My Review Of SM63

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My Review Of SM63

Postby MessengerOfDreams » January 26th, 2011, 9:08 pm

Well, let's face it. We all came here because of Super Mario 63. It's definitely a game that deserves followers. But would this game hold up in a much more competitive market? If this were widely marketed, would it have an impact that would be critically acclaimed? I'm no critic, but I'm going to offer my honest to god, un-biased opinion on SM63.

SUPER
MARIO
63


Now at first glance it looks like a remake of SM63. Like SMBX was to Super Mario World and Super Mario 3 (among other early titles making cameos) And Super Mario Flash was to Super Mario Bros Lost Levels(?), This is expected to be Super Mario 64 for Computer. To an extent it is, but in reality, Runouw used SM64 as a base and created a game using Mario materials that is unlike any others.

For those of you who want a list of the games he brought material from, here we go. Like I mentioned, SMBX borrowed some elements from the earlier Mario Games although it primarily focuses on SMB3 and to an extent World. Runouw emulates this in the way that he takes materials from the more modern Mario games. The gameplay base is Super Mario 64, with the gameplay taking place in paintings inside the castle and the three stages of Bowser. A heavy influence on this game is Super Mario Sunshine, an underrated token of Super Mario history, from which he borrows the Shine Sprite, Runouw's answer to SM64's stars, and the Fludd, which is a massive part of gameplay similar to Yoshi, in the way that it attaches to you and gives you a boost. From Super Mario Galaxy he takes level ideas, like Buoy Base, and an extensive amount of music. Even New Super Mario Bros has its niche with the addition of Star Coins, the collect-to-get-prizes object of the game. Most notably, Runouw's biggest game influence, Yoshi's Island, takes up nearly the entirety of tile/graphics, and enemies. Also, Runouw employed some remix music from Newgrounds and other sources to really jazz it up, as well as music titles from the original SM64.

With all the odds and ends from the games, you'd expect a mishmash of jumbled up Mario, right? Wrong. Runouw pulls off the construction of this game with finesse, creating not a Flash copy of a Mario game but an all new Mario game. What should be recycled Mario elements turns into a thrilling platform game that will have you addicted. There's an attention to detail that really is undeniably brilliant. Every level is amazingly crafted and full of adventure. Another great bonus is that the game's not just a way to kill one afternoon and forget it. SM63 is a full-blown story mode game that will last you as long as a normal game, give or take. First time through took me 2-3 weeks and then getting 100 percent took me another 2 weeks.

The best moment of the game is Bowser's Castle. This is, without a doubt, one of the best levels of any Mario game, ever. This alone will take you an hour to finish. It's truly a masterpiece. It's challenging, thought-provoking and a ton of fun, even if frustrating. It'd be a flash game all on its own.

That's not to say it doesn't have its flaws, there are a few, that while not major, take away from the experience. Notably, the story isn't really solid. The idea of Bowser trying to destroy the world instead of just taking it over isn't true to character at all, and the plot device (Orb of Power) that serves as a plot-hole-cover for all, is just... a bad idea. I admire that he tried to break away from the Abduct Peach thing, but this wasn't successful. Also, he got other characters way off, notably Kamek. With the great plot filler having driven Bowser insane, he fires Kamek, but Kamek acts like he got fired instead of his son rebelling against him. Because when it comes down to it, Kamek raised Bowser, and if Bowser went so crazy that he "fired" Kamek, Kamek would be, to some extent, heartbroken. Because if you notice it, Bowser's the one thing Kamek truly cares about from start to finish. That really bewildered me.

Plus in some levels, as well as they're crafted, it can be a real drag. For example, Tidal Isles, a level that mostly consisted of swim to stars with the twist of a tidal wave that hits you above water, which is a good twist, but the level just dragged on for the most part. Some of the other levels become a pain really fast too, such as Turbo Fludd stage, and the tutorials, which you do not have the option to skip. The Edge of the Mushroom Kingdom, a bonus level that is the ultimate 63-star unlockable level, is just borderline impossible that it takes all the fun out of it and makes me scream like a harpy at my computer. Even after nearly 50 hours of playing it I had lacked the skill to get past the first part of it.

And to top it off, the most sadistic glitch I've ever seen. After the second Bowser level in the fight against Bowser (which is really freaking hard) sometimes when you throw Bowser into a bomb, he'll spin around in limbo forever, causing you to close the game and lose all you built up in the level. Really bad

Now let's move on to the level designer, which isn't the strong point of the game. Granted, it's really good, but not as good as it could be. The most glaring issue is that unlike most level designers, this does not have everything that the game has, and you come to miss it. The reason for this is because Runouw went game first, Level Designer second, making all the levels on Flash. He learned his lesson, making the Level Designer first and making levels off of it for Last Legacy, but here it really makes the Level Designer lacking in some ways. Another problem is that it doesn't take much to make the levels lag, you have to often put transitions all over the place to make sure it's not snailspeed and if the level is too big it won't load, it'll freeze your browser and occasionally shut your computer down.

That's not to say it's a bad level designer. You can get it literally right off the bat, and you can create beautiful, intricate levels with it. It's a shame that people can't figure it put for crap, cause it's seriously easy and with a little bit of effort, you've got amazing work, and you can make anything from simple platformers to beautiful worlds to complex masterpieces.

OVERALL: The game mode is the main attraction, with an eclectic mix of Modern Mario games that create a crazy good 2-D Platformer that for the most part can easily cement itself as a classic Mario masterpiece. However, the story is lacking and character development is way off, and the level designer, while easy to learn and good as it is, isn't all it can be.

Overall rating- 8/10 or B.

And that's my review. Highwire, I'd like to add this onto your blog, if you'd like. :) And if Runouw ever reads this, hi!
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Re: My Review Of SM63

Postby Dr. Ocsid » January 27th, 2011, 3:40 am

Nice review! I completely agree with the score. I remember back when I could not wait until the next update would be released. :lol:
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Re: My Review Of SM63

Postby Mario Levels » February 11th, 2011, 9:17 am

Mariox64 wrote:Nice review! I completely agree with the score. I remember back when I could not wait until the next update would be released. :lol:

Which update?

Otherwise, I agree with this, Runouw should have made the LD First because it will make life easier for him.

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Re: My Review Of SM63

Postby brandoprojectm » February 11th, 2011, 9:41 am

Mario Levels wrote:Which update?


Back in the days of the old forum SM63 was not yet complete, and there were only demos out. But then the full version was released. I think you can still see the old versions on Runouw's Sheezyart page.
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Re: My Review Of SM63

Postby entertainment.net » February 17th, 2011, 10:25 am

MessengerOfDreams wrote:Now at first glance it looks like a remake of SM63.


Um, what?

EDIT:

Also, on the bit about Edge of The Mushroom Kingdom:
Runouw wrote:This is supposed to be the hardest level in the game made to stop the people from whining about the game being too easy. It's the last star in the game too, so It had to be the final challenge.


Secondly:
MessengerOfDreams wrote:And to top it off, the most sadistic glitch I've ever seen. After the second Bowser level in the fight against Bowser (which is really freaking hard) sometimes when you throw Bowser into a bomb, he'll spin around in limbo forever, causing you to close the game and lose all you built up in the level. Really bad


…um, just kill yourself by jumping off into the eternal pit. You just have to start the Bowser fight over, not go through the fortress.
Last edited by entertainment.net on February 17th, 2011, 10:35 am, edited 2 times in total.
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Re: My Review Of SM63

Postby MessengerOfDreams » February 17th, 2011, 10:33 am

I got that a million times already. Meant to fix to SM64. Thanks for the insightful advice. -_-
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I switch my signature a lot. If you wanna see some of my past ones, here you go.
Silent Conversations and a Crow's Final Song!
My latest story, and one of my personal favorites. A girl bound in silence finds the words to say to her prospective girlfriend as they visit her religious father in a dusty town on the edge of Kansas, where the crows' migration south brings forth anchored memories, the path to resolution, and a new start.

Form (25quared)
This might be like nothing you've seen before.
Updated Works! Some of my past best and current stuff: show
Writing Works!
Fanfic: Shut Up and Dance
why do I write so much about dancing you don't dance you've never danced in your entire life
lying little ♥♥♥♥ with your ♥♥♥♥ story ♥♥♥♥ you
also Diddy/Lucina <3

Fanfic: Worth a Thousand Words
Because the world needed a Samus/Dedede story
Fanfic: Ecstatic Silence
Just wanted to write and ♥♥♥♥ like this happens, you'd think I'd know better.
Fanfic: Far From the Edge
It's a dance that's been a long time coming for a brand new man and an unchanging woman, but once one takes the plunge there's no falling back up.
Original: Jealous Ghosts of the Mississippi
The story of Rachel meeting Amber after a lifetime of silence and being shunned
Original: Your Hand in Mine
One of my most personal stories about a dangerous romance. Now to be published in a college lit journal!
-------------------------
Recent LDC Work:
Level Series: Leaves From The Vine (ft Star King)
For the 29th LDC, a theme of grassland taken through the growth of our designing society. Won the 29th LDC!
--
Levels at Large:
Level Topic: Collection of MoD's Levels!
If you've ever wanted to see any level I made worth a damn, go here! From the quiet 14th LDC entrant Finis to the megasmash level series Dark, you can find links here!
"You were always a revolutionary, now there's just less of a chance of you crying in the corner." ~Ridder
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Re: My Review Of SM63

Postby AwesomeJRFD » February 24th, 2011, 8:37 pm

MessengerOfDreams wrote:The Edge of the Mushroom Kingdom, a bonus level that is the ultimate 63-star unlockable level, is just borderline impossible that it takes all the fun out of it and makes me scream like a harpy at my computer. Even after nearly 50 hours of playing it I had lacked the skill to get past the first part of it.


The Edge of the Mushroom kingdom isn't THAT hard. A couple minutes ago, I actually beat it on the first play! :awe: (last time I played that level was over a month ago, and yes, I beat it that time, too).
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