EDGE

1080° SNOWBOARDI­NG

Developer Nintendo EAD Publisher Nintendo Format N64 Release 1998

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Miyamoto was a skier and I was a snowboarde­r, so I always wanted to do a snowboardi­ng game and he wanted to do a skiing game. With snowboardi­ng, you can do lots of different tricks and you have lots of different, more exciting movements you can do. The animation system I was using at the time had IK [inverse kinematics], which basically let you move your hand in a direction and everything else in between would move correctly. It looked a bit stupid, but it looked realistic. It was like a ragdoll going down the slopes. We didn’t end up using a lot of that animation system, actually – the knees use it for when you land. We just used parts of it in the final game.

Snowboardi­ng was a relatively new sport at the time. I was really curious about how you’d actually make it feel realistic as a simulation. I was trying all sorts of ways of simulating it and nothing really felt right until I came up with the system I had, which was a big fake: it’s almost like driving a four-wheel-drive car down a mountain with a snowboard on the inside of it. That’s where it actually started feeling more realistic, funnily enough.

It felt like I was redesignin­g the entire physics system every couple of weeks because I’d come up with a different way of doing it that would feel better. Again, it was stabbing in the dark, not really knowing what I was doing. I didn’t really study physics at school, so I had a very un-mathematic­al background when it came to all the calculatio­ns that went into it, but for some reason I had a really good grasp of how vectors worked. [Wave Race 64 programmer Keizo Ohta] arrived at the same point in a very similar way: rather than trying to figure out the ‘proper way’ of doing physics simulation from a textbook, we arrived at the point of it looking good from a very practical way.

 ?? ?? Developmen­t on 1080 lasted for just nine months, but a year beforehand was spent creating its base technology
Developmen­t on 1080 lasted for just nine months, but a year beforehand was spent creating its base technology
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 ?? ?? Goddard has fond memories of working on Doshin. “I liked the project,” he says, “because it was so weird”
Goddard has fond memories of working on Doshin. “I liked the project,” he says, “because it was so weird”

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