The buttons are those of the N64 version. For the DS, I think that replacing Z by L will suffice.
Walking does not serve often. Just do not push hard on the stick. If you push him weakly, Mario will even take a small, discreet step to walk beside the sleeping plants. Running is the basis of the game, just push the stick in the desired direction. Creeping does not help much. Lower yourself with Z and push the stick.
On the surface, press up and "A" to dive. While holding the button, Mario swims quietly while beating his feet. By pressing several times, Mario swims the breaststroke and goes a little faster. Mario is super strong and can jump out of the water. On the surface, hold down and press A. Mario's oxygen drops under the water and it eventually dies if you leave it without going back to the surface. Note that health and oxygen are the same gauge in Mario 64. If you have no life, jump into a body of water, dive for a moment and then go back to the surface. Your life points will go up alone. Be careful, it stops going up if you get out of the water.
By jumping and holding A, you can hang on some ceilings / grids. Indispensable in some places but frankly gadget most of the time.
The double jump can be done on the spot but it takes momentum to do triple. To make these jumps, you have to jump again when you touch the ground. The second jump is a little higher (and long if you advance), the third is much longer and taller. A jump that can get you to distant places (and more combined with the wall support) but quite difficult to master well because it is necessary that the second jump falls well in the good place and with a sufficient impetus.
A very safe and very practical jump. To do this, you have to bend with Z and press "A". He leaves the opposite of the look of Mario, He goes high enough but not very far. You can extend or shorten it by pressing in the appropriate direction. In fact, if you press fully in the direction of Mario's eyes, it will be very slightly a dangerous jump forward because Mario will fall a hair before his departure. Accurate and quick to place, it is often very practical to use it on moving platforms with an obstacle in the middle.
As the name suggests, a leap not too high but that goes far. Also lets go faster so ideal for shopping. Easy to engage with a minimum of momentum, it is very used. It also allows to make a "bug" called "LBJ" for long back jump that allows you to reach in places a huge speed allowing things "impossible".
On the posts, there are 2 types of jumps. Climbing, mario will lean on the pole to jump in the opposite direction of his eyes. It goes far enough which makes the jump quite convenient as easy to adjust. At the top of the tree, let go up and press again. Mario will then do the pear. If you jump, he will then go very high towards his head (a little forward when he does the pear). This jump is really high but not very far. Like the other, it is easy enough to aim well.
A practical jump to master. Changing direction to go to the exact opposite of Mario's direction and jump immediately allows you to jump quite high in the direction indicated. In fact, it is often used for jumps at 90 °. For example, when running, turn 90 ° left then turn and jump. It often allows to climb on a block to your right without wasting time.
A jump that will serve from time to time. To do this, you must press A in the right timing to move in the opposite direction. With 2 walls facing each other, Mario can climb very high. At sight of the nose, it takes an angle less than 45 ° to do it. Incompatible with long jump and back flip. Very handy with the jump "twisted".
Without moving, press "B" repeatedly. Mario will give 2 punches then a jumped kick. The basic attack (like all attacks) does not serve very often.
The standard crash is simply to jump on an enemy to crush him. The rodeo attack is done by pressing Z while in the air. Mario will then fall vertically and heavily on the buttocks. Useful for example to push the buttons. The rodeo attack is very used during high falls. Indeed, pressing "Z" will have the effect of interrupting the fall an instant course for Mario to change position. By doing it close to the ground, you could avoid losing many health points due to jumping too high.
An attack often used because it is done by running and pressing B. So, it is often the fastest. Mario dives on the enemy and eliminates it.
A nice animation for an attack whose utility approaches the nothingness. We must stop, bend down with Z then press B. Mario will make a nice broom halfway between Capoeira and pommel horse.
The jumped kick would have also clearly earned its place in the movements since it also has the advantage of delaying the fall during a jump. At the time of the blow, mario stops his fall and can even move that can lengthen or shorten a jump. This also allows to enter an opening against low. We jump along the wall and at the moment of the cave, we kick and we put the direction towards the opening. Very practical in many situations.
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