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Super Mario 64 [Model NUS-NSMJ-JPN]
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Super Mario 64 (c) 1996 Nintendo. Mario is super in a whole new way! Combining the finest 3-D graphics ever developed for a video game and an explosive sound track, Super Mario 64 becomes a new standard for video games, packed with bruising battles, daunting obstacle courses and underwater adventures, Mario must retrieve the Power Stars from their hidden locations and confront his arch nemesis - The King of the Koopas! Run freely in a grassy meadow, tip-toe through a gloomy dungeon, climb to the top of a mountain or take a swim in the moat with on-the-fly 3-D rendered game play that delivers the action of ruthless enemy attacks from every angle! Leap head first into a watery painting and soon you'll be searching for the surface in an underwater realm! Find the Caps that give Mario super powers, ponder the mysteries for the pyramid and even race Nokonoko for fabulous prices! The Nintendo 64 Controller, with its analog Control Stick, allows Mario to crawl, kick down obstacles, swim, do reverse flips and even stick the landing on his backwards somersault! Saved information is stored for up to four players in memory. - TECHNICAL - GAME ID: NUS-NSMJ-JPN - TRIVIA - One of the launch titles for the Nintendo 64 along with Pilotwings 64. Super Mario 64 was released on June 23, 1996 in Japan. It has sold over eleven million copies. Development of the game took less than two years, but Shigeru Miyamoto had conceived of a 3D Mario game concept over five years before while working on Star Fox. Miyamoto developed the concepts during the Super Famicom era and considered using the Super FX chip to make it an SFC game, but decided to develop it for the Nintendo 64 due to system limitations. Super Mario FX was the internal code name of the FX chip. Development began with the creation of characters and camera system, with the designers initially unsure of which direction the game should take, spending months selecting a camera view that would be appropriate. The original concept involved a fixed path much like an isometric type game before the choice was made to settle for free-roaming 3D design. The first test scenario for Mario's animations involved him and a golden rabbit named MIPS by the developers, who would end up in the game for two side missions. MIPS was named after the MIPS-type CPU used by the Nintendo 64. The developers initially tried to make the game split screen co-op using both Mario and Luigi but were unable to make the gameplay work. It was developed simultaneously with Zelda no Densetsu - Toki no Ocarina. Some puzzles were taken from that game for Super Mario 64 due to it being released more than two years later. 32 courses were created for the game. Miyamoto wanted to create more, up to 40 and not including bonus levels, but only 15 courses could fit for the final game. Placed 6th on Official Nintendo Magazine's 100 greatest Nintendo games of all time. - TIPS AND TRICKS - Once you collect all 120 stars, the cannon outside the castle will open. Jump into it, and shoot yourself onto the roof. You will find Yoshi, who gives you 100 lives an an improved triple jump. - STAFF - Game Director: Shigeru Miyamoto Assistant Directors: Yoshiaki Koizumi, Takashi Tezuka System Programmers: Yasunari Nishida, Yoshinori Tanimoto Programmers: Hajime Yajima, Daiki Iwamoto, Toshio Iwawaki Camera Programmer: Takumi Kawagoe Mario Face Programmer: Giles Goddard Course Directors: Yoichi Yamada, Yasuhisa Yamamura Course Designers: Kenta Usui, Naoki Mori, Yoshiki Haruhana, Makoto Miyanaga, Katsuhiko Kanno Sound Composer: Koji Kondo Sound Effects: Yoji Inagaki Sound Programmer: Hideaki Shimizu 3D Animators: Yoshiaki Koizumi, Satoru Takizawa Additional Graphics: Masanao Arimoto Technical Support: Takao Sawano, Hirohito Yoshimoto, Hiroto Yada, SGI N64 Project Staff Progress Management: Kimiyoshi Fukui, Keizo Kato Screen Text Writer: Leslie Swan Translation: Mina Akino, Hiroyuki Yamada Mario Voice: Charles Martinet Peach Voice: Leslie Swan Producer: Shigeru Miyamoto Executive Producer: Hiroshi Yamauchi CG Illustrators: Shigefumi Hino, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, Yusuke Nakano Package Designer: Wataru Yamaguchi Manual Editor: Yasuhiro Sakai Manual Text Translation: Kayomi McDonald, Hiroyuki Uesugi Manual Text Writer: Phil Sandhop, Leslie Swan - PORTS - It was remade for the Nintendo DS titled Super Mario 64 DS. - SOURCES - ROM dump (MAME).
Your Changes (editable)
Super Mario 64 (c) 1996 Nintendo. Mario is super in a whole new way! Combining the finest 3-D graphics ever developed for a video game and an explosive sound track, Super Mario 64 becomes a new standard for video games, packed with bruising battles, daunting obstacle courses and underwater adventures, Mario must retrieve the Power Stars from their hidden locations and confront his arch nemesis - The King of the Koopas! Run freely in a grassy meadow, tip-toe through a gloomy dungeon, climb to the top of a mountain or take a swim in the moat with on-the-fly 3-D rendered game play that delivers the action of ruthless enemy attacks from every angle! Leap head first into a watery painting and soon you'll be searching for the surface in an underwater realm! Find the Caps that give Mario super powers, ponder the mysteries for the pyramid and even race Nokonoko for fabulous prices! The Nintendo 64 Controller, with its analog Control Stick, allows Mario to crawl, kick down obstacles, swim, do reverse flips and even stick the landing on his backwards somersault! Saved information is stored for up to four players in memory. - TECHNICAL - GAME ID: NUS-NSMJ-JPN - TRIVIA - One of the launch titles for the Nintendo 64 along with Pilotwings 64. Super Mario 64 was released on June 23, 1996 in Japan. It has sold over eleven million copies. Development of the game took less than two years, but Shigeru Miyamoto had conceived of a 3D Mario game concept over five years before while working on Star Fox. Miyamoto developed the concepts during the Super Famicom era and considered using the Super FX chip to make it an SFC game, but decided to develop it for the Nintendo 64 due to system limitations. Super Mario FX was the internal code name of the FX chip. Development began with the creation of characters and camera system, with the designers initially unsure of which direction the game should take, spending months selecting a camera view that would be appropriate. The original concept involved a fixed path much like an isometric type game before the choice was made to settle for free-roaming 3D design. The first test scenario for Mario's animations involved him and a golden rabbit named MIPS by the developers, who would end up in the game for two side missions. MIPS was named after the MIPS-type CPU used by the Nintendo 64. The developers initially tried to make the game split screen co-op using both Mario and Luigi but were unable to make the gameplay work. It was developed simultaneously with Zelda no Densetsu - Toki no Ocarina. Some puzzles were taken from that game for Super Mario 64 due to it being released more than two years later. 32 courses were created for the game. Miyamoto wanted to create more, up to 40 and not including bonus levels, but only 15 courses could fit for the final game. Placed 6th on Official Nintendo Magazine's 100 greatest Nintendo games of all time. - TIPS AND TRICKS - Once you collect all 120 stars, the cannon outside the castle will open. Jump into it, and shoot yourself onto the roof. You will find Yoshi, who gives you 100 lives an an improved triple jump. - STAFF - Game Director: Shigeru Miyamoto Assistant Directors: Yoshiaki Koizumi, Takashi Tezuka System Programmers: Yasunari Nishida, Yoshinori Tanimoto Programmers: Hajime Yajima, Daiki Iwamoto, Toshio Iwawaki Camera Programmer: Takumi Kawagoe Mario Face Programmer: Giles Goddard Course Directors: Yoichi Yamada, Yasuhisa Yamamura Course Designers: Kenta Usui, Naoki Mori, Yoshiki Haruhana, Makoto Miyanaga, Katsuhiko Kanno Sound Composer: Koji Kondo Sound Effects: Yoji Inagaki Sound Programmer: Hideaki Shimizu 3D Animators: Yoshiaki Koizumi, Satoru Takizawa Additional Graphics: Masanao Arimoto Technical Support: Takao Sawano, Hirohito Yoshimoto, Hiroto Yada, SGI N64 Project Staff Progress Management: Kimiyoshi Fukui, Keizo Kato Screen Text Writer: Leslie Swan Translation: Mina Akino, Hiroyuki Yamada Mario Voice: Charles Martinet Peach Voice: Leslie Swan Producer: Shigeru Miyamoto Executive Producer: Hiroshi Yamauchi CG Illustrators: Shigefumi Hino, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, Yusuke Nakano Package Designer: Wataru Yamaguchi Manual Editor: Yasuhiro Sakai Manual Text Translation: Kayomi McDonald, Hiroyuki Uesugi Manual Text Writer: Phil Sandhop, Leslie Swan - PORTS - It was remade for the Nintendo DS titled Super Mario 64 DS. - SOURCES - ROM dump (MAME).
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