Optimized Super Mario 64 Offers Exciting Possibilities

When working on any software project, the developers have to balance releasing on time with optimizations. As long as you are hitting your desired time constraints, why not just ship it earlier? It’s no secret that Super Mario 64, a hotly anticipated launch title for the Nintendo 64 console in 1996, had a lot of optimizations left on the table in order to get it out the door on time. In that spirit, [Kaze Emanuar] has been plumbing the depths of the code, refactoring and tweaking until he had a version with serious performance gains.


Why would anyone spend time improving the code for an old game that only runs on hardware released over two decades ago? There exists a healthy modding community for the game, and many of the newer levels that people are creating are more ambitious than what the original game could handle. But with the performance improvements that [Kaze] has been working on, your budget for larger and more complex levels suddenly becomes much more significant. In addition, it’s rumored that a multi-player mode was originally planned for the game, but Nintendo had to scrap the feature when it was found that the frame rate while rendering two cameras wasn’t up to snuff. With these optimizations, the game can now handle two players easily.


Luigi has been waiting 26 years for his chance to shine.

[Kaze] has a multi-step plan for improving the performance involving RAM alignment, compiler optimizations, rendering improvements, physics optimizations, and generally reducing “jankiness.” To be fair to the developers at Nintendo, back then they were working with brand new hardware and pushing the boundaries of what hom ..

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