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Super Mario 64

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Super Mario 64
North American box art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Designer(s)Shigeru Miyamoto
Yoshiaki Koizumi
Takashi Tezuka
Composer(s)Kōji Kondō
SeriesMario
Platform(s)Nintendo 64,iQue Player,Virtual Console
ReleaseNintendo 64[1][2]
iQue
  • CN:November 2003

Virtual Console[3][4]
Genre(s)Platform
Mode(s)Single-player

Super Mario 64(スーパーマリオ64,Sūpā Mario Rokujūyon)is aplatform gamedeveloped byNintendo Entertainment Analysis and Developmentand published byNintendofor theNintendo 64.It was released inJapanon June 23, 1996, and later inNorth Americaand inEurope.Along withPilotwings 64,it was one of thelaunch titlesfor the Nintendo 64.[5]Super Mario 64has sold over eleven million copies, and as of September 2007, it is the seventhbest-selling video game in the United States.[6][7]An enhancedremakecalledSuper Mario 64 DSwas released for theNintendo DSin 2004.

Although technically the first "three dimensional"platforming Mario game wasMario Clashon theVirtual Boy,which allowed the player to move Mario between the foreground and the background using the digitalcontrol pad,Super Mario 64improved on that title with free-roaming analogdegrees of freedom,large open-ended areas, and true 3Dpolygonsas opposed to the 2Dspritesof pastMariotitles includingClash.Super Mario 64established a new archetype for the genre, much asSuper Mario Bros.did for2-dimensional(2D) sidescrolling platformers. Hailed as "revolutionary", the game left a lasting impression on 3D game design, particularly notable for its use of a dynamiccamera systemand the implementation of its analog control.[8][9][10]

In going from two to three dimensions,Super Mario 64placed an emphasis on exploration within vast worlds in which the player must complete multiple diverse missions, replacing the linear obstacle courses of traditional platform games. While doing so, it managed to preserve many gameplay elements and characters of earlierMariogames.[10]It is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.[11][12][13][14][15][16]

Gameplay

File:N64 Super Mario 64 whomp fortress.jpg
Whomp's Fortress requires the player to navigate chasms, a classicMarioelement.

Super Mario 64is a3Dplatformerwhere the player controlsMariothrough several courses. Each course is an enclosed world in which the player is free to wander in all directions and discover the environment without time limits. The worlds are filled with enemies that attack Mario as well as friendly creatures that provide assistance, offer information, or ask a favor (such as pink "peace-loving" Bob-omb Buddies). The player gathers stars in each course; some stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include defeating aBoss,solving puzzles, racing an opponent, and gathering coins. As more stars are collected, more areas of the castle become accessible.[17][18]The player unlocks doors in the castle with keys obtained by defeating Bowser in special courses.[17]

Some courses have special cap power-ups which augment Mario's abilities. The Wing Cap allows Mario to fly; the Metal Cap makes him immune to most damage, allows him to withstand wind, walk underwater, and be unaffected by gases; and the Vanish Cap renders him partially immaterial and allows him to walk through some obstacles such as wire mesh, as well as granting invulnerability to some forms of damage.[17]Some courses containcannonsthat Mario can access by speaking to a pinkBob-omb Buddy.After entering a cannon, Mario can be shot out to reach distant places. When the player has the Wing Cap equipped, cannons can be used to reach high altitudes or fly across most levels quickly. There are many hidden secrets to the game, most containing extra stars needed to complete the game entirely.

Controls

File:Super Mario 64 jumping.jpg
Mario can perform a wide range of jumps, among other moves.

Mario's abilities inSuper Mario 64are far more diverse than those of previousMariogames. The player can make Mario walk, run, crouch, crawl, swim, climb or jump using thegame controller'sanalog stickand buttons. Special jumps can be executed by combining a regular jump with other actions, including the double and triple jumps (jumping two and three times in a row, respectively), long jump andbackflip.There are also special maneuvers, such aswall jumping;jumping from one wall to another in rapid succession to reach areas that would otherwise be too high.[17][19]The player can pick up and carry certain items, an ability which is used to solve various puzzles, and swim underwater at various speeds. Mario's life energy slowly diminishes while underwater, representing how long he can hold his breath.[18][17]

Plot and setting

Super Mario 64is set inPrincess Peach's Castle,which consists of three floors, a basement, a moat, and a courtyard. The area outside the castle is an introductory area in which the player can experiment. Scattered throughout the castle are entrances to courses via secret walls and paintings.[18]

Story

Super Mario 64begins with a letter fromPrincess Peachinviting Mario to come to her castle for a cake she has baked for him;[20]however, when he arrives, Mario discovers thatBowserhas invaded the castle and imprisoned the princess and her servants within it using the power of the castle's 120 Power Stars. Many of the castle's paintings are portals to other worlds, in which Bowser's minions keep watch over the stars. Mario searches the castle for these portals to enter the worlds and recover the stars. He gains access to more rooms as he recovers more stars, and will have to traverse three obstacle courses leading to a battle with Bowser. Defeating Bowser the first two times earns Mario a key for opening another level of the castle, while the final battle releases Peach. Peach rewards Mario by baking the cake that she had promised him.[17][19]

Development

The development ofSuper Mario 64took less than two years, but producer and directorShigeru Miyamotohad conceived of a 3DMariogame, calledSuper Mario FX,over five years before, while working onStar Fox.[21][22]Miyamoto developed most of the concepts during the era of theSuper Nintendo Entertainment System(SNES) and considered using theSuper FXchip to make it a SNES game, but decided to develop it for the Nintendo 64 due to the former system's technical limitations.[13][23]

File:Mario64 bowser level.jpg
"Bowser in the Dark World", one of the linear levels in which Mario encounters Bowser.

The game's development began with the creation of the characters andcamera system.Miyamoto and the other designers were initially unsure of which direction the game should take, and months were spent selecting a camera view and layout that would be appropriate.[24]The original concept involved the game having fixed path much like anisometrictype game (similar toSuper Mario RPG: Legend of the Seven Stars), before the choice was made to settle on a free-roaming 3D design.[24]Although the majority ofSuper Mario 64would end up featuring the free-roaming design, elements of the original fixed path concept would remain in certain parts of the game, particularly in the three Bowser encounters. One of the programmers ofSuper Mario 64,Giles Goddard, explained that these few linear elements survived as a means to force players into Bowser's lair rather than to encourage exploration.[24]The development team placed high priority on getting Mario's movements right, and before levels were created, the team was testing and refining Mario's animations on a simple grid. The first test scenario used to try out controls and physics involved Mario and a golden rabbit named "MIPS", which was included in the final release of the game.

Shigeru Miyamoto's guiding design philosophy behindSuper Mario 64was to "include more details" than found in games prior to the Nintendo 64.[21]Some details were inspired by real life. For example, one character is based on assistant directorTakashi Tezuka's wife, who, as Miyamoto explained, "is very quiet normally, but one day she exploded, maddened by all the time [Tezuka] spent at work. In the game, there is now a character which shrinks when Mario looks at it, but when Mario turns away, it will grow large and menacing."[25]Super Mario 64is also characterized by featuring more puzzles than earlierMariogames. It was developed simultaneously withThe Legend of Zelda: Ocarina of Time,but as the latter was released years later, some puzzles were taken from that game forSuper Mario 64.[26]

File:Super Mario 64 beta.jpg
Princess Peach's Castle in a pre-release version ofSuper Mario 64

Information aboutSuper Mario 64first leaked out in November 1995, and a playable version of the game was presented days later as part of the world premiere for the Nintendo 64 (then known as the "Ultra 64" ) atNintendo Space World.The basic controls had at this point been implemented, and the game was reportedly 50% finished, although most of the course design remained. Thirty-two courses were created for the game. Miyamoto thought he would create more, up to 40 courses, not including bonus levels. The actual number turned out much lower in the final game though, as only 15 courses could fit.[21][25]

Audio

The music was composed by veteran composerKoji Kondo,who used new interpretations of the familiar melodies from earlier games as well as entirely new material.Super Mario 64was one of the first games in the series to featureCharles Martinetas the voice of Mario. It also features the voices of Leslie Swan (then Senior Editor ofNintendo Power) as Princess Peach, who also wrote the English text for the game,[27]andIsaac Marshallas Bowser. The characters speak more in the English version than in the Japanese version.[26]In addition, dialog and some sounds differ between the Japanese and English versions. Some of these vocal changes for the English release were brought to the JapaneseRumble Pakedition. WhenSuper Mario 64 DSwas released, all the voices were kept consistent in both the English and Japanese versions.

Reception

Super Mario 64has been commercially successful; it was the best-selling Nintendo 64 game.[6]As of May 21, 2003, the game has sold eleven million copies.[37]At the end of 2007,Guinness World Recordsreported sales of 11.8 million copies.[6]As of September 25, 2007, it is the seventhbest-selling video game in the United Stateswith six million copies sold.[7]By June 2007,Super Mario 64had become the second most popular title onWii'sVirtual Console.[38]

Critical response

Super Mario 64has been praised in the gaming press, and is still highly acclaimed. It has collected numerous awards, including various "Game of the Year" honors by members of the gaming media, as well as Nintendo's own best-sellingPlayer's Choiceselection. In addition,Super Mario 64has been placed high on "the greatest games of all time" lists by many reviewers, includingIGN,[11][12][13]Game Informer,[14]Yahoo! Games,[15]GameFAQsusers,[16]andNintendo Power.[39] Electronic Gaming Monthlyawarded the game a Gold award in its initial review, and inEdgemagazine,Super Mario 64was the first game to receive a perfect score.[29][30]Game Informerinitially rated the game a 9.75, but re-rated it a 9.0 a decade later in a "Retro Review".[32][40]GameSpotcalled it one of the 15 most influential games of all time, and rated the Nintendo 64 version a score of 9.4 and the Wii Virtual Console version an 8.[8][33][41]The Japanese gaming magazineFamitsuratedSuper Mario 64a 39/40.[31]Common praise focused on the presentation while criticism was directed at thecamera system.Nintendo Powerlauded the graphics, sound, and gameplay, but commented the shifting camera angle took getting used to.[42]Game Informercommented that even a decade later the game still offers hours of entertainment. They also commented on the camera system stating that by present day standards the camera system "would almost be considered broken".[32]Game Revolutionreferred to the graphics as "beautiful", but criticized the camera angles, saying "it doesn't work as well as it should".[43]Next Generation Magazinepraised many aspects of the game: musical score, graphics, lack of loading times, and the scale of the game. Though they commented that the game is less accessible than previousMariotitles, citing the camera's occasional, erratic movements and lack of optimal angle as frustrating.[44]It was deemed the 3rd best 'Mario' game of all time byScrewAttack.[45]The game placed 6th inOfficial Nintendo Magazine's "100 greatest Nintendo games of all time".[46]

Video game publicationsanddeveloperspraisedSuper Mario 64for its design and use of the 3D gameplay. The game is counted by1UPas one of the first games to have brought a series of 2D games into full 3D.[10]In the transition to 3D, many of the series conventions were rethought drastically, placing an emphasis on exploration over traditional platform jumping, or "hop and bop" action. While its quality was disputed by some, it has been argued that it established an entirely new genre, different from that of previous games in the series.[47]Official Nintendo Magazinereferred to the game as a "masterpiece of game design" and stated that Nintendo took its "number-one 2D franchise and convert it flawlessly into 3D".[48]Michael Grayford ofLiquid Entertainmentstated he was initially "very turned off" by the openness of the game the first time he played it. Upon playing it later, he was "highly pleased" and stated "each level brought some new unique cool gameplay element and I was never bored".[49]Warren Spector,former lead designer atIon Storm Inc.,stated it was "not possible to squeeze this much gameplay into a single game" and "no game has done a better job of showing goals before they can be attained, allowing players to make a plan and execute on it". He also commented the exploration aspect of the game allowed players to "explore the same spaces several times while revealing something new each time is a revelation".[49]

Impact and legacy

Critics attribute the initial success of the Nintendo 64 console toSuper Mario 64.Edgemagazine referred to it as the Nintendo 64's "key launch title".[50]Game Informercommented that the game helped the launch of the Nintendo 64.[32]Official Nintendo Magazineand GameDaily also attributed some of the initial excitement of the Nintendo 64 system to the release ofSuper Mario 64.[48][51]Though the system was initially very successful, it eventually lost much of its market share to Sony'sPlayStation.1UP attributed this decline to Nintendo's use of cartridges and the design of theNintendo 64 controller,which were reportedly implemented by Shigeru Miyamoto forSuper Mario 64.[10]The game also set many precedents for 3D platformers to follow.[10][52]GameDaily listed the game as one of the "Most Influential Video Games" and stated it "defined the 3-D platform experience, influencing numerous designers to create their own, original offerings".[53]GamesTMnoted many game companies, including Nintendo, have tried to develop a platform game to match up toSuper Mario 64.[54]Super Mario 64was notable for its sense of freedom andnon-linearity.A central hub, where controls can be learned before entering levels themselves, has been used in many 3D platformers since. In addition, the game's mission-based level design was an inspiration for other game designers. For example,Martin Hollis,who produced and directedGoldenEye 007,says "the idea for the huge variety of missions within a level came fromSuper Mario 64".[55]

Super Mario 64was the first game to have a "free" camera that could be controlled independently of the character.[52]Most 3D games at the time used afirst-personperspective, or a camera that was fixed in position relative to the player's character, or to the level. To create freedom of exploration, and more fluid control in a 3D world, the designers created a dynamic system in which thevideo camerawas operated by the in-game characterLakitu.[19]Nintendo Powerstated the camera-control scheme was what transitioned platform games into the 3D era.[56]Edgestated the game changed "gamers' expectations of 3D movement forever".[50]The camera system would become the standard for 3D platform games in the future.[18]The Nintendo 64's analog stick allowed for more precise and wide-ranging character movements than the digitalD-padsof other consoles, andSuper Mario 64used this in a way that was unique for its time. At the time, 3D games generally allowed for controls in which the player could either control the character in relation to a fixed camera angle or in relation to the character's perspective.Super Mario 64's controls were fully analog, and interpreted a 360-degree range of motion into navigation through a 3D space relative to the camera. The analog stick also allowed for precise control over subtleties such as the speed at which Mario runs.[57]

File:L is Real 2041.png
Mario swims in the castle's fountain with the mysterious message on the star-shaped statue. It is currently unknown what the message reads -- suggestions include "Eternal Star" and "L is real 2401"

Rumors

Because of the game's popularity, rumors about glitches and secrets spread rapidly after its release.[58]The most common rumor is that Mario's brotherLuigiis a secret character in the game, and was fueled by blurry text in the castle courtyard that reportedly states "L is real 2401". This same texture would reappear inThe Legend of Zelda: Ocarina of Timeon a plaque in Dodongo's cavern. This caused rampant fan speculation that Luigi was able to be played in place of Mario. IGN received so many questions and supposed methods to unlock Luigi that the staff offered aUS$100 bounty to anyone who could prove that Luigi was in the game.[59]The number of false codes submitted to IGN dropped dramatically, and no successful method emerged.[60]Nintendo has consistently denied Luigi's playability, and never commented on the meaning of "L is real 2401" except for theApril Fools' Day1998 issue ofNintendo Power.In this issue, the "April News Briefs" section said that the cryptic phrase would be discussed on page 128, but the magazine only had 106 pages. The section also featured a facetious article entitled "Luigi 64", commenting humorously on the rumor.[61]

Remakes and sequels

Super Mario 64was first rereleased in Japan on July 18, 1997 asSuper Mario 64 Rumble Pak Support Version(スーパーマリオ64 chấn động パック đối ứng バージョン,Sūpā Mario Rokujūyon Shindō Pakku Taiō Bājon).This version added support for Nintendo'sRumble Pakperipheral and included voice acting from the English version.[62][63]In 1998,Super Mario 64was rereleased in Europe and North America as part of thePlayer's Choiceline, a selection of games with high sales sold for a reduced price. The game was later released on the Wii'sVirtual Consoleservice in the United States on November 19, 2006, and in other territories the following weeks.[64]This release adds compatibility with theNintendo GameCubeandClassiccontrollers, and enhances the display.[41]

Anenhanced remakefor theNintendo DScalledSuper Mario 64 DSwas available for the launch of the Nintendo DS in 2004.Yoshi,Luigi,andWariowere added as additional playable characters, and the game featured slightly altered graphics, additional stars, courses,touchscreenmini-games, and amultiplayermode.[65]Reviews were mostly positive, and as of March 31, 2008,Super Mario 64 DShas sold 6.12 million copies worldwide.[66][67][68]

A direct sequel titledSuper Mario 64 2was planned for theNintendo 64DD.[69]Shigeru Miyamotomentioned atE3's 1997 convention that he was "just getting started" on the project.[70]In May 1999,Super Mario 64 2was reported to be released in late 1999;[71]however, the game was canceled due to the failure of the peripheral, as well as lack of progress in game's development.[69][72]Instead,Super Mario 64was followed by other sequels on subsequent Nintendo systems.Super Mario Sunshinefor theNintendo GameCubebuilt onSuper Mario 64's core gameplay by adding a water pump device and add-on nozzles, similar to the Caps.[73]The next 3DMarioplatformer,Super Mario Galaxy,was released for the Wii in November 2007 and featured similar open ended gameplay.[74]

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