Super Mario 64: Difference between revisions

(→‎References in later media: One of the collectible monsters in Trade & Battle: Card Hero looks like King Bob-omb. Its a Nintendo-owned series, so it is valid to note here.)
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|[[File:Hokaniwa in Minato.jpg|150px]][[File:Tiny-Huge Island 64.png|150px]]
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|A photograph of a hokaniwa{{footnote|main|A}} (left) compared to a screenshot of Tiny-Huge Island (right). The design principals of the former are the cited influence behind the courses in the game.
|A photograph of a hakoniwa{{footnote|main|A}} (left) compared to a screenshot of Tiny-Huge Island (right). The design principals of the former are the cited influence behind the courses in the game.
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''Super Mario 64'' takes place within the walls of the [[Peach's Castle|Mushroom Castle ]] in the [[Mushroom Kingdom]]. It is the first ''[[Super Mario (series)|Super Mario]]'' game to explicitly include the Mushroom Kingdom as a location since ''[[Super Mario Bros. 3]]''. The game's [[level]]s, called "courses," are not naturally occurring places but were created by [[Bowser]] using the [[Power Star]]s he stole from [[Princess Peach]]. Most of them are accessed through [[painting]]s 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 [[:File:SM64 globe artwork.png|paratextual material]] and [[Throwback Galaxy|subsequent titles]] present the courses introduced in this game as visitable places outside the paintings.
''Super Mario 64'' takes place within the walls of the [[Peach's Castle|Mushroom Castle ]] in the [[Mushroom Kingdom]]. It is the first ''[[Super Mario (series)|Super Mario]]'' game to explicitly include the Mushroom Kingdom as a location since ''[[Super Mario Bros.: The Lost Levels]]''. The game's [[level]]s, called "courses," are not naturally occurring places but were created by [[Bowser]] using the [[Power Star]]s he stole from [[Princess Peach]]. Most of them are accessed through [[painting]]s 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 [[:File:SM64 globe artwork.png|paratextual material]] and [[Throwback Galaxy|subsequent titles]] present the courses introduced in this game as visitable places outside the paintings.


Generally, a course is a sprawling location with interactive environmental elements and several levels of elevation. Courses often have subareas and collectibles obscured in the landscape that passively encourage the player to rotate the camera and explore. Most courses feature prominent landmarks, such as the mountain on the [[Bob-omb Battlefield]] and the volcano in [[Lethal Lava Land]], that provide the player with a consistent point of reference that mitigates their chance of getting lost.<ref name=montreal>[[Yoshiaki Koizumi]]. "[https://youtu.be/A25Ab7RyUPs Super Mario Galaxy: The Journey from Garden to Galaxy]" (keynote address; archived). Montreal International Games Summit, Alliance numériQC, 27 Nov 2007, Palais des congrès de Montréal, Montréal. Recorded by Eric St-Cyr. Compiled by Hover. YouTube, youtube.com. Published 24 Sep 2016. Accessed 27 Feb 2021.</ref> Like its more immediate predecessors, courses are [[Level#List of level themes|themed]] after real-life {{wp|ecosystem}}s (i.e., deserts, mountains, seas) and more fantastical settings (i.e., haunted houses, clocktowers, rainbow roads in the sky). The theme informs the types of objects that can be interacted with in the level, the types of enemies that can be encountered, and the non-playable characters that can be spoken to. For example, [[Pokey|cactus enemies]], a [[Klepto|condor]], and [[quicksand]] are in the desert-themed [[Shifting Sand Land]]. [[Penguin]]s, slippery ice, and deep snow appear on [[Cool, Cool Mountain]] and [[Snowman's Land]]. Most courses contain switches and strikable objects that modify elements of the course, such as the [[Crystal Tap]]s in [[Wet-Dry World]].
Generally, a course is a sprawling location with interactive environmental elements and several levels of elevation. Courses often have subareas and collectibles obscured in the landscape that passively encourage the player to rotate the camera and explore. Most courses feature prominent landmarks, such as the mountain on the [[Bob-omb Battlefield]] and the volcano in [[Lethal Lava Land]], that provide the player with a consistent point of reference that mitigates their chance of getting lost.<ref name=montreal>[[Yoshiaki Koizumi]]. "[https://youtu.be/A25Ab7RyUPs Super Mario Galaxy: The Journey from Garden to Galaxy]" (keynote address; archived). Montreal International Games Summit, Alliance numériQC, 27 Nov 2007, Palais des congrès de Montréal, Montréal. Recorded by Eric St-Cyr. Compiled by Hover. YouTube, youtube.com. Published 24 Sep 2016. Accessed 27 Feb 2021.</ref> Like its more immediate predecessors, courses are [[Level#List of level themes|themed]] after real-life {{wp|ecosystem}}s (i.e., deserts, mountains, seas) and more fantastical settings (i.e., haunted houses, clocktowers, rainbow roads in the sky). The theme informs the types of objects that can be interacted with in the level, the types of enemies that can be encountered, and the non-playable characters that can be spoken to. For example, [[Pokey|cactus enemies]], a [[Klepto|condor]], and [[quicksand]] are in the desert-themed [[Shifting Sand Land]]. [[Penguin]]s, slippery ice, and deep snow appear on [[Cool, Cool Mountain]] and [[Snowman's Land]]. Most courses contain switches and strikable objects that modify elements of the course, such as the [[Crystal Tap]]s in [[Wet-Dry World]].
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===Courses===
===Courses===
[[File:SM64 Screenshot Entering a Painting.gif|x170px|thumb||right|Mario [[jump]]ing into the painting for the Bob-omb Battlefield]]
====Overview====
Most of the courses are accessed through [[painting]]s inside the Mushroom Castle, the {{wp|Overworld|hub world}} of the game. The surface of a painting ripples like water when near, and [[Mario]] is brought to the course it represents by {{wp|Chronotope|physically jumping through it}}. Accessing levels in this manner is a departure from the overworld system in previous platform games (see [[Super Mario 64#Mushroom Castle|below]]). However, the castle is divided into several sections that are analogous to the [[world]] structure of proceeding games, where multiple levels are available to the player on a single section and the player must complete a [[List of bosses|boss]]-dedicated course in order to gain access to the next one. As Mario advances through the castle, he encounters some courses that are accessed through portals other than paintings, such as Shifting Sand Land, which is accessed through what looks like a brick wall at a dead end in the basement, and [[Tick Tock Clock]], which is entered through a clock face. The locations of courses on subsequent floors are generally more complex and are puzzles in themselves, such as the painting for [[Snowman's Land]] that is viewable only through a mirror.<ref name=HubDoc>Design Doc. "[https://www.youtube.com/watch?v=hHguwARMcY8 What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc]". YouTube, youtube.com. Published 12 Oct 2020. Accessed 18 Aug 2023.</ref>
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|[[File:SM64 Screenshot Entering a Painting.gif|200px]]<br>[[File:Bob-omb Battlefield mission select.png|200px]]
|'''Top image''': Mario entering the painting for the Bob-omb Battlefield.<br>'''Bottom image''': The mission-selection screen.
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Most of the courses are accessed through [[painting]]s inside the Mushroom Castle, the {{wp|Overworld|hub world}} of the game. The surface of a painting ripples like water when near, and [[Mario]] is brought to the course it represents by {{wp|Chronotope|physically jumping through it}}. Accessing levels in this manner is a departure from the overworld system in previous platform games (see [[Super Mario 64#Mushroom Castle|below]]). However, the castle is divided into several sections that are analogous to the [[world]] structure of proceeding games, where multiple levels are available to the player on a single section and the player must complete a [[List of bosses|boss]]-dedicated course in order to gain access to the next one. As Mario advances through the castle, he encounters some courses that are accessed through portals other than paintings, such as Shifting Sand Land, which is accessed through what looks like a brick wall at a dead end in the basement, and [[Tick Tock Clock]], which is entered through a clock face. The locations of courses on subsequent sections are generally more complex and are puzzles in themselves, such as the painting for [[Snowman's Land]] that is viewable only through a mirror.<ref name=HubDoc>{{cite|author=Design Doc|url=https://www.youtube.com/watch?v=hHguwARMcY8|title=What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc|publisher=YouTube|date=12 Oct. 2020|accessdate=18 Aug. 2023}}</ref>


Rather than present a unilateral scenario that leads to a single spatially fixed [[goal]], most courses in the game host multiple objectives called "[[mission]]s" that each have a goal in a different location from each other. For most courses, entering a painting (or equivalency) brings the player to a [[:File:Bob-omb Battlefield mission select.png|mission-selection screen]], where selecting one sends Mario to the course within the confines of the mission's specific scenario and its unique goal. In nearly all courses, this goal is a Power Star, a collectible token resembling the [[Super Star]] of prior entries. Touching one completes the level and returns Mario to the castle. The number of Power Stars collected is tracked by the game and communicated to the player on the {{wp|user interface}} in the upper right corner of the screen. Accumulating Power Stars is how new courses become accessible to the player. On the first floor, some [[★ door]]s that seal away certain paintings open only after Mario has collected a specified number of Stars. Mario can access a new floor only after clearing the current one's Bowser course, itself becoming accessible only after a specified number of Power Stars has been obtained. However, there are 120 obtainable Power Stars in a game that requires only 70 to access the final level. The player has some discretion on how many or which ones are obtained to finish the game, as well as the order.
Rather than present a unilateral scenario that leads to a single spatially fixed [[goal]], most courses in the game host multiple objectives called "[[mission]]s" that each have a goal in a different location from each other. For most courses, entering a painting (or equivalency) brings the player to a mission-selection screen, where selecting one sends Mario to the course within the confines of the mission's specific scenario and its unique goal. In nearly all courses, this goal is a Power Star, a collectible token resembling the [[Super Star]] of prior entries. Touching one completes the level and returns Mario to the castle. The number of Power Stars collected is tracked by the game and communicated to the player on the {{wp|user interface}} in the upper right corner of the screen. Accumulating Power Stars is how new courses become accessible to the player. On the first floor, some [[★ door]]s that seal away certain paintings open only after Mario has collected a specified number of Stars. Mario can access a new section only after clearing the current one's Bowser Course, itself becoming accessible only after a specified number of Power Stars has been obtained. However, there are 120 obtainable Power Stars in a game that requires only 70 to access the final level. The player has some discretion on how many or which ones are obtained to finish the game, as well as the order.


In most courses, one mission correlates with one Power Star, and its name on the mission-selection screen hints at the Star's location in the course. However, some Power Stars can be encountered outside their dedicated missions and collected. Some mission-dedicated Power Stars become available to the player only once they have cleared specific missions (e.g., [[Footrace with Koopa the Quick]] becomes available only after [[Big Bob-omb on the Summit]] has been completed) or accomplish tasks outside the paintings (e.g., striking the [[Cap Switch]] in the [[Behind the Waterfall|Cavern of the Metal Cap]] makes the titular [[List of power-ups|power-up]] accessible in [[Through the Jet Stream (Dire, Dire Docks)|Through the Jet Stream]], in which it is not optional). Certain actions completed within a course permanently change elements within it regardless of the mission subsequently played. Recurring examples are the [[cannon]]s found in most courses, which Mario can enter and launch from to reach distant areas. A cannon becomes useable in a course after Mario has spoken to a [[Bob-omb Buddy]], a friendly non-playable character that controls the cannon, and it remains accessible for all subsequent revisits.
In most courses, one mission correlates with one Power Star, and its name on the mission-selection screen hints at the Star's location in the course. However, some Power Stars can be encountered outside their dedicated missions and collected. Some mission-dedicated Power Stars become available to the player only once they have cleared specific missions (e.g., [[Footrace with Koopa the Quick]] becomes available only after [[Big Bob-omb on the Summit]] has been completed) or accomplish tasks outside the paintings (e.g., striking the [[Cap Switch]] in the [[Behind the Waterfall|Cavern of the Metal Cap]] makes the titular [[List of power-ups|power-up]] accessible in [[Through the Jet Stream (Dire, Dire Docks)|Through the Jet Stream]], in which it is not optional). Certain actions completed within a course permanently change elements within it regardless of the mission subsequently played. Recurring examples are the [[cannon]]s found in most courses, which Mario can enter and launch from to reach distant areas. A cannon becomes useable in a course after Mario has spoken to a [[Bob-omb Buddy]], a friendly non-playable character that controls the cannon, and it remains accessible for all subsequent revisits.
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There are two different types of courses in ''Super Mario 64''.
There are two different types of courses in ''Super Mario 64''.
*'''Main courses'''<ref name=booklet>''Super Mario 64 Instruction Booklet''. Großostheim: [[Nintendo|Nintendo of Europe]], 1996. page 15.</ref> contain six dedicated missions and an unlisted 100-[[coin]] mission. Some of the dedicated missions build off each other environmentally or narratively. (This means the events that transpire in the completion of one mission are reflected in the events of the subsequent mission.) However, some Power Stars can be encountered before the mission-dedicated one and can be collected, resulting in some instances where the Stars are obtained out of the intended "order." These courses are the most intricate levels in the game. Most include objects that can enable quick traversal between areas, such as cannons and [[Warp|Warp Points]]. Some courses include accessible subareas, such as the volcano in Lethal Lava Land and the pyramid in Shifting Sand Land. There are 15 main courses in the game, and they are the only levels explicitly numbered and listed on the pause menu.
*'''Normal Courses''',<ref name=n64site>{{cite|author=[[Nintendo of America]]|deadlink=y|date=1998|archive=https://web.archive.org/web/19980610064137/http://www.nintendo.com/n64/super_mario64/strategy.html|title=Super Mario 64 Strategy|publisher=Nintendo Official Site}}</ref> or '''main courses''',<ref name=booklet>{{cite|author=[[Nintendo|Nintendo of Europe]]|title=''Super Mario 64 Instruction Booklet''|location=Großostheim|publisher=Nintendo of Europe|date=1996|page=15}}</ref> contain six dedicated missions and an unlisted 100-[[coin]] mission. Some of the dedicated missions build off each other environmentally or narratively. (This means the events that transpire in the completion of one mission are reflected in the events of the subsequent mission.) However, some Power Stars can be encountered before the mission-dedicated one and can be collected, resulting in some instances where the Stars are obtained out of the intended "order." These courses are the most intricate levels in the game. Most include objects that can enable quick traversal between areas, such as cannons and [[Warp|Warp Points]]. Some courses include accessible subareas, such as the volcano in Lethal Lava Land and the pyramid in Shifting Sand Land. There are 15 Normal Courses in the game, and they are the only levels explicitly numbered and listed on the pause menu.
*'''Mini courses'''<ref name=booklet/><ref name=upchurch>David Upchurch (ed). "Super Mario 64 The Essential Player's Guide". ''Official UK Nintendo Magazine''. London: East Midland Allied Press, (54): 31. Published Mar 1997.</ref> are smaller and structured more like traditional obstacle courses that emphasize precise platforming. They lack dedicated missions to select, and most contain only one Power Star. Power Stars obtained in mini courses are counted together as "Secret Stars" on the pause menu. Mini courses can further be classified into three subtypes, as detailed below.
*'''Mini courses'''<ref name=booklet/><ref name=upchurch>{{cite|author=Upchurch, David, editor|title="Super Mario 64 The Essential Player's Guide" from ''Official UK Nintendo Magazine''|location=London|publisher=East Midland Allied Press|format=54|page=31|date=Mar. 1997}}</ref> are smaller and structured more like traditional obstacle courses that emphasize precise platforming. They lack dedicated missions to select, and most contain only one Power Star. Power Stars obtained in mini courses are counted together as "Secret Stars" on the pause menu. Mini courses can further be classified into three subtypes, as detailed below.
**'''Bowser courses'''<ref>Upchurch, p. 30</ref> lead to an arena where Mario must defeat [[Bowser]]. Each Bowser course features a Power Star obtained by collecting eight [[Red Coin]]s, but this does not complete the level. In the first two courses, defeating Bowser awards Mario a [[Key#Super Mario 64 / Super Mario 64 DS|Big Key]], a different kind of token that completes the level when touched. The Big Key is used to permanently unlock the [[Key Door]] to another floor in the castle. In [[Bowser in the Sky]], the final course, defeating Bowser releases the [[Jumbo Star]]. Collecting it does not contribute to the player's Power Star total, instead freeing Princess Peach. There are three Bowser courses in the whole game, one for each floor.
**'''Bowser Courses''',<ref name=n64site/> also lowercased,<ref>Upchurch, p. 30</ref> lead to an arena where Mario must defeat [[Bowser]]. Each Bowser Course features a Power Star obtained by collecting eight [[Red Coin]]s, but this does not complete the level. In the first two courses, defeating Bowser awards Mario a [[key]], a different kind of token that completes the level when touched. The key is used to permanently unlock the [[Key Door]] to another section of the castle. In [[Bowser in the Sky]], the final course, defeating Bowser releases the [[Jumbo Star]]. Collecting it does not contribute to the player's Power Star total, instead freeing Princess Peach. There are three Bowser Courses in the whole game, one for each section.
**'''Secret courses'''<ref>Upchurch, p. 32</ref> are cryptically hidden in the castle. All secret courses have at least one Power Star to collect, with the sole exception being [[The Princess's Secret Slide]], which has two. None of these courses are accessed through paintings, and they often require the player to investigate a space within the castle to find.<ref name=HubDoc/> There are three in the game.
**'''Secret Courses''',<ref name=n64site/> also lowercased,<ref>Upchurch, p. 32</ref> are cryptically hidden in the castle. All Secret Courses have at least one Power Star to collect, with the sole exception being [[The Princess's Secret Slide]], which has two. None of these courses are accessed through paintings, and they often require the player to investigate a space within the castle to find.<ref name=HubDoc/> There are three in the game.
**"'''Switch courses'''" are where Mario is under the effect of a power-up immediately upon entering a course and is needed to reach a Cap Switch. When one is [[Ground Pound|ground-pound]]ed, it causes the power-up to permanently become accessible within the main courses. They are analogous to the [[Switch Palace]]s in ''[[Super Mario World]]'', though unlike in them, striking the switch does not make Mario exit the course. These are the only courses in the game where Mario can fall down a [[pit]] without losing a life; he is instead brought back to the castle.
**'''Switch Cap Courses'''<ref name=n64site/> are where Mario is under the effect of a power-up immediately upon entering a course and is needed to reach a Cap Switch. When one is [[Ground Pound|ground-pound]]ed, it causes the power-up to permanently become accessible within the Normal Courses. They are analogous to the [[Switch Palace]]s in ''[[Super Mario World]]'', though unlike in them, striking the switch does not make Mario exit the course. These are the only courses in the game where Mario can fall down a [[pit]] without losing a life; he is instead brought back to the castle.
There are a number of courses on each floor. At least four of them are main courses, and at least two are mini courses. One of the mini courses is always a Bowser course. Including the Mushroom Castle, there are 25 courses in the game. The chart below lists all of them. Each one is provided with a screenshot, a brief description, and a list of its missions. The order that the courses and missions are listed follows their organization in the ''Super Mario 64'' Player's Guide.<ref>Scott Pelland and Dan Owsen. ''The Super Mario 64 Player's Guide''. Redmond: [[Nintendo|Nintendo of America]], 1996.</ref> Only the names of the missions in main courses are provided in-game. When available, the missions that lack in-game names, such as the 100-coin missions, are also derived from the ''Super Mario 64'' Player's Guide. Where no such name exists, the mission assumes the name of its course.
 
====Chart====
There are a number of courses in each section. At least four of them are Normal Courses, and at least two are mini courses. One of the mini courses is always a Bowser Course. Including the Mushroom Castle, there are 25 courses in the game. The chart below lists all of them. Each one is provided with a screenshot, a brief description, and a list of its missions. The order that the courses and missions are listed follows their organization in the ''Super Mario 64'' Player's Guide.<ref>{{cite|author=Pelland, Scott and Dan Owsen|title=''The Super Mario 64 Player's Guide''|location=Redmond|publisher=[[Nintendo|Nintendo of America]]|date=1996}}</ref> Only the names of the missions in Normal Courses are provided in-game. When available, the missions that lack in-game names, such as the 100-coin missions, are also derived from the ''Super Mario 64'' Player's Guide. Where no such name exists, the mission assumes the name of its course.
<center>
<center>
{|width=65% class="wikitable"
{|width=65% class="wikitable"
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|colspan="2"align=left|{{chart icon|SM64-Star}} Flying for Coins<ref>Pelland and Owsen, p. 45</ref>
|colspan="2"align=left|{{chart icon|SM64-Star}} Flying for Coins<ref>Pelland and Owsen, p. 45</ref>
|-
|-
|colspan="3"align=center|Towers in a sea of clouds. The turret in the middle holds the [[Cap Switch|Wing Cap Switch]] that makes the [[Wing Cap]] permanently available in main courses once struck. Red Coins appear around the towers and can be collected by Mario only in his [[Wing Mario|Wing form]].<br>'''Unlock criterion:''' Collect 10 Power Stars.
|colspan="3"align=center|Towers in a sea of clouds. The turret in the middle holds the [[Cap Switch|Wing Cap Switch]] that makes the [[Wing Cap]] permanently available in Normal Courses once struck. Red Coins appear around the towers and can be collected by Mario only in his [[Wing Mario|Wing form]].<br>'''Unlock criterion:''' Collect 10 Power Stars.
|-
|-
|colspan="3"style="background:#B49936;color:white;"|[[File:SM64 Asset Texture Castle Wall (Basement).png|25px]] '''{{color-link|Peach's Castle#Basement|white|The Castle Basement}} and {{color-link|Courtyard (Peach's Castle)|white|Courtyard}}'''
|colspan="3"style="background:#B49936;color:white;"|[[File:SM64 Asset Texture Castle Wall (Basement).png|25px]] '''{{color-link|Peach's Castle#Basement|white|The Castle Basement}} and {{color-link|Courtyard (Peach's Castle)|white|Courtyard}}'''
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|-
|-
|rowspan="3"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Mushroom Castle.png|x100px]]
|rowspan="3"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Mushroom Castle.png|x100px]]
|{{chart icon|SM64-Star}} [[Toad (species)#Super Mario 64 / Super Mario 64 DS|A Gift from Toad]]<ref name=secret2/> <small>(basement)</small>
|{{chart icon|SM64-Star}} [[Toad (species)#Super Mario 64 / Super Mario 64 DS|Toad near Course 6]]<ref name=bonus>{{cite|author=[[Nintendo of America]]|deadlink=y|date=1998|archive=https://web.archive.org/web/19980610035413/http://www.nintendo.com/n64/super_mario64/bonuses.html|title=Bonus Stars - Super Mario 64 Strategy|publisher=Nintendo Official Site}}</ref>
|{{chart icon|SM64-Star}} A Gift from Toad <small>(second floor)</small>
|{{chart icon|SM64-Star}} Toad near Course 12<ref name=bonus/>
|-
|-
|{{chart icon|SM64-Star}} A Gift from Toad <small>(third floor)</small>
|{{chart icon|SM64-Star}} Toad near Course 15<ref name=bonus/>
|{{chart icon|SM64-Star}} [[MIPS|That Wascally Wabbit!]]<ref>Pelland and Owsen, p. 83</ref> <small>(after collecting 15 Power Stars)</small>
|{{chart icon|SM64-Star}} [[MIPS|Catch the Yellow Rabbit (1st time)]]<ref name=bonus/>
|-
|-
|colspan="2"|{{chart icon|SM64-Star}} That Wascally Wabbit! <small>(after collecting 50 Power Stars)</small>
|colspan="2"|{{chart icon|SM64-Star}} Catch the Yellow Rabbit (2nd time)<ref name=bonus/>
|-
|-
|colspan="3"align=center|[[Princess Peach]]'s castle in the [[Mushroom Kingdom]]. [[Toad (species)|Toads]] and [[MIPS]] are sealed inside. Some of the former give Mario a Power Star when spoken to. The [[Castle Grounds]] are the first area of the game and where Mario initially appears every time the player loads their save file. Nearly all other courses are accessed from inside the castle, with the Cavern of the Metal Cap and Vanish Cap Under the Moat being the sole exceptions.<br>'''Unlock criterion:''' Begin a new save file.
|colspan="3"align=center|[[Princess Peach]]'s castle in the [[Mushroom Kingdom]]. [[Toad (species)|Toads]] and [[MIPS]] are sealed inside. Some of the former give Mario a Power Star when spoken to. The [[Castle Grounds]] are the first area of the game and where Mario initially appears every time the player loads their save file. Nearly all other courses are accessed from inside the castle, with the Cavern of the Metal Cap and Vanish Cap Under the Moat being the sole exceptions.<br>'''Unlock criterion:''' Begin a new save file.
|-
|-
|colspan="3"style="background:#E4E4E4;color:black;"|'''Level chart information and legend:''' The main courses are designated with the unique number they are given in-game. Bowser, secret, and switch courses lack numerical designation and are listed as they appear in the ''Super Mario 64'' Player's Guide. Three symbols convey attributes about each course: {{chart icon|SM64-totalS}} denotes the total number of obtainable [[Power Star]]s, {{chart icon|SM64-totalC}} denotes the total number of accessible [[cannon]]s, and {{chart icon|SM64-totalB}} denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is. {{chart icon|SM64-Star}} denotes a mission where the reward is a Power Star, {{chart icon|SM64-StarJ}} denotes a mission where the reward is the [[Jumbo Star]], and {{chart icon|SM64-Key}} denotes a mission where the reward is a [[Key]].
|colspan="3"style="background:#E4E4E4;color:black;"|'''Level chart information and legend:''' The Normal Courses are designated with the unique number they are given in-game. Bowser, secret, and Switch Cap Courses lack numerical designation and are listed as they appear in the ''Super Mario 64'' Player's Guide. Three symbols convey attributes about each course: {{chart icon|SM64-totalS}} denotes the total number of obtainable [[Power Star]]s, {{chart icon|SM64-totalC}} denotes the total number of accessible [[cannon]]s, and {{chart icon|SM64-totalB}} denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is. {{chart icon|SM64-Star}} denotes a mission where the reward is a Power Star, {{chart icon|SM64-StarJ}} denotes a mission where the reward is the [[Jumbo Star]], and {{chart icon|SM64-Key}} denotes a mission where the reward is a [[key]].
|}
|}
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</center>
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In the majority of prior [[Genre#Platform games|platform games]], the player selects levels on a map-like menu with a cursor. The cursor itself may represent the player character, as is done in ''[[Super Mario Land 2: 6 Golden Coins]]'' and ''[[Super Mario World 2: Yoshi's Island]]'', but the degree of control the player has on the cursor is more limited than they would have in the actual levels. ''Super Mario 64'' instead has a fully interactive level as the "map," where Mario controls exactly the same as he does in the courses, and the map itself is an expansive level with its own secrets to find.
In the majority of prior [[Genre#Platform games|platform games]], the player selects levels on a map-like menu with a cursor. The cursor itself may represent the player character, as is done in ''[[Super Mario Land 2: 6 Golden Coins]]'' and ''[[Super Mario World 2: Yoshi's Island]]'', but the degree of control the player has on the cursor is more limited than they would have in the actual levels. ''Super Mario 64'' instead has a fully interactive level as the "map," where Mario controls exactly the same as he does in the courses, and the map itself is an expansive level with its own secrets to find.


The [[Castle Grounds]] are the first area in the game where the player takes control of Mario, and it is a risk-free environment for the player to familiarize themselves with his controls.<ref name=HubDoc/><ref name=Stanton>Rich Stanton. ''A Brief History Of Video Games: From Atari to Virtual Reality'' (digital). London: Little, Brown Book Group, 2015. ISBN: 978-1-47-211881-3.</ref><ref name=TottenH>Christopher W. Totten. "Hub Spaces". ''An Architectural Approach to Level Design''. Boca Raton: CRC Press, 2018. pages 133-135. ISBN: 978-1-35-198292-4.</ref><ref name=shoga/><ref name=shmup/> There are no [[List of enemies|enemies]] here, nor concrete objectives. While the player is directed to the castle in Peach's [[letter]] to Mario, nothing forces them to enter it, implicitly encouraging them to explore. The Castle Grounds are a grassy area with gently sloping hills, [[tree]]s, picket fences, and a small lake that feeds into the castle's moat. Several readable signs that detail Mario's available actions are near his starting position, but they are not forced upon the player.
The [[Castle Grounds]] are the first area in the game where the player takes control of Mario, and it is a risk-free environment for the player to familiarize themselves with his controls.<ref name=HubDoc/><ref name=Stanton>Rich Stanton. ''A Brief History Of Video Games: From Atari to Virtual Reality'' (digital). London: Little, Brown Book Group, 2015. ISBN: 978-1-47-211881-3.</ref><ref name=TottenH>Christopher W. Totten. "Hub Spaces". ''An Architectural Approach to Level Design''. Boca Raton: CRC Press, 2018. pages 133-135. ISBN: 978-1-35-198292-4.</ref><ref name=shoga/><ref name=shmup/> There are no [[List of enemies|enemies]] here, nor concrete objectives. While the player is directed to the castle in Peach's [[letter]] to Mario, nothing forces them to enter it, implicitly encouraging them to explore. The Castle Grounds are a grassy area with gently sloping hills, [[tree]]s, picket fences, and a small lake that feeds into the castle's moat. Several readable [[sign]]s that detail Mario's available actions are near his starting position, but they are not forced upon the player.


The castle's interior is divided into three sections analogous to the [[world]]s of prior ''[[Super Mario (series)|Super Mario]]'' games: a first floor and mezzanine, a basement and [[Courtyard (Peach's Castle)|courtyard]], and a second and third floor that leads to the central tower. With the exception of the basement, the castle's flooring has a checkerboard pattern and red carpeting. A hilly vista with a blue sky behind it is painted on the walls. The basement is a flooded dungeon-like area lit by torches that can burn Mario. One of the basement's corridors has a pair of [[brick pillar]]s that, when [[Ground Pound|ground-pound]]ed, drain the moat. The courtyard is a grassy space behind the Mushroom Castle with a fountain at its center. It is filled with [[Boo]]s, one of which contains a miniature carousel that holds [[Big Boo's Haunt]]. Among the courses of a section, Mario can typically play them in any order. There are some exceptions, such as at the start of the game, when only the [[Bob-omb Battlefield]] is initially accessible.
The castle's interior is divided into three sections analogous to the [[world]]s of prior ''[[Super Mario (series)|Super Mario]]'' games: a first floor and mezzanine, a basement and [[Courtyard (Peach's Castle)|courtyard]], and a second and third floor that leads to the central tower. With the exception of the basement, the castle's flooring has a checkerboard pattern and red carpeting. A hilly vista with a blue sky behind it is painted on the walls. The basement is a flooded dungeon-like area lit by torches that can burn Mario. One of the basement's corridors has a pair of [[brick pillar]]s that, when [[Ground Pound|ground-pound]]ed, drain the moat. The courtyard is a grassy space behind the Mushroom Castle with a fountain at its center. It is filled with [[Boo]]s, one of which contains a miniature carousel that holds [[Big Boo's Haunt]]. Among the courses of a section, Mario can typically play them in any order. There are some exceptions, such as at the start of the game, when only the [[Bob-omb Battlefield]] is initially accessible.
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|align=center style="background:#FFFFFF"|[[File:Bob-OmbBuddySM64.png|100x100px]]<br>[[Bob-omb Buddy|Bob-omb Buddies]]
|align=center style="background:#FFFFFF"|[[File:Bob-OmbBuddySM64.png|100x100px]]<br>[[Bob-omb Buddy|Bob-omb Buddies]]
|Friendly [[Bob-omb]]s that lack fuses. They reside on the [[Bob-omb Battlefield]], where they are at war with the [[King Bob-omb|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.
|Friendly [[Bob-omb]]s that lack fuses. They reside on the [[Bob-omb Battlefield]], where they are at war with the [[King Bob-omb|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.
|align=center| [[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]]
|align=center| [[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]]; [[Over the Rainbows|Wing Mario Over the Rainbow]]
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Koopa the Quick.png|100x100px]]<br>[[Koopa the Quick]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Koopa the Quick.png|100x100px]]<br>[[Koopa the Quick]]
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|align=center|[[Lethal Lava Land]]; [[Bowser in the Fire Sea]]
|align=center|[[Lethal Lava Land]]; [[Bowser in the Fire Sea]]
|align=center|{{chart icon|SM64-Coin}}×1
|align=center|{{chart icon|SM64-Coin}}×1
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Butterfly.png|100x100px]]<br>'''[[Butterfly]]'''
|Being normally passive creatures, butterflies in later courses may turn into [[1-Up Mushroom|1UP Mushroom]]s or giant iron balls that pursue Mario through the air before exploding if he continually bothers them.
|align=center|[[Castle Grounds]]; [[Whomp's Fortress]]; [[Tall, Tall Mountain]]; [[Tiny-Huge Island]]
|align=center|{{chart icon|SM64-1Up}}×1
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Chair.png|100x100px]]<br>'''[[Chair]]'''
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Chair.png|100x100px]]<br>'''[[Chair]]'''
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|-
|-
|align=center style="background:#FFFFFF"|[[File:LakitusSM64.png|100x100px]]<br>'''[[Lakitu]]'''
|align=center style="background:#FFFFFF"|[[File:LakitusSM64.png|100x100px]]<br>'''[[Lakitu]]'''
|A cloud-riding turtle that throws an endless supply of [[Spiny Egg]]s at Mario.
|A cloud-riding turtle that throws an endless supply of [[Spiny Egg|Spiny bomb]]s at Mario.
|align=center|[[Tiny-Huge Island]]; [[Rainbow Ride]]
|align=center|[[Tiny-Huge Island]]; [[Rainbow Ride]]
|align=center|{{chart icon|SM64-Coin}}×5
|align=center|{{chart icon|SM64-Coin}}×5
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!Description
!Description
!width=19%|Locations
!width=19%|Locations
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Bill Blaster.png|100x100px]]<br>'''[[Bill Blaster|Blaster]]'''
|A metal cube that shoots out Bullet Bills.
|align=center|[[Whomp's Fortress]]
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Floating Mine.png|100x100px]]<br>'''[[Mine|Bomb]]'''
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Floating Mine.png|100x100px]]<br>'''[[Mine|Bomb]]'''
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|align=center|[[Lethal Lava Land]]
|align=center|[[Lethal Lava Land]]
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Flamethrower.png|100x100px]]<br>'''[[Flamethrower|Flame spout]]'''
|align=center style="background:#FFFFFF"|[[File:SM64 Flamethrower.png|100x100px]]<br>'''[[Flamethrower]]'''
|A jet of fire that usually comes from small holes but can also come from other openings and even lava.
|A jet of fire that usually comes from small holes but can also come from other openings and even lava.
|align=center|[[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]]
|align=center|[[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]]
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|A whirlwind that makes Mario spin.
|A whirlwind that makes Mario spin.
|align=center|[[Shifting Sand Land]]
|align=center|[[Shifting Sand Land]]
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Bill Blaster.png|100x100px]]<br>'''[[Bill Blaster|Turtle Cannon]]'''
|A metal cube that shoots out Bullet Bills.
|align=center|[[Whomp's Fortress]]
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Water Bomb.png|100x100px]]<br>'''[[Water bomb (object)|Water bomb]]'''
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Water Bomb.png|100x100px]]<br>'''[[Water bomb (object)|Water bomb]]'''
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|align=center|[[Bowser in the Dark World]]; [[Bowser in the Fire Sea]]; [[Bowser in the Sky]]
|align=center|[[Bowser in the Dark World]]; [[Bowser in the Fire Sea]]; [[Bowser in the Sky]]
|-
|-
|align=center|[[File:Boo 64.png|100x100px]]<br>'''[[Big Boo]]'''
|align=center|[[File:Boo 64.png|100x100px]]<br>'''[[Big Boo (character)|Big Boo]]'''
|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 [[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.
|align=center|[[Go on a Ghost Hunt]]; [[Ride Big Boo's Merry-Go-Round]]; [[Big Boo's Balcony]]
|align=center|[[Go on a Ghost Hunt]]; [[Ride Big Boo's Merry-Go-Round]]; [[Big Boo's Balcony]]
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|align=center style="background:#FFFFFF"|[[File:PowerStarModelSM64.png|100x100px]]<br>[[Power Star]]s
|align=center style="background:#FFFFFF"|[[File:PowerStarModelSM64.png|100x100px]]<br>[[Power Star]]s
|Power Stars fuel the [[Peach's Castle|Mushroom Castle]] and are stolen by [[Bowser]] to seal the castle's inhabitants away. They are the primary objective within [[mission]]s, and accumulating Stars unlocks new missions. A larger token called the [[Jumbo Star]] is made available after the final battle with Bowser. Collecting it does not contribute to the player's total, but it does liberate [[Princess Peach]].
|Power Stars fuel the [[Peach's Castle|Mushroom Castle]] and are stolen by [[Bowser]] to seal the castle's inhabitants away. They are the primary objective within [[mission]]s, and accumulating Stars unlocks new missions. A larger token called the [[Jumbo Star]] is made available after the final battle with Bowser. Collecting it does not contribute to the player's total, but it does liberate [[Princess Peach]].
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Bubble.png|100x100px]]<br>[[Bubble]]s
|Bubbles are released from opened underwater [[treasure chest|Treasure Chest]]s. Making contact with one refills Mario's [[Health Meter#Super Mario 64 / Super Mario 64 DS|Power Meter]].
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Key.png|100x100px]]<br>[[Key]]s
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Key.png|100x100px]]<br>[[Key]]s
|Tokens awarded to Mario after the first two Bowser battles. A key permanently unlocks a [[Key Door]].
|Tokens awarded to Mario after the first two Bowser battles. A key permanently unlocks a [[Key Door]].
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Coin.png|100x100px]]<br>[[Coin|Yellow Coins]]
|Collecting a Yellow Coin restores one wedge to Mario's Power Meter. Collecting 100 during a mission rewards Mario with a Power Star. He also gains an extra life for every 50 coins he has when he completes a mission, but only up to three (i.e., no more than 150 coins).
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Red Coin.png|100x100px]]<br>[[Red Coin]]s
|Red Coins are worth two coins. Eight are scattered around most courses, and collecting them all causes a Power Star to appear. They restore two wedges to Mario's Power Meter when collected.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Blue Coin.png|100x100px]]<br>[[Blue Coin]]s
|Blue Coins are worth five coins. They typically appear after Mario ground-pounds a [[Blue Coin Block]] or after he defeats a strong enemy, such as a [[Mr. I|Mr. I.]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Spinning Heart.png|100x100px]]<br>[[Spinning Heart]]s
|Spinning Hearts restore Mario's Power Meter when he passes through one. The amount of health recovered and how fast it does so are dependent on how quickly Mario moves through it.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 1-up.png|100x100px]]<br>[[1-Up Mushroom|1UP Mushrooms]]
|align=center style="background:#FFFFFF"|[[File:SM64 1-up.png|100x100px]]<br>[[1-Up Mushroom|1UP Mushrooms]]
|Green [[mushroom]]s that give Mario an [[extra life]] each when obtained.
|Green [[mushroom]]s that give Mario an [[extra life]] each when obtained.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Bubble.png|100x100px]]<br>[[Bubble]]s
|Bubbles are released from opened underwater [[treasure chest|Treasure Chest]]s. Making contact with one refills Mario's [[Health Meter#Super Mario 64 / Super Mario 64 DS|Power Meter]].
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Coin.png|100x100px]]<br>[[Coin|Yellow Coins]]
|Collecting a Yellow Coin restores one wedge to Mario's Power Meter. Collecting 100 during a mission rewards Mario with a Power Star. He also gains an extra life for every 50 coins he has when he completes a mission, but only up to three (i.e., no more than 150 coins).
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Green Shell.png|100x100px]]<br>[[Koopa Shell]]s
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Green Shell.png|100x100px]]<br>[[Koopa Shell]]s
|Shells from [[Koopa Troopa]]s that Mario can ride, allowing him to defeat enemies he runs over and move around the course quicker. Pressing {{button|n64|Z}} causes the shell to disappear.
|Shells from [[Koopa Troopa]]s that Mario can ride, allowing him to defeat enemies he runs over and move around the course quicker. Pressing {{button|n64|Z}} causes the shell to disappear.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Red Coin.png|100x100px]]<br>[[Red Coin]]s
|Red Coins are worth two coins. Eight are scattered around most courses, and collecting them all causes a Power Star to appear. They restore two wedges to Mario's Power Meter when collected.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Mario Cap.png|100x100px]]<br>[[Mario Cap|Mario's cap]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Mario Cap.png|100x100px]]<br>[[Mario Cap|Mario's cap]]
|Mario can lose his cap: It can be stolen by [[Klepto]] or an [[Ukiki|Ukkiki]] or blown away by [[wind]]. He takes more damage without it. Mario can complete a mission or exit a course without his cap, but it is still missing when he returns to the Mushroom Castle. He has to return to the specific course where he lost his cap to retrieve it.
|Mario can lose his cap: It can be stolen by [[Klepto]] or an [[Ukiki|Ukkiki]] or blown away by [[wind]]. He takes more damage without it. Mario can complete a mission or exit a course without his cap, but it is still missing when he returns to the Mushroom Castle. He has to return to the specific course where he lost his cap to retrieve it.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Blue Coin.png|100x100px]]<br>[[Blue Coin]]s
|Blue Coins are worth five coins. They typically appear after Mario ground-pounds a [[Blue Coin Block]] or after he defeats a strong enemy, such as a [[Mr. I|Mr. I.]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Block.png|100x100px]]<br>[[Crate]]s
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Block.png|100x100px]]<br>[[Crate]]s
|Small [[Block (Super Mario 64)|blocks]] that can be picked up and tossed to defeat enemies. Crates break on impact and release collectible Yellow Coins.
|Small [[Block (Super Mario 64)|blocks]] that can be picked up and tossed to defeat enemies. Crates break on impact and release collectible Yellow Coins.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Spinning Heart.png|100x100px]]<br>[[Spinning Heart]]s
|Spinning Hearts restore Mario's Power Meter when he passes through one. The amount of health recovered and how fast it does so are dependent on how quickly Mario moves through it.
|align=center style="background:#FFFFFF"|[[File:STROOP- Crazy Box.png|100x100px]]<br>[[Crazed Crate]]s
|align=center style="background:#FFFFFF"|[[File:STROOP- Crazy Box.png|100x100px]]<br>[[Crazed Crate]]s
|Living crates. When Mario grabs a Crazed Crate, it immediately bounces three times in the direction he was facing when it is grabbed, taking him with it. Each bounce is progressively higher. A Crazed Crate breaks at the end of the third bounce, breaking and releasing Yellow Coins.
|Living crates. When Mario grabs a Crazed Crate, it immediately bounces three times in the direction he was facing when it is grabbed, taking him with it. Each bounce is progressively higher. A Crazed Crate breaks at the end of the third bounce, breaking and releasing Yellow Coins.
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|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Crystal Tap.png|100x100px]]<br>[[Crystal Tap]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Crystal Tap.png|100x100px]]<br>[[Crystal Tap]]
|An {{wp|octahedron}} in [[Wet-Dry World]] that causes the [[water tide|water level]] to either rise or fall when touched.
|An {{wp|octahedron}} in [[Wet-Dry World]] that causes the [[water tide|water level]] to either rise or fall when touched.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Stump.png|100x100px]]<br>[[Stump|Post]]
|A post needs to be struck by a Pound the Ground attack three times to be fully embedded into the earth, and doing so may produce a Yellow Coin or trigger a nearby event. Running around one may produce multiple coins.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model ! Switch.png|100x100px]]<br>[[! Switch|Purple Switch]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model ! Switch.png|100x100px]]<br>[[! Switch|Purple Switch]]
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|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Secrets.gif|100x100px]]<br>[[Secret]]
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Secrets.gif|100x100px]]<br>[[Secret]]
|One of five cryptically hidden "spots" within a course. Finding one causes a corresponding red number to appear onscreen. Locating all five secrets causes a Power Star to appear.
|One of five cryptically hidden "spots" within a course. Finding one causes a corresponding red number to appear onscreen. Locating all five secrets causes a Power Star to appear.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Stump.png|100x100px]]<br>[[Stump|Stake]]
|A stake needs to be struck by a Pound the Ground attack three times to be fully embedded into the earth, and doing so may produce a Yellow Coin or trigger a nearby event. Running around one may produce multiple coins.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Treasure Chest.png|100x100px]]<br>[[Treasure chest|Treasure Chest]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Treasure Chest.png|100x100px]]<br>[[Treasure chest|Treasure Chest]]
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|A square or rectangular platform that floats in [[lava]], occasionally partially sinking. The middle section is higher than the edges and, as such, is the only safe place to stand.
|A square or rectangular platform that floats in [[lava]], occasionally partially sinking. The middle section is higher than the edges and, as such, is the only safe place to stand.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wire Platform 1.png|100x100px]]<br>[[Lava Lift|Wire platform]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wire Platform 1.png|100x100px]]<br>[[Grated platform|Wire platform]]
|A mesh lift in lava. Some wire platforms move along tracks that temporarily submerge them in lava.
|A mesh lift in lava. Some wire platforms move along tracks that temporarily submerge them in lava.
|-
|-
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|align=center style="background:#FFFFFF"|[[File:SM64 Arrow sign.png|100x100px]]<br>[[Arrow Sign]]
|align=center style="background:#FFFFFF"|[[File:SM64 Arrow sign.png|100x100px]]<br>[[Arrow Sign]]
|A sign that directs the player towards the intended focus of the mission they enter.
|A sign that directs the player towards the intended focus of the mission they enter.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Butterfly.png|100x100px]]<br>[[Butterfly]]
|Butterflies may turn into [[1-Up Mushroom|1UP Mushroom]]s or giant iron balls that pursue Mario through the air before exploding if he persistently bothers them. They otherwise fly around passively.
|-
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Cloud.png|100x100px]]<br>Cloud<ref>Pelland and Owsen, p. 126</ref>
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Cloud.png|100x100px]]<br>Cloud<ref>Pelland and Owsen, p. 126</ref>
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|Rainbows passively indicate an intended direction for the player to follow. Magic carpets move along them in [[Rainbow Ride]], and arches connect different [[Cloud Lift|clouds]] in Wing Mario Over the Rainbow. A ring-shaped rainbow in Rainbow Ride provides a visual target for the player to launch Mario out of a cannon. All rainbows are intangible.
|Rainbows passively indicate an intended direction for the player to follow. Magic carpets move along them in [[Rainbow Ride]], and arches connect different [[Cloud Lift|clouds]] in Wing Mario Over the Rainbow. A ring-shaped rainbow in Rainbow Ride provides a visual target for the player to launch Mario out of a cannon. All rainbows are intangible.
|-
|-
|align=center style="background:#FFFFFF"|[[File:Sign Model SM64.png|100x100px]]<br>[[Board|Sign]]<ref>Nintendo of America, p. 8</ref>
|align=center style="background:#FFFFFF"|[[File:Sign Model SM64.png|100x100px]]<br>[[Sign]]
|A posted board that contains information on actions, scenarios, and locations. Signs can be ground-pounded into the ground. There are variants found hanging on walls.
|A posted board that contains information on actions, scenarios, and locations. Signs can be ground-pounded into the ground. There are variants found hanging on walls.
|-
|-
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====Text changes====
====Text changes====
*The original Japanese script is restored.
*The original Japanese script is restored.
*Text that mentioned pressing {{button|n64|B}} to read signs in both the original Japanese and localized scripts now additionally mentions {{button|n64|A}} can be pressed as an alternative.
*Text that mentioned pressing {{button|n64|B}} to read [[sign]]s in both the original Japanese and localized scripts now additionally mentions {{button|n64|A}} can be pressed as an alternative.


====Audiovisual changes====
====Audiovisual changes====
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==Notable mistakes and errors==
==Notable mistakes and errors==
*If the player copies a save file to another file that already has data, it will say "Save Data '''Exits'''" instead of "Save Data Exists." This was fixed in ''[[Super Mario 3D All-Stars]]''.
*If the player copies a save file to another file that already has data, it will say "Save Data '''Exits'''" instead of "Save Data Exists." This was fixed in ''[[Super Mario 3D All-Stars]]''.
*On the floating island of the [[Bob-omb Battlefield]], one of the signs says, "Pull back '''to to''' fly up." This was fixed in ''Super Mario 3D All-Stars''.
*On the floating island of the [[Bob-omb Battlefield]], one of the [[sign]]s says, "Pull back '''to to''' fly up." This was fixed in ''Super Mario 3D All-Stars''.
*On [[Cool, Cool Mountain]], the Headless Snowman says, "Have you run '''in to''' any headhunters lately??" instead of "into."
*On [[Cool, Cool Mountain]], the Headless Snowman says, "Have you run '''in to''' any headhunters lately??" instead of "into."
*At the end of the game, when Mario speaks to [[Yoshi]] on the castle roof, he says, "Mario!!! '''It''' that really you???" instead of "Mario!!! Is that really you???"
*At the end of the game, when Mario speaks to [[Yoshi]] on the castle roof, he says, "Mario!!! '''It''' that really you???" instead of "Mario!!! Is that really you???"
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==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Super Mario 64 pre-release and unused content}}
{{main|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 have appeared in Lethal Lava Land, Bowser in the Fire Sea, and Wing Mario Over the Rainbow. Also, the [[Big Boo]] held a key instead of a Star inside him. The purpose of the keys was to unlock many of the doors in Big Boo's Haunt—there was even a "key counter." 32 levels were planned for the game, but only fifteen of them made it into the final product.
One unused asset is the [[Blargg]], which is still in the game's data, and would have appeared in Lethal Lava Land, Bowser in the Fire Sea, and Wing Mario Over the Rainbow. Also, the [[Big Boo (character)|Big Boo]] held a key instead of a Star inside him. The purpose of the keys was to unlock many of the doors in Big Boo's Haunt—there was even a "key counter." 32 levels were planned for the game, but only fifteen of them made it into the final product.


==Staff==
==Staff==
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Using a well-timed [[Triple Jump]] on the slope near the castle, Mario can climb the castle without the [[cannon]]. Also, when he reaches a corner, he can fall down slightly and grab on to a ledge. Mario can then pull himself back up onto the roof, at which point he loses a life. For unknown reasons, he also loses his cap. This occurs because when Mario grabs the ledge, he is out of bounds, but the game waits until he pulls himself back up before causing him to lose a life. Something similar can happen if a door leads out of bounds or into a wall, but that can happen only through modding or glitches.
Using a well-timed [[Triple Jump]] on the slope near the castle, Mario can climb the castle without the [[cannon]]. Also, when he reaches a corner, he can fall down slightly and grab on to a ledge. Mario can then pull himself back up onto the roof, at which point he loses a life. For unknown reasons, he also loses his cap. This occurs because when Mario grabs the ledge, he is out of bounds, but the game waits until he pulls himself back up before causing him to lose a life. Something similar can happen if a door leads out of bounds or into a wall, but that can happen only through modding or glitches.
===Angled Dive===
===Angled dive===
When Mario enters the water, the angle he was facing before entering is preserved in a datum; therefore, when he jumps and lands on dry land, the next dive he performs starts with this angle. A few frames afterward, the angle fixes itself and the dive is completed correctly. Several things "reset" the angle, including grabbing a ledge, shooting from a cannon, changing areas, and jumping while facing a slope. This glitch does not affect the dive itself, just the animation.
When Mario enters the water, the angle he was facing before entering is preserved in a datum; therefore, when he jumps and lands on dry land, the next dive he performs starts with this angle. A few frames afterward, the angle fixes itself and the dive is completed correctly. Several things "reset" the angle, including grabbing a ledge, shooting from a cannon, changing areas, and jumping while facing a slope. This glitch does not affect the dive itself, just the animation.


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*''[[Super Mario Bros.]]'' – Carvings of Mario and Bowser from this game appear on several pillars in [[Bowser in the Sky]]. An arrangement of the [[Ground Theme (Super Mario Bros.)|Ground Theme]] plays on the title screen, and the [[Underground Theme]] can be heard in the music for the [[Hazy Maze Cave]] and [[Wet-Dry World]]. There is also a small jingle used at the [[Power Star]] select screen that sounds identical to the first few notes of the Ground Theme in this game.
*''[[Super Mario Bros.]]'' – Carvings of Mario and Bowser from this game appear on several pillars in [[Bowser in the Sky]]. An arrangement of the [[Ground Theme (Super Mario Bros.)|Ground Theme]] plays on the title screen, and the [[Underground Theme]] can be heard in the music for the [[Hazy Maze Cave]] and [[Wet-Dry World]]. There is also a small jingle used at the [[Power Star]] select screen that sounds identical to the first few notes of the Ground 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 is a signature melody in the game that is heard across different levels in several variations ("[[Super Mario 64 Main Theme]]," "Snow Mountain," "[[Slider]]").
*''[[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 is a signature melody in the game that is heard across different levels in several variations ("[[Super Mario 64 Main Theme]]," "Snow Mountain," "[[Slider]]").
*''[[Super Mario World 2: Yoshi's Island]]'' – The theme used for [[Invincible Mario|invincibility]] in this game, specifically the string instruments playing in the background, is reworked into [[Wing Mario]]/[[Vanish Mario]]'s theme for ''Super Mario 64''. The idea of collecting [[Red Coin]]s first appeared in this title as well. Fly Guys appear as enemies. Ukkikis also appear as non-playable characters.
*''[[Super Mario World 2: Yoshi's Island]]'' – The theme used for [[Invincible Mario|invincibility]] in this game, specifically the string instruments playing in the background, is reworked into [[Wing Mario]]/[[Vanish Mario]]'s theme for ''Super Mario 64''. The idea of collecting [[Red Coin]]s first appeared in this title as well. Fly Guys appear as enemies. Ukkikis also appear as non-playable characters. The grunts made by certain enemies and bosses, such as [[Bully|Bullies]] and the [[Whomp King]], are based on those made by the bosses of this game when hit.


==References in later media==
==References in later media==
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*''[[Mario Party]]'' – The board [[Mario's Rainbow Castle]] is similar to the secret course Tower of the Wing Cap. Mario's title screen (if he is the most recent winner of a board game) depicts him with the Wing Cap flying with the other playable characters.
*''[[Mario Party]]'' – The board [[Mario's Rainbow Castle]] is similar to the secret course Tower of the Wing Cap. Mario's title screen (if he is the most recent winner of a board game) depicts him with the Wing Cap flying with the other playable characters.
*''[[Super Smash Bros.]]'' – Most of Mario's moves, animations, and voice clips in this game are derived from the ones in ''Super Mario 64''. [[Metal Mario]] appears as a boss. Two levels based on places here are also accessible, namely [[Peach's Castle (Super Smash Bros.)|Peach's Castle]] and [[Meta Crystal|Metal Mario's stage]]. Although [[Luigi]] did not appear in the game, his moves, animations, and voice clips are identical to Mario's in ''Super Mario 64'', except his voice clips are higher-pitched versions of Mario's.
*''[[Super Smash Bros.]]'' – Most of Mario's moves, animations, and voice clips in this game are derived from the ones in ''Super Mario 64''. [[Metal Mario]] appears as a boss. Two levels based on places here are also accessible, namely [[Peach's Castle (Super Smash Bros.)|Peach's Castle]] and [[Meta Crystal|Metal Mario's stage]]. Although [[Luigi]] did not appear in the game, his moves, animations, and voice clips are identical to Mario's in ''Super Mario 64'', except his voice clips are higher-pitched versions of Mario's.
*''[[nwiki:Card Hero series|Trade & Battle: Card Hero]]'' series – one of the collectible monsters introduced in the first game resembles the [[King Bob-omb|Big Bob-omb]] and shares the same name in Japanese, {{hover|ボムキング|Bomu Kingu}} ("Bomb King"). The monster's redesign in ''[[nwiki:Kousoku Card Battle: Card Hero|Kousoku Card Battle: Card Hero]]'' makes the similarities even more apparent.
*''[[nwiki:Card Hero series|Trade & Battle: Card Hero]]'' series – One of the collectible monsters introduced in the first game resembles the [[King Bob-omb|Big Bob-omb]] and shares the same name in Japanese, {{hover|ボムキング|Bomu Kingu}} ("Bomb King"). The monster's redesign in ''[[nwiki:Kousoku Card Battle: Card Hero|Kousoku Card Battle: Card Hero]]'' makes the similarities even more apparent.
*''[[Paper Mario]]'' – This game starts the same way, with a letter being sent from [[Princess Peach|Peach]]. Peach's Castle design in this game is similar to that used in the box art of ''Super Mario 64''. Also, the main room is nearly identical (however, the doors lead to different rooms).
*''[[Paper Mario]]'' – This game starts the same way, with a letter being sent from [[Princess Peach|Peach]]. Peach's Castle design in this game is similar to that used in the box art of ''Super Mario 64''. Also, the main room is nearly identical (however, the doors lead to different rooms).
*''[[Mario Kart: Super Circuit]]'' – Peach's Castle reappears in the background of [[GBA Peach Circuit|Peach Circuit]], [[SNES Mario Circuit 1|Mario Circuit 1]], and [[Mario Circuit 4]]. The music for [[GBA Bowser's Castle 1|Bowser's Castle 1]], [[GBA Bowser's Castle 2|Bowser's Castle 2]], [[GBA Bowser Castle 3|Bowser's Castle 3]], and [[Bowser's Castle 4]] is a sped-up arrangement of Bowser's battle theme from this game.
*''[[Mario Kart: Super Circuit]]'' – Peach's Castle reappears in the background of [[GBA Peach Circuit|Peach Circuit]], [[SNES Mario Circuit 1|Mario Circuit 1]], and [[Mario Circuit 4]]. The music for [[GBA Bowser's Castle 1|Bowser's Castle 1]], [[GBA Bowser's Castle 2|Bowser's Castle 2]], [[GBA Bowser Castle 3|Bowser's Castle 3]], and [[Bowser's Castle 4]] is a sped-up arrangement of Bowser's battle theme from this game.
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*''[[Paper Mario: Sticker Star]]'' – The theme "Slider" is covered during the minecart part of [[Bowser's Snow Fort]].
*''[[Paper Mario: Sticker Star]]'' – The theme "Slider" is covered during the minecart part of [[Bowser's Snow Fort]].
*''[[Super Mario 3D World]]'' – A cover of the theme "Slider" plays when the player rides [[Plessie]]. In [[Shifty Boo Mansion]], a level in ''Super Mario 3D World'', there is a [[Green Star]] hidden behind a portrait of a Boo that can be entered like the pictures in Peach's Castle.
*''[[Super Mario 3D World]]'' – A cover of the theme "Slider" plays when the player rides [[Plessie]]. In [[Shifty Boo Mansion]], a level in ''Super Mario 3D World'', there is a [[Green Star]] hidden behind a portrait of a Boo that can be entered like the pictures in Peach's Castle.
*''[[Mario Kart 8]]'' / ''[[Mario Kart 8 Deluxe]]'' – The merry-go-round music from Big Boo's Haunt can be heard near the Aqua Cups ride in [[Water Park]].<br>As part of their promotion of Wave 2 of the [[Mario Kart 8 Deluxe – Booster Course Pass|''Mario Kart 8 Deluxe'' – Booster Course Pass]], several official ''Mario Kart'' {{wp|Facebook}} pages localized for European audiences posted a screenshot showing [[Tanooki Mario]] driving near a [[penguin]] in {{classic-link|GBA|Snow Land}}, with descriptions that translate to "Penguins never forget" or "A penguin never forgets";<ref>MarioKartESP (August 17, 2022). [https://www.facebook.com/MarioKartESP/photos/3794688187321548/ Los pingüinos nunca olvidan.] ''Facebook''. Retrieved November 27, 2022.</ref><ref>MarioKartItalia (August 17, 2022). [https://www.facebook.com/MarioKartItalia/photos/3240767289514140/ Un pinguino non dimentica mai.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/EzWoU Archived] via November 27, 2022, 22:01:36 UTC via archive.today.)</ref><ref>MarioKartNL (August 17, 2022). [https://www.facebook.com/MarioKartNL/photos/5305106349602508/ Een pinguïn vergeet nooit.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/vVVe0 Archived] via November 27, 2022, 22:04:13 UTC via archive.today.)</ref><ref>MarioKartPT (August 17, 2022). [https://www.facebook.com/MarioKartPT/photos/4774626602636935/ Os pinguins nunca esquecem.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/6iAPE Archived] via November 27, 2022, 22:02:38 UTC via archive.today.)</ref> the descriptions, together with the picture, likely reference a popular gameplay act in ''Super Mario 64'' wherein players would intentionally drop the [[Baby Penguin]] off-bounds in the course Cool, Cool Mountain,<ref>March 6, 2013. [https://www.reddit.com/r/gaming/comments/19sxq6/we_all_did_this_super_mario_64/ We all did this - [Super Mario 64<nowiki>]</nowiki>]. ''Reddit'' (/r/gaming). Retrieved November 27, 2022.</ref><ref>Fairfax, Zackerie (March 10, 2021). [https://screenrant.com/super-mario-64-baby-penguin-cliff-kill-save/ What Super Mario 64's Penguin Reveals About Its Players]. ''screenrant.com''. Retrieved November 27, 2022. ([https://web.archive.org/web/20210719013026/https://screenrant.com/super-mario-64-baby-penguin-cliff-kill-save/ Archived] July 19, 2021, 01:30:26 UTC via Wayback Machine.)</ref> implying that Mario is culpable for this act and that penguins hold a grudge against him as a result.
*''[[Mario Kart 8]]'' / ''[[Mario Kart 8 Deluxe]]'' – The merry-go-round music from Big Boo's Haunt can be heard near the Aqua Cups ride in [[Water Park]].<br>As part of their promotion of Wave 2 of the ''[[Mario Kart 8 Deluxe – Booster Course Pass]]'', several official ''Mario Kart'' {{wp|Facebook}} pages localized for European audiences posted a screenshot showing [[Tanooki Mario]] driving near a [[penguin]] in {{classic-link|GBA|Snow Land}}, with descriptions that translate to "Penguins never forget" or "A penguin never forgets";<ref>MarioKartESP (August 17, 2022). [https://www.facebook.com/MarioKartESP/photos/3794688187321548/ Los pingüinos nunca olvidan.] ''Facebook''. Retrieved November 27, 2022.</ref><ref>MarioKartItalia (August 17, 2022). [https://www.facebook.com/MarioKartItalia/photos/3240767289514140/ Un pinguino non dimentica mai.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/EzWoU Archived] via November 27, 2022, 22:01:36 UTC via archive.today.)</ref><ref>MarioKartNL (August 17, 2022). [https://www.facebook.com/MarioKartNL/photos/5305106349602508/ Een pinguïn vergeet nooit.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/vVVe0 Archived] via November 27, 2022, 22:04:13 UTC via archive.today.)</ref><ref>MarioKartPT (August 17, 2022). [https://www.facebook.com/MarioKartPT/photos/4774626602636935/ Os pinguins nunca esquecem.] ''Facebook''. Retireved November 27, 2022. ([https://archive.ph/6iAPE Archived] via November 27, 2022, 22:02:38 UTC via archive.today.)</ref> the descriptions, together with the picture, likely reference a popular gameplay act in ''Super Mario 64'' wherein players would intentionally drop the [[Baby Penguin]] off-bounds in the course Cool, Cool Mountain,<ref>March 6, 2013. [https://www.reddit.com/r/gaming/comments/19sxq6/we_all_did_this_super_mario_64/ We all did this - [Super Mario 64<nowiki>]</nowiki>]. ''Reddit'' (/r/gaming). Retrieved November 27, 2022.</ref><ref>Fairfax, Zackerie (March 10, 2021). [https://screenrant.com/super-mario-64-baby-penguin-cliff-kill-save/ What Super Mario 64's Penguin Reveals About Its Players]. ''screenrant.com''. Retrieved November 27, 2022. ([https://web.archive.org/web/20210719013026/https://screenrant.com/super-mario-64-baby-penguin-cliff-kill-save/ Archived] July 19, 2021, 01:30:26 UTC via Wayback Machine.)</ref> implying that Mario is culpable for this act and that penguins hold a grudge against him as a result.
*''[[Mario Party: Island Tour]]'' – A cover of "Koopa's Road" plays in [[Bowser's Peculiar Peak]].
*''[[Mario Party: Island Tour]]'' – A cover of "Koopa's Road" plays in [[Bowser's Peculiar Peak]].
*''[[Super Smash Bros. for Nintendo 3DS / Wii U]]'' – Peach's Castle (64) appears as a DLC stage, which returns from the original ''Super Smash Bros.'' In ''[[Super Smash Bros. for Wii U]]'', the original version of the main theme returns, and an arranged version of the theme is featured in the DLC stage in both games.
*''[[Super Smash Bros. for Nintendo 3DS / Wii U]]'' – Peach's Castle (64) appears as a DLC stage, which returns from the original ''Super Smash Bros.'' In ''[[Super Smash Bros. for Wii U]]'', the original version of the main theme returns, and an arranged version of the theme is featured in the DLC stage in both games.
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*''[[The Super Mario Bros. Movie]]'' – A [[cannon]] from ''Super Mario 64'' appears. The Main Theme and "Inside the Castle Walls" are arranged into the film's score. The Bob-omb Battlefield appears in the film when Mario, Peach, and [[Toad]] are journeying to the [[Donkey Kong Island|Jungle Kingdom]]. The sun floor pattern surrounding the map is similar to the floor pattern in the first floor of Peach's Castle. King Bob-omb appears at Bowser and Peach's wedding. A [[Maw-Ray]] appears. Bowser's laugh is used in "Press Start." One of the attacks used by the Mario Bros. against Bowser in the final battle involves grabbing him by his tail, spinning him, and tossing him upwards, similar to the attack used to defeat Bowser from ''Super Mario 64''.
*''[[The Super Mario Bros. Movie]]'' – A [[cannon]] from ''Super Mario 64'' appears. The Main Theme and "Inside the Castle Walls" are arranged into the film's score. The Bob-omb Battlefield appears in the film when Mario, Peach, and [[Toad]] are journeying to the [[Donkey Kong Island|Jungle Kingdom]]. The sun floor pattern surrounding the map is similar to the floor pattern in the first floor of Peach's Castle. King Bob-omb appears at Bowser and Peach's wedding. A [[Maw-Ray]] appears. Bowser's laugh is used in "Press Start." One of the attacks used by the Mario Bros. against Bowser in the final battle involves grabbing him by his tail, spinning him, and tossing him upwards, similar to the attack used to defeat Bowser from ''Super Mario 64''.
*''[[pikipedia:Pikmin 4|Pikmin 4]]'' – The "Mechanical Harp (Lullabies)" treasure found in the second sublevel of the Cavern for a King plays "Piranha Plant's Lullaby" when being carried by Pikmin or interacted in the Treasure Catalog.
*''[[pikipedia:Pikmin 4|Pikmin 4]]'' – The "Mechanical Harp (Lullabies)" treasure found in the second sublevel of the Cavern for a King plays "Piranha Plant's Lullaby" when being carried by Pikmin or interacted in the Treasure Catalog.
*''[[Super Mario Bros. Wonder]]'' – Part of "[[Koopa's Theme]]" plays when Bowser is transformed into [[Castle Bowser]] from the effects of the [[Wonder Flower]]. An arrangement of "Slider" plays during the level [[Bonus: Coins Galore!]] [[:File:Metal Wonder Effect theme (SMBW).ogg|A new variant]] of the Metal Mario power-up theme plays when characters turn metal under a [[Wonder Effect]].
*''[[Super Mario Bros. Wonder]]'' – Part of "[[Koopa's Theme]]" plays when Bowser is transformed into [[Castle Bowser]] from the effects of the [[Wonder Flower]]. An arrangement of "Slider" plays during the level [[Bonus: Coins Galore!]] [[:File:Metal Wonder Effect theme (SMBW).oga |A new variant]] of the Metal Mario power-up theme plays when characters turn metal under a [[Wonder Effect]].


==Names in other languages==
==Names in other languages==
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