User:Nintendo101: Difference between revisions

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|Cannons launch Mario to distant areas. They are accessed like pipes. Most cannons are overseen by a [[Bob-omb Buddy]] and only become accessible after Mario speaks to them.
|Cannons launch Mario to distant areas. They are accessed like pipes. Most cannons are overseen by a [[Bob-omb Buddy]] and only become accessible after Mario speaks to them.
|-
|-
|align=center style="background:#FFFFFF"|[[File:Tick Tock Clock Painting.png|x65px]]<br>[[Tick Tock Clock|Clock]]
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Clock.png|x65px]]<br>[[Tick Tock Clock|Clock]]
|The portal for Tick Tock Clock. The placement of the clock's hands when Mario enters the face determines the speed and direction of the platforms and obstacles in the course. None of these objects move if he enters the face with the minute hand on 12, and they will move slowly if it is on 3.
|The portal for Tick Tock Clock. The placement of the clock's hands when Mario enters the face determines the speed and direction of the platforms and obstacles in the course. None of these objects move if he enters the face with the minute hand on 12, and they will move slowly if it is on 3.
|-
|-

Revision as of 18:32, October 23, 2023

phrog

Casual Nintendo historian. Otherwise an artist and a field ecologist. Bio degree. I've had an account here since 2012.

I wrote the character sections for Super Mario 64, Super Mario Galaxy 2, and Super Mario Odyssey. I contributed much of the article for Super Mario Galaxy and Super Mario Sunshine.

I have been a fan of Nintendo since a very young age. My first Mario games (and three of the first video games I ever owned) were Super Mario World: Super Mario Advance 2, Super Mario 64 DS, and Mario Kart DS. These games were good company for a young kid who moved around a lot and had difficulty keeping long-lasting friends.

During the COVID-19 pandemic, I sequentially played some of my favorite games in the Super Mario series to 100% completion. This includes, in order, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, Super Mario World 2: Yoshi's Island, Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, Super Mario Galaxy 2, Captain Toad: Treasure Tracker, and Super Mario Odyssey. It's been really fun! These are great games, and I always wanted to marathon a series like this before but never had the time. It has been interesting to see where the series began and where it has ended up. The design philosophies, the characters, the art directions, world building, level design, narrative, etc. All good stuff. It might be fun to write something about it some day.

My favorite video game character is Yoshi.

For assets I have uploaded to the wiki, I suggest viewing them here.

Sandbox for current project

Items

Collectibles, pickups, and launchable objects.

Name Description Name Description
Power Star model from Super Mario 64
Power Star
Power Stars fuel Mushroom Castle and are stolen by Bowser to seal the castle's inhabitants away. They are the primary objective within missions and accumulating them unlocks new ones. A larger token called the Jumbo Star is made available after the final battle with Bowser. Collecting it does not contribute to the player's total, but it does liberate Princess Peach. Sprite of a Bubble from Super Mario 64.
Bubble
An underwater object that appears when Mario opens a Treasure Chest underwater, and contains oxygen that refills his Power Meter.
Model of a Big Key from Super Mario 64.
Key
A token awarded to Mario after the first two Bowser battles. A key permanently unlocks a Big Star Door. 1UP Mushroom
1UP Mushroom
A green spotted mushroom that gives Mario an extra life when collected.
Sprite of a Yellow Coin from Super Mario 64.
Yellow Coin
Collecting a Yellow Coin restores one wedge to Mario's Power Meter. Model of a Koopa Shell from Super Mario 64.
Koopa Shell
A shell from a Koopa Troopa that Mario can ride, allowing him to defeat enemies he runs over and move around the course quicker. Pressing Z Button causes the shell to disappear. If a Koopa Shell is grabbed underwater by using B Button, Mario can hold on to the shell for a short time and move underwater easier.
Sprite of a Blue Coin from Super Mario 64.
Blue Coin
A blue variant of the Yellow Coin, each worth five coins. They usually appear after Mario pounds Blue Coin Blocks or after he defeats stronger enemies such as a Mr. I. Model of Mario's cap from Super Mario 64.
Mario's cap
TBW
Sprite of a Red Coin from Super Mario 64.
Red Coin
A red variant of the Yellow Coin, each worth two coins. Eight are scattered around most courses, and collecting them all causes a Power Star to appear. They restore two wedges of Mario's Power Meter when collected. Model of a Block from Super Mario 64.
Crate
A smaller variant of block that can be picked up and thrown.
Model of a Spinning Heart from Super Mario 64.
Spinning Heart
A large heart that spins when Mario walks through it, which recovers his health. The amount of health it recovers and how fast it does so is dependent on how quickly Mario moves through it. A Crazed Crate from Super Mario 64
Crazed Crate
A crate with faces that bounces around three times in the direction Mario is facing if grabbed.

Power-ups

Items that transform Mario's appearance and give him unique abilities.

Block Power-up Effect Description
Texture of a red block from Super Mario 64.
Red block
WingCap SM64.png
Wing Cap
Wing Mario TBW
Texture of a green block from Super Mario 64.
Green block
MetalCapSM64.png
Metal Cap
Render of Metal Mario from the Super Mario 3D All-Stars version of Super Mario 64 TBW
Texture of a blue block from Super Mario 64.
Blue block
Vanish Cap
Vanish Cap
Vanish Mario in Vanish Cap Under the Moat TBW

Objects

Name Description
Trigger objects
Bluecoinbox.png
Blue Coin Block
Blocks that cause trails of Blue Coins to appear for a temporary period of time when ground-pounded. It disappears for the remainder of the accessed mission once struck.
Model of a brick pillar from Super Mario 64.
Brick pillar[1]
A pair of brick pillars are in the the basement of Mushroom Castle. Ground-pounding them permanently drains the moat.
Model of a bubble ring from Super Mario 64.
Bubble ring
Underwater rings released by the Manta Ray. Swimming through five consecutive bubble rings rewards Mario with a Power Star.
Vanish Cap Switch
Cap Switch
A type of ! Switch only found in switch courses. Ground-pounding one permanently makes corresponding semi-visible blocks turn solid, granting Mario access to the power-ups they contain. There are only three Cap Switches in the game, and they correspond as follows: the red one makes the Wing Cap available; the green one makes the Metal Cap available; and the blue one makes the Vanish Cap available.
Model of a Crystal Tap from Super Mario 64.
Crystal Tap
Octahedrons in Wet-Dry World that cause the water level to either rise or fall when touched.
Model of a post from Super Mario 64.
Post
A post needs to be struck by a ground-pound three times to be fully embedded into the earth, which may produce a Yellow Coin or trigger a nearby event. Running around one may produce multiple Coins.
Model of a Purple Switch from Super Mario 64.
Purple Switch
Purple Switches cause temporary changes to the surrounding environment when stepped on.
Animated screenshot of Wing Mario collecting Secrets in Bob-omb Battlefield from Super Mario 64.
Secret
Sets of five, cryptically hidden "spots" within a course. Finding one causes a corresponding red number to appear on screen. Locating all five Secrets causes a Power Star to appear.
Climbable objects
Model of a flagpole from Super Mario 64.
Flagpole
Koopa the Quick's climbable pole. It marks the finish line of a footrace.
Model of a pole from Super Mario 64.
Pole
Climbable poles. Mario clings to one by jumping onto it. He can ascend, descend, and change which face of the pole he is on when the player moves Control Stick. Pressing A Button makes Mario jump from whichever face he is on. Their height and designs depend on where they are encountered.
Sprite of a tree from Mushroom Castle in Super Mario 64
Tree
Trees function like poles. Reaching the top of one sometimes triggers an event or releases a 1UP Mushroom that homes-in on Mario.
Squared screenshot of a horizontal wire net from Super Mario 64.Squared screenshot of a vertical wire net from Super Mario 64.
Wire net (horizontal)
Ceilings of climbable metal netting.
Blocks and platforms
Model of an Arrow Lift from Super Mario 64.
Arrow Lift
Floating blocks that begin to move back and forth once stood on. An activated Arrow Lift stops moving for two-second intervals before moving again.
Model of a Block from Super Mario 64.
Block
Blocks contain Yellow Coins and release them once struck. They are visually identical to Crates, but are about the same height as Mario and cannot be picked up.
Model of Bowser's Sub from Super Mario 64.
Bowser's Sub
The submarine only appears in Dire, Dire Docks during "Board Bowser's Sub", during which it floats on the surface of the water. Bowser's Sub does not appear in subsequent missions, and completing it unlocks access to Bowser in the Fire Sea.
Squared screenshot of the Cloud House from Super Mario 64.
Cloud House
A large, floating building in Rainbow Ride. Magic Carpets travel through the Cloud House on a rainbow that weaves through it. The fireplace in the building shoots flames.
Model of a conveyor belt from Super Mario 64.
Conveyor belt
Platforms with moving surfaces. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course.
Model of a Falling Block from Super Mario 64.
Falling Block
Floating platforms that fall when stepped on. In some courses, the Falling Blocks drop quickly and Mario will lose ground if he does not keep moving forward.
Model of a flipping block from Super Mario 64.Model of a flipping block from Super Mario 64.
Flipping block[2]
Block platforms that flip in set intervals. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course.
Model of a floating wood platform from Super Mario 64.
Floating wooden platform[3]
Floating wooden platforms sink slightly in water when stepped on, then rise back up.
Model of a gondola from Super Mario 64.
Gondola
A moving platform in Cool, Cool Mountain. The gondola moves once Mario steps on it. It stops if it returns to the bottom after Mario has walked off of it.
Model of a lift from Super Mario 64.
Lift
Moving platforms. Some move along tracks. Others only move up and down, like elevators. Their designs and environmental context for moving depends on where they are encountered.
Model of a log from Super Mario 64.
Log
Logs roll when stood on. Mario must keep pace with the log's roll to avoid falling off.
Model of a Magic Carpet from Super Mario 64.
Magic Carpet
Types of lifts in Rainbow Ride that travel along rainbows. If Mario remains off of a Magic Carpet for too long, it will disappear and respawn back at its original position.
Model of the merry-go-round from Super Mario 64.
Merry-go-round
A spinning platform in the basement of Big Boo's Haunt.
Model of a metal crate from Super Mario 64.
Metal crate[4]
Large, stone blocks that can be pushed.
Model of a minute hand from Super Mario 64.
Minute hand[5]
A long platform in Tick Tock Clock. It rotates in incremental intervals around a pivot point at the center of the course. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course.
A Mushroom Platform in  Super Mario 64
Mushroom
Tall mushroom platforms.
Model of a paddle wheel from Super Mario 64.
Paddle wheel
A set of four lifts attached to a pivot. Standing on a lift causes the paddle wheel to rotate.
Model of the puzzle from Super Mario 64.
Puzzle
A sliding puzzle of Bowser suspended over lava. The individual pieces constantly shift positions, forming and unforming the image of Bowser on the puzzle.
Model of pyramid platforms from Super Mario 64.
Pyramid platforms
Platforms that flips upside-down for a few seconds once activated by a Purple Switch.
Squared screenshot of the Rainbow Cruiser from Super Mario 64.
Rainbow Cruiser
A six-winged airship flying in the direction of strong winds.
Model of a rotating bar from Super Mario 64.
Rotating bar[2]
Thin platforms embedded in the side of Tick Tock Clock. The speed and direction vary depending on the position of the clock hands on Tick Tock Clock's face when Mario enters the course.
Model of the rotating ring platform from Super Mario 64.
Rotating ring platform[6]
A spinning platform surrounding the volcano in Lethal Lava Land. It stops moving periodically, during which the volcano erupts.
Model of a seesaw from Super Mario 64.
Seesaw
Long platforms that tilt left or right depending on where Mario walks. Seesaws have different appearances depending on where they are found.
A Dotted-Line Block from Super Mario 64
Semi-visible block
A transparent block that turns solid and is able to be used after the player hits the Cap Switch.
Model of the Sunken Ship from Super Mario 64.
Ship
A sunken ship at the bottom of Jolly Roger Bay, where Unagi nests. Approaching it causes the eel to stir and exit the vessel, granting Mario access to its hull. The ship subsequently can be found floating on the surface of the water during "Red Coins on the Ship Afloat".
Model of a spinning disc from Super Mario 64.Model of a spinning disc from Super Mario 64.
Spinning disc[7]
Circular, spinning platforms suspended in the air. Their designs and environmental context for moving depends on where they are encountered.
Model of a square from Super Mario 64.
Square[8]
Pairs of square-shaped paired platforms that move within the rims of a larger square-shaped frame.
Model of a swing from Super Mario 64.
Swing
Pendulums that swing back and forth.
Model of a treasure chest from Super Mario 64.
Treasure chest
Wooden chests contain bubbles and open when touched. In some missions, five treasure chests appear and either release a Power Star or trigger a change in the environment when opened in a specific order. Opening a chest out of order electrocutes Mario and forces the player to start over.
Model of a wire platform from Super Mario 64.
Wire platform
Mesh lifts in lava. Some wire platforms move along tracks that temporary submerge them in lava.
Model of a wobbly platform from Super Mario 64.
Wobbly platform[9]
Prism-shaped platforms that tilt towards the direction that Mario is standing on, dipping the nearest corner into lava.
Model of the wooden beam from Super Mario 64.
Wooden beam[10]
A plank in Whomp's Fortress. Kicking or punching the wooden beam causes it to fall over and become useable as a bridge.
Model of a Work Elevator from Super Mario 64.
Work Elevator
A large flat platform with four arrow-emblazoned buttons. Stepping on a button causes the Work Elevator to move into that direction until it meets an obstruction.
Model of a yellow block from Super Mario 64.
Yellow block
Floating blocks that contain items. One releases its content when Mario jumps underneath it. It is functionally comparable to the ? Blocks of prior Super Mario games and is the only ! Block available at the start of the game.
Transportation objects
A ★ door from Super Mario 64
★ door
Doors to the rooms that hold paintings, four of which only open once Mario has collected the required number of Power Stars indicated on the front of the door. Not all paintings are locked behind ★ doors.
Star Door Mario 64 sprite.png
Big Star Door
Larger ★ doors that have higher Power Star-thresholds to unlock. Three of the four Big Star Doors lead to rooms that contain a Bowser course.
Model of a cannon from Super Mario 64.
Cannon
Cannons launch Mario to distant areas. They are accessed like pipes. Most cannons are overseen by a Bob-omb Buddy and only become accessible after Mario speaks to them.
Squared screenshot of the clock from Super Mario 64.
Clock
The portal for Tick Tock Clock. The placement of the clock's hands when Mario enters the face determines the speed and direction of the platforms and obstacles in the course. None of these objects move if he enters the face with the minute hand on 12, and they will move slowly if it is on 3.
A Key Door from Super Mario 64
Key Door
A door that requires a key to open. They lead to new sections of the castle.
The painting leading to Bob-omb Battlefield.
Painting
Magical portals created by Bowser. They lead to the courses of the game.
Texture of the painting in Big Boo's Haunt from Super Mario 64.
Painting (Boo)
These paintings only occur in Big Boo's Haunt, and Mario can only pass through them in his vanish form.
Squared screenshot of the volcano from Super Mario 64.
Volcano
The volcano is at the center of Lethal Lava Land and periodically shoots fire. The volcano's interior can be accessed, where two Power Stars can be obtained.
Model of a warp pipe from Super Mario 64.
Warp pipe
Pipes going through the ground that bring Mario to new areas. He enters one by physically jumping into it. The cabin chimney on Cool, Cool Mountain functions like a warp pipe. Some are Shrinker Pipes that change Mario's size and bring him to the two different versions of Tiny-Huge Island.
Animated screenshot of Mario warping in Bob-omb Battlefield from Super Mario 64.
Warp Point
Warp Points are hidden spots within a course that teleport Mario from one point to another.
Other objects
A Arrow Sign in Super Mario 64
Arrow Sign
Signs that direct players towards the intended focus of the mission they enter.
Rendered model of the cloud platforms and rainbows in Wing Mario Over the Rainbow from Super Mario 64.
Rainbow
Rainbows passively indicate an intended direction for the player to follow. Magic Carpets move along them in Rainbow Ride, and arches connect different clouds in Wing Mario Over the Rainbow. A ring-shaped rainbow in Rainbow Ride provides a visual target for which the player to launch Mario out of a cannon. All rainbows are intangible.
3D Model render of a sign from Super Mario 64
Sign[11]
Posted boards that contain information on actions, scenarios, and locations. They can be ground-pounded into the ground. There are variants found hanging on walls.
Model of a Star Marker from Super Mario 64.
Star Marker
A Power Star appears above a Star Marker in missions where Mario must collect eight Red Coins.

Notes and references

Notes


References

  1. ^ Pelland and Owsen, p. 49
  2. ^ a b Pelland and Owsen, p. 113
  3. ^ Pelland and Owsen, p. 96
  4. ^ Upchurch, p. 20
  5. ^ Pelland and Owsen, p. 115
  6. ^ Pelland and Owsen, p. 62
  7. ^ Pelland and Owsen, p. 119
  8. ^ Pelland and Owsen, p. 42
  9. ^ Pelland and Owsen, p. 80
  10. ^ Pelland and Owsen, p. 28
  11. ^ Nintendo of America, p. 8

Image references