The Making Of Super Mario 64 â full Giles Goddard interview (2001)
201 points - last Saturday at 7:28 PM
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Itâs even crazier we got masterpieces like Mario 64 so early into the first 3D console generation.
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.
> 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 â once they were designed, they went straight into the game. There wasnât 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 â 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.
>[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...
> 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!!
Due to its SGI influence.
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.
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.