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TIGSource ForumsPlayerGamessuper mario 64-likes of the past 5 years?
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Author Topic: super mario 64-likes of the past 5 years?  (Read 24201 times)
gimymblert
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« Reply #140 on: January 15, 2015, 01:07:41 PM »

Banjo perfected swimming anyway, underwater mode + surface mode was pure genius, you can only improve on that model. Swimming was most fun in majora's zora and soul reaver (the addition of "back" swim to take momentum to jump out of water was pure genius).
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SirNiko
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« Reply #141 on: January 15, 2015, 02:36:07 PM »

Don't forget that 3D World reuses the green stars, but makes them available from the get-go. 3D did the same thing, except with coins.
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« Reply #142 on: January 22, 2015, 10:51:02 AM »

i've been watching my roommate play sunshine and i think the thing that bothers me most about it isn't the fludd (though it's up there) but the fact the levels are designed to look more like actual places than the pure platforming and vague concept levels of 64. it's not inherently bad but it rubs me the wrong way.
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« Reply #143 on: January 22, 2015, 01:28:43 PM »

Crystal Towers 2, a somewhat unknown ancient indie platformer follows the concept of letting you explore different stages that change based on the objective, stages which are closed off before collecting more gems (like stars) and shares a bit of similarity with 64DS by having powerups that are necessary for some stages or finding secret items (like new characters in 64DS). It's a good 64/metroidvania mix and well worth the money. It gets a lot of flack for looking like sonic though
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gimymblert
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« Reply #144 on: January 22, 2015, 03:55:10 PM »

it's 2d not 3D
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vinheim3
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« Reply #145 on: January 22, 2015, 04:09:29 PM »

Right, forgot to mention, it's like a 2D version of SM64.
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gimymblert
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« Reply #146 on: January 22, 2015, 04:14:34 PM »

then there is no shortage
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« Reply #147 on: January 22, 2015, 04:51:23 PM »

then there is no shortage

waht are other 2d sm64-likes?

anyway, crystal towers looks neat, will giveit a try
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gimymblert
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« Reply #148 on: January 22, 2015, 04:57:39 PM »

every metroidvania + collecthon in existance
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« Reply #149 on: January 22, 2015, 11:10:03 PM »

Believe me, Crystal Towers 2 is not as close to metroidvanias or collectathons, and much closer to SM64 progression (and closer to SM64DS progression). Yeah you do have powerups, and at some points you need a few, but most of the time, you're exploring changing worlds for gems which change based on objective and unlocking more worlds with gems.
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gimymblert
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« Reply #150 on: January 25, 2015, 06:10:46 PM »

http://www.neogaf.com/forum/showthread.php?t=979352
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« Reply #151 on: January 26, 2015, 04:05:00 AM »


that thread warms my heart
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« Reply #152 on: January 31, 2015, 06:06:22 AM »

Actually, I'm working on SM64-like. I plan to have big levels but I'm still struggling with level editor. Link to the devlog in my sig.
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« Reply #153 on: January 31, 2015, 06:16:59 AM »


BTW:
Quote
And why does it seem to be the only one doing this while also so well trusting me to find it's value, putting a lot in every direction for me to find, equipping me fully with all I need to do anything there is to do, and letting me be the primary agent of discovery, decision, and pacing?

i think thats probably a product of the times actually. mario 64 didn't need special gimmicks or "cool setpieces" to draw attention to itself because it was MARIO IN 3D. for 1996 that was already impressive enough.

i first played sm64 at a store. i was 8 and my only previous videogame experience was the original gameboy. u can imagine how mindblowing it was. i think its safe to say that mario 64 turned me from a kid who occasionally plays videogames into a "gamer". mario 64 ruined my life. rip.
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« Reply #154 on: January 31, 2015, 07:58:52 AM »

One minor quibble - Mario 64 really wasn't Mario in 3D, as it ditched almost all of Mario's standard progression and created something completely new. The 3D Land/World games are much more like "Mario in 3D", or games like Crash Bandicoot. Had Nintendo just gone for 3D linear obstacle courses (essentially making Mario 3D World instead) Mario 64 (and the N64 as a whole) would have had a completely different legacy.

I think a huge part of the appeal is Miyamoto's design direction at the time. That was back when he was on his "magical garden" kick, and you see the same kind of direction especially in the N64 Zelda titles. Even some SNES titles like Yoshi's Island offered hints of that with hidden doors to rooms with silly messages and a secret way to instantly kill one of the bosses, so it was clear the design was going in that direction prior to Mario 64. The N64 just made it so much easier to fill worlds with secrets because 3D adds in the possibility of hiding things near the player but out of sight.
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« Reply #155 on: January 31, 2015, 12:00:06 PM »

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One minor quibble - Mario 64 really wasn't Mario in 3D, as it ditched almost all of Mario's standard progression and created something completely new

its a 3d game featuring the character "super mario" so it's mario in 3d. honestly as a little kid you don't think about shit like "progression".
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joseph ¯\_(ツ)_/¯
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« Reply #156 on: January 31, 2015, 12:02:00 PM »

every metroidvania + collecthon in existance

I feel like you're totally missing the point of the way sean/others used 'super mario 64-like' in this thread. There's no shortage of 3d collecthon/metroidvanias either.
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gimymblert
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« Reply #157 on: January 31, 2015, 12:04:51 PM »

@sirniko
mario 64 is the direct evolution of zelda nes, collect doodad (star vs triforce piece), stumble on secret, cryptic hint for direction, fight enemy by thrusting arm (punch vs sword), unlock power up (switch vs items), overworld as hub.

In fact mario 64 is the superior zelda in the series  Evil
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« Reply #158 on: January 31, 2015, 02:11:11 PM »

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One minor quibble - Mario 64 really wasn't Mario in 3D, as it ditched almost all of Mario's standard progression and created something completely new

its a 3d game featuring the character "super mario" so it's mario in 3d. honestly as a little kid you don't think about shit like "progression".

Even in a purist sense you wouldn't get any closer to "Mario in 3d" than SM64, or 3d world depending on your pov.
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« Reply #159 on: February 04, 2015, 10:52:02 AM »

i agree that 64 lacks most of the gameplay/level design from the previous mario games. i disagree that crash bandicoot was mario in 3d. that game was far too linear. a lot of mario levels have a good/great amount altitude. if crash was a 2d game, it's levels would mostly be flat and all of the ground would be about the same height.
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