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.
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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:
Literally just finished that video now, bangers
From the dude who gave us the Parallel Universes video. I love this stuff
Some hobby stuff just gets so much better over time, as we dive deeper into it and amass mountains of understanding about the technical and lore aspects of it. SM64 was magical when I played it as a kid. Decades later, it is sublime.
Super Mario 64 ruined platforming by driving all 3D platformers toward sloppy, non-llinear stage design solely in service of collecting shinies.
Thank you for your time
(Might watch this later Idk. Seeing a little bit of how they did a game gives me greater perspective on its existence I feel)
Super Mario 64 ruined platforming by driving all 3D platformers toward sloppy, non-llinear stage design solely in service of collecting shinies.
I dunno. Mario itself didn't really go for the non-linear stages for more than a decade after Sunshine and are there really that many collectathons post-N64?
They lasted through the PS2 generation, and there are some of them now, but even given that, linear 3D platformers are a very small minority.
They lasted through the PS2 generation, and there are some of them now, but even given that, linear 3D platformers are a very small minority.
And yet the Sands of Time games are really good, but sure whatever. Also it's not like being a collectathon helps at all.
I found a YouTube link in your comment. Here are links to the same video on alternative frontends that protect your privacy:
I don't think I've ever disagreed with a comment more in my life.
I see SM64's structure as a product of technical limitation mostly. It's smart the way they maximised use of every map by stretching out play with collectible gates and objectives, but in no way should that have been the platformer blueprint for a decade. Where are my Sands of Time clones?
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It seems wild to me to complain about sm64's influence by bringing up a lack of games made in a style of a game that came out well after sm64.
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There were a ton of sm64-likes on Nintendo consoles but you're forgetting rachet and clank, jack and daxter, and all of the games in that style.
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re-exploring the same areas with new power ups and unlocked areas is incredibly satisfying.
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I mean there aren't zero linear 3d platformers? But by that point stuff like Crash Bandicoot had already been crowded out in favour of infinite collectathons, Spyros & Ratchet & Clanks & Sly Coopers & Sunshines & Blinx-es & Jak and Daxters & Taks & Ty the Tasmanian Tigers & Vexx-es, and shit. This was after your Rareware games and Tonic Troubles and whatever on N64, just an actual ocean of collectathon open-stage-y games, it also became the automatic blueprint for E-rated licensed games. Really it blows me away that no game has really tried following up the Prince of Persia 'thing'
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See above, but SM64 presaged every one of the above games as well as almost all collectathons. The game mostly uses "hub castle with a bunch of levels you replay infinitely" for space constraint reasons, you can tell because when Ocarina of Time was Zelda 64, they were gonna do the same thing and have Link travel to dungeons via mirrors in a castle. It's a structure of repetition to make the most of a small cart.
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NO IT AINT, like not objectively obviously but I actually wrote an insanity essay under a comment (scroll down) about how much Symphony of the Night sucks, and the "ooooo we gon gate off this area till u get duble jump" thing bores me. Idk why it'd be any better with a Z axis?
I found a YouTube link in your post. Here are links to the same video on alternative frontends that protect your privacy: