Ah… the comfort of knowing that with a new Nintendo system, there comes a Mario game to go along with it. There were those of us who doubted that when the GameCube launched without one, but I think it’s safe to say Nintendo has learned from their mistakes; the Nintendo DS launched with a port of what many consider to be one of the greatest games of all time. Super Mario 64 DS isn’t just a straight port of the N64 title Super Mario 64, however. Nintendo has tweaked a few play mechanics, added some levels, and changed the control scheme. Though some things have changed from the N64 version, this game still manages to feel worn out, and new problems arise, like the controls. There are issues, but don’t let them keep you away; this game’s still a lot of fun, and one of the best launch titles for the DS.
Super Mario is Super Hard to Control
Usually Super Mario games have the slickest controls around. It’s not like Nintendo to mess up in that area. In fact, one of the reasons the original Super Mario 64 was held in such high regard was because it’s controls were so close to perfect. They set the benchmark for anyone else who wanted to do a 3D platformer. Believe me when I say that Super Mario 64 DS controls probably half as good as the original. There are a few options included to help the player with this, but they just don’t add up when one imagines a solution that would have worked: an analog stick.
The DS is out now, and it’s too late for an analog stick, but it’s absence hurts this game immensely. Nintendo thought they could successfully simulate analog with the touch screen, and for the most part it’s accurate. You’ll move your thumb around on the touch screen, and Mario will go where you want. The farther out your thumb goes, the faster he runs. The problems come when the player needs smaller, more precise movements. The touch screen doesn’t snap back to center when you release pressure on it like an analog stick. In fact, it’s really easy to make imprecise slides on the screen resulting in you falling off a ledge, slipping down a slope, or just plain running into enemies. It also makes some of the jumping moves too hard to do reliably. I actually found the D-pad to be the better way to control this game, but it’s really up to the player, and either way has their problems. This game actually makes my hands tired, and that’s never a good thing.
Who Are You?
You begin the game as Yoshi, which may come as a shocker to anyone who expected this game to start just like the original. Princess Peach still sends her letter, and Mario still comes to the castle, but this time he inexplicably comes with both Luigi and Wario in tow. They are all captured along with the Princess, leaving Yoshi to rescue them all. As you progress and gain more access to the castle, you’ll find levels that contain the imprisoned Mario, Luigi, and Wario respectively, and each character also has their own unique abilities.
"Super Mario 64 DS is one fun title, just know the controls will probably create a headache or two."
|
So you start collecting your power stars from the various stages as Yoshi. Yoshi has the ability to eat enemies with his tongue, and turn them into projectile eggs, instead of punching like the other three characters. He also is able to float for a few seconds, just like his 2D counterparts. He and Luigi also jump a little higher than Mario and Wario. Mario, as you’d expect controls just like he did originally, and is the only one who can triangle jump off walls. Luigi has the ability to kinda float his jump (or as I always called it, the “googly jump”) and Wario can break bricks that the others can’t.
Each character also has a unique power-up available, replacing the switches Mario used to have to hit to use them. Mario is able to inflate like a balloon and float around (which is actually a new feature), while Luigi is able to turn invisible and intangible, which makes him able to walk through certain obstacles. Yoshi is able to breathe fire, and Wario can turn to metal form, making him both invulnerable, and super heavy (i.e. walk under water), so each character is versatile in a different way.
Mario 64: the Lost Levels
While this game is nearly a straight port of the original N64 adventure, there have been a few additions, one of which is new levels. None of these levels are going to be considered groundbreaking, and they don’t offer up the same level of challenge and diversity some of the later original levels do, but they’re definitely a welcome addition to the pack. In fact, while three of these levels unlock extra characters, none of them are actually full-blown levels.
If you’ve been living under a rock for the past near decade now and you’ve never played the original, let me explain to you how a traditional level is set up. You enter the level by jumping through a painting, and you’re greeted with an objective to complete which when completed will result in a star. The more stars you collect, the more the castle will open up, so it’s in your best interest to complete as many objectives as possible.
Sometimes the objectives are quite easy to figure out. Maybe something like “Foot race with Koopa the Quick.” You then find Koopa the Quick, and race him to where he says to. With the map function on the touch screen (which I elaborate on later), actually finding hidden stars is easier, but not all of the objectives are so clear. One in particular is “Blast the Wall.” You eventually figure that you’ll need to fire the cannon at a wall, but there are several walls the cannon can see, and the area you’re supposed to hit is actually very small. There are a few objectives like that, that could have used some clarification.
Anyways, each original level has a handful of these objectives (eight to be exact), and some secret ones as well. Some are uniform, like collect the red coins, but most are unique to the level you find them in. The additional stages are not set up that way. They would have benefited from that, but sadly this isn’t the case. However, that’s not to say it detracts from the fun of this title, because while it’s still fun to go through the original stages and get all the stars, it’s nice to have new scenery, even if it’s short lived.
Multiple Personality Disorder
I mentioned that Mario’s abilities have been split up amongst the other characters, which could have created some frustration when playing some of these new levels (or for anyone who’s never played the original, any level). Imagine not knowing the level, and you pick the wrong character for the job. It could easily happen in a game with multiple characters that have different powers, but this isn’t a problem in Super Mario 64 DS; Nintendo wisely added “hat” power-ups in the levels. For example, if you need to be Luigi in a level, but you’re Mario, you can find a green hat hidden somewhere that will transform you into Luigi. This works really well because nobody wants to restart a level completely just to run to the character switching room every time they need to.
"While this game is nearly a straight port of the original N64 adventure, there have been a few additions..."
|
Of course I use the word hidden loosely; the location of the hat is shown on the map, which is located on the touch screen. In fact, the map screen is a very useful addition. It displays where the stars (if they’re out in the open, or held by a boss), and it also displays where the eight Red Coins are, but only for a second if you talk to one of the level’s Bob-ombs. While not that big of a deal, anyone who remembers having to find those coins knows how useful this feature is.
The Touch Screen: a Love-Hate Affair
So now that I’ve talked about the two ways the touch screen is used in the single player game, you’ve probably gathered that I’m not exactly filled with enthusiasm when using it in this title. Ironically, I’m sure that’s exactly the opposite of what Nintendo wanted when I picked this game up, and the opposite of what they wanted the millions of other people with DS’ to think, who undoubtedly picked this game up with their new system.
I’ll be honest: the touch screen sucks as an analog controller. There isn’t any way they can make it work as well as analog. As a map it’s useful, but that really isn’t that innovative, is it? While I hate it as an analog controller, I don’t hate the touch screen in this title completely. Nintendo added a bunch of unlockable mini-games for the players to unlock as they play through the game, which use the touch screen. To unlock these, the players must capture the rabbits that roam the castle courtyard and castle halls with Yoshi.
Some of these games are more creative than others, and you really don’t get anything for playing them other than bragging rights, but they do add a small bit of reply value to this game. For example, there’s one game where you have to keep some bouncing Mario’s afloat in the sky by touching them, while making sure they crush the enemies, and that they don’t fall off the screen and die. That one is fun. Then there are the not-so-fun ones. The one where they simulate the “Loves me- Loves me not” flower game comes to mind, which is A) completely random with no way to win, and B) a waste of time.
Most of the other games fall somewhere into the middle on the enjoyment scale, but this mode is no WarioWare. All in all, the mini-game selection is numerous (over 24 of them) but most just feel like tech demos. Some say they’re the main draw of the game, but I say that if that were the case, the “secondary” aspect (i.e. the single player game) definitely shines through.
Mario 64X4: It Should Have Been a Racing Mode
I remember hearing about "Super Mario 64X4" during E3 2004, and I wondered if Mario was going off road. I quickly found out that it was reference to Mario and co. being able to compete via wireless LAN. You would think that since up to four players can play this mode, there’d be more to it, but it’s really nothing too deep, and actually not that fun.
"...the “Vs.” stuff gets old quick..."
|
There are four characters to choose from (being the characters in the game). This is already a problem, because whoever has to play as Yoshi can’t attack the other players. With only four stages availible, you’ll most likely decide on one of the three that isn’t the Slide level from the main game, since that one pretty much sucks. Your objective is to run around the stage to collect the stars that appear. You can hit your opponent to steal stars from them (unless you’re Yoshi, because he can’t attack), but your primary objective is just to get to the stars before the other persons or people, and each game lasts around 90 seconds. . And that’s it.
Since there are no other game variants, like a racing mode or a hide and seek game, added to the multiplayer formula, the “Vs.” stuff gets old quick and that’s a shame. It runs with absolutely no lag, and is definitely a solid foundation for what could have been a much bigger attraction. While it’s nice of them to include a wireless multiplayer option, it’s a really bare bones mode that leaves players imagining what could have been done if Nintendo applied more thought to it. Overall, this mode feels totally rushed.
Still a Classic?
In this form, Super Mario 64 is not a classic. It doesn’t take away from the splendor that is the original game, but Super Mario 64 DS fails to create the same kind of bliss that the original release did. Maybe it’s because I’ve been here before, and Nintendo only chose to slightly remodel the castle. Maybe it’s because games, particularly 3D platformers have come so far since this game came out. Maybe it’s because the controls are shaky. It could be any of those things, and all of those things, but Super Mario 64 DS, is not a classic.
However, it’s not to say this game isn’t good. Considering that it’s almost a complete carbon copy of one of the best games ever, it’s not hard to imagine that it would be a good title. It offers up a huge amount of stages, creative challenges, and wacky extras that will keep most gamers glued to their DS for weeks, if not months. Super Mario 64 DS is one fun title, just know the controls will probably create a headache or two.