Was Mario 64 The First 3D Platformer? Naw Fool! But It Was The First To....

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JayBlastNetwork

JayBlastNetwork

Күн бұрын

I don't like writing out boring descriptions, but I do love Mario 64. Though I question I always had was what was it's impact on 3D gaming? Some say it was the start, but theres a little more to it than that. What impact did Mario 64 have on 3D gaming? Find out in this episode of the JayBlastNetwork
0:00 Intro/History
6:16 Jumping Into 3D
8:56 Early Castle Stages
15:27 Powered Up to Power Down
24:27 Mission Madness Of The Upper Floor
32:18 Foolishness Atop The Final Floor
42:41 Was 64 DS Better?
1:00:18 Impact

Пікірлер: 51
@themetalgamer9864
@themetalgamer9864 12 күн бұрын
It was the first 3D game with a controllable camera.
@ParaplegicKeanuReeves
@ParaplegicKeanuReeves 7 күн бұрын
" Controllable" 💀
@Joshuatheidiot
@Joshuatheidiot 3 күн бұрын
Controllable is a stretch
@fusionspace175
@fusionspace175 20 күн бұрын
I dunno man, I only ever used the punch for one thing, to break blocks sideways. I'm Mario, I'm gonna jump on my enemies unless their tops are spiky. I never even thought the punch was meant to be a combat option. To me it just replaced the raccoon tail swipe and the cape attack, except those were about as much damage as a stomp, while the punch and kick were more just for clearing space to get a proper jump in, and for wallkicks, of course. They added so much stuff purely for fun, we weren't looking a gift horse in the mouth. And that's what it did first, it wasn't the first platformer, but it was the first to ever make movement itself fun. I also always found the void space of the Bowser levels threatening, there isn't the safety and comfort of a world around you, just death in every direction. Of course it's due to system limitations, but that's how it made me feel. Also also, you don't need a video to explain that, it's just too good an idea in a game where weight = health to not have a super heavy version of Mario as a mini boss. As for the repetitive levels, you also note you had the ability to play them in any order, so you were meant to space them out so you don't get bored. Take a little responsibility for the fun in your play, son. We didn't go for hand holding in my day, you were lucky if you didn't fall through the floor.
@jayblastnetwork
@jayblastnetwork 19 күн бұрын
There was definitely some situations where it was better to punch than to just jump on enemies. Each 3D Mario game adds something new to attack with outside of jumping. While it's efficient it's not as reliable as in a 2D space or when there are multiple enemies around you. I found it more threatening when you were in the castles or airships especially in Mario World. The music was more threatening too. I think that did the void idea better in Mario Galaxy where it was in a dark area of space and black holes where everywhere if you fell. Felt like Bowser went all out there. You're right on spacing things out when making a video you have to play through it faster than normal, but I accounted for that near the end of the video. It took me a full year to get every star when I first played the DS version. That was after exploring all I could I try not to rush, but alot of those annoyances are there even when taking your time, but if I wasn't making a video I would just cherry pick my fav missions and play them are then complete the others later. Like I said in the video I think what the game did was more than just make 3D fun there were plenty of games by then that did, but to me it was the first to truly use the 3D space to design 3D objectives that could not be done in 2D or wasn't just translated from 2D. That is important. Also I don't know what you mean in the last sentence if you are talking about difficulty then I get it I played alot of those games from back then and they were hard especially Crash Bandicoot, but I always surpassed the challenge infact I enjoy it. I only complain when something is annoying or poorly designed and that's how I would describe Mario 64 are the times that it starts to falter. It was never really hard to me atleast as an adult, but unlike something like Crash where a bad level is just a bad level in Mario 64 you still have other areas of that level to explore even if the missions are trash for it. Wet Dry World sucks in both it's missions and most of the level, but that town area was so cool to me I would go back to it. You can't say that for the bridge levels of Crash Bandicoot for instance.
@JoblessMusic
@JoblessMusic 18 күн бұрын
Love the editing and your in-depth commentary. Keep it up!
@jayblastnetwork
@jayblastnetwork 17 күн бұрын
Thanks I got more content on the way. I plan to continue to cover all types of games!
@BsKHacker
@BsKHacker 18 күн бұрын
Okay so regarding the controls of 64 DS. The game has a touch control scheme. The DS originally came with a wrist strap that had a plastic cover that was meant to be placed on your thumb. So the idea was you could you that mode to control the game and it feels like using the analog stick. I think a lot of people miss this point as they might not of had the included strap or just didn't know about the option.
@Martyste
@Martyste 17 күн бұрын
Funnily enough, it's one of the rare games perfectly fit for a left handed person using a simple stylus. Still, there is still an annoying problem with the touch control: if your stylus pushes past the boundary of the analog circle, the circle will move with you, and will follow you to the screen's edge, often going further and preventing you from going in that same direction fullspeed until you lift your stylus and go back to the center, if you don't want to 180°. If the circle always stayed near the middle, i think it would have felt better.
@jayblastnetwork
@jayblastnetwork 17 күн бұрын
I don't think I went indepth with the touch controls much, but I do remember being able to do that. However when I got the game when I was younger it did not come with a strap infact this is the first I heard of it. Personally I don't think the controls are that bad with the accommodations they made. Mostly because I think the later Mario games were less stiff than 64 so going back to it and then playing DS I was already used to how it played. Plus I'm not a speedrunner so I don't know all of the tech you could only do on N64 outside of the backwards stair jump.
@jayblastnetwork
@jayblastnetwork 17 күн бұрын
@@Martyste I never relied on the stylus much outside of just messing around. I'm right handed so it always felt awkward. I had a hard time using touch controls in later action games from Nintendo like Kid Icarus Uprising so I'd always find an alternative control scheme. The touch screen is great for the mini games though.
@Jakeus101
@Jakeus101 2 күн бұрын
I’ve been playing mario 64 since I was wearing nappies (that’s diapers for the americans). I’ve genuinely got a photo of me sitting on the floor with an N64 controller with no clothes on but a nappy. I’ve been playing the DS version for not as long, but still since I was very young. I’m 16 now, and I still play the game quite often. I sometimes wonder why I have such admiration for a game that is so old, and so new, and doesn’t have a lot of features that modern games have learned from past generations. I hold this game at a similar level of enjoyment as mario odyssey, which seems a bit wild, since the games take place decades apart, but mario 64 is so charming and fun that I keep coming back to it
@jayblastnetwork
@jayblastnetwork 2 күн бұрын
I think the game is held up by it's strong and fun gameplay. It maybe lacking some features of some modern games, but it's blueprint led to games like Odyssey being released. So if you like that game you'd probably like 64 too. I love Odyssey and the other 3D Mario titles so even if I would rank this game lower than some of them I still find enjoyment in it.
@colly6022
@colly6022 6 күн бұрын
Wet-Dry World and Rainbow Ride are my favourite levels! I actually completely disagree with having to give up the same 2D level design methods to satisfy the world being cohesive. One of the reasons I like Super Mario 64 is because it feels more like a series of obstacle courses that rarely sacrifice playability for theming / diagetics. An exception to this is Tick Tock Clock, which was a fun level, but the theme of "oh, Mario is in a big clock now" felt like it restricted a lot of things.
@jayblastnetwork
@jayblastnetwork 6 күн бұрын
I can get what you mean it's the same reason I love Crash Bandicoot so much, but think there is a way to do both like in those games. Some of the levels like Tick Tock Clock or Tall Tall Mountain aren't bad, but the missions have you repeating segments of a linear level. It'd be like if they made you repeat stages again and again for one of the worlds in Mario World. I know they do it to get you on an alternate path, but you usually only have to do it once for that level. I think the themes don't have to restrict the design like you can get away with stuff in Rainbow Ride because it's a magical place in the sky, but when there is a void or a level cut off it takes me out of the experience. I get what you mean though because of all the platformers I think Mario is the purest and by that I mean it mainly focuses on platforming. Alot of platformers have platforming, but aren't reliant on it as much as Mario so the entertainment comes from overcoming those obstacle courses with Mario's abilities. I just think both can work together in 3D. Mario Galaxy to me does this the best.
@tkoch263
@tkoch263 6 күн бұрын
Crash Bandicoot came out three months AFTER Mario 64.
@jayblastnetwork
@jayblastnetwork 6 күн бұрын
Yeah the only game in that montage that came out before was Jumping Flash. That section was mostly a little joke on the games that came out before or near it. I still tried to use games that came out at the same time or before especially Crash since it was like it's direct competitor. I also don't think any of those games had enough time to really take from Mario 64. Now after especially in 1998 you could tell games were being inspired by it.
@Martyste
@Martyste 17 күн бұрын
You're not supposed to use the cannon to shoot yourself to the bird cage, even if it's possible. You need to wake up the Owl so it flies you above the level and you can drop into the cage safely. It's available after obtaining the top of the tower Star. Hopefully you won't have to deal with cannon frustration again.
@jayblastnetwork
@jayblastnetwork 17 күн бұрын
I feel stupid not knowing this because I always used the canon in that mission even when I was little. The later missions make the canon easier to use, but I always find a way to miscalculate the first shot which is all on me😅.
@diskoBonez
@diskoBonez 8 күн бұрын
This had me hooked from start to finish. Your commentary is great man I'll for sure be checking out your other vids and looking forward to what you make in the future!
@jayblastnetwork
@jayblastnetwork 8 күн бұрын
Thanks I have playlist of my old videos. It take a while to put certain videos out, but I am working on more right now for the future.
@Beastmd
@Beastmd 13 күн бұрын
Congrats on 1k!
@Beastmd
@Beastmd 20 күн бұрын
Another JBN Classic
@jayblastnetwork
@jayblastnetwork 19 күн бұрын
Yessir I got more on the way
@PieJee1
@PieJee1 4 күн бұрын
my father used to play Tomb Raider and loved it. But I can remember trying to play it and had a hard time with the rigid controls. It was so bad compared to Mario 64's controls. I tried to convince him to give Super Mario 64 a try, but he never tried.
@jayblastnetwork
@jayblastnetwork 4 күн бұрын
Yes man to this day I still struggle with the old Tomb Raiders. I love playing them, but they feel so awkward to control. At the time Mario controlled the best.
@jayblastnetwork
@jayblastnetwork 4 күн бұрын
My Dad was only interested in realistic styled games not sure if yours was the same, but he's rather play a bad one like that than play Mario or Sonic with me 😂. It worked out in the end because he put me on GTA and Red Dead even though my Mom hated it.
@systolicdrake51
@systolicdrake51 9 күн бұрын
unique video style, i like it! this video is very under-rated for 2.1k views in 10 days, hope you get a bigger audience
@jayblastnetwork
@jayblastnetwork 9 күн бұрын
Thanks this one is my most successful one in terms of how fast it got views, so I'm hopeful I can keep this momentum. I try to cover a wide variety of games on the channel so hopefully that helps too.
@systolicdrake51
@systolicdrake51 9 күн бұрын
@@jayblastnetwork here is a good idea, if you make the intro smaller (5 seconds or less), a bunch of people wont leave at the intro, just look at how long it is 0:47
@jayblastnetwork
@jayblastnetwork 9 күн бұрын
@@systolicdrake51 Thanks yea I'm was planning on making a new one already though it might not be done until the video after next
@theidiotchildren
@theidiotchildren 7 күн бұрын
25:00ish - The levels are in paintings. Some paintings are abstract. I'm just going to be a little pedantic for a moment. Doom isn't technically 3D and is more like a massively upgraded Wolfenstein 3D. In base SM64, there are only 7 stars per level, not 8, and you need 70 stars to reach the final stage, not 60. Pointless shit aside, excellent video! You nailed exactly what it was that made Super Mario 64 so special upon release. Immediately subbed.
@jayblastnetwork
@jayblastnetwork 7 күн бұрын
Thanks! Some of that stuff I realized at the last minute I got wrong like the 7 stars I said the wrong thing, also on the 70 stars I thought it was 60 because I remembered only needing half of them. Maybe that was just the ds version because I didn't head to the last area until I got every world's star so I didn't get a message telling me how many stars I needed. I can see what you mean by the paintings, but I still feel even an abstract painted world could be better atleast for Wet Dry World. It's just weird having two areas that feel like they were supposed to be two separate levels mashed into one. Mario tends to design levels on function rather than how it could fit into a world in certain games which is fine for the 2D ones, but 3D I feel you gotta do more. I think the later 3D games fix this even when levels are designed like that in 3D World or Land, but something like the first part of Wet Dry World just takes me out of the experience especially when said functionality feels poorly designed. Now to Doom yeah it technically wasn't full 3D, but I think that game was important to 3D games. I see it as an upgrade to Sega super scaler games like Outrun or Space Harrier. They aren't 3D, but they were made to simulate 3D. In Doom you can't move the camera on the Y axis only the X so there was definitely some limitations to what they could do. Looking back I think Quake would've been a better example. Also thanks for pointing this stuff out I'm prone to messing up sometimes.
@theidiotchildren
@theidiotchildren 7 күн бұрын
@@jayblastnetwork Hey, no worries. Little mistakes can be the most annoying because they're just big enough to give nitpicky shitheads like myself an opening. I completely get where you're coming from on the levels in SM64. It's kind of funny that there is an in-universe justification for the lamer level designs, but the "worlds in paintings" idea was never utilized to its full potential so the lame levels fall particularly flat today. Back in 1996, abstract, usually ugly 3D art composed of hard geometric shapes was more prevalent on TV and trapper keepers alike so those levels didn't look as out of place as they do now. But that kind of art was already on its way out due to things like Toy Story's impact on how people looked at 3D graphics in 1995, so by the time Banjo-Kazooie came out in mid-98, you saw way more environments designed to look like actual environments and fewer chrome spheres next to semi-transparent cones floating over checkerboard plains.
@jayblastnetwork
@jayblastnetwork 7 күн бұрын
@@theidiotchildren This explains some of the early PS1 games looking the way they do. Some do try to resemble real areas or have them like Jumping Flash, but then the enemies just look weird and abstract atleast in Jumping Flash case. Though it was still hard to tell what certain things were I feel like they got better at creating 3D environments and characters around 1996.
@jigglyp
@jigglyp 8 күн бұрын
this is a really great video,, so suprised you dont have more subs x3
@jayblastnetwork
@jayblastnetwork 6 күн бұрын
They'll come eventually it's probably my upload schedule which I've been trying to fix.
@NikoKuehne
@NikoKuehne 11 күн бұрын
you know how nintendo tried to get multiplayer to work on super mario 64? meridian 59 was the first mmo rpg which came out for the 3do in 1995. like i dunno maybe if they spent a few more months they could impliment a feature that would make super mario 64 much better. maybe a multiplayer star collecting mini game like in super mario 64 ds, on top of regular multiplayer in the base game
@jayblastnetwork
@jayblastnetwork 6 күн бұрын
Yeah it would have been cool if it was added and honestly would be ahead of the competition since no other platformer was doing that at the time outside of a spinoff. I think there is a mod that allows you to play Mario 64 multiplayer, but it's competitive co-op like how 3D World is.
@pinekaboo
@pinekaboo 4 күн бұрын
Wet-Dry World always seemed to me like it was supposed to be a toy world. Wooden block platforms, perfectly square, colourful buildings, and an enemy that seems to be a kind of wind-up toy. Maybe not the most cohesive theme they could have gone with, but one that makes sense given how blocky the aesthetics of the game already had to be.
@jayblastnetwork
@jayblastnetwork 4 күн бұрын
I've never saw it like that, but looking at it again I can see how that makes sense. I still don't get the town hidden in the water though maybe it would be another playset? The towns proportions do look very small so I could see it going along with the toy theme you mentioned. I wish they conveyed it better if that was what they were going for. Still wouldn't like the first part , but I could see what they were trying to do.
@soukai
@soukai 18 күн бұрын
Dude you need to start using the u-turn jumps. It will help you greatly specially at the clock.
@jayblastnetwork
@jayblastnetwork 17 күн бұрын
Some places I didn't have enough speed to do that. Sometimes I tried but had to settle for a jump. I'm able to do it fine in the future Mario titles though, but I know Mario gains speed faster there.
@soukai
@soukai 17 күн бұрын
@@jayblastnetwork you can offset the angle of the u turn jump and get it from 180 to 90 to even 0. You go in a direction flip the joystick 180 and while Mario is doing the animation you slide the joystick in the direction you want to jump, try it it simplifies navigating the turning block platforms on ttk by a lot. E.g. you push the joystick forward, flick it backwards and while Mario is doing the animation you slide the joystick to the right, you'll see Mario doing the u turn in the perpendicular axis he was traveling. It also makes possible to climb wet dry land with wall kicks.
@KurusKururu
@KurusKururu 8 күн бұрын
What's the song you use for the sign off at the end?
@jayblastnetwork
@jayblastnetwork 7 күн бұрын
It's the instrumental for the ending song of Ratchet and Clank Tools of Destruction. Here's the link to the full version kzfaq.info/get/bejne/hZxgZ5eGm9SpaI0.htmlsi=Kx8R5wY7STVN_gjY
@shyguy85
@shyguy85 10 күн бұрын
it was the first good one (unless you count QUAKE since it had a lot of platforming)
@jayblastnetwork
@jayblastnetwork 9 күн бұрын
Jumping Flash was pretty good and there was another one before but I haven't played that one. Jumping Flash is definitely not as good as Mario 64 though nor Crash Bandicoot. I about to sit down and play the old Quake's soon so I'll see how much platforming there is. That's another game I should have included in the video.
@CarlosDiaz-fs6cv
@CarlosDiaz-fs6cv 13 күн бұрын
Good shit man. Bye bye🎉
@bondwiththebroccoli1291
@bondwiththebroccoli1291 11 күн бұрын
It was the first Mario
@SabreClassGaming
@SabreClassGaming 12 күн бұрын
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