A Look Back at Making Mario 64 43
Press the Buttons has commentary on a short, interesting piece at the Miyamoto Shrine site. There, they look back at the making of Mario 64. From the article: "Possibly the most important part of Mario 64 was making sure Mario was easy to control. Before any of the levels had been created Mr. Miyamoto had Mario running around and picking up objects in a small 'garden' which he uses in all his games to test gameplay elements. 'Alot of the animation was actually in there before any of the game' explains Goddard. 'The Mario that he had running around basically looked the same as he did in the final version. Mario's movement is based on good physics, but you have bits on top that you plug in so you can do things you shouldn't be able to do. They spent a lot of time working on the swimming, it's harder than running to get the feeling right, they didn't want you to avoid the water, the wanted to make it an advantage and fun to dive in.'"
Most important part (Score:3, Funny)
Re:Most important part (Score:2)
Re:Most important part (Score:1)
It's so damn frustrating. The roaming camera is never where you want it to
Re:Most important part (Score:2)
That said, 64(DS) is still a fantastic game. The basic gameplay is fun and there is a very good balance between challenge and reward. It also has a very strong "just one more star" effect that kept me playing. It reuses the same levels, but it does so many different clever things with them that it doesn't matter. I often get bored of game
Re:Most important part (Score:1)
Re:Most important part (Score:1)
I just love the cinematic thrill of driving in one direction and looking behind me after doing a sharp turn. Really gives the game that added touch.
Mario 64 Completion in 16 minutes (Score:3, Interesting)
I thought only Metroid fanatics did this shit (Score:1)
Re:I thought only Metroid fanatics did this shit (Score:2)
Re:Mario 64 Completion in 16 minutes (Score:2)
How do they do it? (Score:1)
I don't think I was able to unlock the final bowser door before at least 75 stars... And there's no sign of OMGWTFHAX in the vid.
Re:How do they do it? (Score:2)
There is not? Pay close attention to the few bugs they exploit.
For example, the first bug he exploits is with the little bunny rabbit: He holds onto the rabbit (instead of grabbing the star) once he catches it and is able to go through the next two doors, that he'd normally wouldn't be able to.
Now onto your bypassing of the important doors at the end: Notice how he does the backwards-sliding-on-his-bum thing: Doing that enabled him to just zoof through there w
Re:How do they do it? (Score:2)
Cameras Still Don't Work (Score:5, Insightful)
I think it is a bit sad we still don't have the camera right in most games. You would think we would by now, but we don't. I just finished Shadow of the Colossus (great game), but there are real camera problems.
When you are fighting a Colossus and there is lots of room, the camera works very well most of the time (like when you are climbing on their back). But as soon as you walk around a confined space or fight a colossus in a small room, the camera is a MAJOR pain and caused me to get motion sickness very quick (I'm susceptable to that). And in other situations (like on the final colossus when you are climbing on his hand) the camera doesn't work well even though you are in a big space (the camera has a hard time figuring out which side of his hand to show you) and this makes it hard to see what you are doing.
The biggest problem with all these is that they try to fit the camera into the world. The camera shouldn't model a phyical camera that can't be inside a wall, it is supposed to show a "mind's eye" view that doesn't have those limitations. Imagine if they tried to shoot sitcoms in real rooms instead of rooms missing one wall. It would be a disaster.
Yet in SotC and many other games, the camera must "obey" the world and can not be "in" a wall. Why not let the camera go there and make the wall invisible? If I am pivoting the camera to try to get a sense of where I am, having it suddenly run into the wall my back is up against and stop is very disconcerting. It takes you right out of the expiriance. There you are, about to fight a giant monster, up against a wall, and the only view you can get is that of yourself and that wall because the camera can't show you the oposite view.
It was a great game, but most camera systems still suck. The only games that don't really have problems are fixed camera games (Tycoon games, Warcraft III, first person shooters, driving games, etc). I haven't seen a 3D platformer yet that has a "perfect" camera system. They all have problems.
But they all have the same problems that Mario 64 had 10 years ago. 10 years ago. Loot at how far we've come in other respects (graphics being the obvious example), yet we can't fix the camera system.
Great game though. It is a Shakespere or Dickens or Hemminway of video games. Not in story (very generic), but in getting everything right (pacing, little extras, challenge, presentation, etc).
Re:Cameras Still Don't Work (Score:2)
Just trace four lines back from the things the player can see, make a "box" and if anything they're not supposed to be able to see right now is in the box, make sure you don't render it.
Alternatively, figure out what the player SHOULD be able to see, and if they can't, don't draw it.
I know this is a lot harder than just s
Re:Cameras Still Don't Work (Score:2)
Re:Cameras Still Don't Work (Score:2)
Re:Cameras Still Don't Work (Score:2)
Re:Cameras Still Don't Work (Score:2)
Re:Cameras Still Don't Work (Score:3, Interesting)
(I was once playing Banjo and Kazooie (another game I tired of very quickly) and died because I fell down one side of a wall and the camera fell down the other side and couldn't get back to me. I could hear that I was being eaten by something, but couldn't tell what.)
The best camera work I've ever
Re:Cameras Still Don't Work (Score:3, Interesting)
I've had things like what you mention with Banjo-Kazooie happen too, and it is almost funny some times (depends on how critical it is that you stay alive then). I must say that while I've played all the Zelda games, I don't remember the came
Re:Cameras Still Don't Work (Score:3, Interesting)
Very clever stuff.
You mean FF7 (Score:2)
[Parts of Ocarina had] a 2D pre-rendered bckdrop, and put the characters, pots, chests, cows, and doors over it.
In other words, Final Fantasy VII rendering.
Re:You mean FF7 (Score:2)
Re:You mean FF7 (Score:2)
We've developed a prior art instinct (Score:2)
Is it possible to mention anything on this forum without having someone else jump in and say 'xxx did it first!'? :)
No ;-) It's an instinct that many Slashdot users have, which was honed in "let's find the prior art" comments to stories about dumb patents.
Re:We've developed a prior art instinct (Score:2)
Re:Cameras Still Don't Work (Score:1)
Collecting everything in BK seemed easier to me than Mario 64. I never did get all 120 stars in that, and then I lost the game and never replaced it (as well as a few other favorites such as Goldeneye and Donkey Kong Country 1).
Re:Cameras Still Don't Work (Score:2)
Re:Cameras Still Don't Work (Score:2)
That said, I agree. I think they should have waited and put it on the PS3. The colossi would have looked better (they look great now but...), and more importantly the environment would have looked better. A larger draw distance would have helped, but the thing that is really needed are better texture filtering (ansitropic would have fixed it some), more textures (the basic ground texture is repeated WAY too much), and a higher poly count would help. The frame-rate issue was sad. The
"6 years after its release..." (Score:1, Insightful)
6 years after 1996 makes... 2002. This is four years old.
I don't understand... (Score:3, Funny)
Is this one of the signs of the Apocalypse?
Re:I don't understand... (Score:2)
Re:I don't understand... (Score:2)
Sheesh, I was just trying to make an amusing comment. I guess I failed but if you don't like it at least mod it down sensibly, Overrated perhaps. Flamebait???
Awesome (Score:2)
Needed some more free-play options (Score:1)
The only thing I feel is lacking in repeat play throughs is more options for free-play. Flying around bob-omb battlefield or riding the koopa shell up the mountain is some of the most enjoyable gaming available, however apart from several of the earlier levels it seems that the development guys simply ran out of time to include more of
We can only hope... (Score:1)
Hell yea! (Score:1)
And then The Legend of Zelda: The Ocarina of Time came out. Seriously though I loved playing Mario 64. I don't have an N64 anymore, but when I bought my DS I made sure to get one with a free copy of Mario 64 DS. It's still hella fun.
Software patents may have harmed Mario 64 (Score:3, Informative)
The camera became quite a problem for Takumi Kawagoe who was working on the Lakitu cam, Goddard recalls: "suddenly, halfway through the project, one of the people from downstairs came up and said 'Do you realise Sega has patent on being able to switch camera views?'" The team were devastated. "Half the patents that come out are for techniques people have used for years" says Goddard. "The software patents just don't work."
I don't really have anything more to add to that, just wanted to point it out....
(Yeah, and probably someone will reply and say, "But the other half of the time software patents ARE good!" Why you gotta be ignorant your whole life?)