Kenji Eno missed the “loose, free atmosphere” of the original Shoshinkai demo.
When Super Mario 64 was released on the N64 back in 1996, it was considered a landmark title, acting as a blueprint for many developers on how to approach 3D movement inside their games.
Tetsuya Nomura, for instance, recently called it “the game that truly shaped my current guiding principle” of being able to move freely in 3D, and he isn’t alone in heaping praise on the title, with Banjo Kazooie’s Gregg Mayles and the Spyro designer Michael John also being among those who considered it a game-changer for the industry.
Read the full article on timeextension.com
Kenji Eno missed the “loose, free atmosphere” of the original Shoshinkai demo.
When Super Mario 64 was released on the N64 back in 1996, it was considered a landmark title, acting as a blueprint for many developers on how to approach 3D movement inside their games.
Tetsuya Nomura, for instance, recently called it “the game that truly shaped my current guiding principle” of being able to move freely in 3D, and he isn’t alone in heaping praise on the title, with Banjo Kazooie’s Gregg Mayles and the Spyro designer Michael John also being among those who considered it a game-changer for the industry.
Read the full article on timeextension.com