Conker's BFD Commentary

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John
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Conker's BFD Commentary

Postby John » Thu May 14, 2015 3:19 am

Hey I'm not sure if you Rare superfans have watched these videos yet, but here's Chris Seavor and some other Rare guys doing a playthrough of Conker's BFD:

https://www.youtube.com/channel/UCbRUl7 ... YiUq4TmEaQ

It's a bit rough around the edges and you can tell how they haven't played the game in a long time. But, the insight into 90s Rareware and the stories they tell are interesting. If we can get enough views on these videos then hopefully he'll finish the game.

It starts with Parts 1,2 and 3 with Chris Seavor, Chris Marlow, and Shawn Pile.
Then Parts 4,5, and 6 is Chris Seavor and Robin Beanland.
Parts 7, 8, 9, 10, 11, and 12 are again with Chris Seavor, Chris Marlow, and Shawn Pile.
Parts 13, 14, and 15 is back to Chris Seavor and Robin Beanland.
Parts 16, 17, and 18 is back to Chris Seavor, Chris Marlow, and Shawn Pile.
Parts 19, 20, 21, 22, 23, and 24 is everyone altogether Chris Seavor, Chris Marlow, Robin Beanland, and Shawn Pile.
Then it just ended.

Thanks!
Rarewareusedtobegood

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Camouflage
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Re: Conker's BFD Commentary

Postby Camouflage » Thu May 14, 2015 4:20 am

How have I not seen this?

Thank you for posting!

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Xellos
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Re: Conker's BFD Commentary

Postby Xellos » Sat May 16, 2015 10:20 pm

It's a shame that Chris Seavor put this director's commentary for Conker's Bad Fur Day on hold, because he's too busy in making his new game called: The Unlikely Legend of Rusty Pup. Anyway, here's a list of info from the director's commentary part 1-12 for the people who prefer to read.

Part One: Chris Seavor, Chris Marlow, and Shawn Pile

•The Nintendo 64 Expansion Pak was forced to ship with Donkey Kong 64 due to a game breaking bug. It cost Rare a fortune.
•Didn’t have much space for saves. They were really difficult to implement.
•Seavor believes part of the reason Rare games were so good at the time was due to competition between the different development teams at Rare.
•Inspiration for Banjo-Kazooie came from what was originally being developed as Twelve Tales: Conker 64.

Part Two: Chris Seavor, Chris Marlow, and Shawn Pile

•The logo’s font in the game is reminiscent of Killer Instinct. This is because Seavor designed the Killer Instinct logo.
•Seavor was asked to change the original Killer Instinct logo because Tim Stamper believed it looked too much like Killer Insect.
•In Twelve Tales, Berri was your “typical, run-of-the-mill girlfriend”.
•Spent a significant amount of time on cutscenes.
•The beginning level was actually one of the very last levels developed for the game.
•Scarecrow Birdy (Beardy) was based off of an employee at Rare who, at the time, had a beard.
•The idea for context sensitive buttons originated from Tim Stamper.

Part Three: Chris Seavor, Chris Marlow, and Shawn Pile

•There was only one Internet capable machine at Rare at the time of the game’s development. Employees had to book time with it but hardly anyone would use it.
•Teams at Rare did not share software.
•The audio for the cutscenes was done first.
•The ideas for the game were considered “ridiculous”, but they made sense in the context of the game, thus they were deemed “logical”
•Seavor: “You cannot plan gameplay. You get a notion of what it is you want it to do and then it’s 50% design, intuition and then it’s 50% the programmer sitting there “right, now how is this going to work….”".

Part Four: Chris Seavor and Robin Beanland

•The band on the main menu is staying in time with the the theme playing.
•A lot of extra little details were put into the game because the team wanted to see them and they figured the players would appreciate them as well.
•The fire imp on the cheat menu will react differently if you input swear words.
•The bee scene near the beginning of the game was actually designed by Tim Stamper before Chris was put in charge of the game. Seavor thought it kind of bland and it was the results of the changes he made that determined the rest of the game.
•Rather than having a particular item be the player’s reward after completing a task (like a Star in Mario), the team thought the cutscene at the end should be the reward.
•Robin managed to sync to midi-files together for the game to allow for 32 channels as opposed to the normal 16.
•The game playing on Conker’s Game Boy is actually Killer Instinct.
•Originally, Conker stole the ten dollars back from Scarecrow Birdy, having had a string attached to it. In the final version, the cash leaves of his own free will and returns to Conker.

Part Five: Chris Seavor and Robin Beanland

•Originally Conker ran on all fours, but they decided it wasn’t right for the game.
•After the portion of shooting the Dung Beetles via Conker’s slingshot, testers had a difficult time finding the next area to progress to. Ken Lobb suggested implementing something to direct people where to go. Chris obliged.
•They had no idea what the duct tape was used for. They just thought it was a funny thing to say and went with it.
•They claim that cartridges can actually do far more than discs, but they cost more to produce, this the reason for the changes in today’s medium.
•In the Live & Reloaded version, there was going to be a new gate character named Bill, but Microsoft wouldn’t allow it.

Part Six: Chris Seavor and Robin Beanland

•Pointed at that there are not pauses when the game loads. It’s all very “seamless”.
•The Barn Boys task was the favorite of Tim Stamper.
•Franky the Pitchfork is actually gay.
•There was originally going to be to be ‘outtakes’ of scenes of the game following the game’s conclusion. They decided against it because Toy Story ended up doing it first.
•Everything in Conker had an explanation for why it was there or how it worked.
•Hardly any meetings during the duration of the game’s development. There wasn’t even a script.
•In the cutscene with King Bee, he originally said “she’s got stamens like you wouldn’t believe”. They realized that stamen’s wasn’t the correct term and it was changed and re-recorded as ‘stigmas’.

Part Seven: Featuring Chris Seavor, Chris Marlow, and Shawn Pile

•Louise Ridgeway was the only female on the Conker team for quite sometime.
•The camera was a pain to implement. It relied a lot on fixed views.
•The camera was completely rewritten by Marlow for Live & Reloaded. Gave players more freedom to control where they wanted the camera to be.
•Conker’s Bad Fur Day’s camera was a copy of Super Mario 64′s.

Part Eight: Featuring Chris Seavor, Chris Marlow, and Shawn Pile

•Gregg the Grimm Reaper was based on Gregg Mayles.
•Over 2,000 animations just on Conker.
•They would allow the animators to do things on their own to “practice on their strengths”.
•Giving developers freedom to do things really payed off.
•Everything has to have a sense of logic to it.
•The idea behinds Conker’s in-game death was that he was really dead. It wasn’t to be taken as just some “stupid gaming convention”.
•It was difficult and expensive to get the animations on Conker’s tail to work properly.
•They used Halo type controls for any weapons in Live & Reloaded.

Part Nine: Featuring Chris Seavor, Chris Marlow, and Shawn Pile

•Frankie the Pitchfork walks rather than hops when moving slowly.
•In the fight against the first boss, the pipes were made “transparent” in Live & Reloaded to allow better viewing.
•Some timing for the first boss fight was stretched out in Live & Reloaded to make the battle easier.
•The cutscene at the end of the first boss fight was the first movie parody in the game. It was this parody that led the team to do more.

Part Ten: Featuring Chris Seavor, Chris Marlow, and Shawn Pile

•They had four lights which required the microcode to be rewritten.
•There were two chips on the Nintendo 64. One called the DP and the other a micro-coded SP chip.
•Nobody outside of the development team new that the SP chip existed at the time.
•From atop the tank in the Barn Boys chapter, you can see all the areas in the game you can get to in the backdrop.
•The water in the tank is empty because it actually all poured down into the room where the first boss fight took place.
•Spent weeks optimizing the memory to load the previously mentioned backdrop.

Part Eleven: Featuring Chris Seavor, Chris Marlow, and Shawn Pile

•The dev team was 50% veterans and 50% new.
•Technically, for what it was, Killer Instinct Gold was as good as it could have been.
•Nintendo’s Seal of Approval was incredibly hard to get.

Part Twelve: Featuring Chris Seavor, Chris Marlow, and Shawn Pile (Begins At 6:20)

•It would take 2-3 minutes to make a single change to the game. Marlow rewrote some code to fix that, reducing the time to 3 seconds.

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Rueckkoppler
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Re: Conker's BFD Commentary

Postby Rueckkoppler » Sun May 17, 2015 12:31 am

Xellos wrote:It's a shame that Chris Seavor put this director's commentary for Conker's Bad Fur Day on hold, because he's too busy in making his new game called: The Unlikely Legend of Rusty Pup. Anyway, here's a list of info from the director's commentary part 1-12 for the people who prefer to read.

...


Awesome, thank you! Will you update this list once Chris continues with his commentary?

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chameleojack
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Re: Conker's BFD Commentary

Postby chameleojack » Sun May 17, 2015 7:10 am

I really liked the inane-ness of Conker's quest, how the only reason he begins his journey is that he got too loaded and took the wrong path home in the first place. I'd totally be up for something dumb like that kicking off Yooka-Laylee's adventure.

chameleojack wrote:Let's have some fun! What are the dumbest excuses you can think of for Yooka-Laylee heeding the call of adventure??? Me first:
[...]
  • The duo must return a DVD rental copy of "Little Women" to the Redbox kiosk by 10pm or incur a $1.10 late-fee.

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Xellos
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Re: Conker's BFD Commentary

Postby Xellos » Sun May 17, 2015 5:47 pm

Rueckkoppler wrote:
Xellos wrote:It's a shame that Chris Seavor put this director's commentary for Conker's Bad Fur Day on hold, because he's too busy in making his new game called: The Unlikely Legend of Rusty Pup. Anyway, here's a list of info from the director's commentary part 1-12 for the people who prefer to read.

...


Awesome, thank you! Will you update this list once Chris continues with his commentary?


Maybe when I have the time for it.

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DarkTone
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Re: Conker's BFD Commentary

Postby DarkTone » Sun May 17, 2015 9:40 pm

So many videos. Will try to watch soon.

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John
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Re: Conker's BFD Commentary

Postby John » Mon May 18, 2015 1:55 am

Xellos wrote:
Rueckkoppler wrote:
Xellos wrote:It's a shame that Chris Seavor put this director's commentary for Conker's Bad Fur Day on hold, because he's too busy in making his new game called: The Unlikely Legend of Rusty Pup. Anyway, here's a list of info from the director's commentary part 1-12 for the people who prefer to read.

...


Awesome, thank you! Will you update this list once Chris continues with his commentary?


Maybe when I have the time for it.


Wow your summaries are fantastic. Thanks so much for posting.
Rarewareusedtobegood

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chameleojack
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Re: Conker's BFD Commentary

Postby chameleojack » Fri May 22, 2015 5:03 am

I think the voice acting for Conker's Bad Fur Day was simply atrocious. Most of the time the characters (especially Conker) were too quiet to understand, for no reason! The dialog was the worst, I felt no confidence was behind any of the lines, especially those between Doctor Weasel and the Panther King...although the guy playing Conker himself usually sounded apprehensive about speaking his lines, too--BECAUSE HE WAS SO **** QUIET!
I chock most of the latter plot up to laziness rather than parody, too. Didn't feel much energy behind the Matrix or Xenomorph reveals. Hated the sociopothy, whether for deconstruction/parody effect or not. Really, almost all the appeal of the game is in the premise, rather than the execution.


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