The huge island is a fairly standard mountainesque course partially surrounded by water. Tiny-Huge Island comes in two flavors: tiny and huge. If the player enters the painting on the right, Mario will be small and the course about the size of a typical mountain course. If the player enters the painting on the left, Mario will be large and the course tiny. In fact, the left path leads to a short hallway and small painting, the right to a long hallway and large painting, and the middle to a medium hallway and nonfunctional average painting. But this is an optical illusion called forced perspective, 3D trickery used to convey the course’s size-changing theme. Upon entering the room, three seemingly identical hallways appear to feature the same painting of a Goomba at the end. The entrance to Tiny-Huge Island lies in a room connected to the second-floor rotunda. In this installment, I’ll be taking a look at Course 13 – Tiny-Huge Island. With the upcoming Super Mario Odyssey being only the third Mario game in the same vein as Super Mario 64 (following Super Mario 64 and Super Mario Sunshine ), it is high time to reexamine one of the evergreen staples of the video game canon. In this continuing feature, I will examine each of these fifteen courses in detail, attempting to pick apart each course and evaluate its accomplishments and inadequacies. Over twenty years later, Super Mario 64 remains a top-notch example of bravely innovative and masterfully fluid game design not only for its groundbreaking three-dimensional gameplay that was a tipping point for the entire industry but also for the design of its intricately crafted and sweepingly diverse fifteen courses.
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