Super Mario 64 Retrospective

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My issue with King K’s videos is that it seems like he never really adds anything new to the conversation about a single game. He’s a good writer and has a really good radio voice, but I’m always left wondering why these videos were worth making when I feel like I’ve already heard everything he has to say about a game.

👍︎︎ 39 👤︎︎ u/yoko19191 📅︎︎ Nov 19 2017 🗫︎ replies

I respect this guy's effort, but after watching a lot of his videos I've noticed he has the same internet complex that all these other YouTube guys have. They parrot the same criticisms of the games as everyone else, they add hardly any new insight, and they have a tendency to ramble and make an effort to have their opinion stand out.

Like KingK is the typical guy that hates skyward sword and Fi, didn't like BotW all that much because of the usual shit like the weapons breaking, and vastly prefers Majora's Mask over OoT. To me, it's all just so typical.

👍︎︎ 10 👤︎︎ u/TAG_Enigma 📅︎︎ Nov 19 2017 🗫︎ replies

I really like KingK's videos for his perspectives and how well put together they are, but I always feel like his relative youth shows through when he talks about older games. IIRC, he's around 19 years old (yeah, with that voice, what the fuck), so I think that helps explain his Mario 64 DS favoritism - he played it as a kid. I'm just a few years older, but I played the original Mario 64 as a kid, and so its controls and everything are incredibly natural to me because it's one of the first games I ever played.

👍︎︎ 32 👤︎︎ u/PlayMp1 📅︎︎ Nov 19 2017 🗫︎ replies

KingK is definitely an up and comer. I feel his work ethic and consistency are great, but if I were being critical, I'd say the quality of his content gets propped up by his presentation more so than his actual insights.

This isn't to say Kingk's stuff is bad or shouldn't be supported, but I feel as though his content hasn't given me the same level of insight as Matthewmatosis or Joseph Anderson. Maybe that is an unfair comparison, but its done out of necessity since there isn't a lot of competition for 30+ minute, long-play analysis whereas sub 20 minute brackets are a dime a dozen.

To be more specific, I think KingK has a tendency to stay too high level (as in, broad). His videos tend to open with intros becoming of a persuasive essay and he often overuses ideas to the point of losing their value. Matthewmatosis could have titled his Bioshock Infinite critique as "Bioshock is Space Invaders", but the point, imo, becomes superior as a footnote rather than the core idea of why MM says Infinite doesn't work. Contrast that with KingK's connection of Prime 2 to the concept of an "ideal sequel" and you got yourself the format of a 10 minute idea being hammered out to 30.

To sum it up, his content often feels forced (maybe even too subjective?). I'll keep checking out his new stuff since he does put out a lot of content, but as is, I feel he hasn't fully tapped the potential of the format.

👍︎︎ 9 👤︎︎ u/FunCancel 📅︎︎ Nov 19 2017 🗫︎ replies

Homie if you're only 19 years old, the video is pretty impressive and I think you have a bright future in this kind of stuff but your style is incredibly lofty and too similar to the rest of the gaming youtubers. After five minutes I found your banter to be annoyingly superficial and had to shut it off. Nice radio voice though - could work on some enunciation.

👍︎︎ 10 👤︎︎ u/CUCUC 📅︎︎ Nov 19 2017 🗫︎ replies
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Legacy… when I think about Super Mario 64, this  is the first word that springs to mind. You’ve   been told countless times, so I won’t belabor the  point; suffice to say, Super Mario 64 is one of   the most important games ever made. It shaped game  design, it shaped childhoods, it shaped an entire   industry: and that’s powerful. For being the  first of its kind, Mario 64 is revolutionary and   I don’t mean to discount that in anything I write  here today. It’s also worth mentioning I had the   pleasure of growing up with it on my Nintendo DS,  and I’ve completed it more times than I wish to   disclose. It has a special place in my heart, and  I’ll never forget that. Keep this caveat in mind   as you watch the video. I have some choice words,  and not all of them will be very friendly.   Super Mario in three-dimensions: the task couldn’t  have been easy. It’s hard to imagine the task was   even quantifiable in an age where 3D was but a  whisper; yet, there was one madman who figured out   how this italian plumber would make his polygonal  debut. The essence of Mario is simple: move from   left to right, avoid obstacles by jumping, and  collect power-ups for an advantage. Control is   certainly important, but Mario games are far more  dependent on their level design. It’s one of the   reasons level design analysis in this series is  so common, as it affects virtually everything:   pacing, difficulty, conveyance. Designing for 2  axes, in any game, inherently has less variables   to keep track of, which allows for a carefully  scripted experience. I use the word “scripted”   not with a negative connotation as it’s often  used today; rather, I use it to describe how   well 2D Mario games champion linearity. 1-1 has  been analyzed to hell and back, so I won’t bore   you with the details: this level is able to teach  you where to go, what and how to avoid, nearly   forces new players to interact with a power-up,  and to avoid bottomless pits. Nintendo knew the   game was the first of its kind, and carefully  scripted the level to account for anything and   everything a new player might try to do, in order  to teach them how the game works. “Conveyance” is   how it’s now defined, and Mario 1 began the trend.  Mario, is a challenge to overcome. Sequels added   new power-ups, new enemies, new stage hazards:  all in an effort to keep the spirit of Mario   alive in new-and-improved ways. Once you get to the “3D Question”,   though… you have to throw all of this build-up  out the window. Introducing the z-axis has a   profound impact on series evolution, and the  magnitude of the change can’t be overlooked.   Attempting to “script” levels is much harder; no  longer is accounting for the player’s actions as   simple as left, right, jump; now it’s left,  right, forward, back, jump left, jump right,   jump forward, jump backward, move diagonally,  jump diagonally. The more options a player has,   the less control a developer has on how that  player interfaces with any given level.   The thesis of Super Mario 64 then, as I see it,  is “freedom”. We can’t force players to do any   one thing: so let’s build sandboxes where they can  do anything. Thus, progression goalposts are moved   from “make it to the end” to “complete a list of  objectives”. Controls are widened to encompass   not only moving and jumping, but also jumping  longer and higher distances, using long jumps,   backflips, side jumps, and triple jumps. Add a  different way to interact with enemies, since a   jump won’t always be as precise: punches, kicks,  and dives were all implemented to counteract this   problem. How should we incentivize players  to dispatch enemies, as they’re now easier   than ever to avoid altogether. Simple: drop a  coin when an enemy dies, with special enemies   dropping a blue coin that adds 5 to your total.  Coins restore health and contribute to a counter,   which gives you a Power Star when you reach  100 in any stage. Power Stars are used to open   progression locks to new areas and boss fights,  allowing you to pick and choose where you’d like   to go depending on how many of the 7 Power Stars  you collect in each level. Nintendo thought of   everything: every limitation and advantage  when venturing into the third dimension,   and effortlessly adapted to the new limitations.  Models taking up too much space? Use bilinear   filtering to upscale the textures, and develop  sandboxes to save on the limited cartridge space.   It’s clear exactly where they placed priorities  on the new project, fine-tuning Mario’s movement   before designing anything concrete. I recognize, when the game was released,   it was a truly impressive feat. Most games  weren’t as lucky during the transition,   and ever since have been struggling to find their  footing. Sonic Adventure, while solid enough to   warrant a sequel in a similar style, didn’t seem  to establish the firm foothold SEGA desired for   the hedgehog. The path from Adventure to Forces  is a path filled to the brim with changes, and   not all of them good. Sunshine onward, however,  has been more or less faithful to 64’s premise,   only swapping out a few of Mario’s moves,  and slightly altering their level design   philosophies. Ultimately, 3D World Mario still  does most of what 64 Mario does best: running   and jumping to complete objectives. The only  major difference being that sense of freedom.   Super Mario Bros. has incredibly simple  progression goals: make it to the end of a stage,   do this for every stage in the game (barring  hidden warps), and defeat Bowser. This was   consistent with Mario 2, 3, and World,  but was completely scrapped for Mario 64,   outside of a select few levels. Each “course" in  Mario 64 has a degree of choice absent in previous   titles. While level selection choice was always  customizable with hidden warp pipes that allowed   you to skip entire worlds, Mario 64 makes it more  of an apparent choice than a hidden secret. It   introduces the concept with numbered star doors,  egging you to open said doors the moment you have   enough stars. It teaches the player to seek  out new courses at every turn: to move on to   a different flavor if the current one proves too  challenging. You can’t get the hang of the Snowman   mission in Cool, Cool Mountain? That’s fine,  because you can just open the door to Jolly Roger   Bay and check out what lies beyond that painting.  The star count needed to fight each version of   Bowser is fairly lenient, so skipping over stars  you can’t figure out is encouraged. As long as   you reach 70 stars, you can fight the final boss  and beat the game. On a second playthrough, maybe   you’ll stockpile stars in Bob-omb Battlefield,  so you can access Jolly Roger Bay right away,   as opposed to visiting both Whomp’s Fortress  and Cool, Cool Mountain beforehand. It’s even   easier in the later sections of the castle,  which aren’t hidden behind doors: rather,   they’re all placed for you to choose between. It  reminds me of the level select in Crash 2 and 3,   except spread out through the castle, begging you  to explore for new worlds. There are secret stars   in the castle, as well as entire levels hidden  behind invisible walls. Nintendo wanted players   to search and compartmentalize the layout of  Peach’s Castle. You develop a sense of familiarity   with this hub that no World Map could ever hope  to rival. I’d wager without any of the secrets,   the castle would lose a lot of its charm. The courses all share this principle, and they’re   what kickstarted the idea of a “collectathon”.  Everyone talks about Bob-omb Battlefield,   so let’s buck the trend and use Jolly Roger  Bay as a gateway to breaking down Mario 64’s   level philosophy (though, in secret it’s just an  excuse for me to lay this fantastic piece in the   background). Our first mission, Plunder in the  Sunken Ship, involves swimming to the bottom of   a giant body of water, luring Unagi out of  his resting spot, entering the sunken ship,   draining the water, and collecting the Power  Star at the top. The mission name, “Plunder in   the Sunken Ship” is all the guidance you need to  surmise where and what to do, but it’s only that:   guidance. No waypoints or tutorials, it expects  you to find what you’re looking for on your own.   “Treasure in the Ocean Cave” and, “Blast to the  Stone Pillar” can be completed on this first run,   if you’re so inclined. “Can the Eel Come Out to  Play?” and “Red Coins on the Ship Afloat” can   only be completed after you’ve cleared “Plunder  in the Sunken Ship”, because mission selection   is sequential: that is, you can’t select a  later mission until clearing every mission   that comes before it. The only way to complete  these two missions is to at least select, “Can   the Eel Come Out to Play?” so that the ship, now  having lost all of its water, can rise to the top,   allowing you to access two red coins. Small  touches like this contribute to what little   story progression the game has, and is present in  almost all of the levels. My favorite example is   the third rolling ball in Bob-omb Battlefield,  said to be the corpse of King Bob-omb after you   beat him in the first mission. The one anomaly to  this mission structure is “Through the Jet Stream”   which can only be completed once you’ve unlocked  the Metal Cap in Hazy Maze Cave. “Mario Wings to   the Sky” in Bob-omb Battlefield, and “Into the  Igloo” in Snowman’s Land operate the same way,   requiring the Wing Cap and the Vanish Cap  respectively. I take umbridge with inclusions   like this, as they prevent a clean run-through  of a level on your first visit, and usually   offer very little in the way of mechanical skill.  The Vanish Cap and Metal Cap are disguised keys,   allowing Mario to sink through jetstreams and  walk underwater, or phase through specific level   geometry. As you can imagine, they only really  serve to activate underwater switches and phase   through one or two walls. The Wing Cap is the  exception, requiring a completely different   control scheme based on moving up and down to  keep your height and flight speed. I’ll be honest,   I’ve never been able to get used to this archaic  control scheme for some of the trickier secret   levels, which require near impossible dexterity to  collect the floating eight red coins; however, in   regular stages, they present rewarding challenges,  such as collecting 5 floating coins in Bob-omb   Battlefield, and for reaching the stone pillars  in Shifting Sand Land, since neither of these   courses force you to fly above bottomless pits. I  largely see the inclusion of the Vanish and Metal   Caps as pace-breakers, especially in earlier  levels, but they appear so infrequently that   they’re relatively unobtrusive to clean runs. Some levels, like Tick Tock Clock and Rainbow   Ride, can be fully completed your first time  through: the only problem is that the mission   design isn’t as free-form as earlier stages  like Bob-omb Battlefield, Whomp’s Fortress,   and Jolly Roger Bay. Tick Tock Clock, for  instance, is setup like a spiral staircase,   with a few alternate pathways jutting out  from that spiral staircase. This staircase   is a gauntlet of tricky platforming sections, and  seeing as you need 50 stars to access this stage,   I’d say the jump in difficulty is warranted.  The problem isn’t the gauntlet itself, but how   it mixes with the design of the 7 objectives. One  star has you complete about half of the gauntlet,   and another several go past that point, each  placed along branching paths to the top. You also   need to keep in mind there’s a 100 coin star to  collect along the way. On paper, this design works   fine, because you can theoretically backtrack  for another power star once you’ve collected one   from the top. Unfortunately, one issue prevents  this from working: collecting a power star boots   you out of the stage, forcing you to re-enter  afterwards. You know what that means? About 4 or   5 different times you’ll be completing part or all  of this linear gauntlet to the top, and one fall   into the abyss means an instant boot-out. This  form of difficulty isn’t inherently frustrating:   in any other game it would simply mean retrying  one linear objective from the beginning, the   same as older Mario games. In Mario 64, however,  pairing this punishment alongside a boot-out for   collecting a star and an overly linear progression  path makes for a set of stages that do not play   well with their own mission structure. Many of the earlier stages don’t suffer from   the same consequences because they embrace their  nonlinearity. The objectives in Jolly Roger Bay   are spread out across the level, and there’s a  fairly wide space used to bridge these objectives.   “Treasure in the Ocean Cave” is on the other  end of a tunnel you find at the bottom of the   seafloor, and this sea floor houses two other  stars to collect. Though you technically need   to travel underwater multiple times, it isn’t  nearly as difficult or time consuming because   the map for Jolly Roger Bay is flattened and  all of the objectives are closer together. That   doesn’t excuse the stages not having an option  to continue the level upon collecting a star,   even if it is much easier to jump back in and  do something different. You might argue that the   cute level evolutions are excuse enough to push  you out of levels, but there are a few holes in   that theory. First of all, with the exception  of Whomp’s Fortress, none of the changes to the   first and second stars are significant enough to  warrant kicking you out of the stage. King Bob-omb   disappearing and turning into a ball at the bottom  of the hill is hardly outside the capabilities   of the Nintendo 64, especially because he  disappears anyway upon his defeat. In fact,   Big Boo’s Haunt shows that it could have easily  done the change inside of the level and kept you   inside. Once you defeat Big Boo in the first  mission, a staircase in the middle raises up   so you can collect the star. Right there, it  changed mid-mission with little difficulty:   there is no technically motivated excuse for  it to boot you out. Even in Jolly Roger Bay,   since you’re inside of the ship when you drain the  water, you could just as easily leave the ship,   and load into the second version of the level  where the ship is floating on the water. It would   require an exit from the sunken ship, but I think  that’s pretty doable. The only iffy part of this   would be the tower in Whomp’s Fortress, as it’s  fairly huge, and you complete the first mission   right on top of it. I don’t know if the N64 could  handle rendering such a huge object right in front   of your eyes. In this case, I admit booting you  out of the level seems like the best solution,   but this change happens once in each level.  In some levels, there isn’t any change, and   to be frank, the tower in Whomp’s Fortress adds  nothing to the level except an extra platforming   challenge at the end of a platforming challenge  you already completed to defeat the Whomp King.   Seems as though the stage could have done without  this addition. The only stage where I can’t find   a suitable workaround is Dire Dire Docks. This  giant sub can’t just disappear, it wouldn’t make   any sense. In this specific instance, I’d say  booting you out of the level would work wonders,   since getting the first star in this level unlocks  Bowser for this section of the castle anyway,   so booting you out seems appropriate for this one  instance. Better yet, it’s implied that Dire Dire   Docks bridges into the Bowser boss section,  so maybe collecting the star in Dire Dire   Docks takes you into the Bowser section, but if  you lose or exit the course, you can enter both   Dire Dire Docks and the Bowser section whenever  you want. The Bowser boss section, funny enough,   is setup like a linear mario stage, so booting  you out upon death is far more understandable.   My point with all of that is to say: even in  situations where it would be difficult to keep   a player in a level, they could have found very  easy workarounds to keep players in each level. I   posit they forced players out of the levels to:  a) pad out the length of the game, since there   aren’t many levels; and/or b) to encourage players  to experiment with the different levels, instead   of fully completing them in one go; neither sits  well with me. Length was definitely an important   consideration when Mario 64 was released, and to  a large extent, still is today: this idea that   dollar signs should translate to hours played.  I vehemently disagree with this philosophy,   but it might have been silly of Nintendo to ignore  this aspect of the industry considering they’re a   business, so while I may despise padding, it’s  less the fault of Nintendo and more the fault   of the industry. As for encouraging varied  stage selection, I don’t think the design of   the castle really allows for seamless travel from  one world to another. I did mention that learning   the layout of the castle is inherently satisfying,  but travelling from world to world takes a little   bit more time than just jumping back into the  painting. I haven’t met a single person who, after   collecting a power star, wanders off to another  stage, only to repeat that process after getting   a power star in that stage. Maybe on your first  playthrough you’ll be encouraged to try out new   stages and come back to fully complete the game  later, but most people playing the game nowadays   probably opt for the clean sweep approach, even if  they might play the levels out of order. I can’t   speak for the gaming populace that did, or still  plays Mario 64, but I can speak for myself, and   I prefer clean sweeps of stages. I only switch to  a different stage if I absolutely need to. Bottom   line: booting you out of a stage for collecting  a star isn’t just a mere annoyance, it’s a   frustrating padding tool that doesn’t mix well  with the stage design, especially near the end.   Games like Banjo-Kazooie show that it didn’t need  to be done on the same console, though I suppose   in retrospect that’s an unfair comparison. Mario 64 faces a host of issues when it comes to   its level design, but overall I’d say it was more  a success than a failure. Many of the objectives   mirror treasure hunts through large, whimsical  sandboxes, and you gain a familiarity with them   the more you explore. 100 coin stars further  encourage this exploration, and it fits well   with the game’s conceit of “freedom”; yet, even  this star is restrictive in many situations. In   Tall Tall Mountain, there aren’t 100 coins in the  main section of the stage, so you must collect at   least some coins on the slide. If you enter the  slide too late and reach 100 coins while on the   slide, it’ll spawn right above you, rendering it  impossible to be obtained, even though you clearly   got 100 coins. A similar problem can occur in  Hazy Maze Cave when you’re hanging on monkey bars,   in which the star appears above the monkey bars,  a place you can’t access thanks to an invisible   wall. Outside of strange glitches, some stages  do not lend themselves well to collecting 100   coins. Rainbow Ride is one of the longest and most  difficult levels in the game, and while collecting   100 coins is certainly possible, there’s so much  room for error that it can be a royal pain in the   ass. Leaving the stage at any point, for any  reason, resets the coin counter back to zero,   and in a stage where the coins are spread out  across difficult linear platforming gauntlets,   it’s both time consuming and easy to screw up.  Combing for coins in stages like Hazy Maze Cave,   Tiny-Huge Island, Wet-Dry World, Bob-omb  Battlefield, Whomp’s Fortress, you name it: the   mission incentivizes exploration of the level, and  collecting the star doesn’t boot you out of the   stage, so you can easily do it alongside missions  like the eight red coins, killing two birds with   one stone. Luckily, with the exception of Jolly  Roger Bay and Dire Dire Docks, the highest coin   total is more than generous enough to allow a 20  to 50 coin room for error. In the case of Jolly   Roger Bay, there may only be 104 coins, but almost  none of them come from enemies, so the coins you   need won’t disappear. It also has a 4 coin net,  meaning that if you select a mission where the   sunken ship isn’t raised, you don’t NEED those  two floating red coins to reach 100. In stages   like Rainbow Ride, where coins can  easily fly off the edge of the level,   the coin total is 146, surprisingly lenient. As for other objectives, they’re usually quite   creative. Luring Unagi out to steal the star on  his tail, racing Koopa the Quick to the top of   Bob-omb Battlefield, entering Tick Tock Clock  at the right moment to stop time and collect   the eight red coins, In fact, collecting eight  red coins in any stage is a great challenge,   even in the more linear Bowser sections.  Boss missions don’t fare very well, but I at   least appreciate that all of them are dealt with  somewhat differently. You defeat King Bob-omb by   getting behind him and throwing him, you defeat  the Whomp King by ground pounding his back,   you defeat the big bully by pushing him into the  lava, and you do the same with the ice bully, but   on slippery terrain. Bowser uses the same concept  as King Bob-omb, but you have to time when you   throw him so he hits a bomb, and while I’m not a  fan of fighting him three nearly identical times,   I do appreciate how difficult it can be to  get the timing down on when to release him.   The only missions that could have used tweaking  are missions like “Blast Away the Wall” which is   so borderline cryptic that I’m honestly surprised  people even figured out what to do on their own:   I know I didn’t. Other secrets, like stopping time  in Tick Tock Clock, can be observed whenever you   enter the stage, but this secret in Whomp’s  Fortress has no build-up besides the mission   title as a vague hint. Thankfully, this is really  the only severe instance of obtuse mission design,   other stars that come close like the secret  wall in Tall Tall Mountain could theoretically   be figured out quite easily on your own with  enough patience, given the title of the star   is “Mysterious Mountainside”. Each stage nails a  distinctly “Mario” design, from a grassy plain,   to an underwater paradise, to an ice cap,  to a haunted mansion, to a level inside a   freaking clock. Koji Kondo really outdid himself  here, even if one or two songs outstay their   welcome. More than ever before, each world  in Mario 64 is memorable in their own way,   far more than levels in previous Mario games, and  exploring each of them for Power Stars reinforces   that in your memory. Level geometry could  easily be memorized in previous Mario games,   but never before has a first visit to a world  left such an impression in the same way Mario   64 manages thanks to its expansive level design,  unique art direction, and memorable composition.   Outside of a few issues, Mario 64’s level  design is solid: and you’d think we could end   it here. After all, I did mention that Mario  games live or die by their level design.   2D Mario is generally well-received because it’s  almost unparalleled at marrying control with level   design, and that’s been consistent across the  series. You may need a few levels to get used to   how his movement and jumps work, but once you’re  used to the control scheme virtually no issues   arise. This is the chief difference between a game  like Mario 3 and Mario 64. Control over Mario is   by no means terrible, but its imperfections  inhibit the game in many not so subtle ways.   Largely, the work put into Mario’s controls paid  off in spades. It’s certainly responsive in all   the areas that matter most, and it easily could  have been worse. Mario moves where you tell him   to move, jumps where you want him to jump, punches  where you tell him to punch. Thanks to the newly   introduced analog stick, controlling Mario’s  speed is as simple as how much you push the   stick in any direction. A wide array of moves now  allows Mario to pull stunts he’s never been able   to before. Some are intentional, such as long  jumping to clear large gaps and get around the   environment quicker; or there’s the triple jump,  which combined with the wall jump can get Mario   to higher areas. Playing around with his moveset  is indescribably fun, and many of my fond memories   as a child exist screwing about in Peach’s Castle.  I’d try to get on top of the castle before I was   supposed to, and recently I discovered the joy  of backwards long jumping up the set of endless   stairs in the N64 version. Of course, these  aren’t intentional, but it doesn’t stop them   from being fun to pull off. Moves like the dive  can attack enemies without forcing Mario to stop,   keeping his momentum, but it can also be used  after a jump to increase Mario’s speed in an   instant. Side jumps can throw Mario away from a  ledge if he’s travelling too quickly toward it,   and can be combined with a wall jump to reach  higher areas. You aren’t forced to pull off any   of these maneuvers, as there’s always a safe way  to move around. The backflip is a safer, easier   option than the side jump, at the cost of its  reduced speed. Mario’s regular running speed is   sufficient to complete levels, and until the end  of the game, regular jumps will clear most gaps.   For those who can get used to the control scheme,  each move will flow seamlessly into one another,   allowing you to quickly glide through the level  geometry. Believe me, the speedruns of this game   are insane. In this sense, the control scheme  works perfectly, but it’s that little caveat   that’s hard for even me to accomplish:  getting used to these damn controls.   I wouldn’t consider anything about the control  scheme to be broken, but there are so many little   quirks that come close to ruining the tighter  platforming stages. Turning, for instance,   isn’t always automatic; instead, Mario will  sometimes turn in a semicircle. On smaller   platforms this can be a death sentence, and it’s  led to my death on more than one occasion. If   you’re used to the control scheme, you can learn  to halt your movement before you start turning,   but it’s a lot harder than it sounds. I’ve been  playing this game for years, and I still struggle   to condition myself to stop on platforms. Problems  extend to his other abilities too. Activating a   side jump is slightly finicky, because you need  to build up enough speed, and jump the instant   you flick the analog stick in the opposite  direction. It’s surprisingly easy to flub   on smaller platforms where you don’t have a lot of  lead time. Similarly, the timing for the wall jump   is far too strict. Mario will bounce off of walls  the moment he touches one, meaning you need to   do another jump the moment you hit that wall, or  you’ll fail. Bouncing off walls can impede normal   platforming as well, bouncing you off of a wall  because you’re just short of the ledge. Mario’s   jump is easily course-corrected forward and  backward, but trying to move him from side to side   while in the air is nigh on impossible, meaning if  you overshoot a platform, there’s almost no way to   correct that mistake like you could in previous  games. Again, these issues aren’t much to worry   about until you get to stages like Tick Tock Clock  and Rainbow Ride, where precision matters. It’s   clear they were crafted with more open stages in  mind, and they work wonders for said stages.   I can deal with these controls to some extent, but  it’s the camera that really ruins the batch. It   was designed to work with the N64 C-buttons, and  it’s also contextualized in the world by Lakitu,   because camera control was a novel concept  back in 1996. Lakitu can’t collide with the   level geometry, so if you try to get him to  move somewhere he can’t be, he won’t move   there. In addition, the control of the camera is  extremely limited: you can move it left to right,   and you can zoom in and out. Pressing the R  button also zooms the camera right behind Mario,   assumedly to correct the strange angles of the  camera. None of these positions are ever ideal,   and each time I got the camera where I wanted,  it was always just close enough, but not quite   where I needed it to be. Unfortunately, I have  no idea how they could have rectified this. Full   analog control is basically a no-no since the N64  controller only had one analog stick, and trying   to add up and down movement would probably  be a nightmare for anyone new to 3D games.   Keeping it simple was definitely the right move,  it just creates a less than ideal experience.   That said, it's a limitation that could have been  developed around. They didn't have to make stages   like Tick, Tock, Clock or Rainbow Ride with  tricky platforming. They could have focused   on stages like Bob-Omb Battlefield, or Dire,  Dire, Docks, or Lethal Lava Land: all 3 of these   stages focus on their objectives in a sandbox,  and there aren't any bottomless pits to worry   about. You might raise the question: how do you  balance the difficulty without levels like Rainbow   Ride? Simple: make more levels Whomp’s Fortress or  Tall, Tall Mountain. These levels focus on height,   and falling down isn't an immediate boot-out: you  just need to climb back up again. They had the   technology to save upon collecting a star, so they  could have made stages like this without worrying   about repetition, if only they didn't boot you  out of the stage upon collecting a star.   Though, I suppose if we're fixing the difficulty  while keeping in mind that stars boot you out of   a stage, we can turn our attention to the Bowser  boss battles. These stages are linear by design   and are the closest to traditional Mario that  64 ever reaches. These can be quite difficult,   whether you fall to a lower segment, or fall  off the stage entirely. There's certainly   tricky platforming, but it doesn't encompass  a stage you'll be exploring for hours. Each   of the Bowser stages are short, self-contained  platforming stages, so the punishment of death   isn't as severe. Using more stages like this could  have worked, even if there were only a few more of   them. It might still highlight the imperfections  of the control scheme, but the levels are short   enough that it doesn't end up mattering. Now, allow me to launch into a debate, one that   will no doubt get me lynched. How revolutionary  is analog control? Maybe that’s not the right   question, it was definitely revolutionary. Let me  rephrase: how useful is analog control? We’ll use   the Nintendo DS remake as a point of comparison:  analog vs. digital movement. Firstly, we need to   explain what makes analog control so special. It  allows Mario to move at various different speeds   in all directions based on how far you push the  stick. If you only nudge it, Mario will do a slow   walk, but if you whack that sucker, he’ll run at  his fastest speed. This eliminates the need for a   run button, and gives Mario a more natural sense  of control in a 3D environment. In this specific   context, I don’t feel Mario 64 necessarily  benefits from an analog stick. I’ve already   outlined my problems with the controls, and in  the tighter platforming sections, I sometimes   wish I had an easier time adjusting my speed and  turn angle. This is where the DS remake comes in,   and I’m about to make a statement lots of people  aren’t going to like: I prefer how the remake   controls. Yes, even on a d-pad. Let me be clear,  I prefer analog in general, but in this specific   circumstance I opt for digital. Mario 64 DS has a  run button, which means you can shift between two   speeds. This doesn’t harm the game in any way,  it just isn’t a natural way for you to control   Mario’s speed. It worked fine for the 2D Mario  games, and it works fine here. I prefer it for   those trickier platforming courses. I definitely  appreciate that I can hold my thumb in a direction   with full pressure without making Mario go too  fast. I don’t need to worry about accidentally   bumping the stick too much launching Mario off the  edge, and I can control his speed with the press   of a button. In my brain, this setup makes more  sense and is easier for me to get to grips with,   even though it’s imperfect. I would much rather  have an analog setup; provided Mario 64 controlled   perfectly in the first place. Without the  small annoyances the control scheme has,   maybe this would be a different story. Sunshine  certainly proves that I prefer analog control   when the game utilizes it correctly. Mario can now  slide along walls, meaning the wall jump timing is   much more lenient, and I could swear the side jump  is a bit easier to pull off. The camera gets the   same treatment: while functionally the same,  the L button centers the camera behind Mario,   meaning you always get your desired angle. No more  fumbling around with Lakitu: much like with the   3D Zelda games, there’s a dedicated button for  centering the camera that completely bypasses   the dated elements of said camera. Despite growing up with Mario 64 DS,   it’s my preferred way to play because of the  new content, better controls, updated graphics,   and handheld form factor. I’ve never cared about  the smaller screen size or the lack of aliasing,   so it’s always been a perfect fit. You get the  full majesty of the original game on the go,   with 4 playable characters, 30 new stars, a  mini-game rec room, and local multiplayer with up   to 4 people. We can argue ‘till the cows come home  about just how much that all adds to the game,   but there’s nothing I can discern from any of it  that detracts from the experience. You could say   that Luigi, Wario, and Yoshi don’t have an awful  amount going for them in comparison to Mario. They   lock the vanish and metal caps behind Luigi and  Wario respectively, as well as power-ups exclusive   to Mario and Yoshi that further complicate  this web of progression gating the original   only teased you with. Switching characters  forces you into the rec room, so you can walk   through the character’s door to switch, and run  all the way back to the painting to complete one   objective. If it was a metal cap objective,  you’re gonna want to switch back afterwards   because Wario isn’t fun to use in the slightest  compared to Mario, Luigi, even Yoshi. That said,   you rarely ever have to change, and at least Luigi  and Yoshi are good for breaking up the pace. There   are very rarely points where you are required to  switch off Mario, and that’s the important part.   None of the new stars take anything away from the  game, even if some of them are underwhelming.   I love all the mini-games and used to play  the multiplayer a lot, but I’d be lying if I   told you that’s why I prefer the DS remake. The  reason I prefer it is because it looks better,   plays better, has more content, and… I grew  up with it. I don’t let nostalgia blind me,   but I’ve gotten much more use out of the DS  control scheme than I have the N64 control scheme.   I’ve given the N64 control scheme enough time  for me to reach a conclusion on its limitations,   but I’ll never truly be in touch with my younger  self like so many others who grew up with the N64   version. To them, the N64 controls are buttery  smooth, and the DS remake mutilates them. I   bring this up in part to prove that Mario 64 is  revolutionary, but that doesn’t make it flawless:   in fact, in many cases, something that’s  revolutionary is rarely flawless.   Mario 64 is important, but it’s been eclipsed by  all of the Mario games that have come after it. It   was an experiment, a tech demo to see if they  could pull off his gameplay in 3D. It worked,   I would never try to claim it didn’t work.  There are just some caveats to that statement.   The level design philosophy is sound, but the  implementation is flawed; the controls are fine,   but some of their quirks ruin sections of  the game; the objectives are mostly fine,   but a fair few of them promote an absurd  degree of padding. Mario 64 is important   for so many reasons, to so many people, but it  certainly was the first of its kind. I respect   it for what it is, what its done: but it's  definitely not my favorite Mario game. It   isn’t to disparage 64: each of the game’s  sequels had the chance to learn from 64,   a luxury 64 didn’t have. It’s the perfect example  of a game that suffers from “First Game Syndrome”   a pattern I’ve coined to mean that first games  are almost always eclipsed by their sequels,   and this is definitely one of those cases. I  still enjoy it, I still fully complete it every   once in awhile, but there’s no doubt in my mind:  this has been done since, and done better.
Info
Channel: KingK
Views: 785,884
Rating: 4.7508445 out of 5
Keywords: Super Mario 64 Retrospective, Review, Mario, KingK, Critique, Commentary, HD, 1080p, Retrospective
Id: BRAKFmTcxfI
Channel Id: undefined
Length: 32min 41sec (1961 seconds)
Published: Fri Nov 17 2017
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