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==Reception==
Secondo 1up.com ''Super Mario 64'' è stato uno dei primi giochi ad aver portato una serie di giochi 2D nel pieno 3D.<ref name="1up1" /> TheNel gamegioco waserano designedstati withinclusi theelementi earlierdei ''Mario''vecchi titles'giochi maneuvers2D della serie come le mosse di Mario, i blocchi [[power-up]] blocks, leveli themestipi (suchdi aslivello grassland,(il lavadeserto, ice,il desertvulcano, andil somondo on),ghiacciato enemiese così via), andi othernemici characterse inaltri mindpersonaggi. ''Super Mario 64''<nowiki>'</nowiki>s translation of traditional 2D platforming action into 3D was hailed as a great success by many players, and the game itself went on to effectively drive sales of the N64 console,{{Who|date=June 2007}} and is regarded today as one of the best games ever made.
 
There were others who felt that ''Super Mario 64'' did ''not'' readily capture the "feel" of its predecessors.{{Who|date=June 2007}} In the transition to 3D, many of the series conventions were rethought drastically, placing an emphasis on exploration over traditional platform jumping, or "hop and bop" action. While few disputed its quality, it has been argued that it established an entirely new genre, different from that of previous games in the series.<ref>{{cite web | url=http://news.bbc.co.uk/1/hi/technology/3211627.stm | title=Platform video games evolve | last= | first= | publisher=[[BBC]] | date=2003-10-25 |accessdate=2006-11-21}}</ref>
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[[Warren Spector]], former lead designer at [[Ion Storm Inc.]], also gave the following explanation for the game's influence:
{{quote|lingua=en|Non è possibile comprimere cosi tanto gameplay in un singolo gioco. Mario ha circa dieci cose che può fare e non c'è mai un momento in cui ti senti costretto in qualche modo. Nessun gioco ha fatto un lavoro migliore di mostrare gli obbiettivi prima che possano essere raggiunti, permettendo ai giocatori di progettare un piano e di metterlo alla pratica.|Warren Spector|It's not possible to squeeze this much gameplay into a single game. Mario has, like, ten things he can do and yet there's never a moment where you feel constrained in any way. No game has done a better job of showing goals before they can be attained, allowing players to make a plan and execute on it. And the way the game allows players to explore the same spaces several times while revealing something new each time is a revelation. Any developer who wouldn't kill to have made this game is nuts.<ref name="GameSpy50" />}}
 
A central hub, where controls can be learned before entering levels themselves, has been used in many 3D platformers since. In addition, the game's mission-based level design was an inspiration for other game designers. For example, [[Martin Hollis]], who produced and directed ''[[GoldenEye 007]]'', says that "the idea for the huge variety of missions within a level came from ''Super Mario 64''."<ref>{{cite web | title=The Making of GoldenEye 007 | year=September 2, 2004 | publisher=zoonami.com | url=http://www.zoonami.com/briefing/2004-09-02.php | accessdate=2006-02-11}}</ref>