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Super Mario 64
Super Mario 64 is a 1996 platform game developed and published by Nintendo for the Nintendo 64. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her, and hides the castle's Power Stars in different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of the castle, reach Bowser and rescue Peach.
Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). The team spent about one year on design and twenty months on production, starting with the virtual camera system. The team continued with illustrating the 3D character models and refining sprite movements. Yoji Inagaki recorded the sound effects, and the score was composed by Koji Kondo.
Super Mario 64 was highly anticipated, boosted by advertising campaigns and showings at the 1996 E3 trade show. It was released in Japan and North America in 1996 and PAL regions in 1997 to acclaim, with reviewers praising its ambition, visuals, level design, and gameplay; however, some criticized its camera system. It is the best-selling Nintendo 64 game, with nearly twelve million copies sold by 2015.
Super Mario 64 is considered one of the greatest and most influential video games. Numerous developers have cited it as an influence on 3D platform games, with its camera system and 360-degree analog control establishing a new archetype, much as Super Mario Bros. did for side-scrolling platform games. Its influence can be seen in 3D platformers such as Spyro the Dragon, and Banjo-Kazooie. It was remade as Super Mario 64 DS for the Nintendo DS in 2004, and has been ported to other Nintendo consoles. The game has produced many fangames and mods, a large speedrunning community, and enduring rumors about its features and development.
Super Mario 64 has been described as a 3D platformer and action-adventure game in which the player controls the titular character Mario through various courses. Mario's abilities are far more diverse than in previous games. He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the game controller's analog stick and buttons. He can execute special jumps by combining a regular jump with other actions, including the double and triple jumps, long jump, backflip, and wall jump. The player can adjust the camera—operated by a Lakitu broadcasting Mario—and toggle between first-person and third-person view.
Unlike many of its predecessors, Super Mario 64 uses a health point system, represented by a pie shape consisting of eight segments. If Mario has taken damage, he can replenish his health either by collecting three types of coins—yellow, which replenishes one segment; red, equal to two yellow coins and which replenishes two segments; and blue, equal to five yellow coins and which replenishes five segments, by walking through a spinning heart or by jumping into water. Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces. Finishing a course grants Mario an extra life for every 50 yellow coins the player collected, and extra life mushrooms are hidden in various places such as trees and poles—they may either chase Mario through the air or fall to the ground, avoiding Mario and disappear shortly if not collected.
In absence of the power-ups normally found in previous games, such as the Super Mushroom and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors, found in three secret areas located in either stages or the castle itself, turn their corresponding blocks solid and permanently allow Mario to obtain three types of special cap power-ups throughout all of the stages. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon; the Metal Cap makes him immune to enemies, fire, noxious gases, allows him to withstand wind and water currents, perform on-land moves underwater, and have unlimited air capacity underwater; and the Vanish Cap renders him partially immaterial and invulnerable, and allows him to walk through some obstacles. Another implicit powerup is the shell remains after stomping a Koopa Troopa, which Mario can use to run over enemies, and surf on water, lava, and quicksand.
The hub world takes place in Princess Peach's Castle, which consists of three floors consisting of the castle's lobby, the main tower, and a basement, plus a moat and a courtyard outside the castle. The player's main objective is to look for paintings that, when jumped into, bring them into courses containing Power Stars, which upon their collection unlock more of the castle hub world. Each of the fifteen courses has seven Power Stars (six from named missions and one gained by collecting 100 coins in the level), and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars.
Hub AI
Super Mario 64 AI simulator
(@Super Mario 64_simulator)
Super Mario 64
Super Mario 64 is a 1996 platform game developed and published by Nintendo for the Nintendo 64. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her, and hides the castle's Power Stars in different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of the castle, reach Bowser and rescue Peach.
Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). The team spent about one year on design and twenty months on production, starting with the virtual camera system. The team continued with illustrating the 3D character models and refining sprite movements. Yoji Inagaki recorded the sound effects, and the score was composed by Koji Kondo.
Super Mario 64 was highly anticipated, boosted by advertising campaigns and showings at the 1996 E3 trade show. It was released in Japan and North America in 1996 and PAL regions in 1997 to acclaim, with reviewers praising its ambition, visuals, level design, and gameplay; however, some criticized its camera system. It is the best-selling Nintendo 64 game, with nearly twelve million copies sold by 2015.
Super Mario 64 is considered one of the greatest and most influential video games. Numerous developers have cited it as an influence on 3D platform games, with its camera system and 360-degree analog control establishing a new archetype, much as Super Mario Bros. did for side-scrolling platform games. Its influence can be seen in 3D platformers such as Spyro the Dragon, and Banjo-Kazooie. It was remade as Super Mario 64 DS for the Nintendo DS in 2004, and has been ported to other Nintendo consoles. The game has produced many fangames and mods, a large speedrunning community, and enduring rumors about its features and development.
Super Mario 64 has been described as a 3D platformer and action-adventure game in which the player controls the titular character Mario through various courses. Mario's abilities are far more diverse than in previous games. He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the game controller's analog stick and buttons. He can execute special jumps by combining a regular jump with other actions, including the double and triple jumps, long jump, backflip, and wall jump. The player can adjust the camera—operated by a Lakitu broadcasting Mario—and toggle between first-person and third-person view.
Unlike many of its predecessors, Super Mario 64 uses a health point system, represented by a pie shape consisting of eight segments. If Mario has taken damage, he can replenish his health either by collecting three types of coins—yellow, which replenishes one segment; red, equal to two yellow coins and which replenishes two segments; and blue, equal to five yellow coins and which replenishes five segments, by walking through a spinning heart or by jumping into water. Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces. Finishing a course grants Mario an extra life for every 50 yellow coins the player collected, and extra life mushrooms are hidden in various places such as trees and poles—they may either chase Mario through the air or fall to the ground, avoiding Mario and disappear shortly if not collected.
In absence of the power-ups normally found in previous games, such as the Super Mushroom and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors, found in three secret areas located in either stages or the castle itself, turn their corresponding blocks solid and permanently allow Mario to obtain three types of special cap power-ups throughout all of the stages. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon; the Metal Cap makes him immune to enemies, fire, noxious gases, allows him to withstand wind and water currents, perform on-land moves underwater, and have unlimited air capacity underwater; and the Vanish Cap renders him partially immaterial and invulnerable, and allows him to walk through some obstacles. Another implicit powerup is the shell remains after stomping a Koopa Troopa, which Mario can use to run over enemies, and surf on water, lava, and quicksand.
The hub world takes place in Princess Peach's Castle, which consists of three floors consisting of the castle's lobby, the main tower, and a basement, plus a moat and a courtyard outside the castle. The player's main objective is to look for paintings that, when jumped into, bring them into courses containing Power Stars, which upon their collection unlock more of the castle hub world. Each of the fifteen courses has seven Power Stars (six from named missions and one gained by collecting 100 coins in the level), and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars.