pop & funWikipedia1990s · Japan

Super Mario 64 grew out of a Super NES chip project called Super Mario FX

the gist

In the early 1990s Shigeru Miyamoto began imagining a 3D Mario while working on Star Fox (1993), which used the Super FX chip for the Super NES. He first considered a miniature-world game called Super Mario FX, but he moved the idea to the Nintendo 64, partly because its controller had more buttons for play. Production ran from September 1994 to May 1996 with a team of about fifteen to twenty people. With no 3D jumping games to reference, the team tested Mario's movement and camera on simple grids before building levels. They placed a faux shadow under each object to help depth perception, a choice Yoshiaki Koizumi called an iron-clad necessity. Miyamoto wanted Mario to feel alive, and the team included more puzzles than earlier Mario games. A planned co-op mode with Luigi was dropped because of hardware limits.

so what

Super Mario 64 solved camera, movement and control problems that every 3D platformer now takes for granted. Its design lessons shaped how games were built for years afterwards.

fun fact

The first test scenario for controls and physics featured a golden rabbit named MIPS, who was included in the final game as a Power Star holder.

From Wikipedia, the free encyclopedia · text CC BY-SA 4.0

Illustrative photo · Noa Kosanovic, CC BY 3.0, via Wikimedia Commons