Judging from that Super Mario World topic, there seems to be a widespread conception of this game as a religious experience that was universally awe-inspiring, and that it was singularly looked upon as the greatest leap in game design history.
That doesn't really gel with my experience at the time, though. I remember being disappointed by Mario 64 when I first played. The graphics were nice but didn't melt my brain or anything; there had been much better looking games in the arcade for a few years by that point, and even on consoles, Mario didn't look that much better than Jumping Flash on Playstation. I found the open-world structure confusing and didn't like having to wander around the levels looking for stars. I just wanted a straightforward action game like the previous Marios. I also didn't like how they removed features from previous games, like fire flowers, invincibility stars, and Yoshi. Crash Bandicoot was more or less what I had envisioned a 3D Mario game to be, and so I liked that game a lot more.
I'm not saying I hate Mario 64 or anything; I came to like it after I played more of it. I may even like it more now than Crash. But my first impressions of it were terrible. Also, I fully admit that I was way more into the Playstation's library in general by that point and was getting more interested in more cinematic games like Resident Evil and Tomb Raider. Mario felt a bit old hat even then.
So I want to know what other people thought about Mario 64 when it was brand new.
I'd been playing Playstation and Saturn games for over a year by that point, so the graphics, while impressive, didn't blow me away.
But the freedom did. It had been a bit of a rocky transition into 3D to that point, particularly for 3rd person games. My thought upon playing Mario 64 was "this is the first game to do this right". I couldn't believe how natural and near-perfect it felt to control Mario and move around the world.
Earlier 3rd person games I'd tried, like Fade to Black, were a total chore to control. Even the excellent Tomb Raider, which arrived soon after, used a locked camera and felt primitive and out of date compared to Mario 64. That feeling persisted for years, really, while the industry caught up to the example they'd been given.
Initially it didn't blow me away. It was when I got to the later levels and Bowser fights when the game really started to impress me.
Sonic Adventure blew me more away than Mario 64.
I remember that exact experience when playing Medal of Honour Frontline for the first time, which was my first PS2 game an thus the first game that ever forced me to use the analog stick. That dual analog setup was weird, man."How do I control this? This game sucks, I want to use the cross!"
I was around ten, and it was my first experience with a full 3D platform game. The analog stick took some time getting used to, but wow if it wasn't worth it!
First thought: Who the fuck designed this controller?!
Second thought: exact same thing as the first post.
I really did take me a while to get used to the controls though and the N64 Batarang just made it harder to adapt to.
"How do I control this? This game sucks, I want to use the cross!"
I was around ten, and it was my first experience with a full 3D platform game. The analog stick took some time getting used to, but wow if it wasn't worth it!
If you look at Banjo Kazooie and Sunshine (in the main stages) you'll notice one peculiar thing: an almost complete lack of traditional platforming obstacles.
Rotating platforms. Spinning blocks. Sinking stands. Ground that slips away and falls beneath your fit. From what I remember of Banjo, it has almost none of this. Sunshine has a bit more, but it's few and far between, and it rarely places a series of them deliberately between you and your objective.
The (top part) of the Pianta village level is pure Banjo. A flat, square grid with a bunch of hills placed haphazardly around the map. No platforming obstacles . Certainly nothing resembling a path you have to take. Gelato beach is the same thing. It's as if Rare and then EAD decided to make a bunch of hub levels as the main levels.
Mario 64 on the other hand is an extremely clever little bastard. Many of the levels are spirals with strong vertical elements. A hilltop. A fortress. A snowy mountain. A tall tall mountain. A clock. It takes a star, and it puts it at the top, or sometimes at the bottom of the level. You've got to work to get it. You have to pass the traditional obstacles the designers purposefully put in front of you on an obvious path. Off the beaten path are opportunities for exploration and hence your other stars.
But, that's only half the story. The tight spiraling structure of a Whomp's Fortress or Tick Tock Clock means endless opportunities for creative platforming. And Mario's mechanics allow you to take full advantage of them.
Mario 64 never forgot it was a platformer. Maneuvering up and down Whomp's Fortress, with its vertical structure and obstacles and enemies which are all trying to kill you, is a lot more interesting to me than meandering around Gelato Beach with its static trees and static beach houses and static mountain path. I still think Mario 64 is the only game to get open 3D platforming stage design correct.
Brilliant post, eloquently explained.
I was trying to make this point in the other, newer 20th anniversary thread for the game. What Mario 64 focuses on is traversal, and the sheer joy of experimenting with the controls, mastering Mario's moves and coming up with new ways to traverse the environment.
Games like Banjo are great, but the focus isn't on sheer traversal, and its physics engine and controls don't allow for a near infinite number of possibilities to tackle each and every platform you come across. Banjo's core focus is on collecting various items, which also detracts from playing the game out of sheer experimentation. Mario 64 often never gives the player an explicit task to pursue, which means you, as a player, enters each level looking to experiment.
Mario 64 is such a playful game, a game that never gets old to play around with. It's why it's impossible to walk up to that castle door at the beginning without messing with the controls or pulling off a few moves.
You're not wrong.I played Mario 64 just after Ocarina of Time, so wasn't that great, but I can see why people get nuts
Also, the best water level music is in Mario 64, so yeah
Initially it didn't blow me away. It was when I got to the later levels and Bowser fights when the game really started to impress me.
Sonic Adventure blew me more away than Mario 64.