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Review Super Mario 64
- By Michael Loewer
I cannot even begin to describe the wonder…
Time travel with me back to September 1996. Nintendo decided upon an interesting pre-launch strategy for the Nintendo 64—consoles and games were being shipped to rental stores before being placed on sale in retail outlets. I arrived home with a friend one day and listened to the lone answering machine message: “Hello, this is Bethel Video. The Nintendo 64, Super Mario 64, and Pilotwings 64 are now on hold for Michael Loewer. He may pick them up at any time.”
Moments passed in absolute silence. Several profanities were whispered. Finally, after a time, jubilation ensued.
Apparently, my parents had heard me speak of this mighty system the summer before, and in a rare act of extreme coolness, were able to place me first on the reserve sheet for the system and games—including the mythical Super Mario 64. I was to be quite possibly the first person in that area of town to play Super Mario 64—and so arranged a small gathering to celebrate. Friends and family were present, and as Mario appeared on-screen, it was as if the world stood still. The graphics, sound, and control were of an exponential jump in quality over every system that I had ever played. After a few hours of exploring, I found the gameplay to be equally engrossing. I knew then that this was not simply “new system euphoria.”
This was the masterpiece called Super Mario 64.
Graphics:
The graphics of Super Mario 64 are excellent, comparing SM64 to modern as well as first-generation titles. This might be considered odd, since the use of textures, lighting effects, etc., is sparse at best—understandable, since launch titles invariably don’t use all of the system’s capabilities. However, one must ask the question whether or not SM64 actually needed exceptionally complex textures and effects. Having too much graphical complexity can be a bad thing—perhaps not in a realistic first-person shooter like Perfect Dark, but SM64 needed to look like a cartoon, which it does. Many games today suffer from what I hereby deem the “blur” effect. Commonly, developers today believe that every surface in a game must be textured as fully and complexly as possible, regardless of need. What ends up happening, though, is that all of these different surface textures begin to blend together, because you can only sharpen and define objects so far on the N64. Characters, walls, etc. become similar in appearance and thus the objects begin to lose definition. Super Mario 64, however, relied on exactly these crisp, bright, simple colors that are now so often forgotten. The result is that SM64 is exceptionally easy on the eyes from the get-go, and visual strain is kept to an absolute minimum.
However, using today’s standards there are flaws, even if this isn’t really fair to a launch title. Clipping in SM64 can be really, really bad sometimes. It’s generally very easy to scroll the camera to see through walls. There’s even a glitch outside whereby Mario can actually push through the castle wall and fall into infinite blackness. Even so, we’re not talking about an incredible distraction. Goldeneye-like clipping also occurs, but I think we’ve all become used to that sort of thing by now.
May Mario forgive me for my cruelty—compared to the graphics as a whole, the aforementioned “flaws” are so minimal as to barely be notable.
Control:
The control scheme of Super Mario 64 is far more “complex” than previous incarnations of the title. Pressing “A” still makes Mario jump, and “B” makes him “attack,” but that’s about all that’s stayed the same.
SM64 makes use of the previously revolutionary variable speed movement based on how far the analog control stick is pressed—from slow tiptoe to a full-speed run. The game actually makes use of it, too, since running at full speed all the time will probably get you into trouble (you’ll wake up the piranha plants!). The range of Mario’s possible actions is incredibly diverse as well. Our hero can now: hug walls, swim using two different strokes, crawl, somersault forward and sideways, wall kick, back-flip, headstand, punch, kick, slide, pound the ground, sweep kick, slide kick…and the list goes on and on. The game manual lists as many as 35 separate actions that Mario can perform. Also, Nintendo representatives stated soon after launch that there were a few extra “secret” moves that gamers should try and discover for themselves. Regardless, we’ve come a long way from “A” to jump, “B” to attack.
Although this might be construed as a “gameplay” issue, I’ll toss it in here: what happened to the old-school special attacks? What happened to fire flowers and invincibility stars? What about raccoon tails, power mushrooms, or dare I say it, P-Wings? While I may be pushing the Super Mario 3 references, throwbacks like fire flowers would have been a cool, retro addition to an already superb game.
Camera control, like variable speed movement, was also relatively revolutionary at the time. By today’s “Z-Targeting” standard, though, it can cause a few headaches. Lakitu (the official cameraman of SM64) can “rotate” 360 degrees, zoom in and out, shift to a “first-person” view, and lock into a close-up “Mario Cam.” Note, however, that the aforementioned 360-degree rotational ability is not a smooth one—Lakitu cannot “scroll” 360 degrees. Instead, the camera “jumps” in what appear to be about 45-degree increments. This means that at times it is impossible to place the camera exactly where you like. Plus, Lakitu tends to “drift” when near large objects, and has a tendency to move the camera where he sees fit. For gamers used to more modern camera control schemes, this might cause difficulties, but considering the game’s age, deal with it.
Gameplay:
Super Mario 64 is infinitely better than its predecessors, period.
Here’s the story: Mario arrives in the Mushroom Kingdom after receiving word that Peach had baked him a cake. However, he finds the castle nearly totally devoid of its inhabitants, meaning Princess Toadstool (Peach) and most of the “help.” All that remain are a few Toadstools left to assist Mario on his quest. Naturally, Mario wants that cake, and has already saved the Princess on several occasions (and always in another castle…ha, I kill me…), so he begins to investigate immediately. Upon entering the castle foyer, Mario hears the voice of his old nemesis, Bowser.
Bowser has personally stolen most of the 120 power stars kept by the royal family. They have been primarily hidden in many different worlds accessed through magical paintings displayed throughout the castle’s many rooms. Each world holds 6 primary stars, and one extra for getting 100 coins. When Mario enters a painting, a clue is given as to the location of the next recommended star, although in some instances they may be obtained out of order. There are also 15 special hidden stars throughout the castle.
Level progression is done in a directed non-linear fashion. When Mario begins his quest, only one door is able to open, as it requires no star power to open. As our hero progresses, doors require a greater and greater number of power stars to open. Some doors, especially those leading to different levels of the castle, require a key attained by defeating Bowser on one of several occasions. Also, it should be noted that it is absolutely not necessary to earn every star to beat the game. However, recovering all 120 reveals an insanely cool surprise that many gamers will see, but not notice, just after beginning their adventure.
The levels in Super Mario 64 are extremely varied and creative as well. Some examples are: Jolly Roger Bay, Cool-Cool Mountain, Lethal Lava Land, Tiny-Huge Island (remember Super Mario 3?), Big Boo’s Haunt, Hazy Maze Cave, Tick Tock Clock, etc. The names basically speak for themselves, and there are many more where that comes from. Mario will slip down giant slides, fly through the clouds, and even discover Bowser’s own nuclear submarine. Suffice it to say the levels are exceptionally well thought out, and simply exploring them can be a whole lot of fun. Hell, I recall spending a good hour on the first level alone when I first played it just running around checking out the sights.
Earlier, we discussed how the old-school power-ups were nowhere to be found. While this may be true, three new power-ups make an appearance in SM64, and unlike in previous titles, they must be earned. They take the form of caps Mario can wear, and are donned when Mario hits a “cap block” in one of three different colors—red, green, or blue. However, as stated before, Mario must earn the different “cap block” colors by locating secret areas where the blocks can be activated. Until a certain color block is activated in one of these secret areas, it will appear as see-through and unavailable to Mario. Red caps are also known as “wing caps,” and allow Mario to glide through the air for a limited time. Blue caps are “vanish caps,” which turn Mario into an “invisible” cloud of particles. He can pass through wire mesh in this state, and enemies cannot cause damage. Finally, green caps are “metal caps,” which basically turn Mario into a T-1000 look-alike. Poison fumes and water currents have no effect.
Super Mario 64 is one of the few “must own at any cost” games for the N64. Buy it. Now!
Sound:
Super Mario 64 sounds as it should in terms of background music, sound effects, and voice acting—simple, same as the graphics.
The background music consists of regularly repeating MIDI loops, and tends to very nicely fit Mario’s current location. Inside the castle, the music is light, slightly cheery, and feels very welcoming, while in contrast, Boo’s Haunted Mansion employs a slower, “scarier” type of tune. On the way to fighting Bowser (on one of several occasions), expect a quick, fast-paced, exciting feel to the music, etc. Once again, simplicity here is a good thing—you’ll never be distracted from the awesome gameplay, and as said the tune always fits the scene. Sound effects follow the same pattern—they blend right in, even if they’re nothing to write home about.
Voice acting is actually a plus for SM64. How many games before the Nintendo 64 employed voice acting at all? Bad Dudes for the NES did, as I recall, although the main characters only said “bad dudes,” and it sounded as though they were saying it while shoving a chainsaw down their throat. Anyway, Mario now says some fun little catchphrases. “It’s-a me, Mario,” “Wa-hoo,” and other assorted grunts and mumblings come through quite clearly. Peach also speaks a good deal—although I can’t say much about her assorted speeches without giving away the ending. Most other characters that talk just mumble in the same fashion as Rayman 2. Regardless, even though the voice acting is rare, it’s employed well enough as to give the characters that much more personality.
Multiplayer:
N/A - no multiplayer or two-player mode.
OVERALL:
Super Mario 64, even with all its brilliance, just barely missed the number one spot in the Top 10. The highest ranked game, The Legend of Zelda: Ocarina of Time, just barely edged out Super Mario 64 for one primary reason: it did everything SM64 did, only better. The graphics, sound, story complexity, and control were all just slightly better than the near-perfect SM64 standard. How was this accomplished? Miyamoto had three years of N64 technological development with which to apply to Zelda: OoT, and so naturally the gaming standard rose. True, games are not automatically better simply because their technology is more advanced. Is Superman 64 better than the Metal Gear for the NES? I should think not. Technological advancement can, however, serve as a tiebreaker. Had Super Mario 64 and Zelda: OoT been developed in the same era, their scores would have most likely been identical. However, since that was not the case, we were able to use technology to separate the two games, and as such were forced to move Super Mario 64 into second place—still a most commendable achievement.
The Lowdown on Super Mario 64
| Aesthetics: Very Good |
Control: Very Good |
| Gameplay: Awesome |
Multiplayer: |
| Sound: Very Good |
Innovation: 6/6 |
| Lasting Appeal: 6/6 |
Rating Explanation |
Overall: Awesome!
"Top of the Genre"
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This game is:
Awesome
 box art
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INFO |
Developer: Nintendo
Publisher: Nintendo
Number of Players: 1
Rumble Pak: Yes
Cartridge Size: 8 MB
ESRB Rating: E
Release Date:
TBA
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IN A
NUTSHELL: |
| A landmark in gaming, Super Mario 64 reaches near perfection—anyone who has not had the honor of playing it is missing hands-down one of the greatest games of all time |
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