![]() ![]() ![]() “I was working for Software Creations at the time and they were part of the original ‘Dream Team’ of developers working on N64,” recalls John Pickford. "Yes, we did go to the zoo and observe the gorillas": The making of Donkey Kong CountryĮven those close to Nintendo weren’t aware of what was in the works. “So, even though we had no idea how this would shape up, the prospect of Ultra 64 Mario was enough to affect your breathing for a while.” “Up until Mario 64, and probably until Mario Galaxy, there has always been expectation surrounding a new Nintendo console and with it a new Mario,” says Paul Davies, who was the editor of Computer & Video Games during the development and release of Super Mario 64. The other reason that it had to be a groundbreaking game was the weight of expectation placed upon it at the time. Even if Nintendo had wanted to follow convention with Mario’s 3D debut, there was simply no convention to follow. Xing’s Floating Runner utilised free-roaming stages but employed a fixed perspective that made it feel almost like a top-down 2D game. Realtime Associates delivered Bug!, which featured 3D stages comprised of interlocking straight paths, thus strictly regulating player movement. Exact gave us Jumping Flash!, a game which offered free-roaming stages, viewed from a first-person perspective. #SUPER MARIO 64 LAST IMPACT PART 1 HOW TO#The one common feature of 3D platform games released before Super Mario 64 is that they were all distinct creations, as no two developers had the same vision of how to adapt the genre to the polygonal revolution. Of course, Super Mario 64 had to be a bold design. ![]()
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