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"It probably helps that I’m guessing this game had to be rushed out the door and perhaps had some inexperienced programmers working on it, which led to a more f
by hayksaakian 13y ago
"It probably helps that I’m guessing this game had to be rushed out the door and perhaps had some inexperienced programmers working on it, which led to a more fascinating and strange world for speed-runners to explore."
Every piece of software has bugs. But, the kinds of things they exploit in OOT you wouldn't find in %99.999 of normal playthroughs.
- icambron 13y agoI came here to say this, basically. The glitches exploited here are perfectly acceptable , and it would be really weird to do the QA required to get rid of them.
- thatswrong0 13y agoYep, there are a ton of huge / game-breaking bugs. But it did take quite a while (10+ years) and a lot of people to find many of them. The fact that people really love to speed run the game certainly was a huge factor in finding these subtle bugs, not to mention technology like emulators really accelerated the process, especially when it came to finding, for example, the correct frame to leave Gohma's room for the wrong-warp to Ganon's castle (it's a frame perfect trick). I would imagine that most games made at the time, if subjected to the same level of scrutiny, would display near or the same level of brokenness. Donkey Kong 64 certainly comes to mind. I don't think this is indicative of inexperienced programmers. And then we have to think of the system limitations at the time and the fact that the N64 was a pretty new system with a new way of displaying graphics. It was a pretty big paradigm shift and yes, for the first 3D Zelda game it, like all games, could have benefitted from more time. A lot of the bugs with the game have to do with messing with memory and exploiting pointer arithmetic. Using pointer manipulation to handle cutscene / area changes as well as items on the C-buttons obviously isn't ideal but sure as hell saved space compared to alternative solutions. There is very little error checking (for buffer overflows and 'impossible' situations such as having a deku stick on 'B') for what I would imagine to be performance concerns as well as simply good time management. To your point, absolutely. Very few people for the first few years encountered any such bugs. The first real speed run of the game came in 2003, 5 years after its release. Even that run featured very few bugs; it was mostly route optimization and practice. The latest wrong warp glitch which enables you to jump from Deku Tree to Ganon's Castle was found in 2012. That's a full 14 years after the game's release. If anything, this speaks more to the dedication of speed runners and glitch finders that the incompetency of OoT programmers.
- jamesrom 13y agoI don't even think that it was inexperienced programmers. Ocarina of Time was the biggest game world ever created at the time, and it was released on a 32MB cartridge. 32MB. Every single bit of that game is exactly where it needed to be.