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BadWolf's Super Mario 64 (N64)
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[February 21, 2008 01:07:07 AM]
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GAMEPLAY:
This time I tried several of the stages again. I had a bit more success this time, finding another couple of stars, but still failed many times (enough to have to go back to the start screen more than once), which was frustrating. I began to feel that I wasn't getting good enough fast enough. Part of the problem was that I went into the game not so much wanting to win or relax or have fun, but play for a set amount of time. Also I think that the atmosphere (the game lab at the library) contributed to this mindset, which is very different from the one in which I approached Super Mario Bros. Deluxe back in the day. However, I experienced that same frustration back then, which is what kept me from ever beating the game.
Several times I raced down another sort of slide against a penguin. I would catch up quickly, but lose control and plummet over the side. After a while I changed my goal to just reaching the bottom intact, but wasn't able to accomplish it.
DESIGN:
One of the most interesting aspects of the design, to me, was the way in which the game funnels the player down a specific path to the goal. In spite of the apparently fairly open 3D environment, there seem to be one or two ways to reach each goal. The game does this by limiting Mario's movement options - he can run or walk on flat surfaces or slight slopes, slide down steep slopes, jump a limited height, swim (but only hold his breath a limited time), and fall. Then there are obstacles that Mario cannot surmount, and thus must work around. In one level, for instance, the player has to get Mario to a floating island. There are a couple of cannons on the level, and by getting into one of them, I was able to shoot Mario to the island.
In this way, the player's options are not really very much greater than they were in the earlier 2D games, though they seem to be. The danger, of course, is making it difficult to tell what is a useable route and which was is the destination. The levels are relatively small, which limits this problem.
It was also possible to play the game in a variety of orders and replay stages multiple times. Some doors were locked, but beyond that, no set story order was established.
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[February 20, 2008 06:49:51 PM]
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SUMMARY:
Super Mario 64 is an early 3D platformer for the Nintendo 64, the first 3D installment in the Mario series. It was groudbreaking in that it showed what a good 3D platformer could do more than any previous game.
GAMEPLAY:
Having never played Super Mario 64 before, I spent the first few minutes figuring out the controls. Then I explored the castle a bit and got a bit lost. I ran into a lot of walls and railings. The first few stages I tried I screwed up pretty badly, repeatedly falling down the same pit and such. I began to get really frustrated - the basic controls seem a lot harder than the main other game I'd played from the series, Super Mario Brothers Deluxe for the Gameboy Color. The main issue of course was the 3D, which makes it a lot harder to tell where one will land, though fortunately the collision detection is pretty forgiving (you don't have to land perfectly on a mushroom to smoosh it).
After that I played through a section in which you slide down a big ramp, collecting coins, until you get to the star at the bottom. I enjoyed that so much I played it twice. I have to say that sliding is one of my favorite things about this game in general.
Later, I tried a stage where I mostly got lost and couldn't figure out where to go, though it was nicer to not die as much. Eventually I did get through, finding the star, but it was not entirely obvious to me what I was supposed to do - another change partly thanks to the 3D.
In the room with me were some quiet people (at first) then some people loudly playing a multiplayer game, which contributed to my annoyance.
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BadWolf's Super Mario 64 (N64)
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Current Status: Stopped playing - Got frustrated
GameLog started on: Wednesday 20 February, 2008
GameLog closed on: Thursday 6 March, 2008 |
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