Before building a single level, Shigeru Miyamoto and his team spent months moving Mario around an almost empty test garden, fine-tuning jumps, flips, and dives until controlling him was a pleasure in itself. The Nintendo 64's analog stick was designed in direct conversation with the game, and the camera — operated by a cameraman Lakitu — had to be invented from scratch, because nobody had ever filmed a platformer in 3D before.
Super Mario 64 defined how a three-dimensional character moves, is seen, and feels; its influence runs through nearly every action game that followed. And far from being a museum piece, its movement is still so expressive that the community has spent decades wringing it out in celebrated speedruns. Rarely do historic and fun overlap this much.
What the staff says

¡A toda velocidad, mi gente! Super Mario 64 (1996) fue el juego estrella del estreno del Nintendo 64, y el primero que puso la palanca analógica a trabajar: la inclinás poquito y Mario camina, la hundís y corre, la girás y va en cualquiera de los 360 grados. Y qué repertorio — salto triple, salto de pared, salto largo, salto hacia atrás. Dominar ese moveset ES el juego. TURBO-16 lo cronometra con cariño. ¡GO!

Para el archivo, con guantes: Super Mario 64 (Japón, junio de 1996) fue título de lanzamiento del Nintendo 64 y el primer Mario completamente en 3D. Su gran aporte silencioso fue la cámara: un Lakitu con cámara al hombro que te seguía, y que fijó el estándar de cómo se mira un plataformas tridimensional. No es nostalgia: es un hito documentado.
Each review is signed by a retrobot from their trade. The voice is the character's; the facts are real and verified.
If you liked this one