@Grumblevolcano It gets even better with sequence breaking. You can ignore Episode 1 of Bianco Hills for about as long as you ignored Petey Piranha, and you could do Episode 1 of Pianta Village as your second Shine.
Guys quick question about mario 64. Is there an efficient way of getting the star that appears on the roof of the haunted house? I've done it before but i never can get a good view with the damn camera in this game. I usually switch to the mario camera and sorta long jump to the platforms above the little windows and then back over to the roof. It's freaking annoying because i often over shoot and end up back at the bottom.
Anytime i gotta long jump or walk across a very thin plank I'm like oh god no! Here goes another fall to my death! Stupid archaic camera! Lord help you on those mushrooms in tall tall mountain!
"Freedom is the right of all sentient beings" Optimus Prime
@jump No, he meant doing Pianta Village before Bianco Hills. Because the pipe at the top of the big Shine Sprite gate is always there. You just need to find a way to get there without the rocket nozzle.
@Zeldafan79 not that im aware of, unfortunately. I usually long jump from the balcony to the roof on the right side of the screen, and once it looks like Mario isn't running at an angle I ease up. I've seen others switch to the "first person" camera constantly to make sure Mario isn't about to fall off.
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@RR529 I think that's just because of the translation to 3D. They probably didn't even think of carrying some of the overall aesthetic over to SM64. But generally, yes, it feels a lot of textures are pulled from a stock image website.
Even as a kid, Wet-Dry World looked like a giant bathroom to me (you know, tiles and all).
@Zeldafan79 the thing i've sworn at the most is definately the camera. It never does exactly what i need it to. Even when i get it into the right position, sometimes it'll start moving as soon as I move Mario.
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On a side note I'd just like to say the water level theme in mario 64 is probably the best musical piece for water levels in any mario game! It's just wonderful!
"Freedom is the right of all sentient beings" Optimus Prime
@Zeldafan79@RR529 To climb the roof I use a long jump on the right side (right side looking at the mansion). After the jump, when walking on the roof (no need to jump) I use the Mario camera which is what I advised @Ralizah for getting the dangerous red coin in Shifting Sand Land. In Tall Tall Mountain, don't use Mario camera for getting the red coins on the mushrooms but the close Lakitu camera. Use single jumps and double jumps.
Only use Mario camera when you are standing still and want to "aim" your steps and when walking straight on narrow surfaces.
I'm playing these games in order, since I never really played any of them. (Dabbled for a few hours, but that's it.)
Currently on 64, nearly 20 stars in. I'm loving it. You have to get used to the camera, as everyone's commenting. It just doesn't behave like a modern camera. It has a life of its own (even in the context of the story!) You have a set number of "angles" and have to choose one of them for each particular situation. I've found it easier to work with if I pull it back. Still, the game is really rewarding me for pulling through its more antiquated elements. The freeform movement, the platforming challenge, the sense of accomplishment after every star, the fluid jumping back-and-forth between levels, the "scripted events" around the castle (like characters suddenly popping up inside its halls), the way progression is handled as you learn new skills, etc. It's all amazing and, frankly, kind of what I wanted and didn't really get from Odyssey.
@Beaucine I agree. Super Mario 64 and Sunshine are better than the "odyssey" for all those reasons.
As you said, the camera of Super Mario 64 is not designed for being controlled constantly (it was designed for buttons) but you are supposed to choose the angle and distance for each situation. That's why some people are going insane on Switch.
@BlueOcean What drives me insane with the camera is only when it's stuck on a piece of geometry and I end up having to jump more or less blind. It occurs to me as I type that I might be able to reposition it with first-person mode, but still.
I very much disagree though on Odyssey though. The fact that you aren't pulled out of levels every 5 seconds, that you don't have to constantly repeat the same challenges to get additional stars / moons, the platforming challenges feeling far more rewarding when you fail on your own merits rather than slippery turns or bad cameras, and even the 'scripted events' progressing in each individual world all feel much better in that game.
I kind of wish this sort of historical information were explained in menus or modal windows.
I mean, I grew up with the N64, so even though I never played Mario 64, I "get" things about it. Namely, that the camera controls were obviously mapped onto the C buttons, while some tricky platforming sections were likely easier with the N64 controller, because the stick was contained inside an octagon, not a circle, so you could hold the stick inside one of these eight angles and maintain your direction of movement. A lot of stuff people complain about in hand-wavy poetic terms regarding the inexorable passage of time or whatever is actually just the result of no one sitting down to explain stuff like the above, not Nintendo and — crucially — not even paid videogame critics, which is really unforgiveable because mentioning this sort of thing should be their job. Instead, we get some chin-rubbing about how Mario's "looking a little angular." (Yeah, no kidding, a 1996 game is looking a little angular. Thanks!)
The platforming challenges in Odyssey would feel rewarding if there actually were platforming challenges. Many of the levels are very horizontal in nature. There's a lot of dead space in between the platforms, especially in places like the desert level. Also, gaining new abilities and "capturing" enemies with the cap is cool in theory, but in practice it just means you're constantly limiting your moveset, because each form Mario takes reduces his movements to the specifics of his new form. This means it's not a platforming game where you really need to master Mario's movements, because so many of the challenges are built around the limited moves of each new form. It's fun the first time, but it loses its luster in the long term.
Also, a lot of the scripted events in Odyssey are built around your linear progression within each level, usually when you first step into it and with cinematics pointing the way. There's usually little sense of surprise or discovery: stuff isn't simply there, it's announced with bells and whistles. Not necessarily a bad thing, but certainly a different experience from just "accidentally" noticing there's suddenly a Boo or rabbit at the end of a hallway.
The thing about being kicked out of the levels after each star, I get. But I do think it works in the context of Mario 64, because it encourages constantly moving between different levels instead of sticking around a single level all the time.
The camera in 64 is fine for what it is. I think making it a character in the story is brilliant and fun. But when I'm trying to walk across that narrow bridge by the waterfall near the top of Tall, Tall, Mountain, and I set the camera to the spot I want it, and then it moves on its own which then causes Mario's movement to change in relation to the camera angle - that sucks. As if Lakitu thought my choice of positioning wasn't cinematic enough, and saw fit to correct it as soon as Mario looks away.
That said, I wouldn't want the camera to be changed/updated for the game either. It's just occassionally frustrating.
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@Beaucine Nintendo should have put more effort into this and "journalists" should do their job much better but some of those gaming "journalists" and "influencers" don't have a clue about video games so whatever they say is meaningless yet dangerous for the people that come to them to be informed about a game and how to play and enjoy it.
I agree about Super Mario Odyssey as well. Obviously, it's a technical evolution over Super Mario 64 and nobody is going to say the opposite but it's a different kind of thing, it didn't feel an odyssey at all but a scripted dull adventure with some platforming sections, boring boss battles and gimmicks (especially controlling the animals) with some annoying mini games added on top of that (rope challenge, voleyball). Super Mario 64 and Sunshine are super impressive, epic, challenging, rewarding, surprising and fun.
As for the camera, in Odyssey it's almost 100% manual and you control it as if you were playing Splatoon but there are things about Nintendo 64 and Super Mario's first 3D game that should be explained properly. The fact that it's mapped to a stick and not adapted to it on Switch is not a good start for newcomers.
@Losermagnet Agreed. At those moments, have you tried using Mario's camera? That's the only way you can cross narrow bridges and ledges without problems.
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