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Re:Super Mario 64 – 1996 Developer Interviews by jimmaswell on Thursday September 22, 2016 @02:59PM (#12559265)
How did Spyro end up getting past this limitation to have a free roaming camera with a good poly count?
Re:Super Mario 64 – 1996 Developer Interviews by dmbaggett on Thursday September 22, 2016 @03:13PM (#12559386)
The Hastings brothers (who were actually down the hall from us when we were writing Crash) are really awesome coders. Even so, however, I don't think Spyro for PS1 actually had anywhere near Crash's effective polygon count. Crash himself was over 750 polygons, which was not bad for an entire frame of a PS 1 game.
Re:Super Mario 64 – 1996 Developer Interviews by icebraining on Thursday September 22, 2016 @03:14PM (#12559399)
According to this great series on the making of Crash Bandicoot¹, Spyro used walls to reduce the number of polygons visible concurrently.

¹ http://all-things-andy-gavin.com/2011/02/02/making-crash-ban...

Re:Super Mario 64 – 1996 Developer Interviews by rangibaby on Thursday September 22, 2016 @09:14PM (#12561643)
Quake 1 did that too