Back when game developers actually had to make sure their games worked without major bugs on the **first** release...

@freemo
But that is easy to explain. A game in those times were 40kb long... The number of branches and loops were manageable compared with monsters like No man's sky (11 gb or 11000000 kb) or cyber punk (10 times more)

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@pthenq1 im well less complexity in dependencies too.. but frankly as someone who coded in the ancient days I cant say avoiding bugs was really any easier **in your own code**... there was just a lot less unexpected bugs coming from dependency shit. Or at least, thats how I remember it.

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