[0:00] Art of the level rarely gets this [0:02] literal. [0:05] Bob-omb Battlefield is a masterpiece [0:07] within a masterpiece that established a [0:09] new grammar for 3D movement and invoked [0:11] a sense of storytelling within [0:12] traditionally wordless worlds. [0:16] The first challenge course of Super [0:17] Mario 64 is a dense possibility space [0:20] with precisely tailored progress that [0:22] leads you across enemy lines and up a [0:23] mountain in pursuit of its seven perfect [0:26] stars. Bob-omb Battlefield is worth [0:28] hanging on the wall. [0:30] So, what makes this war zone so [0:32] welcoming? How many times can you climb [0:33] the same hill? Do you think love can [0:36] bloom [music] even on a battlefield? [0:38] Light the fuses, [0:40] man the artillery, [0:41] and hold on to your flying hats. [0:44] Because this is the art of the level [0:46] Bob-omb Battlefield. [0:48] >> Press start to play. [0:51] >> [music] [0:52] >> Presented by Marvel Animation's X Pen 97 [0:55] season 2. [1:00] >> [music] [1:07] >> Mario 64's tutorial space is the stuff [1:10] of legend. The castle grounds are a [1:12] verdant playground we can triple jump [1:13] through for hours, but we must [1:15] eventually put our new skill to the [1:17] test. Step into the castle, placate the [1:19] terrified toad, and enter the first door [1:21] on the left. Inside this simple room [1:23] flanked by two austere columns is a [1:25] painting, a texture really, 4,000 humble [1:28] pixels etched in the greater gaming [1:29] canon. The composition is simple, a row [1:32] of round bombs marching towards conquest [1:34] viewed from below, towering as gods, [1:37] blotting out the blue sky, an ominous, [1:39] deeply inviting image. There's a reason [1:41] the painting is hung [music] front and [1:43] center at Super Nintendo World. It says, [1:45] "Come on in." in every possible [1:47] language. The game doesn't tell you how [1:49] to start the level. Instead, you're left [1:51] to experiment in a subtle continuation [1:53] of the lesson that began outside, [1:55] literally bashing your head against the [1:56] wall [music] until the canvas starts to [1:57] ripple and Mario takes the plunge. [2:10] Before Bob-omb Battlefield was shown to [2:11] the public, early demos of Mario 64 [2:13] offered up Whomp's Fortress as its [2:15] introductory stage. A harsh, abstract [2:18] piece of geometry floating in a cloudy [2:20] void as opposed to a grounded pastoral [2:22] meadow scene. Miyamoto's original [2:24] concept called for a river to cut [2:26] through the war zone and when that [2:27] proved unfeasible, the team carved out [2:29] the level's signature valley and made it [2:30] the first real challenge in the game. A [2:32] trench that splits the field of combat [2:34] like the scars of the Somme. Bob-omb [2:36] Battlefield is where Mario 64 introduces [2:39] hostility and fail states after the [2:41] safety of Peach's castle. So, it's [2:43] important to give the player the lay of [2:44] the land. The vista that greets you [2:46] inside the painting is just as arresting [2:48] as the artwork itself. Mario finds [2:50] himself in a green meadow standing [2:52] before a rocky platform with a giant [2:54] cannon you can't use yet. An elevated [2:56] chunk of land is blocked by a barbed [2:58] wire fence and an island hangs in the [3:01] distant sky. Beyond it lies a fortified [3:03] hill where a mad king rains watery hell [3:05] on his enemies. The battlefield has lots [3:07] of nooks and crannies to explore with [3:09] glimpses of colored coins and caged [3:11] stars to keep in mind for later. Mildly [3:13] dangerous baddies and bubble barrages [3:15] keep Mario on his toes and you can brave [3:17] the canyon and find a locked gate for [3:19] your troubles or putter around the [3:21] meadow discovering hidden teleporters [3:23] and curious clear cubes. The level seems [3:26] vast through the lens of a Lakitu but [3:27] clipping outside of Mario's perspective [3:29] reveals the compact simplicity of the [3:31] space. From the starting point we see [3:33] two pink Bob-omb buddies wiggling in [3:36] place uninterested in attacking and for [3:38] the first time in a Mario game we have [3:40] friendly NPCs inside of the action. [3:42] Mario levels before Battlefield told [3:44] stories but they were more emergent and [3:46] play-based like that crazy sun kept [3:48] coming after me or I went through the [3:50] the combination of doors. Nintendo's 2D [3:52] SNES swan song Yoshi's Island [3:54] experimented with non-hostile characters [3:56] and narrative techniques, but levels [3:58] never really had a plot before Mario 64. [4:00] The level rubs your face in it before [4:02] you even gain control. Wow, you're stuck [4:04] in the middle of a battlefield. The [4:06] peaceful buddies occupy a tiny swatch of [4:08] territory, but they concede some [4:10] firepower if Mario can clear the way. [4:11] It's time to aid the insurgency old [4:14] snake style. King Bob-omb must die. In [4:16] addition to Super Mario 64, the late 90s [4:19] brought us all sorts of iconic classics [4:21] like Hit Clips, Bop It, and of course, [4:23] X-Men: The Animated Series. And while [4:26] we're in waxing nostalgic, why not take [4:27] a trip back to the 90s with X-Men '97 [4:30] season 2 only on Disney+. With the X-Men [4:33] suffering some serious losses and spread [4:35] across the past, present, and future, a [4:37] massive new threat seeks to strike them [4:39] when they're most vulnerable, [music] [4:41] the 1990s. Separated, they're forced to [4:43] deal with the advent of Apocalypse in [4:45] the ancient past while simultaneously [4:47] struggling for survival in a world ruled [4:49] by Apocalypse in the far future. Can the [4:52] X-Men break the boundaries of time and [4:54] space to reunite in the 90s to stop [4:56] Apocalypse? To me, my X-Men. Reunite [4:59] with series faves like Cyclops, Rogue, [5:02] and Wolverine, or make some new mutant [5:04] faves like Polaris or Archangel. A [5:06] reunion only possible on Disney+, X-Men [5:09] '97 season 2 arrives on Disney+ July 1st [5:12] with the first three episodes. [5:14] Now, where were we? Oh, yes, it's time [5:16] to take down the spherical sovereign. [5:20] Your journey will take you past a [5:21] snarling Chain Chomp and through a metal [5:22] gate into a treacherous path up the [5:24] summit. We'll deal with the beast later. [5:27] Uh, see that mountain? You can climb it. [5:30] You have to, in fact. Big Bob-omb on the [5:32] summit is the only star you're able to [5:34] select when you begin the stage, and you [5:36] don't have many options. There are a lot [5:38] of slopes throughout the level offering [5:39] the temptation of a quick shortcut, but [5:41] they're too steep to surmount without [5:43] expert tech. Soon we'll be able to blast [5:45] and fly our way to the top, but the [5:46] first run has you hoofing it through a [5:48] vintage Mario gauntlet. It begins with [5:50] wrought iron gates, a valley of steel [5:52] boulders, and a winding path through the [5:54] brutality of No Bob-omb Land. We find [5:57] one soldier manning the artillery [5:59] showering blue death on the buddies [6:00] below. Now, you may be tempted to throw [6:02] a punch at the little creep only to find [6:03] yourself holding the war criminal in [6:05] your hands. This teaches us two valuable [6:07] lessons from Mario 64. Enemies are [6:09] grabbable, and war marches on. The [6:11] cannons continue after his demise. [6:18] The mysterious island seems just within [6:20] reach, but you can't get there from here [6:22] just yet. [6:22] >> Mamma mia. [6:23] >> The mountain's main challenge is an [6:25] infinite barrage of giant balls ejected [6:27] from an endless generator and sent [6:29] barreling towards Mario on the narrow [6:31] trail. [6:34] You can avoid some of the climb by [6:35] hiding in an alcove and teleporting to [6:37] the top, but you'll have to backtrack to [6:38] charge up on health for your imminent [6:40] confrontation with the self-proclaimed [6:42] lord of all blasting matter. [6:45] The English localization of Mario 64 [6:47] called the character Big Bob-omb, [6:48] [music] while the original Japanese [6:50] version always referred to him as Bomu [6:52] Kingu. Western audiences wouldn't [6:54] recognize his claim to the TNT throne [6:56] until his appearance in Mario Party 5, [6:58] when he was finally crowned King Bob-omb [7:00] for good. Mario offends his royal [7:02] presence either way, so they face off in [7:04] a duel. The rules are simple, but his [7:06] majesty isn't interested in playing [7:07] fair. The king can yeet Mario from the [7:09] summit, sending him flying to the ground [7:11] below for a brutal walk of shame back [7:13] up. [7:15] Mario can't return the favor. Throw King [7:17] Bob-omb out of the arena and he'll whine [7:19] about cheating and start the fight over. [7:21] Bad form. Like many enemies in Mario 64, [7:24] King Bob-omb is constructed from 2D [7:26] images animated with a 3D effect. The [7:28] only polygons are in his crown, eyes, [7:30] and impressive mustache. Rotating around [7:32] a boss is a big ask for gamers who are [7:34] new to analog sticks and the Z axis in [7:36] 1996, but the simple readable roundness [7:38] helps our brains acclimate. What's more [7:40] natural than orbiting a sphere? The [7:43] whole encounter is designed to test your [7:45] knowledge and prepare you for the [7:46] future. The entire level is really. So [7:48] far, you've learned that punching some [7:49] bad guys defeats them outright, while [7:51] pressing the same button will result in [7:53] grabbing more ergonomic foes. Later, [7:54] we'll encounter enemies that simply [7:56] bounce back from your strikes, but the [7:57] game leaves us the simple binary for [7:59] now. Death or uppies. After three [8:02] throws, aided by some somersaults if [8:04] you're feeling fancy, King Bob-omb [8:06] admits defeat and obliquely hints that [8:07] the same tactics that led to his end [8:10] will also help you defeat Bowser. [8:11] Though, he neglects to inform you that [8:13] you'll also have to spin the tyrannical [8:15] turtle and hurl him like an Olympic [8:17] hammer towards the explosives [8:19] surrounding the ring. It's a natural [8:20] extrapolation of the same mechanics that [8:22] led you towards [music] your mountain [8:23] top triumph, delivered through dialogue [8:25] and discovery rather than a tooltip that [8:28] grinds gameplay to a halt. [8:30] >> So long, King Bowser. [8:31] >> The mortally wounded monarch leaves you [8:33] to learn on your own, more concerned [8:35] with dying than tutorializing. He [8:37] ponders the battlefield, his kingdom [8:38] fallen to the cursed pink robots, his [8:40] armies turned to ash and yellow coins, [8:42] and utters his last breath as the royal [8:45] corpus detonates into a shower of [8:46] splinters and a star. The king is dead, [8:49] long live the king. It's a cruel fate to [8:50] be born knowing how you're going to die, [8:52] but what other destiny can balls of [8:54] sentient dynamite expect to meet? [8:56] Especially ones with delusions of [8:57] conquest. King Bob-omb has continued to [8:59] appear throughout Mario's extended [9:01] library, forever cursed to the same [9:03] explosive end. [9:05] >> [screaming] [9:07] >> The star you picked up from the king's [9:09] corpse is the key to exploring the [9:10] castle. You can storm Whomp's fortress, [9:12] find the secret slide, or remain in the [9:14] battlefield. There's still a war on, [9:15] after all, and five more stars to [9:17] collect, but the world you're jumping [9:18] into isn't the same as the one you just [9:21] left. [9:27] The next time you enter the Bob-omb [9:29] Battlefield, you'll be presented with a [9:30] choice. The first star is filled in, but [9:32] now a second empty slot has manifested. [9:35] Foot race with Koopa the Quick. Choose [9:36] it and you'll return to a familiar, [9:38] slightly different course. The Bob-omb [9:39] Buddies will unlock cannons for you [9:41] across the level, opening new routes [9:42] towards goals that were always visible. [9:45] These stay open even if you select Star [9:47] 1 for a rematch with the Big Bob-omb. In [9:49] this version of reality with King [9:50] Bob-omb deposed, the summit is [9:52] uninhabited, but the mountain has a new [9:54] postumus hazard. A third iron ball has [9:56] [music] entered in the valley below, [9:58] implied to be the royal remains rolling [10:00] forever as a warning from the buddies to [10:02] any wannabe future tyrants. Stay off our [10:04] mountain. [10:05] A giant Koopa Troopa is now waiting in [10:07] the meadows. Another enemy which any [10:09] Mario veteran's muscle memory would read [10:11] as a threat, but Koopa the Quick just [10:13] wants to go fast. He challenges us to a [10:15] race to the flagpole that's now atop the [10:17] mountain. Originally, Miyamoto intended [10:18] this to be a straightforward sprint [10:20] against Mips the rabbit instead of the [10:22] reformed baddie, but the addition of the [10:23] rolling balls and alternate routes turn [10:25] the contest into a skill check that [10:27] gives you another chance to scope [10:28] [music] out coins to snag in the [10:30] upcoming collect-a-thons. KTQ's time [10:33] isn't consistent. The iron boulders [10:34] introduce some RNG into his route, but [10:36] you've got about a minute and a half to [10:38] perfect [music] the path that you just [10:40] barely survived. You can't use the newly [10:41] opened cannons, which the Quick would [10:43] rightfully decry as cheating, although [10:44] the teleporters are fair game. [10:49] Collecting your prize unlocks the third [10:50] and final world state with three balls [10:53] locked and loaded cannons and a green [10:54] shell that Koopa the Quick left behind [10:56] as he trudged, defeated, and presumably [10:58] nude to your next showdown on Tiny Huge [11:01] Island. Fanatical holdouts in the hills [11:02] continue to shell your position, and [11:04] >> [music] [11:04] >> war never changes. The next star is the [11:07] one we've been waiting for. Shoot to the [11:09] island in the sky. The floating rock [11:11] that's been taunting us is finally in [11:12] reach thanks to the cannons, but aiming [11:14] is awkward and our margins are thin. [11:16] We've got to snag the branches on a lone [11:17] tree at the island's edge to catch Mario [11:20] before he overshoots into the canyon. [11:22] There's no fall damage from the cannon [11:23] shots, so the experimentation is low [11:25] stakes and extremely satisfying, turning [11:27] Bob-omb Battlefield into Mario's own [11:29] personal Hall of Meat. [11:31] >> Wow! [11:32] Wow! [11:37] The best launch angle for the island [11:38] happens to be near the top of the [11:40] mountain, sending you to brave the balls [11:41] a third time. It's technically possible [11:43] to reach the island with a single long [11:45] jump via some speedrunner setups, but [11:47] for most people this star is unavailable [11:49] until the cannons open. Mario's [music] [11:51] next task involves the eight red coins [11:53] scattered across the entire stage. Now, [11:55] you've probably been collecting them [11:56] this whole time, but now you can finally [11:58] grab them all. One is on the floating [12:00] island, so the cannon is required here, [12:02] too. Others, however, are tucked behind [12:04] clever moments like opening the gate in [12:06] the canyon or sliding down the green [12:08] slope from above. The most obvious coin [12:10] of all hovers above a wooden post [12:12] holding a very bad dog's leash. [12:15] Every spherical object in the [12:16] battlefield, like bowling balls, the [12:18] bubbles, the Bob-ombs, and their king, [12:19] is a perspective trick on a 2D [12:21] billboarded sprite. Chain Chomp is the [12:23] only orb in the stage [music] that's [12:25] fully polygonal, and he's an exception [12:27] in more ways than one. The sixth and [12:29] last star on the menu, behind Chain [12:31] Chomp's gate, is the only one available [12:32] completely out of order. If that red [12:35] coin above the log sparks an epiphany [12:37] that leads you to slamming Mario's butt [12:38] into the ground, you can smash that gate [12:40] open first before even glimpsing King [12:42] [music] Bob-omb. [13:01] But now, you've probably been here for a [13:02] while. We know it's a great level, and [13:04] that's why we made a video about it, but [13:05] at this point the game really wants you [13:07] to give Whomp's Fortress a call. You can [13:08] select star five, Mario winks at the [13:10] sky, without ever unlocking the mystery [13:12] behind the translucent item blocks, but [13:14] you're not meant to succeed until you've [13:16] explored the castle [music] further. [13:18] Mario needs 10 stars to unlock the [13:19] sunlit ceiling fresco that hides the red [13:22] switch, and there are only seven in [13:23] Bob-omb Battlefield. Until you leave and [13:25] return, you have no way of flying [13:26] through the three rings made of coins in [13:27] the sky. It's technically possible to [13:29] pull off with the cannons if you're [13:31] stubborn enough, but Mario is supposed [13:32] to take [music] flight here. The wing [13:34] cap also makes the somewhat tedious task [13:36] of the 100 coin run [music] viable. [13:38] Without it, you're scraping somewhere in [13:40] the low to mid-90s and coming up short. [13:42] Some loops through floating currency [13:43] will fill your pockets fast, awarding [13:45] you the final unlisted star. [13:47] The fight has been long. You arrived as [13:49] a tourist just looking for some cake, [13:50] but seven stars, three world states, and [13:52] 100 hard-fought coins later, you exit [13:55] the painting one last time. A hardened [13:58] veteran carrying memories that won't [13:59] just go away. We can leave the war [14:01] behind [music] us, but the battlefield [14:03] never leaves us. [14:06] You never forget your first level. They [14:07] stick with you like long-lost loves or [14:09] the layout of a childhood bedroom. Even [14:11] lapsed gamers can recite a litany of [14:13] excellent opening stages and remember [14:15] the path beat by beat. World 1-1, E1M1, [14:19] Kokiri Forest, Green Hill Zone, they all [14:21] have few things in common. Simple [14:23] layouts, smart onboarding, enticing [14:25] [music] graphics, and music that stays [14:27] with you for life. The song you hear in [14:28] Bob-omb Battlefield isn't unique to the [14:30] level. It plays across three more [14:32] courses, and its melody runs through all [14:34] of Mario 64. From the frantic ragtime [14:36] sliding music to the game over screens. [14:38] This is a favorite technique of composer [14:40] Koji Kondo, who likes to build a melodic [14:42] throughline for a game and bend it to [14:44] fit different scenes. Scroll through the [14:45] official soundtrack and you won't find [14:47] Bob-omb Battlefield theme or Big [14:49] Bob-omb's Lament anywhere. The music is [14:51] simply called main theme, inseparable [14:53] from the revolutionary package that is [14:55] Mario 64. Like the battlefield itself, [14:58] it represents more than just the opening [15:00] stage of a pretty good game. Maybe you [15:02] first encountered the level at a toy [15:04] store kiosk in 1996 or fired it up on [15:06] your Switch 2 to see what all the fuss [15:07] is about. Perhaps you dove headfirst [15:09] into the 2004 DS remake, which added a [15:11] seventh star for King Bob-omb's rematch [15:13] and reworked the fight to suit Yoshi's [15:15] puny arms. No matter when your first [15:17] tour of duty was, the battlefield still [15:19] has plenty to offer. Like a favorite [15:21] painting in a quiet museum gallery, [15:22] there's always something new to find. [15:24] [music] Inspired by the simple story [15:26] depicted in the levels, fans have spun [15:28] their own lore to explain the [15:29] hostilities between the belligerent [15:31] bombs. Urban legends about a peaceful [15:32] Bob-omb village torn apart by war that [15:35] supposedly existed in beta builds of [15:37] Mario 64 have become a part of internet [15:39] folklore and creepy pasta cannon despite [15:42] being demonstrably false. Meanwhile, the [15:44] equally obsessive speed running [15:45] community has spent the last three [15:46] decades tearing the level apart, [15:48] unlocking glitches and secrets buried in [15:50] the game's famously creaky code. Koopa [15:52] the Quick can be smoked in 1.7 seconds. [15:54] Chain Chomp's fence can be clipped [15:56] through without ever freeing the [15:57] creature, and the entire stage can be [15:59] cleared without a single jump. It's [16:01] possible to collect all seven stars [16:03] without so much as breathing on the A [16:04] button as long as you're skilled enough [16:05] to engineer a floating staircase out of [16:07] cloned Goombas. But, you don't need to [16:10] master parallel universes or backwards [16:12] long jumps to feel the pull of the [16:13] battlefield. References to the level [16:15] continue to pop up in Mario media from [16:17] the hint toad's map in Odyssey to Peach [16:19] and the gang strolling through the [16:20] meadow in the movie. Nintendo keeps [16:22] coming back to it, and so do we. Some [16:24] art should be appreciated from afar, [16:25] while other pieces invite up close [16:27] scrutiny and examination from all [16:29] angles. Bob-omb Battlefield is the best [16:31] kind of art, one that encourages you to [16:33] jump right in. [16:40] Hey, if you liked that video and you'd [16:41] like to see more like it, why not check [16:43] out our art of the level for the [16:44] original Resident Evil. And for [16:46] everything else Mario, be sure to stick [16:48] with IGN. [16:52] >> Thank you so much for to playing my [16:53] game.