![]() ![]() You can really see the compromises that were made in order to get this game to fit onto a Wii's NAND storage. Every road in the game uses the same exact textures. All ice floors and bodies of water look prettymuch the same. ![]() The game reuses a lot of assets across levels, including skyboxes and diffuse textures. Despite all of this, the game only has 12 levels in total, 6 vehicles, and 6 music tracks.ĭumped from an emulator during gameplay, the textures for the game take up about 20 MB. Shin'en has the programming skill to do something like this, they've been in the industry for a very long time. The existing formats were not enough to bring the game down to it's final size. With this in mind, it's easy to see why Shin'en used a lot of custom file formats and codecs when storing the game's assets. ![]() The average Gamecube disc is 1 GB, Wii discs are 4 GB, and dual-layer discs such as Super Smash Brothers BRAWL are 8 GB.įAST Racing League manages to barely fit within the size requirements, infact it's actually slightly larger than the size limit. For comparison, your standard WiiWare game like Pokemon Rumble is only about 20 MB. This is why there was so much shovelware on the Wii Shop Channel. This also introduced the need for SD card support if users decided to buy a lot of these games. I'm not sure what the standards are there, but from what I've heard, quiet and sleek game consoles were a lot more popular in Japan than something bulky and loud like the Xbox.īecause of the limitations on the Wii hardware caused by Nintendo's desire to meet a target audience, as well as the extra production cost of having motion controllers (which ultimately succeeded, 101.64 million units sold!), Nintendo was forced to heavily restrict the size of WiiWare titles so that users could actually store more than just one game at a time. Nintendo wanted this console to be cheap, cost-effective, small and quiet so that families would feel more comfortable owning one. #Fast racing league wad Pc#This was in 2006 when SSDs were far less common and more expensive to produce, and most PC hard drives could not hold more than 100 to 300 GB of storage. The Wii only has 512 MB of internal NAND storage. This was done because of Nintendo's 40 MB file size limit. However, it lacked a lot of content, and playing the game nowadays on modern hardware you might notice that the sound quality of the game is horribly compressed. FAST Racing League was praised at the time for having some of the best graphics the Wii could produce. Shin'en Multimedia, the company that developed this game, is a small studio located in Germany, and they're rather famous for pushing Nintendo hardware to it's absolute limits. Okay, now I should probably explain what's going on. #Fast racing league wad software#which would explain why none of my software can read it. It's not any texture format I've ever heard of. Most of the textures have "CMPR" at the beginning, possibly indicating the texture format. The textures are all in TPL format, which is fine and dandy, until you realize that all of the texturing tools for the Wii and Gamecube don't seem to be able to open them. I'm not one to give up finding a game simply because it's not being sold anymore, and of course I managed to find a working copy (I'm not going to tell you how because that would be a very quick way to get banned off this site), but extracting the files with ShowMiiWADs revealed a lot of different file types which are completely unheard of according to WiiBrew: The game is very poorly documented, and it's an abandoned WiiWare title which can only be acquired through piracy. It didn't take long for me to stop dead in my tracks. So about 2 or 3 years ago I tried dipping my toes into the game files for FAST Racing League to see what I would find. ![]()
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