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[1]
Super Mario 64
[2]
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Designer(s) Shigeru Miyamoto
Platform(s) Nintendo 64/Virtual Console
Release date Nintendo 64:

Nintendo 64
Template:Released Virtual Console (Wii)
Template:Released Virtual Console (Wii U)
Template:Released

Genre Platformer, Action-Adventure
Mode(s) Single Player
Rating(s)
ESRB: [3] - Kids to Adults
PEGI: [4] - Three years and older
CERO: [5] - All ages
ACB: [6] - General
Media Template:Media
Input Nintendo 64:

[7]Nintendo 64 ControlleriQue Player:[8]iQue PlayerWii:[9]Wii Classic ControllerNintendo GameCube ControllerWii U:[10]Wii U GamePadWii U Classic ControllerWii U Pro Controller

Super Mario 64 is a 1996 3D action adventure platformer game released for the Nintendo 64. It was first released in Japan on June 23, 1996 and subsequently released in the U.S. on September 26, 1996, in Europe on March 1, 1997, and in Australia on March 1, 1997. This game was one of two (three in Japan) launch titles for the Nintendo 64, along with Pilotwings 64, which helped drive initial sales of the console. As of January 7, 2017, it has sold over 11 million copies worldwide [1], and is marked as the best selling Nintendo 64 game ever. It is also the second most popular game on the Wii's Virtual Console, after Super Mario Bros..

Super Mario 64 was originally in development for the Super Famicom, (SNES outside of Japan), but was moved to the Nintendo 64 after system limitations and the era of the SNES began closing. [1]. Though it was not the first 3-D platforming game, it revolutionized the genre, with many games soon following its formula using it as a sort of benchmark[2]. It is widely acclaimed as one of the greatest and important games of all time.[3][4][5].

Being the first 3D Mario game , Super Mario 64 has introduced many moves that would be used in almost every later Super Mario title: Triple Jumping, Ground Pounding, Long Jumping, Diving, and Somersaults. Punching, and Kicking were also introduced, but would not be used in any of the later main titles (besides its DS remake).

Though not the first 3D platforming game, Super Mario 64 codified many of the controls and designs conventions of the genre[2]. It is widely acclaimed as one of the greatest and most important games of all time[3][4][5].

In 1996, there was a Nintendo 64DD disk version of the game shown at Shoshinkai 1996.[6] In 2004, an enhanced remake of Super Mario 64 was released for the Nintendo DS entitled Super Mario 64 DS in 2004. The remake had various differences from the original game such as Yoshi, Luigi, and Wario becoming as playable characters. There was also a sequel called Super Mario 64 2 planned for the Nintendo 64DD in 1999, but the game became cancelled, due to the 64DD's commercial failure.

ContentsEdit

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StorylineEdit

The following is the story given on pages 4 and 5 of the Super Mario 64 instruction booklet. The colors given in the instruction booklet signify who is talking: Mario Mario, Template:Color-link, Template:Color-link, and Template:Color-link, with black being narration.

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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.

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Shaking off his uneasy premonition, Mario steps into the silent castle, where he is greeted by the gruff words,

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The sound seems to come from everywhere.

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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...

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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.

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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.

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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.

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[11][12] The Princess' letter.[13][14] Mario in front of a painting, which serves as an entrance to a level. Princess Peach sent a letter to Mario to come and have some cake with her in the castle. When Mario arrives, he finds one of the Lakitu Bros. who follows him around dangling a camera. Together, they go inside and hear a familiar voice telling them to get out of the castle, actually being Bowser. Toad informs them that Bowser has kidnapped Princess Toadstool again and is holding everyone hostage inside the castle walls. He has also stolen the Power Stars and given them to his minions who are hiding in the paintings that are accessible inside the castle. Mario hops in the magical paintings and retrieves the Power Stars in order to defeat Bowser and save the Princess.

Toad informs Mario about a Bob-omb field where Big Bob-omb can be found. Mario's first Power Star lies in this area on where he must collect one before doing all the other Power Stars. By obtaining one Power Star, Mario can unlock the doors that has number 1 written on it, which are the Princess's Secret Slide and the Whomp's Fortress. Mario then goes through a Whomp infested area where he fights the Whomp King, an icy mountain, a haunted house and many others.

When Mario collects 8 of the Power Stars, he can open the Star Door at the left side of the castle. He then falls through the floor in the room and enters the first Bowser Course, Bowser in the Dark World. Then he enters the warp pipe at the end of the course, which leads him to Bowser. He has to grab Bowser's tail and throw him to the ground. Unfortunately, it turns out that Bowser doesn't have Princess Toadstool with him. Instead, he runs away, leaving a key for Mario to collect. He then obtains key that allows Mario to enter the basement of the castle. The basement contains 4 levels, which are Hazy Maze Cave (with Cavern of the Metal Cap inside it), Lethal Lava Land, Shifting Sand Land, and Dire, Dire Docks, as well as Toad's first Secret Power Star. There is also MIPS the rabbit that gives a Power Star. In the basement, there is a Star door that requires 30 Power Stars to open. The Star Door leads to a room with the entrance to Dire, Dire Docks and the second Bowser course, Bowser in the Fire Sea. At the end of the course, there is a warp pipe that leads Mario to another battle with Bowser. This battle can be more challenging that the last one, since Bowser can now teleport and the distance between the arena platform and the bombs have increased. When he defeats Bowser for the second time, Mario gains a key to the second floor. The second floor contains 4 levels, which are Snowman's Land, Wet-Dry_World, Tall, Tall Mountain, and Tiny-Huge Island, as well as Toad's second Secret Power Star. When Mario collect 50 Power Stars, he can go up to the third floor, which consists of 2 levels, which are Tick Tock Clock and Rainbow Ride, as well as two Secret Power Stars, Wing Mario Over the Rainbow and Toad's third and final Secret Power Star. Once Mario collects 70 Power Stars, he can access the door into Bowser's final stage , Bowser in the Sky, and go through another one of the Koopa King's obstacle courses. After he finds the warp pipe at the end of the course, Mario finds Bowser waiting for him. The two then begin to engage in battle. This time, Bowser has to be blown up by a bomb three times. When Bowser gets blown up twice, certain parts of the arena gets cut off, remaining the platform in a shape of giant star. Bowser ends up defeated, and is surprised when Mario tells him there were some Power Stars he missed, the Castle's Secret Stars. Bowser gives up, and hands Mario the final Grand Power Star before he disappears. When Mario grabs the last power star, wings appear on his Cap, allowing him to fly. He circles the Star-shaped arena, and flies away. Eventually, he lands in front of the castle. [15][16] Mario, Peach, the two Toads, and Yoshi waving goodbye.[17][18] Mario finally gets his cake. As his wings fade away, Mario uses the power of the Giant Power Star to save Princess Peach and take her back at the front of the castle. The star goes into the stained glass window over the front door of the castle, the window flashes, and Peach slowly descends to the ground. Mario rushes up to her as she opens her eyes. Thanking him, Peach kisses Mario on the nose and says she will bake a cake for him. Peach and two nearby Mushroom Retainers walk into the castle. Mario starts to do so himself, but then pauses and turns around to look at the upward. Peach calls his name and Mario runs in after her and the Mushroom Retainers while the camera pans to the left and shows several birds flying through the sky. After the credits scroll, the cake, with the Peach and Mario figures, is shown at the very end.

ControlsEdit

Super Mario 64 uses a majority of the buttons on the Nintendo 64 controller, the only buttons that are not used are the Control Pad and the L Button.

Additional MovesEdit

[19][20] Mario punching and kicking. [21][22] Mario Sweep Kicking. To get around the courses in the game, Mario has to make use of several moves. Along with the standard moves listed above, there are several additional moves that can be done by using button combinations. A "->" implies combinations where buttons need to be pressed in succession, and a "+" implies combinations where buttons need to be pressed simultaneously.

CharactersEdit

Main CharactersEdit

[23]|Mario. [24]|The Toads. [25]|Princess Peach.

Supporting CharactersEdit

[26]|Lakitu Bros. [27]|The Bob-omb Buddies. [28]|Koopa the Quick. [29]|Hoot. [30]|Mother Penguin. [31]|Tuxie. [32]|Big Penguin. [33]|Headless Snowman. [34]|MIPS. [35]|Dorrie. [36]|Yoshi.

CoursesEdit

[37][38] Mario in Bob-Omb Battlefield, the first stage in the game.[39][40] A poster for the game. The levels are laid out inside paintings in the castle, or sometimes the walls themselves. They can also be found in holes, gaps, portals, oil pits, and inside a clock. Each world has seven Power Stars. Within each, one of which is gained by finding one hundred Coins in the level. The other six Power Stars are found by performing the "missions", accomplished by fighting bosses, winning races, etc. Every course has boundaries to limit the player from going too far, either as a strict wall or an invisible boundary. If Mario hits either, he falls down (quite often losing a life). Otherwise, Mario is free to roam the large expansive levels at his leisure.

The levels often feature pink Bob-ombs called Bob-omb Buddies. They open cannons littered around the levels for Mario to fly with. When the cannon is open, Mario simply falls into the pit where it is, and it raises. The player targets the cannon with a cross hair shot, and fires. This helps Mario reach high or far away areas. It is often a good idea to use the Wing Cap (see below) with cannons.

  1. Bob-omb Battlefield, the first course of the game and home of the Big Bob-Omb and Bob-Omb Buddies.
  2. Whomp's Fortress, a giant, floating fortress and the home of the Whomps, Thwomps, and King Whomp.
  3. Jolly Roger Bay, a large lake with a small cave, a pirate ship, and a jet stream.
  4. Cool, Cool Mountain, an icy with a slide in the interior, a headless snowman, and a lost baby Penguin.
  5. Big Boo's Haunt, a haunted mansion that is four floors with full of Boos and the home of Big Boo.
  6. Hazy Maze Cave, a large, maze-like cave with Toxic Gas and a lake which is the home of Dorrie the Dinasour.
  7. Lethal Lava Land, a large lava lake, which is the home of Bullies, with a volcano in the middle.
  8. Shifting Sand Land, a sand world with a Tox Box maze, four pillars, a large amount of quicksand, and a pyramid in the middle.
  9. Dire, Dire Docks, another water level with a small lake and a large dock system.
  10. Snowman's Land, another snowy land, this time with a giant snowman, an icy lake, and an igloo.
  11. Wet-Dry World, a much larger dock system with changeable water levels.
  12. Tall, Tall Mountain, a large mountain with many obstacles along the way to the top.
  13. Tiny-Huge Island, an island where in one part the enemies are large and Mario is small, and where Mario is large and the enemies are small.
  14. Tick Tock Clock, a huge world inside of a small clock where time changes depending on where the minute hand on the outside is.
  15. Rainbow Ride, a large area in the sky with a Red Coin maze, a giant, hollow house, a small airship, tricky triangles, and large swings.
64.png
Bob-omb Battlefield
[41]
Whomp's Fortress
[42]
[Jolly Roger Bay
Big Bob-Omb on the Summit Footrace with Koopa the Quick Chip Off Whomp's Block To the Top of the Fortress Plunder in the Sunken Ship Can the Eel Come Out to Play?
Shoot to the Island in the Sky Find the 8 Red Coins Shoot into the Wild Blue Red Coins on the Floating Isle Treasure of the Ocean Cave Red Coins on the Ship Afloat
Mario Wings to the Sky Behind Chain Chomp's Gate Fall onto the Caged Island Blast Away the Wall Blast to the Stone Pillar Through the Jet Stream
[43]
Cool, Cool Mountain
[44]
Big Boo's Haunt
[45]
Hazy Maze Cave
Slip Slidin' Away Li'l Penguin Lost Go on a Ghost Hunt Ride Big Boo's Merry-Go-Round Swimming Beast in the Cavern Elevate for 8 Red Coins
Big Penguin Race for 8 Red Coins Frosty Slide for 8 Red Coins Secret of the Haunted Books Seek the 8 Red Coins Metal-Head Mario Can Move! Navigating the Toxic Maze
Snowman's Lost His Head Wall Kicks Will Work Big Boo's Balcony Eye to Eye in the Secret Room A-Maze-Ing Emergency Exit Watch for the Falling/Rolling Rocks
[46]
Lethal Lava Land
[47]
Shifting Sand Land
[48]
Dire, Dire Docks
Boil the Big Bully the Bullies In the Talons of the Big Bird Shining Atop the Pyramid Board Bowser's Sub Chests in the Current
8-Coin Puzzle with 15 Pieces Red-Hot Log Rolling Inside the Ancient Pyramid Stand Tall on all the Four Pillars Pole-Jumping for the Red Coins Through the Jet Stream
Hot-Foot-It into the Volcano Elevator Tour in the Volcano Free Flying for 8 Red Coins Pyramid Puzzle The Manta's Ray's Reward Collect the Caps...
[49]
Snowman's Land
[50]
Wet-Dry World
[51]
Tall, Tall Mountain
Snowman's Big Head Chill with the Bully Arrow Lifts! Shocking Arrow Lifts! Top o' the Town Scale the Mountain Mystery of the Monkey Cage
In the Deep Freeze Whirl from the Freezing Pond Secrets in the Shallows & Sky Express Elevator--Hurry Up! Scary 'Shrooms, Red Coins Mysterious Mountainside
Shell Shreddin' for Red Coins Into the Igloo Go to Town for the Red Coins Quick Race Through Downtown! Breathtaking View from Bridge [Blast to the Lonely Mushroom]
[52]
Tiny-Huge Island
[53]
Tick Tock Clock
[54]
Rainbow Ride
Pluck the Piranha Flower The Tip Top of the Huge Island Roll into the Cage The Pit and the Pendulums Cruiser Crossing the Rainbow The Big House in the Sky
Rematch with Koopa the Quick Five Itty Bitty Secrets Get a Hand Stomp on the Thwomp Coins Amassed in a Maze Swingin' in the Breeze
Wiggler's Red Coins Make Wiggler Squirm Timed Jumps on the Moving Bars Stop Time for the Red Coins Tricky Triangles! Somewhere Over the Rainbow

Castle's Secret StarsEdit

In addition to the main courses of the game and the Bowser courses, there are also a few hidden courses that house several of the Castle's Secret Stars, as well as the three ! Switches.

Three of the Toads in the castle give the player a Secret Power Star when talked to. One of the Toads is in a corner near the entrance to the Hazy Maze Cave painting, another one is under the staircase on the second floor near the Tall, Tall Mountain course, and the third one is to the right of the Tick Tock Clock painting. However, they will not give any Power Stars until the player collected 20, 40, and 60 Power Stars. respectively.

AbilitiesEdit

[55][56] Mario's "break dance" kick.[57][58] Mario punching and kicking. In addition to Mario's signature jumping, a whole new host of abilities is given to the player as the game progresses. Mario can punch, kick, kick jump, hip drop (Ground Pound, something that Yoshi and Wario could do in the previous games), Triple Jump, long jump, back-flip, somersault, and perform the Wall kKick (bouncing from wall to wall with timed jumps to reach higher areas). The usual Super Mushroom and Fire Flower are absent in this game. Instead Mario gains the power to wear new hats, in the form of colored Caps. The Power Gauge is also introduced, which became standard for future three dimensional Mario games.

The Caps are found inside special '!' blocks littered around the every level. Initially empty, they can be filled by finding '!' switches (similar to the Switch Palaces of Super Mario World). There are three colors to the caps, and each cap lets Mario perform different abilities. It should also be noted that only one form of colored cap can be found in each level. Normally, each Cap is worn separately, but Mario can sometimes don two Caps at once and combine the abilities of both.

EnemiesEdit

New enemiesEdit

Returning enemiesEdit

BossesEdit

[113][114]Mario faces Bowser in Bowser in the Dark World at last. There are various mini bosses in some stages, but the primary boss is Bowser. He appears three times in three different levels. Each mini-boss holds a Power Star, except for Bowser, who holds a Big Key in his first two battles and a Jumbo Star in his third battle. This is a list of all of the bosses in the game.

Image Description
[115]
Big Bob-Omb (King Bob-Omb)
A giant Bob-omb in Bob-omb Battlefield. He appears as the first boss in the game and the first Star.
[116]
Whomp King
A giant Whomp found on the top top of Whomp's Fortress. He appears as the first star, and after he is defeated, there is a tower on top of the fortress.
[117]
Bowser
Bowser appears in Bowser in the Dark World (where the player needs to swing him by the tail clockwise or counterclockwise and hurl him at bombs on the outside of his circular arena once), Bowser in the Fire Sea (where he appears at the end of the level. Game play is the same as the first Bowser level, except now his jumps make the arena tilt, causing Mario to need to run up the arena to avoid falling off. Bowser also gains a new move where he vanishes and reappears a short distance away), and Bowser in the Sky (where he appears at the end of this level. He must be thrown into the bombs three times. Each time he falls off the arena, his jump back makes a piece of the arena fall off. After being hit twice, he stomps the ground and more of the arena will fall off, which then the remaining section of the arena becomes Star shaped. Once Bowser gets hit the third time, he will be defeated, leaving behind a Giant Star, which is not added to the Power Star total after it is collected. The game will then be completed and the Peach will be saved.) The player needs to swing him by the tail clockwise or counterclockwise and hurl him at bombs on the outside of his circular arena.
[118]
Big Bully
Two of these giant Bullies appear in Lethal Lava Land. On both occasions they try to knock Mario into the lava. Mario must do the same to them.
[119]
Eyerok
Two stone hands with eyes on their palms. They appear when the player blasts open the top of the Pyramid in Shifting Sand Land and rides the elevator inside. The player must hit each eye three times.
[120]
Big Boo
A giant Boo which appears at least three times in Big Boo's Haunt. He initially appears once all the Boos in the mansion have been removed, again in the underground Merry-Go-Round, and lastly on the top balcony of the mansion (possibly what inspired Boolossus).
[121]
Big Mr. I
A giant Mr. I which only appears in the attic of Big Boo's Haunt.
[122]
Chill Bully
A large Bully made of ice. He tries to ram Mario onto a lethally frozen pond in Snowman's Land. Mario must do the same to him.
[123]
Wiggler
A giant Wiggler, which becomes angry when his home in Tiny-Huge Island gets flooded.

ItemsEdit

Throughout the game, the player can make use of several items. Some items are out in the open, whereas others are found by breaking open ! Blocks or completing the challenges.

Image Description Image Description
[124]
Coin.
A standard Coin found in the levels. When collected, it restores one point of Mario's Health Meter. [125]
! Block
A floating block that holds either Coins, 1-Up Mushrooms, or Power Stars.
[126]
Red Coin
A red variant of the Yellow Coin, each worth two Coins. Eight of them are scattered around most courses, and collecting them all will cause a Power Star to appear on a Star Marker. They restore two points of Mario's Health Meter when collected. [127]
Red ! Block
A red ! Block that holds a Wing Cap. Will become solid once the Red ! Switch is pressed.
[128]
Blue Coin
A blue variant of the Yellow Coin, each worth five Coins. They usually appear after Ground Pounding the Blue Switches or after defeating stronger enemies like a I Mr. I. [129]
Blue ! Block
A blue ! Block that holds a Vanish Cap. Will become solid once the Blue ! Switch is pressed.
[130]
Spinning Heart
A large heart than spins when Mario walks through it, which will recover his Health. The amount of Health it recovers and how fast it does so is dependent on how quickly Mario moves through it. [131]
Green ! Block
A green ! Block that holds a Metal Cap. Will become solid once the Green ! Switch is pressed.
[132]
1-Up Mushroom
A green spotted Mushroom that will give Mario an Extra Life when collected. [133]
Wing Cap
Once collected from a Red ! Block, the Wing Cap allows Mario to fly around for a limited time if he performs a triple jump or blasts out of a cannon. This is useful for reaching high or far areas, and finding secrets in the sky. Also, the Wing Cap lets Mario do a Triple Jump without having to walk/run.
[134]
Shiny Shell
A shell from a Koopa Troopa that Mario can ride, defeating enemies he runs over and allows him to move around the course quicker. Pressing the Z button will cause the shell to disappear. If grabbed underwater by using the B button, Mario can hold onto the shell for a short time and move underwater easier. [135]
Vanish Cap
Once collected from a Blue ! Switch, the Vanish Cap turns Mario invisible, allowing him to pass through the wired cages, ice, and ignore the enemies, which makes him invulnerable to attacks. He can reach the new areas, where he can find hidden items or Power Stars. Also, all enemies' attacks travel through him.
[136]
Power Star
The main objective of the game. Collecting enough of them will allow Mario to open up doors. [137]
Metal Cap
Once collected from a Green ! Switch, the Metal Cap turns Mario into metal, allowing him to walk underwater and lava, avoid water currents, and defeat small enemies by simply running into them which makes him metallic and heavy. This also lets Mario walk through streams of fire without taking damage. However, because he is extremely heavy, all Mario can do is walk, jump very low, and moves much slower.

Notable mistakes and errorsEdit

  • When speaking to Yoshi on the castle roof at the end of the game, he says "Mario!!! It that really you???" instead of "Mario!!! Is that really you???".
  • If Mario is one Star short of opening a door, it will still refer to the word needed in the plural: "You need 1 more Stars" instead of "You need 1 more Star."
  • In the main lobby, Toad tells tells the player to "First try the room with a picture of Bob-Omb" instead of "First try the room with a picture of a Bob-omb."

References to the other gamesEdit

  • Super Mario Bros. - A carving of Mario and a carving of Bowser from this game appear on the pillars in Bowser in the Sky. An arrangement of the overworld theme plays on the title screen, and the underground theme can be heard in the music for Hazy Maze Cave and Wet-Dry World. There is also a small jingle used at the Power Star select screen which sounds identical to the first few notes of the overworld opening theme in this game.
  • Super Mario World- The idea of Switch Palaces is, in a way, brought back. Also, when Yoshi is met, he says to Mario "It has been so long since our last adventure!", referring to this game. Also, the soundtrack follows the same composition technique used in Super Mario World in a similar way where there's a signature melody in the game that's heard across different levels in several variations (Bob-Omb Battlefield, Snow Mountain, Slider)
  • Super Mario World 2: Yoshi's Island - The theme used for invincibility in this game, specifically the string instruments playing in the background, is reworked into Wing/Vanish Mario's theme for Super Mario 64. The idea of collecting the Coin Rec Coins first appeared in this title as well.
  • Hotel Mario - The sound effect warp1.wav (which typically plays when entering a mini-course) is reused from one of this game's cutscenes.[7]

References in the later gamesEdit

MediaEdit

For the complete list of media for this subject see Super Mario 64/Media.
[138] Bob-omb Battlefield - Big Bob-omb on the Summit star speed run 1:12

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Super Mario 64 - Title screen[139] 3:32

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Super Mario 64 - Bob-Omb Battlefield 3:04

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Super Mario 64 - Inside the Castle walls[140]

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ReissuesEdit

Main article:Super Mario 64 DS

Super Mario 64 DS is the enhanced remake of the game for the Nintendo DS, bearing some new features on its storyline, gameplay, and graphics. Unlike in Super 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 is Yoshi); Yoshi, Luigi, and Wario also join the adventure in order to rescue Princess Toadstool from the hands of Bowser. Other new features within the game include a wireless multi-player VS. Mode, in which up to four players can play simultaneously on each Nintendo DS connected together locally; mini-games to play with each character, and new additions to the story mode such as new missions, bosses, and levels.

A version of the game was released in Japan on July 18, 1997, that included the Rumble Pak support. This is the same as the International release of the game, as it retains all of the glitch fixes as well as the graphical and sound changes (except Mario calling Bowser by his name in a voice clip "So long-eh_Bowser", which was "buh-bye" in all the Japanese versions as he tosses him by the tail - this is because he is not known as Bowser in Japan; instead he is known as Koopa). The only differences other than one voice clip are the language being changed back to Japanese, a new title screen Easter Egg, fixing of the "backwards long jump" glitch and the Rumble Pak support.

Official SoundtrackEdit

Main article: Super Mario 64 Original Soundtrack

An original soundtrack that is based on the game is released. It has thirty-six tracks from the game.

GalleryEdit

For this subject's image gallery, see Gallery:Super Mario 64.

Version differencesEdit

There are a total of four Nintendo 64 releases of Super Mario 64: The original Japanese version, the North American release, the European and Australian release, and the Japanese Super Mario 64: Shindō Pack Taiō Version re-release.

Changes to the North American releaseEdit

Text changesEdit

  • 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 changesEdit

Template:Multiple image

  • The entrance to Jolly Roger Bay is changed. In the original release, it is a painting of bubbles in a blue frame. In the North American release, 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 the North American release, 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.
  • The Chain Chomp's bark has been changed to a completely different sound.
  • The Red 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 entering certain substages, such as Tower 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 isn't found on the official soundtrack.
  • The North American release adds more voice acting for Mario:
    • "Hello!" when Mario's 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 the player runs out of lives.
    • "Press START to play!" during the title screen demo.
    • "Boing!" when the player jumps off a Spindrift.
    • "I'm-a tired!" and the names of various pastas when Mario is sleeping.
    • "Mamma mia!" when falling out of a non-painting course after the player loses a life.
    • In the original Japanese version, Mario says "Here we go!" when he throws Bowser. In the North American version, he only says "Here we go!" when throwing Bowser a short distance. When he throws Bowser a long distance, he instead says "So long-a Bowser!".
    • Similarly, when Mario hits a wall in the Japanese version, he grunts. In the North American version, Mario grunts if he hits a wall at a low speed, but says "D'oh!" if he Long Jumps or dives into a wall.
    • When Mario Triple Jumps in the Japanese release, he says "Yahoo!". In the North American release, he randomly says any of "Yahoo!", "Wha-ha!", or "Yipee!".
  • All of Princess Peach's voice acting is new in this version of the game.

Fixed glitchesEdit

  • When Mario steps on one of the Cap Switches, a text box is triggered that explains the function of the switch. 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 will not vanish as it is supposed to do upon collection. In the American release, the text box does not cause the action to pause, which fixes this glitch.
  • If 1000 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. The North American release correctly sets 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 will land and the player presses [141] to activate the first person camera, Mario will keep looking that way during the key collection cutscene.
  • In Shifting Sand Land's pyramid, collecting the fifth secret may cause the audio to stop playing. If this happens, attempting to leave the course in any way will trigger a game crash.
  • If Mario exits a course while standing on a moving platform, he will retain his momentum when Peach's Castle loads. This will cause Mario to spawn in an abnormal location.

Level design changesEdit

  • In the mission Blast to the Stone Pillar, the Power Star is in an ! 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 the Penguin to an empty area adjacent to her. This was apparently done because the penguin's hit box made it difficult to collect the star in its original location.

Changes to the European and Australian releaseEdit

These releases feature all the changes of the North American release, plus the following additional changes:

Text changesEdit

  • The script can be switched between English, German, and French.
  • The North American version's "Sound" menu has been renamed to "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 changesEdit

Template:Multiple image

  • 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. 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 a Big 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's Double Jump sound is different.

Gameplay ChangesEdit

  • 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 5/6ths of the speed that it happens in the North American release.

Changes in Super Mario 64: Shindō Pack Taiō VersionEdit

This release features all the changes of the North American release, plus the following additional changes:

Text changesEdit

  • The original Japanese script is restored.
  • Text that mentioned pressing the B button to read the signs in both the original Japanese and localized scripts now additionally mentions that the A, button can be pressed as an alternative.

Audiovisual ChangesEdit

Template:Multiple image [142]|The easter egg and compatibility notice.

  • The copyright date on the title screen is updated to reflect the release date of Super Mario 64: Shindō Pack 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 the Z button on the intro screen, the background will be filled with images of Mario's face. These faces are copied from the frame buffer, so they move in synchronisation with the the modeled Mario face.
  • The voice line "So long-a Bowser" is changed to "Buh-bye!", since Bowser's name is Kuppa in Japan.
  • Mario's Double Jump sound a higher pitched version of the same sound from the European and Australian version.
  • One of Mario's single Jump sounds is slightly higher-pitched.

Gameplay ChangesEdit

  • The game is compatible with the Rumble Pak.

Beta elementsEdit

Main article: Super Mario 64/Beta elements

One unused asset is the Blargg, which is still in the game's data, that would've appeared in the Lethal Lava Land, Bowser in the Fire Sea, and Wing Mario over the Rainbow stages. Also, Big Boo held a key instead of a Star inside of him. The purpose of the keys was to unlock a variety of the various 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.

ReceptionEdit

Super Mario 64 received critical acclaim, garnering a score of 9.8 from IGN, 9.4 from GameSpot, and 9.75 from Game Informer. Although it was criticized for its camera system and difficulty, it was praised for its graphics, level design, soundtrack, and the Mario series shift from 2D to 3D.

Sometime after the game's release, rumors about secret glitches, stars, and hidden characters circulated. Among the most famous is the widely publicized hoax that Luigi was hidden and fully playable, causing bogus rumors to circulate on how to unlock him.

Super Mario 64 is the best selling game for the Nintendo 64, selling over 11.62 million copies worldwide, as of December 31, 2009.

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: Super 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 "Super Mario 64 is a game that rewards the curious, the original, and in some cases the bludgeoningly stubborn and tenacious. If Super 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 Super 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%

GlitchesEdit

Main article: Super Mario 64/Glitches

A famous glitch is the Backwards Long Jump, which will let the player slide upward on any staircase, including the Endless Stairs. Another famous glitch is the Black Room of Death, which traps the player behind the boundaries of the castle walls. It could be achieved using 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 the Japanese in multiple areas of the game, there are unintended invisible walls that the player can bump into. An example is the one in Tall, Tall Mountain just above the wooden log. [143]The frozen head glitch. While collecting one of Bowser's keys, if the player can press [144] and looks somewhere, Mario will keep looking that way during the key collection cutscene.

Using a good timed Triple Jump on the slope near the castle, the player can climb the castle without the cannon. Also, when Mario reaches a corner, he can fall down slightly and grab onto a ledge. The player can then pull themselves back up onto the roof, at which point Mario will lose a life. For unknown reasons, he also loses his hat.

Angled DiveEdit

When Mario enters the water, the angle Mario was facing before entering is preserved in a datum, therefore, when the player jumps and lands on dry land, the next dive Mario performs will start with this angle. A few frames afterward, the angle will fix itself and the dive will be 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.

StaffEdit

Main article: 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

Names in the other languagesEdit

Template:Foreign names

TriviaEdit

  • When Super Mario 64 was being localized for the English speaking countries, many small changes were made. For example, Princess Toadstool never reads her letter aloud in the Japanese version of Super Mario 64. In 1997, Super Mario 64 was re-released in Japan as "Shindou edition." It featured all the changes from the English game, plus Rumble Pak support.
  • In the original (non-Rumble) Japanese version of the game, the portrait for Jolly Roger Bay depicts several bubbles, while the international and Shindou versions show the sunken ship at the bottom of the level. Super Mario 64 DS reverts to the original painting for all the regions.
  • If a second Nintendo 64 controller is connected to the Nintendo 64, the second player can control the camera while Peach congratulates Mario, as well as during the credits.
  • This game marks the first time Mario, Peach, Bowser, and Toad receive a revamped appearance from the original hand-drawn era to the N64 3-D art direction of the Mario franchise.
  • Super Mario 64 was one of the games featured at The Art of Video Games exhibition at the Smithsonian American Art Museum in 2012. exhibition of the Smithsonian American Art Museum in 2012.[6] The game won voting in the "action" category for the Nintendo 64, beating out Banjo-Kazooie and Star Wars: Shadows of the Empire.
  • Super Mario 64 was released three days before the launch of the Nintendo 64, much similar to Luigi's Mansion which was released one day before the release of the Nintendo GameCube.[7]
  • Like most Nintendo 64 games at the time, Super Mario 64 does not use the full 64-bit capabilities of the console, but actually runs in the 32-bit.
  • The music which plays while climbing the endless staircase is a tone Shepard tone, a sequence of notes which are made to sound as if they are infinitely ascending in tone when in fact they are looping.
  • Super Mario 64 is one of the few mainstream Mario games, along with Super Mario Sunshine, to not have a single reference to Luigi. However, he is a playable unlockable character in the game's DS remake.
  • In the VC version of the game, the Chain Chomp's mouth and teeth are purple instead of red.

ReferencesEdit

  1. ^ N-Sider.com: Profile - Shigeru Miyamoto
  2. ^ GameSpot - 15 Most Influential Games of All Time
  3. ^ GameFaqs - The top 10 games Ever
  4. ^ Edge Online - The 100 Best Games to Play Today
  5. ^ Official Nintendo Magazine - 100 Best Nintendo Games
  6. ^ http://americanart.si.edu/exhibitions/archive/2012/games/#games
  7. ^ http://www.pennoaks.net/archive64/Miscellaneous_Articles/N64_US_Launch.htm

External linksEdit


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