Game: Super Mario 64
Console: Nintendo 64
Developer: Nintendo
Release Date: 1st March 1997
The first 3D platformer in the Mario series, and one of the earlier 3D platformers in video gaming, Super Mario 64 introduced a lot of new concepts to the series and to gaming as a whole. The most immediately noticeable of the additions, aside from being in 3D is the camera control mechanism. Players can rotate the camera and zoom in and out on Mario using the C buttons and R button respectively. This gives players far more freedom when exploring courses and trying to complete objectives.
Instead of having worlds and levels as featured in previous Mario games, Super Mario 64 has courses which feature objectives, the completion of which earns players a star. There are 6 objectives for each course, as well as a star for collecting 100 coins in any given level. Counting bonus stars that are hidden around the castle there are 120 to collect in total, however only 70 are required to fight the final boss of the game.
At the start of the game Mario receives a letter from Princess Peach informing him that she has baked a cake for his consumption. Upon arriving at the castle however, Princess Peach is missing and Mario is told that he must collect stars to restore power to the castle. All of the true boss fights in the game are against Bowser and as plots go, it's pretty thinly held together in the same way the original Super Mario Bros. was. Perhaps it'd be nicer to have an incentive that's more appealing than cake to spur Mario on through 15 courses.
As more stars are gathered by Mario, more courses as accessible. With 7 stars available on each main course, it's not particularly difficult to amass the required number of stars to beat the game (in fact it's possible to win without even entering 5 of the courses). This isn't to say that the objectives given are easy but there's certainly no shortage of them.
The courses themselves are nicely varied featuring water, snow, lava and more complex concepts such as time passing inside of a clock at differing speeds, enemies and items of differing sizes, and a few others. On each of the 15 main courses there's a lot to explore and gameplay feels far less linear than that of the 2D platformers in the series. To access each course the player must jump into paintings around Princess Peach's castle, some of which will take a little finding.
Objectives are given a title on the pre-course screen which can help the player get an idea of what needs to be done. In some cases it'll be obvious and other objectives will take a little more searching. In the same way, the amount of time and skill needed for each objective can vary greatly; from climbing to the top of a simple mountain to reaching and defeating a mini-boss. An impressive feature of the objectives is that hardly any are recycled from course to course, save for finding the 8 hidden stars.
Mario is controlled via the analog stick only on the N64 controller which gives far more control over his finer movement than a d-pad would be able to. Combined with the camera controls, this gives the player far greater scope to explore the levels and tackle platforming challenges put before them, especially in three dimensions. While the camera control doesn't always work as needed, it's not very often that you'll find yourself in a tricky situation camerawise.
In addition to the analog control, Mario also gains some new moves in this game. Wall jumping, backflips, and long jumping are just a few of the new manoeuvres which not only make good use of the N64 controller but are easy to pull off and compliment the level design to bring new challenges to the player. By the time you're ready to face the final battle, it'll feel as if you're able to see Mario through any parkour based challenge imaginable.
Unlike previous games of the series, Mario can take a decent amount of hits from enemies before losing a life. The power meter drains different amounts depending on the enemy you take damage from, and proving it's not something that can kill you in one hit Mario is able to collect coins to nurse himself back to health. One situation in which this system is a little weak is the water levels, as the power meter doubles as an air meter. Rising to the surface to breathe can cure any damage that Mario has taken, making water levels much easier.
Many enemies from previous games feature in Super Mario 64; Goombas, Shy Guys, Boos and others all make an appearance and work in a similar way to previous installments. There are even friendly Bob-ombs who will prepare canons to help you on your way. Power-ups also return in a way; once certain switches have been pressed Mario is able to get a new cap and turn into a flying, metal or "vanish" version of himself. Certain stars require the player to have unlocked these caps to reach them.
Graphically the game is impressive for the era and feature nicely styled 3D designs of previously 2D parts of the Mario universe. From a modern standpoint some of the textures can look a bit pixellated or blurry at times but overall it's bearable. Musically Super Mario 64 excels with many different course themes and variations on previous themes from the series. The voice acting is also generally good, although its mainly Mario's clips that you'll be hearing.
Overall this is a great example of a 3D platformer, even 17 years after its release. With many courses and secrets to explore and discover, imaginative objectives and level design and a great soundtrack, there's only a few minor issues which can be counted against it. Perhaps a little to easy in places, with occasional camera issues and a sense of a game that's finding its feet in a new world of games it's still well worth a play.
Rating: 87/100
Grade: B
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