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Posted by gregsadetsky 2 days ago

The Making Of Super Mario 64 – full Giles Goddard interview (2001)(pixelatron.com)
203 points | 76 commentspage 2
axelb152 9 hours ago|
I wonder what happened to the two programmers who burnt themselves out and quit
declan_roberts 1 hour ago|
They stopped making games (but not programming) according to Giles.
pjmlp 9 hours ago||
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.

midnightclubbed 6 hours ago|
I’m not quite sure what your point is here? N64 (and wii) was fixed function, no shaders at all … unless you count rsp programming for vertex ‘shaders’ but that was relatively uncommon and certainly wasn’t done in earlier n64 titles.

The api borrowed a lot from opengl and the opengl red book was required reading! I dont understand your C++ comment; only directX is C++. Vulkan and the playstation sdks are all C, and the programming language used to call into the graphics api has nothing to do with the look of a game.

dfxm12 10 hours ago||
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.

AdmiralAsshat 9 hours ago||
Miyamoto's talent has always been in his relentless technical execution and polish. Particularly with the move to 3D, every modern platformer and adventure game owes its basic camera and control to Mario 64. Every modern action game owes its lock-on system (the ability to target individual enemies and move/strafe in relation to the target) to the Z-targeting system from Zelda: OoT.
Keyframe 9 hours ago|||
Late Mark Haigh-Hutchinson wrote a great book about real time game cameras "Real Time Cameras: A Guide for Game Designers and Developers". Anyone interested in the topic ought to check it out.
frou_dh 9 hours ago|||
In hindsight, the movement in the early Tomb Raider games was really awkward. It didn't feel very human... it felt like an endless loop of rotating a circular tray then putting your foot on the gas.
a1o 10 hours ago||
It’s been a little while, but I remember Mario 64 having way better camera than many games, even for a while
midnightclubbed 6 hours ago|||
The level design helped a lot with the camera. Subsequent games (doing 3d) tried to make more realistically sized spaces where there wasn’t a 6ft area clear behind the character at all times and tied themselves in knots trying to make it work (rather than re-designing levels).

Mario64’s camera was a wonderful piece of design.

dogsbarkdogsbyt 4 hours ago||
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10729287 5 hours ago||||
… cameras being the main issue of its successor, Mario Sunshine, make Mario 64 even better on this department.
endemic 9 hours ago||||
The dedicated buttons to move the camera position were a revelation.
mpyne 8 hours ago|||
Yeah it was light-years better than other games at the time of its release. Even now it’s very playable even though it’s not “fully modern”.
aizk 6 hours ago||
Awesome find greg, thanks for sharing :)
ramshorst 7 hours ago||
"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."
cubefox 9 hours ago||
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.

deaddodo 7 hours ago|
Super Mario Bros did not "introduce" those features. Major Havoc (from 1983) had all of those features 2 years earlier. And various games throughout the early 80s had various aspects of all of them. SMB certainly popularized and universalized them though.

The same could be said for SM64, albeit less so as SM64 definitely revolutionized the third-person control scheme to a greater degree.

cubefox 6 hours ago||
Interesting. The English Wikipedia page of Major Havoc says

> Although Major Havoc was not a major commercial success in the West, it had a significant impact on the development of the Japanese computer game industry.

The Japanese Wikipedia page mentions four games which are influenced by Major Havoc, though they don't say anything about Super Mario Bros. The earliest listed game is Theseus (1984) for the MSX, which basically copied the Major Havoc platforming physics. It's also possible that this one influenced Super Mario Bros (1985) rather than Major Havoc directly.

Though it is worth mentioning that these games apparently had unlimited upward acceleration from holding the jump button (kind of like a jet pack) and they had a head bumping mechanic which would let the player drop down stunned. SMB didn't have that.

alexx-devv 7 hours ago|
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