Nintendo have a way of doing the most annoying things possible. I don’t know what it is about their marketing strategy, but they seem to think that their back catalogue can make them just as much money as their current projects. Often, the case is proved correct, with serious makeovers sending early Pokémon and Metroid titles racing back to the top of the charts. In 2005, the finest of Nintendo makeovers took place with what is often considered the greatest platform game of all time. Still heralded as an example of near-perfect gameplay nearly 30 years after it’s original release, Super Mario 64 went through the re-working mill specially for Nintendo’s “revolutionary” handheld console, the Nintendo DS.

What’s in a Remake?
At a glance, Super Mario 64 is instantly recognisable. All the original levels remain intact, with minor alterations to the castle’s interior. More Toads to chat with and other incidental details, such as scurrying bunnies, have also been added. It’s a familiar introduction, but further inspection reveals the possibility of new abilities and four playable characters.
Yoshi is forced into the fray this time, as Mario has been trapped within the castle. You begin, as previously with the Nintendo 64 counterpart, by entering Bob-Omb Battlefield. But things are a little different. Although the level design remains identical to the original, the missions within each world vary somewhat. The Red Coin collecting, amongst certain others, remain. But somewhere in the region of 80 percent of the objectives throughout the game have been remodelled slightly. As an example, you now have to return the regular Bob-Ombs that the King throws, rather than having to run behind him and throw him onto the ground as in the original.
The refinements made to Super Mario 64 are evident of a team that has had time to reflect. That understand the changes they’re making and how to correctly implement them. It’s not a simple case of adding new content. It’s adding new content and refining the whole experience to accommodate it.

The Super Mario Gang
The other three characters, Mario, Luigi and Wario, are unlocked as you progress by entering their specific arena. Once found, you must complete a specific objective to add them to your roster. You can then switch between characters at will, but only from the hub. Mid-level character changes are possible by finding a specific character’s cap within a level (marked on the map on the bottom screen) when playing as Yoshi.
Yoshi can execute his air-kick hover move, while each other character has a unique attack and jump distance. The special abilities gained when using the Red Box power-ups also differ between characters. Mario now has the ability to inflate, as in Super Mario World. Yoshi can breathe fire. Luigi has the metal ability and, well, Wario is just great.

Super Mario 64 PLUS
I mentioned bunnies earlier. Yellow bunnies. Purple ones too. As another new addition, catching these bunnies will unlock some seriously stylish mini-games. With over 30 mini-games to unlock, each using the touchscreen to brilliant effect, it’s no easy challenge to hunt them all down.
The default controls for the game are quite basic. There are three options on offer, of which I found the best to be the ‘Dual-Hand Mode’. In Dual-Hand Mode, jump, attack, crouch and the center camera function are on the D-pad, up, down, right and left, respectively. Your character’s movement is controlled by moving the stylus over the touchscreen with your right hand… yes, Super Mario 64 DS is the first platform game that’s easier to control with your right hand! The controls may seem a little strange on paper, but in practice even the Nintendo 64’s analogue stick and angular control pad – which were reportedly built around the design of the original Super Mario 64 – don’t hold water when compared to the pin-point accuracy of the Nintendo DS’ touchscreen.
The graphics of the Nintendo DS launch title are truly remarkable. The top screen is fully 3D as with the original, with the touchscreen displaying a map. Slightly less competent with textures than the Nintendo 64, but pushing all the effects such as mist and water with no slowdown or pop-up. Even the intro screen mocks the original shot at ingenuity; the Mario head now changes to all your unlocked characters, and can be pulled about the screen in a semi-wire frame effect. What’s more is you can now also draw your own pictures, and pull them about in the same way!

Super Mario 64 DS Shows How Remakes Should be Done
Remakes have become part and parcel of the gaming industry in recent years. To many, it was arguably Nintendo who started the trend with Super Mario All-Stars. However, it’s also an area in which Nintendo’s passion wavers, evidenced by the reluctant predication of Super Mario 3D All-Stars. It’s strange that a remake arriving nearly two decades earlier outdoes the modern contemporary.
There is little I can say about this release that would truly explain the creativity and ingenuity crafted into the title. There have been misgivings about the control systems and other aspects of the game in the years since. However, there are gimmicks, attempts at new ideas and fantastic platforming action all stuffed in this one tiny cartridge. You can pick and choose what you like, and simply ignore the rest. An additional 30 stars – 150 in total – over 30 mini-games, multiplayer and a whole host of mini features; the closet thing to a complete package possible comes in the form of Super Mario 64 DS.
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