Here's Super Mario 64 Running At 60FPS In Widescreen HD

Illustration for article titled Heres iSuper Mario 64 /iRunning At 60FPS In Widescreen HD

Mario tinkerer extraordinaire Kaze Emanuar has come up with an improved way to run Mario 64 at a silky-smooth 60FPS, in widescreen.

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While that sounds like an easy thing to do —just double the frame rate!—doing that speeds up everything (the game originally ran at between 20-30fps), so Kaze had to do some tricks like only triggering the game’s physics every second frame and interpolating the camera’s position so that it’s always in the right spot.

The mod itself isn’t new, but previous versions had some issues; this one is pretty much good to go.

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The result is this very modern-looking version of Mario 64, which is exactly what you’d want from an official remaster (make sure to toggle 1010p/60fps in YouTube’s settings):

If you want to try it out, there are download instructions on that video’s YouTube page.

Luke Plunkett is a Senior Editor based in Canberra, Australia. He has written a book on cosplay, designed a game about airplanes, and also runs cosplay.kotaku.com.

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DISCUSSION

> The result is this very modern-looking version of Mario 64, which is exactly what you’d want from an official remaster

Sure, but I feel the same way about this as I do about “pixel perfect” mode for emulating SNES games on the 3DS and the SNES Classic. Those games were designed with the hardware limitations and mind, and imo something looks off when they’re remastered to modern technological standards. Here, the sharpness of the visuals and smoothness of the movement clashes with how basic and blocky it all looks.

(Yes, I use CRT mode on my SNES Classic. Those pixels were designed to be blurred!)