Super Mario 64

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. This game was one of two (three in Japan) launch titles for the Nintendo 64, along with , which helped drive initial sales of the console. Despite its name, but like most Nintendo 64 games at the time, Super Mario 64 runs in 32-bit. Since its release, Super Mario 64 has been widely acclaimed as one of the greatest and most important games of all time.

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 larger area. Though not the first 3D platform game, Super Mario 64 codified many of the controls and design conventions of the genre. Being the first 3D Super 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. 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 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.

Storyline
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:, , , and , 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 Super 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.

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
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 "&rarr;" (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
 * &rarr; upon landing: Double Jump
 * &rarr; &rarr; : Triple Jump (while running); lift off (wearing the Wing Cap)
 * &rarr; : Jump Kick (from a standstill); Midair Dive (while running)
 * &rarr; &rarr; : Punch &rarr; Punch &rarr; 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
Owing to his removal during development, Super Mario 64 is one of the few Super Mario games not to feature Luigi, along with Super Mario Land, Super Mario Land 2: 6 Golden Coins, and 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. A prerelease model and textures only surfaced through the. However, Luigi was included as a playable character in the game's Nintendo DS remake, Super Mario 64 DS.

Courses
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.

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.
 * The Princess's Secret Slide (2 Stars)
 * The Secret Aquarium (1 Star)
 * Bowser in the Dark World (1 Star)
 * Toads' Stars (3 Stars)
 * Tower of the Wing Cap (Wing Cap) (1 Star)
 * Cavern of the Metal Cap (Metal Cap) (1 Star)
 * Vanish Cap Under the Moat (Vanish Cap) (1 Star)
 * MIPS (2 Stars)
 * Bowser in the Fire Sea (1 Star)
 * Wing Mario Over the Rainbow (1 Star)
 * Bowser in the Sky (1 Star)

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.

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.

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.

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!" 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
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
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, 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.

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

 * 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

 * 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 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 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
Those errors remained in the Virtual Console version. However, they were removed in Super Mario 64 DS, as Yoshi is a playable character and the message that appears when Mario does not have enough stars to open a ★ door is instead "You need (number) more."
 * 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."

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
Game director Assistant directors Mario face programmer Course designers
 * Shigeru Miyamoto
 * Yoshiaki Koizumi
 * Takashi Tezuka
 * Giles Goddard
 * Kenta Usui
 * Naoki Mori
 * Yoshiki Haruhana
 * Makoto Miyanaga
 * Katsuhiko Kanno

Development
Super Mario 64 was the last game to be directed by Shigeru Miyamoto.

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.

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 Super Mario franchise' 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 , an exhibition held at the Smithsonian American Art Museum in 2012. The game won voting in the "action" category for the Nintendo 64, beating out ' and '.

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
Super Mario 64 has received various manga adaptations.

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
A notable glitch is the, which lets Mario slide upward on any staircase, including the endless stairs. Another notable glitch is the, 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.

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.

An album tying in with the game was published by 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, 's SampleCell II CD-Rom Library #1, ' synthesizer, ILIO's  World & Orchestral, the, 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, 's  and L-CD702 Orchestral Family Vol. 1 synthesizers and  module, Spectrasonics' Bass Legends and Supreme Beats, and the Yamaha VL1. Many of the sound effects in the game were sourced from ' General Series 6000 and Series 1000 sound effects libraries and the sound effects libraries of American film studios and.

References to other games

 * 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 ("Super Mario 64 Main Theme", "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.

References in later media

 * Donkey Kong Country 3: Dixie Kong's Double Trouble! - A possible theme for Wrinkly's Save Cave is similar to "Inside the Castle Walls," the music for the Mushroom Castle, suggesting that Wrinkly Kong is playing this game.
 * Mario Kart 64 - The Mushroom Castle is hidden on Royal Raceway, and its appearance is identical to its design in Super Mario 64. The castle grounds are also there and unchanged between the two games. As a drawback, the castle is inaccessible. Penguins in Sherbet Land have an identical appearance and come in various sizes.
 * 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 and Metal Mario's stage. Although Luigi didn't 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.
 * Paper Mario - This game starts the same way, with a letter being sent from 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 near identical (however, the doors lead to different rooms).
 * Mario Kart: Super Circuit - Peach's Castle reappears in the background of Peach Circuit, Mario Circuit 1, and Mario Circuit 4. The music for the Bowser Castle courses is a sped-up arrangement of Bowser's battle theme from this game.
 * Super Smash Bros. Melee - Two stages based on areas from Super Mario 64 appear: Princess Peach's Castle (which also appears as a trophy) and Rainbow Ride. Metal Mario reappears as a boss and a trophy. Additionally, the Metal Box returns in this game as an item and a trophy. Mario still has his voice clips, moves, and animations, and Luigi still has Mario-like voice clips, moves, and animations. One of Kirby's Stone forms is based on the Thwomp's design first used in this game.
 * Super Mario World: Super Mario Advance 2 - A section of the music played inside Peach's Castle plays on the status screen.
 * Super Mario Sunshine - A brief clip of Mario's fight with Bowser is seen when F.L.U.D.D. scans Mario. A few of Mario’s voice clips are reused in this game.
 * Mario & Luigi: Superstar Saga - In Woohoo Hooniversity, a room with four blocks can be seen in it; one of them is a block from Super Mario 64. The name of the game is even mentioned in the description of the blocks, and the professors are trying to figure out why it vanishes when struck.
 * Paper Mario: The Thousand-Year Door - The game starts in the same way, Peach sends Mario another letter.
 * Mario Power Tennis - The music that plays during the minigame Artist On the Court is an arrangement of "Inside the Castle Walls."
 * Mario Kart DS - Tick Tock Clock appears as a race track in this game. Several bosses found here also reappear in this game.
 * Mario & Luigi: Partners in Time - The theme for Peach's Castle is a cover version of this game's castle theme.
 * New Super Mario Bros. - This game uses many things that originated in Super Mario 64, such as Dorrie, and a Bowser head closes in on the screen when Mario dies. Also, the Wing/Vanish Cap theme is present for invincibility in this game. This is largely due to many assets in this game were reused from Super Mario 64 DS.
 * Mario Strikers Charged - A cover of the music that plays in Big Boo's Merry-Go-Round is featured in this game, as the theme associated with Boo sidekicks.
 * Super Mario Galaxy - The game starts in the same way, with Peach sending Mario another letter. Also, "Bowser's Road" is covered for Bowser's Star Reactor and Bowser's Dark Matter Plant. Also, the falling asleep idle animation returns.
 * Super Smash Bros. Brawl - The music from Bob-omb Battlefield is unlockable, and the Rainbow Ride stage and Metal Box from the previous game return as well. Mario retains the moves and animations that originated in Super Mario 64.
 * Mario Super Sluggers - Both songs that play when playing in Peach Ice Garden and going into said place in Challenge mode are arrangements of the music for Peach's Castle from this game.
 * Mario & Luigi: Bowser's Inside Story - The music for when the Mario Bros. first enter Peach's Castle and when everyone is removed from Bowser's Belly is a cover of the Peach's Castle theme. Also, both games end in a view of a cake with Mario and Peach figures on it.
 * Mario & Sonic at the Olympic Winter Games - In the Wii version, an arrangement of Cool, Cool Mountain's and Snowman's Land's music is used in Dream Snowball Fight. The main theme and the Bowser stage theme are also used. In the Nintendo DS version, the Cool, Cool Mountain theme is also rearranged as the second part of the Mario & Sonic Download Medley in Ultimate Figure Skating.
 * New Super Mario Bros. Wii - Peach's Castle reappears in the game. Winning a Toad House minigame plays the jingle heard after exiting a course with a Power Star, and when revealing a pair of Bowser or Bowser Jr. icons in the Power-up Panels minigame, the short tune that plays when trying to enter a locked door is heard.
 * Super Mario Galaxy 2 - In both Tall Trunk Galaxy (during the mission "Tall Trunk's Big Slide") and Rolling Coaster Galaxy, an arrangement of "Slider" plays at a moment. Also, the Whomp's Fortress reappears as the Throwback Galaxy, alongside Bob-omb Buddies and the Whomp King. Both games start with Peach sending a letter to Mario. Also, an orchestral cover of "Bowser's Road" plays in Bowser's Lava Lair and Bowser's Gravity Gauntlet.
 * Super Mario 3D Land - The sound effect of Mario falling from a high place is reused, plus the platforming style is mixed together with Super Mario Bros. 3 and Super Mario Galaxy. Also, when Mario waits outside a purple Mystery Box on the map screen, the endless stairs music from Super Mario 64 can be heard.
 * Mario Kart 7 - Metal Mario appears as a playable character.
 * Mario Tennis Open - A cover of the music for Peach's Castle is used for Peach's Palace. On the Bowser's Castle court, a cover of the Bowser battle music is played.
 * New Super Mario Bros. 2 - The first few notes of the theme for Peach's Castle are played during the intro.
 * Paper Mario: Sticker Star - The "Slider" theme is covered during the minecart part of Bowser's Snow Fort.
 * Super Mario 3D World - A cover of the "Slider" theme plays when riding 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. As part of their promotion of Wave 2 of the Mario Kart 8 Deluxe – Booster Course Pass, several official Mario Kart pages localized for European audiences posted a screenshot showing Tanooki Mario driving near a penguin in, with descriptions that translate to "Penguins never forget." or "A penguin never forgets.";    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,  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.
 * 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 Mario Maker - The victory theme and the Game Over theme are used when the Mario, Silver Mario, and Gold Mario costumes complete a level or lose a life, respectively. Additionally, when a Super Star is obtained, the Wing Cap theme is played for the Mario costume and the Metal Cap theme is played for the Silver Mario and Gold Mario costumes.
 * Mario & Luigi: Paper Jam - King Bob-omb reappears as a boss in this game.
 * Super Mario Odyssey - The game marks a return to the non-linear, open-ended style of gameplay for 3D Super Mario platformers established by this game. An arrangement of Bowser's theme can be heard in the song "Break Free (Lead the Way)". The Mushroom Kingdom is filled with many references to Mario's past, mostly Super Mario 64. Its regional currency are based on design of the coins from Super Mario 64. Additionally, Mario can dress up as the original Super Mario 64 model of himself by buying the hat and costume separately at the Mushroom Kingdom Crazy Cap shop. Also, the Metal outfit is just the Super Mario 64 suit, but with a metal coat. The jingle that plays when collecting a Power Moon is an arrangement of the course jingle from Super Mario 64. Also, the brochure held by Hint Toad and in the Odyssey depicts Bob-omb Battlefield.
 * Mario Tennis Aces - An arrangement of Bowser's level and battle themes is played during the final battle against Bowcien in Adventure Mode.
 * Super Smash Bros. Ultimate - The Peach's Castle stage returns in this game, along with Princess Peach's Castle and Rainbow Cruise.
 * Super Mario Maker 2 - The original "Slider" theme is featured as a sound effect under the "Musical" category, represented by the Nintendo 64 logo.
 * 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. Bob-omb Battlefield appears in the film when Mario, Princess Peach and Toad are journeying to the 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.
 * Pikmin 4: The "Mechanical Harp (Lullabies)" treasure found in the second sublevel of the Cavern for a King plays the Piranha Plant's Lullaby when being carried by Pikmin or interacted in the Treasure Catalog.