Product description
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has a name written on label in pen works fine
.com
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The game that launched the Nintendo 64 system stands the test of
time as one of the first and best exploratory action/adventure
games. Guide the legendary plumber through an incredibly vast
magical world with never-before-seen movement and camera-angle
freedom. Mario's got the moves with graduated speeds of running
and walking, jumps, super jumps, bounce attacks, swimming, and
more. The more you play, the more moves you'll discover.
This industry milestone game lets gamers play at their own pace,
encouraging them to explore new nooks and crannies of its many
levels with a Zen-like approach where the journey is as important
as the goal. Other N64 games such as Zelda, Banjo-Kazooie, and
Donkey Kong 64 all owe much of their inspiration to this gem of a
game. A showcase for the system's graphics and processing speed
capabilities, Super Mario 64 is a must-have for any N64 owner.
--Jeff Young
Pros:
* Huge world makes for enduring game experience
* Plenty of room for replay
* State-of-the-art graphics for its time
* Imaginative levels keep you guessing, and helpful characters
act as an in-game tutorial
Cons:* First-generation game doesn't feature as much texture or
detail in graphics
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Review
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The story, in a Koopa shell: Our hero, Mario, receives a note
from Princess Toadstool inviting him to Toadstool Castle for a
cake...but when he arrives, the castle is deserted and a nasty,
disembodied voice tells him to get lost. Yes, Princess Toadstool
has yet again gotten her royal keister in the sling, and the bad
guy gang of Bowser, Boo, et al, have overrun (and apparently
redecorated) Mushroom Castle - hanging a collection of magical,
wobbly-membraned paintings/portals that portray scenes from the
fantastic worlds to which they're connected. Via Mushroom
Castle's enchanted murals, players will find vast alternate
worlds: Snowing planes of slippery ice slopes; mist-shrouded
lagoons containing sunken ships; archipelagos of airborne
islands; haunted castles wrapped in perpetual midnight; and red,
seething expanses of lava-flooded obstacles. These worlds are
slowly filling with monsters, the Princess herself is missing,
and only one man can set things right.
Now somebody out there is probably thinking, "Mario, again. Mama
mia!"
But wait....
The measure of a video game - one of them, rather, for they are
legion - can be taken by the degree to which it provides an
entertaining challenge, breaks new ground, and/or overcomes
current designs, assumptions, and prejudices. If a game can best
those that came before it in some way, that's good; if it can do
this while offering a wholly new type of experience, that's
great; and if it can so irresistibly draw a picky, opinionated,
jaded game reviewer (like Yours Almost Always Perfectly Truly)
into deep, emotional concern for the well-being of one dumpy
little plumber, whom he never cared much for in the first
place...well, that's revolutionary. Hard-core, demento gamers and
media types knew it a year before its release, game deity
Miyamoto-san certainly knew it as even as he designed it, and the
collective mind of Nintendo (who essentially launched the
Nintendo 64 platform around this title), knew it before anyone.
Mario 64, the prime product for the commercial maiden voyage of
the Nintendo 64, puts the player into the magical world of Mario
(where the streets are paved with gold stars) as never before.
The engrossing, immersive cinematic viewpoint of the
player-positionable "Lakitu-cam" is largely responsible for this.
(It follows Mario and lets the player view the true 3D action
from almost any third-person angle - including up, down, and all
around.) And what a world we have here.
Mushroom Castle is vast, with chambers sealed by doors requiring
certain as of Star Power to open. Initially, only a few
rooms are accessible to Mario. Inside these opening rooms, and
scattered throughout the various realms, are signs that explain
the basic moves or relate helpful navigating hints. After these
are perused, a simple jump into a painting teleports Mario into a
new world filled with dangers, puzzles, and stars to collect.
Once in each new world, expect anything - the cosmos of Mario has
a new look and feel, with vast, fully navigable ainsides;
castle strongholds; islands in the air; surreal, 3D
moving-platform courses in underground chambers; walking bombs
that trundle up and say boom; y-looking eels that swim
silently through wavering underwater environments; objects to
climb, pick up, or throw; cannons to climb into; narrow
suspension bridges to cross; and breathtaking, don't-look-down
drops to avoid. One particularly psychedelic realm is accessed
only when the player takes control of the camera and looks up at
the castle's main hall ceiling. An artificial sun of sorts washes
out the scene in a blaze of light. And when the blinding indoor
sunburst clears...Mario is flying, looping, and banking through
wide open skies occupied with clouds, rainbows, rings of spinning
coins, and a handful of impossibly tall towers. It's a
jaw-dropping scene straight out of REM ; a child's dream of
flight in candy-colored polygons. Players may find themselves
going back to this world again and again just because of its
feel. It's that good.
Mario - who has apparently been spending a lot of time with the
Russian Olympic team - is in new and top form. No longer content
merely to run and jump, he sports a whole gaggle of new moves,
including punch/kick combos, the aforementioned flying abilities,
fairly graceful swimming techniques, a breakdancing-style
foot-sweep, a running long jump, a somersaulting pound-the-ground
attack, a wall-kick rebound that would make Jackie Chan proud, a
belly-slide attack (reminiscent of Arnold Schwarzenegger in True
Lies), and a truly spectacular standing double-gainer backflip -
which wouldn't have been out of place in The Crow. Like I said
earlier, I'm not the biggest fan of Mario the character, but the
sheer range of his control options have made me at least a
follower. As a side note: A nice gameplay touch is the thoughtful
use of the versatile Nintendo gamepad. A very slight forward
pressure on the controller lets Mario tiptoe oh-so-quietly
forward - who knows who or what might be trying to ? And in
Mario's universe, there are definitely some Whos and Whats that
shouldn't be woken up until Mario's ready.
Everybody knows that somewhere in The Good Book of Games there's
a common law stating that the play's the thing...but I'm going to
commit a mortal sin here and tender a little heresy: Even beyond
the sheer gameplay, the experience is the thing in Mario 64. With
realms so vast and detailed, and yet so graphically clean and
simple, one instinctively wants to go exploring: What's just
beyond that rise? Who's peeking at me from behind that wall? How
can I get to that far ridge, that seemingly inaccessible
platform, that island floating unsupported in the air? Mario 64
is a game that rewards the curious, the original, and in some
cases the bludgeoningly stubborn and tenacious. If Mario 64 is
even a rough indication of what's to be expected from Nintendo,
or from games in general, then we just might have a revolution of
sorts in our very hands. --Chris Hudak
--Copyright ©1999 GameSpot Inc. All rights reserved. Reproduction
in whole or in part in any form or medium without express written
permission of GameSpot is prohibited. GameSpot and the GameSpot
logo are trademarks of GameSpot Inc. -- GameSpot Review
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