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, Super Mario 64 runs in 32-bit, like most Nintendo 64 games at the time. 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 side-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.

Setting
Super Mario 64 takes place within the walls of the Mushroom Castle in the Mushroom Kingdom. It is the first Super Mario game to explicitly include the Mushroom Kingdom as a location since Super Mario Bros. 3. The game's levels, called "courses," are not naturally occurring places but were created by Bowser using the Power Stars he stole from Princess Peach. Most of them are accessed through paintings that hang in the castle's walls, but some are more cryptically hidden or require the player to accomplish a task in the castle before becoming accessible. Some paratextual material and subsequent titles present the courses introduced in this game as 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. Like its more immediate predecessors, courses are themed after real-life 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, cactus enemies, a condor, and quicksand are in the desert-themed Shifting Sand Land. Penguins, slippery ice, and deep snow appear in Cool, Cool Mountain and Snowman's Land. Most courses contain switches and strikable objects that modify elements of the course, such as the Crystal Taps in Wet-Dry World.

Unlike the levels of prior two-dimensional entries, the courses in this game are open-ended and largely do not funnel the player towards one goal. This was an intentional departure from the level design principals of prior games because the development team did not believe they could be replicated for a fun experience in a three-dimensional environment. Director and series creator Shigeru Miyamoto wanted Super Mario 64 to be a game where players "create their own vision," a decision partially influenced by the technical difficulty of making a precise jump in a 3D environment. This mindset manifested in levels where players were largely free to interact with the world in ways they wanted to, with larger platforms and sprawling spaces that encouraged exploration rather than carry out precise actions to reach a goal. The courses themselves were created using hakoniwa or "box garden" design principals. A hakoniwa is a intricately-arranged miniature garden within an enclosed space, with layers of depth and detail that become apparent to an onlooker when carefully examined. Applying these principals allowed the development team to create complex levels that surprise players, another important tenet during development. In, where creating miniature gardens is not as culturally prevalent, these types of levels are most often likened to.

Courses
Most of the courses are accessed through paintings inside the Mushroom Castle, the of the game. The surface of a painting ripples like water when near, and Mario is brought to the course it represents by. Accessing levels in this manner is a departure from the overworld system in previous platform games (see 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 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.

Rather than present a unilateral scenario that leads to a single spatially-fixed goal, most courses in the game host multiple objectives called "missions" 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 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 ★ doors 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.

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 Cavern of the Metal Cap makes the titular power-up accessible in 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 cannons 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.

Like inSuper Mario World 2: Yoshi's Island and a departure from previous Super Mario games, there is no time limit in effect within courses, but there are a few cases where there is one. For example, Blue Coins appear for only a brief period of time once a Blue Coin Block is struck, and Mario must outrun Koopa the Quick in order to earn a Power Star. All power-ups in this game change Mario's form for a limited time, and one cannot be brought outside a course even if he completes it while still under its effect—another similarity to Yoshi's Island.

There are two different types of courses in Super Mario 64.
 * Main courses 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 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.
 * Mini courses 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 lead to an arena where Mario must defeat Bowser. Each Bowser course features a Power Star obtained by collecting eight Red Coins, but this does not complete the level. In the first two courses, defeating Bowser awards Mario a 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.
 * Secret courses 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. 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-pounded, it causes the power-up to permanently become accessible within the main courses. They are analogous to the Switch Palaces 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 eight courses on each floor. At least four of them are main courses, and 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. 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.

Mushroom Castle
The Mushroom Castle is a connective space from which Mario can access the game's levels. It is a white-bricked with a red-tiled roof. Five towers are built into the castle: four at each corner and a large one in the center. Each one is topped with a spire, and the four outermost ones are also topped with a red pennant. A stained glass portrait of Princess Peach is above the front doors, in which Peach has been imprisoned by Bowser. The smaller windows on the castle are shaped like mushrooms. The Mushroom Castle overall bears a superficial resemblance to a. It is framed as the place where Peach lives in the Mushroom Kingdom and usually contains Power Stars for protection. Several Toads, the princess's subjects, also live in the castle.

In the majority of prior 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. There are no 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, trees, 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's interior is divided into three sections analogous to the worlds of prior Super Mario games: a first floor and mezzanine, a basement and 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 stone pillars that, when ground-pounded, drain the moat. The courtyard is a grassy space behind the Mushroom Castle with a fountain at its center. It is filled with Boos, 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.

Rather than list them individually on the pause menu, all Power Stars collected from the mini courses are collectively listed as the castle's "Secret Stars," and indeed, most of them are well hidden when compared to the main courses in the game. Finding them necessitates exploration and puzzle-solving within the castle's walls. For example, the only way to access Vanish Cap Under the Moat is by draining the moat, the means of which are never explicitly communicated in-game but instead come from familiarity with Mario's moves. The window that leads to The Princess's Secret Slide is not in the center of its room, departing from what is established in the other rooms that contain paintings and can be found only if the player deviates from what is established. This design principal permeates throughout the castle and often awards the player 1UP Mushrooms, hidden courses, or interactable elements.

As in the main courses, several non-playable characters appear in the Mushroom Castle. Toads (including the Toad, as relayed in some paratextual material) can be found on each floor, where they provide gameplay tips and words of encouragement when prompted. Some of them give Mario a Power Star when spoken to. MIPS can be found hopping around the basement once Mario has obtained a certain number of Power Stars (see chart above). He will give Mario one if caught. Yoshi appears on the castle's roof after Mario has collected all 120 Stars. Mario can reach him with a cannon that opens on the Castle Grounds after completing Bowser in the Sky with all 120 Stars collected.

Bosses
Bosses are listed in the order that they are first encountered.

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 rereleased for the Virtual Console on the Wii in Japan on December 2, 2006, then on the 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 in 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 Peach from Bowser. Yoshi's 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 multiplayer 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 is 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 rerelease.

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 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 Mario enters certain substages, such as the 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 is not 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 says, "Here we go!" only 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 he 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, "Yahoo!", "Wha-ha!", or "Yippee!"; however, he says only "Yahoo!" when using the improved Triple Jump obtained after he talks 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 that explains the function of the switch is triggered. 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 1,000 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 "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 five sixths 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."
 * 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 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???"
 * If Mario is one Star short of opening a ★ door, the message 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 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.

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 34 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, Brüse & Brüse AudioProduction's Acoustic Drums, 's SampleCell II CD-ROM Library #1, the, 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  synthesizer 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.