Super Mario 64

released on Jun 23, 1996

The first three dimensional entry in the Mario franchise, Super Mario 64 follows Mario as he puts his broadened 3D movement arsenal to use in order to rescue Princess Peach from the clutches of his arch rival Bowser. Mario has to jump into worlds-within-paintings ornamenting the walls of Peach's castle, uncover secrets and hidden challenges and collect golden stars as reward for platforming trials.


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the wing cap triple jump is so deeply ingrained into my brain it makes its way into my dreams sometimes

Revisiting SM64
In the Summer of 1996 I was 15 years old. One afternoon I wandered into the local Blockbuster (RIP) to browse the used video games they had for sale. That's where I first crossed paths with Super Mario 64 (and the Nintendo 64 for that matter), which was prominently displayed on the large demo machine near the entrance. At this point I had already developed a bias against 3D video games, not because of some perceived, inherent inferiority to two dimensions, but because in their pioneering state they were so aesthetically unappealing. I saw them as a new phase in gaming that simply wasn't ready for consumption. So when I approached the demo and lifted the Nintendo 64 controller I did so somewhat begrudgingly. It took about 5 minutes before I was hooked. Once it arrived at my home I devoted a weekend to acquiring all 120 stars, my eyeballs glued to the screen.
24 years later I revisited SM64 on the Nintendo Switch. Quite quickly the mechanics and acrobatic maneuvers came back to me. And while the blurry textures and blocky world looked even blurrier and blockier than memory, the dated piece that made me cringe and grumble the most was the camera. Back when 3D games started, solving for the camera was always a hot topic, and was so for years. In so many of these early 3D games the camera would collide with walls, zoom in and out unexpectedly, and unhinge left and right as the player traversed through the world. It was a time when providing two camera styles plus the ability to zoom in and out was considered groundbreaking. It made me wonder: If it wasn't for my nostalgic ties to SM64 would I have tossed this relic aside?
While the camera is clearly the worst aspect of SM64, it's the combination of the camera and the looseness of Mario's movements that cause the most pain. This is a platformer, albeit a more open world version of one, and with platforms comes pits. What this translates to is countless perilous moments where I am on the brink of reaching my goal just to end up slipping off a narrow, jagged polygon. I suspect I died just as much 24 years ago as I did with this recent play-through, but the difference is that way back then I interpreted these moments solely as challenging, whereas today I see them as both challenging and frustrating.
Camera and slippery Mario aside, this game is still extremely playable. It's such a delight to control the ninja flipping Mario and to collect stars within the expertly crafted levels. The designers smartly placed a variety of challenges in each course, and while they hint to what star to search for next, they left it up to the player to discover them in the order that they please. And each environment has its own special flare and theme, so moving between courses always feels fresh.
Next up I have Super Mario Sunshine and Super Mario Galaxy. I'm told that the former has similarly frustrating camera and control problems, and since I have never played either of these games this will be an interesting test to see if I have the patience to play SMS all the way through. Here we go.

On peut rejouer à Super Mario 64 plusieurs décennies après qu'il n’a pas toujours pris une ride, c’est à ça qu’on reconnait les vrais chefs-d’œuvre ! C'est un classique indémodable du jeu vidéo et c'est un jeu qui aura pratiquement défini les bases d'un genre à lui tout seul.

ficou datado mas ainda dá pra se divertir