![]() |
|
|||||
|
|
||||||||||||||||||||||||||||||
Well, this is it. The really -really- big one. When
Super Mario 64 came thundering in, a lot of critics claimed that this was "the
best videogame ever". They said it again when Zelda 64 popped up. Heck,
some people even tried to make us believe Bubsy the Bobcat was the best game
ever. But this time, just once, you'd almost be right to believe them.
Now, there probably is no point in summarising the game
that everyone's been playing to death for the past few years. But I'm too good
for this cruel world (and I talk too much) so I'll still do it; Mario must explore
15 different worlds, searching for hidden power stars that will eventually allow
him to triumph over Bowser (who ripped them off in the first place, natch) and
save his beloved princess Peach. Just another day in the Mushroom Kingdom, but
this one's realised in gorgeous, brand-spanking 3-D. Peach's castle functions
as a "hub" from which the game's 15 worlds can gradually be reached
via paintings on the wall. The castle's actually more than just that, as there
are secrets and extra stars to be found around it's hallways, but the meat of
the game takes place in those 15 painting worlds. It's there that you're faced
with the daunting task of tracking down the missing power stars. It takes 70
of them to "complete" the game , but there's a total of 120 to be
discovered.

Mario marvels at the inventive wall-tiling..
Now this is not just your usual "get from
A to B without being killed" platformer. You can roam around at will in
the vast and varied landscapes, experiment as much as you like and discover
a multitude of different tasks to handle. That's not to say you're -entirely-
free. The game gradually unfolds before you and forces a route with a certain
structure upon you. See, every door in the castle requires a set number of stars
to open, so until you've collected enough stars from the worlds you've unlocked,
you can't move on to other challenges. Sounds dull? It's actually very clever;
if all of the game's worlds were dumped onto you in one go, you'd die of an
overdose. This way, you make your way through the game in a clear and comprehensive
fashion, while still enjoying massive freedom for your own initiative.
It's this absolutely genial way that Super Mario 64
is put together that's one of the game's biggest strong points, but it's by
far not the only one. Now, everyone who raves about a game starts out by saying
that the graphics are great. Idem dito for Super Mario 64. Sure, N64 graphics
have come a long way since this game (it was the N64's launch title after all),
but it is simply unreasonable to call Super Mario 64's looks dated. It's enormous
worlds still manage to look convincing, and some very clever touches add impressive
realism (example; Mario's feet leave wet trails and make splosh-splosh noises
when he walks out of water). Some of the polygon models may look rather rough
compared to later outings, but this still hangs together very well. It's the
first time a fully free-roaming 3-D world has been rendered so well. And also
the first time that sound has been used to such a strong effect. The beautifully
composed music doesn't just doodle along in the background, it actually responds
to the on-screen happenings and sometimes changes slightly to fit these. That
and the tunes are pretty damn catchy and fit the game's levels very well. You
will -never- be able to forget the wonder of the underwater levels' BGM. The
same applause goes out to the sounds effects, with Mario himself being especially
vocal; every hop, kick and plunge is accompanied by a fitting exclamation. You'll
grow to love Mario's little shouts, which will be with you during this huge
journey (well okay, -some- people will hate them, but it's an impressive achievement
nonetheless).

(left) Whoah, a giant Vicks cough-drop, (right) Sure hope my hair looks allright...
Now for the real deal; the way this plays is just
as impressive as the rest. The control system is very complex, since Mario can
pull off dozens and dozens of athletic manoeuvres. From slides to backflips
to triple jumps; you'd almost think you were controlling a polygonal Bruce Lee
sometimes (without the musculature). It's not just the vast amount of moves
and abilities that are impressive; it's how they are used. Every single move
has it's specific part to play and will at one time be essential to you. Mastering
the whole thing will take a while, but you can only marvel at how smoothly so
many moves have been squeezed into the control system, which still runs perfectly
fluidly and becomes second nature after some getting used to. Actually, make
that quite some getting used to; there's some hefty learning to be done here
but al the control elements are introduced in a comprehensive way and can be
mastered with some fair practise (precision swimming is still tricky, though).
A big snag in 3-D platformers has always been getting
the camera right, and Super Mario 64 is pretty much the only game that has achieved
this faultlessly. The camera is manned by Lakitu, who follows Mario around and
reacts to his movements. It's also possible to toggle the camera angles with
the C-buttons, and for the most part, this is a camera system that works very
well, and those "I can't see what the heck I'm doing!" agonies are
few and far between (though you can get confused once or twice).

Har har har, I crack myself up!
So it looks good, sounds good and moves well, and
best yet; there's loads and loads of it. Miyamoto-sama has once stated that
games, to him, should be "like a drawer full of playgrounds", and
that's just how SM64 works. The huge worlds are filled with vastly different
challenges to tax you. The one moment you're hurtling down an ice slide (with
certain death if you slip off), next you're duking it out with a group of snapping
piranha plants or soaring through the air, only to end up running through toxic
gas-infested tunnels and diving to the depths of the ocean for an encounter
with the wet wildlife. An amazing scale of different things to do are contained
in here. When they said that variety is the spice of life, Miyamoto-sama was
listening. There's always something new and exciting to get into here; Super
Mario 64 grips you and keeps you hooked all the way through. You simply cannot
put this down until you've discovered the next surprise that lies in store for
you. There's never a dull moment.
And it's tough, too. Precision, speed and some solid
brainwork are required to locate and obtain all the 120 stars. Some tasks are
much easier than others, while a few especially evil challenges will have you
eating your joypad in rage (I almost did physically destroy my pad while trying
to get 100 coins on Rainbow Ride). The difficulty is well-dosed and never really
too unfair, though a few very hard bits, such as the utterly satanic Tick Tock
Clock do stand out as very harsh. But the mix works well in the end. Just like
everything else in SM64, the difficulty curve gets it -just- right.
s
Now there's tonnes more to say about this piece maitresse
of a game. The title screen alone can keep you busy for hours. The battles with
Bowser are something to revisit time and time again. The freedom you have to
find your own way of doing things never ceases to amaze, and the wonderful variety
and just plain -fun- of SM64 have been copied many times, but no-one ever came
close to this kind of perfection. Every 32-bit owner that goes on and on about
blood and guns has no idea what the real fine art of gaming is all about. After
gorging oneself on the genius of SM64, one can only bow to the amazing talent
of Miyamoto and co. God does exist, and he works for Nintendo. - Toasty
94%