If you are interested in Mario 64 have a look at Kaze Emanuar's YouTube channel.
https://youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
From Wikipedia:
> Starting from 2022, Emanuar would begin uploading videos discussing Nintendo 64 technical details and optimization techniques,[15] along with outlining Super Mario 64's bugs, technical shortcomings and poorly optimized features, fixing them in the process.[16][17][18][19] He would heavily rework the game's source code in 2024 and use it as a base for his collaborative ROM hack Return to Yoshi's Island, which resulted in increased frame rate and improved graphical fidelity compared to the original game, even when running on the original Nintendo 64.
> What’s the secret behind that Mario ‘feel’?
> I think that is fine-tuning. Many, many, many hours and days spent actually sitting down and playing the game.
Turns out quality takes time. Who would have thought. Very few games reach this level of fine-tuning, because it takes dedication (and budget).
Funnily, it's almost conflicting with this answer:
> Was much changed during development?
> Apart from the number of polygons use, the characters were first-off – once they were designed, they went straight into the game. There wasn’t really a lot of changing, artists just kept supplying stuff that just got put in the game, conveyor-belt style. That was more or less because of a very, very tight deadline – it had to be out right when the N64 came out.
So it's more nuanced. You fine-tune the fundamentals, but not necessarily everything.
>Giles Goddard (born 30 March 1971) is an English video game programmer. He was one of the first Western employees at Nintendo
>[Argonaut Games, Giles's first job] produced a 3D graphics demo for the Nintendo Entertainment System and collaborated with Nintendo [0]
To my uninformed self, this sounds extremely impressive to get a 3D graphics demo on the NES. Oh I would love to see how that looked. All I could find is that it was based on Argonaut's Starglider title from the Amiga [1]
0 - https://en.wikipedia.org/wiki/Giles_Goddard_(video_game_prog...
1 - https://web.archive.org/web/20080613053018/http://blametheco...
> How many people were on the Super Mario 64 team?
> Probably about 15 people in the end.
Whoa, a much smaller team than I imagined! It must have been fun working in this group!! The rest of the interview is also cool but was impressed with this small number!!
I appreciated the detail about the silent work environment, as opposed to today (in the US at least), where if you want silence to concentrate, the burden is on you to defend against noise rather than the other way around
At the time, I owned and ran a video game store, and Super Mario 64 was a real watershed moment. Seeing Mario's face deform in real time made a lot of jaws drop.
The page from the magazine: https://www.reddit.com/r/gaming/s/3WVUtqH2om
The thing I'm always struck by with these kinds of interviews is just how mundane it really was. We tend to ascribe this sort of legendary status in retrospect to projects like this that makes it seem like it was an elite group of techno wizards in Valhalla who spent their life's effort on it. But very very rarely is anyone thinking "this is the most groundbreaking revolutionary work ever achieved that will be adored by millions for generations" at the time, it's just regular joes showing up to the office and saying "yeah this was a thing I worked on for a year back in the 90s".
There's lots of good interviews from that series. I enjoyed the link's awakening interview as well
I wonder what happened to the two programmers who burnt themselves out and quit
N64 and the Wii follow ups actually are one of the few consoles linage, that after the move to C/C++ SDKs, that actually has a quite visible OpenGL influence, including the shaders.
Due to its SGI influence.
99% of the game is concerned with [Mario's movement]. most of Miyamoto’s time is spent on that, and the movement of the camera.
I had to put down too many early 3D action games because of clunky controls and not being able to see what was going on. Maybe horror games (like resident evil) could get away with awkward cameras in the service of jump scares, but it's frustrating when you have to make a jump and the camera, and thus the controls, don't cooperate with you.
Awesome find greg, thanks for sharing :)
"EAD spend a lot of time playing the games they make, half the team are playing while the other half are developing. That’s why they end up so good."
One thing he doesn't mention explicitly is that someone working on Mario 64 invented modern third-person controls for games with free camera. Games which started development before Mario 64 came out, had "tank controls" where the movement was relative to the direction the player character was facing.
In Super Mario 64 this was different: pressing "up" on the controller didn't let Mario walk forward from his own perspective; rather, it made him walk in the direction the camera was currently facing. Basically every third-person game today now uses the Mario 64 control scheme.
It is interesting that another game which had a similarly huge influence on character controls was also a Mario game: Super Mario Bros for the NES. It introduced character acceleration, dynamic jump length based on character speed, dynamic jump-height based on how long the jump button is held, and character steering in the air. Basically every 2D platformer uses this control scheme to this day. Games before that had fixed jump arcs and fixed running speed.
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I often think about how crazy it must have been to be a game developer around this period. Almost every bit of design, math, coding knowledge was flipped on its head. Overnight developers who were managing relatively simple XY coordinates suddenly had to discover the complexities of 3D rotations, perspective math, and probably more linear algebra than they ever really expected to know.
It’s even crazier we got masterpieces like Mario 64 so early into the first 3D console generation.