Super Mario 64
North American box art of Super Mario 64.
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo 64, Nintendo 64DD, Virtual Console (Wii, Wii U), Nintendo 64 - Nintendo Switch Online
Release date Nintendo 64:
Template:Release Virtual Console (Wii):
Template:Release Virtual Console (Wii U):
Template:Release Nintendo 64 - Nintendo Switch Online:
Template:Release
Language(s) English (United States)
French (France)
German
Japanese
Simplified Chinese
Genre 3D platformer, action-adventure
Rating(s)
ESRB:K-A - Kids to Adults
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
Mode(s) Single player
Input
Nintendo 64:
iQue Player:
Wii:
Wii U:
Nintendo Switch:

Super Mario 64 is a 3D action-adventure platform game released for the Nintendo 64 in 1996 for Japan and North America and in 1997 for Europe and Australia. It is the eighth entry in the Super Mario series.[1] 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. Since its release, Super Mario 64 has been widely acclaimed as one of the greatest and most important games of all time.[2][3][4]

In entering the third dimension, Super Mario 64 largely eschews the obstacle course-based design of the 2D Mario platformers for a mission structure and gameplay focused on exploring a large open world. Though not the first 3D platform game, Super Mario 64 codified many of the controls and design conventions of the genre.[5] Being the first 3D Mario game, Super Mario 64 has introduced several moves, including triple-jumping, ground-pounding, long-jumping, diving, and somersaulting, which would be used in most subsequent installments of the Super Mario series. Punching and kicking were also introduced but would not appear in any later title. The game popularized Charles Martinet's portrayal as Mario (being the first game of the Super Mario series to feature his voice) and Princess Toadstool's name as Peach in the West, and made them both series standards.

In 1996, a Nintendo 64DD version of the game was shown at Shoshinkai 1996.[6] A sequel, named Super Mario 64 2, was being developed for the Nintendo 64DD, 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 every iQue Player. The game was digitally rereleased for the Wii's Virtual Console service in November 2006 and for the Wii U's Virtual Console service in April 2015. Super Mario 64 was among the first games released on both Virtual Console services.

A sequel titled Super Mario Sunshine was developed for the Nintendo GameCube and released in 2002. In 2004, a remake was released for the Nintendo DS, titled Super Mario 64 DS. It has several differences, notably the inclusion of Luigi, Yoshi, and Wario as playable characters. An emulation of the 1997 rerelease of the game is bundled in with Super Mario 3D All-Stars for the Nintendo Switch, though with upscaled graphics and a redrawn HUD. The original game is one of the launch titles for Nintendo 64 - Nintendo Switch Online.

As of 2015, Super Mario 64 has sold over 11 million copies worldwide[7] and is marked as the best-selling Nintendo 64 game. The game became the second-best-selling game on the Wii's Virtual Console after Super Mario Bros., as of June 2007.[8]

Storyline

 
The Princess's letter
 
Mario in front of a painting, which serves as an entrance to a level

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: red, hotpink, orange, and blue, with black being narration.

hotpink

red
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.

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

orange
The sound seems to come from everywhere.

red
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...

red
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.

red
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.

red
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.

blue

Gameplay

The player controls Mario. In addition to his jump and a basic punch string, Mario's repertoire includes a variety of advanced acrobatic moves (many of them carried over from the 1994 game Donkey Kong) accomplished through precise timing and various combinations of the analog stick and the jump button, such as the somersaulting Triple Jump and the low but far-ranged Long Jump. Eschewing the "Super Mario to Small Mario" mechanic found in most of the previous mainline games, Super Mario 64 employs an eight-sided health meter called the Power Meter, which is depleted when Mario makes contact with enemies or obstacles, and is replenished by collecting coins, running through Spinning Hearts, or submerging Mario in a body of water. Like the previous games, Super Mario 64 employs a life system, although as the game saves after most progression tasks, the effect of a Game Over is marginal.

When the player starts a game, Mario starts off outside the Mushroom Castle, a multi-floor hub mostly devoid of enemies and obstacles. Inside the castle are multiple rooms with paintings and other surfaces concealing portals to the game's various courses. The main goal of the game is to collect Power 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 numbered missions 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 is able to open more rooms and unlock Bowser levels. Defeating Bowser in his first two levels opens the castle's basement and top floor, respectively.

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 eight Red 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 open worlds, 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 who chase or attack Mario on sight. Most enemies can be defeated by kicking, 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 all characters Mario can encounter are hostile, however. Friendly NPCs include Toads sealed inside the castle's walls who give hints or backstory when spoken to, Bob-omb Buddies who give clearance to use a cannon 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, or lava to provide temporary invincibility, and by hitting Cap Switches found in the secret courses, Mario can activate blocks containing the Wing Cap, Vanish Cap, and Metal 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 3D Mario game, many aspects of the game showcase the Nintendo 64's features. 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

Nintendo 64

Super Mario 64 uses a majority of the buttons on the Nintendo 64 Controller; the only buttons not used are the Control Pad and  .

  •   – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
  •   – Jump, swim, confirm
  •   – Punch, dive, grab, throw, cancel
  •  Crouch
  •  ,   – Move camera
  •   – Zoom in, enter second-person mode (which allows the player to look around)
  •   – Zoom out
  •   – Toggle camera mode
  •   – Pause the game, show Power Star list (when in the castle) or pause menu (when in courses)

Wii (Classic Controller)

  •   – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
  •   – Jump, swim, confirm
  •   - Punch, dive, grab, throw, cancel
  •   – Crouch
  •   (left/right) – Move camera
  •   (up) – Zoom in, enter second-person mode (which allows the player to look around)
  •   (down) – Zoom out
  •   – Toggle camera mode
  •   – Pause the game, show Power Star list (when in the castle) or pause menu (when in courses)

Wii (GameCube controller)

  •   – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
  •   – Jump, swim, confirm
  •   – Punch, dive, grab, throw, cancel
  •   – Crouch
  •   (left/right) – Move camera
  •   (up) – Zoom in, enter second-person mode (which allows the player to look around)
  •   (down) – Zoom out
  •   – Toggle camera mode
  •   – Pause the game, show Power Star list (when in the castle) or pause menu (when in courses)

Wii U (default)

The Wii U Virtual Console version's controls can be customized.

  •   – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
  •   – Jump, swim, confirm
  •   – Punch, dive, grab, throw, cancel
  •   – Crouch
  •   (left/right) – Move camera
  •   (up) – Zoom in, enter second-person mode (which allows the player to look around)
  •   (down) – Zoom out
  •   – Toggle camera mode
  •   – Pause the game, show Power Star list (when in the castle) or pause menu (when in courses)

Additional moves

 
Mario punching and kicking
 
Mario sweep-kicking

To navigate the courses more efficiently and complete certain missions, Mario has to use several moves. Along with the standard moves listed above, there are several additional moves that can be done by using button combinations.

In the following list, a "→" (right arrow) shows buttons to press in succession, and a "+" (plus sign) shows buttons to press simultaneously.

  • While running,   quickly turn around +  : Sideways Somersault
  • Upon hitting a wall,  : Wall Kick
  •    upon landing: Double Jump
  •    : Triple Jump (while running); lift off (wearing the Wing Cap)
  •   : Jump Kick (from a standstill); Midair Dive (while running)
  •    : Punch → Punch → Kick
  • In midair,  : Pound the Ground
  •   +  : Crawl
  •   +  : Backwards Somersault (from a standstill); Long Jump (while running)
  •   +  : Sweep Kick (from a standstill); Slide Kick (while running)

Characters

Name Description
 
Mario
The hero of the Mushroom Kingdom and the game's protagonist. He was invited to the Mushroom 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 of Super Mario 64. Some notable new moves include the Triple Jump, the Wall Kick, the Pound the Ground attack, and a punch-punch-kick. Unlike in previous installments, Mario has a health meter and does not shrink in size if struck by an enemy.

Non-playable characters

Name Description Locations
 
Lakitu Bros.
A pair of cloud-riding turtles 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. He is generally unseen, but his reflection can be spotted in a large mirror on the second floor of the Mushroom Castle. They work for the organization the Kingdom News Network. All courses
 
Princess Peach
The ruler of the Mushroom Kingdom. She invited Mario to the Mushroom Castle for cake, 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
 
Toad
One of Princess Peach's attendants and an old friend of Mario's. He is one of several Mushroom 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
Friendly Bob-ombs that lack fuses. They reside on the Bob-omb Battlefield, where they are at war with the Big Bob-omb and his army. A Bob-omb Buddy is hidden away in nearly all subsequent courses. If spoken to, it prepares a cannon 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
 
Koopa the Quick
A Giant Koopa from Tiny-Huge Island. He challenges Mario to a footrace if spoken to and awards him a Power Star if beaten without using certain shortcuts. A diminutive enemy Koopa Troopa appears in courses that feature Koopa the Quick after he is beaten, which suggests some sort of correlation between the two. Bob-omb Battlefield, Tiny-Huge Island
 
Hoot
A talking owl who roosts in a tree near Mario's starting position on Whomp's Fortress. Once woken up, Mario can grab onto 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. They are instrumental in several Power Star missions. The Mother Penguin found at the base of Cool, Cool Mountain awards Mario a Power Star if her lost chick, Tuxie, is returned to her, while the Big 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
 
Snowmen
Two giant snowmen occur in the game. One 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. The other is in Snowman's Land, where he can climbed as if he was a mountain. As Mario nears his head, he 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 pet rabbit.[9] 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 a plesiosaur. 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 a pound on its head. Hazy Maze Cave
 
Ukkiki
A mischievous monkey who steals Mario's cap when grabbed. Mario must grab Ukkiki again in order to get it back, but the monkey runs away if approached and must be cornered. During "Mystery of the Monkey Cage", Ukkiki appears on the summit and taunts Mario. If grabbed, he 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 Star are collected. Yoshi awards the player 99 extra lives and a special Triple Jump for fully completing the game. After which, he disappears off the side of the castle. Castle Grounds



Courses

 
Mario on the Bob-omb Battlefield, the first stage in the game

Levels are laid out inside paintings in the castle, or sometimes the walls themselves, or liquid whirlpools. They can also be found in holes, in portals, in oil pits, and inside a clock. Each world has seven Power Stars. Within each, one of them is gained by finding 100 coins in the level. The other six Power Stars are found by performing "missions," accomplished by fighting bosses, winning races, etc. Every course has boundaries to limit Mario from going too far, either as a strict wall or as an invisible boundary.

 
 
Bob-omb Battlefield
 
 
Whomp's Fortress
 
 
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
 
 
Cool, Cool Mountain
 
 
Big Boo's Haunt
 
 
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   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 Rolling Rocks
 
 
Lethal Lava Land
 
 
Shifting Sand Land
 
 
Dire, Dire Docks
  Boil the Big Bully   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 the Four Pillars   Pole-Jumping for 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 Ray's Reward   Collect the Caps...
 
 
Snowman's Land
 
 
Wet-Dry World
 
 
Tall, Tall Mountain
  Snowman's Big Head   Chill with the Bully   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 Red Coins   Quick Race Through Downtown!   Breathtaking View from Bridge   Blast to the Lonely Mushroom
 
 
Tiny-Huge Island
 
 
Tick Tock Clock
 
 
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 Moving Bars   Stop Time for Red Coins   Tricky Triangles!   Somewhere Over the Rainbow

Castle Secret Stars

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 Cap Switches.

Three of the Toads in the castle each give Mario a Power Star when talked to. One of the Toads is in a corner near the entrance to the Hazy Maze Cave, another is under the staircase on the second floor, and the third is to the right of Tick Tock Clock.

Enemies and obstacles

New enemies

Name   Description   Locations Possible spoils
 
Amp
Small, floating, invincible metal balls that spin around fixed points while emitting electricity. Bowser in the Dark World, Shifting Sand Land, Vanish Cap Under the Moat, Bowser in the Fire Sea, Snowman's Land, Wet-Dry World, Tick Tock Clock, Rainbow Ride, Bowser in the Sky  
 
Bookend
Haunted books that either emerge from their bookcases to bite Mario or shoot straight out at him en masse. Big Boo's Haunt  ×1 (biting type)
 
Bubba
Enormous and quick fish that try to swallow Mario whole. Tiny-Huge Island  
 
Bully
Horned creatures that attack Mario by pushing, and can only be beaten by pushing them into lava. Lethal Lava Land, Bowser in the Fire Sea  ×1
 
Butterfly
Normally passive creatures, butterflies in later courses may turn into 1-Up Mushrooms or giant iron balls that pursue Mario through the air before exploding if he continually bothers them. Castle Grounds, Whomp's Fortress, Tall, Tall Mountain, Tiny-Huge Island  ×1
 
Chair
Haunted furniture that flings itself at Mario. Big Boo's Haunt None
 
Chuckya
Huge purple Bob-ombs that pick up and throw Mario and can only be defeated by doing the same to them. Wet-Dry World, Tall, Tall Mountain, Tiny-Huge Island, Rainbow Ride, Bowser in the Sky  ×5
 
Clam shell
Giant shellfish that open and close their valves, sometimes containing an item. Jolly Roger Bay, Dire, Dire Docks  
 
Flame thrower
Tiny Fire Chomp-like spheres that float in place, shooting a homing flame at Mario when approached. Hazy Maze Cave, Shifting Sand Land, Vanish Cap Under the Moat, Bowser in the Fire Sea, Wet-Dry World, Tiny-Huge Island, Tick Tock Clock, Rainbow Ride, Bowser in the Sky  
 
Fwoosh
A cloud that blows gusts of wind to knock Mario off the ledge. Tall, Tall Mountain  
 
Grindel
Mummified Thwomps that attempt to squish Mario by either slamming down or leaping forward. Shifting Sand Land  
 
Heave-Ho
Wind-up machines that powerfully toss Mario over their backs. Wet-Dry World, Tick Tock Clock  
 
Klepto
A condor that tries to steal Mario's cap. Shifting Sand Land  
 
Mad Piano
A haunted mini grand piano that noisily pursues Mario over a small area while chomping. Big Boo's Haunt  
 
Manta Ray
An enormous passive ray that damages Mario on contact and leaves behind a trail of rings. Dire, Dire Docks  
 
Money Bags
Hopping purses that disguise as coins. Snowman's Land  ×5
 
Moving Bar
Varyingly designed wall protrusions that try to push Mario, but can also be used as platforms. Whomp's Fortress, Tick Tock Clock  
 
Mr. Blizzard
Snowmen that either throw snowballs at Mario or hop back and forth oblivious to him, with the former type being beatable by running around them enough. Cool, Cool Mountain, Snowman's Land  ×3 (throwing type)
  (hopping type)
 
Mr. I.
Giant floating eyeballs that shoot bubbles at Mario, but can be defeated by running around them enough. Big Boo's Haunt, Hazy Maze Cave, Lethal Lava Land  ×1
 
Piranha Flower
Large Venus Fire Traps that sprout suddenly, shoot a homing fireball, then retract. Tiny-Huge Island  ×2
 
Scuttle Bug
Giant spiders that pursue Mario and sometimes leap from pits. Big Boo's Haunt, Hazy Maze Cave  ×3
 
Skeeter
Giant water striders that skim across the water passively, pursuing Mario while on land. Wet-Dry World  ×3
 
Small Koopa Troopa
A tiny Koopa Troopa that is defeated immediately upon contact. Tiny-Huge Island  ×1
 
Small Piranha
Miniature Venus Fire Traps that sprout suddenly, shoot a homing fireball, then retract. Tiny-Huge Island, Bowser in the Sky  ×1
 
Snufit
Small, ghostly Snifits that shoot small bullets at Mario. Hazy Maze Cave, Cavern of the Metal Cap  ×2
 
Spindel
A cylindrical Grindel that rolls back and forth. Shifting Sand Land  
 
Spindrift
Slow, flying floral creatures that like cold environments and make Mario spin if he jumps on one. Cool, Cool Mountain, Snowman's Land  ×3
 
Sushi
Large but passive sharks that swim in wide circles. Dire, Dire Docks  
 
Tox Box
Huge moving metal cubes with one hollow side. Shifting Sand Land  
 
Unagi
A huge moray eel that likes to stay in tight places. Jolly Roger Bay  
 
Whomp
Stone slabs with faces and weak backs that attack Mario by slamming forward. Whomp's Fortress, Bowser in the Sky  ×5

Returning enemies

Name   Description   Locations Possible spoils
 
Beach Koopa
Koopa Troopas after being evicted from their shells, which they frantically try to return to. Bob-omb Battlefield
Tiny-Huge Island
 ×1
 
Bob-omb
Walking, respawning bombs that pursue Mario after lighting themselves, but can be picked up and thrown. Bob-omb Battlefield
Shifting Sand Land
Bowser in the Fire Sea
Tall, Tall Mountain
Tick Tock Clock
Bowser in the Sky
 ×1
 
Boo
Ghosts that turn transparent and invulnerable when looked at. Courtyard
Big Boo's Haunt
 ×1
 ×1
 ×1
 
Bub
Fish that swim slowly after Mario. Dire, Dire Docks  
 
Bullet Bill
Giant bullets that swerve to hit Mario. Whomp's Fortress None
 
Chain Chomp
A huge iron guard dog shackled to a stump. Bob-omb Battlefield  
 
Fly Guy
Shy Guys that spit fireballs and fly with propellers that make Mario spin when jumped on. Shifting Sand Land
Snowman's Land
Tall, Tall Mountain
Tiny-Huge Island
Rainbow Ride
 ×2
 
Goomba
Small enemies that pursue Mario and often come in groups of three but can be beaten with any attack. Bob-omb Battlefield
Whomp's Fortress
Jolly Roger Bay
Bowser in the Dark World
Shifting Sand Land
Bowser in the Fire Sea
Snowman's Land
Tall, Tall Mountain
Rainbow Ride
Bowser in the Sky
 ×1
 
Goombette
Tiny Goombas that are instantly defeated when they touch Mario, but also push him back unless he attacks them. Tiny-Huge Island  ×1 (punched or kiched)
 
Grand Goomba
Huge, strong Goombas immune to punches and kicks that also sometimes fail to notice Mario. Tiny-Huge Island  ×1 (jumped on)
 ×1 (ground pounded)
 
Koopa Troopa
Timid turtles that run away from Mario and get knocked from their shells upon being attacked. Bob-omb Battlefield
Tiny-Huge Island
 ×1
 
Lakitu
Cloud-riding turtles that throw an endless supply of Spiny Eggs at Mario. Tiny-Huge Island
Rainbow Ride
 ×5
 
Monty Mole
Endlessly respawning creatures that emerge from holes to throw rocks at Mario. Hazy Maze Cave
Tall, Tall Mountain
 ×1
 
Piranha Plant
Sleepy plants that chomp upon being woken up. Whomp's Fortress  ×1
 
Pokey
Tall segmented cacti with weak heads. Shifting Sand Land  ×1
 
Sparky
Fireballs that hop along land after spawning from lava or fire. Lethal Lava Land
Bowser in the Sky
 
 
Spiny
Spiked turtles that walk around slowly and can only be destroyed by going underwater. Tiny-Huge Island
Rainbow Ride
None
 
Spiny Egg
Spiked eggs thrown by Lakitus which hatch into Spinies, and are vulnerable to explosions. Tiny-Huge Island
Rainbow Ride
None
 
Swoop
Bats that hang upside-down until approached, at which point they start flying around. Hazy Maze Cave  ×1
 
Thwomp
Floating stone cubes that slam to the ground every few moments, and can also be used as platforms. Whomp's Fortress
Tick Tock Clock
 

Obstacles

Name   Description   Locations
 
Bomb
Spiked, stationary explosives used to defeat Bowser. Bowser in the Dark World, Bowser in the Fire Sea, Bowser in the Sky
 
Boulder
Giant rolling rocks. Hazy Maze Cave
 
Coffin
Coffins that open and close. It can crush Mario if he goes under one. Big Boo's Haunt
 
 
Current
Rapidly moving water that can forcibly remove Mario from the course if it pulls him far enough. Jolly Roger Bay, Cavern of the Metal Cap, Dire, Dire Docks, Tall, Tall Mountain
 
Endless stairs
A magic staircase that loops Mario forever if he tries to climb them without enough stars. Mushroom Castle
Falling Pillar Giant, precariously balanced stones that tip at Mario. Jolly Roger Bay
 
Fireball
Basic flames found either by themselves or shot from enemies. Mushroom Castle, Bowser in the Dark World, Hazy Maze Cave, Lethal Lava Land, Shifting Sand Land, Vanish Cap Under the Moat, Bowser in the Fire Sea, Snowman's Land, Wet-Dry World, Tiny-Huge Island, Tick Tock Clock, Rainbow Ride, Bowser in the Sky
 
Fire-Bar
Rotating rocks with a constantly alit flamethrower on either side. Lethal Lava Land
 
Flamethrower
Jets of fire that usually come from small holes, but can also come from other openings and even lava. Bowser in the Dark World, Big Boo's Haunt, Hazy Maze Cave, Lethal Lava Land, Bowser in the Fire Sea, Rainbow Ride, Bowser in the Sky
 
Freezing water
Chilled water that hurts Mario on contact, either gradually or immediately depending on how cold it is. Snowman's Land
File:Nocoverart.png
Glass block
Platforms in Rainbow Ride that Magic Carpets travel through as an obstacle. Rainbow Ride
Ice block Sliding triangular ice chunks that come in two sizes and push Mario into the freezing water. Snowman's Land
 
Ice structure
Stacks of ice created into a maze that requires a Power Star. Snowman's Land
 
Ice wall
Walls made of ice with some containing Coins. Vanish Mario is required to pass through these walls. Snowman's Land
 
Iron ball
Variably sized large black spheres that roll down slopes. Bob-omb Battlefield, Tall, Tall Mountain, Tiny-Huge Island
 
Lava
Molten rock that burns Mario. Lethal Lava Land, Bowser in the Fire Sea
 
Lava tide
Lava that rises up or down. Lethal Lava Land, Bowser in the Fire Sea
 
Pendulum
Swinging obstacles that can block Mario's path. Its speed can change depending on the time Mario enters Tick Tock Clock. Tick Tock Clock
 
Pit
Bottomless abysses that remove Mario from a course. Whomp's Fortress, Cool, Cool Mountain, The Princess's Secret Slide, Tower of the Wing Cap, Bowser in the Dark World, Hazy Maze Cave, Vanish Cap Under the Moat, Tall, Tall Mountain, Tiny-Huge Island, Tick Tock Clock, Rainbow Ride, Wing Mario Over the Rainbow, Bowser in the Sky
 
Quicksand
Sand that pulls Mario under at varying speeds. Shifting Sand Land
Slide Box A skull-marked crate that moves back and forth on the rocking ship. Jolly Roger Bay
Slow grass Grass that slows Mario's speed, also making it difficult to jump. Tall Tall Mountain
Speedy sand Rapidly flowing sand. Mario can stand on it, but it will push him in the direction of its trajectory. Shifting Sand Land
 
Steel slab
A giant mass of metal hidden in a wall that tries to crush Mario when he approaches. Lethal Lava Land
 
Tornado
Whirlwinds that make Mario spin. Shifting Sand Land
 
Toxic cloud
Putrid gas found in deep, stagnant caves. Hazy Maze Cave
 
Treasure Chest
Treasure boxes that give an electric shock if Mario tries to open them in the wrong order. Jolly Roger Bay, Dire, Dire Docks
 
Turtle Cannon
A metal cube that shoots out Bullet Bills. Whomp's Fortress
 
Water bomb
Bouncing balloons that pursue Mario after being shot from cannons. Bob-omb Battlefield
Water tide Water that rises up or down. Mushroom Castle, Wet-Dry World
 
Whirlpool
A vortex that can suck Mario inside. Dire, Dire Docks
Wind Gusts that can either help or hinder Mario. Cool, Cool Mountain, Snowman's Land, Tall, Tall Mountain, Tiny-Huge Island, Rainbow Ride, Bowser in the Sky
 
 
Wire net (vertical)
Walls made of iron bars or wire nets. Vanish Mario is required to pass through these walls. Vanish Cap Under the Moat, Big Boo's Haunt, Hazy Maze Cave, Lethal Lava Land, Shifting Sand Land, Dire, Dire Docks, Wet-Dry World, Tick Tock Clock

Bosses

There are various bosses in some stages, but the primary boss is Bowser, who appears in three different levels. Each 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 the bosses in the game.

  Bosses  
Big Bob-omb white white white white
         
A giant Bob-omb in Bob-omb Battlefield. He appears as the first boss in the game and has the first Power Star. A giant Whomp on top of Whomp's Fortress. He has the first Power Star, and after he is defeated, there is a tower on top of the fortress. 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. A giant Boo that appears three times in Big 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. A giant Mr. I. which only appears in the attic of Big Boo's Haunt.
Missions Missions Missions Missions Missions
Big Bob-omb on the Summit Chip Off Whomp's Block Bowser in the Dark World
Bowser in the Fire Sea
Bowser in the Sky
Go on a Ghost Hunt
Ride Big Boo's Merry-Go-Round
Big Boo's Balcony
Eye to Eye in the Secret Room
white white white Piranha Flowers white
         
Large Bullies that appear in Lethal Lava Land. On both occasions, they try to knock Mario into the lava. A being composed of two stone hands with eyes on each palm. He appears when Mario blasts open the top of the pyramid in Shifting Sand Land and rides the elevator inside. A large Bully made of ice. He tries to ram Mario onto a lethally frozen pond in Snowman's Land. A patch of five giant, fire-breathing Piranha Plants in Tiny-Huge Island. They quickly sprout and recede from the ground. A giant Wiggler. He becomes angry when his home in Tiny-Huge Island gets flooded.
Missions Missions Missions Missions Missions
Boil the Big Bully
Bully the Bullies
Stand Tall on the Four Pillars Chill with the Bully Pluck the Piranha Flower Make Wiggler Squirm

Items and objects

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

Items and power-up blocks

Name Description Name Description
 
Coin
A standard coin found in the levels. When collected, it restores one wedge of Mario's Power Meter.  
Yellow block
A floating yellow block that holds either coins, 1UP Mushrooms, or Power Stars.
 
Red Coin
A red variant of the Yellow Coin, each worth two coins. Eight are scattered around most courses, and collecting them all causes a Power Star to appear. They restore two wedges of Mario's Power Meter when collected.  
Red block
A floating red ! Block that holds a Wing Cap. It becomes solid once the red Wing Cap Switch is pressed.
 
Blue Coin
A blue variant of the Yellow Coin, each worth five coins. They usually appear after Mario pounds Blue Coin Blocks or after he defeats stronger enemies such as a Mr. I.  
Blue block
A floating blue ! Block that holds a Vanish Cap. It becomes solid once the blue Vanish Cap Switch is pressed.
 
Spinning Heart
A large heart that spins when Mario walks through it, which recovers his health. The amount of health it recovers and how fast it does so is dependent on how quickly Mario moves through it.  
Green block
A floating green ! Block that holds a Metal Cap. It becomes solid once the green Metal Cap Switch is pressed.
 
1UP Mushroom
A green spotted mushroom that gives Mario an extra life when collected.  
Wing Cap
Once collected from a red block, the Wing Cap allows Mario to fly for a limited time.
 
Koopa Shell
A shell from a Koopa Troopa that Mario can ride, allowing him to defeat enemies he runs over and move around the course quicker. Pressing   causes the shell to disappear. If a Koopa Shell is grabbed underwater by using  , Mario can hold on to the shell for a short time and move underwater easier.  
Vanish Cap
Once collected from a blue block, the Vanish Cap turns Mario invisible, allowing him to pass through wired cages and ignore enemies.
 
Power Star
The main objective of the game. Collecting enough Power Stars allows Mario to open ★ doors.  
Metal Cap
Once collected from a green block, the Metal Cap turns Mario into metal, allowing him to walk underwater and defeat small enemies by simply running into them.

Objects

Template:More images

Name Description
Transportation objects
 
Shrinker Pipe
Pipes that look visually similar to Warp Pipes. They change Mario's size, making him either larger or smaller.
 
Cannon
Cannons that launch Mario to distant areas. They are accessed like pipes.
 
★ door
Doors that require Power Stars to enter.
 
Big Star Door
Bigger variants of ★ doors that require Power Stars to enter, leading to boss levels.
 
Key Door
Doors that require a key to enter.
 
Painting
Portals that are used to travel from the Mushroom Castle to the game's many levels.
 
Boo painting
Boo paintings that Vanish Mario can pass through.
Blocks and containers
 
Block
Plain-looking blocks that can be destroyed by a single punch or ground-pounding, containing coins.
 
Dotted-Line Block
Transparent blocks that turn solid and are able to be used after the player hits the Cap Switch.
 
Crate
Smaller variants of blocks that can be picked up and thrown.
 
Crazed Crate
Crates with faces that bounces around three times in the direction the player character is facing if grabbed.
 
Pushable block
A large iron block that Mario can push.
Ground-poundable objects
 
Stump
Tree stumps. Ground-pounding and running around in circles can produces coins.
 
Moat pillar
Pillars in the basement of the Mushroom Castle that can be ground-pounded to drain the water.
Climbable objects
  
 
Tree
Tall plants. Most function similarly to poles.
 
Pole
Climbable poles. Mario clings to one by jumping onto it. He can ascend, descend, and change which face of the pole he is on by moving  . Pressing   makes Mario jump from whichever face he is on.
 
Stone spire
Climbable rock-like poles that appear in Jolly Roger Bay.
 
Wire net (horizontal)
Fences Mario can climb horizontally.
Interactable objects
 
Bubble
Underwater bubbles that appear when Mario opens a treasure chest underwater, and contain oxygen that refills his Health Meter.
 
Bubble ring
Rings that trail behind a Manta Ray. Once Mario swims through five consecutive bubble rings, he is rewarded with a Power Star.
 File:SM64 Sign 2.png
Sign
Posted signs that contain information on actions.
Switches
 
Cap Switch
Dome-shaped and color-coded switches that activate solid ! switches. It comes in three different colors: red, blue, and green.
 
Purple Switch
Flat and rectangular switches that trigger events, such as turning a steep slope into a staircase.
 
Blue Coin Block
Blue coin switches that activate blue coins.
 
Crystal Tap
Colorful octahedral switches that either raise or drain the water level in Wet-Dry World if Mario touches one.
Platforms
 
Lift
Moving platforms. Their designs and environmental context for moving depends on where they are encountered.
 
Rotating lifts
Lifts attached to a conveyer belt. It completely rotates as it reaches the apex of the conveyer belt, meaning Mario is pushed off of it if he does not jump off himself.
 
Chairlift
Hanging rail-based platforms that moves once Mario lands on it and stopping again after it returns to the bottom if he has left it.
 
Paddle lift
A set of four lifts that perpetually spin around their pivot point.
 
Activatable staircase
Stairways that briefly appear when a switch is pressed.
 
Lava Lift
A lift in Lethal Lava Land that helps Mario travel across lava.
 
Float
A wooden platform that floats on water.
 
Arrow Lift
Gray blocks with blue arrows that move back and forth when Mario steps on them.
 
Elevator
Lifts that rise up or drop once stepped on.
 
Work Elevator
A large flat platform with four arrow-emblazoned buttons that Mario can step on to move the platform.
 
Express Elevator
An elevator in Wet-Dry World that drops once stepped on, then rises back up.
 
Magic carpet
A carpet that will follow a set rainbow styled rail once stepped on. If the player remains off the carpet for too long, it will disappear and respawn back in its original position.
 
Tracks
Rails represented by a broken chain of flame throwers that can moves lifts where Mario can travel.
File:Donut liftSM64.png
Falling Block
A type of platform that falls if players stand on it long enough.
 
Fast Falling Block
Platforms that fall immediately when stood on.
 
Seesaw
A long wooden platform that tilt left or right depending on where Mario walks on. They have different appearances depending on where they are found.
 
Rolling log
Cylindrical wooden platforms that, when stood on, roll over. The player must run along them or jump carefully to avoid falling off until they reach their destination on a set path.
 
Spinning island platform
Platforms in Whomp's Fortress, Lethal Lava Land, Wet-Dry World, and Rainbow Ride that spin.
 
Turning bridge
A platform in Whomp's Fortress that turns in a 180 degree axis.
 
Wooden plank
A platform in Whomp's Fortress that can be knocked over to create a bridge.
 
Sliding rectangular platform
A long rectangular platform in Bowser in the Dark World and Bowser in the Sky that slides in and out.
 
Sliding square lifts
Square-shaped paired platforms that move around within a larger square.
 
Spinning floor
A platform in Big Boo's Haunt that spins in the merry-go-round area.
 
Wobble platform
Square platforms in Lethal Lava Land that wobble from left to right when the player stands towards one of its edges.
 
Lava float
A squared or rectangular platform in Lethal Lava Land and Bowser in the Fire Sea that sinks and rises in lava.
 
Drawbridge
A drawbridge in Lethal Lava Land that opens and closes.
 
Spinning ring platform
A platform in Lethal Lava Land that spins. It stops when the volcano erupts, then resumes spinning.
 
Tilting platform
A platform in Bowser in the Fire Sea that tilts sideways from left to right.
 
Pillar
Pillars in Shifting Sand Land that can be stood upon to open the top of the pyramid.
 
Shifting interconnected platforms
Blue platforms connected to bridges in Bowser in the Fire Sea that gradually rise up and drop down.
 
Mushroom Platform
Mushrooms that serve as platforms.
 
Conveyor Belt
Platforms that carry Mario from another place to another without him moving. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Rotating block
A platform in Tick Tock Clock that rotates. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Rotating triangular platform
A platform in Tick Tock Clock that rotates. The speed and direction varies depending on the time Mario enters the course.
 
Rotating green platform
A platform in Tick Tock Clock that rotates. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Spinning hexagonal platform
A platform in Tick Tock Clock that spins. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Spinning triangular platform
A platform in Tick Tock Clock that spins. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Moving cube platform
A platform in Tick Tock Clock that moves up and down. The speed and direction varies depending on the time Mario enters the course.
File:Nocoverart.png
Moving rectangular platform
A platform in Tick Tock Clock that moves up and down. The speed and direction varies depending on the time Mario enters the course.
 
Clock hand
An arrow-like platform in Tick Tock Clock that moves gradually. The speed and direction varies depending on the time Mario enters the course.
 
Propeller platform
A platform in Rainbow Ride that spin. It can either be ridden or hinder Mario's path.
 
Pendulum Platform
A platform in Rainbow Ride that sway from side to side indefinitely.
 
Pyramid platform
A platform in Rainbow Ride that flip upside-down for a few seconds once activated by a Purple Switch.
File:Nocoverart.png
Transparent cloud
A cloud in Over the Rainbows that can't be used as platforms. Some of them contain a Red Coin.
 
Sliding puzzle piece
A puzzle piece in Lethal Lava Land that acts like a platform and slides in any four directions.
 
Pirate ship
A ship in Jolly Roger Bay that tilts left to right.
 
Bowser's Submarine[10]
This appears in only one mission in Dire, Dire Docks.
 
Rainbow Cruiser
An airship that appears in Rainbow Ride.
 
Cloud House
A large floating manor that appears in Rainbow Ride.
Other objects
 
Arrow Sign
Directs Mario one direction.
File:Nocoverart.png
Rainbow ring
Directs Mario where to fire in Rainbow Ride.
 
Star Marker
Star-shaped shadows that mark the spot where a Power Star appears once all eight Red Coins have been collected.

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 includes Rumble Pak support. This game is the same as the international release of the game, as it retains all of the glitch fixes as well as graphical and sound changes (except Mario calling Bowser by his name in the "So long kinga[sic] Bowser!"[11] voice clip, which was changed to "Buh-bye!"). Other differences include a new title screen Easter egg and the fixing of the "Backwards Long Jump" glitch. This version was re-released for the Virtual Console on Wii in Japan on December 2, 2006, then on Wii 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 the Nintendo DS, bearing some new features in its storyline, gameplay and graphics. Unlike 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); in addition to Yoshi, Luigi and Wario also join the adventure in order to rescue Princess Toadstool from the hands of Bowser. Yoshi 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 multi-player 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 the Nintendo Switch featuring high-definition remasters of Super Mario 64 (specifically the Shindō Pak Taiō Version,[12] marking its first international release), Super Mario Sunshine, and Super Mario Galaxy. It was released on September 18, 2020 as part of the 35th anniversary of Super Mario Bros. The game is displayed in 720p resolution and contains redone textures.

Version differences

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 Pak Taiō Version re-release.

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

Japan
America
  • The entrance to Jolly 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.
  • 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.
  • Western releases add more voice acting for Mario:
    • "Hello!" when his 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 a Spindrift.
    • "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 only says "Here we go!" when throwing Bowser a short distance. When he throws Bowser a long distance, he instead says, "So long kinga 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 says "D'oh!" if he Long Jumps or dives into a wall.
    • When Mario Triple Jumps in the Japanese release, he says "Yahoo!". In western releases, he randomly says any of "Yahoo!", "Wha-ha!", or "Yippee!"; however, he says only "Yahoo!" when using the improved Triple Jump obtained after talking to Yoshi.
  • All of Princess Peach's voice acting is new in this version of the game.

Fixed glitches

 
Mario looking away from the camera
  • 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 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 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. 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.
  • 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 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 a yellow 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 Mother Penguin to an empty area adjacent to her. This was apparently done 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 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 changes

The North American version.
The European and Australian versions.
The North American version.
The European and Australian versions.
  • 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 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 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 5/6ths of the speed that it happens in the North American release.

Changes in Super 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 read signs in both the original Japanese and localized scripts now additionally mentions   can be pressed as an alternative.

Audiovisual changes

The North American version
Super Mario 64: Shindō Pak Taiō Version
 
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 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 kinga 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 single jump 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

  • At the end of the game, when speaking to Yoshi 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, it 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 the Virtual Console version. However, the former was removed and the latter was fixed in the remake, as Yoshi is a playable character, and the message that appears when Mario does not have enough stars to open a ★ door is "You need (number) more."

Pre-release and unused content

Main article: List of Super Mario 64 pre-release and unused content

One unused asset is the Blargg, which is still in the game's data, and 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.

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

During the development of Super Mario 64, the title screen featuring Mario's face came from 3D struggles, leading Shigeru 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 breast stroke move.[13]

Reception

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 notable is the widely publicized hoax that Luigi was hidden and fully playable, causing false rumors to circulate on how to unlock him.

Super Mario 64 was one of the games featured at The Art of Video Games, an exhibition held at the Smithsonian American Art Museum in 2012.[14] The game won voting in the "action" category for the Nintendo 64, beating out Banjo-Kazooie and Star 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 the Nintendo 64, selling 11.62 million copies worldwide, as of December 31, 2009.

Appearances in other media

It has been requested that this section be rewritten. Reason: Explain in which books it has been adapted

This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

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...until Bowser's laughter echoes through the halls. Thus begins an adventure to rescue the princess by exploring the magical worlds within the castle's many enchanted paintings. 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 Switch Online 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 the Backwards Long Jump, which lets Mario slide upward on any staircase, including the endless stairs. Another notable glitch is the Black Room of Death, which traps Mario behind the boundaries of the castle walls. It can 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 multiple areas of the game in the Japanese version, there are unintended invisible walls that Mario can bump into. An example is the one in Tall, Tall Mountain just above the wooden log.

Using a well-timed Triple Jump on the slope near the castle, Mario can climb the castle without the cannon. Also, when Mario reaches a corner, he can fall down slightly and grab onto a ledge. Mario can then pull himself back up onto the roof, at which point he will lose a life. For unknown reasons, he also loses his hat. This occurs because when Mario grabs the ledge, he is out of bounds, but the game waits until Mario 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 only happen through modding or glitches.

Angled Dive

When Mario enters the water, the angle Mario was facing before entering is preserved in a datum; therefore, when Mario jumps and lands on dry land, the next dive Mario 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, see Gallery:Super Mario 64.

Soundtrack

Main article: Super Mario 64 Original Soundtrack

Super Mario 64's soundtrack comprises thirty-four music cues composed by veteran composer Koji Kondo. The majority of the cues are new material, with some being interpretations of familiar melodies from earlier media. It also includes hundreds of sound effects; sound designer Yoji Inagaki felt that sound effects were equally as important as music.[15]

An album tying in with the game was published by Pony Canyon under license from Nintendo as the first of ten soundtracks in the Nintendo 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 for Super Mario 64 was scored using Best Service's Voice Spectral, Digidesign's SampleCell II CD-Rom Library #1, E-mu Systems' Proteus/1 synthesizer, ILIO's Synclavier World & Orchestral, the Korg 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's JD-990 and L-CD702 Orchestral Family Vol. 1 synthesizers and Sound Canvas SC-88 module, Spectrasonics' Bass Legends and Supreme Beats, and the Yamaha VL1.[16] Many of the sound effects in the game were sourced from Sound Ideas' General Series 6000 and Series 1000 sound effects libraries and the sound effects libraries of American film studios Warner Bros. and Universal Pictures.[17]

Media

For a complete list of media for this subject, see List of Super Mario 64 media.
  Bob-omb Battlefield - Big Bob-omb on the Summit star speed run
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  Super Mario 64 - Super Mario 64 Main Theme
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  Super Mario 64 - Inside the Castle Walls
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  Super Mario 64 - Piranha Plant's Lullaby
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  Super Mario 64 - Powerful Mario
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References to other games

 
The carving
  • Super Mario Bros. - Carvings of Mario and Bowser from this game appear on several 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 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!", possibly 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 Red Coins first appeared in this title as well. Fly Guys appear as enemies. Ukikis also appear as non-playable characters.
  • The Legend of Zelda: Ocarina of Time - This game was created using a modified version of Super Mario 64's engine, and was developed alongside it. Additionally, the notes for the Song of Storms are displayed as stars in the night paintings of the second floor in the Mushroom Castle.[18]

References in later games

 
The recreation of the Mushroom Castle's courtyard in Super Mario Odyssey

Names in other languages

Language Name Meaning Notes
Japanese スーパーマリオ64[?]
Sūpā Mario Rokujūyon
Super Mario 64
Chinese (simplified) 神游马力欧 (iQue Player)
Shényóu Mǎlì'ōu
超级马力欧64 (Super Mario 3D All-Stars)[25]
Chāojí Mǎlì'ōu Liùshísì
iQue Mario
Super Mario 64
Chinese (traditional) 超級瑪利歐64[26]
Chāojí Mǎlì'ōu Liùshísì
Super Mario 64
Korean Super Mario 64[?] -

Trivia

  • This is the last game directed by Shigeru Miyamoto.
  • 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 32-bit.
  • Owing to his removal during development, Super Mario 64 is one of the few Super Mario games not to feature or directly mention Luigi, along with Super 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.[27] A prerelease model and textures only surfaced through the 2020–21 Nintendo data leak. However, Luigi was included as a playable character in the Nintendo DS remake.

References

  1. ^ Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan) (ed.). Encyclopedia Super Mario Bros. Milwaulkie: Dark Horse Books, 2018. ISBN: 978-4-09-106569-8.
  2. ^ GameFaqs - The top 10 games Ever
  3. ^ Edge Online - The 100 Best Games to Play Today
  4. ^ Official Nintendo Magazine - 100 Best Nintendo Games
  5. ^ GameSpot - 15 Most Influential Games of All Time
  6. ^ http://gamingafterhours.com/2014/06/24/super-mario-64dd-version-discovered-in-japan/
  7. ^ O'Malley, James (September 11, 2015). 30 Best-selling Super Mario Games of All Time on the Plumber's 30th Birthday. Gizmodo. Archived from the original. Retrieved August 2, 2022.
  8. ^ https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/
  9. ^ Shogakukan. 2015. Super Mario Bros. Hyakka: Nintendo Kōshiki Guidebook, Super Mario 64 section, page 85. 「ピーチ姫の飼っているウサギ。」 ("Princess Peach’s pet rabbit.")
  10. ^ (June 10, 1998). Course 9 - Star 1: Board Bowser's Sub Bowser in the Dark World. Nintendo: Super Mario 64 Strategy (Internet Archive: Wayback Machine). Retrieved March 15, 2022.
  11. ^ Martinet, Charles (April 29, 2019). Tweet by Charles Martinet. Twitter. Retrieved February 6, 2021.
  12. ^ 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.
  13. ^ MacDonald, Keza (September 14, 2020). Super Mario at 35: Mario's makers on Nintendo's most enduring mascot. The Guardian. Retrieved November 15, 2020.
  14. ^ http://americanart.si.edu/exhibitions/archive/2012/games/#games
  15. ^ https://www.nintendo.co.jp/nom/0106/koukaon/interv/talk/index.html
  16. ^ https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203
  17. ^ https://soundeffects.fandom.com/wiki/Super_Mario_64
  18. ^ HiteiGG's Twitter post, showing the Song of Storms in Super Mario 64
  19. ^ MarioKartESP (August 17, 2022). Los pingüinos nunca olvidan. Facebook. Retrieved November 27, 2022.
  20. ^ MarioKartItalia (August 17, 2022). Un pinguino non dimentica mai. Facebook. Retireved November 27, 2022. (Archived via November 27, 2022, 22:01:36 UTC via archive.today.)
  21. ^ MarioKartNL (August 17, 2022). Een pinguïn vergeet nooit. Facebook. Retireved November 27, 2022. (Archived via November 27, 2022, 22:04:13 UTC via archive.today.)
  22. ^ MarioKartPT (August 17, 2022). Os pinguins nunca esquecem. Facebook. Retireved November 27, 2022. (Archived via November 27, 2022, 22:02:38 UTC via archive.today.)
  23. ^ March 6, 2013. We all did this - [Super Mario 64]. Reddit (/r/gaming). Retrieved November 27, 2022.
  24. ^ 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.)
  25. ^ 《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. Retrieved September, 2020.
  26. ^ 《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. Retrieved September, 2020.
  27. ^ JoshDuMan. August 28, 2019. Decomp is out! …but what does that mean? – Ukikipedia News Week 10

External links