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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