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Super Mario 64





CVG Information

  title Super Mario 64
  developer Nintendo EAD
  publisher Nintendo
  designer Shigeru Miyamoto
  released June 23 , 1996 <br> September 29 , 1996 <br> March 1 , 1997
  genre Platform Game
  modes Single Player
  ratings ESRB : K-A (Kids to Adults)
  platforms Nintendo 64
  media 64 Mb (8 MB ) Cartridge
  requirements Nintendo 64
  input Nintendo 64 Controller


''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 made available as a Launch Game for the console. As the Nintendo 64's Flagship Killer Game , it drove initial sales of the console, and has sold over 11 million copies in total.1

''Super Mario 64'' was the first 3D game in the Mario series, and though it was not the first-ever 3D Platformer , it revolutionized and defined the genre, much as '' Super Mario Bros. '' defined the 2D sidescrolling platformer. Indeed, ''Super Mario 64'' was considered so revolutionary that many consider it the benchmark for all later games in the genre.

In going from two to three dimensions, ''Super Mario 64'' replaced the linear obstacle courses of traditional Platform Game s with vast worlds set up with multiple and diverse missions, with an emphasis on exploration. While doing so, it managed nonetheless 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 .


GAMEPLAY

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Mission

As in the earlier Mario titles for the NES and SNES , Mario has to save Princess Peach from Bowser . To do this, Mario must find power stars scattered throughout Peach's Castle , of which there are 120. Collecting 70 stars allows Mario to fight Bowser for the final time, and finish the game, but a secret reward awaits players that collect all 120. The castle itself serves as a central hub; most stars are found in numerous courses, which are often accessed by jumping into paintings found in the castle. If a player collects all 120 stars, the player would be able to access Yoshi on the roof of the castle, who would grant the player 100 lives and an improved triple jump, so as to make it easier for the player to explore the various levels. A new end-message, viewable when the player defeats Bowser, would also become available.


Basic controls


Mario can perform a large variety of actions. 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 category of moves. In addition to regular jumping, there are multiple 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 Jump ing, jumping from one wall to another in rapid succession to reach otherwise too high areas.

Additionally, Mario has a number of physical attacks other than jumping. Mario's standard attack is the Punch , and attacking in the air becomes a kick jump. 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). Mario 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. Mario's 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.


Tasks, aids, and obstacles

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Each course is an enclosed world of its own. The player is free to wander around and discover the environment, 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 find and pass various challenges in each stage. The challenges themselves vary; generally, Mario needs to defeat a Boss , overcome obstacles, 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:

; Caps
: Numerous stars throughout the courses can only be obtained by using one of three special caps. The first is the Wing Cap, which enables Mario to fly. The Metal Cap makes him immune to ordinary damage (including drowning and fire, but not falls) and allows him to withstand wind gusts and walk normally underwater. Finally, the Vanish Cap renders Mario partially immaterial, allowing him to walk through some obstacles such as wire mesh. The caps are obtained from cap blocks found around the courses, which must be activated from special cap courses before they can be used.

; Slides and races
:On several occasions, Mario must race an opponent or against the clock. This includes sprinting by foot against a Koopa Troopa named Koopa the Quick, and riding down long slides loaded with curves, jumps, and endless pits on all sides.
; Bosses
: Many courses contain a star guarded by a Boss .
; Cannons
: In some of the courses, Mario can unlock Cannon s by speaking to the pink Bob-omb Buddies that operate them. After Mario crawls down into a cannon, the player can aim anywhere in the sky and shoot Mario off to reach far-away places. Combined with the Wing Cap, cannons can be used to reach extremely high altitudes or fly across most of a level quickly.
; Coins
: In each course, one star is obtained by gathering at least 100 Coin s. Another is obtained by collecting eight special red coins.


Courses

The castle consists of three floors and a basement, a moat, and a back garden, which all contain entrances to main or special courses. As Mario gains access to new floors the courses increase in difficulty. To go farther than the first floor, Mario must obtain keys by defeating Bowser in special courses called Bowser in the Dark World and Bowser in the Fire Sea. The third encounter with Bowser, Bowser in the Sky, ends the game.

Some paintings have unique quirks, such as sections of the painting that have different effects on the level when jumped into. The secret courses are largely found by jumping into out-of-the-way paintings, looking at different areas of the castle, or falling into holes.

The 15 main courses are the following:

; First floor
  • Bob-omb Battlefield, a bright grassland following the tradition of first courses from earlier ''Mario'' games. Here, Mario meets the friendly pink Bob-omb Buddies, who are at war with the black Bob-ombs. The black Bob-ombs are led by Big Bob-omb, who waits at the summit of a mountain as a Boss Character , guarding the first star in the game. In this course, Mario meets a Chain Chomp and Koopa the Quick for the first time.

  • Whomp's Fortress, a fortress floating in the sky. Here, Mario encounters Piranha Plant s and the Thwomp s as well as their larger, walking Whomp variations. One of the stars requires Mario to grab the talons of an owl (called a Hoot), ride it into the air, and drop off onto a platform high above the fortress (or use the cannon).

  • Jolly Roger Bay, an underwater course centered around a sunken Pirate ship and the treasure within and about it. A monstrously large Eel named Unagi also lives here.

  • Cool Cool Mountain, the first of two snow-themed courses in the game, featuring some Penguin s in need and various snowy enemies. Additionally, there is a Penguin that will race Mario down a slide for a star. After collecting all 120 stars, Mario is able to race a tougher version of this Penguin, though he does not receive anything for his efforts.


'''s Desert Hill.]]

; Basement and back garden
  • Big Boo's Haunt, a Haunted House that features various Boo s and other frightening enemies like Mr. Is. Among the many haunted things in the house, there is an evil Piano that grows teeth and attacks Mario if he gets too close, a Library whose books hurl themselves at him, a haunted Carousel , and a room filled with coffins that stand upright when Mario gets near, and then fall back down, squishing anything beneath them.

  • Hazy Maze Cave, a complex of caverns, reminiscent of dungeons from earlier ''Mario'' games (and using a variation of the same music). There is a friendly sea monster, a mine area filled with poisonous gas, and plenty of Monty Mole s and Swoopers , and the odd flying Snifit.

  • Lethal Lava Land, consisting of platforms above a sea of Lava , as well as a volcano that Mario can enter. The sea of lava makes this area difficult to traverse.

  • Shifting Sand Land, a desert that is home to a labyrinthine Pyramid as well as a cap-stealing Vulture named Klepto and the fearsome Eyerok. It is reminiscent of the desert courses in '' Super Mario Bros. 2 '' (also featuring Shy Guy s and Pokey s) and '' Super Mario Bros. 3 ''.

  • Dire Dire Docks, another underwater course. This one involves two main areas separated by a tunnel and a Submarine that belongs to Bowser.


; Second floor
  • Snowman's Land, the second of two snow-themed courses, centered around a giant climbable Snowman mountain. The mountain, bizarrely enough, can talk, and if Mario walks in front of its face (without the protection of a very large Penguin, at least), he will be blown off.

  • Wet-Dry World, a course where Mario can raise and lower the water level (depending on the vertical position at which he enters the painting) to better accomplish his goals and gain stars. It also features an abandoned town area.

  • Tall Tall Mountain, which takes place on an extremely steep mountain. It plays host to a cap-stealing monkey called Ukkiki as well as many precariously placed mushroom platforms that are similar to those from World 4-3 of ''Super Mario Bros''.

  • Tiny-Huge Island, that can be played either as a small Mario in a world where everything is larger than normal, or as a large Mario in a world where everything is smaller than normal (also similar to a ''Super Mario Bros. 3'' level). Its two differently sized paintings allow Mario to start the course either way, and Warp Pipe s within the level allow him to switch. It also features a rematch with Koopa the Quick and an angry boss Wiggler .



; Third floor
  • Tick Tock Clock, the inside of a gigantic Clock where Mario must navigate between moving parts such as Pendulum s and Gear s. The speed and direction of the moving parts in this stage are affected by the positions of the hands of the clock when Mario jumps into it - depending on which quarter-hour the hands are passing through, the clockwork will move at normal speed, double speed, be static, or go backwards. This level was reused as a race track in Mario Kart DS.

  • Rainbow Ride, taking place in the sky, with various platforms and floating buildings that can be reached by riding a Magic Carpet . The course's name, difficulty level and high altitude are reminiscent of the '' Rainbow Road '' courses from the '' Mario Kart '' games. This level was reused as an arena in '' Super Smash Bros. Melee '', along with Princess Peach's castle.




DEVELOPMENT


The development of ''Super Mario 64'' took less than two years, but the game had actually been in the planning for about five years. Producer Shigeru Miyamoto developed most of the concepts during the era of the SNES , in fact considering making it an SNES game (see '' Super Mario FX ''), but was driven to develop it for the Nintendo 64 due to the earlier system's technical limitations.

Development started by creating the characters and the camera. 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 thereafter 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.(January 1996). "The Game Guys - (Spaceworld 1995)". ''Nintendo Power'', vol 80. transcript

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 '', but as ''Zelda'' got a later release, some puzzles were taken from that game.

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 , and though it was not ''the'' first ( Mario Teaches Typing predated it in 1995), it was the first to gain widespread exposure and appeal.

A main difference between the Japanese and English versions, except the language, is that the characters speak more in the English version. (October 1996). "Miyamoto Interview". ''Nintendo Power'', vol 89. transcript Sometimes different things are said, like Mario's "Bye bye" became "So long, 'King' Bowser!" (although there is some disagreement among fans to what he actually says at this point - Many fans think that instead of 'King Bowser' he says 'dear 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''. [http://www.themushroomkingdom.net/sm64_j-e.shtml]


IMPACT


''Super Mario 64'' is often counted as the first among games such as '''', '' 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'''s translation of traditional 2D platforming action into 3D was hailed as a great success by many players, and the game itself went on to effectively drive sales of the N64 console.


Reviews

''Super Mario 64'' was praised in the gaming press when released, 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 bestseller Player's Choice selection. It has placed high on many "greatest games of all time" lists, ranked #1 by '' Next Generation Magazine '', #1 by '' Nintendo Power '', #1 by '' Super PLAY '', #5 by IGN ,2 and #5 by '' Electronic Gaming Monthly ''.