Super Mario 64 and Zelda: Ocarina of Time Comparison

By Rachelle

 
Scoring Note: Both of these games will be scored on a scale of 1-10 in each category, simply because it’s easier than on a one to one hundred score. Oh yeah, and I’ve cut the 64 part off of the titles when being scored. You know what I’m talking about anyway.

When I first played the N64 for the first time, I remember being impressed, but not surprised. Having grown up with Nintendo and their red-capped mascot, I had come to expect nothing but the best somehow. Playing Mario 64, the Legend of Zelda: Ocarina of Time, and a whole whack of other impressive games have only seemed to prove myself right. However, this Review only concerns the first two titles.

Mario 64 and Zelda 64 were both best-selling games. They offered players great gameplay, intriguing puzzles, stunning graphics, and catchy tunes, to name only a few things. Both were, in my opinion, among the greatest games ever produced for the N64 and remain so to this day. They’ve captured the adoration of literally millions of kids and adults alike worldwide, and both offer nearly endless hours of entertainment and the ability to glue a player to the television for hours on end. Yes, these are both great games, but how do they stack up to each other? Surely two of the best-selling N64 games to date can be compared at least to each other, if not justifiably to a large amount of other games? Of course they can!

If you are not familiar with either of these titles or their history, you may want to read the following paragraphs before continuing. Heck with it, read ‘em even if you are familiar with them, you may still find them interesting.

Super Mario 64. The first N64 game released, it was an instant winner among Nintendo fans. Coming from a long line-up of previous games, also bestsellers, this game proudly carried on the Mario series title and did a very good job of it. Nintendo put an obvious effort into the making of it, and it shows. This game introduced Nintendo’s world as we know it to 3D platforming. Shigeru Miyamoto, the man who brought us the Legend of Zelda, Donkey Kong, and Pokemon, as well as Mario, produced this game, so you know it’s going to be well worth the money. The box now proudly sports a “Player's Choice, Million Seller” badge, and for a very good reason at that.

The Legend of Zelda: Ocarina of Time. Also with a line of best-selling games to back it up, Zelda 64 was the first Legend of Zelda game for the N64 and the fifth installment of the series. An amazing array of weapons, dungeons, and side-quests only adds to the fun. Also a “Player’s Choice Million Seller”, as well as the 1998 Game of the Year (I'm not sure if Mario won an award in 1996 or not), this astounding game remains a worthy rival to Mario 64. It was produced with a gold cartridge for a limited time. It didn’t do anything different than the other versions, but it looked pretty nifty! It doesn’t matter whether you’ve ever heard of Zelda or not, once you get into this game it’s almost impossible to stop. Also comes with the Miyamoto guarantee, in case my opinion hasn’t blown you away yet.

Controls

Zelda: 9
Mario: 10

The controls in both areas were virtually seamless, if also very similar for the most basic of moves. Some areas were also significantly different. For example, the C buttons were used to change the view for Mario, but for Link they were used to change and utilize weapons. Another thing worth noting is that there is no button used to make Link jump. He does that on his own, jumping at the last second when running at a chasm. He also pulls himself up to ledges if he can reach them, whereas Mario would simply use B to accomplish either of these things. Though it may sound odd, the run-and-jump technique becomes nothing less than reflex once you get used to it. And then there’s the basic punching/sword slashing, which are both effective on most common enemies.

Another interesting aspect of Zelda 64 was the use of the Z and A buttons. The A button, which would normally be used to make the character jump, is now the action button. Approach an object, such as a person or a door, and the A command will display a word such as “talk” or “open”, and the A button initiates whichever command is currently displayed. If Link is running and/or not in front of anything that requires the action command, he does a forward roll. The Z button is used to target on to an enemy, which lets you move around as you please without ever losing sight of it. Comes in quite handy when you need to aim and/or move or shield at the same time. In Mario 64 the Z button serves as a way to crouch, which Link does with the R button when using the shield.

While the movement controls are mostly basic for Link, Mario does have one advantage: he can jump. Though this never presents a problem in Zelda 64, most of Mario’s moves are based on jumping. The long jump, cartwheel, triple jump, wall kick, and even the normal jump are key in many parts of the game. And let’s not forget the classic way to destroy enemies: stomping them flat.

In both games, I never once found myself becoming significantly frustrated over the controls, because they were easy enough to get the hang of with a little practice. What the controls ever lacked they always made up for in some other way, such as the R button as a substitute for C button scrolling in Zelda. Though it’s a little different, it still works and adds an enjoyable twist to the gameplay. And come on, can you truthfully tell me you’ve never felt good about the first time you made Mario fly around with the Wing Cap or Link ride on his horse (Epona)? Mario wins here for a simplistic control system that’s both fun and easy to get used to.

Plot

Mario: 7
Zelda: 9

The traditional “Bowser kidnaps Peach” story, while both fitting and workable, could always have been added on to. Sure, most probably wouldn’t change it even if they could, but broken down, there are a lot of unanswered questions. Why does Bowser kidnap Peach in the first place? Was he holding some deep grudge that he’d been quietly nursing for years after Peach made an embarrassing comment? An April Fools’ joke perhaps? Of course, maybe he just decided that he couldn’t screw up tradition. Though it works very well, throughout the game you are never presented with any diversion other than collecting Stars (perhaps one exception could be collecting every coin in every level, but I’m not sure if that counts). It’s straightforward, I’ll give it that.

The plot in Zelda 64 was very well developed. When Link, the only Kokiri in the forest without a guardian fairy, is summoned before the great Deku Tree, he rushes on over to see what he can do. After sorting the big tree’s problem out, he is informed of an evil man trying to take over Hyrule and sets out to fulfill his destiny. The plot is being slowly and deliberately developed throughout the game, adding new characters and goals you’d have never dreamed of. Though there may be some other unanswered questions here (Who the heck is that big owl? He’s got a complicated name and never tells you exactly why he decides to pop up and help you throughout your adventure.), at least the villain, Ganondorf, had a legitimate reason to kidnap Zelda. He wanted her piece of the Triforce, yet another plot element that I’ll leave out so as not to spoil the game any more than I already have.

Graphics

Mario: 9
Zelda: 9.5

The graphics in Mario 64 were simply ahead of their time. For the first time in Nintendo history, Mario fans could finally play their favorite game series in 3D, creating, as it was once put, an interactive cartoon. Mario’s jumps may be his most notable actions, being that there are a handful of combinations, each of which are flawlessly animated. Though there are points that you may find yourself looking through a wall (or in my case, Chain Chomp’s mouth. I had fun trying to convince my sisters that I’d been eaten.), for the most part Ninty did a wonderful job. Textures and shadows were used, though not applied in every available location. Bubbles and ripples even appear behind Mario when swimming, just one more spiffy detail.

The period between release dates of these games allowed for more experimentation, which soon allowed for more of the things like textures and lighting effects. So, in addition to the nicely rounded polygons already somewhat superior to the N64’s launch game, many other details were added, and/or used more frequently. Shadows, which are forever changing position according to the rapidly passing time of day, are just one more indication of this. Textures and patterns, which are used from time to time in Mario 64, became second nature in Zelda 64, what with everything from people to enemies to almost anything you can think of being coated in some kind of fitting texture or pattern. Cinematic scenes, while a few are a bit pointless, are nonetheless sometimes my favorite parts, even if only to more fully enjoy the surrounding environments.

Gameplay

Mario: 10
Zelda: 10

Though I’ve never really taken notice of how many hours it took to run the game from beginning to end, I know for sure that the end count is nothing to sniff at. I’m guessing about 20-30 some hours, but I’ve never really checked. If your goal is to entirely complete the game, you’ll spend many another hour extra trying to get your aim just right in the cannon, or solving the mysteries of a few vaguely-named Stars without resorting to a player’s guide.

An inexperienced player should have this game completed in approximately 40 hours. Now that’s what I call gameplay! Trying to master this one in full will leave you with one very heavy load, and another twenty or so hours of puzzle-solving, baddie-slaying goodness. Again, while the player’s guide can be awfully tempting, you may find the experience more rewarding if you leave it on the shelf.

Who am I to deprive either of these works of what they deserve? Every hour is jam-packed with the kinds of puzzles, challenges, and exploration that only Shigeru Miyamoto can deliver. Even once you’ve conquered the final boss, you’ll still want to go back time and time again to find that last Star, or uncover that last Golden Skulltula.

Characters

Mario: 8
Zelda: 9

Bullies and Snuffits and Bowser, oh my! A total of about 40 characters were used in all, enemies included. Of course, when you take all of those enemies away, you’re left with a much smaller number, maybe 5 non-baddie characters that are relevant to the plot. Bowser sort of fits into both categories, being both an enemy and a main character.

Well, basically, Zelda won here because I couldn’t remember every single enemy, but what I could was already higher than Mario. Everything from Poes to Tektites to Stalchildren appear as far as enemies go, and there are also a whole bunch of allies and/or people who have nothing to do with the story at all, though they may give you a hint or two if you talk to them…

Sound

Mario: 9.5
Zelda: 10

I must be in a good mood today, giving all of these high scores! Really, there is only one complaint that comes to mind at the moment. The repetitive song usage in Mario 64, while distributed in heaping intervals that are long enough to last a good while, sometimes just get annoying if you’re hopping about from painting to painting. Otherwise, good show! Bright and happy music for bright and happy places, flowing music for the water-themed levels, and an appropriately spooky taunt for Boo’s Mansion ensures a pleasant gaming experience wherever you are in the game. The sound effects were also just about as perfect as can be, what with jumping, whacking, footsteps, ticking, voices, and just about any other sound effect you can imagine all inserted into their proper places.

I cannot think of one single complaint that’s good enough to deduct any marks from Zelda 64, apart from the atmosphere in some of the creepier places being enough to scare the stuffing outta me, like the first time I entered the Shadow Temple. Zelda players will understand what I’m getting at here. *shiver* However, because that was the basic intention in the first place (those evil programmers), I’m not knocking any marks off. My personal favorite tune was in Gerudo Valley. Again, the only comment about the sound effects I have is that they’re all appropriate and effective. With detail applied to the slightest sound of leaves falling or a horse neighing, it all comes together to create one darn efficient and enjoyable listen. Some of the music is just astounding if you take the time to listen to the individual instruments, but I wouldn’t be surprised if I’m the only one who’s ever done that.

Terrain

Mario: 9
Zelda: 10

Hmm, as much as I’d just love to write an entire paragraph full of worship and praise, it’s getting late. In Mario, while each and every course was expansive and full of secrets, the bright and happy, I Love the World and Everything in it type theme that recurs in a handful of courses (You know which ones, the eternally green landscapes full of flowerbeds. Yeah, those ones.) annoys me somewhat. In Zelda, I can’t think of two places that are alike, save for maybe the Gerudo Desert and the Spirit Temple’s outside.

Difficulty

Mario: 8.5
Zelda: 9

Well, Mario could definitely be a little harder. Especially with all of the online help these days, what I want is a challenge. Of course, the game takes a while to get used to, and even then you’ll most likely find yourself becoming slightly stumped at points. And then, there’s the fact that you only have to gather 70 out of a possible 120 Stars… What’s up with that? But in all, I feel that this is a game that my 9-year old sister could beat with minimal assistance. Really, I’ve seen her play. However, trying to collect each Star does present a problem, hence the slightly higher rating, but as this is optional it only adds a little more to the score.

Zelda, on the other hand, was quite hard, at least for the first little while. But just when you think you’ve got it mastered, you get to the point (warning: spoiler!) where a plot twist causes you to age about seven years, which in turn basically demands that you raise your skill level up a notch. Most of the bosses put up a good fight, too.

Fun Factor!

Mario: 10
Zelda: 10

Once hooked on either game, you’ll most likely spend hours upon hours glued to your television screen. There is just something about each of them that captivates people and sparks their imagination in a way that’s pure Nintendo. I found them both extremely fun. Sure, there’s no two-player mode for either, but once you’ve played, you’ll understand why they don’t need ‘em to be great.

Personal Eecommendation

This is the hard part for me, mainly because I have to choose a winner. I loved both of these games, and I wouldn’t hesitate to recommend either of them to any gamer. Miyamoto did a stunning job with each of them, paying so much attention to detail, presentation, and, most importantly, gameplay. Mario 64, being the first in its class, set a standard, one that even Nintendo itself has found hard to live up to for a while, I believe. With its innovative landscapes, many enemies, and one heck of a gaming experience, it brought the world a whole new side of their favorite Italian plumber… one that’s not confined to the directions up, down, backwards, and forwards. Zelda 64, on the other hand, did much the same for Zelda fans, with a full stock of characters, environments, and gameplay, all trussed up with a truckload of cinematic scenes.

However, these games are both very different. If you’re looking for an upbeat, classic adventure/puzzle solving game, go with the plumber. But if you’re more into fast-paced action and sword-slashing fun with a darker side (i.e., a good bit of the enemies are already dead. Which, may I add, in no way stops them from attacking you.), then The Legend of Zelda: Ocarina of Time is most likely the game for you. Maybe, if you’ve got the money, get ‘em both, because I assure you that they’re both worth it.

In the end, I’m putting my foot in my mouth in deeming Mario 64 as the better of the two, in my opinion at least. While I could go on and on for a good hour or so about the graphics and fishing pond mini-game and awesome cinematic scenes in Zelda 64, I could also ramble on for a good long time about the colorful appeal, ingenuity, and cuddly-cuteness (Er, well, that again is sort of a personal opinion…) of the end boss in Mario 64. After playing this game yet again it’s easy to see why how it stacks up doesn’t matter quite so much as how the game plays. I loved every minute of this game, especially the first time around. The feeling of beating Wiggler, flying around with the wing cap, or finding that final Star you never thought you could instils a sense of achievement that satisfies even the most skeptical gamer. Kudos to Nintendo for a gaming milestone and a job well done!
 

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