Cover of Super Mario 64

Super Mario 64

Super Mario 64
Year1996
Release platformN64
Genresplatformer
DeveloperNintendo
CountryJapan
EraDisc and 3D, 1995 to 2000
Importance

Why it matters

The move to three dimensions meant deciding all over again what controlling a character is. The analog stick gives a continuous range: Mario sneaks, walks or runs depending on how far the stick is tilted. Added to this is a set of moves, each with its own entry conditions: a triple jump after a run-up, a long jump from a crouch, a wall kick, a ground pound. Learning this set is the main content of the game.

The camera is handled literally: the filming is done by a separate character on a cloud, and the C buttons rotate him around Mario. The castle works as a hub from which paintings lead into worlds, and each world holds a list of stars with different tasks, from a race to a search. A level isn't played once through to the end: you come back to it with a new goal, and the familiar space reads differently. Both ideas, the free camera and analog movement, were repeated for decades afterward.

Watch it played

Facts

  • The analog stick sets the speed smoothly, from a sneaking step to a run.
  • The camera is operated by a separate character on a cloud, and the C buttons rotate it around Mario.
  • The castle works as a hub: paintings on the walls lead into separate worlds.
  • Each world has several stars with different conditions, and the level is replayed for each one.
  • The game was released together with the Nintendo 64 console.

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