this post was submitted on 13 Jul 2025
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I feel like the presence of jiggle physics in 90s and even 2000s games has been exaggerated a ton. It was just too computationally expensive to be viable up until the 7th or possibly even 8th Gen consoles, so they were only really present in games that specifically used them as a differentiator to attract horny dudes like BloodRayne, DoA or Rumble Roses.
It didn't really show up outside of horny cash grab type games for gooners til the 2010s. (Arguably, the inclusion maybe even makes a game into a horny cash grab.)
No, they were very prevalent from sixth gen onwards. Every fighting game, not just DOA, had almost DOA-level jiggle physics but they were in a bunch of other games too
To illustrate the horniness levels of game developers in this era, during the making of the RE1 remake for the GameCube, the devs held a meeting to decide on the colour of Jill Valentine's panties on one of her alternate costumes since many of the game's pre-rendered camera angles had been specifically chosen to allow for upskirts. Shinji Mikami caught wind of this and made them change all of the camera angles. Jill still has ridiculous jiggle physics even on her default STARS uniform
Fighting games got to spend processing power on stuff like jiggle physics because they're doing so little, just two character models and a tiny stage.
Fighting games always had the most detailed character models in the PS1 and PS2 days for this reason and I remember being disappointed when character models in fighting games on the 360 didn't seem that impressive compared to other games
The 360 era just kind of looked like shit in general, in retrospect. Not so much for technological reasons as much as just the style at the time of smearing brown over everything.