Tick Tock Clock

"There's something strange about that clock. As you jump inside, watch the position of the big hand."

- Toad

Tick Tock Clock is the fourteenth course in Super Mario 64 and Super Mario 64 DS. To access the course, the player needs to open the Big Star Door on the third floor of the Mushroom Castle with 50 Power Stars. The entrance to Tick Tock Clock is the face of the large grandfather clock. Based on when the player jumps into the clock (rounded to the nearest quarter hour), the speeds of the internal clockworks change: Entering when the minute hand is nearest "12" will make everything stop, entering near "3" will make everything move slowly, entering near "6" will make everything move randomly and change speeds frequently, and entering near "9" will make everything move quickly. If time is not still, several platforms will turn, move, or flip; Conveyor Belts will move; and pendulums and the large hands will swing.

Tick Tock Clock appears to be changed more than any other level in the DS remake, with many areas altered for easier difficulty, removing elements such as the triangular blocks and fog effects, and repositioning several areas of the level. It is one of two courses with both a Switch Star and Silver Stars, the other being Shifting Sand Land.

Tick Tock Clock is referenced in various other games. It receives a racetrack in Mario Kart DS, which returns in Mario Kart 8 and Mario Kart 8 Deluxe. The Mario Party 3 minigame Tick Tock Hop takes place on the clock's painting from Super Mario 64; the minigame returns in Mario Party Superstars. In the Super Mario Mash-up in Minecraft, there is a painting of the entrance to Tick Tock Clock. Luigi's Top Gear Sentry weapon in Mario + Rabbids Kingdom Battle references Tick Tock Clock, as the description mentions that the gear wheels on the weapon were taken from an old clock tower at Peach's Castle.

Layout
The player starts at the base of the clock's mechanics. In the DS version, there is additional ground around the base of the clock, and Bob-ombs will fall and attack the player in this area. To the left of the starting area are several ascending green platforms that spin if time is not still, along with a Spinning Heart below them; these green platforms lead up to the area with the first rotating hand and are where all of the Red Coins are placed. In front of the player's starting position is a large pendulum followed by a Conveyor Belt and a rotating block. Afterward is another pendulum followed by a ramp leading to three rotating blocks, followed by the platform that the earlier green platforms lead to; it has a large clock hand swinging around nearby that will bring the player to a Power Star. This platform has a ! Block with coins, and a Keronpa Ball nearby.

After the hand are a number of spinning platforms leading to a caged Power Star, followed by a small lift above, then a pole with an Amp circling it. After the player climbs up the pole, the path will split: To the left are a Heave-Ho and an area with a spinning triangular platform and two pendulums, leading to the second Power Star. To the right of the pole are lifts leading further up the clock. Above the lifts are rotating blocks leading upward, with a mesh floor with Moving Bars behind them. Up the rotating blocks is a bending platform with Moving Bars placed under a cage that contains a ! Block full of coins. Afterward, a couple of Conveyor Belts lead to a long bending platform with several spinning platforms and blocks breaking it up and a large platform in the middle. At the top of the platform is another clock hand that can bring the player to an area with a Thwomp, which can carry the player to a Power Star.

Statistics from Super Mario 64

 * Total Number of Coins: 128
 * Caps Found: (none)
 * Spinning Heart: #1 : Near the starting point, on a lower platform, under spinning platforms with the Red Coins. #2: On the mesh right after the pole.
 * Cannons: (none)
 * 1-Up Mushrooms (4):
 * Homing Mushrooms : #1 In the pole before the second Spinning Heart.
 * Triggered Mushrooms : #2 After the pole, climb up the elevator. The mushroom is activated by standing on the three Moving Bars. The 1-Up appears on the platform after them.
 * Box Mushrooms : #3 Near the top point of the clock, the box is on a platform accessed by three turning platforms. #4 Near #3, on a separate mesh platform in the middle of the clock. Accessed by dropping from above or long-jumping from near the two turning platforms.
 * Warps: (none)