jarrod said:
Something else likely holding back DK64 specifically is that the game used the RSP 'microcode', meaning it used custom 'to the metal' programming outside the Nintendo/SGI standardized development environment. This was something only a few devs did on N64 (only Rare, Factor 5, Boss Games Studio and Angel Studios iirc) but it allowed to get much more impressive results out of the hardware. Other games this would be an issue for include Resident Evil 2, Rogue Squadron, Battle for Naboo, World Driver Championship, Indian Jones and the Infernal Machine and Stunt Racer 64. |
So that's how they got high fidelity material crammed into those games like 640x480 res, CG cutscenes, and sky high polygon counts.