Re:Super Mario 64 has been decompiled
by chc4 on Monday August 26, 2019 @05:39PM
(#20804060)
Super Paper Mario uses an extremely similar engine as Paper Mario: The Thousand Year Door, which uses a slightly modified version of the Paper Mario 64 engine.
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Intelligent Systems seems to have a good head on their shoulders for code reuse. Enough so that I would suspect that their Fire Emblem and Advance Wars series—when they were releasing concurrently—were the same engine underneath.
(Side-note: I've always wondered how the mini-games in IS's WarioWare series work—whether each game is entirely custom code, or whether they've come up with some sort of DSL for specifying reflex games. If the latter, I would bet that that has a decent genealogy too.)
Well, they made a game where you can make your own microgames (D.I.Y.), and I believe an Iwata Asks revealed it was basically a dumbed down version of the internal tools they had been using, at least for the earlier DS WarioWare game (Touched.) Not sure if that quite answers your question, but I would bet it's some kind of DSL interpreted by a microgame engine.
Re:Super Mario 64 has been decompiled
by AdmiralAsshat on Tuesday August 27, 2019 @09:39AM
(#20809449)
Fun Fact: The minigames of the WarioWare series began life in Mario Studio, the 64DD Japan-only sequel to Mario Paint.[0][1]
[0]https://en.wikipedia.org/wiki/Mario_Artist#Polygon_Studio
Super Paper Mario's movement felt quite similar to Thousand Year Door, which was to its detriment as the former was a platformer and the second was an RPG.
> The former was a platformer-RPG
FTFY. I don't think the RPG elements of SPM should be ignored; the game plays very differently to any of the other Mario platformers.
It may not be to everyone's tastes but to simplify the matter for the sake of a quick jab is hugely unfair, especially given it has one of the most touching stories in the Paper Mario canon.