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===Courses===
===Courses===
*Most courses are accessed through paintings that are found throughout the castle - {{wp|chronotope}}
*Most courses are accessed through paintings that are found throughout the castle - {{wp|chronotope}}
*Each course is themed to a different environment and many of them include NPCs - the first scenario like this in a Super Mario game where NPCs are passively found within levels
*Worlds were designed using principles from diorama and hakoniwa building
*Prior games had world maps - this was the first to depart from that set up to 1.) to would be due technically challenging to develop a 3D space with conventional worlds. 2.) the hub allows a space with no objectives where the player can familiarize themselves with Mario's complex control scheme, learn to have fun with it
*Prior games had world maps - this was the first to depart from that set up to 1.) to would be due technically challenging to develop a 3D space with conventional worlds. 2.) the hub allows a space with no objectives where the player can familiarize themselves with Mario's complex control scheme, learn to have fun with it
*The arrangement where several levels are accessed from a hub would become the standard for the next few 3D Mario games as well as typify the genre
*The arrangement where several levels are accessed from a hub would become the standard for the next few 3D Mario games as well as typify the genre
The player usually completes a level when they collect a [[Power Star]], a token resembling the [[Super Star]] [[List of power-ups|power-up]] of prior entries. It is framed as an energy source that powers the castle. In the normal courses, multiple Power Stars often appear and making contact with any of them completes the level and adds it to the player's total, something the game tracks and communicates to the player on the {{wp|user interface}} in the upper right corner of the screen. Accumulating Power Stars progressively grants Mario access to new courses. The amount of Stars required is communicated on [[★ door]]s that seal off rooms containing paintings. The amount of Stars required to open a ★ door increases the higher Mario is in the castle. There are only two instances where touching a Power Star does not complete the course: in Bowser and Cap Switch courses, where the intended
There are three different types of levels:
*"'''Normal courses'''" that contain six dedicated missions and a 100-coin mission. Most of the dedicated missions build off of each other environmentally or narratively. (i.e. The events that occur in one mission foreshadow the events of the subsequent mission.) However, Power Stars can sometimes be collected. There are 15 in the game.
*"'''Bowser courses'''" are obstacle courses that do not end with the collection of a Power Star and mark the end of a floor. Two end in a key, the final one in a. There are 3.
*'''Secret Courses''' that are hidden throughout the castle
*"'''Cap Switch courses'''" an analog to the [[Switch Palace]]s from ''[[Super Mario World]]''. There are 3.


-----
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Though NPCs have been an element of the ''Super Mario'' series since the [[Super Mario Bros.#Supporting characters|first game]] and some appear within levels in ''[[Super Mario Land 2: 6 Golden Coins]]'' ([[List of games by date#1992|1992]]), ''Super Mario 64'' is the first entry in the series to feature NPCs that can be spoken to and are framed as having independent lives. Several
Though NPCs have been an element of the ''Super Mario'' series since the [[Super Mario Bros.#Supporting characters|first game]] and some appear within levels in ''[[Super Mario Land 2: 6 Golden Coins]]'' ([[List of games by date#1992|1992]]), ''Super Mario 64'' is the first entry in the series to feature NPCs that can be spoken to and are framed as having realized lives within the courses themselves.


<center>
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|colspan="3"align=center|A winding path in a cavernous void. The path bears [[Amp]]s and shifting platforms. It ultimately leads to [[Bowser]], who is fought on a circular platform surrounded by floating [[Mine|bombs]].<br>'''Unlock criterion''': collect 8 Power Stars
|colspan="3"align=center|A winding path in a cavernous void. The path bears [[Amp]]s and shifting platforms. It ultimately leads to [[Bowser]], who is fought on a circular platform surrounded by floating [[Mine|bombs]].<br>'''Unlock criterion''': collect 8 Power Stars
|-
!style="background:#C3E12B"|[[The Princess's Secret Slide]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!colspan="2"style="background:#C3E12B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot The Princess's Secret Slide.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] The Princess's Secret Star
|[[File:Star SM64.png|14px|Power Star]] Second Star
|-
|colspan="3"align=center|A carpeted [[Slide (Super Mario 64)|slide]] 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 him with a second one.<br>'''Unlock criterion''': collect a Power Star
|-
|-
!style="background:#C3E12B"|[[The Secret Aquarium]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!style="background:#C3E12B"|[[The Secret Aquarium]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
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===Mushroom Castle===
===Mushroom Castle===
* Offers a space for the player to familiarize themselves with controls; devs noted it was important to make Mario fun to simply move around, so having a space for the player to make their own fun was important


==Notes and references==
==Notes and references==

Revision as of 13:12, July 10, 2023

phrog

Casual Nintendo historian. Otherwise an artist and a field ecologist. Bio degree. I've had an account here since 2012.

I wrote the character sections for Super Mario 64, Super Mario Galaxy 2, and Super Mario Odyssey. I contributed much of the article for Super Mario Galaxy and Super Mario Sunshine.

I have been a fan of Nintendo since a very young age. My first Mario games (and three of the first video games I ever owned) were Super Mario World: Super Mario Advance 2, Super Mario 64 DS, and Mario Kart DS. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.

During the COVID-19 pandemic, I sequentially played some of my favorite games in the Super Mario series to 100% completion. This includes, in order, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, Super Mario World 2: Yoshi's Island, Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, Super Mario Galaxy 2, Captain Toad: Treasure Tracker, and Super Mario Odyssey. It's been really fun! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.

My favorite video game character is Yoshi.

Sandbox for current project

Setting

"Miniature Japanese garden" from a small temple in Minato, Tokyo. It is an example of a hokaniwa, or "box garden", that is the basis for the level design in most 3D Super Mario games and many other 3D action-adventure games.EXIF Info:Nikon DfLens: 24-70mm F/2.8GFocal Length: 24mmAperture: F/2.8Shutter Speed: 1/800sISO Sensitivity: 400Tiny-Huge Island 64.png
A photograph of a hokaniwa[image 1] (left) compared to a screenshot of Tiny-Huge Island (right). The design principals of the former is the cited influence behind the courses in the game.

Super Mario 64 takes place within the walls of Princess Peach's castle in the Mushroom Kingdom. It is the first Super Mario game to explicitly include the Mushroom Kingdom as a location since Super Mario Bros. 3 (1988). The game's levels – called courses – are not naturally-occurring places on Mario's world. They were created by Bowser using the Power Stars he stole from Peach. Most of them are accessed through paintings that hang in the castle's walls, but some are more cryptically hidden or require the player to accomplish a task in the castle before becoming accessible. Some paratextual material and subsequent titles present the courses introduced in this game as real, visitable places outside of the paintings.

Generally, a course is a sprawling location with interactive environmental elements and several levels of elevation. Course often have subareas and collectibles obscured in the landscape that passively encourage the player to explore and rotate the camera. Most courses feature prominent landmarks, such as the mountain in Bob-omb Battlefield or the volcano in Lethal Lava Land, that provides the player with a consistent point of reference that mitigates the chance of getting lost.[1] Like its more immediate predecessors, courses are themed after real-life ecosystems (i.e. deserts, mountains, coastlines) and more fantastical settings (i.e. a haunted house, clockworks, rainbow roads in the sky). The theme informs the type 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, a condor, and quicksand are in the desert-themed Shifting Sand Land. Penguins, slippery ice, and deep snow appear in Cool, Cool Mountain and Snowman's Land. Most courses contain switches and strikable objects that modify elements of the course, such as Crystal Taps in Wet-Dry World.

Unlike the levels of prior two-dimensional entries, the courses in this game are open-ended and mostly do not narrow the player's focus towards one goal. This was an intentional departure from the level design principals 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 creator Shigeru Miyamoto wanted Super 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.[2][3][1] 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 carryout precise actions to reach a goal. The courses themselves were created using hakoniwa or "box garden" design principals.[4][3][note 1][1][5] A hakoniwa is a carefully-arranged miniature garden within an enclosed space, with layers of depth and detail that become apparent to an onlooker when examined for a long period of time.[6][5] Applying these principals allowed the development team to create intricate levels that surprised players, another important tenet during development.[2][3][1] In the West, where creating miniature gardens is not as culturally prevalent, these types of levels are most often likened to sandboxes.[5]

Courses

  • Most courses are accessed through paintings that are found throughout the castle - chronotope
  • Prior games had world maps - this was the first to depart from that set up to 1.) to would be due technically challenging to develop a 3D space with conventional worlds. 2.) the hub allows a space with no objectives where the player can familiarize themselves with Mario's complex control scheme, learn to have fun with it
  • The arrangement where several levels are accessed from a hub would become the standard for the next few 3D Mario games as well as typify the genre

The player usually completes a level when they collect a Power Star, a token resembling the Super Star power-up of prior entries. It is framed as an energy source that powers the castle. In the normal courses, multiple Power Stars often appear and making contact with any of them completes the level and adds it to the player's total, something the game tracks and communicates to the player on the user interface in the upper right corner of the screen. Accumulating Power Stars progressively grants Mario access to new courses. The amount of Stars required is communicated on ★ doors that seal off rooms containing paintings. The amount of Stars required to open a ★ door increases the higher Mario is in the castle. There are only two instances where touching a Power Star does not complete the course: in Bowser and Cap Switch courses, where the intended

There are three different types of levels:

  • "Normal courses" that contain six dedicated missions and a 100-coin mission. Most of the dedicated missions build off of each other environmentally or narratively. (i.e. The events that occur in one mission foreshadow the events of the subsequent mission.) However, Power Stars can sometimes be collected. There are 15 in the game.
  • "Bowser courses" are obstacle courses that do not end with the collection of a Power Star and mark the end of a floor. Two end in a key, the final one in a. There are 3.
  • Secret Courses that are hidden throughout the castle
  • "Cap Switch courses" an analog to the Switch Palaces from Super Mario World. There are 3.

Though NPCs have been an element of the Super Mario series since the first game and some appear within levels in Super Mario Land 2: 6 Golden Coins (1992), Super Mario 64 is the first entry in the series to feature NPCs that can be spoken to and are framed as having realized lives within the courses themselves.

Courses
First Floor and Mezzanine
01. Bob-omb Battlefield
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×6 Total number of boss battles.×1
Missions
Screenshot of Bob-omb Battlefield from Super Mario 64. Power Star Big Bob-omb on the Summit Power Star Footrace with Koopa the Quick
Power Star Shoot to the Island in the Sky Power Star Find the 8 Red Coins
Power Star Mario Wings to the Sky Power Star Behind Chain Chomp's Gate
Power Star Treasure in the Sky
Grassy fields surrounding a spiraled mountain. A battle is waged here between the peaceful Bob-omb Buddies and the enemy Bob-ombs. Once the battle is over, the Bob-omb Buddies allow Mario to access their cannons. There is a floating island in the east, and a barred cave towards the center with a Chain Chomp leashed in front of it.
Unlock criterion: enter Mushroom Castle
02. Whomp's Fortress
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1 Total number of boss battles.×1
Missions
Screenshot of Whomp's Fortress from Super Mario 64. Power Star Chip Off Whomp's Block Power Star To the Top of the Fortress
Power Star Shoot into the Wild Blue Power Star Red Coins on the Floating Isle
Power Star Fall onto the Caged Island Power Star Blast Away the Wall
Power Star Whomps and Flowers
A fortress in the sky. It is ruled by a Big Whomp who sits at the top of the fortress. The path leading to him has falling platforms and stone enemies. Once defeated, a climbable spire appears at the top. A chain of floating islands are in the northeast. They can we reached with the help of Hoot, a sleepy owl found in the course's single tree.
Unlock criterion: collect a Power Star
03. Jolly Roger Bay
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1
Missions
Screenshot of Jolly Roger Bay from Super Mario 64. Power Star Plunder in the Sunken Ship Power Star Can the Eel Come Out to Play?
Power Star Treasure of the Ocean Cave Power Star Red Coins on the Ship Afloat
Power Star Blast to the Stone Pillar Power Star Through the Jet Stream
Power Star Pirates' Plunder
A cove containing the wreck of a sunken ship. A giant moray eel nests in the ship and stirs when approached. An underwater corridor in the northwest leads to a cave that holds treasure chests. Solving the puzzle of the chests reveals a Power Star.
Unlock criterion: collect 3 Power Stars
04. Cool, Cool Mountain
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×3
Missions
Screenshot of Cool, Cool Mountain from Super Mario 64. Power Star Slip Slidin' Away Power Star Li'l Penguin Lost
Power Star Big Penguin Race Power Star Frosty Slide for 8 Red Coins
Power Star Snowman's Lost His Head Power Star Wall Kicks Will Work
Power Star Dough in the Snow
A snow-covered mountain inhabited by penguins and snowpeople. Wooden bridges and moving gondolas are built into the side of the mountain. A cabin is near its peak. This cabin contains the Snow Slide, where Mario is challenged by a big belly-sliding penguin.
Unlock criterion: collect 3 Power Stars
Bowser in the Dark World
Total number of obtainable Power Stars.×1 Total number of boss battles.×1
Missions
Screenshot of Bowser in the Dark World from Super Mario 64. Key First battle with Bowser Power Star 8 Red Coins
A winding path in a cavernous void. The path bears Amps and shifting platforms. It ultimately leads to Bowser, who is fought on a circular platform surrounded by floating bombs.
Unlock criterion: collect 8 Power Stars
The Princess's Secret Slide
Total number of obtainable Power Stars.×1
Missions
Screenshot of The Princess's Secret Slide from Super Mario 64. Power Star The Princess's Secret Star Power Star Second Star
A carpeted slide 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 him with a second one.
Unlock criterion: collect a Power Star
The Secret Aquarium
Total number of obtainable Power Stars.×1
Missions
Screenshot of The Secret Aquarium from Super Mario 64. Power Star The Secret Aquarium
A closed tank with small fish and Red Coins. Collecting all of them reveals a Secret Star. The aquarium is accessed through a little alcove in the same room that holds the painting for Jolly Roger Bay.
Unlock criterion: collect 3 Power Stars
Tower of the Wing Cap
Total number of obtainable Power Stars.×1
Missions
Screenshot of the Tower of the Wing Cap from Super Mario 64. Power Star Flying for Coins
Towers in a sea of clouds. The turret in the middle holds the Wing Cap Switch that makes the Wing Cap permanently available in normal courses once struck. Red Coins appear around the towers and can only be collected by Mario in his wing form.
Unlock criterion: collect 10 Power Stars
The Castle Basement and Courtyard
05. Big Boo's Haunt
Total number of obtainable Power Stars.×7 Total number of boss battles.×4
Missions
Screenshot of Big Boo's Haunt from Super Mario 64. Power Star Go on a Ghost Hunt Power Star Ride Big Boo's Merry-Go-Round
Power Star Secret of the Haunted Books Power Star Seek the 8 Red Coins
Power Star Big Boo's Balcony Power Star Eye to Eye in the Secret Room
Power Star Beat the Boos!
The haunted house hidden in Princess Peach's courtyard. The rooms of the house contain ghosts 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: clear Bowser in the Dark World, collect 12 Power Stars, and defeat the Big Boo that holds the small carousel in the courtyard
06. Hazy Maze Cave
Total number of obtainable Power Stars.×7
Missions
Screenshot of Hazy Maze Cave from Super Mario 64. Power Star Swimming Beast in the Cavern Power Star Elevate for 8 Red Coins
Power Star Metal-Head Mario Can Move! Power Star Navigating the Toxic Maze
Power Star A-Maze-Ing Emergency Exit Power Star Watch for Rolling Rocks
Power Star Blue Coins in the Haze
An underground labyrinth filled with dead ends, traps, and bottomless pits. There are two floors. The first one has a large chamber in the southeast with a controllable elevator, hallways with rolling Boulders in the the northwest, and a maze with toxic clouds in the northeast. The lower floor leads to a pool that holds a friendly sea dragon.
Unlock criterion: clear Bowser in the Dark World
07. Lethal Lava Land
Total number of obtainable Power Stars.×7 Total number of boss battles.×2
Missions
Screenshot of Lethal Lava Land from Super Mario 64. Power Star Boil the Big Bully Power Star Bully the Bullies
Power Star 8-Coin Puzzle with 15 Pieces Power Star Red-Hot Log Rolling
Power Star Hot-Foot-It into the Volcano Power Star Elevator Tour in the Volcano
Power Star Surf the Lava
Platforms in a lava sea. Some of them shift back and forth or can be manually rolled. They surround a small volcano that can be physically entered. Bullies appear in this course and will knock Mario into lava on contact. Sparkies and other fiery obstacles also appear that burn him when touched.
Unlock criterion: clear Bowser in the Dark World
08. Shifting Sand Land
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1 Total number of boss battles.×1
Missions
Screenshot of Shifting Sand Land from Super Mario 64. Power Star In the Talons of the Big Bird Power Star Shining Atop the Pyramid
Power Star Inside the Ancient Pyramid Power Star Stand Tall on the Four Pillars
Power Star Free Flying for 8 Red Coins Power Star Pyramid Puzzle
Power Star Once More into the Pyramid
Desert sands surrounding a pyramid. A condor flies through the sky here. Much of the course is covered in quicksand and steep dunes. Little tornados can be used to avoid obstacles. Narrow walkways are found in the northeast and a small oasis in the northwest. The pyramid can be entered, where a labyrinth leads to the boss Eyerok.
Unlock criterion: clear Bowser in the Dark World
09. Dire, Dire Docks
Total number of obtainable Power Stars.×7
Missions
Screenshot of Dire, Dire Docks from Super Mario 64. Power Star Board Bowser's Sub Power Star Chests in the Current
Power Star Pole-Jumping for Red Coins Power Star Through the Jet Stream
Power Star The Manta Ray's Reward Power Star Collect the Caps...
Power Star Above the Submarine Pen
Deep water. A whirlpool is at the center of the seabed and is circled by sharks and a manta ray. A corridor in the east leads to an wider area where Bowser has hidden a submarine.
Unlock criterion: collect 30 Power Stars
Bowser in the Fire Sea
Total number of obtainable Power Stars.×1 Total number of boss battles.×1
Missions
Screenshot of Bowser in the Fire Sea from Super Mario 64. Key Second battle with Bowser Power Star 8 Red Coins
Three narrow pathways surrounded by lava. Portions of the course gently rise and fall in lava, making traversal challenging. The pathway leads to the the second battle against Bowser.
Unlock criterion: complete "Board Bowser's Sub"
Cavern of the Metal Cap
Total number of obtainable Power Stars.×1
Missions
Screenshot of Cavern of the Metal Cap from Super Mario 64. Power Star Grab 8 Red Coins
An underground streambed that holds the Metal Cap Switch. Striking it makes the Metal Cap accessible in other courses. The water moves rapidly in this course. If Mario becomes trapped in it, he is brought to the Castle Grounds.
Unlock criterion: clear Bowser in the Dark World
Vanish Cap Under the Moat
Total number of obtainable Power Stars.×1
Missions
Screenshot of Vanish Cap Under the Moat from Super Mario 64. Power Star 8 Red Coins
A hidden area only accessible once the castle's moat is drained. When Mario enters the course he is in his vanish form, and he must navigate the course while the power-up is still in effect to access the Vanish Cap Switch. Striking it makes the Vanish Cap accessible in other courses.
Unlock criteria: clear Bowser in the Dark World and drain the castle's moat
Upper Floors and Tower
10. Snowman's Land
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1 Total number of boss battles.×1
Missions
Screenshot of Snowman's Land from Super Mario 64. Power Star Snowman's Big Head Power Star Chill with the Bully
Power Star In the Deep Freeze Power Star Whirl from the Freezing Pond
Power Star Shell Shreddin' for Red Coins Power Star Into the Igloo
Power Star Coin Cold Storage
A chilly land surrounding a giant Snowman. Slippery ice and freezing ponds occur in this course. Chill Bully occurs on a floating island of ice in the east. Narrow paths allow Mario to ascend the Snowman, but he will begin 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
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1
Missions
Screenshot of Wet-Dry World from Super Mario 64. Power Star Shocking Arrow Lifts! Power Star Top o' the Town
Power Star Secrets in the Shallows & Sky Power Star Express Elevator--Hurry Up!
Power Star Go to Town for Red Coins Power Star Quick Race Through Downtown!
Power Star Blue Coin Collecting
A flooded, empty town. There are colorful switches at several locations in the town that cause the water level to rise or fall. There is a hidden Downtown area that can only be accessed through the cage in the southeast.
Unlock criterion: clear Bowser in the Fire Sea
12. Tall, Tall Mountain
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1
Missions
Screenshot of Mushroom Castle from Super Mario 64. Power Star Scale the Mountain Power Star Mystery of the Monkey Cage
Power Star Scary 'Shrooms, Red Coins Power Star Mysterious Mountainside
Power Star Breathtaking View from Bridge Power Star Blast to the Lonely Mushroom
Power Star Challenge the Slide!
A tall mountain surrounded by mushrooms high above the sea. Gusts of wind and the Fwoosh enemy make ascending the mountain challenging. The entrance to a secret slide can be found near the summit. Ukkikis live in this course, one of which attempts to steal Mario's cap.
Unlock criterion: clear Bowser in the Fire Sea
13. Tiny-Huge Island
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1 Total number of boss battles.×1
Missions
Screenshot of Tiny-Huge Island from Super Mario 64. Power Star Pluck the Piranha Flower Power Star The Tip Top of the Huge Island
Power Star Rematch with Koopa the Quick Power Star Five Itty Bitty Secrets
Power Star Wiggler's Red Coins Power Star Make Wiggler Squirm
Power Star Stomp the Giants
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 to Wiggler. 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
Total number of obtainable Power Stars.×7
Missions
Screenshot of Tick Tock Clock from Super Mario 64. Power Star Roll into the Cage Power Star The Pit and the Pendulums
Power Star Get a Hand Power Star Stomp on the Thwomp
Power Star Timed Jumps on Moving Bars Power Star Stop Time for Red Coins
Power Star Multi-Coin Blocks
A vertical obstacle course within the tower's clock. Moving platforms are found throughout the clockwork that 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
Total number of obtainable Power Stars.×7 Total number of accessible cannons.×1
Missions
Screenshot of Rainbow Ride from Super Mario 64. Power Star Cruiser Crossing the Rainbow Power Star The Big House in the Sky
Power Star Coins Amassed in a Maze Power Star Swingin' in the Breeze
Power Star Tricky Triangles! Power Star Somewhere Over the Rainbow
Power Star Blue Coins Atop the Maze
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 a floating palace. The Rainbow Cruiser can be found in the northeast.
Unlock criterion: collect 50 Power Stars
Bowser in the Sky
Total number of obtainable Power Stars.×1 Total number of boss battles.×1
Missions
Screenshot of Bowser in the Sky from Super Mario 64. Jumbo Star Final battle with Bowser Power Star 8 Red Coins
A challenging obstacle course that leads to the final confrontation with Bowser. Some of the platforms on this course allow Mario to walk up walls if he maintains momentum while others shift under his weight. Bowser will start to break the arena he is fought on, leaving it in the shape of a five-pointed star. The reward for defeating him - the Jumbo Star - is not incorporated into Mario's total Power Star count.
Unlock criterion: collect 70 Power Stars
Wing Mario Over the Rainbow
Total number of obtainable Power Stars.×1 Total number of accessible cannons.×2
Mission
Screenshot of Wing Mario Over the Rainbow from Super Mario 64. Power Star Cloud Hopping for Coins
Clouds and checkerboard platforms in the sky. The platforms are bridged by rainbows.
Unlock criterion: collect 50 Power Stars
Other
Mushroom Castle
Total number of obtainable Power Stars.×6
Missions
Screenshot of Mushroom Castle from Super Mario 64. Power Star A Gift from Toad (basement) Power Star A Gift from Toad (second floor)
Power Star A Gift from Toad (third floor) Power Star That Wascally Wabbit! (after collecting 15 Power Stars)
Power Star That Wascally Wabbit! (after collecting 50 Power Stars)
Princess Peach's castle in the Mushroom Kingdom. Toads and Peach's pet rabbit MIPS are sealed inside the castle. Some of them will give Mario a Power Star when spoken to.
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 and secret courses lack numerical designation and are listed in the order they present in Pelland and Owsen (1996). Three symbols convey attributes about each course: Sprite of the star found on the doors from Super Mario 64. denotes the total number of obtainable Power Stars; Sprite of the Cannon Lid from Super Mario 64. denotes the total number of accessible cannons; and Isolated custom asset for chart purposes. Please do not include in galleries or integrate into major asset categories. denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is. Star icon in Super Mario 64 denotes a normal mission where the reward is a Power Star; Star icon in Super Mario 64 denotes a mission where the reward is a Jumbo Star; and Isolated custom asset for chart purposes. Please do not include in galleries or integrate into major asset categories. denotes a mission where the reward is a Big Key.

Mushroom Castle

  • Offers a space for the player to familiarize themselves with controls; devs noted it was important to make Mario fun to simply move around, so having a space for the player to make their own fun was important

Notes and references

Notes

  1. ^ Private correspondence with shmuplations clarifies that the text they translated as "diorama" was written as 箱庭 (hakoniwa) in the original Shogakukan (1996) text.

References

  1. ^ a b c d Yoshiaki Koizumi. "Super Mario Galaxy: The Journey from Garden to Galaxy" (archived). Montreal International Games Summit. Jan 2007. Recorded by Eric St-Cyr. Compiled by Hover. YouTube, youtube.com. Published 24 Sep 2016. Accessed 27 Feb 2021.
  2. ^ a b 64編集部 (eds). スーパーマリオ64 マリオ・ザ・テクニック―完全攻略への最短ルート編 (Japanese source). Tokyo: Takarajimasha, 1996. ISBN: 978-4-79-661121-3. Cited in-text as Takarajimasha (1996).
  3. ^ a b c shmuplations (translator). "Super Mario 64 – 1996 Developer Interviews" (English translations of Takarajimasha and Shogakukan, 1996). shmuplations.com. Published 2022. Accessed 22 Jun 2023.
  4. ^ Editing staff (eds). スーパーマリオ64 (ワンダーライフスペシャル―任天堂公式ガイドブック) (Japanese source). Tokyo: Shogakukan, 1996. ISBN: 978-4-09-102554-8. Cited in-text as Shogakukan (1996).
  5. ^ a b c Bill Trinen. "What's in a Box?". Nintendo Treehouse Log. Tumblr, tumblr.com. Published 14 Jun 2017. Accessed 30 Jan 2021.
  6. ^ Andrew R. Dean. "Chapter 8: The Courtyard Garden". Handbook, Part 1: Design & Craft (digital). North American Japanese Garden Association, najga.org. Published 10 Dec 2010. Accessed 24 Jun 2023.

Image references

  1. ^ Mizu-chan. Miniature Japanese garden. Minato, Tokyo. 21 Jan 2014. Muza-chan's Gate to Japan, muza-chan.net.