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

WAIT A MOMENT. Does the CPP work with DS games? Can I play 64DS with the stick?

What the shit, why I never knew this. Gonna replay the game ASAP.

From what I could ascertain, you still have to hold down the run button when you're playing SM64 with the Circle Pad. It was really awkward to control. I don't know what the CPP is for--the camera maybe?
 
I always felt like it was bested by most (if not all) the major Mario games that came after it. In terms of difficulty it's definitely a walk in the a park compared to recent entries but it's still a very enjoyable game. Sunshine was also structured based off of 64 and we haven't seen that in quite some time so it might be a refreshing change if you haven't played it in a while. The camera can be a little janky but the environments are usually pretty good about giving you a reasonable view. The DS version is fine and I actually prefer it, analog controls would have been nice but you can easily 100% the game without them.
 
I love the way it controls and all the different abilities Mario has.

I have always dreamed of Nintendo releasing an easy to use level editor for it, same physics, cant even imagine what people would come up with.
 
Camera is the only part that hasn't aged well, unless you want to whine about the graphics but eh, for N64 it looks great. Controls work great, though I'm a bit iffy in general on the octagonal gate stick of the N64 it's just something you have to get used to to use the console. Triple jumps and wallkicks are very satisfying. Good variety of levels and objectives. Very fun to explore and see everything in the levels, though they might feel a little dry after the likes of 3D World. It won't be the magical experience it was at launch if you just start playing it now, but it's still a great game.

The DS version has the awkward distinction of looking worse than the original because lol ds hardware and it controls like butt. At the same time it's probably the best they could have done.
 
This is pretty much how I feel. I also feel like controlling the camera is cumbersome. I tried the DS remake on 3DS with the circle pad as I'd heard good things about the control scheme, but I found it painfully slow and awkward to control, especially having to hold down a run button in a game that wasn't originally designed around this. I'd be glad to play the Wii VC iteration. I couldn't really get back into it with a GCN controller but I think I'd prefer it with the Classic Controller. I think the game could really use an HD remaster. To me, it's unquestionably a far superior game to Super Mario Sunshine, which I think could use a more thorough remake. I think I personally strongly prefer the more linear 3D Mario games, though, as those feel more like a 3D version of my beloved 2D iterations. Anyway, it's a very good and memorable game, and I have many fond memories of playing it. I just would like for a definitve current iteration to be made. In the meantime SM64 on Wii VC is probably the best version IMO.

I think the general opinion about Mario 64 DS is that it's a good remake (lots of great additions), but just controls horribly. I don't know how they thought such a game would work without analog controls. The thumb thing is the best way to play it but even that is not ideal.


WAIT A MOMENT. Does the CPP work with DS games? Can I play 64DS with the stick?

What the shit, why I never knew this. Gonna replay the game ASAP.

EDIT: thanks Maxcriden for your reply... mmmh, I guess you can only go 8 directions even with the analog, the game is programmed that way.

Oh well, I'll buy it on the Wii U VC, right? Fucking Nintendo.

I think he just meant using the 3DS circle pad, the one on the left. There's no way the CPP is compatible with DS games (or at least I never knew about it).

The DS version has the awkward distinction of looking worse than the original because lol ds hardware and it controls like butt. At the same time it's probably the best they could have done.

I think it looks better but maybe that's just me

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It's still my favorite Mario - even more than SMG. Looks great running on an emulator and the gameplay is quite simply some of the best there is. It 100% still holds up.
 
The graphical aspect of the game is saved by how little textures there is. It's ugly as it was day one, but still easily readable. A lot of adventure games on the ps1 couldn't manage that despite looking much better. Plain colors ftw
 
Still an absolute joy to play and very fun. It has held up amazingly well and many games today still haven't caught up in many regards, mainly controls.

That said, it has a few rough edges that I wouldn't imagine today's games would suffer from:

1. Very often Mario sticks to and glitches up and down on the edge of platforms.
2. Camera is shit. Often the camera doesn't obey or goes whichever way it feels like even when you try to manually adjust it. It's been bullshit on day one and it still is.
3. Bugs galore. Seeing as it was Nintendo's first full 3D game, it's excusable, but I wouldn't imagine part of the castle exterior missing entire collisions if it released today. Also random bullshit invisible wall collisions in some places, like the big wooden log in Tall Tall Mountain. Did someone say Mario walking with his cap stuck in his hand?
4. Very rough slowdowns in some places.
 
Whomp's fortress alone has more challenging platforming than the entirety of Banjo Kazooie lmao

Is this a joke? The "challenging" platforming in Whomp's Fortress consists of three large floating platforms that are trivial to jump between, and a couple of moving platforms that you can simply walk on and off of without even jumping. Climbing to the top of the Spider Cave in Mumbo's Mountain requires more platforming skill than that. Shit, getting the honeycomb pieces in Spiral Mountain requires more platforming skill than that!

You can make the clock stage a little easier by jumping into the clock when its at a certain time (6 oclock i think?). It freezes all of the moving platforms and stuff. I dont think its possible to do all of the stars that way, but it makes the ones you can easier.

You can get all of the stars with the clock frozen. Attempting to do this is the only time in the entire game that the platforming becomes non-trivial.
 
WAIT A MOMENT. Does the CPP work with DS games? Can I play 64DS with the stick?

What the shit, why I never knew this. Gonna replay the game ASAP.

EDIT: thanks Maxcriden for your reply... mmmh, I guess you can only go 8 directions even with the analog, the game is programmed that way.

Oh well, I'll buy it on the Wii U VC, right? Fucking Nintendo.

It's not on the Wii U VC, you have to go into Wii mode and deal with Nintendo points.
 
Is this a joke? The "challenging" platforming in Whomp's Fortress consists of three large floating platforms that are trivial to jump between, and a couple of moving platforms that you can simply walk on and off of without even jumping. Climbing to the top of the Spider Cave in Mumbo's Mountain requires more platforming skill than that. Shit, getting the honeycomb pieces in Spiral Mountain requires more platforming skill than that!

The hardest platforming section of Banjo-Kazooie is climbing on top of that huge tree in Click Clock Wood, especially in Fall and Winter.

But Super Mario 64 also has some delicate parts, imo.
 
It's still the gold standard in making a player character/avatar feel most like an action toy. There isn't a single thing about moving Mario that's dated or doesn't illicit a positive reaction on first impression. Running around flipping off of shit like you're in a John Woo movie alone is just as or more entertaining now than in the past. The only thing that really suffered if anything is some of the objective design and some of the stages in the era after Nintendo essentially remembered what made Point A - Point B Mario before it work and cranked it up to the nth in the Galaxy - 3D World lineage.

And the camera but that's not too bad.

The hardest platforming section of Banjo-Kazooie is climbing on top of that huge tree in Click Clock Wood, especially in Fall and Winter.

But Super Mario 64 also has some delicate parts, imo.

Oh God, the fall is the worst for that thing, especially since all the platforms are leaves that shrivel up depending on what time of year it is.
 
It's still the gold standard in making a player character/avatar feel most like an action toy. There isn't a single thing about moving Mario that's dated or doesn't illicit a positive reaction on first impression. Running around flipping off of shit like you're in a John Woo movie alone is just as or more entertaining now than in the past. The only thing that really suffered if anything is some of the objective design and some of the stages in the era after Nintendo essentially remembered what made Point A - Point B Mario before it work and cranked it up to the nth in the Galaxy - 3D World lineage.

And the camera but that's not too bad.

The thing that bugs me the most are all the cannon objectives. Obviously notable for the time, but they are simple and rudimentary by today's standards. Also not a fan of the sort of common "open the treasure chests in the right order" trial and error missions. New then, annoying now.
 
I feel like its aged poorer than the nes and snes mario games, like most early 3d titles, but despite the now relatively unappealing graphics the gameplay still holds up well, certainly better than a lot of mario games after it.
 
The thing that bugs me the most is all the cannon objectives. Obviously notable for the time, but they are simple and rudimentary by today's standards. Also not a fan of the sort of common "open the treasure chests in the right order" trial and error missions. New then, annoying now.

Pretty much. For every "Bowser In The Fire Sea/Sky", there's a Lethal Lava Land 8 red coins or Jolly Roger's Bay "blast to the pillar". At the same time, it's not like the eight red coin hunts were all bad either, "Wriggler's Red Coins" is (was?) a pretty amazing moment for a person who isn't immediately used to 3D perspective and the camera tricks used to catch people off guard in that segment are brilliant but only on the very first play through.
 
I sort of remember that stage looking like a washed out turd, like most 3d rare games of that era.

That's so harsh. Both of these games still look good to this day imo.

Oh God, the fall is the worst for that thing, especially since all the platforms are leaves that shrivel up depending on what time of year it is.

exactly, the season where they want you to climb on those tiny ass leaves gets me all stressed out every time haha
 
My biggest issue is that sm64 felt like an adventure game more than a linear platformer that I prefer. I really liked the bowser stages and wished the whole game was like that.
 
Watch some speed runs, the level design and depth of the controls is still pretty much unmatched in 3D platformers. I greatly miss open world 3D mario. All the stars existing in the level was the greatest design decision Nintendo ever made and they have been getting farther away from it.
 
My biggest issue is that sm64 felt like an adventure game more than a linear platformer that I prefer. I really liked the bowser stages and wished the whole game was like that.

Super Mario 64's Mario (momentum, acrobatics, response time) + Galaxy/3D World's level design = I might never stop playing the resultant game ever.
 
BK is a game I revisited a few years back.

I gotta say, while BK is fun, a part of me thinks it doesn't hold a candle to SM64 since Rusty Bucket Bay exists and how, for the most part, the game can be completed with your eyes closed.

This level has ended so many of my attempts at beating the game on extra playthroughs. It really is an objectively bad piece of game design.

Also SM64 is plenty challenging what is this garbage. Tick Tock Clock and Rainbow Ride's final few stars can be ridiculous, especially the 100 coin ones. About the only major complaint for lack of difficulty I would level at the uninspired bowser fights. Beyond the novelty of the first one they seem like such an afterthought as compared to the rest of the game's boss battles.

The controls are the most lasting thing about it. It truly is a marvel how perfect they nailed movement physics on their first outing.
 
The gameplay is still pretty good. The camera is really bad. Needing to turn the stick to walk straight is a common issue, because the camera can swing if you are walking on a straight plank.

The game was revolutionary but its far from the best platformer ever. Much better 3D platformers have been released since.
 
The game is a core awesome game with shit graphics.

No joke. You get someone to totally redo these and stay 95% faithful to game and it's a winner among the best.
 
I go back to it using an emulator and my N64 controller - honestly holds up brilliantly, still incredible amounts of fun.
It's just timeless in my opinion, can't see it ever becoming 'dated'.
 
This level has ended so many of my attempts at beating the game on extra playthroughs. It really is an objectively bad piece of game design.

The level in itself is fine (though it really is overall the hardest one of the game), but what bothers me the most is that toxic water. I get nervous every time I have to get out of that engine room and rush outside to get that Jiggy because of the way Banjo controls when you're under water. I think the swimming mechanic is the worst part of the game.

It's better in Super Mario 64, if only because you can stay underwater for as long as you want to if you keep collecting coins.
 
That is not what the game looks like on actual N64 hardware

And the darker/more detailed textures do not hold up as well as M64's simple shaded ones do.

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Neither are these shots from n64 hardware, that's not my point. Mario 64 looks pretty plain in comparison, but not bad by any means. BK still looks great for a n64 game, I played it again this June. It suffers somewhat from frame rate here and there, but that's expected.
 
I think it looks better but maybe that's just me

It had new textures and some new models, but the art style was much less consistent and it's resolution was noticeably lower. Which is sorta odd to think about, some textures like the marble rocks in SM64 look really weird, but there's this consistent weirdness about SM64 that's sort of endearing. Maybe it's just the nostalgia of course.

Some of the new textures might look better on their own, but SM64 had it's own almost surreal art style going on and the new textures neither match it perfectly nor are they collectively better IMO. It ends up looking like one of those "high quality texture packs" people make for emulated N64 games except not really of a high resolution, just different and a bit out of place.

Though the controls are mainly what soured me on that game and I may be overly harsh on it because of those. It did add some cool stuff on it's own like some new levels. It had new player characters but I can't even remember if they function much differently.
 
The camera is really awful at times. And obviously, many people today would find the low poly graphics abominable. But solid level design, mechanics, and controls always prevail in the end. It's a classic and one of the best games ever created.
 
Simply running and jumping around in the game is fun. Everything else is just gravy.

There's that anecdote about Miyamoto spending a long time in one of the simplistic test levels early in development (just a garden with the rabbit you chase in the final game), working to make the basic gameplay of chasing that rabbit fun and engaging. If that's true, it's pure brilliance considering it was one of the first forays into fully 3D games of its type.

Even in the most basic levels, SM64 is fun to play. It's why I can't take seriously the posts saying Banjo Kazooie is better (nowhere near as bad as saying Banjo Tooie is better though). In BK's worst levels (Rusty Bucket Bay), it isn't fun whereas even in some of SM64's most empty/dull/wide-open spaces, there's still so much that player can do moment to moment.

And don't forget the 1-UP challenge
 
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