Super Mario 64

Super Mario 64 is a Jeu of platform of Nintendo left on Nintendo 64. It was initially launched to Japan on June 23rd 1996, then to North America on September 29th 1996, then to Europe on March 1st 1997, and finally to France in September 1997. At the sides of Pilotwings 64, it was one of the plays available as of the launching of the console. It was sold with more than 11 million specimens and is again available on Virtual Console.

Super Mario 64 is the first play in 3D of the series Mario, but although it is not the very first play of platform in three dimensions, it revolutionized and redefined the kind following the example Super Mario Bros. at the time of the 2D. Indeed, Super Mario 64 was so revolutionist who it was the model of the future plays of this kind.

While passing from the 2D with the 3D, Super Mario 64 replaced the linear obstacles of the levels by vast worlds where it is possible to achieve many missions, different from/to each other, stressing mainly on exploration. This change does not have affected at all the feeling which inspires the preceding plays of the Mario series. Super Mario 64 was universally acclaimed by the critics and the players who regard it as being one of the more big games of the history of the video games.

History

It is about one of the first video games left on Nintendo 64. It was submitted for the first time to Nintendo Space World in August 1995, preparing the media launching of the Nintendo 64. It was the first episode of the series of the Mario in 3D. Left in September 1997 to France, it was one of the best sales of the console. The development of the play was supervised by Shigeru Miyamoto.

The development of Super Mario 64 required a work of less than two years, but the play had been planned for approximately five years. The producer Shigeru Miyamoto, who was the instigator of the majority of the ideas during the time of SNES, had already thought of making a play for this console of it (see Super Mario FX), before finally choosing to develop it on Nintendo 64, because of the technical limitations of the system 16 bits of SNES.

The development begin with creation from the characters and of the camera, the first scenario of test was used in order to test controls and the physique implying Mario and the Mips rabbit, called thus in reference to processor MIPS of Nintendo 64. Moreover, this scene is always present in the final play as a Mini-play: it is necessary to have 18 stars of power so that Mips appears in the basements of the castle of the Peach Princess, then it should be caught to obtain another star of power, then the weather is necessary to be similar after having had 50 stars of power, to still gain another star. The first reliable information in connection with new Mario in 3D of Nintendo was known in November 1995, and a playable version of Super Mario 64 was submitted thereafter as first world for Nintendo 64 (then known under the name of Ultra 64) to Nintendo Space World. Basic controls all were included, and it was estimated that the play to 50% was finished, even if the design of the majority of the worlds remained to be made. A minimum of 32 worlds were planned, but this number was re-examined with the fall in the final play, because only 15 could be included.

Shigeru Miyamoto declared that the philosophy of direct design behind Super Mario 64 was to include more details. Several of them were inspired by the true life; for example, a character is based on the woman of the director Takashi Tezuka “who is usually very calm, but which has one day exploded, furious of all the time that it passed to work. In the play, there is a character who narrows when Mario looks at it, but when Mario is turned over, it becomes increasingly large and threatening. ” Super Mario 64 is also characterized by the fact that it comprises more Casse-tête S that the preceding plays of the Mario series. It was developed in parallel with The Legend off Zelda: Ocarina off Time, but this last will leave later. Some puzzles were taken besides of this last play.

The music was composed by Koji Kondo which used new interpretations of the melodies familiar of the preceding plays just as of the entirely new material. Side of the Band, Super Mario 64 was also the first play of the series to include voices of actors such as Charles Martinet, and although it was not really the first (Mario Teaches Typing antedated it in 1995), it was on the other hand the first to obtain a world recognition and a strong demand in this trade.

Scenario

Mario is invited by the Peach princess to eat a cake, which it prepared in her castle. Mario puts her more beautiful cap and runs to go given by his/her boyfriend. Horror! Once returned in the castle, a well-known voice the nap to give up. Bowser, once more, made captive the princess. All the doors are locked. Mario springs towards the fabric of painting from where the voice seems to come…

Play

Super Mario 64 contains 15 levels, which one reaches while jumping in the tables hung in the various rooms of the castle, certain tables étants in sight, others hidden (of the color of the wall). The doors which lead to the rooms are locked, but their access is released as the player accumulates stars of power. Those are obtained in the various levels, and, at a rate of 6+1 stars of power per level plus 15 secret stars hidden in the castle and his surroundings, one arrives at a total of 120 stars of power. To obtain one from them, it is necessary to achieve the task indicated at the beginning of level. Thus, each world is divided into 6 missions, proposing each one a different goal, and thus making it possible to obtain a star of distinct power. Moreover, each level comprises one 7th star of power which is obtained by finding 100 parts in the world concerned. The full number of parts varies levels in levels.

Environments of the levels are varied and inherit the levels of the plays Mario precedents (meadows, volcanos, deserts, covered with snow mountains, islands, etc), and propose tasks varied to achieve (to beat a boss, to make the race against a challenger, to recover 8 red parts, to collect 100 parts). Moreover, Mario lays out, in a way limited in time, of 3 transformations, symbolized by different caps: the first transforms it into Mario Metal, allowing him, inter alia, to evolve/move more easily on the bottom of stretch of water, the second transforms it into Mario Invisible and thus Mario becomes invulnerable, just as it enables him to cross certain walls, the third enables him to be transformed into Mario Ailé and to fly. The 3 transormations are usable during a limited time. One can be able at the end it play without to have found all stars of power, and, in a general way, the play is very safe linear. There are indeed two goals: to find 120 stars of power, and to beat 3 Bowser times to deliver the beautiful Peach princess. Each objective which can be finished without the other.

A new era

Super Mario 64 opens a new time for the series of the Mario, from her passage to the 3D. Thus, the proportion of enemies drops considerably, whereas the obstacles and the platforms diversify. The camera used to give the point of view mobile, either is directed automatically, or by the player. Moreover, the number of movements available is important, since one counts some in all 28. Mario walk, runs, change, flies, stroke, attacks, goes up in trees or even go in guns. These movements benefit from the multidirectional stick of the console (for example, Mario walks or runs according to the slope of the stick). Certain purists declare that Super Mario 64 is the first true play in 3D, by its graphics and its principle of play. It is in any case the first play to let the player explore a world in 3D freely, without restrictions ( rails ). In this direction, Super Mario 64 is the prototype of the play of platform in 3D.

Development team

  • Realizer: Shigeru Miyamoto
  • Assistant realizer: Yoshiaki Koizumi, Takashi Tezuka
  • Programmers system: Yasunari Nishida, Yoshinori Tanimoto
  • Programmers: Hajime Yajima, Daiki Iwamoto, Toshio Iwawaki
  • Programmer camera: Takumi Kawagoe
  • Programmer Mario face: Gilles Goddard
  • Race Directors : Yoichi Yamada, Yasuhisa Yamamura
  • Race Designers : Kenta Usui, Naoki Mori, Yoshiki Haruhana, Makoto Miyanaga, Katsuhiko Kanno
  • Type-setter sound: Koji Kondo
  • Sound effects: Yoji Inagaki
  • Programmer sound: Hideaki Shimizu
  • Stimulating 3D: Yoshiaki Koizumi, Satoru Takizawa
  • additional Graphics: Masanao Arimoto
  • Customer support: Takao Sawano, Hirohito Yoshimoto, Hiroto Yada
  • Voice: Charles Martinet for Mario, Leslie Swan for Peach
  • English Text: Leslie Swan
  • Producing: Shigeru Miyamoto
  • Executive producer: Hiroshi Yamauchi

See too

Super Mario 64 DS

External bond

  • Test of the version Nintendo DS on the Ntsc-U.K.

Simple: Super Mario 64

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