Ideas and Thoughts: Super Mario 64 II
1-Jan-98
One year ago today, I got my Nintendo 64 and Super Mario 64. Â Oh, what a night.
I won't say it's my favorite game in the Mario series (that honor goes to Super Mario World), but I'd say it's right up there.
(Note: The above was written December 20, 1997. Â For whatever reasons, I didn't go on until today, the 27th. Â So today is the 53rd week or so since I got my N64.)
The first thing that struck me when I first tried it at Wal-Mart was the camera angles. Â No, I'm not talking about how directional movement changes with the camera, that never gave me trouble. Â What I'm talking about is just having the camera move! Â :) Â I mean, I couldn't keep my eye on the guy! Â Luckily that took little time to adjust to.
The second thing that struck me was the controls. Â For such a minimal amount of buttons, he could do quite a lot! Â You got your punch, your double- and triple-jumps, your long jumps, your crawling, your climbing, your hanging (by the hands!), etc. Â Not bad...
But the thing that struck me throughout (other than my brother) was the graphics. Â Previous to this game, the graphically best game I'd gotten was probably Chrono Trigger! Â These graphics were quite a redemption from the bad taste of polygonal graphics I'd gotten from Star Fox.
Not only the graphics, but the sound too! Â Not grainy, as I'd hear (later, of course) in NBA Hangtime. Â And the music was definitely Mariolific, which, as a fan of Mario's, is fine with me!
(Note: More time has passed.  Now it is approximately  1.029662486538 years since I got my N64.)
The painting/stars concept was... different, to say the least. Â For one thing, I couldn't help but wonder what would happen to people like Koopa the Quick once I'd beaten Bowser. Â Would his magic on the paintings wear off or something? Â Or would they continue to live on in the paintings. Â Unfortunately, I never learned anything more about that. Â But I really like the way that one stage could be used for so much different stuff. Â I mean, that's a far cry from a game like Crash Bandicoot, which is 3D-ish, but it's still just get-to-the-other-side.
I also liked the things that were more adventure-ish. Â I mean the things like racing Koopa the Quick, helping find the little penguin, etc. Â I mean, those things just seem to be more... purposeful than getting some red coins or some such task. Â And since I'm really into adventure/RPG games, anything making a game more like them is OK with me!
Well, now I've gone over some of what I liked about the game. Â Now time for what should be changed/added for Super Mario 64 II.
Well, first let's see what was in previous Mario games that wasn't in SM64... Â well, I'll get the obvious out of the way: Luigi and Yoshi. Â One thing that SMB3 had that I'd like to see would be all the powerups. Â I mean, on the N64 we've seen Mario turn clear and get wings on his hat. Â Whoopy. Â Things like the Frog for water stages, other methods of flying, and (one thing I couldn't believe wasn't in SM64) THE FIRE FLOWER!!! Â Mario without his fire-throwing ability? Â How sad!
Also, more enemies. Â I mean, in SM64 there were goombas, koopas, bob-ombs, shyguys, piranha plants, and a few new/less-apearing ones. Â What about those little black things that had a shell? Â I can't even remember what they're called because I always called them Beetle Bailey. Â Their name DOES have something to do with a beetle, though. Â Anyways, he's not in SM64 either. Â No flying fish. Â No goombas in shoes. Â None of those idiots wearing football helmets. Â Etc.
Having some things like Yoshi's Island/Story would be cool, too. Â While I'm not a huge fan of things like throwing the egg and all, some of the other things in the game would be cool in 3D. Â Like those morph things. Â Also, the fuzzies. Â Remember in some stages you'd run into/eat these things that look kinda like floating cotton with hairs, and when you'd get 'em, the music would go psycho and the world would start to tilt, curve, etc. Â Now THAT would be awesome in 3D!
How 'bout a bonus stage, for those who would do all that was meant to be done. Â I mean, staying with a SM64-like setting, someone who got all the stars. Â Then you could throw in a bit of Diddy Kong Racing, by adding something extra to each stage. Â Perhaps another star for each (that's extra hard to get), or a more difficult version of the already existing things. Â I mean, in SM64 all that happened after you got 120 stars other than the new jump and seeing Yoshi was that Bowser said a bit of a different thing at the end and the penguin you race is fatter, which made it slightly more difficult. Â Things like that could be changed. Â Anyways, once a person did all of the extra tasks, an extra stage would appear for them.
But what about after a person's done even that? Â Well, an idea from Super Mario World has struck me. Â Do all of you remember what happened in SMW when you beat the Special world? Â Well, for those who don't know, it changed the look of the game. Â The map screen was differently colored, first of all. Â Then, many of the enemies were changed. Â The koopas were changed into walking Mario heads (called Masks or something similar at the ending) and the Bullet Bills were changed into birds! Â Things like that add a bit of something new.
Even mirrored courses would add to a game like SM64. Â I mean, once you've learned a stage, the jumps, etc. it's completely different going the other way.
For that matter, what if stages' conditions became random? Â I mean, sometimes it'd be snowing, sometimes it would be night, sometimes it would be raining, etc.
And, of course, the basic things that improve with more space: more & higher-res textures & sprites, more sounds, music, etc. Â As I said, the basics... something forgotten with Wayne Gretzky's 3D Hockey '98. Â :) Â Of course, it wasn't bigger, but...
One last thing.  I hope the camera is a bit better.  I mean, for the most part I liked the one in SM64, but sometimes you just couldn't get it to give you the view you wanted.  I mean, especially when throwing Bowser.  It'd be a lot easier if I could get a camera view where a mine is directly up from me than if I can only get one where it's away from me at a 28° angle.  Also, it doesn't help ANYWHERE if you get stuck with a view of just a wall.  :)
It's now January 1, 1998. Â Why did this I&T; take so long? Â Well, first of all, it didn't come as easily as others. Â I mean, with my FF VII one I just felt more interested and had more thoughts about it... I guess in many of my I&Ts; I'm telling of something bad that should be changed, or something which just isn't and should be... but in this one I'm telling how to improve SM64! Â :) Â Also, I knew I wouldn't have all my ideas at once, or I'd forget about something, so I wanted to give it time to seep in. Â I'm glad I did this, or some of the latter paragraphs mightn't be there! Â If I have any more, though, I'll write another, of course.
Joshua Slone would like to be a Pepper too.