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Topic: Super Mario 64

Posts 41 to 53 of 53

TeeJay

norwichred wrote:

The wii-mote doesn't always show up and keeps losing connection with the console.

Sounds to me like your censor isn't in a good spot. Those exact two issues occur when your censor isn't in the forefront of your TV setup. Like, if the censor got pushed back or something. Those are the only time those issues have happened to me and simply pushing the censor more to the front solved the issue

TeeJay

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retropunky

Ahh I have the Wii version of this game, but I'm so tempted to upgrade now. Defiinitely my favorite 3D Mario game.

retropunky

3DS Friend Code: 4313-0436-2109

Atariboy

While the positioning of the sensor bar can explain the Wiimote's cursor not showing up at times (Sun glare can be another problem that affects it), it has absolutely nothing to do with the Wiimote's wireless communications to the console itself.

If he's losing connection between console and controller as he said he was, it's a sign of a bigger problem than the location of the IR light array. All the sensor bar provides are some lights. No communications between Wiimote and console go through it.

Edited on by Atariboy

Atariboy

Aldebaran

GoneFishin wrote:

While the positioning of the sensor bar can explain the Wiimote's cursor not showing up at times (Sun glare can be another problem that affects it), it has absolutely nothing to do with the Wiimote's wireless communications to the console itself.

If he's losing connection between console and controller as he said he was, it's a sign of a bigger problem than the location of the IR light array. All the sensor bar provides are some lights. No communications between Wiimote and console go through it.

When I first got my Wii back in 2010 I had a similar problem when playing between 2 pm and 6 pm and I've found out the intense sun glare behind my window at those hours was the cause.

Edited on by Aldebaran

Nintendo Network ID: Aldebaran20

RedDevilAde

Been playing this on the Wii U version to get all 120 stars for the umpteenth time, but my god do the controls suck compared to the newer 3D Mario games (SMG 1 & 2 and SM3DW - I know that second one will annoy @iKhan who has a bee in his bonnet and seems to think SM3DW are poor when they are really good and natural to use ).

I am constantly finding myself getting annoyed not being able to move the camera to a convenient location, slipping off the edge of platforms when moving even slightly near that edge (even when I'm pushing away from the edge) and wanting the wall jumps to be a little bit more like the newer games. On their own merit I still think the controls work well (when I owned this on the N64 in the late 90s I thought this and Banjo Kazooie were as good as it gets in 3D platformers), but we've come a long way since them in 3D platform games and it really highlights all of the flaws that were present in this game and how well Nintendo have improved it since.

I thought they were flaky after playing SMG 1 & 2 last time I got all 120 stars on the Wii VC, but now I've experienced SM3DW it's intensified my perception of how well this aspect of these games has evolved.

Edited on by RedDevilAde

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

Nintendo Network ID: RedDevilAde

unrandomsam

The Hori Gamecube style Smash Bros controller is quite a bit better than any of the other options that I have tried. (Which is all of the other than Wiimote and nunchuck).

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dok5555555

Can someone help me with the aspect ratio options? I just bought Mario 64 for Wii U for the discounted price. When I started it I was disappointed to see the game did not fill the whole screen like the Wii version (I'm using a standard def 4:3 TV.) Every other virtual console game I have on my Wii U (nes,snes) fill the whole screen on my 4:3 TV. For some reason Mario 64 doesn't and is just in a smaller square in my already square tv. I even tried changing my zoom settings on my Wii U all the way up and still doesn't fill the screen. Why is this different on N64 titles than the other virtual console games? I wanted to get DK64 too but if it wont fill my tv screen it'll be annoying. Is anyone else using a 4:3 tv having this problem?

dok5555555

Atariboy

That stinks that the one bit of proper 4:3 support on the Wii U half, is apparently changing with the introduction of their N64 emulator (I've yet to encounter a non letterboxed retail Wii U release and assume that there isn't such a thing, the only full-screen 4:3 support I've encountered on the Wii U outside of Wii mode has been NES/SNES games on the Virtual Console).

I've noticed the same thing with classic arcade releases on the PS3 and 360 over the past five years, when I hook one of them up to my Trinitron on occasion. Unlike their early years, gone usually is full screen 4:3 support, leaving you playing your 4:3 classic game in a window on your 4:3 SDTV in titles like Super Hang-On on XBLA/PSN.

We're so far into the HDTV age, that supporting 4:3 standard definition is a low priority, at best (The competition has cut those ties completely with their new consoles).

Edited on by Atariboy

Atariboy

dok5555555

I have an hdtv but I like playing my games on my SDTV since I mostly play older games anyways. I just don't see how it can't just zoom the image to fill the screen like the other VC games do. The games gonna be 4:3 no matter what because that's how it was made. But I just want it to be able to fill my whole screen.

dok5555555

Atariboy

Nothing much you can do if they've neglected to support full-screen 4:3 480i output.

You'll have to stick with Wii mode instead if you want your SDTV's screen to be filled while playing Super Mario 64 on your Wii U. At least the only real loss, outside of perhaps $10 more dollars to buy it off the Wii Shop, is the loss of button mapping (SM64 isn't too difficult, so the lack of save states shouldn't matter).

But you'll be stuck using the A button to jump, which at least for me never felt quite right on my Classic Controller Pro with its SuperNes style button layout, after I did a system transfer and lost the ability to use my Wavebird with my N64 downloads. But happily, there are solutions even for that, if it bothers you enough.

Edited on by Atariboy

Atariboy

RedDevilAde

Okay, 100% cleared it again all for what feels like the 1000th time. Have to say the state save takes a lot of the tediousness out of getting 100 coins on each level (guess who has never played it on an unofficial emulator before?). Finally didn't have to spend hours trying to get 100 on Rainbow Ride because of that annoying repeated wall jumps on the maze part to get the blue coins at the top, just save before the blue switch it hit and then it's over in a few minutes. Beautiful.

Overall, still a great game but it hasn't aged that well when you compare it to Super Mario Galaxy & Super Mario 3D World, control & camera refinement make them such a joy to play over this, when you die on those it's due to lack of skill, on this you can be at the mercy of edge detection (for one that annoying juddering effect where it's not sure if you are falling or not), the camera rotating to an angle where you can't see what your doing and the 8 way control with camera positions & levels designed around it in SM3DW removes the annoyance of not having the right angle on jumps. What seems on the surface as a step backwards is a massive step forward since you always know you're jumping in the right direction there and it allows for much more adventurous level design.

Edited on by RedDevilAde

Rimmer: "Look, I think we've all got something to bring to this conversation, but I think that from now on the thing you should bring is silence."

Homer: "Oh people can come up with statistics to prove anything Kent. Forfty percent of all people know that."

Nintendo Network ID: RedDevilAde

LordJumpMad

I remember Mario 64, as a kid I always hated it, and still hate it today.
So happy I grow up on PlayStation.

For you, the day LordJumpMad graced your threads, was the most important day of your life. But for me, it was Tuesday.
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RegalSin

Back in Toys R' Us They had these setup. People of many age groups would come and play. The same with Sonic-R when it was released. Sadly when Dreamcast was around TOYSRUS never had any big area for the machine as with the N64 or Saturn.

Remember this game. I was so crazy about it when I younger. I would even miss school to play it as well. Always obsessed over finish it. I even got the special Yoshi and all the red coins bit. Back when Mario was inside of my imagination and was believable it was an great experience.

I will admit the first bowser level was amazing. Till this day playing that level felt so much like Mario. The entire game was like an hallucinogenic experience.

I would just replay this game over and over again. The most wonderful waste of time I had. I meannn yeaahhhh it is N64 soo amazing. Not like that Sony Playstation with FMV scenes and Rival School. I mean wow N64.....omgsh my life hurt so much to be honest thinking about all the time I played with my N64. I mean wow I am so glad I stopped at the GCN but otherwise I am glad I am not one of those MetalGear slaves at the time. People would carry the booklets to school to read like comics.

Edited on by RegalSin

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