The original TTD was super stable though. I remember once I was able to crash it by building a very tight loop for a train, that it crashed with its own tail. This was the only time I saw the red font with debugging info.
Instead of talking about that, spare a thought for the awful x86 memory segmentation mode[1] --- now that sucked.
Not that you'd want to, given that OpenTTD has networked features and you'd want something that makes it easy to validate/isolate remote payloads.
Chris have indeed written the game in Assembly, however, this is just one aspect of the truth. He actually used a kind of higher level generator or macro system for the game. But, still assembly, at the end of the day. Just not written by hand in Notepad, like how CS students do in class. Or was that just me?
I program in Python.