] [saucenao] [google]
1026754

>>1026726
Guess the little shit finally got tired of people telling him why his opinions were wrong

>> No.1026764

conkers bad fur day released in 2001 - considered 'retro'

Dreamcast released in 1998 - not considered 'retro'

?!?!?!?!!?

>> No.1026770

>>1026764
Ugh, god, not this shit again

Conker's Bad Fur Day is a game released for a fifth generation console so it still counts as retro

Dreamcast is a sixth generation console that was made to make up for how badly the Saturn did and thus does not count

>> No.1026778

>>1026770
who cares what generation console it is when it is still older, shitty graphics a retro does not make

>> No.1026780

>>1026764
The DC is arbitrarily declared 6th generation, not simply Sega's 5th generation do-over attempt.

The N64 was released well before 2000, so anything made for it is legit "retro".

Also "retro" is NEWLY MADE IN THE STYLE OF OLD. Classic is OLD.

>> No.1026967

>>1026707
Stuck at part 12 for 2 months now. Fuck, I'm waiting for the rest of it!

>> No.1027082

>>1026778
>who cares what generation console it is
the rules

>> No.1027125

>>1026764
So you are still mad about that?

>> No.1027194
File: 1.15 MB, 260x178, 38yl7.gif [View same] [iqdb] [saucenao] [google]
1027194

>> No.1027214

>>1026726
>video game journalism in action.gif

>> No.1027361

>>1027194
Cool special effects like this would have been nerfed if Bad Fur Day had been designed with today's multiplatform mentality.

It's one of the advantages of coding to the metal.