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Speaking of Super Mario 64, how does the game hold up after 18 years?

mokeyjoe

Member
i thought its levels were weirdly barren back when i was a kid so i dont hold much of an affinity for it. my first 3d platformer was Banjo Kazooie.

Yeah, I was never a fan of the levels either. Not enough actual platforming.

The reason the game feels ok today is that they put so much effort into getting Mario to move and control right. And that still feels good today.
 
Yeah, I was never a fan of the levels either. Not enough actual platforming.

The reason the game feels ok today is that they put so much effort into getting Mario to move and control right. And that still feels good today.

The levels have *loads* of actual platforming, though. Especially the incredibly abstract ones like Tick Tock clock.

This is a great post explaining why this is the case:

If you look at Banjo Kazooie and Sunshine (in the main stages) you'll notice one peculiar thing: an almost complete lack of traditional platforming obstacles.

Rotating platforms. Spinning blocks. Sinking stands. Ground that slips away and falls beneath your fit. From what I remember of Banjo, it has almost none of this. Sunshine has a bit more, but it's few and far between, and it rarely places a series of them deliberately between you and your objective.

The (top part) of the Pianta village level is pure Banjo. A flat, square grid with a bunch of hills placed haphazardly around the map. No platforming obstacles . Certainly nothing resembling a path you have to take. Gelato beach is the same thing. It's as if Rare and then EAD decided to make a bunch of hub levels as the main levels.

Mario 64 on the other hand is an extremely clever little bastard. Many of the levels are spirals with strong vertical elements. A hilltop. A fortress. A snowy mountain. A tall tall mountain. A clock. It takes a star, and it puts it at the top, or sometimes at the bottom of the level. You've got to work to get it. You have to pass the traditional obstacles the designers purposefully put in front of you on an obvious path. Off the beaten path are opportunities for exploration and hence your other stars.

But, that's only half the story. The tight spiraling structure of a Whomp's Fortress or Tick Tock Clock means endless opportunities for creative platforming. And Mario's mechanics allow you to take full advantage of them.

Mario 64 never forgot it was a platformer. Maneuvering up and down Whomp's Fortress, with its vertical structure and obstacles and enemies which are all trying to kill you, is a lot more interesting to me than meandering around Gelato Beach with its static trees and static beach houses and static mountain path. I still think Mario 64 is the only game to get open 3D platforming stage design correct.
 
It definetly has aged, but the mechanics are very solid, to the point that no other 3D plataform compares to it.

Still, the graphics, sound, controls, camera and some design decisions really feel dated. A remix would really help fixing these issues.

For now, I think Spyro or Crash aged better.
 

Gartooth

Member
Controls are still amazing, and moving Mario is the most fun part of the game. Some of the levels and star challenges are really showing their age though.
 
Dont think i ever completed it as a kid. Played through it last year 100% and it's great.
Just feels great to play.
They give you so many moves that you never need to use but you can get noticeably good at the game. Just watch speed runners go at it.
They nailed 3D movement on their first try and have been improving since.
Sure, not everything is amazing like the camera being a bit wonky, but it's still real good.

As for Mario 64 vs Banjo, while i prefer Mario's moveset i think Banjo's level design is really solid too. Watched a playthrough of someone casually doing the levels 100% on their first go. Seems like Odyssey's design is more akin to that vs Mario 64.

I think they've both aged better than the competition of its time though I'd love to see something akin to the HD port of Banjo for Mario.
 

RoadHazard

Gold Member
Yeah, except for the camera (I really hate when it refuses to rotate in a certain direction because something) this game still feels amazing to play.
 
A childhood favorite, and a classic. Playing it recently it does show signs of age (controls feel a little clunky to me at times, camera controls that fight you blahblahblah), and I definitely think it's been bettered by its successors (sans Sunshine), but it's still plenty fun to play even now.
 

Peltz

Member
I think it's still a phenomenal game that merely suffers from feeling small/quaint by today's standard 3D environments.

Still, there is "magic" in this game that propels it to a height that is far more than the sum of its parts. It's still a classic that anyone could enjoy.
 

FreeMufasa

Junior Member
mario64ttch5u3w.gif


34WUPOJ.gif


The OG
 

VDenter

Banned

Just seeing this makes me think of how much better Galaxy would have been if it just kept most of the movement from 64 and Sunshine instead of throwing it out the window for no reason other than to make the game more accessible to players who are not used to playing 3D Mario.
 

hotcyder

Member
Just seeing this makes me think of how much better Galaxy would have been if it just kept most of the movement from 64 and Sunshine instead of throwing it out the window for no reason other than to make the game more accessible to players who are not used to playing 3D Mario.

But they did. The wall kick, long jump, ground pound and triple jump from 64 are still there. Only thing that's missing is the dive and punches - which were replaced by a spin that extended your jump and interacted with enemies and the environment.

Most of that high level play is just a fortunate side effect of more open arena design - as well as 20 or so years of speedrunning.
 
It depresses the fuck out of me to know we are probably never going to get another game like it

No other developer has apparently understood how important the controls were to the experience

I'm excited for Odyssey but just from looking at it I can sort of tell it isn't really the same in terms of control
 
It depresses the fuck out of me to know we are probably never going to get another game like it

No other developer has apparently understood how important the controls were to the experience

I'm excited for Odyssey but just from looking at it I can sort of tell it isn't really the same in terms of control

This. As much as I like Pikmin I'd like to see Miyamoto's team take another crack at a platformer that nails that feeling of pure play and discovery. That's what 64 feels like, really. You're thrown into these abstract worlds - paintings - and left to your own devices to figure it all out, while the playfulness of the controls and physics make for an excellent learning curve.

Odyssey has fun moves with its hats and the roll, but its structurally so different that I hope it has replay value. I worry that once we've exhausted its worlds of their Moons that it won't have the same pull that 64 has.
 

VDenter

Banned
But they did. The wall kick, long jump, ground pound and triple jump from 64 are still there. Only thing that's missing is the dive and punches - which were replaced by a spin that extended your jump and interacted with enemies and the environment.

Most of that high level play is just a fortunate side effect of more open arena design - as well as 20 or so years of speedrunning.

While some of them are still there. All of those moves have been slowed down. Even the jumping feels much more floaty. Mario's default running speed is slow. The only thing that has remained just as good as previously is the long jump. The spin jump is nowhere near as good or useful as it was in Sunshine and is a poor substitute for FLUDD, the triple jump takes longer to complete and so on.

Dont get me wrong the controls are fine but even the dev team have stated numerous times that one of the main goals of the game was to make it as accessible as possible. That unfortunately meant making the controls and mechanics more simple as well. It just makes me wish that if Nintendo ever decides to make a linear 3D Mario again something like Galaxy 3 they do it while keeping the complex movement intact.

High level play like the one in those gifs is not possible in Galaxy.
 

hotcyder

Member
While some of them are still there. All of those moves have been slowed down. Even the jumping feels much more floaty. Mario's default running speed is slow. The only thing that has remained just as good as previously is the long jump. The spin jump is nowhere near as good or useful as it was in Sunshine and is a poor substitute for FLUDD, the triple jump takes longer to complete and so on.

Dont get me wrong the controls are fine but even the dev team have stated numerous times that one of the main goals of the game was to make it as accessible as possible. That unfortunately meant making the controls and mechanics more simple as well. It just makes me wish that if Nintendo ever decides to make a linear 3D Mario again something like Galaxy 3 they do it while keeping the complex movement intact.

High level play like the one in those gifs is not possible in Galaxy.

I agree with the latter - SM64 is more experimental in it's approach, which gives it more allowance to exploit it's mechanics to complete tasks faster and flashier then the developers intended.

By reducing the challenge to make it more accessible for everyone, it means that it takes out the accordance for high level exploits that give it a lasting appeal.

I still prefer polish over potential though, and I like the structured approach of Galaxy vs the open-ended approach of 64.

Don't know about slowness though - I've played both recently and they seem about the same. Only thing that's kind of slow is conducting a spin with a swipe - which requires far more effort then pressing a button.
 
I think Galaxy still provides the player plenty of opportunities to use its moves laterally rather than just in individual contexts. Particularly the flip jump, long jump and spin/luma-powered jumps.

There are plenty of times where I replayed stars on Galaxy and Galaxy 2 and ended up making mad shortcuts using these moves that I didn't see the first time round, and they are essential in the purple coin stages.

In the case of utilising the long jump, that usually comes down to the gravity in spherical worlds and higher platforms.

That said, I agree that Mario's moveset is less versatile in the Galaxy games, the physics themselves feel a lot simpler and the loss of an "action" button that lets you dive or kick means you can't string together a whole bunch of moves and maintain a giddy momentum. In 64 that was possible nearly all the time but in Galaxy Mario's movement ironically feels more grounded despite the spherical worlds and gravitational pull present.
 

takriel

Member
It's a game of awe and wonder, similar to OoT, but you had to be there to feel dat sweet nostalgia.

I don't think the game holds up very well if you first play it nowadays.
 

massoluk

Banned
There will never be more amazing speed runs than that of Super Mario 64. No game can deliver all the amazing Ninja moves of that caliber still
 
Game is still a dream to play. I last played it maybe 2 years ago and I still had fun running around the castle in the beginning flipping and yahooing all over the place. I'd love a HD remaster just to touch up the visuals, but controlwise it needs no improvements.
 
Game is still a dream to play. I last played it maybe 2 years ago and I still had fun running around the castle in the beginning flipping and yahooing all over the place. I'd love a HD remaster just to touch up the visuals, but controlwise it needs no improvements.

That would be the dream. Needs to play *exactly* like the original game in terms of physics and level design and how everything works and behaves, but with the ability to switch between new and old visuals with the press of a button.

I'm not sure how they would tackle the new visuals though. Problem is how Mario 64 was from a period where 3D graphics design was finding its feet, and a lot of the character designs made for the game are very much stylised in a way that's not consistent with the Mario universe today. Look at Bowser for instance. If there is drawn art done in the Mario 64 style for the characters and worlds (is there? Or is it all CGI?) I'd love to see them recreate that with more modern visuals like what they did with Ocarina 3D.

I thought Mario 64 DS went too far from the original visual design. Part of that is probably due to DS's lack of texture filtering but the new colour palette and textures changed the feel of some levels considerably, while the character designs mimicked a less stylised Mario universe that would crop up in Mario Party.
 

hotcyder

Member
I'm not sure how they would tackle the new visuals though. Problem is how Mario 64 was from a period where 3D graphics design was finding its feet, and a lot of the character designs made for the game are very much stylised in a way that's not consistent with the Mario universe today.

They sort of already dipped their toes in this idea already;

galaxy-2-whomps.png


Seeing a pretty direct translation of Thwomps Fortress over to Galaxy 2 kind of puts into perspective just how poor it looks - too much hard brick and concrete. It'd be good if they could be a little more liberal in how they bring it over - add some more detail and character where nessecary without affecting the shape of the environments.
 
They sort of already dipped their toes in this idea already;

galaxy-2-whomps.png


Seeing a pretty direct translation of Thwomps Fortress over to Galaxy 2 kind of puts into perspective just how poor it looks - too much hard brick and concrete. It'd be good if they could be a little more liberal in how they bring it over - add some more detail and character where nessecary without affecting the shape of the environments.

I'd completely forgotten about that! I'm not sure if that's because it's been seven years since I finished Galaxy 2 (wow...) or whether it says more about what little impact throwback Galaxy had.

I agree that it looks poor and it really shows how Galaxy 2's physics and mechanics were built for a new type of level design.

I guess the problem will improving the fidelity of the visuals in a game like Mario 64 is that the levels were built to hardware limits of the N64, so it'll never look consistent. A bit like how in Twilight Princess HD they improved the texture quality but the flat lighting and low-poly objects stuck out so much more in 1080p than they did at 480p blur-o-vision on an old CRT.
 

Lynd7

Member
It's a game of awe and wonder, similar to OoT, but you had to be there to feel dat sweet nostalgia.

I don't think the game holds up very well if you first play it nowadays.

I dunno, I think a newcomer could still enjoy the game quite a bit. The controls are still pretty good, although the older it gets, the rough edges start to show more.

I was playing it a bit a few weeks ago and some sections with the camera and stuff started to irritate me a bit. Mario can sometimes be a bit finicky to move on tight platforms too.
 

Duffk1ng

Member
I just can't get on with Mario 64's controls. I get that with mastery they're incredibly powerful but I remeber having real annoyances with mario's low speed movement. Mostly that he can't really turn on the spot, he has to run in a little circle first.
 
I dunno, I think a newcomer could still enjoy the game quite a bit. The controls are still pretty good, although the older it gets, the rough edges start to show more.

I was playing it a bit a few weeks ago and some sections with the camera and stuff started to irritate me a bit. Mario can sometimes be a bit finicky to move on tight platforms too.

I didn't have a proper appreciation for the game until years after it launched, so this is true. It's not nostalgia.

I think it'd be nostalgia if its level designs and physics/systems were beaten by countless games today but...they haven't been.

It's been an influential game for sure, but there's a lot that still makes it a unique and special game today that other games aren't doing.
 

EricB

Member
Regardless of the bump, I'll chime in here as I happen to have been playing Mario 64 lately.

I was about 16-17 when N64 came out. Having been a huge Mario fan since NES, I was really disappointed with Mario 64 since I first saw it at a Toys R Us kiosk. I still bought it (day -1) and played the shit out of it, but it lost something in the translation to 3D that I had valued in the 2D games.

Despite this, the game has had a lasting power over me similar to that of my favorite games. I actually like it more now than I ever did in the past—especially when it was first released. So to answer the original question, yes it definitely still holds up (as all truly good games do).

My son, who will be three years old in October, recently expressed an interest in playing the game after I booted it up randomly on our Wii U. He had been able to play a few ipad games in the past, but pretty much just senseless screen swiping. To my mild surprise, movement in Mario 64 came much more easily to him than movement in what I considered simpler 2D games like Kirby. I think the logic of the analog movement just makes sense in a way that moving on a 2D plane does not. Now he wants to play the game (and Mario 3D World) every night.

One thing about Mario 64 on Wii U though—despite all the praise for the Wii U Pro Controller, I find that it controls this game pretty much like shit. Trying to aim out of the cannon in the first level is next to impossible. The deadzone of the analog makes the game much less enjoyable. I think the classic controller (or the nunchuck) is better, but my son refuses to use anything but the Pro Controller (he's two, not worth the battle), so I haven't really found an ideal setup.

I can say that, after 20+ years, I am more hyped than ever to play the game. Hopefully they bring it to Switch sooner rather than later, and take the time to give it the port or emulation (or remake) that it deserves.
 
I love the Goemon 2 icon!

Agreed about the Wii U emulation of Mario 64. It was actually my first time playing the original at full speed in 60hz, which was nice, but the emulation itself isn't great:

-I noticed polygon seams in Tall Tall Mountain which weren't present on Wii VC or on my N64 itself.
-There's noticeable input lag (another GAF user made a video showing this) regardless of display used
-Like you say, the deadzone on the analogue stick is off. This affects other games negatively, from Star Fox 64 (fine-aiming is almost digital-like) to F Zero X (Nintendo apparently patched this one) to 1080 Snowboarding.

Since this game transcends time - visual design aside of course - it really should be available on a modern Nintendo format, developed by an in-house Nintendo team, in a form true to the original. It deserves it.

I'd be up for a 3DS port with the original visuals actually. It would be a good send-off for that system and 3D in general.
 

Lynd7

Member
I didn't have a proper appreciation for the game until years after it launched, so this is true. It's not nostalgia.

I think it'd be nostalgia if its level designs and physics/systems were beaten by countless games today but...they haven't been.

It's been an influential game for sure, but there's a lot that still makes it a unique and special game today that other games aren't doing.

It's pretty incredible how well Nintendo's N64 games still hold up 20 years later.
 

hotcyder

Member
I didn't have a proper appreciation for the game until years after it launched, so this is true. It's not nostalgia.

I think it'd be nostalgia if its level designs and physics/systems were beaten by countless games today but...they haven't been.

It's been an influential game for sure, but there's a lot that still makes it a unique and special game today that other games aren't doing.

I'd say the thing that no one quite managed to achieve outside of Super Mario 64 was having a suite of abilities and jungle gym levels with limitless potential for problem solving.

You can start playing the game and immediately start solving puzzles by following prescribed paths and doing easy hops, then you can kick things up a notch by doing stuff out of order or going off the intended trail, and then eventually work your way to speedrunner level when you can use the environment itself to propel yourself towards goals with wall kicks and dives. And thanks to the games direction, the only thing that stops you improving further isn't artificial limitations by the developers, but the constraints of the game itself.

Though - thinking about it - the one franchise that sort of takes this concept and manages to quantify it is the Tony Hawk Pro-Skater games.

That's a game all about using a small but highly interactive move set and wide environment design to your advantage, and one where there's allowance for starting players all the way to high level play. However, unlike Mario 64, it actually incentive's that kind of high level play through the design of it's objectives and high score driven play.
 
It's pretty incredible how well Nintendo's N64 games still hold up 20 years later.

Yup. EAD in particular was just firing on all cylinders that generation: To go from Mario 64, to Wave Race 64, to Star Fox 64, to Ocarina of Time, to 1080 Snowboarding, to F Zero X, to Animal Forest...the only stinker released during that period was Yoshi's Story.
 
There's a funny Game Grumps complilation where the dude's opinion noticeably goes from 'one of the greats' to 'this is dogshit'. Mostly due to camera issues in the clock and rainbow levels.
 
I'd say the thing that no one quite managed to achieve outside of Super Mario 64 was having a suite of abilities and jungle gym levels with limitless potential for problem solving.

You can start playing the game and immediately start solving puzzles by following prescribed paths and doing easy hops, then you can kick things up a notch by doing stuff out of order or going off the intended trail, and then eventually work your way to speedrunner level when you can use the environment itself to propel yourself towards goals with wall kicks and dives. And thanks to the games direction, the only thing that stops you improving further isn't artificial limitations by the developers, but the constraints of the game itself.

Though - thinking about it - the one franchise that sort of takes this concept and manages to quantify it is the Tony Hawk Pro-Skater games.

That's a game all about using a small but highly interactive move set and wide environment design to your advantage, and one where there's allowance for starting players all the way to high level play. However, unlike Mario 64, it actually incentive's that kind of high level play through the design of it's objectives and high score driven play.

Yeah, the level designs and stant-but-also-cryptic clues for each star are what stand out, the game has confidence in the player to go figure things out and try things out.

You make a good point about THPS games!
 

daTRUballin

Member
The game itself still holds up fine. The camera, on the other hand, does not.

EDIT:

Still, interesting that Nintendo and (ex)Rare(developers) would decide to return to this style of games around the same time - and how Nintendo have seemed to understand what made the original work where Playtonic really had no idea.

Let's wait until Odyssey actually comes out before we make assumptions. But I still feel like people will always be more biased towards Nintendo no matter what. Even if Odyssey were to turn out to be as "disappointing" as Yooka Laylee, I'm sure it'd still get a free pass just because it's Nintendo. Playtonic would never get that kind of leeway, and it's actually kind of not fair when you think about it. It was the same exact situation when Rare and Nintendo were releasing games on the N64 back in the day.

And frankly, I kind of don't understand the criticism Banjo Kazooie was getting in this thread these last two pages. Banjo is a COMPLETELY different type of platformer/adventure game. In fact, it isn't even much of a platformer, but that's because it's not meant to be. Rare's N64 platformers focused more on the adventure and exploration aspect rather than the platforming. There's no sense in criticizing those games and comparing them to Mario 64 because they were never meant to be like Mario 64. As a game itself and as an exploration/adventure game, Banjo Kazooie was awesome.
 

GLAMr

Member
I didn't like the game at the time. I don't care for it now. To me it felt like a cross between a tech demo and a cardboard cut out diorama, and fighting the terrible camera feels like a game in itself. I say that as somebody who has loved every other Mario game I have played (including Sunshine).

To be fair though, the controls and physics are indeed faultless and hold up incredibly well. It's worth giving a bash just to appreciate what an important cultural relic it is, even if you don't like it. While I don't like the game, I can respect it for what it is and the important place it holds in gaming history.
 
That would be the dream. Needs to play *exactly* like the original game in terms of physics and level design and how everything works and behaves, but with the ability to switch between new and old visuals with the press of a button.

I'm not sure how they would tackle the new visuals though. Problem is how Mario 64 was from a period where 3D graphics design was finding its feet, and a lot of the character designs made for the game are very much stylised in a way that's not consistent with the Mario universe today. Look at Bowser for instance. If there is drawn art done in the Mario 64 style for the characters and worlds (is there? Or is it all CGI?) I'd love to see them recreate that with more modern visuals like what they did with Ocarina 3D.

I thought Mario 64 DS went too far from the original visual design. Part of that is probably due to DS's lack of texture filtering but the new colour palette and textures changed the feel of some levels considerably, while the character designs mimicked a less stylised Mario universe that would crop up in Mario Party.

For me, just touch up the textures, some AA, a minor redraw of the character models, re-release. As you say, don't touch the controls, the physics etc.... that to me would be a perfect remaster. I don't want it to depart too much from the original aesthetic, or for me it loses a bit of its charm. I want the game to still look like its from that era, just with a modern facelift to make it look appealing on our spanky HD sets.
 

hotcyder

Member
Let's wait until Odyssey actually comes out before we make assumptions. But I still feel like people will always be more biased towards Nintendo no matter what. Even if Odyssey were to turn out to be as "disappointing" as Yooka Laylee, I'm sure it'd still get a free pass just because it's Nintendo. Playtonic would never get that kind of leeway, and it's actually kind of not fair when you think about it. It was the same exact situation when Rare and Nintendo were releasing games on the N64 back in the day.

And frankly, I kind of don't understand the criticism Banjo Kazooie was getting in this thread these last two pages. Banjo is a COMPLETELY different type of platformer/adventure game. In fact, it isn't even much of a platformer, but that's because it's not meant to be. Rare's N64 platformers focused more on the adventure and exploration aspect rather than the platforming. There's no sense in criticizing those games and comparing them to Mario 64 because they were never meant to be like Mario 64. As a game itself and as an exploration/adventure game, Banjo Kazooie was awesome.

You're right. Super Mario 64 is a platforming game with adventure game elements and Banjo-Kazooie is an adventure game with platforming elements - they're very similar to one another, but both have different intentions to their design.

But at the core of their design, large hub worlds with multiple objectives is still at the basis of their experience - you go into a large open level, you complete a task to get a token, there's usually more than one task to complete.

The inbetween is where the difference is - Super Mario 64 asks you to use your core set of abilities to solve challenges the majority of the time, which is where people are celebrating it's allowance for experimentation and high level play. Banjo-Kazooie on the other hand usually has objectives tied either to using special abilities or just for paying attention to the environment.

Best example are their final levels - Click Clock Woods and Tick Tock Clock. Both have a similar vertical design, and both have a central gimmick that relates to time - in Mario, it's having obstacles speed up or slow down depending how you enter the level, while in Banjo it's a level that shifts through different seasons, with objectives and obstacles rearranged depending.

Where as climbing up Tick Tock Clock is part of the fun of that game, Click Clock Woods is more in the vain of an adventure game where you go between different seasons to effect one another.

The reason I mention this is that - having replayed both these games recently - returning to Banjo-Kazooie was nowhere near as satisfying as I had already completed these objectives before, whereas with Super Mario 64 there was ground to improve and be more risky which was way more enjoyable.

Different strokes for different folks I guess
 

kc44135

Member
Super Mario 64 does not hold up very well nowadays, especially in the wake of Super Mario Sunshine, which is the greatest Mario game ever by a good margin.
 

Pizza

Member
Still my favorite 3D platformer hands-down. Sunshine and Galaxy are cool, but they just sort of taped gimmicks onto a 64ish game
 

Thud

Member
Very well in terms of general movement and physics.

However the camera is pretty shoddy and some inputs may results in mario stuttering on the edge of a beam.
 
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