The playable characters can now also lift and throw things to defeat enemies.
2 features some enemies and items from Yume Kōjō: Doki Doki Panic. It was re-released in Japan for the Famicom as Super Mario USA ( 1992), and has been remade twice, first included in the Super Mario All-Stars ( 1993) collection for the Super NES, and as Super Mario Advance ( 2001) for the Game Boy Advance. 2 was a commercial success, becoming the fifth-best-selling game on the NES, and was critically well-received for its design aspects and for differentiating the Mario series. The characters, enemies, and themes in Doki Doki Panic have the mascots and theme of the festival, and were adapted into the Super Mario theme to make a second Super Mario Bros. sequel based on Yume Kōjō: Doki Doki Panic, Nintendo's 1987 Family Computer Disk System game which had been based on that Super Mario sequel prototype and released as an advergame for Fuji Television's Yume Kōjō '87 media technology expo. However, Nintendo of America found this sequel too similar to its predecessor, and its difficulty too frustrating, for the nascent American market. 2, for its mature market in Japan in 1986. Instead, it quickly released a minor adaptation of the original with advanced difficulty titled Super Mario Bros. in 1985, Nintendo canceled its sequel prototype with overly ambitious new gameplay based on multiplayer lifting, throwing, and vertical scrolling. The game was first released in North America in October 1988, and in the PAL region the following year.Īfter the smash hit Super Mario Bros. 2 is a platform video game developed and published by Nintendo for the Nintendo Entertainment System. Apparently, this was known to Japanese players very soon after the game came out, years before Western gamers started discussing the trick in chat rooms and forums.Super Mario Bros. But it also shows off a number of glitches as well, including the famous Backwards Long Jump (or BLJ). Many of these are common knowledge nowadays, especially if you’re at all familiar with the speedrunning scene. The book also shows off a number of shortcuts and tricks which the writers encouraged players to try out. You can view translations for a few of these interviews here.
This wasn’t purely a strategy guide, however the book also contained interviews with developers who worked on Super Mario 64. Suffice to say, not everyone can afford to get a physical copy nowadays - which is what makes this digital scan such a treat. In 2022, used copies typically go up on sites like eBay and Mercari for $250 USD at the cheapest. You could have picked this up in 1996 for ¥980 (which is around $8.64 USD today). Unique content like these sculptures helped make your guide more appealing, and the care in creating them is damn impressive. Game guides were a market in-and-of-themselves, and going the extra mile to make your guide stand out was a necessity. It’s an intriguing look back at a time when the Internet wasn’t flooded with plain-text strategy guides written by just some person. And that’s something that everyone can appreciate. Really, it’d just be a novelty now if not for the amazing 3D artwork. Even if you were and you wanted to consult a product officially licensed by Nintendo, the guide’s completely in Japanese.
#SUPER MARIO 64 GUIDE HOW TO#
Odds are, you’re probably not looking back at this guide to learn how to grab a missing Power Star. Exploring this beautiful Super Mario 64 guide It’s worth taking a look just or that alone. The levels are painstakingly recreated using what looks like a number of materials, making for some incredible dioramas. Where it shines, though, is most definitely the 3D sculptures of each of the game’s worlds. Thanks to Comfort Food Video Games, who’s previously uploaded a number of game guides and magazines, this fascinating Japanese-exclusive book is available for anyone to look at.Īt its core, it’s a simple guide for collecting every single star in Super Mario 64 with some added features thrown in - nothing really special as far as the text goes. Now, you can experience it all digitally. One such example, the Super Mario 64 Complete Clear Guide Book, has been a curiosity for years. Back in the day, though, you had to rely either on your friends to tell you or on guide books. When a new game comes out nowadays and you get stuck, all you have to do is bring up your search engine and ask a question. With the dawn of the Internet, the art of the video game guide was reduced to a competition of speed and semi-accuracy.