Wet-Dry World

Wet-Dry World is the eleventh course in Super Mario 64 and Super Mario 64 DS. The entrance to the course is the large painting with the Skeeter on it on the Mushroom Castle's second floor. Unique to this course is the ability to raise or lower the water level based on where the painting is entered; the lower the painting is entered, the lower the water level, and the higher the painting is entered, the higher the water level.

Layout
Wet-Dry World's unique stage gimmick is being able to raise and lower the water level by touching the Crystal Taps located throughout the stage. When one is touched, the water level will rise or drain to the level of the Crystal Tap's position, which affects the position of the floating platforms as well. Using these Crystal Taps is essential to reach certain areas and complete missions. Several Skeeters slide around on the water surface with Keronpa Balls lining the platforms. If they are underwater, the Keronpa Balls will not be able to spit fire. There are two areas to this course: the uptown, which is split into layering platforms, and the downtown area, which has several buildings and the course's Red Coins.

Uptown area
The player starts off on one of the floating platforms in the central area of the course. Directly ahead in the direction the player starts off facing is a large fence that blocks the way to the downtown area, with a Crystal Tap beside it and an elevator shaft nearby. Behind the player's starting position is a wooden bridge with a Purple Switch that leads to a platform with a Crystal Tap when pressed. Below the bridge is another Crystal Tap and several blocks the player can break. North of the bridge behind the large stone structure is a set of tall steps that lead to a Crystal Tap with an Amp circling it. On the ground and in the corner of the steps is a warp that will take the player to the course's cannon. Behind the large structure in the back is a pushable block can that can be used to reach a high ! Block.

On the second layer of the area is a Blue Coin Block and a Heave-Ho that the player can use to reach the upper layer. If the floating platforms are low enough, the player can reach some additional platforms that lead to the Power Star of the first mission.

The third layer consists of a platform with a ring of coins around it, an Amp, and a Heave-Ho on the left side, and on the right side, there is a tall elevator shaft with a Purple Switch next to it that will cause platforms to appear, leading to the top of the shaft. Against the wall is a pushable block the player can use to reach a ! Block and the next layer of platforms.

From the gap in the platforms of the fourth layer, there is a Crystal Tap to the right and a Chuckya to the left. In the DS version, there is also a Goomba wearing Wario's cap, a ? Block, and a Bob-omb Buddy, which was moved to this location. Past the Chuckya is a long board with two Amps circling it (one in the DS version). The board leads to a circular platform with both a tube-shaped platform with 1-Up Mushrooms inside and a spinning platform next to it, though the platform spins much slower in the DS version. Past the spinning platform is the Power Star for the second mission. On the other side of the map is a lone platform with a Bob-omb Buddy in the original version or a Star Sphere during the Soaked Silver Stars mission in the DS version.

Downtown area
To get to the abandoned downtown, there are three ways. Mario can launch into a very tall mesh cage with the level's cannon or jump into it when the water level is at maximum high tide (entering the level from the highest point of the painting). As Luigi in Super Mario 64 DS, the Power Flower can be used to go through the cage at any water level. He can also backflip into it.

Once within the cage, Mario must quickly swim through a tunnel with partially closed gates before he loses all his health and drowns.

The downtown area consists of several buildings along the walls, a Crystal Tap in an alley, and a central plaza in the center. There is a small shrine-like building that contains the Star Marker for the course and a pole on top that the player can use to reach a Crystal Tap. In the back-left corner is a mesh cage where the player has to turn invisible in order to go inside for a certain mission.

Enemies

 * Amps
 * Chuckya
 * Heave-Hos
 * Keronpa Ball
 * Skeeters

Statistics from Super Mario 64

 * Total Number of Coins: 152 (107 in main course, 45 in downtown)
 * Caps Found: Vanish Cap (2), Metal Cap (1)
 * Spinning Heart: (none)
 * Cannons: 1
 * 1-Up Mushrooms (4):
 * Static Mushroom : #1,2 Inside the floating stone cylinder.
 * Triggered Mushroom : #3 Appears after Mario runs around the spiked platform in the middle of the downtown.
 * Box Mushroom : #4 In the downtown between two trees.
 * Warps :
 * In the outside area, there is a small white structure on the ground with large steps and a Crystal Tap at the top. It has an inset corner on the ground with a warp that leads to the cannon. The water level needs to be as low as possible for this warp to be active.

Media
This level uses the same music as Hazy Maze Cave. Like in Hazy Maze Cave, the music changes depending on the area Mario is in (either outside or downtown).

Trivia

 * This world was used in a Got Milk? commercial in the late 1990s. Mario, who is unable to jump onto a platform in the first area, breaks through the screen, and through a series of events he winds up in a refrigerator, drinks some milk, becomes super-sized, and starts walking on the top of the level. However, the level shown in the commercial differs from the one in-game in that the sky is bright blue instead of dark.
 * One type of texture from this area (used for the unopenable doors in downtown) was reused in The Legend of Zelda: Ocarina of Time.
 * The background of this course is a photograph of the town of in.