Finally downloaded 3DAS this weekend. Happy to report I have no issues with the camera controls on SM64. Its the only one I’ve played so far.
They kept the flying and swimming controls as they should be which is good.
I’m happy MLIG explained the original camera controls with care:
Super Mario 35 is out now - anyone else played it?
I did a quick round and came in third place, died because of a really stupid reason. Activated the power up in mid-air, got a fire flower which freezes the action for a split second, fell into a hole…
Otherwise I thought it was a bit…tepid? The game is new so other players may not be Super Mario Bros. veterans, but the enemies inserted into your game don’t really pose much of a threat, especially when you can spend 20 coins to get a chance at getting a powerup to dispatch them or avoid death. I’m sure it’s intense with more skilled players.
Edit: Take it all back! Get into a heated battle in the top 3 and you’re left batting enemies back and forth between players, I died to three Bowsers! And they’ve only unlocked stages 1-1 through to 2-4(?) right now!
Interesting information from Arika’s Mihara Ichiro on the development of the game. It’s been in the works for a few years! https://twitter.com/miharasan/status/1311628265883234304
I just played a few rounds… it’s incredible actually. Kinda bummed this is only for a limited time. It’s quickly become my favorite BR.
It seems getting into the final three is where things get insane. I love it. The timer speeds up significantly too which is a nice touch and adds balance to the game. I just had my first win and it felt great.
I think it’s excellent. Again, really bummed this is for a limited time only.
I played three games and won on my third. It’s kinda just Mario at first, and then you start to see where the strategy plays out as you reach harder levels or as happened to me in the game I won… end up in a swimming stage while you’re getting lots of enemies thrown at you! Thankfully I had a Fire Flower powerup when I arrived so I mananged to push through about half of it before I lost it touching an enemy. It got super tense from there to just try and get to the exit pipe.
I never won a game of Tetris 99 so getting one in this early on is good! I suspect it will become more difficult as time goes by.
It’s definitely a cool concept and I will play it more. I’m not the greatest Mario player in the world so wins will probably be few and far between, but it’s a really slick implementation. I didn’t even get a proper player knockout in those three games. I just outlasted the other guy at the end!
Yeah, it really comes into its own then, I guess because enemies you send to other players become so concentrated by that stage.
It’s going to be even better once everyone is playing later stages rather than the early ones.
Only niggle so far is it looks better docked than in handheld mode, no distracting pixel crawl or non-integer scaling.
Everyone with a Switch needs SMB35. It’s a battle royale game for boomers like us 
Gonna give this a shot tonight!
Played it last night and this morning for a few hours. Wow, what a fun re-imagining of a classic. Reminds me of Pac-Man Championship Edition in that way. It’s so well done. I won a round this morning, finally. It’s super intense when you get into the final three. Wish there was a way to get some friends into dedicated player pools.
Are later levels showing up in the pool yet? I think part of the reason why I had such a varying experience on launch day is the level selection, if only new players are in your game you’re guaranteed to only be playing from a small handful of stages, whereas when more interesting levels appear more interesting enemies get sent your way and it’s more dangerous in general.
I went back to finish a half beaten save on Super Mario Sunshine from a while back. 84 shines - not as good as my original save with 97…
I love the game but it’s easy to see where Nintendo rushed and cut corners to get it done, the first levels are just plain better and more fully formed than the last ones. And the later shines tend to railroad you into playing in a specific way, despite Mario’s comprehensive moveset. Shine 3 in Pianta Village, with the lava everywhere, drove me insane! That aside, it remains a highly unique platformer, no other Mario game to my knowledge was built entirely around man-made, believable real world environments. Isle Delfino feels interconnected to the point where it’s a character in itself!
Totally forgot about Isle Delfino getting flooded near the end - some intriguing sights if you go looking for the locals instead of legging it straight to Corona Mountain!
It also left me wondering how playable some parts of the game on Switch are, since I found myself only gently tapping the R button during every Shadow Mario chase, when controlling the boat and lily pads, when cleaning up goop, and in the casino with the slot machines.
I remember being completely blown away by the water effects in Sunshine back then.
Yeah and they’re still very nice. They make me want a blue beverage of some sort.
They were amazing at the time. Ground breaking even, and that’s despite what Nintendo did for water in videogames with Wave Race 64 years earlier.
Agree. Hang on I gotta go get a glass of water now.
Speaking of the ports, I didn’t realise the 3DS one got a fork that enabled stereoscopic 3D, and 60fps support.
The implementation of 3D was recently no longer tagged as experimental, so I gave it a shot, and it was mind blowing. On New 3DS at least, you get pixel-perfect 240p presentation with well implemented stereoscopic 3D and 60fps gameplay, and it does a tremendous amount for the game!
Many of the trickier bits of scenery can now be gauged on the fly since it has volume in front of you. Turning off the 3D speaks a lot for this, since you’re then back to parsing out distances and sizes based on how it looks on the flat screen.
It’s not perfect - you can now tell the falling snow effect in some levels just falls in front of the camera - but it’s highly impressive, and it couldn’t have happened to a more deserving game.
If you turn off the 3D you get the option to enable what looks like MSAA, and this, combined with the 240p output as well as the natively rendered 2D icons and text, probably produces the most N64-like image quality from any of the ports yet. Really good stuff!
Holy shit, Stereoscopic 3D for Mario 64?! I’ve not dipped my toe into looking at CFW for 3DS but I’m really excited to now. Appreciate the impressions!
Me neither, but given I have, erm, four 3DSes lying around, it made sense to use one as a test for homebrew. I’m really glad I did now. Let us know what you make of it when you try it!
Haha I have the same amount of 3DS. Two are from Japan so they’ll be getting CFW’d eventually.
I can really imagine how cool the effect will be for Mario 64, it’s such a good showcase of large draw distances on the N64 (Somebody leak the Pilot Wings 64 code next!). I’ve not looked into homebrew on 3DS yet but I hope there’s more of adding 3D stereoscope to non-3D things!
Heh, was just thinking about Pilotwings 64 after finishing Mario 64!
My hat goes off to the programmer of the 3D, while they couldn’t do anything fancy with the HUD, which almost always remains parallel with the display, they do some impressive stuff with the framing of the cutscenes, and enclosed spaces like Tick Tock Clock and Big Boo’s Haunt look even more impressive than stuff like Luigi’s Mansion 2’s diaroma-like hallways. They really understand the need to balance both the depth and the convergence of the two camera angles.
I also hadn’t considered what it would do to the floating objects in the game - when you’re donning the wing cap or swimming underwater it’s something else!
Depth-wise I wish it were more daring. To compare to the two 3DS Zelda games it’s closer to Majora’s Mask 3D than Ocarina of Time 3D.
A quick look at image quality:
N64 is still king, but this is probably the closest I’ve seen from a high level interpretation of the game.
  




