Affiliation | Contact | Forums | Youtube | History | Podcast | Reviews | Staff | Staff Openings

Total Members: 353
Total Posts: 21631
Total Topics: 1817
Total Categories: 3
Total Boards: 52
Join the Community!
 
Zelda SS The Last Story Mario Kart 7 Mario 3D
iNintendo - Super Mario 64 N64 Review | Reviews, News and Articles for Nintendo Wii, 3DS, DS, and Retro Consoles
Home >> Nintendo Reviews >> Nintendo 64 Reviews >> Super Mario 64

Super Mario 64

Remembering the N64: Super Mario 64 (N64 Review) by Ryan M.

Super Mario 64 boxSuper Mario 64
Publisher: Nintendo
Developer: Nintendo
System: Nintendo 64
Release: September 29, 1996

September 24, 2011, by Ryan M. - The introduction of 3D environments and 64 bit consoles turned the mid-90's a decade of transitional flux for the video game industry. Developers unsure of how to fully utilize these new advances in gaming opted for 2.5-D style games akin to Crash Bandicoot. While many of these titles certainly were not lacking in the quality department, the third-dimension was simply being used to enhance graphical models and backgrounds. As a result, critics and even some designers began to question whether or not this so-called revolutionary 3D gaming was nothing more than a gimmick that failed to enhance the gameplay quality from anything other than a visual standpoint.

When June 23 of 1996 rolled around, all eyes were on two products: Nintendo's newest console: the Nintendo 64 and its launch game: Super Mario 64. This being Nintendo's first outing into 3-D, many developers were eager to see if anything worthwhile could be gleaned from these new advancements. Super Mario 64 proved to do far more than simply justify the prospect of gaming in the third dimension; it ushered in several mechanics and design techniques that were revolutionary at the time. Developers were right to take notes, because Super Mario 64 is perhaps one of the most influential games in all of history, and its impact can still be felt over a decade after its launch in 1996.

The moment Mario emerges from a Warp Pipe at the castle entrance, the revolutionary prowess of this game becomes apparent. Rather than moving about in a 2.5 dimensional space, Mario can be freely moved with the joystick forward or backward, left, or right and even run in circles. In order to monitor Mario's movements (try saying that three times fast) and prevent the player's perspective from being jumbled, a camera-carrying Lakitu introduced. The Lakitu and by extension the player's view, is positioned directly behind Mario and can be freely adjusted using the four C-Buttons on the controller. While newfound freedom of movement is standard fair and despite the camera being a little clunky by today's standards, back in 1996 these improvements were nothing short of revolutionary.

Super Mario 64
The little guy who started a revolution.

Mario games have never been paragons of storytelling, and Super Mario 64 is no different. Princess Peach has invited Mario to her castle for some cake, only to be once again kidnapped by the dastardly Bowser. Mario arrives at the castle, and upon learning that the princess has vanished and the cake to be nothing more than a lie, the plumber sets off through fifteen different worlds to rescue Peach, and defeat Bowser. The King of Koopas has taken a few more precautions this time around: every room in the castle has been locked shut with magic. The only way for Mario to progress is to collect the castle's Power Stars, and use their strength to break the seals Bowser has placed upon each door.

Collecting Power Stars is far from easy as Bowser has taken the liberty of scattering them throughout the various castle worlds, or courses. Each world is designated in a fairly common Nintendo-manner: ice, lava, sand, etc. That being said, each course is symbolic of how smoothly Mario's platforming has transitioned between dimensions. One example is the clever but tricky Tick-Tock Clock, a stage in which Mario must climb and jump his way through the insides of a giant grandfather clock. Another is the ridiculously fun Bob-omb Battlefield, a course that revolves around using Bob-omb-manned cannons to fire Mario around the course. Initially, the courses masquerade as paintings, but the eventually the player will have to rely on wits and observance to find the later course entrances. The castle is also chock full of secret rooms and levels; and those who take the time to search every nook and cranny are well-rewarded.

The traditional jump-on-head method of battling enemies returns in Super Mario 64 although the plumber has a handy new punching combo attack to fend off Bowser's baddies as well. In addition, most of the classic power-ups have all but vanished from Super Mario 64, even staples like the Mushroom, Fire Flower, and Super Star. Fortunately, the absence of this holy trinity of power-ups have allowed Nintendo to craft three, new abilities for the plumber, this time in the form of caps. The Wing Cap allows Mario to soar freely into the sky, albeit temporarily. The Vanish Cap turns Mario into a pixilated ghost, allowing him to freely pass through cages and grates. Finally, the Metal Cap transforms Mario into a short, Italian T-1000, making the plumber invulnerable to damage and heavy enough to walk on underwater floors.

Super Mario 64
Now all we need is John Connor.

Speaking of water, Super Mario 64 has two entire courses based around nothing but H2O. Swimming, despite fears of many fans, controls almost as wonderfully as walking on land. Mario has two different strokes when swimming: the breast stroke (fast) and flutter kick (slow). The majority of the time the player will probably be using the breast stroke, but the flutter kick is helpful whenever sharp turning and control take precedence over speed.

Mario is also limited as to how long he can remain submerged thanks to a life meter, which is divided into eight segments. This meter indicates the player's health; each time the player is hurt by an enemy or a hazard the meter loses one segment. In essence, the player has a total of eight hit points. The life meter also periodically decreases over time while the plumber remains underwater. Taking damage is not the end of the world however: collecting coins and air bubbles (while underwater of course) will restore the meter. Gold Coins restore a single segment, and the rarer Red Coins restore three. Finally, the elusive Blue Coins restore a hefty five points of health, but typically appear in one, small cluster per level. In addition, the player surfaces after swimming, the meter will restore to its maximum. Hilariously, having the life meter pull double duty as an air meter allows Mario to heal himself from other injuries by quickly diving and resurfacing. Though, there are very few levels have bodies of water large enough for deep-sea swimming.

The selection of foes the player will encounter in the latest romp through the Mushroom Kingdom small, but diverse. Several classic faces, from Goombas, Koopa Troopas, and Bob-ombs to Chain Chomps, Thwomps, and Piranha Plants, make their 3-D debuts. There were also a new enemies, the most notable being the wall-like Whomps, who would grow to become mainstays in Mario's rogues gallery. Bowser makes his own epic appearance, complete with fire breath, to crush the plumber himself. Battling Bowser is satisfying, fun, and certainly more confrontational than in previous games; each fight takes place on a floating platform and revolves around hurling the Koopa King into large, spiked bombs. In order to do so, the player must grab Bowser's tail; no easy feat, as the Koopa King puts up a tough fight. Bowser is a steely foe however, and the player will encounter Mario's nemesis several times, the final duel requiring a grand total of 80 Power Stars to access.

Super Mario 64
The beginning of a long and intense rivalry.


The Verdict

Sound
15/15 - The music is fitting and sets the mood for each course, be it haunting or whimsical. The soundtrack is filled with several classic tunes that have become ingrained in gaming history: Bob-omb Battlefield and Dire Dire Docks being two major favorites.

Graphics
17/20 - Visuals are solid and hold up fairly well for an N64 launch title. However, textures are a bit flat, and the graphics don't hold much of a candle to later N64 titles.

Appeal
23/25 - The game requires 80 Stars to beat, but there are a 120 total Power Stars and the difficulty in many of these ranges from cakewalk to brutal. Every Power Star can also be re-collected via the course menus, meaning every part of the game can be replayed to the heart's content.

Gameplay
40/40 - Controls are tight and hold up impressively well today, though the camera can be unwieldy by today's standards. The courses themselves range from goofy to unforgiving in their design. Each course is also non-linear, as intense explorers may collect Power Stars different from the one originally chosen on the level menu. Courses are also somewhat dynamic, and significant changes happen once certain Stars are collected. For instance, certain cannons in Bob-omb Battlefield remain locked from use until the player obtains the course's first Star.

Overall
95/100 - Super Mario 64 is an undisputed classic, and a definite must buy on the N64 or Wii Virtual Console, and is an excellent purchase for younger gamers who have yet to play the title or those of us who have and N64 but mysteriously missed out on one fantastic experience.

Comment