I've been playing a lot of retro games over the summer, but rest assured, some new stuff has my gaming attention as well. In the meantime, though, let's focus on another retro title, but a much more well-known one than what we've covered previously. The original Super Mario 64 celebrated its 30th anniversary this past June, so since we've reviewed the original game already, let's take a look at the enhanced Nintendo DS port with Super Mario 64 DS!
Will I still need you, will I still indeed enjoy you, when you're not on the Nintendo 64?
It might not seem like much now, but when Nintendo DS launch title Super Mario 64 DS and the DS itself were originally in my hands, that Christmas of 2004, I was absolutely amazed and astounded. There was something mind-blowing to me about having a console-quality game from the Nintendo 64, retooled into a game that could fit on a device in the palms of my hands.
I'm sure even at the time there were folks more into tech and the possibilities of handheld tech that weren't too impressed by Nintendo's offering. However, for someone who wasn't too deep into the world of technology and also grew up on playing handheld games that were all 2D and mostly monochrome, the Nintendo DS and especially Super Mario 64 was a revelation. It made me excited at the potential of the DS as a device, and as the years would go on, that novelty of early 3D on a handheld would wane, but the potential, I believe, would be realized.
The Nintendo DS launch itself wasn't too much to boast about for Nintendo. Sure, it featured two handfuls of games, but really, the main selling points were Metroid Prime: First Hunt, a demo that came prepackaged with systems, and of course, Super Mario 64 DS itself. Now, having the latter as just a strict port of the Nintendo 64 game would have been incredible in my eyes, because as previously mentioned, having a handheld that could play a console-quality game was a source of amazement in my young, albeit naive eyes.
Fortunately, for everyone else, Super Mario 64 DS stood as more than just a straight port. In many ways, Super Mario 64 DS is an upgraded remake of the Nintendo 64 original, but it simultaneously takes one step backward for every two steps forward, making it a bit of an enigma.
Super Mario 64 DS starts similarly to the Nintendo 64 original, featuring a note written by Princess Peach which invites Mario to her castle. Mario accepts this invitation, but this time he's joined by Luigi and, for some reason, his rival Wario, as attendees. From there, we see Lakitu waking up Yoshi who rests on the nearby roof and exclaiming that Mario and friends have, too, been kidnapped by Bowser. Thus, Yoshi, our new protagonist, sets off to enter into Peach's castle to do his very best to rescue Mario and pals.
Super Mario 64 DS does a lot of tilting and defying of expectations. Yes, you still have 15 main courses set across the front foyer, basement, and top floors of the castle, but since you're starting and playing as Yoshi, things are understandably and considerably change course here and there.
For instance, Yoshi himself plays differently, of course, to the portly plumber veterans of the N64 game are so used to controlling. Yoshi can do pretty much all of the platforming tricks Mario can muster, save for punching (meaning Yoshi cannot break open blocks like the other characters are able to do), but he can also use his trademark flutter jump, use his tongue to gobble up enemies, and even turn them into eggs that can bounce off foes in a ping-pong-like fashion when thrown.
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| A familiar Super Mario 64 stomping ground with an unfamiliar-to-64 playable protagonist! It's Yoshi! |
Meanwhile, another decidedly different aspect of Super Mario 64 DS is how there simply other characters to play as. Through finding the portraits that each character is trapped in, beating the brand-new level and boss that guards their respective keys to unlock their respective doors in a revamped section of Peach's castle, new character become available to switch between.
It's not quite like Donkey Kong 64 in how you switch characters either. There aren't universal points in the courses where you can switch between characters easily at specific spots in the levels themselves. Instead, the main act of switching characters is in the room of locked doors where Princess Peach's Secret Slide is located, within Peach's Castle, the main hub and overworld of Super Mario 64 DS.
As new characters are unlocked, their caps appear at unique points in each level, usually worn by an enemy like a Goomba or simply laying around the level somewhere specifically. When you pick up a cap and wear it, your currently controlled character transforms into that character whose cap they adorn. Or at least, they take on their appearance and abilities. Their voice intentionally stays the same, and this is, I assume, to not confuse the player on which character is the one they originally selected to play as. Plus, upon taking damage, your character transforms back into their standard self.
Yoshi is unique in that when he enters into a course and prepares to select the Star to go after, players can utilize the second screen on the DS to also select what character's cap he wants to wear to enter into the level, if any. This makes Yoshi a fantastic character to usually choose for convenience and versatility of being able to transform into any character upon level entry.
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| Mario jumps with intent as he nabs his first Red Coin at Whomp's Fortress. |
Each character, of course, plays differently and has their own unique set of abilities to utilize. Luigi is nimble and a back flip causes him to spin perpetually in the air, slowly floating back to the ground, while Wario can punch boulders and ground pound with his hefty weight to break certain obstacles that the other characters can't. The other form of each characters' "unique set of abilities to utilize" comes chiefly in the form of which power-up pops out of red boxes. Mario still has the Wing Cap to fly and soar around levels with, but there also brand-new Flowers that have exclusive uses for each character.
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| Certain objectives are brand-new in Super Mario 64 DS, while others are slightly altered like this Hazy Maze Cave Power Star. |
Mario's flower will puff him up into a balloon where he'll awkwardly float around with player's presses of the jump button to reach new heights. Luigi will turn practically invisible and transparent, able to pass through gates, fences, and other obstacles with ease. Meanwhile, Wario will turn into a metal form that allows him to sink deep down into water, bypass air vents, and otherwise be a big, heavy bastard. Finally, Yoshi earns the ability to breathe and blow out flames with his flower. Each of these abilities are temporary, and thus, as Super Mario 64 veterans can see, the Metal and Vanish Caps that Mario could equip himself with, have now been replaced by the new playable characters' flower abilities.
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| Someone give Mario his Maalox moment. Our boy's all bloated! |
As you can probably imagine, the playable characters are their abilities make for a different experience in Super Mario 64 DS compared to the original N64 game. That's obviously not all that's new in the adventure, especially since you start the game out as Yoshi, as stated earlier. Yes, the goal of the game is to collect the stolen Power Stars that rest in and out of Peach's Castle's various paintings that contain the game's main courses, but instead of 120 Power Stars total, there are 150 in this version of the game.
Right from entering the first painting of the game to embark into the game's first course: Bob-Omb Battlefield, all seems like the usual Super Mario 64. You have the same task of reaching the summit where King Bob-Omb stands tall. However, since Yoshi can't pick up enemies, his strategy to rout the king of the booms is a bit different. King Bob-Omb throws smaller enemy Bob-Ombs that Yoshi must lick up and spit back out at the boss to deal damage. It's not until a later Power Star that players must bring the rescued Mario into the level to beat King Bob-Omb the standard way in the boss's rematch.
Super Mario 64 originally contained six stars or missions per stage. That doesn't count the bonus star for collecting 100 coins in a given course. In Super Mario 64 DS, there are seven main stars or missions to complete. Many of these introduce new challenges such as collecting and holding onto five Silver Stars that when all have been gathered, brings the Power Star's arrival at a set spot in the stage to nab. Another platforming challenge includes stepping on a star switch that summons the Power Star. It's then a race against time to grab the Power Star before it disappears and the star switch must be stepped on again to start the race anew.
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| It's not Wednesday, but it's still time for Wiggler! |
Even the courses themselves have altered designs. Whomp's Fortress, the second intended course of Super Mario 64 DS, features an entirely new back section on ground level, containing two flower gardens infested by Piranha Plants, a new location for one of the course's collectible red coins, and serves as the path to a star switch's Power Star. Later stages, too, have changed designs, such as Tick-Tock Clock no longer being a total bottomless pit at its bottom-most level Instead, there's some safety netting in the form of floor there, which makes it more difficult to fall into the abyss below.
Part of me believes that these additions have been made to make for a more inviting and accessible adventure to players. As Super Mario 64 veterans know, the original N64 game could be quite punishing and unwelcoming in some aspects. Super Mario 64 DS alleviates some of the burden with these new level design decisions, but some new burden is added because of the controls and how characters handle, bringing me to the other reason I believe the level and mission design in many levels were changed.
In the N64 original, the analog stick of the Nintendo 64 controller meant Mario could pretty much and practically turn on a dime. This isn't the case with the Nintendo DS and its D-Pad. Mario and friends make noticeably wider turns, which can often result in struggles with staying on platforms and frustrating falls to doom. What this amounts to is a lot of aggravation and movement set to eight directions as opposed to the full range of movement that the Nintendo 64 controller allowed. It feels quite limiting quite fast for someone like myself who grew up on the N64 game. Now, of course, with the advent of the Nintendo DS hardware, touch screen movement is indeed possible, though it's not ideal for my use case. Camera controls are also limited to the touch screen, save for one of the shoulder buttons snapping the camera in the direction your character currently faces. Also, not ideal.
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| While twirling around Bowser by his tail with the D-Pad isn't completely awful, the touch screen is probably the intended control method for this. |
Super Mario 64 DS delivers a less colorful, less blocky, and much more pixelated look with its visuals. Texture work is not very wonderful here, and it sort of resembles more of an OG PlayStation game than that of the Nintendo 64, funnily enough. Still, aspects like the draw distance, details on characters and environments, and the mostly smooth frame-rate make for an enjoyable graphical experience overall. Musically and sound-wise, beyond the additions like voice-work for the new playable protagonists and new additional music tracks, namely a remix of Delfino Square for an all-new tropical island mini-level, all is the same and familiar within Super Mario 64 DS's adventure.
That said, there is an aspect of Super Mario 64 DS that I have not delved into, and it's tangentially related to the main adventure: the touch-screen-based mini-games. These are mostly unlocked through capturing rabbits within the halls, floors, and outskirts of Peach's Castle. Playing as each character reveals new rabbits in different locations. Nabbing the rabbits means earning keys that open up chests within Peach's Rec Room.
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| "Pick a card, any card, paisan!" |
These mini-games are arranged in four types, and each characters' keys unlock specific types of mini-games. For example, Yoshi's mini-games are puzzle-based, while something like Luigi's mini-games are more casino and chance-oriented. True to the Mario, his mini-games possess a lot of action, whereas Wario brings up the rear with a little bit of this and that which doesn't necessarily fall into any one specific category. These mini-games are part time-wasters, sure, and part demo to show off the capabilities of the then-new DS hardware and its touch-based functionality. They do a great job, as the touch controls feel good, and the games themselves are fantastic time-stealers, at that. It's no wonder they'd return later on down the road in New Super Mario Bros., also on the Nintendo DS.
Super Mario 64 DS doesn't long jump past the original Nintendo 64 game. It more takes some jumps to the side in improvements as well as complaints. Is Super Mario 64 DS the definitive version of Mario's first full foray and adventure into three-dimensions? That's a difficult question to determine the answer to, because it's totally conditional. From a content point of view, there's no question. From a control perspective, not so much. That's why I surmise that Super Mario 64 DS is more of a side-grade to the original Super Mario 64 than a total upgrade or downgrade. Either way, you'll be jumping for joy and the occasional--but not insurmountable--frustrations, too with this Nintendo DS launch title.
[SPC Says: B]







