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The Legend of Zelda: The Wind Waker From ... - Douglas Wilson

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Figure 6 – Super Mario 64 (Nintendo, 1996)<br />

Three-dimensional space enriched the series’ previously constrained gameplay<br />

with a hitherto unattained degree <strong>of</strong> nonlinearity. Levels could not simply be “beaten.”<br />

Rather, Mario had to collect a certain number <strong>of</strong> hidden stars in order to guide his<br />

passage through the main castle. This emphasis on collection over completion, which<br />

required players to explore each world multiple times in order to find enough stars,<br />

prioritized the process <strong>of</strong> discovery. Furthermore, levels were no longer accessed in strict<br />

sequential order, but were instead linked through portals in a central “hub” world<br />

(Princess Toadstool’s Castle) that Mario frequently revisited. Players could now choose,<br />

to a large extent, the order <strong>of</strong> worlds they entered.<br />

In a limited sense, Super Mario Bros. 3 and Super Mario World also allowed<br />

players some control over the ordering <strong>of</strong> levels. But both games, much like <strong>Zelda</strong> II,<br />

were forced to awkwardly juxtapose the classic sidescroller pr<strong>of</strong>ile perspective with a<br />

completely different top-down view for the hub world. In Mario 64, both level and hub<br />

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