Prerelease:Super Mario 64 DS/Text

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Super Mario 64 DS Hands-On[edit]

We try out Nintendo's updated classic for the DS, which will feature wireless multiplayer. Detailed impressions inside.

by Ricardo Torres on October 7, 2004

SEATTLE--We recently had a chance to get our hands on Super Mario 64 DS, the Nintendo DS incarnation of Nintendo's classic Super Mario 64. While the game looked like a pretty straightforward conversion of Super Mario 64 for the Nintendo 64, with a few extra bells and whistles, it has now apparently come a long way since we first saw it at E3. The work-in-progress version on display at Nintendo's Gamer's Summit boasted a number of significant changes to the N64 game, and it appears that Nintendo has worked hard toward establishing Super Mario 64 DS as a unique title.

You'll find three game modes when you fire up the game: versus, adventure, and rec room. Versus will let you play with up to three friends in wireless multiplayer competitions that are similar in format to what we saw at E3, although the game will feature several new game types and maps to play on. For example, one of the maps we saw will require players to fight for possession of a set number of silver stars.

Adventure is the single-player portion of the game, based on Super Mario 64. In this new incarnation of it, you'll eventually control four characters: Mario, Yoshi, Luigi, and Wario--although you'll start out as Yoshi. The story has been tweaked to accommodate the new gameplay flow. We find Princess Peach inviting Mario and the gang over to her spacious castle for some cake (apparently when she's not being the poster child for kidnapped royalty, Peach can actually throw down in the kitchen). Unfortunately, when Mario, Luigi, and Wario stop by for some chow, they're trapped in the castle. However, hope is not lost, as Yoshi, who was napping on the castle roof like any good slacker, becomes aware of the situation and heads out to save the day. Over the course of your platforming adventure you'll eventually find the other members of the gang who will then become playable characters.

Finally, the rec room mode is a collection of minigames specific to each character. The version we played offered 36 touch-screen-focused minigames--nine for each character. In addition to the proper game modes, Super Mario 64 DS features a doodling option that incorporates some of the tech demo technology we saw at E3.

When you start the game you'll see the three modes laid out across the bottom of the touch screen. You'll see a random floating head for one of the characters in the game above your choices, which you can tap to call up a doodle option. [?] Once the head is tapped it will be redone as a simple black-and-white line drawing that you can manipulate any which way--dragging parts of it or pulling it across the screen for example--that will cause it to deform in real time. You'll also have the option to erase it and draw a new picture or write your own message on the screen.

The gameplay in Super Mario 64 DS is similar but not an exact carbon copy of Super Mario 64's. The characters have now been given unique moves to ensure they all handle differently. For example, Yoshi will have his float jump and will be able to snag enemies with his tongue and make eggs out of them. A power flower power-up will now yield specific effects for the cast when they collect it. For example, Mario will turn into a balloon and be able to float around, while Yoshi will be able to breathe fire.

Besides featuring the three other playable characters, adventure mode will include several new elements. The mode will now have 150 stars to find, which helps complement the inclusion of several new levels to the game. During a demo of the game, we saw a new level that was filled with undulating platforms and poisonous gas, and it had a woodsy feel to it, thanks to the use of trees as platforms and slides. As you're playing through the game you'll also discover different colored hats that you can use to temporarily turn into the other three playable characters. As you'd expect, the hats are color coded according to who's who, so Mario is a red cap, Luigi's green, and Wario's yellow. Once you've put on the jaunty headgear you'll morph into whoever's hat you've found and remain in that form until you're hit.

Along with the changes to gameplay, the control for Super Mario 64 DS has undergone some changes to compensate for the DS' button layout and lack of analog stick. You'll use the D pad to walk, hold down the Y button to run, while A and B will retain their original jump and punch duties. The camera will be recentered by the left trigger and it can be manipulated by using the lower touch screen as well. The setup works fairly well once you get accustomed to the lack of analog control, although it didn't feel quite as responsive as we would've liked. Nintendo has attempted to address this by including an analog option that will let you control your character by moving your thumb along the analog screen. It also appears that the carrying strap slated to be available at the DS launch will include a thumb pad that will fit over your thumb like a thimble, which will afford more precise control in this mode. The strap wasn't available at the event today, so we had to rely on our regular old thumb, which still wasn't as precise as we would have liked. Hopefully the thumb pad will make a difference or the control will be refined before the game's launch to ensure optimal handling.

The graphics in Super Mario 64 DS are faithful to their Nintendo 64 cousins, although there are subtle differences that differentiate it from the old game. The colors seem brighter and there have been some additions to the familiar look of the old game, such as the presence of more rabbits in the area around the castle, which keep the game looking surprisingly fresh. Textures are slightly inconsistent, though, with pixelization cropping up in some spots. Fortunately, you'll have to look hard for such minor issues as the screen resolution does a fine job of smoothing over any weirdness. The frame rate moves along at a steady clip, which is hardly surprising, and it keeps the action fast and smooth.

The audio in Super Mario 64 DS is on par with Super Mario 64, so you can expect to hear the familiar tunes and sound effects re-created perfectly and, in some cases, it's enhanced. In addition, you'll hear the full suite of voice and effects for the new characters thrown into the mix.

Based on what we've seen, Super Mario 64 DS is looking like a snazzy update of a classic that will be a strong first-party entry in the Nintendo DS' launch lineup. While its core is still the original Nintendo 64 game, you could do a lot worse than work with such classic material. The only thing we'd like to see tightened up in it are the control options--otherwise the game seems solid as a rock.

For more updates on the Nintendo DS and other impressions and media, check out GameSpot's coverage of Nintendo's Gamer's Summit.

Super Mario 64 DS box art revealed?[edit]

A retailer product page shows never-before-seen artwork on a Mario box; could imply launch-title status for the remake of the N64 classic.

by Chris Kohler on October 4, 2004

While GameSpot was not expecting to see any official assets for Nintendo's DS titles until the Gamers' Summit later this week, an update on one of GameStop's product pages has our wheels turning. While the rest of the retailer's database entries for Nintendo DS titles have remained basically unchanged since E3, a recent update to the page for Super Mario 64 DS (called Super Mario 64x4 at E3) features new box art for the title.

Featuring what seems to be a totally original piece of artwork featuring the game's four playable characters, the box art is a far cry from the usual mock-up boxes that GameStop uses as placeholders. The box also lacks the "For Display Only" notice and "Rating Pending" logos, instead featuring the Nintendo logo and an "E" for Everyone rating.

Faced with this evidence, a source inside Nintendo told GameSpot News that he was "inclined to believe that [the artwork in question] is real."

What does it matter? If GameStop has indeed received an official piece of box art, or even official artwork from which to fashion its own box art, it would be a strong indication that Super Mario 64 DS will launch with the system on November 21. Another launch title currently known is Activision's Spider-Man 2, which has a similar box art shown on the site.

Supporting the theory that GameStop received these assets directly from Nintendo, the site also sports authentic-looking box art for Mario Power Tennis that is not available from Nintendo's press artwork repository, where the game is still titled Mario Tennis. The title Mario Power Tennis, said our source, is definitely official.

GameSpot will have full coverage of the Nintendo Gamers' Summit, including the whole scoop on the Nintendo DS' launch lineup, later this week.

The image in question is this:
SM64DS-Early US Boxart.jpg

Super Mario 64x4 E3 2004 Hands-On[edit]

Mario comes to the DS in classic N64 form.

by Jeff Gerstmann on May 12, 2004

As previously reported, Super Mario 64x4 is an updated version of the classic Nintendo platformer that has been rebuilt for multiplayer action on the new Nintendo DS. The multiplayer game is essentially a hunt for stars, with a new star appearing every time a player collects one. Once time runs out, the winner is the player with the most stars.

But 64x4 will have a single-player mode as well, which looks more like a remake of the original Super Mario 64 so far. But you'll still be able to take control of the game's four different characters in single-player mode. You can switch characters at will by tapping icons on the DS' lower, touch-sensitive screen. This certainly has the potential to allow for deeper, multicharacter puzzle-solving, but none of that was really displayed in the brief demo. Additionally, all four of the game's characters seemed to control and handle identically.

Control-wise, 64x4 does a good job of duplicating the original game's control, even without access to an analog joystick. The DS shoulder buttons are used to rotate the camera, and the system's Y button is used to sprint. It works pretty well, and controlling Mario, Luigi, Wario, or Yoshi is a breeze.

All told, Mario 64x4 seems like an interesting game, but it's difficult to tell from the short playable demo Nintendo is presenting. No release date for Super Mario 64x4 has been announced at this time.

Super Mario 64x4 E3 2004 Preshow Impressions[edit]

Super Mario 64 gets a new mode and a new home on Nintendo's unusual, new portable.

by Ricardo Torres on May 11, 2004

Super Mario 64x4 is a redux of Mario's classic, genre-defining 3D Nintendo 64 adventure, but it features a new multiplayer component. The demo we tried was specifically focused on four-player multiplayer via wireless communication between four Nintendo DS units. It cast us in the role of familiar characters from the Mario universe in a timed race to collect randomly appearing stars outside of Peach's castle.

The multiplayer game displays the action in one of the DS screens, while the other shows an overhead map that clues you in to the location of your opponents and the next collectible star. The game controls are an exact replica of the system used in Super Mario 64, but with the addition of a dash button, mapped to the Y button. You'll be able to perform Mario's patented triple leaps and collect power-ups that let you get airborne and move toward the next star without fear of being hit by enemies on the ground that stand between you and your prize. If you happen to be hit, you'll drop a star and have to re-collect it before it's scooped up by one of your opponents.

The graphics in the game are similar in appearance to the classic Nintendo 64 game but sport a cleaner look, courtesy of the DS' more powerful hardware and smaller screen. The audio in the game is in the same vein as the audio in Mario 64 and offers a familiar assortment of sound effects for Mario and the gang.

While the game we played was a four-player multiplayer affair, Super Mario 64x4 will also offer a proper single-player game that is essentially the classic Nintendo 64 game in portable form. Look for more on the game from the E3 showfloor and in the coming months.[edit]

PREVIEW Super Mario 64 DS[edit]

New character details, new levels, new power-ups and more.

By Matt Leone 10/07/2004

While we got a chance to play Super Mario 64 DS at E3 (under its then-title Super Mario 64x4), it felt a lot like a demonstration of what the game could be, rather than a full game. The version Nintendo brought out at its Gamer's Summit today, on the other hand, feels like something you would play right out of the box when you pick it up in stores. The most notable changes are new specific abilities for each of the four heroes, 150 stars to collect (up from 120 in the original Super Mario 64), new levels, a selection of mini-games, and some crazy power-ups. The character differences look to be important to distinguish the title. For example, if you play as Yoshi, you can stick out your tongue and grab enemies with it, only to then spit them out as ammunition. Or, you can swallow enemies and poop out eggs, which can also be used as ammunition. When you play as Luigi, you can jump extremely high and do a slow hover/spin maneuver as you fall to make your landing gentle. Wario players have brute force on their side to break blocks, and Mario is -- as always -- well rounded. While not anything players haven't seen before, these types of moves should help differentiate the game a bit more and add more value to playing in different ways. More importantly, they will help make playing as someone like Yoshi a different experience from playing the N64 version of the game. In practice, these maneuvers worked nicely, with Yoshi's fire breath being an early favorite for best attack in the game.

These kinds of differences also extend to the power-ups. An object that makes Yoshi breath fire may make Mario into Giant Mario -- a non-jumping, heavy-feeling monster of a character that can kick away giant steel balls and plow through enemies.

We're still not 100% sold on the game's control scheme(s), though. At E3, the controls felt slightly stiff due to the lack of an analog stick on the DS system. At the Gamer's Summit, Nintendo claimed to have a solution for this by allowing players to wrap a wrist band around their thumb, then press down on the screen and tilt their thumb around to simulate an analog stick. While we didn't have that wristband available when we got our hands on the screen, we were able to try out the touch screen mode, and while it shows promise with quick on-screen response, it seems like it will be awkward to use unless this wrist band has some sort of rubbery grip to keep it stuck to the touch screen while you use it. It doesn't seem like something we will enjoy using long-term. The standard d-pad controls feel the same as they did at E3 -- useful and competent, but nothing special, so hopefully we'll be able to get accustomed to them with more play time.

As with many DS games shown at Nintendo's event, one of the most interesting parts of Mario 64 DS shown at the event was the group of mini-games included on the cartridge. Like the normal rooms in the castle that you have to unlock, you have to get keys to open up these "Rec Room" games. One is a game where you use a slingshot to fire at things falling from the sky so you can save Toad, who's running around underneath. Another is a pair-matching card game where Luigi is the dealer. A third has Mario's head falling from the top of the screen while you have to guide it to its proper fate at the bottom by drawing lines that alter its path on the way down.

There were no multiplayer modes available for play at the event, which is unusual since multiplayer was playable at E3, but Nintendo promises it's still in the game. Regardless, we're tentatively optimistic about the game as a whole. The controls seem to be a slight hinderance, but after a few hours we imagine it will feel natural to move around -- at least with the d-pad option.

To get a better sense of the game, make sure to check out 1UP's videos of Mario 64 DS in action.

Nintendo World Report - Previews/Impressions[edit]

Impressions - Michael Cole - May 12, 2004 - 12:52 P.M. PT[edit]

Mama Mia! Scrambe for stars in a four-player, 3-D fun fest!

When Mario 64x4 was revealed at the press conference, everyone assumed it was just an extension of the Mario Advance series, this time on the DS with Mario 64. While this may still be true (I was told there will be a single player game), the Super Mario 64x4 demo was wireless multiplayer, and very impressive.

The battle game takes place in a modified version of the Super Mario 64 castle courtyard, where Mario, Luigi, Yoshi and Wario must race to collect stars the appear randomly in random locations in the area. Whoever collects the most stars in the allotted time winds!

The graphics are sharp--very close to Super Mario 64 in modeling and with some better textures. Although audio was faint, I could make out Super Mario 64 music and voices to accompany the gameplay.

The controls successfully reproduce every move found in the N64 classic. Just as in the Super Mario classics, players jump with the B button (DS uses the SNES face mapping) and run by holding the Y button. The digital D-pad is used to move your character, and in combination with the jump button you can do wall-jumps, U-turn flips, and triple jumps! Players punch with the A button and crouch with X (which can be used for back-flips, long jumps and ground pounds). The digital controls make running around more difficult than on the N64, but I adjusted to the change without too much trouble.

Surprisingly, each character looks to have some unique moves as well. Yoshi has his trademark flutter-jump to gain some extra air, while Luigi can flutter to the ground. I did not check for unique Mario or Wario moves. You can also hit a red “!" block and snag a feather to briefly fly in the air, though I never found one myself.

Whether this is a whole new Mario game or a respectable port of Mario 64, this is one game to watch out for. Hey, any multiplayer Mario that isn't Mario Bros. Battle Advance is a good thing!

Preview - Chris Martino - November 14, 2004 - 8:58 P.M. PT[edit]

Mario's back, and this time he's brought along some friends.

In 1996 Nintendo turned the video game world on its ear with Super Mario 64. While games like Doom dipped their toes into the 3-D pool, Super Mario 64 took it ten steps further with a fully polygonal world and analog control. It was a smash hit and arguably the best title for the Nintendo 64 system, matched only by the impeccable Legend of Zelda: The Ocarina of Time. Much like Mario 64 put the N64 on the map, Nintendo is hoping it can do the same for the Nintendo DS with the title’s beefed up re-release as Super Mario 64 DS.

For those who haven't played the original, Super Mario 64 DS is a 3-D platformer that places you in the familiar role of rescuer. However, this time it isn't only Mario rescuing Princess Peach; you actually start the game as Yoshi, and it's your job to find out what happened to Mario, Luigi and Wario. All three were invited to a party at Princess Peach's castle, but when Yoshi awakes on the roof of the castle, they're nowhere to be found. He soon realizes that Bowser has imprisoned them in paintings throughout the castle and they need to be rescued, pronto.

Super Mario 64 DS is slightly different from the original game, in which you started out as Mario and remained that way throughout the adventure. In addition to the skills of Yoshi, you can now use each of the other three other characters in the game. While switching between characters requires a trip to a new room in the castle, it’s possible to temporarily transform into them by finding one of their hats in a level. This adds an extra strategic element, as some puzzles require the use of a certain character’s abilities. For example, Yoshi can hover in the air, and Mario can now inflate himself like a balloon. Boss battles also differ depending on the character used.

Other differences in the game include a higher number of "Power Stars" to collect to complete the game (raised to 150 from the original's 120), and several extra levels. In addition to these extras stars are at least 36 brand new mini-games, all of which take advantage of the DS’ touch screen. Mario fans will love to hear that!

Multiplayer action has also been added. Players can battle it out against three other friends using the DS' built-in wireless capabilities, with just one game card required. For example, one mode has players dueling it out for control of stars in a level. These multiplayer options, in addition to the mini-games, will certainly add a lot of replay value that was lacking in the original design.

Graphics have been tweaked a bit to accomodate the DS' lower resolution and its lack of texture filtering, but all reports seem to indicate that Super Mario 64 DS looks great on the small screen. The controls will take some getting used to however; the DS lacks an analog stick, and opinions are mixed as to whether the touch-screen makes a good substitute. Players may also use the D-Pad to control Mario; while it only allows players to walk, using it in conjunction with one of the face buttons lets him run.

Much like the original game was an indication of the Nintendo 64's potential, Super Mario 64 DS will be an indication of the potential of the DS. Nintendo has made a smart move in using one of Mario's greatest adventures as an introduction to its new system; it remains to be seen whether gamers will warm up to this edition like they did the original. But, all things being equal, don't bet against Mario.

Last updated: 05/11/2004

The very first game shown on the Nintendo DS is one that offers a little perspective. Super Mario 64x4 uses the characters and settings from the critically acclaimed Mario 64, except that they actually look better on the DS. All that's been shown so far is Mario, Luigi, Yoshi and Wario flying around the castle area, thanks to wings attached to their backs, which seems to be the crux of the game. The top screen featured full 3-D flying while the bottom screen offered an overhead perspective. As players fly around the area searching for stars, the touch functions of the bottom screen can be used to shift the camera to another players position or to zoom in on the castle. Up to four players can enjoy the game using the wireless capabilities of the DS.

Impressions - Jonathan Metts - November 7, 2004 - 6:10 P.M. PT[edit]

Do you really want to touch Mario?

Super Mario 64 DS will be the top-selling Nintendo DS launch title and probably one of the highest selling games that will ever be released for the system. I can tell you that much even two weeks before launch. It’s an enhanced port of one of the best games ever made, now portable and including new characters, an extra level, and a ton of mini-games. There is nothing to stand in its way. But is it any good?

Well, yeah. Nintendo wouldn’t let this one out the door without being great. The version I played was still not final, but it could be played from the beginning and had all the critical elements in place. The first thing I noticed was the interactive title screen. We all remember playing with Mario’s face, but the scene is quite different on Nintendo DS. When you click on the hand icon (instead of starting the adventure or entering multiplayer mode), Mario’s face turns into a hand-drawn sketch, which you can then pull and stretch just like the polygonal face on N64. There’s another option that lets you draw a face yourself and then play with it in the same way. This feature can also be used for Yoshi’s face, and probably for Luigi and Wario too, though they weren’t available in this version of the game.

Starting the adventure mode, you find that things haven’t changed at all from the original version, at least in the setup. Peach still invites you to the castle. Lakitu still flies in with his camera. Bowser still laughs when you open the castle door. In fact, if you are playing as Mario, the game is apparently an exact port. But inevitably, you will end up transforming into the other three characters, either because some goals require their unique abilities, or certain tasks just become easier. Yoshi can just eat a runaway bunny rather than dive and catch him, for instance. The bosses require much different strategies depending on the character you have. When playing as Yoshi, King Bob-omb throws bombs, and you have to eat them with your tongue and spit them back out at the huge boss. You switch characters by entering special doors near Peach’s Secret Slide, and there’s another door there which leads to Toad’s mini-game shop. But what if you’re on Cool Cool Mountain and need to take the baby penguin down to his mother, but he won’t let Yoshi carry him in his mouth? The game will tell you to look down at the map, where you’ll see a Mario cap somewhere in the level. Defeat the enemy guarding it, and Yoshi will immediately morph into Mario and be able to play out the rest of the level as him. This system seems to be designed to prevent too much backtracking to the character-switching rooms. At the same time, it adds a new challenge, because you will lose the hats if you get hit, and it’s easy to imagine that sometimes even finding the hats will be its own puzzle.

Control was a big question with this game back at E3. Without an analog joystick, how can Mario 64 feel natural? The short answer is: it can’t. However, Nintendo has put forth an honest effort to give a couple of alternatives. The default mode is to control the characters with the D-pad and holding B to run. Though simple, this setup is clunky and probably will not work well once the platforming becomes more demanding. The weirder but more effective way is to use the touch screen like a joystick. Every Nintendo DS system ships with a wrist strap, which also has a little plastic nub that can be placed over your thumb. The nub has less friction than your skin and works surprisingly well. However, I felt that the analog sensitivity on the touch screen was too low, and it seemed like I had to push my thumb way out to the edge of the screen to make Mario run at full speed. I’m also worried about what to do if I lose the strap, because this control mode does not work well at all with just the tip of your thumb or finger. You could use the stylus, but most people don’t hold the stylus and use the primary joystick with the same hand. The touch control method will probably feel more natural with practice, but it can’t get around the fact that a touch screen is not the same thing as an analog joystick, and this is a game that literally defined how joysticks are used for control in a 3D environment. Playing Super Mario 64 without a joystick is like playing Donkey Konga without the drums. It works, but it’s awkward and not as much fun.

The bank of mini-games is not as superfluous as you might expect. There are several dozen mini-games to unlock, and from the selection I was able to play, it looks like they will be great little time-wasters for when you want to take a break from the main game. Most of the mini-games use only the touch screen, yet are more complex than Mario Party mini-games. Each one has multiple difficulty levels, and sometimes the harder levels play much differently from the early ones. A good example is the “Where’s Waldo”-type game, which tells you to find one character’s face out of a pile of other faces by touching the correct one with the stylus. It’s absurdly easy at first, but after the first few levels, you’ll be looking at hundreds of faces layered on top of each other. The tell-tale mustache or hat you’re looking for may be only barely visible. Some levels have rows of faces scrolling across the screen, so you have to find and click on a moving target. This game kept me occupied for several minutes, and it’s just one of many games to be unlocked.

I didn’t get a chance to play multiplayer this time, but NOA’s presenters did show it off for a few minutes. It looks identical to the E3 demo (which was multiplayer-only), but with more levels to choose from. Also, you can now find caps and transform into other characters within a multiplayer level, which may have some strategic purpose. The goal of multiplayer is still to find stars scattered around the level, and you can also steal stars from other players by attacking them. It should be plenty of fun and accessible for anyone, especially since you only need one game card for a four-player game.

Super Mario 64 DS has a lot going for it, even if you ignore that it’s a handheld version of a classic that has never been re-released. The control situation worries me, but hopefully the thumb-nub method feels better after a few hours of playtime. The graphics have also taken a hit, due to the DS’s inferior texturing abilities. Still, there’s a lot to love in this gigantic game. We’ll have a full review soon!

Old Kikizo[edit]

E3 2004: Super Mario 64x4: DS Hands-On[edit]

[Carl Johnson Staff Writer, May 13, 2004]

Mario's greatest 3D adventure is new and improved on Nintendo DS. Screens included...

Update: Video coverage added.

For 3D adventure and platforming it's hard to top Super Mario 64, the game that launched the Nintendo 64 and was called the greatest game of all-time by many respected industry sources. For the Nintendo DS the game is not only being ported entirely, but is being upgraded to include wireless multiplayer games as well as many surprises throughout. In multiplayer, characters including Peach [He meant Luigi], Wario, and Yoshi are playable. Due to the innovation of the DS (including two screens, wireless play, and a touch screen) Mario's gameplay and controls have changed, sometimes dramatically.

Controlling Mario and friends is surprisingly good considering the directional pad replacing the analog stick, but simply nowhere near as good as having the N64 controller in your hands. The main difference we had trouble adapting to was the use of the Y button to run, something done simply by pushing the analog stick further on the console version. The analog stick will be sorely missed. Mario's flight controls have been improved, making it easier for players to get to the highest part of a level for a bird's eye view, which is still extremely cool. [As seen in videos, Wing Cap controls are much easier to use in the E3 2004 demo, allowing the character to climb much higher]

The visuals of Super Mario 64x4 were impressive by portable standards, but noticeably lacking in comparison to the Nintendo 64 version. On the other hand, character models have been updated to reflect the latest versions of our 3D Mario friends. The hills and backgrounds are large, simplified polygons and there are obvious rough spots throughout. Some of these issues will be remedied since the game is in early production, but the graphical limitations of the hardware seem to be fairly obvious.

The touch screen was used as a map throughout the demo, and touching any part of the map would put the camera there, allowing players to scope out an area before they get there. It's a very powerful feeling, being able to put eyes instantly on any part of your virtual world, a feature that could very easily take this version of Mario 64 to the next level if implemented properly into gameplay.

It will be very exciting to have a final version of SM64x4 and see what Nintendo chose to do with one of their all-time greatest games on the most innovative piece of hardware to come from videogames in many years. This is an exciting combination that will hopefully end with cheer and applause rather than disappointment and jeers. Only time will tell.