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Difference between revisions of "Dream: Land of Giants"

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==Development==
==Development==
''Project Dream'' started out as a seafaring RPG for the Super Nintendo Entertainment System, with the intent of being Rareware's masterpiece on the console, using pre-rendered graphics much like the ''[http://en.wikipedia.org/wiki/Donkey_Kong_Country%7C Donkey Kong Country]'' games. Development started in 1994-95, and at one point, it was determined that Dream was too big for the SNES to stomach, so it was moved to the Nintendo 64, to be retooled as a 3D RPG in the style of ''[http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time%7CThe Legend of Zelda: Ocarina of Time]'', featuring unique 3D environments created by stretching out the polygons.
''Project Dream'' started out as a seafaring RPG for the Super Nintendo Entertainment System, with the intent of being Rareware's masterpiece on the console, using pre-rendered graphics much like the ''[http://en.wikipedia.org/wiki/Donkey_Kong_Country%7C Donkey Kong Country]'' games. Development started in 1994-95, and at one point, it was determined that Dream was too big for the SNES to stomach, so it was moved to the Nintendo 64, to be retooled as a 3D RPG in the style of ''[http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Ocarina_of_Time%7CThe Legend of Zelda: Ocarina of Time] ''(which was first shown at Nintendo Space World in December 1995), featuring unique 3D environments created by stretching out the polygons.


However, the Nintendo 64 didn't have enough processing power to maintain such environments at a steady frame rate. Taking inspiration from ''Conker's Twelve Tales'' (which was being developed by the ''[http://en.wikipedia.org/wiki/Killer_Instinct_(1994_video_game)%7C Killer Instinct]'' team, and would eventually become ''[http://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day Conker's Bad Fur Day]''), Dream was remade by the development team (whose members had also worked on ''Donkey Kong Country'') into a 3D platformer in the vein of ''[http://en.wikipedia.org/wiki/Super_Mario_64%7C Super Mario 64]'', but kept some of the elements of the RPG. After deeming Edison to be too "generic", Rare began to experiment with several woodland characters that had previously been secondary characters, including "a dopey dog, a rabbit that looked like a man, and a bear." That bear character would eventually become [[Banjo]].
However, the Nintendo 64 lacked the processing power needed to maintain such environments at a steady frame rate. Taking inspiration from ''Conker's Twelve Tales'' (which was being developed by the ''[http://en.wikipedia.org/wiki/Killer_Instinct_(1994_video_game)%7C Killer Instinct]'' team, and would eventually become the adult-oriented ''[http://en.wikipedia.org/wiki/Conker%27s_Bad_Fur_Day Conker's Bad Fur Day]''), Dream was remade by the development team (whose members had also worked on ''Donkey Kong Country'') into a 3D platformer in the vein of ''[http://en.wikipedia.org/wiki/Super_Mario_64%7C Super Mario 64]'', but kept some of the elements of the RPG. After deeming the main protagonist, Edison, to be too "generic", Rare began to experiment with several woodland characters that had previously been secondary characters, including "a dopey dog, a rabbit that looked like a man, and a bear." That bear character would eventually become [[Banjo]].


Eventually, Dream was scrapped, and the development team started over from scratch, creating ''[[Banjo-Kazooie]]''.
Eventually, Dream was scrapped, and the development team started over from scratch, creating ''[[Banjo-Kazooie]]''.
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