Super Mario 64
- This article is about theNintendo 64 game. For other uses, seeSuper Mario 64 (disambiguation).
| Super Mario 64 | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
For alternate box art, see therelated gallery. | |||||||||||||||||
| Developer | Nintendo EAD | ||||||||||||||||
| Publisher | Nintendo | ||||||||||||||||
| Platforms | Nintendo 64,64DD,iQue Player,Virtual Console (Wii,Wii U),Nintendo 64 - Nintendo Classics | ||||||||||||||||
| Release dates | Nintendo 64: iQue Player: Player's Choice: Virtual Console (Wii): Virtual Console (Wii U): Nintendo 64 - Nintendo Classics: | ||||||||||||||||
| Languages | English Japanese Chinese (Simplified) French (Europe) German | ||||||||||||||||
| Genres | 3Dplatformer, action-adventure | ||||||||||||||||
| Ratings | Original release:
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| Mode | Single player | ||||||||||||||||
| Format | Nintendo 64: iQue Player: 64DD: Wii: Nintendo Switch: | ||||||||||||||||
| Input | Nintendo 64: iQue Player: Wii: Wii U: Nintendo Switch: | ||||||||||||||||
| Serial codes | |||||||||||||||||
Super Mario 64 is a 3D action-adventure platform game released for theNintendo 64 in 1996 for Japan and North America and in 1997 for Europe and Australia. It is the eighth entry in theSuper Mario series.[20][21] This game was one of two (three in Japan) launch titles for the Nintendo 64, along withPilotwings 64, which helped drive initial sales of the console. Despite its name,Super Mario 64 runs in 32-bit, like most Nintendo 64 games at the time. Since its release,Super Mario 64 has been widely acclaimed as one of the greatest and most important games of all time.[22][23][24]
In entering the third dimension,Super Mario 64 largely eschews the obstacle course–based design of the 2D platformers in theSuper Mario franchise for a mission structure and gameplay focused on exploring a larger area. Though not the first 3D platform game,Super Mario 64 codified many of the controls and design conventions of the genre.[25] Being the first 3D game of theSuper Mario franchise,Super Mario 64 has introduced several moves, includingtriple-jumping,ground-pounding,long-jumping,diving, andside-somersaulting, which would be used in most subsequent installments of theSuper Mario series.Punching andkicking were also introduced but would not appear in any later title other than its DS remake. The game popularizedCharles Martinet's portrayal asMario (being the first game of theSuper Mario series to feature his voice) andPrincess Toadstool's name as Peach inthe West, and made them both series standards.
In 1996, a64DD version of the game was shown atShoshinkai 1996.[26] A sequel, namedSuper Mario 64 2, was being developed for the64DD, but it was canceled due to the 64DD's commercial failure.
On November 17, 2003,Super Mario 64 was rereleased for the iQue Player as one of the launch titles, and a timed demo of the game was bundled with everyiQue Player. The game was digitally rereleased for theWii'sVirtual Console service in November 2006 and for theWii U's Virtual Console service in April 2015.Super Mario 64 was among the first games released on both Virtual Console services.
A sequel titledSuper Mario Sunshine was developed for theNintendo GameCube and released in 2002. In 2004, aremake was released for theNintendo DS, titledSuper Mario 64 DS. It has several differences, especially the inclusion ofLuigi,Yoshi, andWario as playable characters. An emulation of the 1997 rerelease of the game is bundled in withSuper Mario 3D All-Stars for theNintendo Switch, though with upscaled graphics and a redrawn HUD. The original game is one of the launch titles forNintendo 64 - Nintendo Classics.
As of 2015,Super Mario 64 has sold over 11 million copies worldwide[27] and is the best-selling Nintendo 64 game. The game became the second-best-selling game on the Wii's Virtual Console afterSuper Mario Bros., as of June 2007.[28]
Storyline
The following is the story given on pages 4 and 5 of theSuper Mario 64 instruction booklet. The colors given in the instruction booklet signify who is talking:Mario,Princess Peach,Bowser, andToad, with black being narration.
"Mario, please come to the castle. I've baked a cake for you. Yours truly, Princess Toadstool".
"Wow, an invitation from Peach! I'll head out right away. I hope she can wait for me!"
Mario is so excited to receive the invitation from the Princess, who lives in the Mushroom Castle, that he quickly dresses in his best and leaves right away."Hmmm, something's not quite right here... It's so quiet..".
Shaking off his uneasy premonition, Mario steps into the silent castle, where he is greeted by the gruff words,"No one's home! Now scram! Bwa, ha, ha".
The sound seems to come from everywhere."Who's there?! I've heard that voice somewhere before..".
Mario begins searching all over the castle. Most of the doors are locked, but finding one open, he peeks inside. Hanging on the wall is the largest painting he has ever seen, and from behind the painting comes the strangest sound that he has ever heard..."I think I hear someone calling. What secrets does this painting hold?"
Without a second thought, Mario jumps at the painting. As he is drawn into it, another world opens before his very eyes.And so begins the grandest of all adventures!
Once inside the painting, Mario finds himself in the midst of battling Bob-ombs. According to the Bob-omb Buddies, someone...or something...has suddenly attacked the castle and stolen the "Power Stars". These stars protect the castle; with the stars in his control, the beast plans to take over the Mushroom Castle.
To help him accomplish this, he plans to convert the residents of the painting world into monsters as well. If nothing is done, all those monsters will soon begin to overflow from inside the painting.
"A plan this maniacal, this cunning...this must be the work of Bowser!"
Princess Toadstool and Toad are missing, too. Bowser must have taken them and sealed them inside the painting. Unless Mario recovers the Power Stars immediately, the inhabitants of this world will become Bowser's army."Well, Bowser's not going to get away with it, not as long as I'm around!"
Stolen Power Stars are hidden throughout the painting world. Use your wisdom and strength to recover the Power Stars and restore peace to the Mushroom Castle."Mario! You are the only one we can count on".
Gameplay
The player controlsMario. In addition to hisjump and a basicpunch string, Mario's repertoire includes a variety of advanced acrobatic moves (many of them carried over from the 1994 gameDonkey Kong) accomplished through precise timing and various combinations of the analog stick and the jump button, such as the somersaultingTriple Jump and the low but far-rangedLong Jump. Eschewing the "Super Mario toSmall Mario" mechanic found in most of the previous mainline games,Super Mario 64 employs an eight-sided health meter called thePower Meter, which is depleted when Mario makes contact with enemies or obstacles, and is replenished by collectingcoins,running throughSpinning Hearts, or submerging Mario in a body ofwater. Like the previous games,Super Mario 64 employs a life system, although as the game saves after most progression tasks, the effect of aGame Over is marginal, simply booting the player to the starting menu with a defeated Mario.
When the player starts a game, Mario is situated outside theMushroom Castle, a hub with minimal obstacles and no enemies. Inside the castle is a multi-story hub containing rooms with paintings and other surfaces serving as portals to the game's various courses. The main goal of the game is to collectPower Stars. There is a total of 120 Power Stars in the game, though only 70 need to be collected in order to complete the game. The Power Stars are split between the fifteen main courses, nine secret courses that are smaller and usually contain only one or two Stars, and various secrets inside the Mushroom Castle. The main courses contain six numberedmissions each plus a hidden Power Star for collecting 100 coins. Only a limited portion of the castle is explorable at first, but as Mario collects more Stars, he can open more rooms and unlockBowser levels. Defeating Bowser in his firstlevel on the ground floor opens the castle's basement, and defeating him in the second level in the basement unlocks top floor.
The game employs a mission-based structure. When the player enters a main course, a screen shows them the Stars they have collected and the newest mission unlocked, each having a title hinting at the mission tasks. Missions vary widely in nature, ranging from defeating enemies to reaching a point of interest on the map to racing friendly characters, though every course features a mission that requires collecting eightRed Coins scattered around the map. Accomplishing a mission rewards the player with a Power Star; collecting it boots Mario back to the room he came from, although collecting 100-Coin Stars allows him to stay on the map. The fifteen main courses consist of large openworlds, with many points of interest and paths, and as such, many of the missions can be completed out of order. Some missions, however, can be completed only by selecting a specific scenario from the course-selection screen, as to prompt the appearance or disappearance of a character or object needed to complete the task.
The courses feature various enemies, most who chase or attack Mario on sight. Most enemies can be defeated bykicking, punching, or jumping on them and leave coins when defeated; some missions also require Mario to defeat a specific type of enemy. Multiple missions involve fighting a large boss, whose defeat usually involves a puzzle or more advanced maneuvering than standard enemies. Not allNPCs are hostile, however. Friendly NPCs includeToads sealed inside the castle's walls who give hints or backstory when spoken to,Bob-omb Buddies who give clearance to use acannon on the course, and mission-specific characters who challenge Mario to a race or ask him to fetch an object in exchange for a Power Star.
Various power-ups can help Mario on his adventure.Koopa Shells can be ridden on land, water,lava, orquicksand to provide temporary invincibility, and by hittingCap Switches found in the secret courses, Mario can activateblocks containing theWing Cap,Vanish Cap, andMetal Cap, whose powers are necessary to complete many of the missions. As the game is a showcase title for a new console and the first 3DSuper Mario game, many aspects of the game showcase theNintendo 64's features. The various cutscenes of the game use the camera to pan and show off the environments. One of theLakitu Bros. controls the camera to augment these graphics and assist Mario on navigating and platforming the world. Multiple sections take advantage of the analog stick's precision requiring Mario to walk slowly over narrow passageways or tiptoe to sneak up on enemies. Some bridges and platforms sway under Mario's weight.
Controls
The charts below refer to the original game and subsequent ports, such as those released throughVirtual Consoles andNintendo Switch Online. For the control scheme of the remake released for theNintendo DS, seeSuper Mario 64 DS § Controls. For the iteration included inSuper Mario 3D All-Stars forNintendo Switch systems, seeSuper Mario 3D All-Stars §Super Mario 64. A "→" (right arrow) conveys buttons to press in succession, and a "+" (plus sign) conveys buttons to press simultaneously. A "/" (slash) conveys an alternative combination of button presses for the action. The controls for theWii U andNintendo Switch can be customized in the emulator settings, with the respective columns displaying the default mappings.
Nintendo 64, iQue, Wii, and Wii U controls
| Action(s) | Input(s) | |||
|---|---|---|---|---|
| Nintendo 64 Controller / iQue Player | Nintendo GameCube Controller | Classic Controller | Wii U controllers | |
| Mario controls | ||||
| Move | ||||
| Sidestep | ◀ | ◀ | ◀ | ◀ |
| Jump,swim, firecannon | ![]() | ![]() | ||
| Double-jump | Jump when making contact with the ground while moving (do twice) | |||
| Triple-jump,take off inWing form | Jump when making contact with the ground while running (do thrice) | |||
| Side-somersault | ◀ ) | ◀ | ◀ | ◀ ) |
| Wall-kick | → against a wall | → against a wall | ||
| Backward-somersault | +![]() | ![]() | ||
| Long-jump | + while running | while running | ||
| Climb up ledge | + | + | ||
| Hang on towire net | + hold![]() | + hold![]() | ||
| Grab or releasepole | alongside a pole | alongside a pole | ||
| Talk, read, engage object,punch | ![]() | ![]() | ||
| Scroll text | /![]() | /![]() | ||
| Kick | + +![]() | + +![]() | ||
| Jump-kick | in midair | in midair | ||
| Throw item | ![]() | ![]() | ||
| Swing and tossBowser by the tail | → ↻![]() | → ↻![]() | ||
| Dive | while running | while running | ||
| Slide-kick | while sliding | while sliding | ||
| Sweep-kick | +![]() | ![]() | ||
| Crouch | ![]() | |||
| Slide | while running | |||
| Crawl | + | |||
| Ground-pound | in midair | |||
| Lakitu Bro controls | ||||
| Rotate camera | /![]() | |||
| Zoom in, enter first-person view | ![]() | |||
| Zoom out | ![]() | |||
| Shift camera view | ||||
| Menu controls | ||||
| Navigate menu | ||||
| Confirm command | ![]() | ![]() | ||
| Cancel command | ![]() | ![]() | ||
| Display pause menu | ![]() | ![]() | ||
Nintendo Switch controls
In addition to the controllers listed below, wireless Nintendo 64 Controllers are compatible with Nintendo Switch systems. Nintendo GameCube Controllers can be used through theGameCube Controller Adapter, but it is recognized as a wired Nintendo Switch Pro Controller bySuper Mario 64. As there is no default button for
to perform certain actions on the GameCube Controller, it must be remapped through the Suspend Menu (using a Nintendo Switch controller) first.
| Action(s) | Input(s) | |||
|---|---|---|---|---|
| Dual Joy-Con / Nintendo Switch Pro Controller / Nintendo Switch Lite | Horizontal Joy-Con | GameCube Controller | ||
| Mario controls | ||||
| Move | ||||
| Sidestep | ◀ | ◀ | ◀ | |
| Jump,swim, firecannon | ||||
| Double-jump | Jump when making contact with the ground while moving (do twice) | |||
| Triple-jump,take off inWing form | Jump when making contact with the ground while running (do thrice) | |||
| Side-somersault | ◀ | ◀ | ◀ | |
| Wall-kick | ||||
| Backward-somersault | (No default mapping) | |||
| Long-jump | (No default mapping) | |||
| Climb up ledge | ||||
| Hang on towire net | ||||
| Grab or releasepole | ||||
| Talk, read, engage object,punch | ||||
| Scroll text | ||||
| Kick | ||||
| Jump-kick | ||||
| Throw item | ||||
| Swing and tossBowser by the tail | ||||
| Dive | ||||
| Slide-kick | ||||
| Sweep-kick | (No default mapping) | |||
| Crouch | (No default mapping) | |||
| Slide | (No default mapping) | |||
| Crawl | (No default mapping) | |||
| Ground-pound | (No default mapping) | |||
| Lakitu Bro controls | ||||
| Rotate camera | ||||
| Zoom in, enter first-person view | ||||
| Zoom out | ||||
| Shift camera view | ||||
| Menu controls | ||||
| Navigate menu | ||||
| Confirm command | ||||
| Cancel command | ||||
| Display pause menu | ||||
Locations
Setting
Super Mario 64 takes place within the walls of theMushroom Castle in theMushroom Kingdom. It is the first game of theSuper Mario series to explicitly include the Mushroom Kingdom as a location sinceSuper Mario Bros.: The Lost Levels. The game'slevels, called "courses", are accessed throughpaintings hung on the walls, but some are more cryptically hidden or require the player to accomplish a task in the castle before becoming accessible. Unlike in previous games, the courses are not naturally occurring places. They are "painting worlds" that Bowser has corrupted and modified to his liking using the stolenPower Stars. He has turned some of the inhabitants intomonsters,[29][30] and there apparently is concern that his creations will escape the boundaries of the paintings and enter thereal world.[31][32][33] Someparatextual material andsubsequent titles present the courses introduced in this game as visitable places outside the paintings.
Generally, a course is a sprawling location with interactive environmental elements and several levels of elevation. Courses often havesub-areas and collectibles obscured in the landscape that passively encourage the player to rotate the camera and explore. Most courses feature prominent landmarks, such as the mountain on theBob-omb Battlefield and thevolcano inLethal Lava Land, that provide the player with a consistent point of reference that mitigates their chance of getting lost.[34] Like the ones in the game's more immediate predecessors, courses arethemed after real-lifeecosystems (i.e., deserts, mountains, seas) and more fantastical settings (i.e., haunted houses, clocktowers, rainbow roads in the sky). The theme informs the types of objects that can be interacted with in the level, the types of enemies that can be encountered, and the non-playable characters that can be spoken to. For example,cactus enemies, acondor, andquicksand are in the desert-themedShifting Sand Land.Penguins, slippery ice, and deep snow appear onCool, Cool Mountain andSnowman's Land. Most courses contain switches and strikable objects that modify elements of the course, such as theCrystal Taps inWet-Dry World.
Unlike the levels of prior two-dimensional entries, the courses in this game are open-ended and largely do not funnel the player towards one goal. This was an intentional departure from the level design principles of prior games because the development team did not believe they could be replicated for a fun experience in a three-dimensional environment. Director and series creatorShigeru Miyamoto wantedSuper Mario 64 to be a game where players "create their own vision", a decision partially influenced by the technical difficulty of making a precise jump in a 3D environment.[35][36][34] This mindset manifested in levels where players were largely free to interact with the world in ways they wanted to, with larger platforms and sprawling spaces that encouraged exploration rather than carry out precise actions to reach a goal. The courses themselves were created using hakoniwa or "box garden" design principles.[37][36][B][34][38] A hakoniwa is a intricately arranged miniature garden within an enclosed space, with layers of depth and detail that become apparent to an onlooker when carefully examined.[39][40][38] Applying these principles allowed the development team to create complex levels that surprise players, another important tenet during development.[35][36][34] Inthe West, where creating miniature gardens is not as culturally prevalent, these types of levels are most often likened tosandboxes.[38]
Courses
Overview
Most of the courses are accessed through paintings inside the Mushroom Castle, thehub world of the game. The surface of a painting ripples like water whenMario is near, and he is brought to the course it represents byphysically jumping through it. Accessing levels in this manner is a departure from the overworld system in previous platform games (seebelow). However, the castle is divided into several sections that are analogous to theworld structure of proceeding games, where multiple levels are available to the player on a single section and the player must complete aboss-dedicated course in order to gain access to the next one. As Mario advances through the castle, he encounters some courses that are accessed through portals other than paintings, such as Shifting Sand Land, which is accessed through what looks like a brick wall at a dead end in the basement, andTick Tock Clock, which is entered through a clock face. The locations of courses on subsequent sections are generally more complex and are puzzles in themselves, such as the painting for Snowman's Land that is viewable only through a mirror.[41]
Rather than present a unilateral scenario that leads to a single spatially fixedgoal, most courses in the game host multiple objectives called "missions" that each have a goal in a different location from each other. For most courses, entering a painting (or equivalency) brings the player to a mission-selection screen, where selecting one sends Mario to the course within the confines of the mission's specific scenario and its unique goal. In nearly all courses, this goal is a Power Star, a collectible token resembling theSuper Star of prior entries. Touching one completes the level and returns Mario to the castle. The number of Power Stars collected is tracked by the game and communicated to the player on theuser interface in the upper right corner of the screen. Accumulating Power Stars is how new courses become accessible to the player. On the first floor, some★ doors that seal away certain paintings open only after Mario has collected a specified number of Stars. Mario can access a new section only after clearing the current one's Bowser Course, itself becoming accessible only after a specified number of Power Stars has been obtained. However, there are 120 obtainable Power Stars in a game that requires only 70 to access the final level. The player has some discretion on how many or which ones are obtained to finish the game, as well as the order.
In most courses, one mission correlates with one Power Star, and its name on the mission-selection screen hints at the Star's location in the course. However, some Power Stars can be encountered outside their dedicated missions and collected. Some mission-dedicated Power Stars become available to the player only once they have cleared specific missions (e.g., "Footrace with Koopa the Quick" becomes available only after "Big Bob-omb on the Summit" has been completed) or accomplish tasks outside the paintings (e.g., striking theCap Switch in theCavern of the Metal Cap makes the titularpower-up accessible in "Through the Jet Stream", in which it is not optional). Certain actions completed within a course permanently change elements within it regardless of the mission subsequently played. Recurring examples are thecannons found in most courses, which Mario can enter and launch from to reach distant areas. A cannon becomes useable in a course after Mario has spoken to aBob-omb Buddy, a friendly non-playable character that controls the cannon, and it remains accessible for all subsequent revisits.
Like inSuper Mario World 2: Yoshi's Island and a departure from previous games of theSuper Mario series, there is notime limit in effect within courses, but there are a few cases where there is one. For example,Blue Coins appear for only a brief period of time once aBlue Coin Block is struck, and Mario must outrunKoopa the Quick in order to earn a Power Star. All power-ups in this game change Mario's form for a limited time, and one cannot be brought outside a course even if he completes it while still under its effect—another similarity toYoshi's Island.
There are two different types of courses inSuper Mario 64.
- Normal Courses,[42] ormain courses,[43] contain six dedicated missions and an unlisted 100-coin mission. Some of the dedicated missions build off each other environmentally or narratively. (This means the events that transpire in the completion of one mission are reflected in the events of the subsequent mission.) However, some Power Stars can be encountered before the mission-dedicated one and can be collected, resulting in some instances where the Stars are obtained out of the intended "order". These courses are the most intricate levels in the game. Most include objects that can enable quick traversal between areas, such as cannons andWarp Points. Some courses include accessible sub-areas, such as the volcano in Lethal Lava Land and the pyramid in Shifting Sand Land. There are 15 Normal Courses in the game, and they are the only levels explicitly numbered and listed on the pause menu.
- Mini courses[43][44] are smaller and structured more like traditional obstacle courses that emphasize precise platforming. They lack dedicated missions to select, and most contain only one Power Star. Power Stars obtained in mini courses are counted together as "Secret Stars" on the pause menu. Mini courses can further be classified into three subtypes, as detailed below.
- Bowser Courses[42] (also lowercased)[45] lead to an arena where Mario must defeatBowser. Each Bowser Course features a Power Star obtained by collecting eightRed Coins, but doing so does not complete the level. In the first two courses, defeating Bowser awards Mario akey, a different kind of token that completes the level when touched. The key is used to permanently unlock theKey Door to another section of the castle. InBowser in the Sky, the final course, defeating Bowser releases theJumbo Star. Collecting it does not contribute to the player's Power Star total, instead freeing Princess Peach. There are three Bowser Courses in the whole game, one for each section.
- Secret Courses[42] (also lowercased)[46] are cryptically hidden in the castle. All Secret Courses have at least one Power Star to collect, with the sole exception beingThe Princess's Secret Slide, which has two. None of these courses are accessed through paintings, and they often require the player to investigate a space within the castle to find.[41] There are three Secret Courses in the game.
- Switch Cap Courses[42] are where Mario is under the effect of a power-up immediately upon entering a course and is needed to reach a Cap Switch. When one is stood on, it activates and causes the power-up to permanently become accessible within the Normal Courses. They are analogous to theSwitch Palaces inSuper Mario World, though unlike in them, striking the switch does not make Mario exit the course. These are the only courses (along withWing Mario Over the Rainbow) in the game where Mario can fall down apit without losing a life; he is instead brought back to the castle.
Table
There are a number of courses in each section. At least four of them are Normal Courses, and at least two are mini courses. One of the mini courses is always a Bowser Course. Including the Mushroom Castle, there are 25 courses in the game. The chart below lists all of them. Each one is provided with a screenshot, a brief description, and a list of its missions. The order in which the courses and missions are listed follows their organization in theSuper Mario 64 Player's Guide.[47] Only the names of the missions in Normal Courses are provided in-game. When available, the missions that lack in-game names, such as the 100-coin missions, are also derived from theSuper Mario 64 Player's Guide. Where no such name exists, the mission assumes the name of its course.
| Courses | ||
|---|---|---|
| 01.Bob-omb Battlefield | Missions | |
Big Bob-omb on the Summit | Footrace with Koopa the Quick | |
Shoot to the Island in the Sky | Find the 8 Red Coins | |
Mario Wings to the Sky | Behind Chain Chomp's Gate | |
| Grassy fields surrounding a spiraled mountain. A battle is waged here between the peacefulBob-omb Buddies and the enemyBob-ombs. Once the battle is over, the Bob-omb Buddies allowMario to access theircannons. There is a floating island in the east and a barred cave towards the center with aChain Chomp leashed in front of it. Unlock criterion: Enter the Mushroom Castle. | ||
| 02.Whomp's Fortress | Missions | |
Chip Off Whomp's Block | To the Top of the Fortress | |
Shoot into the Wild Blue | Red Coins on the Floating Isle | |
Fall onto the Caged Island | Blast Away the Wall | |
| A fortress in the sky. It is ruled by theWhomp King, who sits at the top of the fortress. The path leading to him has falling platforms and stone enemies. Once he is defeated, a climbable tower appears at the top. A chain of floating islands is in the northeast. They can be reached with the help ofHoot, a sleepy owl found in the course's singletree. Unlock criterion: Collect a Power Star. | ||
| 03.Jolly Roger Bay | Missions | |
Plunder in the Sunken Ship | Can the Eel Come Out to Play? | |
Treasure of the Ocean Cave | Red Coins on the Ship Afloat | |
Blast to the Stone Pillar | Through the Jet Stream | |
| A cove containing the wreck of a sunken ship. A giant moray eel calledUnagi nests in the ship and stirs when approached. An underwater corridor in the northwest leads to a cave that holdsTreasure Chests. Solving the puzzle of the chests reveals a Power Star. Unlock criterion: Collect 3 Power Stars. | ||
| 04.Cool, Cool Mountain | Missions | |
Slip Slidin' Away | Li'l Penguin Lost | |
Big Penguin Race | Frosty Slide for 8 Red Coins | |
Snowman's Lost His Head | Wall Kicks Will Work | |
| A snow-covered mountain inhabited bypenguins andsnowmen. Wooden bridges and an operatinggondola are built into the side of the mountain. A log cabin is near its peak. It contains theCabin's Snow Slide, where Mario is challenged to a race by theBig Penguin. Unlock criterion: Collect 3 Power Stars. | ||
| 05.Big Boo's Haunt | Missions | |
Go on a Ghost Hunt | Ride Big Boo's Merry-Go-Round | |
Secret of the Haunted Books | Seek the 8 Red Coins | |
Big Boo's Balcony | Eye to Eye in the Secret Room | |
| Thehaunted house hidden in Princess Peach'scourtyard. The rooms of the house containBoos and animated furniture that try to strike Mario. Navigation requires solving puzzles and memorizing patterns in the halls. Failing to do so often brings Mario to the house's flooded basement, where a spinning carousel filled with Boos can be found. Unlock criteria: Collect 12 Power Stars, and defeat theBig Boo that holds the miniature cage in the courtyard. | ||
| Bowser in the Dark World | Missions | |
Bowser in the Dark World | 8 Red Coins | |
| A winding path in a cavernous void. The path bearsAmps and shifting platforms. It ultimately leads toBowser, who is fought on a circular platform surrounded by floatingbombs. Unlock criterion: Collect 8 Power Stars. | ||
| The Princess's Secret Slide | Missions | |
The Princess's Secret Slide | Second Star[48] | |
| A carpetedslide hidden on the mezzanine. Reaching the bottom of the slide gives Mario access to a Power Star—the first Secret Star available to the player. Reaching the bottom within 21 seconds awards Mario a second one. Unlock criterion: Collect a Power Star. | ||
| The Secret Aquarium | Mission | |
The Secret Aquarium | ||
| A closed tank housing blue fish andRed Coins. Collecting all of the Red Coins reveals a Secret Star. The aquarium is accessed through a little alcove in the same room that holds thepainting for Jolly Roger Bay. Unlock criterion: Collect 3 Power Stars. | ||
| Tower of the Wing Cap | Mission | |
Flying for Coins[49] | ||
| Towers in a sea of clouds. The turret in the middle holds theWing Cap Switch that makes theWing Cap permanently available in Normal Courses once struck. Red Coins appear around the towers and can be collected by Mario only in hisWing form. Unlock criterion: Collect 10 Power Stars. | ||
| 06.Hazy Maze Cave | Missions | |
Swimming Beast in the Cavern | Elevate for 8 Red Coins | |
Metal-Head Mario Can Move! | Navigating the Toxic Maze | |
A-Maze-Ing Emergency Exit | Watch for Rolling Rocks | |
| An underground labyrinth filled with dead ends, traps, andbottomless pits. There are two floors. The first one has a large chamber in the southeast with a controllable elevator, hallways withrolling rocks in the northwest, and a maze withstrange clouds in the northeast. The lower floor leads to a pool that holdsDorrie. Unlock criterion: Clear Bowser in the Dark World. | ||
| 07.Lethal Lava Land | Missions | |
Boil the Big Bully | Bully the Bullies | |
8-Coin Puzzle with 15 Pieces | Red-Hot Log Rolling | |
Hot-Foot-It into the Volcano | Elevator Tour in the Volcano | |
| Platforms in alava sea. Some of them shift back and forth or can be manually rolled. They surround a smallvolcano that can be physically entered.Bullies appear in this course and knock Mario into lava on contact.Podoboos and other fiery obstacles that burn him when touched also appear. Unlock criterion: Clear Bowser in the Dark World. | ||
| 08.Shifting Sand Land | Missions | |
In the Talons of the Big Bird | Shining Atop the Pyramid | |
Inside the Ancient Pyramid | Stand Tall on the Four Pillars | |
Free Flying for 8 Red Coins | Pyramid Puzzle | |
| Desert sands surrounding a pyramid.Klepto flies through the sky here. Much of the course is covered inquicksand and steep dunes. Littletornados can be used to avoid obstacles. Narrow walkways are found in the northeast, and a small oasis is in the northwest. The pyramid can be entered, where a labyrinth leads toEyerok. Unlock criterion: Clear Bowser in the Dark World. | ||
| 09.Dire, Dire Docks | Missions | |
Board Bowser's Sub | Chests in the Current | |
Pole-Jumping for Red Coins | Through the Jet Stream | |
The Manta Ray's Reward | Collect the Caps... | |
| Deep water. Awhirlpool is at the center of the seabed and is circled bySushi and aManta Ray. A corridor in the east leads to a wider area where Bowser has hidden a submarine. Unlock criterion: Collect 30 Power Stars. | ||
| Bowser in the Fire Sea | Missions | |
Bowser in the Fire Sea | Power Star for 8 Red Coins[50] | |
| Three narrow pathways surrounded by lava. Portions of the course gently rise and fall in lava, making traversal challenging. The pathway leads to the second battle against Bowser. Unlock criterion: Complete Board Bowser's Sub. | ||
| Cavern of the Metal Cap | Mission | |
Grab 8 Red Coins[51] | ||
| An underground streambed that holds the Metal Cap Switch. Striking it makes theMetal Cap accessible in other courses. The water moves rapidly in this course. If Mario is swept up in it, he is brought to theCastle Grounds. Unlock criterion: Clear Bowser in the Dark World. | ||
| Vanish Cap Under the Moat | Mission | |
8 Red Coins | ||
| A hidden area accessible only once the castle's moat is drained. When Mario enters the course, he is in hisVanish form, and he must navigate the course while the power-up is still in effect to access the Vanish Cap Switch. Striking it makes theVanish Cap accessible in other courses. Unlock criteria: Clear Bowser in the Dark World and drain the castle's moat. | ||
| 10.Snowman's Land | Missions | |
Snowman's Big Head | Chill with the Bully | |
In the Deep Freeze | Whirl from the Freezing Pond | |
Shell Shreddin' for Red Coins | Into the Igloo | |
| A chilly land surrounding a giant snowman. Slipperyice andfreezing ponds appear in this course. TheChill Bully is on a floating island of ice in the east. Narrow paths allow Mario to ascend the snowman, but he begins to blow gusts of air when he nears his head. An enterable igloo is near the base of the snowman. Unlock criterion: Clear Bowser in the Fire Sea. | ||
| 11.Wet-Dry World | Missions | |
Shocking Arrow Lifts! | Top o' the Town | |
Secrets in the Shallows & Sky | Express Elevator--Hurry Up! | |
Go to Town for Red Coins | Quick Race Through Downtown! | |
| A flooded empty town. There areCrystal Taps at several locations in the town that cause the water level to rise or fall. There is a hidden downtown area that can be accessed only through the cage in the southeast. Unlock criterion: Clear Bowser in the Fire Sea. | ||
| 12.Tall, Tall Mountain | Missions | |
Scale the Mountain | Mystery of the Monkey Cage | |
Scary 'Shrooms, Red Coins | Mysterious Mountainside | |
Breathtaking View from Bridge | Blast to the Lonely Mushroom | |
| A tall mountain surrounded byMushroom Platforms high above the sea. Gusts ofwind and theFwoosh make ascending the mountain challenging. The entrance to theMysterious Mountain Slide can be found near the summit.Ukkikis live in this course, one of which attempts to stealMario's cap. Unlock criterion: Clear Bowser in the Fire Sea. | ||
| 13.Tiny-Huge Island | Missions | |
Pluck the Piranha Flower | The Tip Top of the Huge Island | |
Rematch with Koopa the Quick | Five Itty Bitty Secrets | |
Wiggler's Red Coins | Make Wiggler Squirm | |
| An island that presents itself in two different ways depending on which painting it is accessed from in the castle. One is large with vast areas and giant versions of normal enemies. Mario can easily access the interior of this version of the island, which is home toWiggler. The other is tiny with small enemies. Changing the terrain in one version of the island affects the other two, and doing so is required to obtain all of its Power Stars. Unlock criterion: Clear Bowser in the Fire Sea. | ||
| 14.Tick Tock Clock | Missions | |
Roll into the Cage | The Pit and the Pendulums | |
Get a Hand | Stomp on the Thwomp | |
Timed Jumps on Moving Bars | Stop Time for Red Coins | |
| A vertical obstacle course within the tower's clock. Moving platforms are found throughout the clockwork, and they can help Mario reach hidden alcoves or throw him back towards the bottom. The speed of these platforms (and whether they move at all) is determined by where the clock's hands are positioned when he enters the course. Unlock criterion: Collect 50 Power Stars. | ||
| 15.Rainbow Ride | Missions | |
Cruiser Crossing the Rainbow | The Big House in the Sky | |
Coins Amassed in a Maze | Swingin' in the Breeze | |
Tricky Triangles! | Somewhere Over the Rainbow | |
| Floating islands and moving platforms high in the sky.Magic carpets travel along rainbows in large stretches of the course, one of which feeds through theBig House. TheRainbow Cruiser can be found in the northeast. Unlock criterion: Collect 50 Power Stars. | ||
| Wing Mario Over the Rainbow | Mission | |
Cloud Hopping for Coins[52] | ||
| Clouds and checkerboard platforms in the sky. The platforms are bridged by rainbows. Unlock criterion: Collect 50 Power Stars. | ||
| Bowser in the Sky | Missions | |
Bowser in the Sky | 8 Red Coins | |
| A challenging obstacle course that leads to the final confrontation with Bowser. Some of the platforms on this course allow Mario towalk up walls if he maintains momentum, while others shift under his weight. Bowser starts to break the arena he is fought on, leaving it in the shape of a five-pointed star. The reward for defeating him, theJumbo Star, is not incorporated into Mario's total Power Star count. Unlock criterion: Collect 70 Power Stars. | ||
| Mushroom Castle | Missions | |
Toad near Course 6[53] | Toad near Course 12[53] | |
Toad near Course 15[53] | Catch the Yellow Rabbit (1st time)[53] | |
Catch the Yellow Rabbit (2nd time)[53] | ||
| Princess Peach's castle in theMushroom Kingdom.Toads andMIPS are sealed inside. Some of the former give Mario a Power Star when spoken to. TheCastle Grounds are the first area of the game and where Mario initially appears every time the player loads their save file. Nearly all other courses are accessed from inside the castle, with the Cavern of the Metal Cap and Vanish Cap Under the Moat being the sole exceptions. Unlock criterion: Begin a new save file. | ||
Level chart information and legend: The Normal Courses are designated with the unique number they are given in-game. Bowser, secret, and Switch Cap Courses lack numerical designation and are listed as they appear in theSuper Mario 64 Player's Guide. Three symbols convey attributes about each course: denotes a mission where the reward is a Power Star, denotes a mission where the reward is theJumbo Star, and denotes a mission where the reward is akey. | ||
Mushroom Castle
- Main article:Peach's Castle
The Mushroom Castle is a connective space from whichMario can access the game'slevels. It is a white-brickedpalace with a red-tiled roof. Five towers are built into the castle: four at each corner and a large one in the center. Each one is topped with a spire, and the four outermost ones are also topped with a red pennant. A stained glass portrait ofPrincess Peach is above the front doors, in which Peach has been imprisoned byBowser. The smaller windows on the castle are shaped likemushrooms. The Mushroom Castle overall bears a superficial resemblance to akeep. It is framed as the place where Peach lives in theMushroom Kingdom and usually containsPower Stars for protection.[54] SeveralToads, the princess's subjects, also live in the castle.
In the majority of priorplatform games, the player selects levels on a map-like menu with a cursor. The cursor itself may represent the player character, as is done inSuper Mario Land 2: 6 Golden Coins andSuper Mario World 2: Yoshi's Island, but the degree of control the player has on the cursor is more limited than they would have in the actual levels.Super Mario 64 instead has a fully interactive level as the "map", where Mario controls exactly the same as he does in the courses, and the map itself is an expansive level with its own secrets to find.
TheCastle Grounds are the first area in the game where the player takes control of Mario, and it is a risk-free environment for the player to familiarize themselves with his controls.[41][55][56][37][36] There are noenemies here, nor concrete objectives. While the player is directed to the castle in Peach'sletter to Mario, nothing forces them to enter it, implicitly encouraging them to explore. The Castle Grounds are a grassy area with gently sloping hills,trees, picket fences, and a small lake that feeds into the castle's moat. Several readablesigns that detail Mario's available actions are near his starting position, but they are not forced upon the player.
The castle's interior is divided into three sections analogous to theworlds of prior games of theSuper Mario series: a first floor and mezzanine, a basement andcourtyard, and a second and third floor that leads to the central tower. With the exception of the basement, the castle's flooring has a checkerboard pattern and red carpeting. A hilly vista with a blue sky behind it is painted on the walls. The basement is a flooded dungeon-like area lit by torches that can burn Mario. One of the basement's corridors has a pair ofbrick pillars that, whenground-pounded, drain the moat. The courtyard is a grassy space behind the Mushroom Castle with a fountain at its center. It is filled withBoos, one of which contains a miniature carousel that holdsBig Boo's Haunt. Among the courses of a section, Mario can typically play them in any order. There are some exceptions, such as at the start of the game, when only theBob-omb Battlefield is initially accessible.
Rather than list them individually on the pause menu, all Power Stars collected from the mini courses are collectively listed as the castle's "Secret Stars", and indeed, most of them are well hidden when compared to the main courses in the game. Finding them necessitates exploration and puzzle-solving within the castle's walls. For example, the only way to accessVanish Cap Under the Moat is by draining the moat, the means of which are never explicitly communicated in-game but instead come from familiarity with Mario's moves. The window that leads toThe Princess's Secret Slide is not in the center of its room, departing from what is established in the other rooms that contain paintings, and can be found only if the player deviates from what is established. This design principle permeates throughout the castle and often awards the player1UP Mushrooms, hidden courses, or interactable elements.[41][55]
As in the main courses, several non-playable characters appear in the Mushroom Castle. Toads (includingthe Toad, as relayed in some paratextual material)[54] can be found on each floor, where they provide gameplay tips and words of encouragement when prompted. Some of them give Mario a Power Star when spoken to.MIPS can be found hopping around the basement once Mario has obtained a certain number of Power Stars (see chart above). He will give Mario one if caught.Yoshi appears on the castle's roof after Mario hascollected all 120 Stars. Mario can reach him with acannon that opens on the Castle Grounds after the former character completesBowser in the Sky with all 120 Stars collected.
Characters
Mario
Owing to hisremoval during development,Super Mario 64 is one of the few games of theSuper Mario series not to featureLuigi, along withSuper Mario Land,Super Mario Land 2: 6 Golden Coins, andSuper Mario Sunshine. Many data structures in the code have unused references to Luigi's object slot, but he is considered irrecoverable from the final game's codebase.[57] Aprerelease model and textures only surfaced through theNintendo data leak. However, Luigi was included as a playable character in the game'sNintendo DS remake,Super Mario 64 DS.
| Name | Description |
|---|---|
Mario | The hero of theMushroom Kingdom and the game's protagonist. He was invited to theMushroom Castle by Princess Peach, only to find that she had been kidnapped by Bowser. Mario has significantly expanded movement options to reflect the 3D environment ofSuper Mario 64. Some new moves include theTriple Jump, theWall Kick, thePound the Ground attack, and apunch-punch-kick. Unlike in previous installments, Mario has ahealth meter and does notshrink in size if struck by an enemy. |
Non-playable characters
| Name | Description | Locations |
|---|---|---|
Princess Peach | The ruler of the Mushroom Kingdom. She invited Mario to the Mushroom Castle forcake, but she is missing by the time he arrives. Toad informs him that she was kidnapped by Bowser and sealed away within the castle's walls. The game follows Mario's quest to restore the castle's Power Stars and liberate the princess. | Castle Grounds |
Lakitu Bros. | A pair ofcloud-ridingKoopas that are documenting Mario's quest to liberate the Mushroom Castle and rescue Princess Peach from Bowser. One Lakitu Bro is with Mario throughout the entirety of the game, serving as an in-game explanation for the title's 3D camera controls. That Lakitu Bro is generally unseen, but his reflection can be spotted in a large mirror on the second floor of the Mushroom Castle. The Lakitu Bros. work for theKingdom News Network. | All courses |
![]() Toad | One of Princess Peach's attendants and an old friend of Mario's. He is one of severalMushroom Retainers that have been trapped inside the castle. He gives Mario hints, tips, and words of encouragement when spoken to. Some Toads give Mario a Power Star if prompted. | Mushroom Castle |
Bob-omb Buddies | FriendlyBob-ombs that lack fuses. They reside on theBob-omb Battlefield, where they are at war with theBig Bob-omb and his army. A Bob-omb Buddy is hidden away in nearly all subsequent courses. If spoken to, it prepares acannon for Mario to use. The cannon remains open and accessible for all subsequent revisits. | Bob-omb Battlefield;Whomp's Fortress;Jolly Roger Bay;Cool, Cool Mountain;Shifting Sand Land;Snowman's Land;Wet-Dry World;Tall, Tall Mountain;Tiny-Huge Island;Rainbow Ride;Wing Mario Over the Rainbow |
Koopa the Quick | AGiant Koopa fromTiny-Huge Island. He challenges Mario to a race when spoken to and rewards him with aPower Star if he defeats him without using certain shortcuts. Mario first encounters Koopa the Quick on theBob-omb Battlefield in the mission "Footrace with Koopa the Quick" after defeating theBig Bob-omb, and he encounters him again on the "huge" side of Tiny-Huge Island in the mission "Rematch with Koopa the Quick". | Bob-omb Battlefield;Tiny-Huge Island |
Hoot | A talking owl who roosts in a tree near Mario's starting position onWhomp's Fortress. Once Hoot is woken up, Mario can grab on to Hoot's talons and be carried high into the air for a limited time. Hoot slowly descends while carrying Mario and drops him if he hangs on for too long, citing his weight. | Whomp's Fortress |
Penguins | Big talking birds found in courses that feature snow. Penguins are instrumental in several Power Star missions. TheMother Penguin found at the base ofCool, Cool Mountain awards Mario a Power Star if her lost chick,Tuxie, is returned to her, while theBig Penguin found in the cabin at the top of the mountain gives him a Star if beaten in a race. Revisiting this penguin after collecting all 120 Power Stars reveals that he has let himself go. The extra weight makes him a tougher opponent to out-sleigh. | Cool, Cool Mountain;Snowman's Land |
Headless Snowman | This giant snowman is the focus of the mission "Snowman's Lost His Head". His head is on a pedestal halfway down the mountain, while his sentient snowball body appears towards the top, by Mario's starting position. Either piece asks Mario to help put him together when prompted. Once assembled, the snowman gifts Mario a Power Star. A second snowman named Snowman Mountain is the primary fixture of Snowman's Land, where he can be climbed. As Mario nears his head, the Snowman Mountain starts to complain about an irritating crawling sensation on his body and tries to blow Mario off. A Power Star is on the very top of his head. | Cool, Cool Mountain;Snowman's Land |
MIPS | Princess Peach's petrabbit.[58] He is found in the castle's basement and flees if approached. He gives Mario a Power Star if caught. While captured, MIPS claims to be late for tea. | Mushroom Castle |
Dorrie | A gentle giant that resembles aplesiosaur. It can be found swimming in an underground lake, where it can be ridden. Mario can steer Dorrie's body while standing on its back and lower its neck by performing aPound the Ground attack on its head. | Hazy Maze Cave |
Ukkikis | Mischievous monkeys. One stealsMario's cap when grabbed. Mario must grab the Ukkiki again in order to get it back, but he runs away if approached and must be cornered. During "Mystery of the Monkey Cage", a Ukkiki appears on the summit and taunts Mario. If grabbed, the Ukkiki begs to be released in exchange for a Power Star. | Tall, Tall Mountain |
Yoshi | An old friend of Mario's. He is a dinosaur-like creature with a long tongue. He can be found on the roof of the Mushroom Castle once all 120 Power Stars are collected. Yoshi awards the player 100 lives and a specialTriple Jump for fully completing the game, then disappears off the side of the castle. | Castle Grounds |
Enemies and obstacles
Enemies
Sorting the "Courses" columns organizes them by occurrence in-game, not alphabetically.
| Name | Description | Courses | Dam. | Spoils | New | |
|---|---|---|---|---|---|---|
| First | Last | |||||
Goomba | Squat mushroom creatures that chaseMario when he is in their line of sight. Goombas can be defeated with any attack. | Bob-omb Battlefield | Bowser in the Sky | 1 | — | |
![]() Micro-Goomba | Small Goombas. Micro-Goombas pursue Mario when near, but they cause only pushback, an action that also defeats them. They are otherwise vulnerable to any attack. | Tiny-Huge Island | 0 | — | ||
Grand Goomba | Giant Goombas. It is easier for Mario to avoid their detection than it is with smaller Goombas. Grand Goombas are immune to punches and kicks. | Tiny-Huge Island | 2 | — | ||
Bob-omb | Walking bombs. Bob-ombs actively pursue Mario until they explode. He can pick one up and toss it like a projectile to destroyblocks. | Bob-omb Battlefield | Bowser in the Sky | 2 | — | |
Koopa Troopa | Green-shelled turtles. Attacking one knocks it out of its shell, leaving it vulnerable to defeat and its shell accessible. Anunshelled Koopa frantically tries to return to its shell in this state. | Bob-omb Battlefield | Tiny-Huge Island | 0 | — | |
Small Koopa Troopa | A tiny Koopa Troopa that is defeated on contact. | Tiny-Huge Island | 0 | |||
Chain Chomp | A giant metal enemy with snapping jaws. It is shackled to astake and lunges at Mario when he is near.Ground-pounding the stake frees the Chain Chomp. | Bob-omb Battlefield | 3 | — | ||
Piranha Plant | Carnivorous plants that sleep inflowerbeds. One stays asleep if Mario approaches it slowly, but it otherwise is easy to stir. Disturbed Piranha Plants snap at Mario. | Whomp's Fortress | 3 | — | ||
Piranha Flower | LargeVenus Fire Traps that spit fireballs. They erupt and recede into the ground in set intervals. | Tiny-Huge Island | 2 | ×1 | ||
Small Piranha | Small Venus Fire Traps. They behave like the giant Piranha Flowers. | Tiny-Huge Island | Bowser in the Sky | 2 | ||
Whomp | Walking slabs similar tonurikabe. Whomps slam their bodies into the ground when Mario is in front of them in an attempt to crush him. Whomps are defeated when ground-pounded while they are collapsed on the ground. Repeatedly jumping on one's back awards Mario an additional five Yellow Coins. | Whomp's Fortress | Bowser in the Sky | 3 | ||
Thwomp | Grimacing stones. They slam into the ground every few seconds, crushing Mario if he is underneath. The top of a Thwomp can be safely stood on. | Whomp's Fortress | Tick Tock Clock | 3 | — | |
Bullet Bill | Missiles fired from theTurtle Cannon on Whomp's Fortress. A Bullet Bill swerves to hit Mario when he is in close proximity. Bullet Bills are destroyed only when they collide with obstructions. | Whomp's Fortress | 3 | None | — | |
Unagi | A giantmoray eel enemy nestled within a sunken ship. Luring it out grants Mario access to the ship's interior. In subsequentmissions, Unagi occurs swimming in open water. Direct contact damages Mario. | Jolly Roger Bay | 3 | |||
Spindrift | Flying flower enemies that slowly follow Mario when near. Stomping on one launches him into the air,spinning. Spindrifts occur only in snow-themedcourses. | Cool, Cool Mountain | Snowman's Land | 2 | ||
![]() Mr. Blizzard | Snowman enemies. Stationary Mr. Blizzards throw snowballs at Mario and rotate to follow his movement. The ones that hop along bridges are indestructible. If Mario loses his cap, he may find it on the head of a Mr. Blizzard upon entering a course with Mr. Blizzards in it. | Cool, Cool Mountain | Snowman's Land | 2 | ||
Amp | Smiling electrical orbs that shock Mario on contact. They typically travel in fixed circular patterns. | Bowser in the Dark World | Bowser in the Sky | 1 | ||
Scuttle Bug | Big spiders. They scuttle after Mario when he is near. In the Hazy Maze Cave, there is anabyss from which Scuttle Bugs indefinitely leap. | Big Boo's Haunt | Hazy Maze Cave | 1 | ||
Boo | Ghost enemies. Boos pursue Mario when his back is turned towards them. If Mario looks directly at one, it stops moving and turns translucent. It is invulnerable in this state. While Boos can be knocked away, this does not permanently defeat them. Boos phase through walls. | Courtyard | Big Boo's Haunt | 2 | — | |
Mr. I. | Unblinking eyeballs fixed in space that fire projectile bubbles. Mr. I.s rotate to follow Mario's position. Running around one eventually makes it spin out of control, defeating it. Touching a Mr. I. directly damages Mario. | Big Boo's Haunt | Lethal Lava Land | 2 | ||
Bookend | Spirited books. In the library of Big Boo's Haunt, Bookends rapidly fly from opposing shelves and damage Mario on impact. Some Bookends slowly emerge from the shelves and snap their pages as if they were jaws. These ones can be stomped. | Big Boo's Haunt | 2 | |||
Mad Piano | A toothy enemy. The Mad Piano sits inert like a normal piano. It springs to life when approached, doggedly snapping at Mario. Its keys clatter as it moves. | Big Boo's Haunt | 3 | |||
Swoop | Bat enemies. Swoops idly hang upside-down until Mario draws near, at which point they drop and start to fly towards him. The sound of one's wingbeats is percussive. | Hazy Maze Cave | 1 | — | ||
Snufit | GhostlySnifits that spit bullets at Mario. | Hazy Maze Cave | Cavern of the Metal Cap | 2 | ||
Monty Mole | Mole enemies that pop out of holes. They toss small rocks at Mario that damage him on contact. | Hazy Maze Cave | Tall, Tall Mountain | 1 | — | |
![]() Flame thrower | Tiny stationaryFire Chomps. One releases afireball at Mario when it is approached. The flame follows him. | Hazy Maze Cave | Bowser in the Sky | 3 | ||
Bully | Horned, orb-shaped enemies that persistently attempt to shove Mario. Bullies cannot be damaged, but striking one knocks it back. Knocking one into lava defeats it. | Lethal Lava Land | Bowser in the Fire Sea | 0 | ||
Podoboo | Bouncing fiery plumes that hop across narrow strips of terrain. | Lethal Lava Land | Bowser in the Sky | 3 | — | |
![]() Fly Guy | FlyingShy Guys that spit fireballs and try to headbutt Mario when he is close. Stomping one propels Mario high into the air. | Shifting Sand Land | Rainbow Ride | 2 | — | |
Pokey | A segmentedcactus enemy that slowly shuffles towards Mario. Striking a segment knocks it away and shortens the Pokey's overall body. Hitting the head is ultimately what defeats it. | Shifting Sand Land | 2 | — | ||
Tox Box | Multifaced iron boxes that roll around in set trajectories. Tox Boxes are the same width of the paths they travel, making them difficult to avoid. One of their sides is open and can be safely stood under. | Shifting Sand Land | 3 | |||
Grindel | Mummified stone enemies. One Grindel slams up and down like a Thwomp. The other hops along narrow paths. | Shifting Sand Land | 3 | |||
Spindel | Rolling stone enemies. Spindels roll back and forth along narrow paths. | Shifting Sand Land | 3 | |||
Klepto | A condor that steals Mario's cap. Klepto soars through the sky in Shifting Sand Land and drops low only to grab Mario's cap. Striking the bird makes it let go. In one mission, it carries a Power Star. | Shifting Sand Land | 0 | ×1 | ||
![]() Bub | Pudgy orange fish. They slowly swim towards Mario when he is in close proximity. | Dire, Dire Docks | 1 | — | ||
Bubba | Large Bubs that pursue Mario in shallow water. They swallow him whole when he is close, costing him a life. | Tiny-Huge Island | KO | |||
Sushi | Awhite shark enemy that swims in a wide circle. It does not actively pursue or attack Mario, but it damages him on contact. | Dire, Dire Docks | 3 | |||
Manta Ray | Amobula that undulates around a whirlpool. Only the end of its tail can damage Mario. The Manta Ray leaves a trail ofbubble rings as it swims. Swimming through five of them awards Mario a Power Star. | Dire, Dire Docks | 3 | |||
Money Bags | Hopping purse-like creatures. A Money Bags disguises itself as a coin and materializes when approached, at which point it erratically hops around. | Snowman's Land | 2 | |||
Skeeter | Water strider enemies that skim across water. They scuttle their legs rapidly when restricted to land. Contact damages Mario. | Wet-Dry World | 2 | |||
Heave-Ho | Windup machines that slowly track Mario's movements. They hurl him backwards if they manage to slide their shovels under him. Heave-Hos usually occur around other enemies and items of interest, making them easy to overlook. | Wet-Dry World | Tick Tock Clock | 0 | ||
Chuckya | Big Bob-omb enemies that grip on to Mario and throw him across great distances. Mario can defeat a Chuckya only by tossing it first. | Wet-Dry World | Bowser in the Sky | 0 | ||
Fwoosh | A cloud enemy that blows gusts ofwind to knock Mario off ledges. | Tall, Tall Mountain | 0 | |||
Lakitu | Cloud-ridingKoopas that drop Spiny bombs. TheLakitu Bros. are of this species. | Tiny-Huge Island | Rainbow Ride | 2 | — | |
![]() Spiny | Squat, spiked Koopas that slowly pursue Mario. They are defeated when drawn to water. | Tiny-Huge Island | Rainbow Ride | 2 | None | — |
![]() Spiny bomb | The eggs dropped by Lakitus. They hatch into Spinies when they hit the ground. | Tiny-Huge Island | Rainbow Ride | 2 | None | — |
Obstacles
| Name | Description | Courses | |
|---|---|---|---|
| First | Last | ||
Bomb | A stationary spiked explosive used to defeat Bowser. | Bowser in the Dark World | Bowser in the Sky |
Casket | Caskets rise and fall. They can crush Mario if he goes under one. | Big Boo's Haunt | |
Chair | A haunted piece of furniture that flings itself at Mario. | Big Boo's Haunt | |
Clam | A giant shellfish that opens and closes its valves, sometimes containing an item. | Jolly Roger Bay | Dire, Dire Docks |
Cold water | Chilled water that hurts Mario on contact, either gradually or immediately depending on how cold it is. | Snowman's Land | |
Current | Rapidly moving water that can forcibly remove Mario from the course if it pulls him far enough. | Jolly Roger Bay | Tall, Tall Mountain |
Endless stairs | A magic staircase that loops Mario forever if he tries to climb it without enough Stars. | Mushroom Castle | |
Falling pillar | A giant precariously balanced stone that tips at Mario. | Jolly Roger Bay | |
![]() Fireball | A basic flame that appears as either a standalone obstacle or an enemy projectile. | Bowser in the Dark World | Mushroom Castle |
Fire bar | A rotating rock with a constantly lit flamethrower on either side. | Lethal Lava Land | |
Flamethrower | A jet of fire that usually comes from small holes but can also come from other openings and even lava. | Bowser in the Dark World | Bowser in the Sky |
Hidden smasher | A giant mass of metal hidden in a wall that tries to crush Mario when he approaches. | Lethal Lava Land | |
Ice | Icy floors that reduce Mario's traction. Ice makes it difficult to make precise jumps and avoid oncoming hazards. TheChill Bully is fought on an arena entirely made of ice. | Cool, Cool Mountain | Snowman's Land |
![]() Ice block shooter | A giant hole with Shy Guy masks that shoots triangularice blocks. | Snowman's Land | |
Ice sculpture | Icy blocks arranged into a small maze. In the igloo, there are similar walls that containcoins.Vanish Mario is required to phase through them. | Snowman's Land | |
![]() Iron ball | A variably sized large black sphere that rolls down slopes. | Bob-omb Battlefield | Tiny-Huge Island |
![]() Ivy [conjectural] | Slows Mario's speed and also makes it difficult to jump. | Tall, Tall Mountain | |
Lava | Molten rock that burns Mario. | Lethal Lava Land | Bowser in the Fire Sea |
Moving Bar | A variably designed wall protrusion that tries to push Mario but can also be used as a platform. | Whomp's Fortress | Tick Tock Clock |
Pendulum | A swinging obstacle that can block Mario's path. Its speed can change depending on the time Mario enters Tick Tock Clock. | Tick Tock Clock | |
Quicksand | Sand that pulls Mario under at varying speeds. | Shifting Sand Land | |
Rolling rock | A giant boulder. | Hazy Maze Cave | |
Slide Box | A skull-marked crate that moves back and forth on the rocking ship. | Jolly Roger Bay | |
Strange cloud | Putrid gas found in deep, stagnant caves. | Hazy Maze Cave | |
Tornado | A whirlwind that makes Mario spin. | Shifting Sand Land | |
Turtle Cannon | A metal cube that shoots out Bullet Bills. | Whomp's Fortress | |
![]() Water bomb | A bouncing balloon that pursues Mario after being shot from a cannon. | Bob-omb Battlefield | |
Water tide | Water that rises up or down. | Wet-Dry World | Mushroom Castle |
Whirlpool | A vortex that can suck Mario inside. | Dire, Dire Docks | |
Wind | A gust that can either help or hinder Mario. | Cool, Cool Mountain | Bowser in the Sky |
Wire net (vertical) | A wall made of iron bars or wire nets. Vanish Mario is required to pass through these walls. | Vanish Cap Under the Moat | Tick Tock Clock |
Bosses
Bosses are listed in the order that they are first encountered.
| Name | Description | Mission(s) |
|---|---|---|
Big Bob-omb | A giantBob-omb on theBob-omb Battlefield. He appears as the first boss in the game and has the firstPower Star. He refers to himself as the "baron of all blasting matter". | Big Bob-omb on the Summit |
![]() Whomp King | A giantWhomp on top ofWhomp's Fortress. He has the first Power Star, and after he is defeated, there is a tower on top of the fortress. | Chip Off Whomp's Block |
Bowser | Bowser appears in Bowser in the Dark World, Bowser in the Fire Sea (where the arena tilts), and Bowser in the Sky (where he must be thrown three times). Mario needs to swing him by the tail clockwise or counterclockwise and hurl him at bombs on the outside of his circular arena. | Bowser in the Dark World;Bowser in the Fire Sea;Bowser in the Sky |
Big Boo | A giantBoo that appears three times inBig Boo's Haunt. He initially appears once all the Boos in the mansion have been defeated, again in the underground merry-go-round, and lastly on the top balcony of the mansion. | Go on a Ghost Hunt;Ride Big Boo's Merry-Go-Round;Big Boo's Balcony |
![]() Big Mr. I. | A giantMr. I. that appears only in the attic of Big Boo's Haunt. | Eye to Eye in the Secret Room |
Big Bully | A largeBully that appears inLethal Lava Land. On both occasions, Big Bullies try to knock Mario into the lava. | Boil the Big Bully;Bully the Bullies |
Eyerok | A being composed of two stone hands with eyes on each palm. He appears when Mario blasts open the top of the pyramid inShifting Sand Land and rides the elevator inside. | Stand Tall on the Four Pillars |
Chill Bully | A large Bully made of ice. He tries to ram Mario onto a lethally frozen pond inSnowman's Land. | Chill with the Bully |
Wiggler | A giant caterpillar. He becomes angry when his home on Tiny-Huge Island gets flooded. | Make Wiggler Squirm |
Items and objects
Items
These are collectibles, pickups, and health-restoring objects.
| Name | Description |
|---|---|
Power Stars | Power Stars fuel theMushroom Castle and are stolen byBowser to seal the castle's inhabitants away. They are the primary objective withinmissions, and accumulating Stars unlocks new missions. A larger token called theJumbo Star is made available after the final battle with Bowser. Collecting it does not contribute to the player's total, but it does liberatePrincess Peach. |
![]() Keys | Tokens awarded to Mario after the first two Bowser battles. A key permanently unlocks aKey Door. |
Yellow Coins | Collecting a Yellow Coin restores one wedge to Mario'sPower Meter. Collecting 100 during a mission rewards Mario with a Power Star. He also gains an extra life for every 50 coins he has when he completes a mission, but only up to three (i.e., no more than 150 coins). |
Red Coins | Red Coins are worth two coins. Eight are scattered around most courses, and collecting them all causes a Power Star to appear. They restore two wedges to Mario's Power Meter when collected. |
Blue Coins | Blue Coins are worth five coins. They typically appear after Mario ground-pounds aBlue Coin Block or after he defeats a strong enemy, such as aMr. I. |
![]() Spinning Hearts | Spinning Hearts restore Mario's Power Meter when he passes through one. The amount of health recovered and how fast it does so are dependent on how quickly Mario moves through it. |
![]() 1UP Mushrooms | Greenmushrooms that give Mario anextra life each when obtained. |
Bubbles | Bubbles are released from opened underwaterTreasure Chests. Making contact with one refills Mario's Power Meter. |
Koopa Shells | Shells fromKoopa Troopas that Mario can ride, allowing him to defeat enemies he runs over and move around the course quicker. Pressing causes the shell to disappear. |
Mario's cap | Mario can lose his cap: It can be stolen byKlepto or anUkkiki or blown away bywind. He takes more damage without it. Mario can complete a mission or exit a course without his cap, but it is still missing when he returns to the Mushroom Castle. He has to return to the specific course where he lost his cap to retrieve it. |
![]() Crates | Smallblocks that can be picked up and tossed to defeat enemies. Crates break on impact and release collectible Yellow Coins. |
Crazed Crates | Living crates. When Mario grabs a Crazed Crate, it immediately bounces three times in the direction he was facing when it is grabbed, taking him with it. Each bounce is progressively higher. A Crazed Crate breaks at the end of the third bounce, releasing Yellow Coins. |
Power-ups
These are items that transform Mario's appearance and give him unique abilities.Power-ups are available inCap Blocks, and they start appearing in the main courses only once their correspondingCap Switches are struck in the hiddenswitch courses. Unlike in previous games of theSuper Mario series, all power-ups inSuper Mario 64 only temporarily transform Mario, each one for 60 seconds. If he completes a mission in one of these forms, he will revert to his normal form. Additionally, Mario lacks a weak, diminutiveSmall form in this game. Mario can be under the effect of two of these power-ups simultaneously inDire, Dire Docks, namely the Metal and Vanish Caps.
| Cap Block | Power-up | Form | Description |
|---|---|---|---|
![]() Red block | Wing Cap | Wing Mario | The Wing Cap is available only in red blocks and transforms Mario into Wing Mario. Performing aTriple Jump or launching from acannon makes Wing Mariofly. Pressing up on brings him back to the ground. |
![]() Green block | Metal Cap | Metal Mario | The Metal Cap is available in green blocks and turns Mario into Metal Mario, a nearly invincible form. He can receive only fall damage in this form. Metal Mario functions the same as his normal form, but he can destroy enemies just by making contact and is impervious to most hazardous obstacles.Wind andcurrents cannot push him. While he does not need air, Metal Mario cannotswim and sinks to the bottoms of bodies of water, enabling him to circumvent jet streams and other underwater obstacles. |
![]() Blue block | ![]() Vanish Cap | Vanish Mario | The Vanish Cap is the final unlockable power-up and is contained in blue blocks. It transforms Mario into Vanish Mario, a form that allows Mario to phase through certain barriers and walls. Vanish Mario is undetectable to enemies, and they cannot harm him. He otherwise has the same abilities as normal Mario. |
Objects
Objects are interactable elements of the environment that cannot be picked up or collected byMario. For objects that primarily function as obstructions or hazards, seeabove.
| Name | Description | |
|---|---|---|
| Trigger objects | ||
Blue Coin Block | A block that causes a trail of Blue Coins to appear for a temporary period of time when ground-pounded. It disappears for the remainder of the accessed mission once struck. | |
Brick pillar | A pair of brick pillars is in the basement of theMushroom Castle. Ground-pounding them permanently drains the moat. | |
Bubble ring | An underwater ring released by theManta Ray. Swimming through five consecutive bubble rings rewards Mario with a Power Star. | |
Cap Switch | A type of! Switch found only in switch courses. Ground-pounding one permanently makes corresponding semi-visible blocks turnsolid, granting Mario access to thepower-ups they contain. There are only three Cap Switches in the game, and they correspond as follows: The red one makes theWing Cap available, the green one makes theMetal Cap available, and the blue one makes theVanish Cap available. | |
Crystal Tap | Anoctahedron inWet-Dry World that causes thewater level to either rise or fall when touched. | |
Purple Switch | Purple Switches cause temporary changes to the surrounding environment when stepped on. | |
Secret point | One of five cryptically hidden spots within a course. Finding one causes a corresponding red number to appear onscreen, and locating all five secret points causes a Power Star to appear. | |
Stake | A stake needs to be struck by a Pound the Ground attack three times to be fully embedded into the earth, and doing so may produce a Yellow Coin or trigger a nearby event. Running around one may produce multiple coins. | |
Treasure Chest | A wooden chest that contains abubble and opens when touched. In some missions, five Treasure Chests appear and either release a Power Star or trigger a change in the environment when opened in a specific order. Opening a chest out of order electrocutes Mario and forces the player to start over. | |
| Climbable objects | ||
Pole | Mario clings to climbable poles by jumping onto them. He can ascend, descend, and change which face of a pole he is on when the player moves makes Mario jump from whichever face he is on. Poles' height and designs depend on where they are encountered. The finish line for footraces againstKoopa the Quick is marked by aflagpole that operates the same way. | |
![]() Tree | Trees function like poles. Reaching the top of one sometimes triggers an event or releases a1UP Mushroom that homes in on Mario. | |
Wire net (horizontal) | A ceiling of climbable metal netting. | |
| Blocks and platforms | ||
15-Piece Puzzle | A sliding puzzle ofBowser suspended over lava. The individual pieces constantly shift positions, forming and unforming the image of Bowser on the puzzle. | |
Accordion-like platform[42] | Blue platforms connected to bridges in Bowser in the Fire Sea that gradually rise up and drop down. | |
Activatable staircase [conjectural] | A stairway that briefly appears when a switch is pressed. | |
Arrow Lift | A floating block that begins to move back and forth once stood on. An activated Arrow Lift stops moving for two-second intervals before moving again. | |
Big House | A large floating building inRainbow Ride. Magic carpets travel through the Big House on a rainbow that weaves through it. The fireplace in the buildingshoots flames. | |
![]() Block | Blocks contain Yellow Coins and release them once struck. They are visually identical to crates, but they are about the same height as Mario and cannot be picked up. | |
Bowser's Sub | The submarine appears only inDire, Dire Docks during "Board Bowser's Sub", during which it floats on the surface of the water. Bowser's Sub does not appear in subsequent missions, and completing "Board Bowser's Sub" unlocks access toBowser in the Fire Sea. | |
Conveyor belt | A platform with a moving surface. The speed and direction vary depending on the position of the clock hands onTick Tock Clock's face when Mario enters the course. | |
Drawbridge | An object inLethal Lava Land that opens and closes. | |
Falling Block | A floating platform that falls when stepped on. Thin, holeless Falling Blocks drop quickly, and Mario will lose ground if he does not keep moving forward. | |
Flipping block | A block platform that flips in set intervals. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course. | |
Floating wooden platform[59] | Floating wooden platforms sink slightly in water when stepped on, then rise back up. | |
Gondola | A moving platform onCool, Cool Mountain. The gondola moves once Mario steps on it. It stops if it returns to the bottom after Mario has walked off it. | |
Lift | A moving platform. Some lifts move alongtracks. Others move only up and down, like elevators. Lifts' designs and environmental context for moving depend on where they are encountered. | |
Magic carpet | A type of lift in Rainbow Ride that travels along a rainbow. If Mario remains off a magic carpet for too long, it will disappear and respawn back at its original position. | |
Merry-go-round | A spinning platform in the basement of Big Boo's Haunt. | |
Metal crate[60] | A large stone block that can be pushed. | |
Minute hand[61] | A long platform in Tick Tock Clock. It rotates in incremental intervals around a pivot point at the center of the course. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course. | |
Mushroom | A tall platform that looks like a giant mushroom. | |
Paddle wheel | A set of four lifts attached to a pivot. Standing on a lift causes the paddle wheel to rotate. | |
Pillar | An object inShifting Sand Land that can be stood upon to open the top of the pyramid. | |
Propeller-like platform [conjectural] | A platform inRainbow Ride that spins. It can either be ridden or hinder Mario's path. | |
Pyramid platform | A platform that flips upside down for a few seconds once activated by a Purple Switch. | |
Rainbow Cruiser | A six-wingedairship flying in the direction of strongwinds. | |
Rolling log | Logs roll when stood on. Mario must keep pace with a log's roll to avoid falling off. | |
Rotating bar | A thin platform embedded in the side of Tick Tock Clock. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course. | |
Rotating bridge[62] | A wooden platform inWhomp's Fortress that rotates 180˚ around a pivot point. | |
Seesaw | A long platform that tilts left or right depending on where Mario walks. Seesaws have different appearances depending on where they are found, as well as unconventional shapes. | |
![]() Semi-visible block | A transparent block that turns solid and is able to be used after the player hits the Cap Switch. | |
Ship | A sunken ship appears at the bottom ofJolly Roger Bay, and it is whereUnagi nests. Approaching it causes Unagi to stir and exit the vessel, granting Mario access to its hull. The ship subsequently can be found floating on the surface of the water during "Red Coins on the Ship Afloat". | |
Sliding platform[63] | A long rectangular platform inBowser in the Dark World andBowser in the Sky that slides in and out. | |
Spinning disc[64] | A spinning circular platform suspended in the air. Spinning discs' designs and environmental context for moving depend on where they are encountered. InTick Tock Clock, triangular and hexagonal variants serve the same function as spinning discs, where the speed and direction vary depending on the time Mario enters the course. In Lethal Lava Land, there is a ringed spinning disc around the volcano that periodically stops, during which the volcano erupts. | |
Square | One of a pair of square-shaped platforms that move within the rims of a larger square-shaped frame. | |
Swing | A lift that moves back and forth like a pendulum. | |
Tapering platform | A square or rectangular platform that floats inlava, occasionally partially sinking. The middle section is higher than the edges and, as such, is the only safe place to stand. | |
Wire platform | A mesh lift in lava. Some wire platforms move along tracks that temporarily submerge them in lava. | |
Wobbly platform[65] | A prism-shaped platform that tilts toward the direction that Mario is standing on, dipping the nearest corner into lava. | |
Wooden beam[66] | A plank in Whomp's Fortress.Kicking orpunching the wooden beam causes it to fall over and become useable as a bridge. | |
Work Elevator | A large flat platform with four arrow-emblazoned buttons. Stepping on a button causes the Work Elevator to move in that direction until it meets an obstruction. | |
![]() Yellow block | A floating ! Block that contains items. It releases its content when Mario jumps underneath it. It is functionally comparable to the? Blocks of priorSuper Mario games and is the only ! Block available at the start of the game. | |
| Transportation objects | ||
★ door | A door to a room that holds (a) painting(s), four of which open only once Mario has collected the required numbers of Power Stars indicated on the fronts of the doors. Not all paintings are locked behind ★ doors. | |
Big Star Door | A larger ★ door that has a higher Power Star threshold to unlock. Three of the four Big Star Doors lead to rooms that contain Bowser courses. | |
Cannon | Cannons launch Mario to distant areas. They are accessed like pipes. Most cannons are overseen byBob-omb Buddies and become accessible only after Mario speaks to them. | |
Clock | The portal for Tick Tock Clock. The placement of the clock's hands when Mario enters the face determines the speed and direction of the platforms and obstacles in the course. None of these objects move if he enters the face with the minute hand on 12, and they move slowly if it is on 3. | |
Key Door | A door that requires a key to open. Key Doors lead to new sections of the castle. | |
![]() Painting | A magical portal created by Bowser. Paintings lead to the courses of the game. | |
![]() Painting (Boo) | Paintings of Boos appear only in Big Boo's Haunt, and Mario can pass through them only in hisVanish form. | |
Volcano | The volcano is at the center of Lethal Lava Land and periodically shoots fire. The volcano's interior can be accessed, and two Power Stars can be obtained in it. | |
Warp pipe | A pipe going through the ground that brings Mario to a new area. He enters one by physically jumping into it. The cabin chimney on Cool, Cool Mountain functions like a warp pipe. Some pipes areShrinker Pipes that change Mario's size and bring him to the two different versions ofTiny-Huge Island. | |
Warp Point | Warp Points are hidden spots within a course that teleport Mario from one point to another. | |
| Other objects | ||
Arrow Sign | A sign that directs the player towards the intended focus of the mission they enter. | |
![]() Butterfly | Butterflies may turn into1UP Mushrooms or giant iron balls that pursue Mario through the air before exploding if he persistently bothers them. They otherwise fly around passively. | |
![]() Cloud[67] | A cloud inWing Mario Over the Rainbow that cannot be used as a platform. Some transparent clouds contain aRed Coin. | |
Rainbow | Rainbows passively indicate an intended direction for the player to follow. Magic carpets move along them inRainbow Ride, and arches connect differentclouds in Wing Mario Over the Rainbow. A ring-shaped rainbow in Rainbow Ride provides a visual target for the player to launch Mario out of a cannon. All rainbows are intangible. | |
Sign | A posted board that contains information on actions, scenarios, and locations. Signs can be ground-pounded into the ground. There are variants found hanging on walls. | |
Star Marker | A Power Star appears above a Star Marker in missions where Mario must collect eight Red Coins. | |
Reissues
Super Mario 64: Shindō Pak Taiō Version
Super Mario 64: Shindō Pak Taiō Version (Japanese: スーパーマリオ64 振動パック対応バージョン) is a version of the original game released in Japan on July 18, 1997, that includesRumble Pak support. This game is the same as the international release of the game, as it retains all of theglitch fixes as well as graphical and sound changes (except Mario calling Bowser by his name in the "So long, King Bowser!"[68] voice clip, which was changed to "Buh-bye!"). Other differences include a new title screenEaster egg and the fixing of the "Backwards Long Jump" glitch. This version was rereleased for theVirtual Console on theWii in Japan on December 2, 2006, then on theWii U on April 8, 2015.
Super Mario 64 DS
- Main article:Super Mario 64 DS
Super Mario 64 DS is a remake of the game for theNintendo DS, bearing some new features in its storyline, gameplay, and graphics. Unlike inSuper Mario 64, Mario is not the only playable character (nor is he even available at the start; the only character available at the start of the game isYoshi); in addition to Yoshi,Luigi andWario also join the adventure in order to rescue Princess Peach from Bowser. Yoshi's being on the roof at the start of the game is a reference to the fact that he is there at the end of the original version. Other new features within the game include a multiplayer mode, in which up to four players can play simultaneously on each Nintendo DS connected together locally;minigames to play with each character; and new additions to the story mode such as new missions and levels.
Super Mario 3D All-Stars
- Main article:Super Mario 3D All-Stars
Super Mario 3D All-Stars is a compilation game for theNintendo Switch featuring high-definition remasters ofSuper Mario 64 (specifically theShindō Pak Taiō Version,[69] marking its first international release),Super Mario Sunshine, andSuper Mario Galaxy. It was released on September 18, 2020, as part of the35th anniversary ofSuper Mario Bros. The game is displayed in 720p resolution and contains redone textures.
Version differences
There is a total of four Nintendo 64 releases ofSuper Mario 64: the original Japanese version, the North American release, the European and Australian release, and the JapaneseSuper Mario 64: Shindō Pak Taiō Version rerelease.
Changes to the North American release
Text changes
- The script is exclusively in English.
- Princess Peach signs her letter with a large pink "Peach". In the Japanese release, she signs her letter in normal-sized black text.
Audiovisual changes
- The entrance toJolly Roger Bay is changed. In the original release, it is a painting of bubbles in a blue frame. In Western releases, it is a painting of a sunken ship in a gold frame.
- In the Japanese version, the animation that plays when Mario collects a key after defeating Bowser depicts him dancing with a Power Star, as he does after completing a Power Star mission in all versions of the game. In Western releases, this is changed to a new animation in which Mario dances with the key itself.
- The unused "key" HUD icon is removed from this version. It is replaced with a corrupted graphic.
- The J, Q, V, Z, %, &, !, and ‼ characters are removed from the game's multicolored font and replaced with corrupted graphics similar to the key. None of these symbols are actually used anywhere in the game.
- TheChain Chomp's bark has been changed to a completely different sound.
- TheRed Coin sound effect increases in pitch with each coin collected. In the Japanese release, all Red Coins make the same sound.
- The intro cutscene has several additional sound effects not present in the original release:
- The blowing of wind when Lakitu is flying
- The click of the camera shutter when the in-game camera moves to Lakitu's perspective
- The spring sound and voice line "Ha ha!" when Mario jumps out of the pipe
- A sound effect not present in the Japanese game plays when Mario exits a course through the pause menu.
- When Mario enters certain substages, such as theTower of the Wing Cap, the Power Star collection sound effect plays.
- When Lakitu appears to explain things to Mario, a short tune entitled "Lakitu's Message" plays. Since this tune is not in the original Japanese release, it is not found on the official soundtrack.
- Western releases add more voice acting for Mario:
- "Hello!" whenhis face greets the player on the title screen
- "Okey-dokey!" when the player chooses a save file
- "Let's-a go!" when the player chooses a Star before entering a course
- "Game over!" when he runs out of lives
- "Press START to play!" during the title screen demo
- "Boing!" when he jumps off aSpindrift
- "I'm-a tired!" and the names of various pastas when he is sleeping
- "Mamma mia!" when falling out of a non-painting course after Mario loses a life
- In the original Japanese version, Mario says, "Here we go!" when he throws Bowser. In Western versions, he says, "Here we go!" only when throwing Bowser a short distance. When he throws Bowser a long distance, he instead says, "So long, King Bowser!"
- Similarly, when Mario hits a wall in the Japanese version, he grunts. In Western versions, Mario grunts if he hits a wall at a low speed, but he says, "D'oh!" if helong-jumps or dives into a wall.
- When Mariotriple-jumps in the Japanese release, he says, "Yahoo!" In Western releases, he randomly says, "Yahoo!", "Wha-ha!", or "Yippee!"; however, he says only "Yahoo!" when using the improved Triple Jump obtained after he talks to Yoshi.
- All of Princess Peach's voice acting is new in this version of the game.
Fixed glitches
- When Mario steps on one of theCap Switches, a text box that explains the function of the switch is triggered. In the Japanese release, this text box causes the action in-game to pause until the text box is closed. If a Power Star is collected before this text box appears, the Star does not vanish as it is supposed to do upon collection. In Western releases, the text box does not cause the action to pause, which fixes this glitch.
- If 1,000 coins are collected, the coin counter is intended to immediately set itself back to 999 coins. In the Japanese release, it instead sets the life counter to 999. Because the life counter is stored in memory as a one-byte-wide signed field, this causes an overflow, and Mario's life total becomes -25. Western releases correctly set the coin counter to 999, rather than the life counter.
- The first two times Bowser is defeated, he leaves behind a key. If Mario is standing where the key lands and the player presses
to activate the first-person camera, Mario continues to look that way during the key collection cutscene. - InShifting Sand Land's pyramid, collecting the fifthsecret point maycause the audio to stop playing. If this happens, attempting to leave the course in any way causes the game to crash.
- If Mario exits a course while standing on a moving platform, he retains his momentum when the Mushroom Castle loads. This causes Mario to spawn in an abnormal location.
Level design changes
- In the mission "Blast to the Stone Pillar", the Power Star is in ayellow block, rather than in the open as it was in the Japanese release.
- In the mission "Li'l Penguin Lost", the Power Star's spawn location has been moved from directly above theMother Penguin to an empty area adjacent to her. This was done apparently because the penguin's hitbox made it difficult to collect the Star in its original location.
Changes to the European and Australian release
These releases feature all the changes of the North American release, plus the following additional changes:
Text changes
- The script can be switched between English, German, and French.
- The North American version's "Sound" menu has been renamed "Options", reflecting the fact that the in-game language can be changed from this menu.
- The characters Ä, Ö, and Ü have been added to the multicolored font, to allow proper representation of the German language. The Ü character is not actually used anywhere in the game. V and Z, which are present in the Japanese release but changed to corrupted characters in the North American release, are restored in this edition of the game.
Audiovisual changes
- The copyright date on the title screen is changed to reflect the release year of the European and Australian editions. The trademark symbol was changed for unknown reasons, and the logo is slightly narrower.
- The intro screen says "PRESS START" in the NTSC versions but just "START" in the PAL version. The text was also moved slightly to the left in the PAL version.
- The NTSC versions have slight letterboxing, while the PAL version does not. This is most noticeable with the gap between the edge of the HUD elements and the edge of the screen.
- In the intro, Mario jumps out of a pipe and a variation on the classic Mario pipe sound effect plays. In this edition of the game, the sound effect plays at a much quieter volume.
- The sound of aBig Star Door closing is now more similar to the sound of the door opening.
- The Yellow Coin collecting sound is slightly slowed down.
- The sound effect of grabbing and then releasing Mario's face on the title screen is changed.
- Mario'sDouble Jump sound is different.
Gameplay changes
- This version of the game outputs a signal compatible with the PAL television standard, rather than the NTSC standard used by the North American and Japanese releases. Therefore, it outputs 25 frames per second instead of 30. This causes everything in the game to happen at five sixths of the speed that it happens in the North American release.
Changes inSuper Mario 64: Shindō Pak Taiō Version
This release features all the changes of the North American release, plus the following additional changes:
Text changes
- The original Japanese script is restored.
- Text that mentioned pressing
to readsigns in both the original Japanese and localized scripts now additionally mentions
can be pressed as an alternative.
Audiovisual changes
- The copyright date on the title screen is updated to reflect the release date ofSuper Mario 64: Shindō Pak Taiō Version. The trademark symbol is changed.
- A notice in the lower right corner of the intro screen informs players that this release is compatible with the Rumble Pak.
- If the player presses
on the intro screen, the background fills with images of Mario's face. These faces are copied from the frame buffer, so they move in synchronization with the modeled Mario face. - The voice line "So long, King Bowser!" is changed to "Buh-bye!" likely since Bowser's Japanese name is Koopa.
- Mario's Double Jump sound is a higher-pitched version of the same sound from the European and Australian version.
- One of Mario's singlejump sounds is higher-pitched.
- Mario faces the camera after grabbing a tree.
Gameplay changes
- The game is compatible with the Rumble Pak.
- The "Backwards Long Jump" glitch has been fixed. Although the move itself can be performed, the player is prevented from gaining high speeds.
- The Power Star in Blast to the Stone Pillar is out in the open like in the original Japanese release rather than in a yellow block like in the international releases.
Notable mistakes and errors
- If the player copies a save file to another file that already has data, it will say "Save DataExits" instead of "Save Data Exists". This was fixed inSuper Mario 3D All-Stars.
- On the floating island of theBob-omb Battlefield, one of thesigns says, "Pull backto to fly up". This was fixed inSuper Mario 3D All-Stars.
- OnCool, Cool Mountain, the Headless Snowman says, "Have you runin to any headhunters lately??" instead of "into".
- At the end of the game, when Mario speaks toYoshi on the castle roof, he says, "Mario!!!It that really you???" instead of "Mario!!! Is that really you???"
- If Mario is one Star short of opening a ★ door, the message still refers to the word needed in the plural: "You need 1 more Stars" instead of "You need 1 more Star".
Those errors remained in theVirtual Console version. However, they were removed inSuper Mario 64 DS, as Yoshi is a playable character and the message that appears when the player does not have enough Stars to open a ★ door is instead "You need [number] more".
Pre-release and unused content
One unused asset is theBlargg, which is still in the game's data, and would have appeared in Lethal Lava Land, Bowser in the Fire Sea, and Wing Mario Over the Rainbow. Also, theBig Boo held a key instead of a Star inside him. The purpose of the keys was to unlock many of the doors in Big Boo's Haunt—there was even a "key counter". 32 levels were planned for the game, but only fifteen of them made it into the final product.
Staff
- Main article:List of Super Mario 64 staff
Game director
- Shigeru Miyamoto
Assistant directors
- Yoshiaki Koizumi
- Takashi Tezuka
Mario face programmer
- Giles Goddard
Course designers
- Kenta Usui
- Naoki Mori
- Yoshiki Haruhana
- Makoto Miyanaga
- Katsuhiko Kanno
Development
Super Mario 64 was the last game to be directed byShigeru Miyamoto.
During the development ofSuper Mario 64, the title screen featuringMario's face came from 3D struggles, leading Miyamoto to suggest playing with Mario's model like a programmer. Additionally, Miyamoto took up swimming at the time, which is reflected in Mario's breaststroke move.[70]
Reception
Super Mario 64 received critical acclaim, garnering a score of 9.8 fromIGN, 9.4 fromGameSpot, and 9.75 fromGame Informer. Although it was criticized for its camera system and difficulty, it was praised for its graphics, its level design, its soundtrack, and theSuper Mario franchise's shift from 2D to 3D. Sometime after the game's release, rumors about secret glitches, Stars, and hidden characters circulated. Among the most notable is the widely publicized hoax that Luigi was hidden and fully playable, causingfalse rumors to circulate on how to unlock him.
Super Mario 64 was one of the games featured atThe Art of Video Games, an exhibition held at the Smithsonian American Art Museum in 2012.[71] The game won voting in the "action" category for the Nintendo 64, beating outBanjo-Kazooie andStar Wars: Shadows of the Empire.
| Reviews | |||
|---|---|---|---|
| Release | Reviewer, Publication | Score | Comment |
| N64 | Doug Perry,IGN | 9.8/10 | "In fact, this game is exactly as one might hope it would be: Mario in 3D. More freedom, more space, more options, better graphics, improved and elaborated control schemes -- it's all there. Possibly the greatest videogame achievement ever. Don't rent. Buy." |
| N64 | Gamespot Staff,GameSpot | 9.4/10 | "Mario 64 is a game that rewards the curious, the original, and in some cases the bludgeoningly stubborn and tenacious. If Mario 64 is even a rough indication of what's to be expected from Nintendo, or from games in general, then we just might have a revolution of sorts in our very hands." |
| Wii | Corbie Dillard,Nintendo Life | 10/10 | "Finishing the game won't take you too long but as with most Mario games that's not really the point, it will take you weeks (and quite possibly months) to discover all the secrets contained within this game." |
| Aggregators | |||
| Compiler | Platform / Score | ||
| Metacritic | 94 | ||
| GameRankings | 96.41% | ||
Sales
Super Mario 64 is the best-selling game for theNintendo 64, selling 11.62 million copies worldwide, as of December 31, 2009.
Appearances in other media
This section isunder construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.
This section is astub. Please considerexpanding it to include any missing information.Specifics: Explain in which books it has been adapted
Super Mario 64 has received various manga adaptations.
Official descriptions
Wii U eShop description
North American version:On a bright, sunny day in the Mushroom Kingdom, Mario goes to visit the princess but finds her castle eerily empty. Leaping through pictures hanging from the walls, he enters 15 magical worlds in a quest to collect the 120 Power Stars pilfered by evil Bowser and save the day. The game's vast worlds teem with daunting obstacle courses, hidden items, puzzles and more than 30 types of enemies. Take advantage of Mario's large selection of moves, including running, jumping, swimming, stomping, punching, and even backward somersaulting! Special caps give him short-lived powers, including the ability to fly. Super Mario 64 features unmatched camera control that makes adventuring in its 3D world a snap, even for newcomers.
European and Oceanian version:Invited to Princess Peach's castle, Mario discovers that she has once again been kidnapped by Bowser and his minions. However, something has changed... This time the adventure is in 3D!
Leaping through pictures hanging from the walls, Mario searches for 120 Power Stars stashed away in vast, magical worlds teeming with daunting obstacle courses, hidden items, puzzles and an army of enemies! Mario has a huge repertoire of moves, including running, jumping, swimming, stomping and punching, and performing a backward somersault that can help him reach even the highest platforms. Special caps give him short-lived powers, including the ability to fly - and if troublemakers swipe Mario's cap, he'll have to grab it back!
Mario runs freely in a grassy meadow, tiptoes through a gloomy dungeon, climbs to the top of a snow-covered mountain, hot-foots it over lava lakes and swims in the castle moat. He can explore an ancient pyramid and even race Koopas for fabulous prizes. And, of course, he must fight his arch-nemesis Bowser, King of the Koopas - not once, but three times!
Please note: Super Mario 64 on Wii U Virtual Console is the US version of the game.
Super Mario 3D All-Stars description
Princess Peach has invited Mario to her castle to enjoy some cake! On his arrival, he's greeted by an eerie silence...untilBowser's laughter echoes through the halls. Thus begins an adventure to rescue the princess by exploring the magical worlds within the castle's many enchantedpaintings. This first 3D action game in the Super Mario series launched alongside the Nintendo 64 system. The introduction of the analog Control Stick set a new standard for later games in the series.
Nintendo 64 - Nintendo Classics description
Retrieve the Power Stars and confront the ruthless Bowser!
On a bright, sunny day in the Mushroom Kingdom, Mario goes to visit the princess but finds her castle eerily empty. Leaping through pictures hanging from the walls, he enters 15 magical worlds in a quest to collect the 120 Power Stars pilfered by evil Bowser and save the day. The game's vast worlds teem with daunting obstacle courses, hidden items, puzzles, and more than 30 types of enemies. Take advantage of Mario's large selection of moves, including running, jumping, swimming, stomping, punching, and even backward somersaulting! Special caps give him short-lived powers, including the ability to fly.
Super Mario 64 features revolutionary camera controls that make adventuring in its 3D world a snap, even for newcomers.
Glitches
- Main article:List of Super Mario 64 glitches
A notable glitch is theBackwardsLong Jump, which lets Mario slide upward on any staircase, including theendless stairs. Another notable glitch is theBlack Room of Death, which traps Mario behind the boundaries of the castle walls. It can be achieved in several ways, including using the Backwards Long Jump glitch. Another rather known glitch is the cloning glitch, often used to collect more coins than the actual number of coins in the game.
As in many other N64 titles, the cartridge can be tilted in the console to achieve messed-up results. For example, Mario's body will flip horizontally, but he can still be controlled. Also, the music will be heavily corrupted.
In multiple areas of the game in the Japanese version, there are unintended invisible walls that Mario can bump into. An example is the one onTall, Tall Mountain just above the wooden log.
Using a well-timedTriple Jump on the slope near the castle, Mario can climb the castle without thecannon. Also, when he reaches a corner, he can fall down slightly and grab on to a ledge. Mario can then pull himself back up onto the roof, at which point he loses a life. For unknown reasons, he also loses his cap. This occurs because when Mario grabs the ledge, he is out of bounds, but the game waits until he pulls himself back up before causing him to lose a life. Something similar can happen if a door leads out of bounds or into a wall, but that can happen only through modding or glitches.
Angled dive
When Mario enters the water, the angle he was facing before entering is preserved in a datum; therefore, when he jumps and lands on dry land, the next dive he performs starts with this angle. A few frames afterward, the angle fixes itself and the dive is completed correctly. Several things "reset" the angle, including grabbing a ledge, shooting from a cannon, changing areas, and jumping while facing a slope. This glitch does not affect the dive itself, just the animation.
Gallery
- For this subject's image gallery, seeGallery:Super Mario 64.
Mario andBowser
Metal Mario in theHazy Maze Cave
Soundtrack
- Main article:Super Mario 64 Original Soundtrack
Super Mario 64's soundtrack comprises 34 music cues composed by veteran composerKoji Kondo. The majority of the cues are new material, with some being interpretations of familiar melodies from earlier media. In an interview, Kondo stated that it took him about eight months to compose the game's music.[72] It also includes hundreds of sound effects; sound designer Yoji Inagaki felt that sound effects were equally as important as music.[73]
An album tying in with the game was published byPony Canyon under license from Nintendo as the first of ten soundtracks in theNintendo 64 Sound Series. In addition to all of the game's music cues, the album includes Mario's opening voiceover and a piano arrangement of the Piranha Plant's lullaby.
The music forSuper Mario 64 was scored using Best Service's Voice Spectral, Brüse & Brüse AudioProduction's Acoustic Drums,Digidesign's SampleCell II CD-ROM Library #1, theE-mu Proteus/1, ILIO'sSynclavier World & Orchestral, theKorg Wavestation, Optical Media International's Universe of Sounds: Sonic Images Vol. 1, Q-Up Arts' The Denny Jaeger Private Collection Vol. 1, Rarefaction's A Poke in the Ear With a Sharp Stick,Roland'sJD-990 synthesizer andSound Canvas SC-88 module,Spectrasonics' Bass Legends and Supreme Beats, and the Yamaha VL1.[74] Many of the sound effects in the game were sourced fromSound Ideas' General Series 6000 and Series 1000 sound effects libraries and the sound effects libraries of American film studiosWarner Bros. andUniversal Pictures.[75]
Multimedia
- For the complete list of media files for this subject, seeMultimedia:Super Mario 64.
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References to other games
- Carvings of Mario and Bowser from this game appear on several pillars inBowser in the Sky.
- An arrangement of "Ground BGM" plays on the title screen.
- The "Game Start" music track is an arrangement of "Ground BGM".
- "Underground BGM" can be heard in the music for theHazy Maze Cave andWet-Dry World.
- TheWork Elevator used during the mission "Elevate for 8 Red Coins" is based on theDirectional Lifts ofWorld 7-6.
- TheCap Switches look and function similarly to the! Switches in this game.
- WhenYoshi is met, he says to Mario, "It has been so long since our last adventure!" possibly referring to this game.
- The soundtrack follows the same composition technique used inSuper Mario World in a similar way where there is a signature melody in the game that is heard across different levels in several variations ("Super Mario 64 Main Theme", "Cool, Cool Mountain", "Slider").
- The theme used forinvincibility in this game, specifically the string instruments playing in the background, is reworked into the "Powerful Mario" music track.
- The idea of collectingRed Coins first appeared in this title.
- Fly Guys appear as enemies.
- Ukkikis appear as non-playable characters.
- The grunts made by certain enemies and bosses, such asBullies and theWhomp King, are based on those made by the bosses of this game when hit.
References in later media
- A possible theme forWrinkly's Save Cave is similar to "Inside the Castle Walls", the music for theMushroom Castle, suggesting thatWrinkly Kong is playing this game.
- The Castle Grounds and the Mushroom Castle appear onRoyal Raceway.
- Penguins inSherbet Land have an identical appearance to the ones in this game.
- This game was created using a modified version ofSuper Mario 64's engine, and it was developed alongside it.
- The notes for theSong of Storms are displayed as stars in the night paintings of the second floor in the Mushroom Castle.[76]
- The boardMario's Rainbow Castle is similar to the secret course Tower of the Wing Cap.
- Mario's title screen (if he is the most recent winner of a board game) depicts him with the Wing Cap flying with the other playable characters.
- Most of Mario's moves, animations, and voice clips in this game are derived from the ones inSuper Mario 64.
- AlthoughLuigi did not appear in the game, his moves, animations, and voice clips are identical to Mario's inSuper Mario 64, except his voice clips are higher-pitched versions of Mario's.
- Metal Mario appears as a boss.
- The Mushroom Castle appears asa stage.
- One of theLakitu Bros. appears in the background.
- TheMeta Crystal stage is based on theCavern of the Metal Cap.
- Trade & Battle: Card Hero series
- One of the collectible monsters introduced in the first game resembles theBig Bob-omb and shares the same name in Japanese,ボムキング ("Bomb King"). The monster's redesign inKousoku Card Battle: Card Hero makes the similarities even more apparent.
- This game starts the same way, with a letter being sent fromPeach.
- Peach's Castle design in this game is similar to that used in the box art ofSuper Mario 64.
- The main room of Peach's Castle is nearly identical.
- Peach's Castle reappears in the background ofPeach Circuit,Mario Circuit 1, andMario Circuit 4.
- The music forBowser's Castle 1,Bowser's Castle 2,Bowser's Castle 3, andBowser's Castle 4 is a sped-up arrangement of "Bowser's Theme" from this game.
- The Mushroom Castle appears asa stage and trophy.
- Rainbow Cruise is based on Rainbow Rainbow Ride.
- Metal Mario reappears as a boss and a trophy.
- TheMetal Box returns in this game as an item and a trophy.
- Mario still has his voice clips, moves, and animations, and Luigi still has Mario-like voice clips, moves, and animations.
- One ofKirby'sStone forms is based on theThwomp's design first used in this game.
- A section of "Inside the Castle Walls" plays on the status screen.
- A brief clip of Mario's fight with Bowser in Bowser in the Dark World is seen whenFLUDD scans Mario.
- Hole 8 ofPeach's Castle Grounds has a mountain with a similar layout to the one in theBob-omb Battlefield, and theBig Bob-omb appears at the top.
- Shifting Sands is named afterShifting Sand Land.
- Skeeter's name appears on the Lakitu Cup leaderboard.
- An arrangement of "Peach's Castle" plays on Peach's Castle Grounds.
- An arrangement of "Bowser's Theme" plays on Bowser Badlands.
- InWoohoo Hooniversity, a room with four blocks can be seen in it; one of them is a block fromSuper Mario 64. The name of the game is even mentioned in the description of the blocks, and the professors are trying to figure out why the block vanishes when struck.
- The game starts in the same way: Peach sends Mario another letter.
- The music that plays during the minigameArtist on the Court is an arrangement of "Inside the Castle Walls".
- Tick Tock Clock appears as a racetrack in this game.
- Several bosses fromSuper Mario 64 reappear in this game.
- The theme for Peach's Castle is a cover of "Inside the Castle Walls".
- Dorrie reappears.
- When Mario loses a life, an outline of Bowser's head is used to iris out.
- "Powerful Mario" plays when Mario turns into Invincible Mario.
- An arrangement of "Merry-Go-Round" plays when a Boo scores a goal.
- The game starts in the same way, with Peach sending Mario another letter.
- "Bowser's Road" is covered forBowser's Star Reactor andBowser's Dark Matter Plant.
- The falling asleep idle animation returns.
- The music from theBob-omb Battlefield is unlockable.
- The Rainbow Cruise stage and Metal Box from the previous game return.
- Mario retains the moves and animations that originated inSuper Mario 64.
- Both songs that play when the player plays inPeach Ice Garden and goes into said place in the Challenge mode are arrangements of "Inside the Castle Walls".
- The music for when the Mario Bros. first enter Peach's Castle and when everyone is removed from Bowser's Belly is a cover of "Inside the Castle Walls".
- This game ends with a view of a cake with Mario and Peach figures on it.
- Mario & Sonic at the Olympic Winter Games
- In theWii version, an arrangement of Cool, Cool Mountain and Snowman's Land's music is used inDream Snowball Fight.
- The main theme and the Bowser stage theme are also used.
- In theNintendo DS version, "Cool, Cool Mountain" is also rearranged as the second part of the Mario & Sonic Download Medley inUltimate Figure Skating.
- Peach's Castle reappears in the game.
- Winning aToad House minigame plays the jingle heard after Mario exits a course with aPower Star.
- When the player reveals a pair of Bowser orBowser Jr. icons in the minigamePower-up Panels, the short tune that plays when Mario tries to enter a locked door is heard.
- Both games start with Peach sending a letter to Mario.
- In bothTall Trunk Galaxy (during the mission "Tall Trunk's Big Slide") andRolling Coaster Galaxy, an arrangement of "Slider" plays at a moment.
- Whomp's Fortress reappears as theThrowback Galaxy, alongsideBob-omb Buddies and theWhomp King.
- An orchestral cover of "Bowser's Road" plays inBowser's Lava Lair andBowser's Gravity Gauntlet.
- The sound effect of Mario falling from a high place is reused, plus the platforming style is mixed together withSuper Mario Bros. 3 andSuper Mario Galaxy.
- When Mario waits outside a purpleMystery Box on the map screen, theendless stairs music can be heard.
- Metal Mario appears as a playable character.
- A cover of the music for Peach's Castle is used forPeach's Palace.
- On the Bowser's Castle court, a cover of the Bowser battle music is played.
- The first few notes of the theme for Peach's Castle are played during the intro.
- The theme "Slider" is covered during the minecart part ofBowser's Snow Fort.
- A cover of the theme "Slider" plays when the player ridesPlessie.
- InShifty Boo Mansion, there is aGreen Star hidden behind a portrait of a Boo that can be entered like the pictures in the Mushroom Castle.
- The merry-go-round music from Big Boo's Haunt can be heard near the Aqua Cups ride inWater Park.
- A cover of "Bowser's Road" plays inBowser's Peculiar Peak.
- Peach's Castle (64) appears as a DLC stage, which returns from the originalSuper Smash Bros.
- InSuper Smash Bros. for Wii U, the original version of the main theme returns, and an arranged version of the theme is featured in the DLC stage in both games.
- The victory theme and the Game Over theme are used when theMario,Silver Mario, andGold Mario costumes complete a level or lose a life, respectively.
- When aSuper Star is obtained, the Wing Cap theme is played for the Mario costume and the Metal Cap theme is played for the Silver Mario and Gold Mario costumes.
- King Bob-omb reappears as a boss in this game.
- As part of their promotion of Wave 2 of theMario Kart 8 Deluxe – Booster Course Pass, several officialMario KartFacebook pages localized for European audiences posted a screenshot showingTanooki Mario driving near apenguin inGBA Snow Land, with descriptions that translate to "Penguins never forget" or "A penguin never forgets";[77][78][79][80] the descriptions, together with the picture, likely reference a popular gameplay act inSuper Mario 64 wherein players would intentionally drop theBaby Penguin off-bounds in the course Cool, Cool Mountain,[81][82] implying that Mario is culpable for this act and that penguins hold a grudge against him as a result.
- The game marks a return to the non-linear, open-ended style of gameplay for 3DSuper Mario platformers established by this game.
- The jingle that plays when Mario collects aPower Moon is an arrangement of "Star Catch Fanfare".
- An arrangement of "Bowser's Theme can be heard in the song "Break Free (Lead the Way)".
- TheMushroom Kingdom contains various references toSuper Mario 64.
- Theregional currency is based on the design of the coins fromSuper Mario 64.
- A recreation of thecourtyard appears as a sub-area.
- The trees in the kingdom resemble the deciduous trees fromSuper Mario 64.
- When the player collects aPower Star, the original version of "Star Catch Fanfare" plays.
- The brochure held byHint Toad and in theOdyssey depicts the Bob-omb Battlefield.
- Mario can dress up as the originalSuper Mario 64 model of himself by buying thehat andcostume separately at the Mushroom KingdomCrazy Cap shop.
- The Metal outfit is theSuper Mario 64 suit with a metal coat.
- An arrangement of Bowser's level and battle themes is played during thefinal battle againstBowcien in Adventure Mode.
- ThePeach's Castle stage returns in this game, along withPrincess Peach's Castle andRainbow Cruise.
- The original theme "Slider" is featured as a sound effect under the "Musical" category, represented by theNintendo 64 logo.
- Acannon fromSuper Mario 64 appears.
- The Main Theme and "Inside the Castle Walls" are arranged into the film's score.
- The Bob-omb Battlefield appears in the film when Mario, Peach, andToad are journeying to theJungle Kingdom.
- The sun floor pattern surrounding the map is similar to the floor pattern in the first floor of Peach's Castle.
- King Bob-omb appears at Bowser and Peach's wedding.
- AMaw-Ray appears.
- Bowser's laugh is used in "Press Start".
- One of the attacks used by the Mario Bros. against Bowser in the final battle involves grabbing him by his tail, spinning him, and tossing him upwards, similar to the attack used to defeat Bowser fromSuper Mario 64.
- The "Mechanical Harp (Lullabies)" treasure found in the second sublevel of the Cavern for a King plays "Piranha Plant's Lullaby" when being carried by Pikmin or interacted in the Treasure Catalog.
- Part of "Bowser's Theme" plays when Bowser is transformed intoCastle Bowser from the effects of theWonder Flower.
- An arrangement of "Slider" plays during the levelBonus: Coins Galore!
- A new variant of "Metal Mario", titled "Zappy Zone Wonder", plays during theWonder Effect inHigh-Voltage Gauntlet.
Names in other languages
| Language | Name | Meaning | Notes |
|---|---|---|---|
| Japanese | スーパーマリオ64[83] Sūpā Mario Rokujūyon | Super Mario 64 | |
| Chinese(Simplified) | 神游马力欧[84] Shényóu Mǎlì'ōu(Mandarin) Sàhnyàuh Máhlihk'āu(Cantonese) | iQue Mario | iQue Player |
| 超级马力欧64[85] Chāojí Mǎlì'ōu Liùshísì(Mandarin) Chīukāp Máhlihk'āu Luhksahpsei(Cantonese) | Super Mario 64 | Super Mario 3D All-Stars | |
| Chinese(Traditional) | 超級瑪利歐64[86] Chāojí Mǎlì'ōu Liùshísì(Mandarin) Chīukāp Máhleih'āu Luhksahpsei(Cantonese) | Super Mario 64 | |
| 超級瑪琍歐64[87] Chāojí Mǎlì'ōu Liùshísì(Mandarin) Chīukāp Máhleih'āu Luhksahpsei(Cantonese) | Cartridge for Nintendo 64 | ||
| Korean | 슈퍼 마리오 64[88] Syupeo Mario Yuksipsa | Super Mario 64 | The "64" is pronounced in the Sino-Korean number system, same asNintendo 64 |
Footnotes and references
Footnotes
- ^Mizu-chan (21 Jan. 2014).Miniature Japanese garden. Minato, Tokyo:Muza-chan's Gate to Japan.
- ^Private correspondence with shmuplations clarifies that the text they translated as "diorama"[36] was written as 箱庭 (hakoniwa) in the original text.[37]
References
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- ^Kohler, Chris (September 29, 2016).Nintendo 64 Came Out 20 Years Ago. Here's How a Teenaged Me Reviewed It. Retrieved December 18, 2024 from Wired. (Archived September 29, 2016 via Wayback Machine.)
- ^Yin-Poole, Wesley (March 1, 2017).The Nintendo 64 Turns 20 in Europe.Gamer Network. Retrieved December 18, 2024 from Eurogamer. (Archived March 3, 2017 via Wayback Machine.)
- ^October 4, 2021.Super Mario 64 (N64).NLife Media. Retrieved December 18, 2024 from Nintendo Life. (Archived July 7, 2022 via Wayback Machine.)
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- ^iQue PLAYER优惠套装上海试卖,五款精品游戏同步发售!.iQue (Chinese). Retrieved December 18, 2024. (Archived December 25, 2005 via Wayback Machine.)
- ^March 1998.Electronic Gaming Monthly issue 104. Page 28. Retrieved November 19, 2024.
- ^Nintendo Direct Presentation - 01.04.2015. Posted to YouTube by Nintendo of Europe on April 1, 2015. Retrieved April 1, 2015.
- ^https://www.nintendo.com/en-za/Games/Nintendo-64/Super-Mario-64-269745.html
- ^Super Mario 64 for Wii U Virtual Console on the Nintendo of Japan website. Retrieved April 1, 2015.
- ^Nintendo (September 23, 2021).Nintendo Direct - 9.23.2021.YouTube. Retrieved September 24, 2021.
- ^Nintendo 公式チャンネル (September 24, 2021).Nintendo Direct 2021.9.24.YouTube. Retrieved September 24, 2021.
- ^@NintendoEurope (September 23, 2021)."Play a growing library of Nintendo 64 and SEGA Mega Drive games anytime, anywhere with #NintendoSwitchOnline + Expansion Pack, a new membership launching in late October."Twitter. Retrieved September 24, 2021.
- ^@NintendoAUNZ (September 24, 2021)."Play a growing library of Nintendo 64 and SEGA Mega Drive games anytime, anywhere with #NintendoSwitchOnline + Expansion Pack, a new membership launching in late October."Twitter. Retrieved September 24, 2021.
- ^《集合啦!動物森友會》將於11月5日發布免費更新(Ver.2.0),以及發售付費新增內容《集合啦!動物森友會 快樂家樂園》。Nintendo HK. Retrieved October 16, 2021.
- ^「Nintendo Switch Online」을 더욱 즐겁게! 「Nintendo Switch Online + 추가 팩」이 10월 26일(화)부터 시작!Nintendo Korea. Retrieved October 16, 2021.
- ^North American box cover
- ^Official Website. The link itself contains the right serial despite the page shows an incorrect one.
- ^香港版瑪利歐 64 顯示英文
- ^Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). 『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo:Shogakukan (Japanese). ISBN978-4-09-106569-8. Page 11–13.
- ^Nintendo Co., Ltd.HISTORY → Series →Super Mario.Mario Portal. Retrieved 6 Nov. 2024. (Archived October 3, 2024, 11:52:39 UTC via Wayback Machine.)
- ^GameFaqs - The top 10 games Ever
- ^Edge Online - The 100 Best Games to Play Today
- ^Official Nintendo Magazine - 100 Best Nintendo Games
- ^GameSpot - 15 Most Influential Games of All Time
- ^http://gamingafterhours.com/2014/06/24/super-mario-64dd-version-discovered-in-japan/
- ^O'Malley, James (September 11, 2015).30 Best-selling Super Mario Games of All Time on the Plumber's 30th Birthday.Gizmodo. Archived fromthe original. Retrieved August 2, 2022.
- ^https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/
- ^"Bowser has stolen the castle's Stars, and he's using their power to create his own world in the paintings and walls." –Toad (1996).Super Mario 64 byNintendo EAD (North American localization).Nintendo of America.
- ^"Bowser is trying to make a land of monsters inside the walls and the paintings by using the Power Star. Take back the star!" –Toad (1996).Super Mario 64 byNintendo EAD (Japanese localization).Nintendo Co., Ltd.. (Archived via a translation by u/AlexLuis on Reddit.)
- ^「絵の世界のボム兵の話ではこうだ。「突然あらわれた怪物たちが、お城を守るちからの素、パワースターを大量に奪い取り、ピーチ姫やキノコ城の住人たちもこちらの世界に連れ去った。そして絵の世界の住人も怪物にしたてあげ、本当の世界に送りこんで、マリオたちの国を支配しようとしている」。」–Nintendo Co., Ltd. (1996).STORY.Super Mario 64 Official Site (Japanese).
- ^"To help him accomplish this, [Bowser] plans to convert the residents of the painting world into monsters as well. If nothing is done, all those monsters will soon begin to overflow from inside the painting." –Nintendo of America (1996)."Story" inSuper Mario 64 Instruction Booklet (pdf). Redmond:Nintendo of America. Page 5.
- ^"Bowser stole the Power Stars that protected the castle and hid them away in magical painting worlds. These worlds look like paintings from the outside, but inside, they are real, three-dimensional places, filled with mysteries and all sorts of characters, both good and bad.... One school of thought believes that Bowser will turn Peach and her entourage into a sort of zombie army, then let them loose on our world. A competing theory suggests that Bowser will simply extend his painting worlds so that they encompass all of reality." – Pelland, Scott, and Dan Owsen (1996). "The Story of Super Mario 64" inThe Super Mario 64 Player's Guide. Redmond:Nintendo of America. Page 5.
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- ^abRich Stanton.A Brief History Of Video Games: From Atari to Virtual Reality (digital). London: Little, Brown Book Group, 2015. ISBN: 978-1-47-211881-3.
- ^Christopher W. Totten. "Hub Spaces".An Architectural Approach to Level Design. Boca Raton: CRC Press, 2018. pages 133-135. ISBN: 978-1-35-198292-4.
- ^JoshDuMan. August 28, 2019.Decomp is out! …but what does that mean? – Ukikipedia News Week 10
- ^Shogakukan. 2015.Super Mario Bros. Hyakka: Nintendo Kōshiki Guidebook,Super Mario 64 section, p. 85. 「ピーチ姫の飼っているウサギ。」 ("Princess Peach’s pet rabbit.")
- ^Pelland and Owsen, p. 96
- ^Upchurch, p. 20
- ^Pelland and Owsen, p. 115
- ^Pelland and Owsen, pp. 25, 26, 28
- ^Upchurch, p. 30
- ^Pelland and Owsen, p. 119
- ^Pelland and Owsen, p. 80
- ^Pelland and Owsen, p. 28
- ^Pelland and Owsen, p. 126
- ^Martinet, Charles (April 29, 2019).Tweet by Charles Martinet.Twitter. Retrieved February 6, 2021.
- ^Master0fHyrule (September 18, 2020).5 MAJOR Differences In Super Mario 64 That You Will Miss! (Super Mario 3D All Stars).YouTube. Retrieved September 23, 2020.
- ^MacDonald, Keza (September 14, 2020).Super Mario at 35: Mario's makers on Nintendo's most enduring mascot.The Guardian. Retrieved November 15, 2020.
- ^http://americanart.si.edu/exhibitions/archive/2012/games/#games
- ^The Music Man.Nintendo of America (American English). Archived June 6, 1997, 11:41:22 UTC from theoriginal via Wayback Machine. Retrieved February 8, 2025.
- ^効果音は空気のような存在.Nintendo Online Magazine. Archived August 21, 2007, 13:09:29 UTC from theoriginal via Wayback Machine. Retrieved January 26, 2022.
- ^https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203
- ^https://soundeffects.fandom.com/wiki/Super_Mario_64
- ^HiteiGG's Twitter post, showing the Song of Storms in Super Mario 64
- ^«Los pingüinos nunca olvidan.» – MarioKartESP (August 17, 2022).Post.Facebook. Retrieved November 27, 2022. (Archived May 7, 2025, 15:44:48 UTC via archive.today[deprecated link].)
- ^«Un pinguino non dimentica mai.» – MarioKartItalia (August 17, 2022).Post.Facebook. Retrieved November 27, 2022. (Archived November 27, 2022, 22:01:36 UTC via archive.today[deprecated link].)
- ^„Een pinguïn vergeet nooit.” ("A penguin never forgets.") – MarioKartNL (August 17, 2022).Post.Facebook. Retrieved November 27, 2022. (Archived November 27, 2022, 22:04:13 UTC via archive.today[deprecated link].)
- ^«Os pinguins nunca esquecem.» – MarioKartPT (August 17, 2022).Post.Facebook. Retrieved November 27, 2022. (Archived November 27, 2022, 22:02:38 UTC via archive.today[deprecated link].)
- ^March 6, 2013.We all did this - [Super Mario 64].Reddit (/r/gaming). Retrieved November 27, 2022. (Archived June 1, 2023, 17:42:00 UTC via Wayback Machine.)
- ^Fairfax, Zackerie (March 10, 2021).What Super Mario 64's Penguin Reveals About Its Players.screenrant.com. Retrieved November 27, 2022. (Archived July 19, 2021, 01:30:26 UTC via Wayback Machine.)
- ^Japanese logo
- ^Simplified Chinese logo
- ^《超级马力欧64》、《超级马力欧阳光》和《超级马力欧银河》。 3款历代的3D马力欧收录在Nintendo Switch的《超级马力欧 3D 收藏辑》,将于9月18日发售!.Nintendo HK (Chinese). Retrieved September 2020.
- ^《超級瑪利歐64》、《超級瑪利歐陽光》和《超級瑪利歐銀河》。3款歷代的3D瑪利歐收錄在Nintendo Switch的《超級瑪利歐 3D 收藏輯》,將於9月18日發售!.Nintendo HK (Chinese (Traditional)). Retrieved September 2020.
- ^American style Taiwan cartridge
- ^1997 닌텐도 현대 컴보이 64 Nintendo Hyundai Comboy 64
External links
| Wikipedia has an article onSuper Mario 64. |
- Mario Portal Game Archive (English)
- Mario Portal Game Archive (Japanese)
- OfficialSuper Mario 64 Japanese website
- OfficialSuper Mario 64: Shindō Pak Taiō Version Japanese website
- American website
- Super Mario 64 Chinese website
- American English instruction booklet
- European English instruction booklet
- French instruction booklet
- Super Mario 64: Shindō Pak Taiō Version Japanese instruction booklet
[Edit] Nintendo 64games | |
|---|---|
| Super Mario franchise | Super Mario 64† (1996) •Mario Kart 64† (1996) •Mario no Photopi (1998) •Mario Party (1998) •Mario Golf (1999) •Mario Artist: Paint Studio* (1999) •Mario Party 2 (1999) •Mario Artist: Talent Studio* (2000) •Mario Artist: Communication Kit* (2000) •Mario Tennis (2000) •Paper Mario† (2000) •Mario Artist: Polygon Studio* (2000) •Mario Party 3 (2000) •Dr. Mario 64† (2001) |
| Donkey Kong franchise | Diddy Kong Racing (1997) •Donkey Kong 64 (1999) |
| Yoshi franchise | Yoshi's Story† (1997) |
| Crossovers | Super Smash Bros.† (1999) |
* For64DD † ForiQue Player | |










































