Is Super Mario 64 the best platformer of all time?

Is Super Mario 64 the best platformer of all time?

No, it's not. What the fuck even is Wet-Dry world. It's a tech demo. There's not a lot of visual cohesion in the levels. Banjo-Kazooie kicks the shit out of that game.

OP has some strong nostalgia goggles.

Super Mario 3D World is way better.
Because it has the best soundtrack, prove me wrong you fucking retards

thank god that genre is dying off

Half an A press is still an A press

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Most important.

Yes

Not even close

Someone post the autist ranting about saving A presses.
The fag wants so bad to be that only one to have done something that he makes up his own world records.

OK """Henry"""

I'm so fucking retarded it took me a minute to figure out this was a meme pic

banjo kazooie has no mechanical depth

It's time to talk about parallel universes

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Shit game.

these are funny memes

REMINDER THAT IF MARK IS ALLOWED TO SHITPOST THE TOP OF Holla Forums, THEN WE ARE ALLOWED TO MAKE SHITPOST THREADS FOR THE DURATION

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Mario 64 is okay. Not knocking it. But the best one is in this video.

Peerless.

Apparently Henry is actually trying to do something with the meme magic he's got

He can make decent ytps and is doing a series on Kingdom Hearts

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Somebody rang?

I'm pretty sure everything about video game runs is entirely arbitrary and made up. Anything that's not just normally playing the game had to be thought up and put into place by other people.

Opinion invalid

Everyone who isn't a retard knows that Sonic games are far superior to Mario games.

""okay""

Debatable.
But they're definitively a HELL lot better than any other sonic game released later, given the fact sega basically forgot the main feature of their game while on the sega saturn hell.

Super Mario 64 is leaps and bounds above every other 3D platformer I've ever played. Banjo just feels so heavy and sluggish, and almost every 3D platformer since has been designed closer to it than SM64. It pisses me off a bit, if I'm being honest.

Mario 64 use a much more complex physics engine that takes account slopes, angles, wall jumping etc etc etc.. while banjo, as most 3D games don't actually incorporate the 3D geometry of the level much into its gameplay.
It's the "easier path".

Actually, most 3D beat em up and cinematic games could be recreated without any loss in top down view.

The reason mario 64 is regarded so highly isn't because it's the best 3d platformer, it's because it was essentially the first. The genre was entirely new at the time but nintendo somehow managed to nail everything from movement to how the camera should control. It's the same reason why OoT gets so much praise despite every later 3d zelda game being the same thing but better.

There are several good things about the Mario engine that programmers got too lazy to replicate and improve.
It is what we can call an acrobatic 3D platformer, and sadly it is the unique in its own genre, unless you want to count cloudbuilt in.

In terms of mechanics, it's fun as hell, and there are surprisingly few 3D platformers with as diverse a moveset as that game.

bitches don't know about Glover

its a great game and forefather of 3d platformers

best 3d platformer? I don't know. that's a good question.

I personally think Mario sunshine did bested it in gameplay.
The 10 extra FPS makes the controls a lot better, and the stages take a lot of advantage from the mario control, specially those fluddless stages.

in level design yeah, but i liked the actual mechanics of mario 64 better

I was impressed with how tight the fluddless stages felt. I thought the Galaxy games were fantastic. I tried playing 3D Land and it was a slow, sloppy mess.

Yes.

ALL SONS OF OLD GODS, DIE.

found the 'retro games' manchild

I have a few issues with Sunshine. The spin jump is cool, but the game lost a lot of its more nuanced movement options when it got rid of the punch button. And FLUDD is just terrible. It was a bad idea to include a central mechanic that requires you to stop and aim in a game about smooth movement. And I feel that hovers always cheapen platforming.

You don't have to stop to aim if you use the half click.
Mario walks and shoots and aims etc at once.

Definitely the best 3D platformer, mostly because of the phenomenal controls and how the levels allow for a lot of different ways to get to most stars, if you're good enough that is. It's sad that it and Sunshine are really the only games like that.


This is so true, it hurts.

I know, but there are still moments when you have to aim precisely at things. Like there will be a mark high up on a wall that you can't hit without aiming, so now there's this arbitrary extra step between finding the coin and getting the coin. It slows down the game. Doesn't ruin it by any means, but it still strikes me as a really misguided inclusion.

It indeed is an annoying feature at times.

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Mario Sunshine is pretty great

Nah, man.

10/10 that's some incredible autism on display

Rayman Origins/Legends

Its quite too "preprogrammed".

It's a TAS

it might be dying off for AAA but disregarding that, platformers are as popular as ever

fucking faggot

do you mean "pre programmed" like donkey kong country where its sort of a timing game and the outcome ends up the same more often than not?

way too much fat stuff

Where you're expected to do X and only X.
Not a bad game by any means, but you can do better.

but that's the best part and the scat stuff

god i want to fuck that

just go

In terms of mechanical depth, probably-, only other game that I can think of that matches it in this regard is Super Mario Sunshine. Though to be honest sometimes I find myself not being fully into it. Its still really great though, and I may play a bit of it sometime soon

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3rd person platformers are all garbage compared to 2d

id say mario galaxy/2 fucking nailed 3d platforming. never once felt like the controls or camera were holding me back

That guy draws shit porn you gross fuck.

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beep boop logic

Including the release of the button in the process of pressing it is fucking retarded.
When you release it, it has already been pressed. Past tense. Done. Over.
The release of the button is not included in the "press" action.

As an example, if I put a bullet through the skull of every autist who ever spammed the "A press" maymay
pulling the trigger would be one action, releasing it would be another entirely separate action.
Including the release of the trigger in one "trigger pull" action would be just as stupid & worthy of a bullet in the head.

You can tap a button or you can hold it. Those are just different ways of pressing it. Releasing it remains a separate action.

I've always wondered: does any of this shit work in Super Mario 64 DS?
Or did they actually fix that shit?

Is that pic supposed to be your best example?

Time for bed, "Henry".

By your logic if you pull the trigger 4 times you shoot one bullet.

You know, I dunno. Off the top of my head the only physics changes I really remember are that Mario's walljumping was changed around to give him a proper animation for it since nothing visually told you you could walljump in the original, so anything dependent on that is probably out the window.

Glover had the best cheat system ever.

In the hub world there's a bird in a tree that makes random noises. On the pause screen you can press buttons to make random noises. If you play the different "tunes" the bird makes you get different cheat codes. It was pretty fucking cool.

Fuck off Henry.

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glover has a solid pretty solid soundtrack

That's surprisingly cool. I had no idea PM used a invisible parallel universes like M64.

The only thing good about glover was the soundtrack and art style If you ignore the occasional level that's completely floating in a void It controls like ass.

Is it possible just to let this shit meme die?

I thought the whole point of Glover was it controlled like ass and most of the challenge was finagling a ball around an obstacle course.

Hello ladies and gentlemen. I'm here to explain in autistic detail why your taste is shit.

This is a nice video. I'm nine minutes into it, and he's gotten through praising hovering. I agree with him when he says that the hover nozzle lowers the skill floor, making the game more accessible, and I see his point where SM64's extremely varied moveset means that inexperienced players can sometimes mess up their inputs. But I don't think the hover nozzle increases the skill ceiling a significant amount, since its primary application is making jumps easier or making longer jumps possible in a way that's much easier than SM64's highly committal long jump, and I think the skill ceiling is lowered in a more drastic way than he has so far addressed by the removal of the punch button, as obtuse as it may be for new players.
I agree with all his points, but I'm prioritizing my own personal enjoyment of the game over that of children, so I'd rather have a high skill ceiling than a low skill floor. For that reason, I like the nuances of SM64's control over the more streamlined Sunshine.
I'm gonna finish watching the video now. Thanks for the link, user.

smh tbh fam

That was such a great map for secrets. I'd love to see a modern take on this world design with backtracking and shortcuts and all sorts of other secrets.

Here's the most important part, does the game actually register the difference between a regular button press and a "half" press?
If it doesn't it's just speedrunner bullshit and Henry was right.


What he said and the mechanics of a gun say otherwise.

Game engines typically let you hook into button press and button release events. Then you store a boolean for each key, denoting if it's currently pressed. On the button press event, you set the boolean to true and on the release event you set the boolean to false. Now, you have access to three button states, a press/release hook and a currently being pressed boolean.

Depending on what you actually want to do, you can choose you map actions to press/hold/release. For example, you'd want to map jump to press. If you want to throw a grenade, you pull out the grenade on the press event, cook it while it's still being pressed, then throw it on the release hook.

Just noticed some typos, but fuck it, you get the idea.

Actually, there are some actions that happen when holding the A button rather than just pressing it, so when you use it and hold it, mario gets in the level using the different moveset of the A hold.

That's because it looks so much like the actual manual

Mega Man Zero 4 is my favorite. I'm aware it's not the best mainly because it's stuck on a GBA with a tiny screen but otherwise it's the one I enjoyed the most.

Dustforce is near perfect, if you're into speedrunning

Fluddless stages are just Super Mario 128

I can't compare 2D platformers to 3D at all, personally. But Dustforce is fucking excellent.

Oh we're talking 3D platformers? Then Spyro 2's my favorite.

Its Banjo Kazooie. Deal with it Mario fags.

Seriously, that level straight looks like some sort of alpha test level that just leaked into the finished game.

most of the game felt like that, might be part of the charm

Does anyone make videos similar to the Half A-Press guy's, about explaining how glitches work and exploring a game's internal workings from within it? I find them both fascinating and relaxing to watch. I've been watching his videos as I go to sleep for the past few days, but I'm starting to run out.

is Pong the best game of all time?

TheZZAZZGlitch does the same thing but with pokemon (and crazy glitches), people were jokingly asking him to beat the game with the minimal amounts of A presses and he did it the absolute madman

Tapping or holding are just different ways of pressing the button. Even if they are recognized differently by the game doesn't change that both ways of pressing the button qualify as pressing the button. The action remains binary (pressed or not-pressed) regardless of it's duration.

That was addressed in the post anyways.

I swear to christ this "A press" shit is no different than "genderfluid". It's taking something entirely binary & applying attention-seeking autism to it.

These are the best platformers, even the boss fights are actual platforming.

No, Jak 2 and 3 are more action than platforming, doesnt count.

What is it about autistic mario videos that's so engaging?

Whatever you say, "Henry".

dude that.. "bass drop"? is like half life 3, it makes you wait for too long and it's not that great

That was cool as fuck user, thanks.

It doesn't matter how cohesive your levels are if your mechanics are fucking boring.

If it doesn't register the difference, then he completed the level in 0 a presses. He never pressed a in the level.

(checked)
never played Banjo- Kazooie as a kid, tried to get into it a month ago. Boring as fuck. It's a nostalgia game

"Henry" detected.

Thanks, I'll check that out tonight.


Just because people give you attention for your autistic hobby doesn't mean you wanted or expected attention in the first place. Pannenkoek2012 created a separate account that he posts all of his new, much less edited videos to, because he didn't want legions of memelords bothering him all of the time.

I would point out why you're wrong but your image made it unnecessary.

I'll let the picture talk for me.

No one believes any Sonic game ever made is even close to being anywhere near an ounce of the quality found in even the worst Mario game. If Nintendo shit in a cartridge and called it Mario, it would still be better than Sonic.

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Tooie is better in every respect. World design, exploration, the overworld- it's truly the crown jewel of platformers.

wew the release isn't the focus, it's the act of having a held down button before the start of the stage
the act of pressing down is half, it being held down is half.
having it pre-held lets you do a number of things like swim or flutter.
if the release were considered actually part of an "a press" it would be 0.33x an a press or 1.33x an a press
let's say you shoot your foot and then decide to shoot your head
with anything automatic, you could hold down the trigger after shooting your foot and then turn it to your head quickly before running out of bullets
You would need 2, but having it held down means you do not need to re-press, so it'd be 1.5 a presses, with 1 for the foot and .5 for the head. If you were to try to shoot your other foot in an economical fashion, shooting your head would have no actual detriment to efficiency, with the .5. However, if you were unable to shoot your foot first and you were just paying attention to the head bit, it would be a full trigger pull to shoot your head.
You can see this effect yourself if you have the relevant armaments, I highly recommend it.

You forgot all the rich, meaty content the game has. It has seven adult dungeons, three childhood dungeons, Ganondorf's Castle, two mini-dungeons, and an entire overworld to explore.

The only other console Zelda games to match/exceed that amount of content are Link to the Past and Twilight Princess. Windwaker was rushed and only has four dungeons plus Ganon's castle. Skyward Sword has plenty of dungeons, but lacks an engaging overworld.

The held state is stored in memory and IS part of 1 full press, however for certain stages you need a press to get to the stage and therefore you can use .5 outside, the press part, and use the other .5 inside, the held part. This is why a stage would be "1.5" A Presses, rounding up if you are taking it in isolation- no world map allowed
In either case, """Henry""" thoroughly missed the point.
A world map will always total to a solid number of presses, a stage may not.

Haven't played Wind Waker yet but does it really only have 4 dungeons and final level (aka 5 dungeons)? Or is it like Majora where there's 5 main dungeons and like 6 smaller dungeons and tons of sidequests and shit to do and explore outside dungeons? Majora is still my favorite Zelda.

7 total with the final dungeon, but a few islands are functionally dungeons and there are a number sidequests. It's one of the largest Zelda games but it isn't absolutely full of content like Majora or it would definitely be thought of as one of the best Zelda games.

It's really only four dungeons and Ganon's castle which you visit three times over the course of the game.

Part of the problem with having only four dungeons is that the game ends with the difficulty/complexity hovering somewhere between Jabu-Jabu's Belly and the Forest Temple. Windwaker is a depressingly easy game, probably the easiest in the entire series.

The other problem is that the Wind Temple is headache inducing due to its layout and how long it takes to recover from mistakes while half the bosses are both easy and entirely forgettable. I recently got the HD edition and have been playing through the game. Despite having beaten Windwaker twice before, I had compeltely forgotten what the boss of the Earth Temple was.

The Great Sea is also disappointingly empty and devoid of actual content. Even in the HD edition, the Triforce hunt is tedious. The destroyed Greatfish Island and the Fire/Ice Ring Islands point towards the game having at least three more dungeons originally planned. Additionally, Nintendo developers have mentioned that they recycled incompelte Windwaker dungeons for use in Twilight Princess.

Same thing happened to Super Mario Sunshine, as well. Gamecube needed titles, fast, so Nintendo rushed some of their core IPs out before they were ready.

6 main dungeons actually.
You can count Forsaken Fortress as one dungeon for a total of 7, and there's some out-of-dungeon stuff you need to do to complete the game. All 49 tiles of the ocean have something to do, but many of them are kinda shitty minigames or really basic puzzles or gauntlets.

The boss was also really cool, too. Cant' believe it slipped my mind.

While the overworld is technically the "largest", most of that is taken up by empty ocean. Without the Fast Sail, traveling is really fucking tedious. You have to stop periodically to change the wind direction and the Gamecube version has a fifteen second cutscene where Link plays the melody again every single time.

Super Mario Sunshine shows obvious signs of being rushed. I liked it as a kid but I always knew it wasn't polished. Many problems with it. Sad that Wind Waker got rushed too. Gamecube really was a struggle for them.

Oh yeah and play the game without any upgrades (meaning 3 hearts, no bomb/arrow upgrades, small MP bar) if you want any actual challenge from the game, it's actually kinda fun that way. Most enemies don't do nearly enough damage, I don't think even darknuts do more than maybe half a heart? Ganon and Mighty Darknuts can potentially one-shot you with 3 hearts though.

And if you haven't caught on, play the HD version. Reduces some of the tedium.

Moblins will do a full heart of damage while Darknuts do something like two hearts.

I don't think it's possible to survive the Labyrinth of Trials with only three hearts and that's mandatory for completing the game.

Oh yeah, moblins are capable of one full heart with their punch I think, and Darknuts can do 2 or so if you let them do their jump attack (lol).
Do you mean the Savage Labyrinth? It's completely possible, I've done 2 full minimalist runs.

Oh, right, you only have to get to level thirty to get the Triforce Piece/Map. I was thinking you have to go all fifty and there's an encounter with five mighty Darknuts at the bottom.

I think the worst you'll encounter at thirty is two darknuts at the same time.

Cat Mario is the best platformer.

Oh, those are mighty darknuts? I didn't realize. I did that too you filthy casual
If you really need to cheese the labyrinth, you can steal item drops from Redeads using the grappling hook, but it's really easy to go the whole way without getting hit at all thanks to parry being totally broken.
Even on Hero Mode it's still totally possible but it's basically a no-hit run at that point.

Try harder Eggman.

OP. Everyone knows the best platformer is Super Mario Bros. 3. The level design was the perfect mix of an arcade game and a journey.

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Holy shit.

true patrician detected

I can already tell thats MatthewMatosis. Cannot recommend his videos enough. Wish he released stuff more frequently.

I didn't really buy into his argument until recently with Sunshine, and always held a grudge against it because I found the long jump from 64 so satisfying and it wasn't carried over. But having seen stuff like , I really have to agree that Sunshine's mechanics are amazing.

The only right answer

append "with full camera control"

otherwise we can factor in Bug, Jumping Flash, and Crash Bandicoot

mario 64 is essentially the first video game

It has the most accurate and responsive controls of any 3D platformer, and its level design encourages outside-the-box thinking to save time or "sequence break" stars.
It may not be the best platformer, but I can't think of a better one.

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nah.

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bix nood muthafugga

No, that would be Banjo-Tooie.

That was the most autistic thing I will ever witness in my life.

That level of autism could be used to travel literal parallel universes, but no, it's for decade old Japanese games.

Why am I not surprised

I nostalgia'd over the OP picture thinking it was the manual and then began to read it. You sneaky fucks.

What you need is my Stand「The World」.
What you can find beyond the powers of my Stand is where you need to go in order to find the Star. What you need is a trustworthy friend. He must be someone you can raise to do your bidding. He must be someone who is not interested in political power, fame, wealth, or sexual desire, and who chooses the code of the game before the law of humans.
Will I, Luigi , be able to meet someone like this one day?
What I also need are the speed of more than 9 PUs who have slopes, because those who have slopes harbor a strong speed within.
There are 14 phrases that one must keep in mind:
「Infinite Staircase」
「Scuttlebug」
「Rainbow Ride」
「.5 A Presses」
「Scuttlebug」
「12 Hours」
「Scuttlebug」
「QPU Alignment」
「Miyamoto」
「Winged Cap」
「Fire Flower」
「Scuttlebug」
「QPU Alignment」
「The Secret Star」

Mario Galaxy, Sunshine and every other 3d mario is better.

I think the N64 uses a polling system, but the game engine still has to hold Mario's state. IDLE, JUMPING and then IDLE again would be a basic jumping loop.

Yeah Banjo-Tooie is generally the one that people remember more because it's better.

Fuck you.

Okay I am in one stage and I start holding the A button to jump onto something , so I have pressed "A"

While keeping A held, I move to another stage.

Because it's held down, I can fall slower which lets me get to where I need to go in that stage without adding any A presses to the amount that I've taken so far.

When describing how many "A" presses that particular stage takes up in the minimum "A" press run, I say that it takes half an "A" press because while I am using the "A" button in that stage, it does not add anything to the run since I can just use a leftover "A" press from earlier, thus it would be misleading to say that it takes one "A" press.

Do you understand?

Grow Home is the only game in recent memory where I spent time just running around and jumping for fun.

There won't be a platformer better than Mario 64 until someone throws a AAA budget at something experimental (which may never happen again.)

I like it a lot, but I think they really fucked up with the framing in that game.
I really don't like how disjointed the game is and how linear the levels are.
Other than that, it's a pretty fine game.

Fantastic game. I'm so hyped for Grow Up.