For the Nintendo DS enhanced remake, see Super Mario 64 DS.
Super Mario 64 is a video game for the Nintendo 64. It debuted in Japan on June 23, 1996, in the U.S. on September 29, 1996, and in Europe on March 1, 1997. Along with Pilotwings 64, it was one of the launch titles for the new console. As the flagship killer game, it drove initial sales of the Nintendo 64, and has sold over 11 million copies in total.
Super Mario 64 was the first 3D game in the Mario series, and though it was not the first-ever 3D platformer, it helped to define the genre, much as Super Mario Bros. defined the 2D sidescrolling platformer. Super Mario 64 was considered so revolutionary that many consider it the benchmark for all later 3D platformer games .
In going from two to three dimensions, Super Mario 64 replaced the linear obstacle courses of traditional platform games with vast worlds in which the player must complete multiple and diverse missions, with an emphasis on exploration. While doing so, it managed to preserve the feel of earlier Mario games, including many of their gameplay elements and characters. It is widely acclaimed by critics and players alike as one of the greatest video games of all time.
Mario’s abilities in Super Mario 64 are far more diverse than in any previous Mario game. He can walk, run, crouch, crawl, swim, climb and jump at great heights or distances using the game controller's analog stick and buttons. As jumping was Mario's signature move in earlier games, particular attention was paid to this move. In addition to regular jumping, there are special jumps that can be executed by combining a regular jump with other actions, including the extra high double and triple jumps (jumping two and three times in a row, respectively), the long jump, and somersault. There are also special maneuvers, such as wall jumping, jumping from one wall to another in rapid succession to reach otherwise too high areas.
Mario has a number of physical attacks in addition to jumping. His basic attack is the punch, which becomes a jump kick when performed in mid-air. Attacking while running will cause Mario to lunge forward. Crouching while in the air will execute a power stomp (also called the ground pound). Crouching while running and then immediately attacking will execute a slide kick, while crouching and moving the analog stick will make Mario crawl in the desired direction (usually to get through tight gaps). He is able to pick up certain items and carry them around, an ability which is used to solve various puzzles. Mario can also swim underwater at various speeds. His life slowly diminishes while underwater (representing how long he can hold his breath), and he must either find coins or air bubbles to replenish it, or return to the surface so as not to drown.
Each course is an enclosed world of its own. The player is free to wander around and discover the environment without time limits, and may go in all directions within the boundaries of the world. The worlds are filled with enemies that attack Mario as well as friendly creatures that provide assistance or information, or ask him for a favor. In order to gather the stars, Mario must pass various challenges in each stage. The challenges themselves vary; generally, Mario needs to defeat a boss, overcome obstacles, solve puzzles, race an opponent by running or sliding faster than it, or accomplish tasks such as finding a baby penguin for its mother or opening treasure chests in the right order.
Some elements appear in multiple levels:
The fifteen main courses are the following:
The development of Super Mario 64 took less than two years, but the game had actually been in the planning stage for about five years.(January 1996). "The Game Guys - (Spaceworld 1995)". Nintendo Power, vol 80. transcript Producer Shigeru Miyamoto developed most of the concepts during the era of the SNES, and considered making it an SNES game (see Super Mario FX), but decided to develop it for the Nintendo 64 due to the earlier system's technical limitations .
Development started by creating the characters and the camera. Months were spent selecting a camera view and layout that would be appropriate; the original concept involved the game having fixed path much like an isometric type game, before the choice was made to settle on a free-roaming 3D design. The first test scenario used to try out controls and physics involved Mario and the rabbit Mips, named for the MIPS processor in the Nintendo 64 (This scene remains as a minigame in the final game). Reliable information about Nintendo's new 3D Mario first leaked out in November 1995, and a playable version of Super Mario 64 was presented days later as part of the world premier for the Nintendo 64 (then known as Ultra 64) at Nintendo SpaceWorld. The basic controls had at this point been implemented, and the game was reportedly 50% finished, although most course design remained. At least 32 courses were planned, but the number turned out lower in the final game, as only 15 could fit. Shigeru Miyamoto has stated that the guiding design philosophy behind Super Mario 64 was to include more details. Many were inspired from real life; for example, one character is based on director Takashi Tezuka's wife who "is very quiet normally, but one day she exploded, maddened by all the time he 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."(August 1995). "Miyamoto Interview". Nintendo Power, vol 75. transcript Super Mario 64 is also characterized by featuring more puzzles than earlier Mario games. It was developed simultaneously with Ocarina of Time, but as Zelda was released years later, some puzzles were taken from that game for Super Mario 64.(October 1996). "Miyamoto Interview". Nintendo Power, vol 89. transcript
The music was composed by Koji Kondo, who used new interpretations of the familiar melodies from earlier games as well as entirely new material. Sound-wise, Super Mario 64 was also one of the first in the series to feature the voice acting of Charles Martinet.
A main difference between the Japanese and English versions, except the language, is that the characters speak more in the English version. Sometimes different things are said, like Mario's "Bye bye" became "So long-a Bowser!" There are other differences, some of which remained in the English release of Super Mario 64 DS."Super Mario 64: From Japanese to English". The Mushroom Kingdom. *
Super Mario 64 is often counted as the first among games such as Ocarina of Time, Metroid Prime, Sonic Adventure, and Final Fantasy VII to have brought a series of 2D games into full 3D while maintaining their signature feel. The game was designed with the earlier Mario titles' maneuvers, power-up blocks, level themes (such as grassland, lava, desert, and so on), enemies, and other characters in mind. Super Mario 64
Super Mario 64 set many precedents for 3D platformers to follow.
Unlike 2D games, 3D games must emulate a real perspective of characters and events. Most existing 3D games at the time used a first person or fixed perspective, but the platform gameplay of Super Mario 64 required the use of a free camera. The game world is therefore viewed through an in-game video camera operated by Lakitu (who, in the storyline, is filming Mario's adventure for the local press but in the game is mostly an invisible observer but can be seen at the beginning and end of the game and whenever the camera focuses on a mirror). Lakitu handles the camera automatically, but the player can change the perspective manually when necessary, since the camera programming occasionally makes the view get stuck behind walls or at odd angles. This was a useful innovation, as other games were sometimes unplayable due to an unfixable bad camera.
The Nintendo 64's analog control stick allowed for more realistic and wide-ranging character movements than the digital D-pads of previous consoles, and Super Mario 64 exploits this feature extensively. For example, Mario's speed varies depending on the degree of tilt of the control stick. The range and direction of many other movements can be controlled as well. The Bowser battles exhibit this by forcing the player to rotate the control stick in circles in order to swing Bowser around and throw him into mines placed around the arena.
Super Mario 64 was also notable for its sense of freedom and non-linearity. This was initially unfamiliar to many people, among them voice actor Michael Grayford of Liquid Entertainment: }}
Warren Spector, former lead designer at Ion Storm Inc., gives the following explanation for the game's influence:
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 one example, Martin Hollis who produced and directed GoldenEye 007 says that "the idea for the huge variety of missions within a level came from Mario 64."
Because of Super Mario 64's great popularity, rumors about glitches and secrets spread like wildfire after its release. The most infamous rumor is that Mario's brother Luigi is an unlockable character in the game. This rumor was fueled by a blurry text on the pedestal of a statue in the castle courtyard that supposedly read "L is Real 2401" (or 2041), which caused rampant fan speculation. (Upon closer inspection, the blurry texture does not actually contain any words or letters.) Many methods were suggested for unlocking Luigi. A recuring theme in these fabricated methods is Mario finding a green hat and, upon collecting it, exclaiming "It's-a Luigi time!" before continuing with the task to unlock Luigi. IGN received so many questions and supposed methods to unlock Luigi that the staff offered a bounty to anyone who could prove that Luigi was in the game. The number of false codes submitted to IGN dropped dramatically; no successful method was uncovered.
Photoshopped pictures of Mario with a green tint have been presented as evidence of Luigi being playable, but no one has been able to accomplish this feat in the game except by using a GameShark to make Mario green. Nintendo has consistently denied Luigi's playability, and never commented on the meaning of the supposed "L is Real 2401" except for an April Fool's issue of Nintendo Power. In this issue, the table of contents says that the cryptic phrase will be discussed, but the page number of the supposed article does not exist.
Among other Mario references, the suspicious texture reappears in Ocarina of Time, a game based on a heavily modified version of the Super Mario 64 engine.
Mario platform games | Nintendo 64 games | 1996 computer and video games
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