Super Mario 64 Retrospective

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KingK

KingK

6 жыл бұрын

Perhaps the most over-analyzed game in history, but I may as well take a crack at it while I'm still young.
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Sources:
Super Mario Bros. (Typhlosion4President): • Super Mario Bros - Com...
Super Mario Bros. 3 (World of Longplays): • NES Longplay [052] Sup...
Banjo-Kazooie (Blitzwinger): • Banjo Kazooie - Part 1...
Super Mario 3D World (TheRunawayGuys): • Super Mario 3D World -...
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Super Mario 64. Nintendo 64. KingK. Review. Critique. Retrospective.

Пікірлер: 2 200
@pyrrhickong
@pyrrhickong 6 жыл бұрын
I feel like a lot of Mario's issues can be contextualized for the time. The "leaving the level" syndrome allows for, say, someone working who grew up with Mario and was entering adulthood (something that had never occurred with Mario or, Hell, a video game period before except MAYBE Donkey Kong Country) to enjoy Mario by trying to figure out an objective, getting the star, and putting the controller down. I do not think that Mario 64 was a game designed for a single sit-down playthrough, and I feel like Nintendo compensated for this by making stars individualized and giving the player ample time to play around with controls and explore. Hell, it's why the outside of Peach's Castle is so massive and contains everything from things to scale to wall jump opportunities to slopes to introducing the game's water physics and ideas right off the bat. I do feel as if that's something that has been lost to time (and frankly, Banjo-Kazooie does the whole "tutorial to 3D movement" better anyway), but I feel like Mario 64 was designed as Nintendo's answer to the times in 1996 - how to foster to their kids that had gotten older, and how to make things simple for new kids. Mario was an absolute force then, but he wasn't "evergreen" or "invincible" like he was at the time that 64 DS came out, and I feel that Nintendo adapted to what it('s Japanese) fanbase craved at the time and designed the game around it. Trying to teach players to get out of levels and save through the pause menu would require further tutorializing, and Mario 64 made essentially everything other than "how to beat Bowser" and "how to use camera" learnable at the player's leisure. And I feel that "do it and explore at your own pace" mentality is why the original release remains so special to so many people, beyond just 'moving in 3D'. Or at least why we hear about Mario 64 more than, say, Crash Bandicoot or Doom as "the joy of learning the third dimension". As always, a pleasure to watch.
@rmsgrey
@rmsgrey 6 жыл бұрын
For me, the third dimension came from Quake. Doom was not a 3D game. Also, for me, personally, Mario 64 came after Ocarina and GoldenEye. Not the first console games I played, but the first I owned.
@Xegethra
@Xegethra 6 жыл бұрын
No game is really 3D, it is all fakery and illusion, just that later down the timeline it is done better. All graphics are fake, 3D is more a look than anything real. Flat graphics on a screen. But I can't say this is a game I have played much of, but I did play a lot of earlier PS1 games. Then later iRobot, but I doubt many others caught that game in their childhood either. (Nothing to do with the film, 3D platformer from 83.)
@pyrrhickong
@pyrrhickong 6 жыл бұрын
Fakery? I think YOU'RE the fake 3d around here. You're comparing iRobot to Mario 64? Ha! You're not even good enough to be my--
@Xegethra
@Xegethra 6 жыл бұрын
Alright hard ass, bad assery points to you!
@rmsgrey
@rmsgrey 6 жыл бұрын
+Amaranthus616 While what's displayed on a 2D screen is a 2D image, the representation of the game-world internally to the game can be 3D. DOOM was a 2D game with some additional information to make it look 3D - for example, if the enemies line up you can fire two shots without changing your aim, and one will hit an enemy, say, 100 meters away at ground level, while the other hits an enemy 101 meters away but 10 meters above ground level. Or there's the total lack of bridges/tunnels - there's never any situation in the game where the floor passes over another floor below it - the closest it comes are lifts (places where the floor-level moves up and down) and places where a narrow path passes below a break in a higher path that you can cross by running across it (there's no actual jump; just the ability to blip to the new floor level if it's not too far above your current foot-level - not that you have feet as such outside of multiplayer). Or you can punch a demon that's tens of meters above or below you but within melee range horizontally. The general consensus is to refer to DOOM as a 2.5D game. Later versions of the engine, including most modern open-source engine ports, went fully 3D. Mario 64, while, yes, being represented as discrete blobs of light on a flat screen, does work mechanically as though Mario were running and jumping inside a 3D space...
@andrewhanson1180
@andrewhanson1180 3 жыл бұрын
My mom figured out Blast The Wall when I was 6 years old. I stayed home sick from school and I remember asking her to help me. First time she ever played a video game.
@MkayM254
@MkayM254 3 жыл бұрын
Now that's some wholesome stuff right there!
@k-leb4671
@k-leb4671 3 жыл бұрын
What made her consider where it could've been?
@crocodiledowny2191
@crocodiledowny2191 3 жыл бұрын
My dad found the hidden star near the Boulder level. Can’t remember the name but it was a fond memory!
@aservant1284
@aservant1284 2 жыл бұрын
Aww
@greg3206
@greg3206 2 жыл бұрын
Leave it to moms lol
@Finalblue1234
@Finalblue1234 6 жыл бұрын
"I prefer the DS remake controls" Oh boy, those are some fightin words
@uknighted213
@uknighted213 4 жыл бұрын
The DS controls in comparison absolutely suck ass
@OGXenos
@OGXenos 4 жыл бұрын
@@uknighted213 Both N64 controller and DS suck
@johnnypiquel2295
@johnnypiquel2295 4 жыл бұрын
@@OGXenos controls does not mean controller
@OGXenos
@OGXenos 4 жыл бұрын
@@johnnypiquel2295 Did I specify DS controller? No I didn't. Both the DS controls and the N64 controller, by which controls are done, suck.
@Scurge237
@Scurge237 4 жыл бұрын
64 ds is the best on the 3ds and prior to that the n64 controls were the best. Moving mario and co around with a d pad is kinda wack
@luchinazo
@luchinazo 6 жыл бұрын
Holy shit I never thought that the 3rd rolling ball in bob-omb battlefield may be the corpse of king bob-omb
@jacobwharton5048
@jacobwharton5048 5 жыл бұрын
Right??? Never heard that, that's awesome theory
@juliewinchester1488
@juliewinchester1488 5 жыл бұрын
Same It's fucked up, but it's cool
@rank2859
@rank2859 4 жыл бұрын
Same here when I heard him say that in the video I had to rewind the video just to make sure what I heard. Lol
@edwardfights4900
@edwardfights4900 4 жыл бұрын
When he said it, I just went yep because I noticed that after you beat him there were three balls. Now I guess it makes sense.
@niahoad
@niahoad 4 жыл бұрын
I never noticed that there is one more rolling ball
@42Caio
@42Caio 6 жыл бұрын
"I had the pleasure of growing up with it on my Nintendo DS" You're way too young to have this deep of a voice.
@jacobwhite8617
@jacobwhite8617 6 жыл бұрын
42Caio (Caio Esteves) kids born in 2000 are 17 now
@theacademictaskmaster6481
@theacademictaskmaster6481 6 жыл бұрын
He's probably 19 or 20.
@ewjfpoefjwoiefj
@ewjfpoefjwoiefj 4 жыл бұрын
@Jacob Wood No it didn't. DS came out in 2004
@RoGMasterCha0s
@RoGMasterCha0s 4 жыл бұрын
I grew up with it and I’m 20 lol
@zakrios7389
@zakrios7389 4 жыл бұрын
42Caio (Caio Esteves) we are just getting old 😂
@XX-sp3tt
@XX-sp3tt 5 жыл бұрын
I find leaving the stage after finding the star gives an extra sense of accomplishment.
@mynameudste
@mynameudste 4 жыл бұрын
X X it makes every star feel important, unlike moons in odyssey
@tophario1492
@tophario1492 4 жыл бұрын
I find it breaks immersion. Episodic gameplay is fun. World building is fun. I prefer the latter
@omnomgamer8633
@omnomgamer8633 4 жыл бұрын
Also i like the linear stages like tick tock clock theyre a change of pace and a test of skill and each time you do them you find a slightly different way to do things like at 3 rotating blocks in tick tock clock instead of jumping up each one i wait for them to do theyre bounce thing and do a backflip as they rotate and land up top without having to deal with that obstacle anymore. I figured this trick out on my 3rd attempt and died a lot less. I find that every level in the game has purpose allow me to explain the foyer is the "tutorial" where you explore jump around and figure out how the game works in simple-ish stages, the first bowser level is the first test of your skills and how well you understand basic movements and teaches you how to fight bowser, the basement introduces you to new obstacles such as fire lava and boulders, dire dire docks makes you learn to swim better because of the whirl pool and teaches you how to use the climbing poles well and some other new obstacles such as using 2 caps at once to solve a problem, next is the second bowser level where the platforming test is a bit more difficult like going from classwork to homework and the boss is a little harder so as to prepare you for the final showdown, the second floor introduces a puzzle in the form of tiny huge island where the side you enter affects your size in the stage and there are pipes around the place that allow you to change size to reach certain areas like wiglers house and wet dry land is similar you can change the height of the water by jumping into the painting higher or lower but for a lot of stars you still need to change the height of the water in the level often leaving you with platforming challenges its a small step up from tiny huge island, next we have the 3rd floor with rainbow ride which is a fun platforming challenge where you usually have to stay on a floating carpet but there are times where have to jump off it onto something else in order to avoid obstacles and often having multiple options like at the start of the course the player is hit with the basic carpet and then 3 options left right or centre each of these having 2 more routes diverging from them and one of the routes having 2 more diverging from it this is a linear-ish level but because of the number of options it isnt so simple and the player is still deciding for themselves tick tock clock is next on the list depending on when you enter the course the speed of the moving objects is slowed speed up or completely stopped this gives the player options because just as rainbow ride has diverging paths so does tick tock clock keeping the control in the players hands and making the player feel more independent and ontop of that the aforementioned clock speed makes some parts easier while making others harder so the player has to decide for themselves which parts they feel comfortable enough with that they themselves can make it harder so that they can make an part the find to demanding of them easier the 3rd floor completes the players training, now they get to the last bowser level from homework to final test the platforming is much harder but the player barely notices the difference because they have been trained for this moment they get to the last bowser and they take him on beating him in only a few attempts because the first 2 bowser fights taught them how to do it but there was still an increase in difficulty. This is the games tutorial level intermediate and advanced level. The game does all this while also giving the characters like koopa the quick and levels like bob-omb battle field and secret like the slide personality and making them memorable. Then theres the credots with that beautiful music it feels like a trip down memory lane and its emotional because the player gets to reflect on theyre own progression and theyre reminded of the fun they had playing this open world sand box puzzle platformer where they held the power and made the decisions for themselves no-one could could control how they played the game so no-one tried so instead they gave the player power over everything and allowed them to play the game how they wanted. They could explore and take their time to see everything they could collect every star or they could run through and beat the game as fast as they could or they could mess around practicing their platforming. Nothing was controlled by nintendo except the difficulty which still isnt quite true as speedrunners try to find the fastest way to do everything and often make the game more challenging. The game is a personal experience of progression where each player develops their own bonds to courses and characters for different reasons. The game is different for everyone and when you finish you feel refreshed knowing youve achieved what you started playing the game to do and have no missing experiences nothing you could add to the game that would make it more enjoyable for you because you got to make the decisions not the game and if you collect all 120 stars you get to meet everyones favourite dinosaur yoshi. No-one can say the game isnt for them because they decide what happens. It truely is a great game the best 3d mario game and arguably the best mario game over all. Edit: i started wiriting this at 3:50 am and its now 4:20 and i am really tired i just had a lot to say and kept writing please leave a like
@omnomgamer8633
@omnomgamer8633 4 жыл бұрын
I agree its one of the reasons why i hate odyssy the moons feel like bonuses like star coins in new supe (unimportant) until you realise fuck i need them to get outa here. And even if you do want to do a clean sweep of the courses which is what i did my first time playing (this week was my first time im 15) i still loved the leaving the levels because it gave me time to cool off and think about what needed to be done next. Btw the second reason i hate odyssy is the lack of power ups and the introduction of cappy i hate it sm64 doesnt really have power ups like the caps kinda are but they dont feel the same but they dont feel lime a replacement either and thats what cappy is instead of deciding on a mario game without power ups someone at nintendo decides y'know what would be a great idea mario uses a sentient magic hat to mind control enemies animals and objects and someone else goes thats great flawless gimick that definately wont loose us any sales to the use of bad gimicks to overshadow everything that we did right with this otherwise good game with good controls and no need for gimicks.
@legojangofett1088
@legojangofett1088 3 жыл бұрын
A sense of pride and joy
@AllianaCordova
@AllianaCordova 6 жыл бұрын
If I remember right, in the DS version, you didn't need to switch out terribly often because levels would suddenly have caps to turn into the other characters temporarily to use their specific cap powers, sometimes preventing you from needing to actually go to the rec-room to switch off to the other character.
@crustykeycap5670
@crustykeycap5670 3 жыл бұрын
True but some caps, like the Wario cap in Hazy Maze Cave, isn't really in a convenient spot. Also I don't do stars in order so when I see a star that I can only get with a certain cap, I find it more convenient to just boot out switch characters and come back.
@AllianaCordova
@AllianaCordova 3 жыл бұрын
1. Wow I somehow missed this reply. Honestly Yoshi noises coming from Wario was weird but in context it was fine XD 2. Yeah, admittedly not always the most convenient, but it still was better than ALWAYS having to go back and switch characters.
@kurtdewittphoto
@kurtdewittphoto 3 жыл бұрын
Walking into Blockbuster and playing Mario 64 for the first time was such a memorable and magical experience.
@33Dannyb
@33Dannyb 2 жыл бұрын
I had the same experience. Played it first at Blockbuster. The game was nothing short of mind blowing at the time.
@scorpionwins6378
@scorpionwins6378 Жыл бұрын
Going into blockbuster after school on a Friday afternoon to rent Nintendo64 games was such a great time. I truly miss those days.
@nedmccann5381
@nedmccann5381 Жыл бұрын
@@33Dannyb still is mind blowing imo. Way ahead of its time
@sephiroth4543
@sephiroth4543 Жыл бұрын
Getting pop corn and a copy of Terminator 2 or Van Damme movie. Those were the days
@programity
@programity 6 жыл бұрын
In regards to you talking about players mostly wanting to do clean sweeps of stages: I would have hated that as a kid, when I first played SM64. I absolutely played a stage, got one or two stars, and then immediately went running around trying to find a new stage. The fun was navigating the world, and seeing what was around the corner. I still play it this way, tending to pinball from one stage to the next. If the game forced me to - or strongly persuaded me to - do all of the stars in a stage before accessing the next, I would hate it. That sort of linearity is probably the only thing I dislike about the Mario games that came before this one.
@benhaney5843
@benhaney5843 4 жыл бұрын
As a kid, you couldn't have cleared levels even if you wanted to. Getting a star was an accomplishment. You could be stuck at 58 stars or whatever for a few days. After getting a star after being stuck you expected to be booted out of a level to take a breath and celebrate. You didn't get all 7 stars in a level in 15 minutes like someone could easily do today. Figuring out where stars were wasn't so easy because we were kids and no one understand how to play a game like this. If you weren't there you just couldn't understand. Growing up with it on the DS, with 3D games already ubiquitous and understood conceptually by the player, is not even close to the same.
@chambeet
@chambeet 4 жыл бұрын
Ben Haney Excellent call! I adored the original Mario 64 when it came out, and I had absolutely no problems with its huge and inviting overworld and the plethora of levels to explore. It was part of Mario’s charm.
@WaterKirby1994
@WaterKirby1994 3 жыл бұрын
The DS Version still has that experience if it's your 1st playthrough. I remember not realizing how to get into Big Boo's Haunt for 2 weeks because of how different it was to enter from everything else in the game. It also took me about 2 weeks to figure out how to unlock the ? Boxes for similar reasons. Without the freedom of choice, the various challenge videos wouldn't be possible like trying to beat the game without Luigi, Wario, or ? Boxes unlocked in the DS Version or trying to do it without the cap switches in the original game.
@Chronochrome
@Chronochrome 3 жыл бұрын
There's also the fact that some stars actually create map changes based on how you're intended to achieve the goal. Leaving the level and coming back to see that it's been changed (presumably through your involvement in the previous stars) makes it exciting to go back and see how it may be different with each new star.
@JCorvinusVR
@JCorvinusVR 6 жыл бұрын
I'm pretty sure the 'booting you from the level' was a workload management decision. Letting the player stay in the level increases the complexity of the state tracking they have to do to prevent things like sequence breaking for the missions. It's much easier from a design and programming standpoint to just clear the memory and start from a known good state.
@tosuismyu
@tosuismyu 5 жыл бұрын
It also seems like a natural progression from 2-D games that make you leave the level any way
@turtleanton6539
@turtleanton6539 4 жыл бұрын
This
@friedrichii.aliasdergroe9233
@friedrichii.aliasdergroe9233 4 жыл бұрын
It never bothered me though. The 100 coin star was grabable without leaving the stage,allowing for a combination of red coins and 100 coin and regardibg the othet stars,youre inside the stage again in a few seconds anyway
@Mqstodon
@Mqstodon 3 жыл бұрын
@Joe Parziale no you don't? That's what his retrospectives are. Looking at an old game and see if it still stands on it's own years after his release
@Mqstodon
@Mqstodon 3 жыл бұрын
@Joe Parziale you say he is bothered by the game booting you out because he didn't grow up with the game, but that's really dumb. Maybe you're just blinded by nostalgia because you (i assume by what you wrote) did grow up with it?
@Wraiven22
@Wraiven22 3 жыл бұрын
I remember being TERRIFIED of that eel in JRB. I HATED that level because of the eel and did everything I could to never have to go there. I still get the creeps when I see it.
@bigkmoviesandgames
@bigkmoviesandgames 2 жыл бұрын
I was so afraid of him up until I was about 13. Then one day I got into the water and I wasn't afraid anymore. It was the first time a game actually scared me.
@chrisrey0018
@chrisrey0018 2 жыл бұрын
Fr
@simplicitylost
@simplicitylost 2 жыл бұрын
I hated the eel too! It was always my least-favorite level! Something about being underwater too freaked me out.
@TheWhiteFoxTruth
@TheWhiteFoxTruth Жыл бұрын
Meeeee to
@RockSmithStudio
@RockSmithStudio Жыл бұрын
Getting the start from that Eel's tail was the final star I got on my first run as a kid. That eel scared the crap out of me
@kashinimeyo
@kashinimeyo 4 жыл бұрын
Personally, I feel like the levels booting you out after completing a star, wasn’t padding at all. It was to make the game generally consistent across all star completions since some stars do require a level reset. It would be far more disjointed to have only a handful of instances of being booted out- people would think that it was a glitch. But this boot out system also promotes people to explore in a much more non-linear fashion. I think they did take advantage of being able to compress files by not having all star avenues available in order to overwhelm this system by constantly having to code for the possibility of all stars being attainable at once. You are allowed certain non-linear freedoms, but not all of them at once because that would be too much code for a system to handle 120 star completion possibilities all at once. You can’t even really compare banjo kazooie to Mario 64 because there’s an additional 2 years worth of trial and error banjo kazooie had on top of already having a frame of reference Mario 64 pioneered for them.
@FezTheSpaceBiker
@FezTheSpaceBiker 3 жыл бұрын
In some levels that's honestly fine, and some circumstances require a level reset regardless. My issue is when you go for say, all the stars in Bob-Omb Battlefield, you end up having 4 stars which involve a lot of the same repetitive steps, and you just end up wishing you could grab them all in one go like in Odyssey instead of having to grab them one at a time, which leads to the tedium setting in rather quickly.
@k-leb4671
@k-leb4671 3 жыл бұрын
@@FezTheSpaceBiker And that is why Galaxy does what SM64 tried to do way better. Each star, besides some of the secret ones, felt like a relatively new experience despite being in the same galaxy. There were actually substantial changes made to level layouts each time. And the comet stars usually appeared later on after you've partly forgotten your experience with the galaxy. Now if only the galaxies felt more open. Ironically despite being set in outer space, the worlds are overall more constrictive than SM64 and Sunshine's worlds because Mario can't fly in space and the gravity-based platforming relies on small planetoids.
@jonahabenhaim1223
@jonahabenhaim1223 2 жыл бұрын
I feel like Tick tock clock should have been more forgiving
@evan2902
@evan2902 Жыл бұрын
I always saw it as a matter of hardware limitations. I recently replayed this game via Super Mario 64 Plus, which allows you to stay inside the map after grabbing a star *and* making the necessary adjustments to make getting everything on one visit possible. It does wonders for the pacing, at least in my opinion. Agreed with BK being an unfair comparison. I do think BK handles completion better, but again, there was a two year gap to play with.
@evan2902
@evan2902 Жыл бұрын
@@jonahabenhaim1223 It's pleasant enough with Super Mario 64 Plus. Stopped time and literally got everything in one sweep.
@rodrigopacheco12
@rodrigopacheco12 6 жыл бұрын
Wow, I literally finished the game yesterday for the first time, there couldnt be better timing than this. I can safely say, without nostalgia goggles, that Super Mario 64 is still a great game that stood the test of time and is still a joy to play.
@TheBeird
@TheBeird 6 жыл бұрын
That ending credits music . . .gets me emotional every time.
@corndogonastick5349
@corndogonastick5349 6 жыл бұрын
H.D Beird same, and I don't even like this game that much
@jpetersongaming
@jpetersongaming 28 күн бұрын
Gives me goosebumps every time...
@AcoAegis
@AcoAegis 6 жыл бұрын
Getting booted out of a level isn't a bad thing, and it actually makes the game more reminiscent of the linear progression of the older games. You have to do each start separately - otherwise you could very easily get 4 stars all at the same time and they wouldn't be special, it'd be "get these four stars time"
@cashmoney8339
@cashmoney8339 5 жыл бұрын
Aco somebody finaly gets it💯👌
@ray_1111
@ray_1111 4 жыл бұрын
You are right, he actually says something parallel to this in his retrospective of Odyssey
@anonymoususer2756
@anonymoususer2756 4 жыл бұрын
+therandom3591 Thank God I’m not the only one who thinks that! The moon system in Odyssey is terrible! I wish they were more like SM64’s stars.
@Rex13013
@Rex13013 4 жыл бұрын
@@anonymoususer2756 Same here, I thought I thought I was the only one who didn't enjoy the moon system. I agree with you guys, I wish Odyssey moon system was more like 64/Sunshine/Galaxy's (mostly 64) star system to be completely honest, because the mission structure is what made almost every star special and memorable imo.
@anonymoususer2756
@anonymoususer2756 4 жыл бұрын
@@Rex13013 With SM64 every star was its own unique journey with different objectives you had to complete, and you could do nearly all of them in whatever order you wanted. In Odyssey every level is just kind of a big linear path with moons scattered around in diverging paths off the main objective. Some you can't do before doing another. And on top of that some you can't even collect again because of permanent changes to the level. In SM64 every course is just a blank slate that you can do whatever you want in and resets when you quit or die, just like in the 2D games. But something about Odyssey and the way its missions are structured just feels so restrictive and linear to me. I get no enjoyment out of completing them.
@monkonyx7171
@monkonyx7171 2 жыл бұрын
My favorite memories from these games was everybody coming together and sharing what they found with each other
@graalcloud
@graalcloud 6 жыл бұрын
I feel bad for you that you didn't get the full revolutionary Mario 64 experience in the 90's. I like the DS version too but playing Mario 64 when it was new was an indescribable joy that I don't think newcomers will ever get to feel. I was 5 years old when I first saw the game and I literally froze up in awe, my jaw completely dropped and I could not stop staring. The jump from SMB to Mario 64 was just too unreal, it felt like a dream.
@Leathal
@Leathal 6 жыл бұрын
Yeah it's tough getting across just how next level SM64 was at launch. Most people were coming from a 16 bit console with an eight directional dpad where 3D video games as a generalized concept meant either mode 7 style sprite scaling or perhaps 2.5d FPS games like wolf3d. And analog controls meant "joystick or trackball". Imagine if all the hype behind Kinect or Oculus Rift "changing the face of gaming" actually DIDNT fall hilariously flat and maybe you'll get an idea of what SM64 was in 1996.
@33Dannyb
@33Dannyb 6 жыл бұрын
John Redcorn I completely agree. Even after seeing the PS1 and the Saturn, Super Mario 64 floored me. It “feeling like a dream” is an accurate description of the feeling I had while playing it for the first few times and it remained enjoyable for years to come. The game was just wonderful when it first came out.
@ChaddyFantome
@ChaddyFantome 6 жыл бұрын
John Redcorn i remember not even liking 64 at al because it didnt play like 2D SMB. It being revolutionary never phased me
@civarello7751
@civarello7751 6 жыл бұрын
The same can be said about Occarina of Time or Metroid Prime. It´s totally different to experience these games first jumps to 3d when they were new instead of playing them about 15 to 20 years later. Of course a game like Occarina of Time doesn´t awestruck you the same way when you first play it in 2014 opposed to the way when you played in on release. What plays a huge part is that for many these are childhood memories. I on the other hand was already 21 years old when Occarina was released, but it floored me nevertheless. The same with Mario 64 in 1996 and Metroid Prime in 2002. It was EXACTLY what I wanted at the time, a Super Metroid in 3D. These are still some of the best gaming memories I ever experienced (on many different platforms; mainly PC, Nintendo and Sony-Consoles). If I recall the last couple of years there aren´t many games that did that for me; Demon´s Souls was one of the few NEW games that somehow invoked the feeling why I fell in love with games in the first place.
@Nope2479
@Nope2479 6 жыл бұрын
I was 9 years old and used to NES and SNES. I couldn't rationalize what I was seeing or how I could possibly control it. It was amazing. Game changing.
@Real1Gaming
@Real1Gaming 6 жыл бұрын
18:23 - YES. THIS. Back when I was a young little Real1, I had 119 stars and lacking that one. Internet was unheard of for me back then and none of my friends knew how to get the star. Eventually I saw a gaming magazine that had a text snippet on the cover that gave me uncontrollable euphoria. "How to get all the stars from the first seven worlds of Super Mario 64". But then a new problem showed up. That magazine was on the shelf behind the counter of that tiny store so I couldn't read the it, and I didn't have any money to buy the magazine. So I had to wait for my weekly allowance of 20 SEK (approx 2,5 dollars back then). But then when I got it, that wasn't enough! The magazine was 35 SEK. So in the end I had to do the dishes for a few days to get the remaining money. So, I eventually got the magazine, and shortly after I could finally reach my goal. The happiness was real. I still have that exact magazine, and its so thoroughly read
@blorfenburger
@blorfenburger 6 жыл бұрын
Real1Gaming really? "The one" for me was the 20 second peach painting slide. I loved getting into the cannon and blasting off to my death or into walls so i must not have taken long for me to find it. I also didnt have internet
@stogerat
@stogerat 6 жыл бұрын
Such a different time. Back when you learned how to beat hard levels or found secrets by talking to kids on the playground or buying nintendo power, it really made games feel more rewarding than just having all the answers at your fingertips.
@SarahConnor618
@SarahConnor618 6 жыл бұрын
this one was my last one too... 2nd last was the peach slide under 20 seconds
@SwedenTheHedgehog
@SwedenTheHedgehog 6 жыл бұрын
Fellow Swede, fellow happiness! I had a very similar experience as a kid :D
@nocomment3294
@nocomment3294 6 жыл бұрын
yeah think i found it by accident. anyway the secret slide star took me longest i believe
@theftking
@theftking 6 жыл бұрын
You say the DS version has a "lack of aliasing", but it actually has a lack of "anti-aliasing". The DS version has aliasing in spades.
@titanium_rocket1505
@titanium_rocket1505 4 жыл бұрын
yeah, It's due to the incredibly low resolution of the DS screen
@sluigi
@sluigi 2 жыл бұрын
Woah, a person who's videos I watch
@StefanIson123
@StefanIson123 6 жыл бұрын
The towers on Shifting Sand Land can be run up, no need for the flying cap (similar to the walls with arrows in the last Bowser stage). I find that SM64 controllers are like an instrument, easy to pick up but hard to master, having enormous depth for those who want it, as speedruns clearly shows.
@somethingsomething7993
@somethingsomething7993 3 жыл бұрын
Those are largely unintentional tricks
@Tommy-lp7li
@Tommy-lp7li 6 жыл бұрын
I like how all of your footage is you playing badly
@seansean3690
@seansean3690 4 жыл бұрын
hahahahhahahhahahahahahahahahahahhahahahahahahahahhahahahahahahahahahahahahazhazhzhzhzhhzhzhzhzhzhzhzhzhhzhzhahahahahahhahahahah
@turtleanton6539
@turtleanton6539 4 жыл бұрын
Indeed
@Scurge237
@Scurge237 4 жыл бұрын
Keeping it real tho. Lol kinda better than a speed run
@brionifanboy8792
@brionifanboy8792 4 жыл бұрын
He is bad. And than he keeps ranting about missing "handholding" in games like Ocarina of Time, which were beaten by millions of children back in the 90s.
@legrandliseurtri7495
@legrandliseurtri7495 4 жыл бұрын
@@brionifanboy8792 Are you still salty about a review? I suppose I can kinda understand that. I'm still angry about some reviews from somecallmejohnny, but I just stopped watching, I don't go around his comment sections hating on him.
@NigBickDoomguy12345
@NigBickDoomguy12345 6 жыл бұрын
>an excuse to use Dire Dire Docks in the background I am thankful to be subscribed.
@portervfx8798
@portervfx8798 5 жыл бұрын
I’m one of those lucky few that enjoy both SM64 and SM64-DS’ control schemes and believe both to function soundly.
@theraymunator
@theraymunator 3 жыл бұрын
I find it pointless to argue over which one is better, to be honest. The only real problem with the two is the shitty camera in the original and the necessity to hold the run button in the DS version, and even so, both issues aren't all that annoying.
@jonahabenhaim1223
@jonahabenhaim1223 2 жыл бұрын
I honestly preferred how Ape Escape Controls over Mario 64
@schwa4883
@schwa4883 2 жыл бұрын
@@jonahabenhaim1223 Oh.
@jhackett3066
@jhackett3066 4 жыл бұрын
I got 120 stars once as a kid...i was so proud of myself...never been so happy to see yoshi lol.
@XtreemeX
@XtreemeX 6 жыл бұрын
I love your retrospectives, you'd be surprised of the amount of time ive needed something to listen to before i goto sleep and choose your videos
@mechtroidProductions
@mechtroidProductions 6 жыл бұрын
A lot of the problems with the original game solved by the DS version were hardware or algorithmic limitations of the time. For example, the camera troubles were amplified by the horrible resolution of the 64's analog stick, there were only 32 (compared to the GameCube's 256) different angles the stick could be at. In fact, the notches on the stick were there to ensure players could reliably press directly forward, because being a little off was a huge difference in angle. This is the same reason Mario did little half circles while turning at high speeds, it allowed players to use angles other than the 3(!) between straight and 45 degrees. Later games like banjo kazooie used interpolation techniques and code developed by Nintendo after the launch of Mario 64. The walljump timing was also a feature of 64 using less precise floating point numbers and doing frequent conversions between, the smoother gameplay and timings of games like banjo kazooie is largely due to thousands of developer hours making more precise collisions and movement by building off of Mario 64's techniques and code. I'm also confused as to how not booting players out would have improved the game in the way you said without major redesigns. Multiple levels would have stars mere jumps away from each other, and expanding level sizes to solve this would have required compression techniques pioneered years after its development. So yes, Mario 64 could have had fixed the problems you bemoan, but they are in no way "minor" differences when given the constraints of the hardware and tools, and attributing the design decisions to "padding" is a gross insult to the developers at the time.
@Mqstodon
@Mqstodon 3 жыл бұрын
It is padding though? Like- are we even arguing about that? Of course it's padding
@overwatch761
@overwatch761 3 жыл бұрын
You can't blame the camera troubles on the N64's analogue stick lol, it only had one, the C buttons controlled the camera and the analogue stick was perfect. The DS version brought its own issues, like no analogue control and only the ability to move the camera left or right.
@FezTheSpaceBiker
@FezTheSpaceBiker 3 жыл бұрын
"Multiple levels would have stars mere jumps away from each other" That's exactly why it feels like padding. This functionality was already built into the game, why not use it?
@PeytonBirbal
@PeytonBirbal 4 жыл бұрын
" I grew up playing the DS version" Well that explains everything lol
@titanium_rocket1505
@titanium_rocket1505 4 жыл бұрын
I grew up with the DS version as well, and to this day, SM64 has remained my favorite game of all time
@MehmetAli-jd3jz
@MehmetAli-jd3jz 4 жыл бұрын
The only thing that is better in the nintendo 64 version is the control stick...
@Wza456
@Wza456 4 жыл бұрын
Seriously... wtf is this dude talking about? The DS graphics alone for SM64 is shitty and blocky
@ars7374
@ars7374 3 жыл бұрын
Phony Montana To each their own but I find the DS’s more refined and accurate models, along with its sharper textures, more appealing than the N64 version’s strange models (which are sometimes inaccurate to the official artwork, like Bowser’s model) and blurry textures.
@IsomerMashups
@IsomerMashups 3 жыл бұрын
Bitch please, the only people who call the original's controls good are so blinded by nostalgia that Stevie Wonder could help them cross the street.
@TheUntypicalGerman
@TheUntypicalGerman 3 жыл бұрын
N64 was one of the best consoles ever made. It was a big part of my childhood and this game will always have a special place in my heart :>
@luis-sophus-8227
@luis-sophus-8227 Жыл бұрын
It wasn't
@Username-tg4ok
@Username-tg4ok 11 ай бұрын
@@luis-sophus-8227 it absolutely was
@The_Blazelighter
@The_Blazelighter 6 жыл бұрын
"Something revolutionary is rarely flawless." Sums up my thoughts on a lot of games actually (Metroid Prime, Ocarina of Time, Breath of the wild, etc.).
@legrandliseurtri7495
@legrandliseurtri7495 4 жыл бұрын
Most things aren't flawless after all.
@somethingsomething7993
@somethingsomething7993 3 жыл бұрын
I think oot should be taken of the flawless list
@juanmanikings
@juanmanikings 3 жыл бұрын
But those games are masterpieces
@juanmanikings
@juanmanikings 3 жыл бұрын
And the reason for mario 64 flaws is because there wasn't a good way to control the camera it was the first game of his kind so is understandable
@linkthepig4219
@linkthepig4219 3 жыл бұрын
@@somethingsomething7993 This is coming from a guy who's favourite piece of media ever is Ocarina of Time: it is NOT a flawless game at all.
@GarArtStudios
@GarArtStudios 6 жыл бұрын
Man. I almost agreed with you. And then you said you preferred DS's controls. :P But legit, great video as always, man. Fantastic points and very interesting observations and I haven't thought about before!
@crustykeycap5670
@crustykeycap5670 3 жыл бұрын
I mean he made some good point though. The run button is kind of nice.
@krypton7900
@krypton7900 3 жыл бұрын
uh yes the ds versions controls are great, don't dis it until you actually played it
@Gameboy_9917
@Gameboy_9917 3 жыл бұрын
@@krypton7900 mmmm yes 8 way movement for a game literally used to showcase 360 control
@krypton7900
@krypton7900 3 жыл бұрын
@@Gameboy_9917 yeah but it's not like you need it, also it features gradual turning which means yoy aren't really limited to 8 directions, think spyro the dragon being played with a dpad
@phoenixreborn32
@phoenixreborn32 3 жыл бұрын
@@krypton7900 yeah using a dpad is the best for a 3d game 😒🙄
@javariyearwood6792
@javariyearwood6792 6 жыл бұрын
It's videos like this that make me fall in love with video games all over again. Thank you so much for giving your input on my favorite Mario game of all time and I hope your channel continues to grow.
@SolinoOruki
@SolinoOruki 2 жыл бұрын
Unpopular opinion: the best way to play Super Mario 64 is the DS version, on a 3DS.
@gameguy_64
@gameguy_64 6 жыл бұрын
Super Mario 64 is my favorite video game of all time and while I grew up with both versions, I still perfered the original on the N64💕. Great video btw 👍💯
@SyndicateProjectFan1
@SyndicateProjectFan1 6 жыл бұрын
I’m excited for this series
@jennilocke
@jennilocke 6 жыл бұрын
I'm currently binge watching all your videos. My god, your voice is so nice. So chill. Most people in the business of discussing game design like to yell and depend on hyperbole or at least having some kind of joke. This is just nice to listen to.
@lordroy88
@lordroy88 2 жыл бұрын
That statement about revolutionary games rarely being flawless holds up very well. Tropical Freeze is a game that admittedly isn’t revolutionary, but it is near flawless
@MrEricwii
@MrEricwii 6 жыл бұрын
While I do think it generally sounds good to not be kicked out of stages, in this specific case I think it works well. Disregarding the changes made to levels between certain stars it gives you a clean slate and makes you think about what you want to do next. "Do I want to do another stage?", "Which star should I tackle next?", "Should I use the metal cap I just unlocked somewhere else?" Most often you do want to enter the same stage, but even then you often experiment & tackle the next objectives in ways you weren't doing before. It also gives you a good stopping point, in many other collectathons you continue to play even though you may not really feel like doing so. In this game's case however you actively make the choice of: "Yes, I want to do this now". In games like Banjo Kazooie this would not work for several reasons: A) The levels are much bigger and spread apart from each other. B) The levels offers more variety in their environments making it feel more like a world than a constructed space. C) You would have to make actions that would be a lot more frustrating to do multiple times, like transformations for example The reason I think it works so well with Mario 64 is that the stages are small, non linear & generally fast paced. In stages that have a single main objective the game does not kick you out of the stage for doing an optional star, like taking all the red coins in the bowser stages for example. Bottom line I think it works to this game's advantage, while it's not always good I think it's a beneficial feature overall. Thanks for reading if you did :)
@rodrigopacheco12
@rodrigopacheco12 6 жыл бұрын
Man, im so glad I dont see games through this lens. Despite what flaws the game may have, booting you off a level once you collect a star or die, glitches and bugs, finnicky controls or dated camera (which is ironic since it was so revolutionary at the time), they never eclipsed the utter magic of playing this game. The joy of discovery, exploration, controlling Mario, and overcoming the Castle outshines any problem the game may have. It always bothers me when game critics always view "frustration" as a negative aspect of a game and never something integral to it's design and appeal. The wall jump and side jump being so complex to pull off is what makes pulling them off flawlessly such an enjoyment. Super Metroid could just let you press a button when you hit a wall to make a wall jump, but instead they decided to make that move a challenge onto itself, because overcoming that challenge is the point. The analog control is vastly superior to the ds dpad because the tension of pulling the analog just the right way to not make Mario fall off is what makes 3d platforming fun and rewarding. Frustration is important because it gives way to a feeling of acomplishment once you overcome it. Im not using this as an excuse for bad game design, but I feel that alot of game critics put the blame on the games far too much instead of their own mistakes. Like, just learn how the damn character moves and reacts to your inputs. the Clock and Rainbow levels are the last stages, they are supposed to be a challenge to go through. I mean, you refer to the Castle layout as "padding" and the act of going through it to reach the levels you want a "chore". This might be the first time I have ever heard such a ridiculous thing, imagine SuperMario 64 just being a level select like the 2d mario games. Half of its soul would be gone in a second. I think that from all the overanalytical youtube game critics out there ( KingK, Mathewmattosis, Joseph Anderson, etc.), Matthewmattosis is the only one I can tolerate the nitpicking and precise criticism, because I can still sense a joy and fascination for videogames in his voice, despite how monotone that voice can be, and he doesnt see good game design as a blueprint that must be followed by every game. No, Super Mario 64 isnt an "experience" or a "tech demo". In fact, it's still a much more enjoyable Super Mario game than alot of the ones that have come out ever since it's release. It still has the most satisfying Mario to control (maybe Sunshine beats it), still has great Star objectives and challenges, still gives the player an immense feeling of choice and freedom, and still has alot to teach to new games to this day. Im not saying there isnt room for game critique like this in the world, there definitely is. But I have come to the conclusion that it isnt for me and that it absolutely doesnt refelct what I actually love about videogames. And btw, before I get this amazing argument, Im not wearing my nostalgia goggles. In fact, I literally beat the game for the first time yesterday.
@francisthompson3772
@francisthompson3772 5 жыл бұрын
Uh, that stupid wall jump. I don,t see the point, because while it did take a long time to understand how it works, it,s wasn't satisfying when I was finally doing it consistently, it was just a relief. But I,ll admit it was quite cool to use it optonially to skip some platform. But I would say Zero mission did wall jumps better;the timing feels much more fair, you basically just have to do it immediatly as you hit the wall, instead of having to wait.
@Adrianofnagrand
@Adrianofnagrand 4 жыл бұрын
This comment perfectly encapsulates how I'm feeling about this review. The viewpoint in this review is how you end up with an industry full of games you can finish in an afternoon or pay to win. It's meant to be a challenge. You're meant to fall 15 times. It's meant to take time and it's meant to feel super amazing when you finally make the jump, otherwise what's the point? People want instant gratification nowadays and it makes me sick.
@isetmfriendsofire
@isetmfriendsofire 4 жыл бұрын
@@Adrianofnagrand The commentator really likes a lot of hard games, though. Is about HOW you're punished.
@jaretco6423
@jaretco6423 3 жыл бұрын
I still somewhat enjoy 64. But honestly, I rather play any 3D Mario games over 64 ( with maybe the exception of Sunshine ).
@DNYLNY
@DNYLNY 5 жыл бұрын
I love that the game kicks you out after each star because it makes the star feel even more rewarding. I feel like if the game didn’t celebrate each star like that, then they wouldn’t feel special. They’d feel like coins. And I find it satisfying to tackle the level again and see how much better I’ve gotten at it. They get easier over time and it feels good. I can see how it’s annoying for speed runners.
@PigeonLord21
@PigeonLord21 4 жыл бұрын
Interesting to see someone else really struggled with that weird half-circle turnaround. It happens so inconsistently that it has also killed me more than anything else in any 3D Mario
@IsomerMashups
@IsomerMashups 3 жыл бұрын
Same. Even my friend who has played 64 all his life has the same issue.
@sunslap
@sunslap 6 жыл бұрын
one thing i can say that for me as a young kid, getting booted out and having a fresh start, made it a lot easier for me to organize objectives, also added mystery and intrigue upon revisits. You never knew quite exactly what was going to be the difference when you went back in, which you can say is padding if mad, but optimistically for young folk it is indeed longevity in its purest form. The game demanded that you almost respect each level, know it in and out, and it would be baked into your mind forever. Not bad design (for the time) in my opinion, they indeed got us to remember every single level, aside from the submarine one cause i completely forgot that existed.
@GLogic
@GLogic 6 жыл бұрын
SM64 has an insanely high level of movement capability with the stick. Comparing that level to the DS version makes you seem pretty clueless on what you can actually do.
@jon....
@jon.... 5 жыл бұрын
GothicLogic Nigga i cant do anything cuz of this camera tho
@peenywallie
@peenywallie 5 жыл бұрын
@@jon.... there's literally nothing wrong with the mario 64 camera. stick to fortnite, kiddo
@atimholt
@atimholt 5 жыл бұрын
The DS version was my first experience playing the game. I felt the importance of analog controls, so I actually bothered to stick that end-of-the-loop hard bit of plastic on my thumb and use the bottom-screen virtual analog stick. It actually worked pretty well. What I really want is for them to release a remake/polish of Mario 64 DS on the Switch.
@xandervampire195
@xandervampire195 5 жыл бұрын
@@jon.... Well, Mario 64 was one of, if not the first game which allowed you to reposition the camera. It still wasn't perfect but remember, before the N64 came out, you just had to deal with whatever camera angle a game decided to throw at you. There were games on the PSX which had some camera control too but not to the extent of the N64 (at least, not with the OG Playstation controller). The C buttons were an amazing innovation in that regard. I didn't have an N64 as a kid, personally, I had a Playstation but the influence of the N64 on gaming as a whole can't be denied. Even the dualshock controller, released later for the PSX, which arguably improved on Nintendo's innovations wouldn't have existed at all if not for the N64's joystick and rumble pak.
@sketch3744
@sketch3744 5 жыл бұрын
@Inevitable except that m64 hasn't aged badly at all. Most modern games still can't hold a candle to it. Did you even play much m64?
@BenVaBo
@BenVaBo 2 жыл бұрын
Finally someone else who likes SM64DS more.
@jonast7605
@jonast7605 6 жыл бұрын
Laughing so much of this. I never realized how brilliant and persistent I must have been when I was 8 years old. I didn't speak english and internet was a novelty that we didn't have, but still managed to get all the stars. I could have accomplished so much in life.....
@bigmeatyclaws86
@bigmeatyclaws86 6 жыл бұрын
Hey, I also grew up with Mario 64 DS. While I agree with its better camera controls, I *don't* like the difference in the way mario controls. The speed you move without holding the run button is *molasses* . And holding down the run button almost constantly leads to easy hand cramps. I think I'd rather give up precise jumping for the handful of times you need it for a more comfortable experience overall. Heck, my time with the N64 version leads me to prefer the analog controls. The funny thing is, I find Sunshine worse in terms of analog control, that game feels way too slippery to me. I think we both just prefer different controls. In the end, *both* games were launch titles for their respective platforms and had some experimentation in terms of controls.
@KingKlonoa
@KingKlonoa 6 жыл бұрын
Voldemortsuncle I had a feeling that particular discussion wouldn't gel with a lot of people.
@bigmeatyclaws86
@bigmeatyclaws86 6 жыл бұрын
Just a difference in preference, I think. Trying hard not to sound like a jerk here...
@hi-i-am-atan
@hi-i-am-atan 6 жыл бұрын
+Voldemortsuncle I can't help but think that your problems with it would be tremendously improved by having an "invert run" option, as in running as normal movement while holding down the run button causes you to walk instead.
@therandombowguy1207
@therandombowguy1207 6 жыл бұрын
Arctangent the issue isn't just with the binary speed of running, it's the whole package of how momentum is handled in each game. If you enjoy simply running through the level doing the most basic of Mario's jumps to get the star, then yes liking the ds version male sense. But for me the fun part of 64 was getting good at moving mario around. You could combo his movement to increase his momentum in crazy ways that you just aren't allowed to do in the ds version. Not to mention small annoyances like kicking in the air, which for 64 gave you a slight boost to reposition your jump, while for the ds version it locks you to a specific direction. What I mean is, once you kick in the air for the ds version, you lose all ability of mid air control until you hit the ground. The game is plagued with weird decisions like this unfortunately and that specifically is why I find the original more enjoyable.
@haruhisuzumiya6650
@haruhisuzumiya6650 6 жыл бұрын
Voldemortsuncle try using the 3ds.
@leeartlee915
@leeartlee915 2 жыл бұрын
It’s weird, I never minded being booted out of the stage. It kinda allowed me a moment to celebrate my accomplishment after completing a star, especially the more difficult ones. I can see now that’s not how games are designed (they are aimed at keeping you going indefinitely). But yeah, I kinda like it. It allows for nice division between achievements. To each their own I suppose.
@jonahabenhaim1223
@jonahabenhaim1223 2 жыл бұрын
Then why does the 100 coin star not boot you out?
@leeartlee915
@leeartlee915 2 жыл бұрын
@@jonahabenhaim1223 Because they obviously added that feature late in game development. You can find articles where they confirm that.
@scorpionsapprentice3248
@scorpionsapprentice3248 2 жыл бұрын
i really want to see this game get an hd remaster with qol features, a DS version with better controls, and more slide themed levels. i am still upset that i lost my copy.
@Euro.Patriot
@Euro.Patriot 2 жыл бұрын
Get a 428 in 1 card. I found my brother's and it has SM64DS, Mario Party DS, NSMB 1 and Sonic And Sega All-Stars Racing.
@Satsui_No_Hado
@Satsui_No_Hado 3 жыл бұрын
Your content is so damn good Sadly becoming one of my favorite KZfaq content creators And enjoyable voice very easy to listen to and very well researched with a lot of passion Bravo!
@JohnHillEU
@JohnHillEU 2 жыл бұрын
Why is it sad?
@Gibdoh
@Gibdoh 6 жыл бұрын
*But first we need to talk about Parallel Universes...*
@RickSatan
@RickSatan 3 жыл бұрын
my mom did not let me go trick or treating this year becuase she says i might cathch the coronavirus and kill all of my friends
@theraymunator
@theraymunator 3 жыл бұрын
@@RickSatan cool story beo
@theraymunator
@theraymunator 3 жыл бұрын
@Gibdo An A press is an A press, you can't say it's only a half.
@ProphitDesigns
@ProphitDesigns 6 жыл бұрын
Growing up with both versions as they came out, I have an appreciation for both control schemes. And while I see the benefits and flaws in each one, I have to say the D-Pad is still the major hindrance as to why people dislike the remake. I completely agree that having a run button adds a level of precision to gameplay that is much more casual friendly. Mario 3D World showed us that having a run button in 3 dimensional platforming can work extremely well. But the nuance of a control stick just can't be beat. As a side note, I noticed your 64 gameplay was the Virtual Console version. The control in that version is a bit of a mess due to how the game was developed with the 64's true analog stick in mind. The GameCube's and Classic Controller's digital stick just don't function as well for that game and as a result make Mario's platforming really finicky. I always suggest to forgo the VC version and play on a legit 64 with a good 64 controller.
@KingKlonoa
@KingKlonoa 6 жыл бұрын
ProphitDesigns Hah, that'll be the day. Nowhere near owning an N64
@Ashnal
@Ashnal 6 жыл бұрын
You'd probably get better analog control using an emulator and a modern controller even.
@joedoe1096
@joedoe1096 6 жыл бұрын
KingK that's might be why you prefer the DS version, though. You played it on the hardware it was designed for. But after having gotten used to two other versions of this game already, it might be impossible to go back to the original and appreciate the controls as they were. The subtle differences would be confusing and feel unpleasant.
@k-leb4671
@k-leb4671 6 жыл бұрын
The analogue stick of N64 controllers is stiffer than most analogue sticks, which honestly is for the best. I find it annoyingly difficult in, say, Super Mario Galaxy to consistently move Mario at a slow pace, and it's mostly because the Nunchuk's analogue stick is pretty loose (it's also somewhat difficult to consistently move Mario in a direction that isn't one of the eight cardinal directions, due to the fact that the hole that the stick is placed in, whatever that's called, is octagonally shaped).
@luismagallanes2371
@luismagallanes2371 6 жыл бұрын
That makes sense. I was wondering why he was ragging on the n64 controller. That thing was pretty much design with this game in mind and there is nothing better for it.
@khav11
@khav11 6 жыл бұрын
one of the best game ever...in 1996 it was the best game to play
@andrewanderson7674
@andrewanderson7674 6 жыл бұрын
"I had the pleasure of growing up with Super Mario 64 on my DS." Goddamn do I feel old. I was already in high school when this game came out... on the Nintendo 64!
@geom__
@geom__ 6 жыл бұрын
I seriously get giddy when you upload. You've become one of my favorite content creators quickly.
@PillowEgg
@PillowEgg 6 жыл бұрын
This is a perfect compliment to Mathew Matosis review on Mario. I love the detailed observations and perspectives put out on this review. The nostalgia is strong and becomes an ever growing lesson in perfecting game design.
@carprincess
@carprincess 5 жыл бұрын
I have so much nostalgia for this game. It was like my first Nintendo 64 game and it was so much fun to mess around with the overworld of the castle. I actually like that a lot of my early games had this kind of mechanic such as Sonic Adventure which made it a lot of fun to play even after I completed the levels.
@oooodaxteroooo
@oooodaxteroooo 6 жыл бұрын
the clock is great, since it challenges your dexterity time again with every star and gives you many options to tackle different obstacles. it also changes the way the level plays depending on the hand position so you get many different challenges on top. it was the most fun level for me and my friend as we played it decades ago.
@jonahabenhaim1223
@jonahabenhaim1223 2 жыл бұрын
I mean if you like challenging levels
@CarlMakesVideos
@CarlMakesVideos 6 жыл бұрын
Huh, people usually have a lot of complaints about the DS version, but it was the first one I played, so I'm with you on most issues there.
@themariomedic8753
@themariomedic8753 6 жыл бұрын
NotQuite Videos I played the 64 version first, but I prefer the DS version by far, even the controls. It's just better overall in my opinion.
@Igneeka
@Igneeka 6 жыл бұрын
While I think stating that the people complaining about the ds controls are trying to be edgy and different is fairly stupid, I never had any problems with the controls either, I was surprised to recently find out that most people didn't like it
@Gamesforus1
@Gamesforus1 6 жыл бұрын
Grew up playing the original on the Wii virtual console, tried to play the DS version but couldn't. I know its the superior version, though I wish it came out on the Wii or something originally so that I could of had a better time playing it with a joy-stick. It just feels stiff and so unnatural to me. (I played it on the 3DS.) To me, I feel like its going to be a person to person thing, mostly those who played the DS first will at least have a good grasp on the controls, while those who are used to the N64 version will not like them. Its different for everyone, or course, but having a run button in a 3D space doesn't feel right, one reason why I also don't like 3D world for the 8 directions and run button.
@RyebredroxRPD
@RyebredroxRPD 6 жыл бұрын
I perfer te DS control scheme to the N64. I really dont understand people that claim it ruined the game.
@AllianaCordova
@AllianaCordova 6 жыл бұрын
In spite of my age, the N64 version was the first one I played (though that's mostly due to me getting my cousin's old N64 before the original DS ever came out and Super Mario 64 being one of the games that was given with it) and in the end I somewhat prefer the DS version, despite the griping I hear about the D-Pad... ...I never really found too many gripes with the D pad on that game, looking back. Especially noticing the weird semi-circling KingK mentioned in the original N64 game.
@carlos-iv4my
@carlos-iv4my 6 жыл бұрын
I played the DS version first, and I played it really a lot when I was a child, but today I can't stand its control. I prefer the N64 version by far.
@garbanzomeatball
@garbanzomeatball 6 жыл бұрын
Carlos If Mario 64 DS had updated graphics and full analog movement it would be amazing.
@srfrancium9728
@srfrancium9728 5 жыл бұрын
If playing it on the using the analog on the 3ds made the game function like the stylus mode it would be good. Or even the ds analog strap on
@otterlord3795
@otterlord3795 5 жыл бұрын
@@garbanzomeatball Kinda--I hate how some missions force you to use characters other than mario
@turtleanton6539
@turtleanton6539 4 жыл бұрын
@Lewis Bandas rite
@victerzian2140
@victerzian2140 4 жыл бұрын
@Lewis Bandas I love the original on the N64, but you mentioned seriousness in Super Mario 64 ? or any Mario game? Seriousness and Mario do not mix. These games are the opposite of serious.
@TdK-eskAeR
@TdK-eskAeR 9 ай бұрын
"grew up with it on my Nintendo DS" This phony wasn't even there man HE WASNT EVEN THERE
@MajoraZ
@MajoraZ 6 жыл бұрын
Something I rarely see people mention is that while 64's levels are ostenbly open sandboxes, for most levels in practice there's really only actual meaningful platforming along set paths. In Bob-omb Battlefield, for example, everything other then the path to and then up the mountain is more or less empty field with trees and enemies scattered around. By contrast, Sunshine has far more actual platforming tools and paths all around levels in multiple directions: Bianco hills still has a very similar path and trek up a vertical structure, but the village and the hills and the ropes over the lake are all far more conductive to freeform sandbox platforming. On that note, sunshine actually does way more with the narrative progression between missions.
@jimbogreen7029
@jimbogreen7029 5 жыл бұрын
Some levels in sunshine basically don't have platforming at all though. The hotel, beach, like half the stars in Pina park, the imposter Mario levels, etc all focus on gimmicks outside of platforming.
@ApolloVIIIYouAreGoForTLI
@ApolloVIIIYouAreGoForTLI 6 жыл бұрын
This was the best xmas ever! I loved my 64.
@nova338
@nova338 6 жыл бұрын
Wouldnt it be cool if they made a remake of 64 as DLC for Odyssey? They could put a pipe in the Mushroom Kingdom that brought you to the 64 version with updated graphics and music! Cappy would have to go, but it would be cool if other moves could stay. The main thing I would like to see in a remake would be to not be booted out upon grabbing a star and remixes of songs for repeat stages. Like, Whomp's Fortress could have more drums or something. Just something to make the repeat songs more distinct. Maybe I'm crazy. I just think it would be a good fit.
@Killermy3
@Killermy3 6 жыл бұрын
A door in peach castle that requires 999 moons.
@nova338
@nova338 6 жыл бұрын
ClipOnSunglasses I definitely think they should go all out. Not just redone textures, but more like how beautiful it is to run around the Mushroom Kingdom in Odyssey.
@nova338
@nova338 6 жыл бұрын
ClipOnSunglasses I guess I didn't mean throw in more things. Because, yeah, that wouldn't work. I just meant visual things. Like the flower patches in the Mushroom Kingdom, or the pixel art in the Cascade Kingdom. Something to spice up the less visually interesting worlds of 64.
@TearTheRoof0ff
@TearTheRoof0ff 6 жыл бұрын
+ClipOnSunglasses This is a great and an extremely underexposed idea. Older 'fuzzy' graphics make sparse levels look more lively and dense than they really are. It's what makes Banjo feel more alive and kicking than Yooka, in my opinion. There really isn't THAT much going on in Banjo, but the jaggy (jiggy? ;p) moving textures made the world seem bustling with energy in a way that's hard to replicate with high fidelity and smoother textures. For the record, I think Odyssey does an absolutely wonderful job of overcoming this while maintaining the simplicity of design.
@Fungusdude42
@Fungusdude42 6 жыл бұрын
I'd be fine with it if they went all out and added some new stuff to the old levels as well. They'll probably never do this, though.
@xiaoandmatt
@xiaoandmatt Жыл бұрын
Amazing videos man. I just found you today and I am loving them so far. I got N64 the day it came out and it was a huge part of my childhood along with the SNES.
@smushycows2334
@smushycows2334 5 жыл бұрын
years later and I still appreciate this video you made brother
@stobie8128
@stobie8128 6 жыл бұрын
As much as I enjoy the 3D Mario games, it always annoyed me how power ups were mandatory for progressing through a certain objective as opposed to the older games where you could just pick them up. I'm glad 3D Land and 3D World went back to this. Great video btw.
@bradyboob
@bradyboob 6 жыл бұрын
The clock level changes depending on what time is on the face of the clock before you jump in so you can make time still if you want or just slow therefor your coming compliant about the level that it doesn’t follow its structure is because you can change the tempo of the level
@imloitering
@imloitering 4 жыл бұрын
Are you serious?!!? hahaha I didn't know...thanks.
@edwardhebert7333
@edwardhebert7333 3 жыл бұрын
My nostalgia for Dire Dire Docks hits hard. I am really glad you chose that level to analyze.
@kobimansaray
@kobimansaray 3 жыл бұрын
I feel you for wanting to play the jolly roger bay music in the background. i listen to it while studying all the time
@GibusWearingMann
@GibusWearingMann 6 жыл бұрын
I just got here from KZfaq's algorithm and I've barely watched any of the video so far but I've got to say that I appreciate using World of Longplays as a source.
@yourmanzstan6279
@yourmanzstan6279 6 жыл бұрын
IT BEGINS! 🙌🏾
@Spram2
@Spram2 6 жыл бұрын
I was a teenager when the game came out. It's one thing playing this game back when 3D polygonal games were common, but playing this after playing 2D games (or first person Doom Clones) forever was a revelation.
@PastaMaster115
@PastaMaster115 3 жыл бұрын
An easy workaround for Dire Dire Docks is having the star appear above a hatch. And when Mario grabs the star, he drops into the hatch and the door closes. The sub, then, begins to move toward the giant Bowser door. Then there is a scene transition that takes you to Bowser in the Fire Sea. I know the sub is part of the level geometry. But I have a feeling they could have done it.
@katpottz
@katpottz 6 жыл бұрын
"Growing up with it on my nintendo ds" I feel old.
@BeachLookingGuy
@BeachLookingGuy 4 жыл бұрын
i was like 7 years old when i got the n64 bundled with super mario 64. i had very little understanding of the game and pretty much just ran around trying to figure out what it is i needed to do. I played a ton and never beat the game for one sad reason. I didnt understand at the opening of the game you could have different profiles and what that meant. so i started my first profile, and would randomly start new profiles and re-do everything. so a majority of my game time was spent running through lvls i already completed and re-doing them aimlessly not even realizing i was starting from scratch again and again.. LOL
@locoluck777
@locoluck777 6 жыл бұрын
A fantastically detailed Retrospective. Thank you for the time and effort in taking a closer look at this true game changer (pun totally intended)
@TIDbitRETRO
@TIDbitRETRO 6 жыл бұрын
I will always love this game. Even though it’s not the best game I’ve ever played, I can’t think of a game that blew me away more than Mario 64 when I first saw the demo kiosk of it setup at Toys’R’Us. The jump from 2D sprites to full 3D polygons was so awesomely jarring to see back in the day. It’s one of those things you just had to have seen/experienced to fully appreciate.
@p4rvo
@p4rvo 6 жыл бұрын
"Better control" lul.
@Biobillybonez
@Biobillybonez 6 жыл бұрын
I like how something me and all my friends could do as children takes impossibly good dexterity. 120 stars is free
@turtleanton6539
@turtleanton6539 4 жыл бұрын
Yeep
@DownKneeFresh
@DownKneeFresh 4 жыл бұрын
Played this game as a 7 year old, and it was, and still is, to this day, the most magical game ive ever played. I suppose the addition to the magic was the time period, there was no internet (at least, not even close to household) for us to use, so every discovery was new. For me, ill never forget the adventure of the game itself, from finding the first level, to discovering secrets that you had walked by countless times, to finally beating bowser, will be something that will stay with me for the rest of my life.
@jacobjett8227
@jacobjett8227 3 жыл бұрын
Solution for the character swapping issue in the DS remake...play the whole game as Yoshi. At the start of every level, you can start with the cap of any unlocked character, so become them if you need them for a certain objective. Their cap will also naturally be found in the level so if you lose it, you can always get it back. Unless you need them for something around the castle, Yoshi can do everything, even if it's weird to hear his voice out of Warios mouth.
@Protoman85
@Protoman85 6 жыл бұрын
So you're saying the first real 3D platformer, made in 1995, isn't perfect?
@primalias
@primalias 5 жыл бұрын
Johan Öberg “For being the first of its kind, Super Mario 64 is revolutionary”
@gz4wbz
@gz4wbz 5 жыл бұрын
Jumping Flash is pretty fun
@irishgeiger9295
@irishgeiger9295 5 жыл бұрын
Nope. But one featuring a purple dragon in 1998 is.
@RedMage8BT
@RedMage8BT 5 жыл бұрын
22:34 Gotta build up speed for 12 hours
@yellowgamers5996
@yellowgamers5996 2 жыл бұрын
16:56 totally agree with you thats what i do collect 100 coin and 8 red coins at the same time. Usually when I have 98 coins left, and the last coin is red, I make both stars appear at the same time
@RPTIDE
@RPTIDE 4 жыл бұрын
This game was a big part of my childhood. And I had fun doing just about everything in this game. I spent so much time just climbing the trees in the castle fields😂 and even that brought me joy. Ahh, childhood take me back to the simpler times
@Thirteen13551355
@Thirteen13551355 6 жыл бұрын
I would like seeing you cover the Banjo series on N64, since it looks like a great thing to compare to SM64.
@mamaharumi
@mamaharumi 3 жыл бұрын
My only real problem with SM64 is the camera system. It makes some sections unnecessarily difficult as you can't see what you need to. Also not a fan of the side flip controls.
@endr0891
@endr0891 3 жыл бұрын
It’s not the only fault with the game I think
@TheDoomCompany
@TheDoomCompany 3 жыл бұрын
I love the boot out, you get really familiar with the levels. It just feels right. Tick Tock Clock is annoying, but I figured out how to freeze the stage pretty quickly.
@RadThibodeaux
@RadThibodeaux 3 жыл бұрын
The missions being separate within each world gives this game wonderful pacing, especially given the time it came out. I’m not sure if this was the first truly 3D adventure game you ever played, but it was for me and a ton of folks, old and young, who basically needed to be taught how to traverse these worlds at a much different pace than we are used to today. And the worlds themselves were designed to be explored methodically. Considering all the “firsts” they were working with while designing this game, I think they pretty much nailed it.
@StormySquad1
@StormySquad1 6 жыл бұрын
Someone who played SM64 first - before any remakes or sequels - will have no problem with the controls. It takes five minutes to learn how to do everything, and from there it's pure intuition. Sure, something newer could "feel" better 20 years later where we've had time to master it, but in 1996 when I started playing it was no problem. Also, any sentiment about it being outdated is contradicted by the vast playerbase that still plays the game today; especially in speedrunning circles. New rom hacks and mods are being released for this game with the same controls and mechanics. A multiplayer mod just came out a few months ago. Stuff like this exists for Sunshine, maybe, but I haven't seen it. Nobody is playing Galaxy. People are still playing this game, regardless of how the sequels "improved."
@enuma-elise
@enuma-elise 4 жыл бұрын
Galaxy has a healthy community too wtf
@afriend9428
@afriend9428 3 жыл бұрын
*Ha ha this guy was a baby or one*
@place_holder2160
@place_holder2160 3 жыл бұрын
28:17 what do you mean despite growing up with it? Why would that make you dislike it?
@crustykeycap5670
@crustykeycap5670 3 жыл бұрын
If you play as Yoshi, then you don't have to go back and switch characters because at the start of each level you can select which character you need. If your in the stage already and you realized that your the wrong character, you can find a cap or just boot out and jump back in the painting as a different character.
@bricecate
@bricecate 3 жыл бұрын
As a 10 year old when this came out, just that fact that you could mess with Mario, pull his nose and stuff in the opening screen, I was sold. Better than anything I'd ever seen.
@YowLife
@YowLife 5 жыл бұрын
You sound way too old to have "grown up" with Mario on DS. I grew up with the N64 version of Mario, and I'm 22.
@KingKlonoa
@KingKlonoa 5 жыл бұрын
I'm 21, it isn't so farfetched to believe I grew up with it.
@legrandliseurtri7495
@legrandliseurtri7495 4 жыл бұрын
I'm currently 17. My first console was the wii with NSMBW as the first game.
@AniGaAG
@AniGaAG 3 жыл бұрын
@@KingKlonoa You make me feel so damn old. xD
@alextrujillo8611
@alextrujillo8611 3 жыл бұрын
I’m 25 and played N64 and PlayStation when I was growing up.It was so much fun going to a cousins house because we all had N64s
@wozthescott2804
@wozthescott2804 3 жыл бұрын
"Sound way too old"
@TitoChowden
@TitoChowden 5 жыл бұрын
I gotta say, I agree with almost every point in this video. I thought I was the only one with these thoughts but I guess I'm not!
@grfrjiglstan
@grfrjiglstan Жыл бұрын
I found Blast Away The Wall by complete accident when I was just screwing around, and that moment was so memorable for me. It was one of the first times I'd ever achieved something in a game that I hadn't explicitly been told to do yet, and it made the world feel much more organic.
@viewson83
@viewson83 6 жыл бұрын
Booting you out of the stage made collecting every Star a lot more memorable. Especially because the level then changed but still kept the sandbox experience almost intact for the rest of the level's Stars. One thing I liked was that the 100 coin Star didn't kick you out. While some may consider that a flaw, I choose to believe it's not, especially because collecting those coins makes you approach the levels in a different way...in order to avoid collecting that 100th coin in a place where you knew was impossible to get the Star. It also plays out as a secret since you may not have collected those 100 coins on purpose and suddenly you get a secret Star and THEN realise there may be secret Stars in the other levels, too. Now it is a given, but back then I found that out on my own and it felt like an accomplishment...one that allowed me to also get the Star I was actually there for. When compared to Mario Galaxy 1 and 2, booting you out of the level only encouraged the game's linearity. If there's one thing I nitpick about the Galaxy games is how linear they were, but every Star also feels pretty memorable because of it. Then comes Mario Odyssey and the game no longer boots you out of the stage once you collect a Moon. Which is a great choice given that the game no longer features just a bit over 100 Stars but over 800 Moons not to mention 50 to 100 purple coins for every Kingdom. The problem I have with that is that, because it didn't even give you a hint unless you talk to the parrot, every Moon you collect is pretty much anyone's guess...thus making it less memorable. Again, totally understandable because of how many Moons there are in the game. But let's imagine for a second that you don't exit the stage in SM64 when you get the Star. You would just find the next star and go on until you've collected everything and then move on. There weren't that many Stars per level to begin with but I can assure you they would be a lot less memorable. Booting you out of the stage made the game, as a whole, more memorable because every objective felt unique, even if you decided to go for a different Star than the one suggested. These are all great games but the choices made in every single one of them serve a purpose that may not even be strictly related to game design per se...except for Sunshine. Sunshine sells you the idea of it being an open sandbox-type game but it isn't really. It was more linear than open sand box except for the hub world and I think that's what makes it the most divisive Mario game to date...that and the FLUDD mechanic lol
@TrayCity7
@TrayCity7 5 жыл бұрын
Wow "1st games are almost always eclipsed by their sequels" that's a reach if I've ever heard one
@IFearlessINinja
@IFearlessINinja 6 жыл бұрын
When you don't have the skill to complete a simple task in a child's game, you call the task or control scheme archaic. Makes me chuckle
@foamqueen1075
@foamqueen1075 3 жыл бұрын
The flying cap scene killed me
@afriend9428
@afriend9428 3 жыл бұрын
foam queen *That ticked me off too! Finding it!*
@ECar0508
@ECar0508 6 жыл бұрын
I feel like very few analysts look at games the way that you do. You do an impeccable job of dissecting a game from head to toe -- from the faults to the strengths. While I realize it's all subjcetive, it's nice seeing someone able to take a game and share its many aspects of design for its viewers. Please keep creating videos!! Well done!
@greyscaleadaven
@greyscaleadaven 5 жыл бұрын
Maybe an alternate solution to the game forcing you out of the level after completion would be to give the players the choice of what they would like to do with a menu that says "Continue" or "Quit". This gives people like Speedrunners a much easier time not bothering with having to reenter levels over and over again, cuts out unnecessary time for completionists, and allows regular players to either continue to be immersed into the game or possibly take a break from the game or the area that they are currently in. Giving the players the choice when at a crossroad of what to do, especially in such a freeform game as you discussed in detail, is a very clever game design tactic. Also, to fix the problem of bad transitions between stars, you may be able to either play a cutscene to aid the game in getting more time to transition, or possibly use it to your advantage in certain scenarios. For example: The tower begins to crumble, so Mario has to jump between falling rocks to stay alive. And maybe some of the rocks that were hidden inside of the tower contained 1-ups and coins, so we can design this skill challenge in such a way to where Mario is guided to where the best places to jump are by coins, while being challenged to jump in riskier places to obtain an occasional 1-up. There could be some super cool quicktime platforming scenarios created by this form of transition, and I believe it would diversify the already insanely open-world game shenanigans, making the game a much more thrilling and satisfying experience. The best part is: they already got the star, so there wouldn't be much room to complain if they failed, allowing it to further provide a purely fun and enjoyable experience.
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