3/28/2026 at 4:46:49 PM
Very cool. In 1998 (oof) we built Road Rash 64 which was accidentally open world -- even though you had race on a particular road, with a start and finish line, you could drive anywhere, see traffic all over the map, jump off of mountains, etc. The r4k plus reality coprocessor was quite potent -- we got to over 750k shaded triangles per second in optimized testing -- though finicky because you had to manage audio during vblank, etc. Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.by CoryOndrejka
3/28/2026 at 7:35:56 PM
if you were on the development team of that game I send my biggest thanks out to you. it was one of the few things me and my (hard to bond with) father bonded over growing up. We would play I think ..course 2 or 3 with the insanity level bikes ALL night trying to get out times down to something like 1 1/2 minutes. within ms of each other's times. run after run. so thanks.by jdironman
3/28/2026 at 10:38:20 PM
Thank you! I’m cracking up because that’s something we all did while building it, too. It’s part of how the insanity bikes ended up so hilariously overpowered.by CoryOndrejka
3/28/2026 at 4:55:46 PM
Road Rash 64 is a really underrated game. As you say, the environment is alive, and nearly every race has a lot of potential for wacky slapstick fun. The driving feels really nice and is rewarding to learn.by everdrive
3/29/2026 at 1:22:35 PM
The PSX one was open world too (Road Rash 3D?). There were tracks but you could go anywhere, it was and it's still amazing. If you play then under an emulator with just bigger rendering and a bilinear filter the game looks chilling enough modulo for the background with doesn't 'fade/blend' visually as well as it did under old 14" CRT TV sets.by anthk
3/29/2026 at 4:59:19 PM
Yeah, so that was what we were in theory "porting." Except that RR3D was streaming off of CD, so they had near infinite disk storage, where we needed to fit in a cartridge. Also -- surprise -- after the contract with EA was signed, it turned out the RR3D team had mostly disbanded inside EA and moved on to other projects, so nobody knew how the streaming worked, where the full map dataset was, how the tracks were represented, etc. Lots of commando visits to EA and long chats later, we had a data dump of the entire map, which was a great start. The compute/storage/graphics performance of the N64 vs PSX were also wildly different, so we ended up having to really rethink virtually all aspects of it.We also were lucky enough to have an incredible physics engine programmer, so we were running a way better motorcylce simulator than made any kind of sense -- led to huge arguments with our CEO because higher level motorcycles were much harder to ride initially because they were modeled after real performance figures. We fixed that eventually -- Don was right!
Completely agree that none of the games from the CRT era look right on modern TVs. There was a group at GaTech that did some really nice visual simulations of scanline artifacts, but they haven't seemed to generally make it into emulators.
by CoryOndrejka
3/29/2026 at 6:23:37 PM
Indeed, in this case a source port with a higher draw distance (as redriver did with Driver 2) would be far more preferable.by anthk
3/28/2026 at 10:39:18 PM
Thank you! We had an absolute blast building it and we just kept playing it. I need to look up the full unlock cheat code.by CoryOndrejka
3/29/2026 at 5:15:31 PM
According to a sticky note somehow still stuck to RR64 box, the unlcok everything code is (from the main screen): Control Up, Control Up, Left Trigger, Control Down, Z Trigger, Left Trigger, Z Trigger, Control Upby CoryOndrejka
3/29/2026 at 10:18:46 PM
I asked the one person I know who digs for these kind of things and they were kind enough to share the codes with me: https://bsky.app/profile/bbayles.bsky.social/post/3mia5sbu6g...by msephton
3/29/2026 at 8:04:18 AM
Physics of jumping off vehicles is really fun and greatby someperson
3/29/2026 at 9:59:58 PM
The whole “wheelie to jump cars” but “wheelie require touch on analog stick” is a mechanic I’m shocked other action race games never copied. So much fun to press your luck.by CoryOndrejka
3/28/2026 at 7:39:08 PM
There is a nice video by Kaze Emanuar demonstrating N64 easily pushing 300k shaded triangles per second without special optimizations in a game engine:by x0re4x
3/28/2026 at 5:27:21 PM
Comments like this are why I just love Hacker Newsby jmkni
3/28/2026 at 6:37:05 PM
> Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.What was the bug?
by ErroneousBosh
3/28/2026 at 10:42:09 PM
Well, in deeply technical terms, it didn’t work at all and just had like one setting that almost worked. The hardware engineers working on the ASIC tried to slam it in at the last minute and they almost pulled it off. Except the didn’t.by CoryOndrejka
3/29/2026 at 3:09:46 AM
Does that means that every n64 game that uses fog (which I guess is.. most of them?) are relying on an almost fully broken feature? Or was there alternatives that didn't rely on the fixed function hardware?by amlib
3/29/2026 at 5:00:23 PM
Yeah, afaik we all faked it in different ways or decided the almost working setting was good enough.by CoryOndrejka
3/28/2026 at 11:19:03 PM
Aaah, the worst kind of bug. The "better to have just not bothered" kind.by ErroneousBosh
3/28/2026 at 8:03:08 PM
I just loved road rash, I had the demo version initially, I used to call it demo rash. Once in a race I accidentally jumped on a building, it was first open world experience for me!by dd_xplore
3/28/2026 at 10:40:15 PM
The THQ testers figured out you could launch bikes out to the sailboats, tooby CoryOndrejka
3/28/2026 at 7:48:43 PM
Massive fan, would love to hear some details about the culture in the office at that time!by muggesmuds
3/28/2026 at 10:46:39 PM
We were subleasing from 3Dfx at the time, working on JetMoto, RR64, and Nuke Strike at the same time. It was old school game development — dumb hours, too much coffee, grabbing tubes of Oreos from the 3Dfx micro kitchen, late night In N’ Out runs for animal style and fries well done. Mix of ex-EA, ex-arcade, and all of us thinking how smart we were to not be leaving games to go to Internet startups. Oops.by CoryOndrejka