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SM3DA: Super Mario 64 Review

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It finally happened! I finished Super Mario 64 courtesy of Super Mario 3D All-Stars on the Nintendo Switch. I collected 71 stars and rushed towards Bowser so I can finally put this respectable but outdated game behind me. 

I was initially very impressed with Super Mario 64. Nintendo improved the user interface, increased the resolution, and steadied the framerate. They were appreciated improvements, but I eventually discovered that those improvements were not enough to make Super Mario 64 palatable in 2020. 

The lack of precise camera control reared its ugly head very early on. There were a number of options to cycle through, but there were numerous moments where none of those options were ideal. Early levels that didn’t feature many bottomless pits or a large number of moving objects were mostly fine. I would only need to make the occasional minor shift to the camera. However, it was a true test of patience in levels like Rainbow Ride where I was cycling through the motion of making jumps and flipping through less than ideal camera angles. 

When I was triple jumping and running around in the relatively gapless spaces of the early levels, the finicky controls did not bother me. As Super Mario 64 began to demand more precision and sticking Mario in tighter platforms with bottomless pits underneath, then the touchy controls began to annoy me to no end. Some state that this isn’t much of a problem with the N64 controller and if that’s the case, Nintendo should have done more to adjust the Super Mario 64 in this 3D All Stars collection. 

Even if the controls worked well, I felt that the developers went too far towards making a realistic Mario instead of a fun Mario. What’s the point of having Mario crawl? What’s the point of having him perform a U-turn when he turned around? Why did he suddenly decide to slide on his belly on steep inclines? Why did he even have punch or kick attacks with pathetic range? I felt these decisions were made because they could. Nintendo wanted to explore and experiment with Super Mario 64 which resulted in many lessons learned for future games. 

The castle serving as a hub was initially charming and twee. Jumping into paintings to enter different levels and spaces was a clever conceit that invited and rewarded exploration. All the good feelings evaporated away as I pushed deeper into the castle and bumped into the “game over” screen. Having to restart outside of the castle every time I restart the game was annoying. Having to catch the stupid Haunted House Boo every single time I wanted to play that level was even sillier. All these initially charming elements quickly got in the way of the fun.

I respect Super Mario 64, but I do not like it. I found it fascinating in spots, but was overwhelmingly frustrated by a majority of it. I wouldn’t miss this game if it suddenly deleted itself from the package because I do not see myself returning to collect the rest of the Stars. Perhaps I’m unfairly harsh, but this is the game Nintendo decided was good enough to put in a $79.99 package in 2020. They thought it was good enough to stand on its own without significant changes; I’m saying they were wrong.

Verdict:
I didn’t like it

Ratings Guide

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