I explain Super Mario 64’s invisible walls once and for all. This video took 10 months to make! So if you want to support me and my efforts like this one, pl...
not now babe, 4 hour vid abt how fucked sm64’s code is just dropped
I feel like this kind of thing doesn't reflect how bad the code is, it's the opposite. Nintendo had to do some crazy things to get a 3d platformer to run on that hardware. This kind of glitch pops up as a crack in the seams of all the tricks they had to use to get the game to be possible at all.
The actual reason the game is so buggy and broken in so many weird places is simply because it was their first 3d game and it was made by like twenty people in barely three years. The tools they must have had to make the game must have been ridiculously primitive. It's frankly insane that it actually turned out good. There's never going to be another guy like Miyamoto.
I feel like this kind of thing doesn't reflect how bad the code is, it's the opposite. Nintendo had to do some crazy things to get a 3d platformer to run on that hardware. This kind of glitch pops up as a crack in the seams of all the tricks they had to use to get the game to be possible at all.
I agree on this not being a case of "bad code", but it also clearly isn't the hardwares fault. There's tons of other platformers on the N64 that run better, look better and have less glitches. The comparison is obviously unfair, but there's so much more you can do with the hardware with modern optimizations it's insane.
The actual reason the game is so buggy and broken in so many weird places is simply because it was their first 3d game and it was made by like twenty people in barely three years. The tools they must have had to make the game must have been ridiculously primitive. It's frankly insane that it actually turned out good. There's never going to be another guy like Miyamoto.
I found a YouTube link in your comment. Here are links to the same video on alternative frontends that protect your privacy:
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