* SugarWiki/GeniusProgramming: The game was ''way'' too big to fit on the N64's hardware, so what did Factor 5 do? They ''[[http://www.ign.com/articles/2000/11/10/bringing-indy-to-n64 used the cartridge itself as ram]]'', essentially streaming the data it needed! Also, instead of using standard microcode (what controlled the graphics hardware), they wrote their own to focus on real-time lighting and high polygon count.
* PortingDistillation: The UsefulNotes/{{Nintendo 64}} version, which went from awkward to control, [[ObviousBeta slightly buggy]], and slow on the PC, to actually making a nice alternative to ''Franchise/TombRaider'' for [[UsefulNotes/{{Nintendo 64}} N64]] players that even looked better than the PC version…. However, it's prone to [[GameBreakingBug freezing]].
* SoOkItsAverage: The game wasn't ''bad'', but critical consensus was that it wasn't great, either, particularly due to difficult and imprecise controls. Indy had to stop moving to use the whip, which was also ''incredibly'' slow to use, making it almost useless in a fight and difficult to use on puzzles and obstacles (''especially'' when you had several whip-swings in sequence and they had to be performed quickly). [[spoiler:And the boss battle at the end ''requires'' you to use the whip to injure Marduk.]] Considering the [[Videogame/IndianaJonesAndTheFateOfAtlantis what it followed]], ''Infernal Machine'' was a step back.
* ThatOneBoss: Marduk. The whip is ''incredibly'' difficult to use in combat as it is, because Indy has to ''stop moving'' to remove it from his belt and uncoil it. This makes you incredibly vulnerable during this time, as you're unable to avoid Marduk's attacks. It's only compounded by already problematic controls, which makes it difficult to keep Indy pointed in the right direction during a fight. All of this combines to make him an even ''bigger'' challenge than he already is.
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