The Making Of Super Mario 64 – full Giles Goddard interview (2001)(pixelatron.com)
273 points by gregsadetsky 3 days ago | 104 comments
tl;dr: A 2001 interview with Nintendo programmer Giles Goddard reveals behind-the-scenes details on Super Mario 64's development: a ~15-person team prototyped the game on SGI Onyx emulators before N64 hardware existed, with Miyamoto obsessively iterating on Mario's movement and the camera system (which went through thousands of revisions). Goddard discusses tricks like vertex morphing (used for the Mario face intro), fake water with no texture below the surface, and compact level design that disguised size without needing fog—plus notes that the quiet, secretive Japanese office culture shielded devs from outside feedback.
HN Discussion:
  • ↑Early 3D game development was a dramatic paradigm shift making Mario 64's achievement remarkable
  • ↑Quality fine-tuning and iteration explains Mario's distinctive feel, confirming the article's point
  • ↑The small 15-person team size is surprising and impressive given the game's impact
  • ↑The silent Japanese work environment is appealing compared to modern noisy offices
  • ~These projects were mundane day jobs rather than legendary endeavors as often romanticized