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{{NIWA|Bulbapedia=User talk:Zoode101|Nookipedia=User:Elephants101|SmashWiki=1|ZeldaWiki=User:101Nintendo}}
[[File:SMO Frog Capture.png|x120px|phrog|right]]
[[File:SMO Frog Capture.png|x120px|phrog|right]]


Casual Nintendo historian. Otherwise an artist and a field ecologist. Bio degree. I've had an account here since 2012.
Nintendo fanatic and enthusiast. (You probably are too if you're looking at this page.) I'm otherwise an artist and an ecologist. Within my field, I specialize in wildlife and (currently, but not exclusively) insects. 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 wrote the character sections for ''Super Mario Odyssey''. I contributed a lot to the articles for ''Super Mario 64'', ''Super Mario Sunshine'', ''Super Mario Galaxy'' (which is now [[MarioWiki:Featured articles/N4/Super Mario Galaxy|featured]] - yay!), and ''Super Mario Galaxy 2'', alongside many other people on this wiki who have contributed their time, energy, and passion to writing about video games.


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.
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.
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My favorite video game character is [[Yoshi]].
My favorite video game character is [[Yoshi]].


==Sandbox for current project==
==Garden projects==
===Setting===
I draft large-scale projects at '''[[User:Nintendo101/garden]]'''. Anyone is free to view and comment on it.
{{multiframe
|[[File:Hokaniwa in Minato.jpg|150px]][[File:Tiny-Huge Island 64.png|150px]]
|A photograph of a hokaniwa<ref name=mizu group=image>Mizu-chan. ''Miniature Japanese garden''. Minato, Tokyo. 21 Jan 2014. Muza-chan's Gate to Japan, [https://muza-chan.net/ muza-chan.net].</ref> (left) compared to a screenshot of Tiny-Huge Island (right). The design principals of the former is the cited influence behind the courses in the game.
|size=300
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}}


''Super Mario 64'' takes place within the walls of [[Peach's Castle|Princess Peach's castle]] in the [[Mushroom Kingdom]]. It is the first [[Super Mario (series)|''Super Mario'' game]] to explicitly include the Mushroom Kingdom as a location since ''[[Super Mario Bros. 3]]'' ([[List of games by date#1988|1988]]). The game's [[level]]s, called "courses", are not naturally occurring places on [[Earth|Mario's world]]. They were created by [[Bowser]] using the [[Power Star]]s he stole from [[Peach]]. Most of them are accessed through [[painting]]s 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 [[:File:SM64 globe artwork.png|paratextual material]] and [[Throwback Galaxy|subsequent titles]] present the courses introduced in this game as visitable places outside of the paintings.
'''Current project focus''': ''[[Super Mario Odyssey]]''.
{{br}}
Project notes:
*Bridging with sister games.


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 in [[Bob-omb Battlefield]] or the volcano in [[Lethal Lava Land]], that provides the player with a consistent point of reference that mitigates their chance of getting lost.<ref name=montreal>[[Yoshiaki Koizumi]]. "[https://youtu.be/A25Ab7RyUPs Super Mario Galaxy: The Journey from Garden to Galaxy]" (archived). Montreal International Games Summit. Jan 2007. Recorded by Eric St-Cyr. Compiled by Hover. YouTube, youtube.com. Published 24 Sep 2016. Accessed 27 Feb 2021.</ref> Like its more immediate predecessors, courses are [[Level#List of level themes|themed]] after real-life {{wp|ecosystem}}s (i.e. deserts, mountains, seas) and more fantastical settings (i.e. haunted houses, clock towers, rainbow roads in the sky). The theme informs the type 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, [[Pokey|cactus enemies]], a [[Klepto|condor]], and [[quicksand]] are in the desert-themed [[Shifting Sand Land]]. [[Penguin]]s, 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 Tap]]s in [[Wet-Dry World]].
For small-scale projects, see '''[[User:Nintendo101/flowerpot]]'''. These are usually for small articles for minor characters, enemies, and obstacles.


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.<ref name=taka>64編集部 (eds). ''スーパーマリオ64 マリオ・ザ・テクニック―完全攻略への最短ルート編'' (Japanese source). Tokyo: Takarajimasha, 1996. ISBN: 978-4-79-661121-3. Cited in-text as Takarajimasha (1996).</ref><ref name=shmup>shmuplations (translator). "[https://shmuplations.com/mario64/ Super Mario 64 – 1996 Developer Interviews]" (English translations of Takarajimasha and Shogakukan, 1996). shmuplations.com. Published 2022. Accessed 22 Jun 2023.</ref><ref name=montreal/> 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 carryout precise actions to reach a goal. The courses themselves were created using hakoniwa or "box garden" design principals.<ref name=shoga>Editing staff (eds). ''スーパーマリオ64 (ワンダーライフスペシャル―任天堂公式ガイドブック)'' (Japanese source). Tokyo: Shogakukan, 1996. ISBN: 978-4-09-102554-8. Cited in-text as Shogakukan (1996).</ref><ref name=shmup/><ref name=hakon group=note>Private correspondence with shmuplations clarifies that the text they translated as "diorama" was written as 箱庭 (''hakoniwa'') in the original Shogakukan (1996) text.</ref><ref name=montreal/><ref name=trinen>[[Bill Trinen]]. "[https://nintendotreehouse.tumblr.com/post/161799433482/whats-in-a-box What's in a Box?]". Nintendo Treehouse Log. Tumblr, tumblr.com. Published 14 Jun 2017. Accessed 30 Jan 2021.</ref> 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.<ref>Andrew R. Dean. "[https://najga.org/handbook/courtyard-garden/ Chapter 8: The Courtyard Garden]". ''Handbook, Part 1: Design & Craft'' (digital). North American Japanese Garden Association, najga.org. Published 10 Dec 2010. Accessed 24 Jun 2023.</ref><ref>Nihon Gaiji Kyōkai (eds). ''Contemporary Japan: A Review of Far Eastern Affairs''. Tokyo: Foreign Affairs Association of Japan, (25): 246. Published 1957. Accessed 14 Aug 2023.</ref><ref name=trinen/> Applying these principals allowed the development team to create complex levels that surprise players, another important tenet during development.<ref name=taka/><ref name=shmup/><ref name=montreal/> In {{wp|Western world|the West}}, where creating miniature gardens is not as culturally prevalent, these types of levels are most often likened to {{wp|Sandbox game|sandboxes}}.<ref name=trinen/>
'''Current project focus''': the signboards from the 3D ''Super Mario'' games.


===Courses===
==Stuff I made that you can use==
[[File:SM64 Screenshot Entering a Painting.gif|x170px|thumb||right|Mario [[jump]]ing into the painting for Bob-omb Battlefield.]]
*[[Template:Chart icon]]
Most of the courses are accessed through [[painting]]s inside [[Princess Peach]]'s [[Mushroom Castle]], the {{wp|Overworld|hub world}} of the game. The surface of a painting ripples like water when near, and [[Mario]] is brought to the course it represents by {{wp|Chronotope|physically jumping through it}}. Accessing levels in this manner is a departure from the [[world|overworld]] system in previous platform games (see [[Super Mario 64#Mushroom Castle|below]]). However, the castle is divided into several floors that are analogous to the world structure of proceeding games, where multiple levels are available to the player on a single floor and the player must complete a [[List of bosses|boss]]-dedicated course in order to gain access to the next batch. 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, or [[Tick-Tock Clock]], which is entered through a clock face. The location of courses on subsequent floors is generally more complex and are puzzles in themselves, such as the painting for [[Snowman's Land]] only being viewable through a mirror.<ref name=HubDoc>Design Doc. "[https://www.youtube.com/watch?v=hHguwARMcY8 What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc]". YouTube, youtube.com. Published 12 Oct 2020. Accessed 18 Aug 2023.</ref>
*[https://docs.google.com/spreadsheets/u/1/d/1IZ9s4hYn96F1XBLhCrR_J9A-rgG-WhZsxAb9-ZVL2e0/edit?usp=sharing Shogakukan Mario Object Directory]
*[https://www.mariowiki.com/Special:NewFiles?user=Nintendo101 Uploaded files]


Rather than present a unilateral scenario that leads to a single spatially-fixed [[goal]], most courses in the game host multiple objectives called "[[mission]]s" 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 [[:File:Bob-omb Battlefield mission select.png|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]] [[List of power-ups|power-up]] 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 {{wp|user interface}} 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 [[★ door]]s that seal away certain paintings only open after Mario has collected a specified number of Stars. Mario can only access a new floor after clearing the current one's Bowser course, itself only becoming accessible after a specified number of Power Stars have been obtained. However, there are 120 obtainable Power Stars in a game that only requires 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.
==To-do list==
===Articles to be made===
You're welcome to jump on these if you'd like.


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 of their dedicated mission and collected. Some mission-dedicated Power Stars only become available to the player once they have cleared specific missions (e.g. "[[Footrace with Koopa the Quick]]" only becomes available after completing "[[Big Bob-omb on the Summit]]") or accomplish tasks outside of the paintings (e.g. striking the [[Cap Switch]] in the [[Cavern of the Metal Cap]] makes the titular [[List of power-ups|power-up]] accessible in "[[Through the Jet Stream (Dire, Dire Docks)|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. A reoccurring example are the [[cannon]]s found in most courses, which Mario can enter and launch from to quickly reach distant areas or access new ones. A cannon becomes permanently available in a course after Mario has spoken to a [[Bob-omb Buddy]], a friendly non-playable character found in every course with a cannon.
'''Small articles relevant to one or two games'''
#[[flipping block]], platforms from Tick-Tock Clock in SM64 and NSMB.
#[[metal crate]], the pushable stone block from SM64.
#[[Clock hand]], the clock-hand platform from Tick-Tock Clock in SM64. Name comes from the MK8D Prima Guide. Originally called "[[minute hand]]s", which currently redirects to [[Big Ben]].
#[[spinning disc]], broad, spinning platforms from SM64.
#[[wobbly platform]] from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
#[[wooden beam]] from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
#[[poster (object)]] from SMS and SMO. Sprayable wanted poster of Shadow Mario, and wedding-announcement poster that can be struck by Cappy for coins.
#[[tank (Super Mario Sunshine)]] from Ricco Harbor. Vats that hold fruit. Ground-pounding the top pushes a useable fruit out of its pipe.
#[[window]] from SMS. Spraying into the open window releases a coin. Currently redirects to [[Window from Coit Tower]].
#[[gate (Super Mario Sunshine)]] under Pianta Village. Smackable Flip Panel that pushes it along a track.
#[[green panel]] from SMS. Another Flip Panel. Smacking it rotates it ninety degrees, allowing it be used as a platform.
#[[basket (Super Mario Sunshine)]] containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
#[[boat (Super Mario Sunshine)]], the gondolas that move through Delfino Plaza. Some are necessary for completing tasks, like bringing Yoshi to a spot he'd otherwise be unable to touch.
#[[mirror (Super Mario Sunshine)]] from Gelato Beach. Direct light towards the Sand Bird's egg, and tilt under the weight of Plungelos.
#[[Roller Coaster (Super Mario Sunshine)]] from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
#[[giant fruit]] from SMG2. Consumable by Yoshi. Pulling it often triggers something significant.
#[[bull's-eye (Super Mario Galaxy 2)]]. Striking the target's center awards Mario with an extra life.
#[[cymbals (Super Mario Galaxy 2)]] from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
#[[handle (Super Mario Galaxy 2)]]. Drawer-like platforms temporarily become accessible when Yoshi pulls the handle.
#[[giant grape]] from SMG2. Bounce Bee Mario in Honeybloom Galaxy.
#[[Star Barrier]] from SMG2. Roadblocks on the world map.
#[[Cannon (Spike Ball)]] from SM3DL. Turrets that release Spike Balls. Some pivot.
#[[Bowser Switch]] from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
#[[view plate]] from SM3DL. Stepping on this panel shifts the 3D perspective.
#[[glowing spot]] from SM3DW and SMO. Ground-pounding a shining light on the ground releases a token (Green Star, or Power Moon).
#[[gold P Switch]] from SM3DW. Releases a flood of coins.
#[[sand statue]] from SM3DW. Breakable sculptures of Bowser and Goombas.
#[[? Block tower]] from SM3DW. Type of [[Switch Block (Super Mario 3D World)|Switch Block]] that creates stacks of Empty Blocks to be used as platforms. Info is currently on the
#[[invisible walkway]] from SM3DW. The blue, largely obscured platforms from Footlight Lane.
#[[firework bomb]] from SMO. Released by turrets in Bowser's Kingdom. Called [[cannonball]]s in the brochure.
#[[giant seed]] from SMO. The big seeds that Mario carries over his head.
#[[Block (Super Mario Odyssey)]]. Strong blocks that can only be broken by enemies, like Bullet Bill, Banzai Bill, Chargin' Chuck, Trapbeetle, Sherm, and fireworks bomb (knocked by Pokio). Little similar to the blastable rocks/Cheese Rocks, but not the same. Take on different designs to match the kingdom's topography, but they are usually made of rock. They are metal in Bowser's Kingdom, but a subarea in the Seaside Kingdom that includes Pokio and fireworks bomb replaces these with the stone ones, indicating they are equivalencies.
#[[dove]] from SMO's Cloud Kingdom. It is clear in the paratext that there are "small birds", and then there is avifauna that are... not those.
#[[dumpster]] from SMO.
#[[Flower (Spin Throw)]] from SMO. Successor to [[stone circle]]s. Separate from normal [[Flower (environmental object)|flowers]] that are also in the game.
#[[garbage]] from SMO. Currently a redirect to [[trash]] that is used nowhere on the wiki.
#[[knob-like structure]] from SMO. Includes lampposts, horns, [[Tail Tree]] (don't lump - just mention), [[Jaxi Statue]] (as before), white spire, iron fence, etc.
#[[plaster wall]] from SMO. Surfaces ascendable by Pokio.
#[[Rankings Board]] from SMO. It is called "Ranking Board" in some official paratext, but the sign refers to itself as the "Ranking''s'' Board" within in-game dialogue.
#[[red door]] from SMO. Opens when hit by Cappy. Maybe called "cap door" or "hat door" somewhere.
#[[sword (Super Mario Odyssey)]] from Ruined Kingdom.
#[[stone wall]] from SMO. Embedded with fossils, and breakable by Chain Chomps and T-Rexes.


Similar to ''[[Super Mario World 2: Yoshi's Island]]'' ([[List of games by date#1995|1995]]) and a departure from previous ''[[Super Mario (series)|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 Coin]]s only appear for 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 of a course even if he completes it while still under its affect – another similarity to ''Yoshi's Island''.


There are four different types of courses in ''Super Mario 64''. They are:
'''Large articles relevant to multiple games'''
*"'''Main courses'''" that contain six dedicated missions and an unlisted [[Coin#Super Mario 64 / Super Mario 64 DS|100-coin]] mission. Some of the dedicated missions build off of each other environmentally or narratively. (i.e. 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|Warp Points]]. Some courses include accessible subareas, such as the volcano in [[Lethal Lava Land]] or 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. Power Stars obtained in the other types of courses are counted together as "Secret Stars".
#[[bone]] from SMUSA, SML2, SMG, maybe SMBW, and potentially other games. Often either a boardable platform, or a large obstruction. Not related to the projectiles thrown by Dry Bones and some other enemies. "Bone" is currently a disambiguation page, but this one should probably take priority.
*"'''Bowser courses'''" that lead to an arena where Mario must defeat [[Bowser]]. Unlike main courses, these ones are narrow obstacle courses that emphasize precise platforming. Each Bowser course features a Power Star obtained by collecting all of the [[Red Coin]]s, but this does not complete the level. In the first two courses, defeating Bowser allows Mario to collect a [[Key|Big Key]], a different kind of token that completes the level when touched. The Big Key is used to permanently unlock the door to another floor in the castle. In [[Bowser in the Sky]], the final course, defeating Bowser releases a [[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.
#[[fish (environmental object)]] from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, and SMO. Usually a passive background element, but sometimes more substantially interactable, such as in SMS.
*"'''Secret courses'''" that are cryptically hidden throughout the castle. All secret courses have at least one Power Star to collect, with the sole exception being [[The Princess's Secret Slide]] that has two. None of these courses are accessed through paintings, and often require the player to investigate a space within the castle to find.<ref name=HubDoc/> There are three in the game.
#[[Float]] from SMW (Floating Island), SM64 (floating wooden platform), SMS (from Noki Bay), SMG (from Deep Dark Galaxy and others), NSMBU (floating crate), and SMO (Cork Float). Platforms that float on the surface of water and gently shift under Mario's weight.
*"'''Switch courses'''" where Mario is under the effect of a power-up immediately upon entering it that. A Cap Switch is located in the course. When one is struck, it causes the power-up to permanently become accessible within the main courses. They are analogous to the [[Switch Palace]]s in ''[[Super Mario World]]'' ([[List of games by date#1990|1990]]), though unlike 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.
#[[ice]] from many games. Slippery surface of the snow levels. Currently redirects to [[Ice]], a stage object from ''Dr. Mario World''.
#[[Jet Pipe]] from SMB3, NSMB, NSMBW, NSMB2, and NSMBU. Underwater pipes that cause a current. Currently redirects to [[Warp Pipe]].
#[[snow]] from various games. Interactable fallen snow, such as the fluffy snow from Snow Cap Galaxy or the clearable snow from SMO. Snowy blocks from SMBW may be related or the same.
#[[waterfall]] from SMB3, SMG, and SMG2. Currently redirects to [[List of fighters debuting in Super Smash Bros. Brawl#Squirtle]].


Outside of the courses, five Power Stars are held by [[Toad (species)|Toads]] and [[MIPS]], Peach's pet [[rabbit]]. There are eight courses on each floor. At least four of them are main courses, one is a Bowser course, and at least two are either secret courses, switch courses, or a combination of both. Including Mushroom Castle, there are 25 courses in the game. The chart below lists all of them. Each one is provided a screenshot, a brief description, and a list of their missions. The order that the courses and missions are listed follows their organization in Pelland and Owsen (1996).<ref>Scott Pelland and Dan Owsen. ''The Super Mario 64 Player's Guide''. Redmond: [[Nintendo|Nintendo of America]], 1996.</ref> 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-star missions, are also derived from Pelland and Owsen (1996). Where no such name exists, the mission assumes the name of its course.
===Nomination projects===
*Help bring the following to feature status (high priority):
#''[[Super Mario 64]]''
#''[[Super Mario Sunshine]]''
#''[[Super Mario Galaxy 2]]''
#''[[Super Mario Odyssey]]''
*Help bring ''[[Super Mario 3D Land]]'' to feature status (middling priority).
*Remove the feature status for ''[[Super Mario Land]]'' and ''[[Super Mario 3D World]]'' (middling priority).
*Help bring the following to feature status (low priority):
#''[[Super Mario Bros.]]''
#''[[Super Mario Bros. 3]]''
#''[[Super Mario Land 2: 6 Golden Coins]]''
#(also ''SML'' and ''SM3DW'', if delisting proposal is successful)


<center>
==Editorial philosophy==
{|width=65% class="wikitable"
This should help contextualize the edits I make or my proposal positions if anything seemed odd to you.
!colspan="3" style="background:#FF2400; color:white;"|Courses
|-
|colspan="3"style="background:#94AB18;"|'''{{color-link|Peach's Castle#First floor|white|First Floor and Mezzanine}}'''
|-
!width=16% style="background:#C3E12B"|01. [[Bob-omb Battlefield]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×6 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"width=34% style="background:#C3E12B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Bob-omb Battlefield.png|x100px]]
|width=17%|[[File:Star SM64.png|14px|Power Star]] [[Big Bob-omb on the Summit]]
|width=17%|[[File:Star SM64.png|14px|Power Star]] [[Footrace with Koopa the Quick]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Shoot to the Island in the Sky]]
|[[File:Star SM64.png|14px|Power Star]] [[Find the 8 Red Coins]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Mario Wings to the Sky]]
|[[File:Star SM64.png|14px|Power Star]] [[Behind Chain Chomp's Gate]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Treasure in the Sky<ref name=floor1>Pelland and Owsen, page 46</ref>
|-
|colspan="3"align=center|Grassy fields surrounding a spiraled mountain. A battle is waged here between the peaceful [[Bob-omb Buddy|Bob-omb Buddies]] and the enemy [[Bob-omb]]s. Once the battle is over, the Bob-omb Buddies allow [[Mario]] to access their [[cannon]]s. There is a floating island in the east, and a barred cave towards the center with a [[Chain Chomp]] leashed in front of it.<br>'''Unlock criterion''': enter Mushroom Castle
|-
!width=16% style="background:#C3E12B"|02. [[Whomp's Fortress]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"width=34% style="background:#C3E12B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Whomp's Fortress.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Chip Off Whomp's Block]]
|[[File:Star SM64.png|14px|Power Star]] [[To the Top of the Fortress]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Shoot into the Wild Blue]]
|[[File:Star SM64.png|14px|Power Star]] [[Red Coins on the Floating Isle]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Fall onto the Caged Island]]
|[[File:Star SM64.png|14px|Power Star]] [[Blast Away the Wall]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Whomps and Flowers<ref name=floor1/>
|-
|colspan="3"align=center|A fortress in the sky. It is ruled by a [[Whomp King|Big Whomp]] who sits at the top of the fortress. The path leading to him has falling platforms and stone enemies. Once defeated, a climbable spire appears at the top. A chain of floating islands are in the northeast. They can we reached with the help of [[Hoot]], a sleepy owl found in the course's single [[tree]].<br>'''Unlock criterion''': collect a Power Star
|-
!style="background:#C3E12B"|03. [[Jolly Roger Bay]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1
!colspan="2"style="background:#C3E12B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Jolly Roger Bay.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Plunder in the Sunken Ship]]
|[[File:Star SM64.png|14px|Power Star]] [[Can the Eel Come Out to Play?]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Treasure of the Ocean Cave]]
|[[File:Star SM64.png|14px|Power Star]] [[Red Coins on the Ship Afloat]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Blast to the Stone Pillar]]
|[[File:Star SM64.png|14px|Power Star]] [[Through the Jet Stream (Jolly Roger Bay)|Through the Jet Stream]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Pirates' Plunder<ref name=floor1/>
|-
|colspan="3"align=center|A cove containing the wreck of a sunken ship. A giant [[Maw-Ray|moray eel]] nests in the ship and stirs when approached. An underwater corridor in the northwest leads to a cave that holds [[treasure chest]]s. Solving the puzzle of the chests reveals a Power Star.<br>'''Unlock criterion''': collect 3 Power Stars
|-
!style="background:#C3E12B"|04. [[Cool, Cool Mountain]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×3
!colspan="2"style="background:#C3E12B"| Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Cool, Cool Mountain.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Slip Slidin' Away]]
|[[File:Star SM64.png|14px|Power Star]] [[Li'l Penguin Lost]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Big Penguin Race]]
|[[File:Star SM64.png|14px|Power Star]] [[Frosty Slide for 8 Red Coins]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Snowman's Lost His Head]]
|[[File:Star SM64.png|14px|Power Star]] [[Wall Kicks Will Work]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Dough in the Snow<ref name=floor1/>
|-
|colspan="3"align=center|A snow-covered mountain inhabited by [[penguin]]s and [[Snowman|snowpeople]]. Wooden bridges and moving {{wp|Gondola lift|gondolas}} are built into the side of the mountain. A cabin is near its peak. This cabin contains the [[Slide (Super Mario 64)|Snow Slide]], where Mario is challenged by a big belly-sliding penguin.<br>'''Unlock criterion''': collect 3 Power Stars
|-
!style="background:#C3E12B"|[[Bowser in the Dark World]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"style="background:#C3E12B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Bowser in the Dark World.png|x100px]]
|[[File:SM64 Chart Key.png|14px|Key]] Bowser in the Dark World
|[[File:Star SM64.png|14px|Power Star]] {{conjectural|8 Red Coins}}
|-
|colspan="3"align=center|A winding path in a cavernous void. The path bears [[Amp]]s and shifting platforms. It ultimately leads to [[Bowser]], who is fought on a circular platform surrounded by floating [[Mine|bombs]].<br>'''Unlock criterion''': collect 8 Power Stars
|-
!style="background:#C3E12B"|[[The Princess's Secret Slide]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×2
!colspan="2"style="background:#C3E12B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot The Princess's Secret Slide.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] The Princess's Secret Slide
|[[File:Star SM64.png|14px|Power Star]] Second Star<ref>Pelland and Owsen, page 44</ref>
|-
|colspan="3"align=center|A carpeted [[Slide (Super Mario 64)|slide]] hidden on the mezzanine. Reaching the bottom of the slide gives Mario access to a Power Star - the first Secret Star available to the player. Reaching the bottom within 21 seconds awards him with a second one.<br>'''Unlock criterion''': collect a Power Star
|-
!style="background:#C3E12B"|[[The Secret Aquarium]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!colspan="2"style="background:#C3E12B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot The Secret Aquarium.png|x100px]]
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] The Secret Aquarium
|-
|colspan="3"align=center|A closed tank housing blue fish and [[Red Coin]]s. Collecting all of them reveals a Secret Star. The aquarium is accessed through a little alcove in the same room that holds the [[painting]] for Jolly Roger Bay.<br>'''Unlock criterion''': collect 3 Power Stars
|-
!style="background:#C3E12B"|[[Tower of the Wing Cap]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!colspan="2"style="background:#C3E12B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Tower of the Wing Cap.png|x100px]]
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Flying for Coins<ref>Pelland and Owsen, page 45</ref>
|-
|colspan="3"align=center|Towers in a sea of clouds. The turret in the middle holds the [[Cap Switch|Wing Cap Switch]] that makes the [[Wing Cap]] permanently available in main courses once struck. Red Coins appear around the towers and can only be collected by Mario in his [[Wing Mario|wing form]].<br>'''Unlock criterion''': collect 10 Power Stars
|-
|colspan="3"style="background:#DD9219; color:white;"|'''{{color-link|Peach's Castle#Basement|white|The Castle Basement}} and {{color-link|Courtyard (Peach's Castle)|white|Courtyard}}'''
|-
!style="background:#EFBD6B"|05. [[Big Boo's Haunt]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×4
!colspan="2" style="background:#EFBD6B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Big Boo's Haunt.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Go on a Ghost Hunt]]
|[[File:Star SM64.png|14px|Power Star]] [[Ride Big Boo's Merry-Go-Round]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Secret of the Haunted Books]]
|[[File:Star SM64.png|14px|Power Star]] [[Seek the 8 Red Coins]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Big Boo's Balcony]]
|[[File:Star SM64.png|14px|Power Star]] [[Eye to Eye in the Secret Room]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Beat the Boos!<ref name=floor2>Pelland and Owsen, page 84</ref>
|-
|colspan="3"align=center|The [[Ghost House|haunted house]] hidden in Princess Peach's courtyard. The rooms of the house contain [[Boo|ghosts]] and animated furniture that try to strike Mario. Navigation requires solving puzzles and memorizing patterns in the halls. Failing to do so often brings Mario to the house's flooded basement, where a spinning carousel filled with Boos can be found.<br>'''Unlock criteria''': clear Bowser in the Dark World, collect 12 Power Stars, and defeat the Big Boo that holds the miniature carousel in the courtyard
|-
!style="background:#EFBD6B"|06. [[Hazy Maze Cave]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7
!colspan="2"style="background:#EFBD6B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Hazy Maze Cave.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Swimming Beast in the Cavern]]
|[[File:Star SM64.png|14px|Power Star]] [[Elevate for 8 Red Coins]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Metal-Head Mario Can Move!]]
|[[File:Star SM64.png|14px|Power Star]] [[Navigating the Toxic Maze]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[A-Maze-Ing Emergency Exit]]
|[[File:Star SM64.png|14px|Power Star]] [[Watch for Rolling Rocks]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Blue Coins in the Haze<ref name=floor2/>
|-
|colspan="3"align=center|An underground labyrinth filled with dead ends, traps, and [[bottomless pit]]s. There are two floors. The first one has a large chamber in the southeast with a controllable elevator, hallways with rolling [[Boulder]]s in the the northwest, and a maze with [[toxic cloud]]s in the northeast. The lower floor leads to a pool that holds a friendly [[Dorrie|sea dragon]].<br>'''Unlock criterion''': clear Bowser in the Dark World
|-
!style="background:#EFBD6B"|07. [[Lethal Lava Land]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×2
!colspan="2"style="background:#EFBD6B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Lethal Lava Land.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Boil the Big Bully]]
|[[File:Star SM64.png|14px|Power Star]] [[Bully the Bullies]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[8-Coin Puzzle with 15 Pieces]]
|[[File:Star SM64.png|14px|Power Star]] [[Red-Hot Log Rolling]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Hot-Foot-It into the Volcano]]
|[[File:Star SM64.png|14px|Power Star]] [[Elevator Tour in the Volcano]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Surf the Lava<ref name=floor2/>
|-
|colspan="3"align=center|Platforms in a [[lava]] sea. Some of them shift back and forth or can be manually rolled. They surround a small volcano that can be physically entered. [[Bully|Bullies]] appear in this course and will knock Mario into lava on contact. [[Lava Bubble|Sparkies]] and other fiery obstacles also appear that burn him when touched.<br>'''Unlock criterion''': clear Bowser in the Dark World
|-
!style="background:#EFBD6B"|08. [[Shifting Sand Land]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"style="background:#EFBD6B"| Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Shifting Sand Land.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[In the Talons of the Big Bird]]
|[[File:Star SM64.png|14px|Power Star]] [[Shining Atop the Pyramid]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Inside the Ancient Pyramid]]
|[[File:Star SM64.png|14px|Power Star]] [[Stand Tall on the Four Pillars]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Free Flying for 8 Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Pyramid Puzzle]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Once More into the Pyramid<ref name=floor2/>
|-
|colspan="3"align=center|Desert sands surrounding a pyramid. A [[Kelpto|condor]] flies through the sky here. Much of the course is covered in [[quicksand]] and steep dunes. Little [[tornado]]s can be used to avoid obstacles. Narrow walkways are found in the northeast and a small oasis in the northwest. The pyramid can be entered, where a labyrinth leads to the stone boss, [[Eyerok]].<br>'''Unlock criterion''': clear Bowser in the Dark World
|-
!style="background:#EFBD6B"|09. [[Dire, Dire Docks]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7
!colspan="2"style="background:#EFBD6B"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Dire, Dire Docks.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Board Bowser's Sub]]
|[[File:Star SM64.png|14px|Power Star]] [[Chests in the Current]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Pole-Jumping for Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Through the Jet Stream (Dire, Dire Docks)|Through the Jet Stream]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[The Manta Ray's Reward]]
|[[File:Star SM64.png|14px|Power Star]] [[Collect the Caps...]]
|-
|colspan="2"align=left|[[File:Star SM64.png|14px|Power Star]] Above the Submarine Pen<ref name=floor2/>
|-
|colspan="3"align=center|Deep water. A [[whirlpool]] is at the center of the seabed and is circled by [[Sushi|sharks]] and a [[Manta|manta ray]]. A corridor in the east leads to an wider area where Bowser has hidden a submarine.<br>'''Unlock criterion''': collect 30 Power Stars
|-
!style="background:#EFBD6B"|[[Bowser in the Fire Sea]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"style="background:#EFBD6B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Bowser in the Fire Sea.png|x100px]]
|[[File:SM64 Chart Key.png|14px|Key]] Bowser in the Fire Sea
|[[File:Star SM64.png|14px|Power Star]] Power Star for 8 Red Coins<ref>Pelland and Owsen, page 81</ref>
|-
|colspan="3"align=center|Three narrow pathways surrounded by lava. Portions of the course gently rise and fall in lava, making traversal challenging. The pathway leads to the the second battle against Bowser.<br>'''Unlock criterion''': complete "Board Bowser's Sub"
|-
!style="background:#EFBD6B"|[[Cavern of the Metal Cap]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!colspan="2"style="background:#EFBD6B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Cavern of the Metal Cap.png|x100px]]
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Grab 8 Red Coins<ref name=secret2>Pelland and Owsen, page 82</ref>
|-
|colspan="3"align=center|An underground streambed that holds the Metal Cap Switch. Striking it makes the [[Metal Cap]] accessible in other courses. The water moves rapidly in this course. If Mario is swept up in it, he is brought to the [[Castle Grounds]].<br>'''Unlock criterion''': clear Bowser in the Dark World
|-
!style="background:#EFBD6B"|[[Vanish Cap Under the Moat]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1
!colspan="2"style="background:#EFBD6B"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Vanish Cap Under the Moat.png|x100px]]
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] {{conjectural|8 Red Coins}}
|-
|colspan="3"align=center|A hidden area only accessible once the castle's moat is drained. When Mario enters the course he is in his [[Vanish Mario|vanish form]], and he must navigate the course while the power-up is still in effect to access the Vanish Cap Switch. Striking it makes the [[Vanish Cap]] accessible in other courses.<br>'''Unlock criteria''': clear Bowser in the Dark World and drain the castle's moat
|-
|colspan="3"style="background:#D4134F;"|'''{{color-link|Peach's Castle#Second floor|white|Upper Floors and Tower}}'''
|-
!style="background:#F2729A"|10. [[Snowman's Land]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2" style="background:#F2729A"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Snowman's Land.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Snowman's Big Head]]
|[[File:Star SM64.png|14px|Power Star]] [[Chill with the Bully]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[In the Deep Freeze]]
|[[File:Star SM64.png|14px|Power Star]] [[Whirl from the Freezing Pond]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Shell Shreddin' for Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Into the Igloo]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Coin Cold Storage<ref name=floor3>Pelland and Owsen, page 127</ref>
|-
|colspan="3"align=center|A chilly land surrounding a giant Snowman. Slippery ice and [[Freezing water|freezing ponds]] occur in this course. [[Chill Bully]] occurs on a floating island of ice in the east. Narrow paths allow Mario to ascend the Snowman, but he will begin to blow gusts of air when he nears his head. An enterable igloo is near the base of the Snowman.<br>'''Unlock criterion''': clear Bowser in the Fire Sea
|-
!style="background:#F2729A"|11. [[Wet-Dry World]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1
!colspan="2" style="background:#F2729A"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Wet-Dry World.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Shocking Arrow Lifts!]]
|[[File:Star SM64.png|14px|Power Star]] [[Top o' the Town]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Secrets in the Shallows & Sky]]
|[[File:Star SM64.png|14px|Power Star]] [[Express Elevator--Hurry Up!]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Go to Town for Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Quick Race Through Downtown!]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Blue Coin Collecting<ref name=floor3/>
|-
|colspan="3"align=center|A flooded, empty town. There are colorful switches at several locations in the town that cause the water level to rise or fall. There is a hidden Downtown area that can only be accessed through the cage in the southeast.<br>'''Unlock criterion''': clear Bowser in the Fire Sea
|-
!style="background:#F2729A"|12. [[Tall, Tall Mountain]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1
!colspan="2"style="background:#F2729A"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Tall, Tall Mountain.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Scale the Mountain]]
|[[File:Star SM64.png|14px|Power Star]] [[Mystery of the Monkey Cage]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Scary 'Shrooms, Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Mysterious Mountainside]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Breathtaking View from Bridge]]
|[[File:Star SM64.png|14px|Power Star]] [[Blast to the Lonely Mushroom]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Challenge the Slide!<ref name=floor3/>
|-
|colspan="3"align=center|A tall mountain surrounded by [[Mushroom Platform|mushrooms]] high above the sea. Gusts of [[wind]] and the [[Fwoosh]] enemy make ascending the mountain challenging. The entrance to a secret slide can be found near the summit. [[Ukiki|Ukkikis]] live in this course, one of which attempts to steal [[Mario Cap|Mario's cap]].<br>'''Unlock criterion''': clear Bowser in the Fire Sea
|-
!style="background:#F2729A"|13. [[Tiny-Huge Island]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"style="background:#F2729A"| Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Tiny-Huge Island.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Pluck the Piranha Flower]]
|[[File:Star SM64.png|14px|Power Star]] [[The Tip Top of the Huge Island]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Rematch with Koopa the Quick]]
|[[File:Star SM64.png|14px|Power Star]] [[Five Itty Bitty Secrets]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Wiggler's Red Coins]]
|[[File:Star SM64.png|14px|Power Star]] [[Make Wiggler Squirm]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Stomp the Giants<ref name=floor3/>
|-
|colspan="3"align=center|An island that presents itself in two different ways depending on which painting it is accessed from in the castle. One is large with vast areas and giant versions of normal enemies. Mario can easily access the interior of this version of the island, which is home to [[Wiggler]]. The other is tiny with small enemies. Changing the terrain in one version of the island affects the other two and doing so is required to obtain all of its Power Stars.<br>'''Unlock criterion''': clear Bowser in the Fire Sea
|-
!style="background:#F2729A"|14. [[Tick Tock Clock]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7
!colspan="2"style="background:#F2729A"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Tick Tock Clock.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Roll into the Cage]]
|[[File:Star SM64.png|14px|Power Star]] [[The Pit and the Pendulums]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Get a Hand]]
|[[File:Star SM64.png|14px|Power Star]] [[Stomp on the Thwomp]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Timed Jumps on Moving Bars]]
|[[File:Star SM64.png|14px|Power Star]] [[Stop Time for Red Coins]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Multi-Coin Blocks<ref name=floor3/>
|-
|colspan="3"align=center|A vertical obstacle course within the tower's clock. Moving platforms are found throughout the clockwork that can help Mario reach hidden alcoves or throw him back towards the bottom. The speed of these platforms (and whether they move at all) is determined by where the clock's hands are positioned when he enters the course.<br>'''Unlock criterion''': collect 50 Power Stars
|-
!style="background:#F2729A"|15. [[Rainbow Ride]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×7 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×1
!colspan="2"style="background:#F2729A"|Missions
|-
|rowspan="4"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Rainbow Ride.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Cruiser Crossing the Rainbow]]
|[[File:Star SM64.png|14px|Power Star]] [[The Big House in the Sky]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Coins Amassed in a Maze]]
|[[File:Star SM64.png|14px|Power Star]] [[Swingin' in the Breeze]]
|-
|[[File:Star SM64.png|14px|Power Star]] [[Tricky Triangles!]]
|[[File:Star SM64.png|14px|Power Star]] [[Somewhere Over the Rainbow]]
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Blue Coins Atop the Maze<ref name=floor3/>
|-
|colspan="3"align=center|Floating islands and moving platforms high in the sky. [[Magic Carpet]]s travel along rainbows in large stretches of the course, one of which feeds through a [[Cloud House|floating palace]]. The [[Rainbow Cruiser]] can be found in the northeast.<br>'''Unlock criterion''': collect 50 Power Stars
|-
!style="background:#F2729A"|[[Bowser in the Sky]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1 [[File:SM64 Chart Boss.png|15px|Total number of boss battles.]]×1
!colspan="2"style="background:#F2729A"|Missions
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Bowser in the Sky.png|x100px]]
|[[File:Star SM64.png|18px|Jumbo Star]] Bowser in the Sky
|[[File:Star SM64.png|14px|Power Star]] {{conjectural|8 Red Coins}}
|-
|colspan="3"align=center|A challenging obstacle course that leads to the final confrontation with Bowser. Some of the platforms on this course allow Mario to [[gravity|walk up walls]] if he maintains momentum while others shift under his weight. Bowser will start to break the arena he is fought on, leaving it in the shape of a five-pointed star. The reward for defeating him, the [[Jumbo Star]], is not incorporated into Mario's total Power Star count.<br>'''Unlock criterion''': collect 70 Power Stars
|-
!style="background:#F2729A"|[[Wing Mario Over the Rainbow]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×1 [[File:SM64 Asset Sprite Cannon Lid.png|15px|Total number of accessible cannons.]]×2
!colspan="2"style="background:#F2729A"|Mission
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Wing Mario Over the Rainbow.png|x100px]]
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] Cloud Hopping for Coins<ref>Pelland and Owsen, page 126</ref>
|-
|colspan="3"align=center|[[Cloud Lift|Clouds]] and checkerboard platforms in the sky. The platforms are bridged by rainbows.<br>'''Unlock criterion''': collect 50 Power Stars
|-
|colspan="3"style="background:#15C19C; color:white;"|'''Other'''
|-
!style="background:#2FE9C1"|[[Peach's Castle|Mushroom Castle]]<br>[[File:SM64 Asset Sprite Door Star.png|15px|Total number of obtainable Power Stars.]]×6
!colspan="2"style="background:#2FE9C1"|Missions
|-
|rowspan="3"align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Mushroom Castle.png|x100px]]
|[[File:Star SM64.png|14px|Power Star]] [[Toad (species)#Super Mario 64 / Super Mario 64 DS|A Gift from Toad]]<ref name=secret2/> <small>(basement)</small>
|[[File:Star SM64.png|14px|Power Star]] A Gift from Toad <small>(second floor)</small>
|-
|[[File:Star SM64.png|14px|Power Star]] A Gift from Toad <small>(third floor)</small>
|[[File:Star SM64.png|14px|Power Star]] [[MIPS|That Wascally Wabbit!]]<ref>Pelland and Owsen, page 83</ref> <small>(after collecting 15 Power Stars)</small>
|-
|colspan="2"|[[File:Star SM64.png|14px|Power Star]] That Wascally Wabbit! <small>(after collecting 50 Power Stars)</small>
|-
|colspan="3"align=center|[[Princess Peach]]'s castle in the [[Mushroom Kingdom]]. Toads and MIPS are sealed inside the castle. Some of them will give Mario a Power Star when spoken to. The [[Castle Grounds|grounds]] around the castle is the first area of the game, and where Mario initially appears every time the player loads their save file.<br>'''Unlock criterion''': begin a new save file
|-
|colspan="3" style="background:#E4E4E4; color:black;"|'''Level chart information and legend''': The main courses are designated with the unique number they are given in-game. Bowser, secret, and switch courses lack numerical designation and are listed as they appear in Pelland and Owsen (1996). Three symbols convey attributes about each course: [[File:SM64 Asset Sprite Door Star.png|15px]] denotes the total number of obtainable [[Power Star]]s; [[File:SM64 Asset Sprite Cannon Lid.png|15px]] denotes the total number of accessible [[cannon]]s; and [[File:SM64 Chart Boss.png|15px]] denotes the number of boss battles. The name of each mission is accompanied by a symbol that indicates what type of mission it is. [[File:Star SM64.png|14px]] denotes a mission where the reward is a Power Star; [[File:Star SM64.png|18px]] denotes a mission where the reward is a [[Jumbo Star]]; and [[File:SM64 Chart Key.png|14px]] denotes a mission where the reward is a [[Key|Big Key]].
|}
</center>


===Mushroom Castle===
'''General'''
{{main|Peach's Castle}}
#Video games have intrinsic value both culturally and artistically. It is meaningful and important to write about them.
[[File:SM64 CG Peachscastle.png|x180px|thumb||right|The Castle Grounds before Mushroom Castle.]]
#Authorial intent is contextually valuable, but the published work should take priority if contradictions arise. See {{wp|The Death of the Author}} for more context.
#{{wp|Occam's razor|The simplest explanation for something is usually correct}}.
#In lieu of references, I tend to be a {{wp|Lumpers and splitters|lumper}}.
#Knowledge belongs to everyone. While books can be sold, information itself should always be accessible and free.
#It is easy for misinformation to enter an official record. It is much harder for it to get out. This is one of the reasons why citations are important.
#{{wp|Perfect is the enemy of good}}.


Mushroom Castle is a connective space from which [[Mario]] can access the game's levels. It is a white-bricked {{wp|palace}} with five towers: four at each corner and one large tower in the center. Each one is topped with a red spire. It bears a superficial resemblance to a {{wp|keep}}.
'''Article specific'''
 
#The articles I work on do not "belong" to me.
The courses are largely divided between floors, from which Mario can enter them largely in any order the player wants. There are some exceptions, such as at the start of the game, where only the room containing [[Bob-omb Battlefield]] is accessible. In the majority of prior [[Genre#Platform|platform games]], the player can select levels on a map-like menu with a cursor. The cursor itself may represent the player character themselves, as is done in ''[[Super Mario Land 2: 6 Golden Coins]]'' ([[List of games by date#1992|1992]]) 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. Additionally, most world maps are structured in a way where completing one level unlocks a path to only one or two subsequent levels. ''Super Mario 64'' instead offers a fully interactive level as the "map", where Mario controls exactly the same as he does in the courses.
#Wiki-editing is collaborative and communal.
 
#Unless certain behavior leads me to think otherwise, I always assume good faith of fellow users. I hope they express the same towards me.
* Offers a space for the player to familiarize themselves with controls; devs noted it was important to make Mario fun to simply move around, so having a space for the player to make their own fun was important
#Game articles should not just be galleries or lists of a game's contents. They should explain why the game is the way that it is, as that is what I would most want to read about.
#I do not assume readers are familiar with a lot of video-game specific language or mechanics, even if very old, established ones.
#I try to avoid using language that is somewhat common in gaming but hold specific connotations in other fields or parts of life, such as species, subspecies, spawn, race, mook, etc.
#I strive to create more uniformity between the mainline ''[[Super Mario (series)|Super Mario]]'' articles and my active focus has been the 3D games. One of the components I employ are shared color banners, as similarly done with the ''Donkey Kong'' and ''Yoshi's Island'' games, and shared chart structures.
#Descriptive language should avoid projecting specific behaviors, purposes, or attributes onto the subject that are not substantiated by the game or paratext.
#I consult the Japanese release of the ''[[Super Mario Encyclopedia]]'' (2015) and [https://www.nintendo.com/jp/character/mario/history/index.html Mario Portal] to delineate contents of the mainline game, but not exclusively. They are not all encompassing and sometimes split subjects that we/I would lump for substantive reasons. For additional details, see [[Category talk:Objects#Directory for objects, items, and obstacles in the Super Mario Encyclopedia|here]].


==Notes and references==
==Notes and references==
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===References===
===References===
<references/>
<references/>
===Image references===
<references group=image/>

Revision as of 21:53, May 3, 2024

phrog

Nintendo fanatic and enthusiast. (You probably are too if you're looking at this page.) I'm otherwise an artist and an ecologist. Within my field, I specialize in wildlife and (currently, but not exclusively) insects. I've had an account here since 2012.

I wrote the character sections for Super Mario Odyssey. I contributed a lot to the articles for Super Mario 64, Super Mario Sunshine, Super Mario Galaxy (which is now featured - yay!), and Super Mario Galaxy 2, alongside many other people on this wiki who have contributed their time, energy, and passion to writing about video games.

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.

Garden projects

I draft large-scale projects at User:Nintendo101/garden. Anyone is free to view and comment on it.

Current project focus: Super Mario Odyssey.

Project notes:

  • Bridging with sister games.

For small-scale projects, see User:Nintendo101/flowerpot. These are usually for small articles for minor characters, enemies, and obstacles.

Current project focus: the signboards from the 3D Super Mario games.

Stuff I made that you can use

To-do list

Articles to be made

You're welcome to jump on these if you'd like.

Small articles relevant to one or two games

  1. flipping block, platforms from Tick-Tock Clock in SM64 and NSMB.
  2. metal crate, the pushable stone block from SM64.
  3. Clock hand, the clock-hand platform from Tick-Tock Clock in SM64. Name comes from the MK8D Prima Guide. Originally called "minute hands", which currently redirects to Big Ben.
  4. spinning disc, broad, spinning platforms from SM64.
  5. wobbly platform from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
  6. wooden beam from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
  7. poster (object) from SMS and SMO. Sprayable wanted poster of Shadow Mario, and wedding-announcement poster that can be struck by Cappy for coins.
  8. tank (Super Mario Sunshine) from Ricco Harbor. Vats that hold fruit. Ground-pounding the top pushes a useable fruit out of its pipe.
  9. window from SMS. Spraying into the open window releases a coin. Currently redirects to Window from Coit Tower.
  10. gate (Super Mario Sunshine) under Pianta Village. Smackable Flip Panel that pushes it along a track.
  11. green panel from SMS. Another Flip Panel. Smacking it rotates it ninety degrees, allowing it be used as a platform.
  12. basket (Super Mario Sunshine) containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
  13. boat (Super Mario Sunshine), the gondolas that move through Delfino Plaza. Some are necessary for completing tasks, like bringing Yoshi to a spot he'd otherwise be unable to touch.
  14. mirror (Super Mario Sunshine) from Gelato Beach. Direct light towards the Sand Bird's egg, and tilt under the weight of Plungelos.
  15. Roller Coaster (Super Mario Sunshine) from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
  16. giant fruit from SMG2. Consumable by Yoshi. Pulling it often triggers something significant.
  17. bull's-eye (Super Mario Galaxy 2). Striking the target's center awards Mario with an extra life.
  18. cymbals (Super Mario Galaxy 2) from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
  19. handle (Super Mario Galaxy 2). Drawer-like platforms temporarily become accessible when Yoshi pulls the handle.
  20. giant grape from SMG2. Bounce Bee Mario in Honeybloom Galaxy.
  21. Star Barrier from SMG2. Roadblocks on the world map.
  22. Cannon (Spike Ball) from SM3DL. Turrets that release Spike Balls. Some pivot.
  23. Bowser Switch from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
  24. view plate from SM3DL. Stepping on this panel shifts the 3D perspective.
  25. glowing spot from SM3DW and SMO. Ground-pounding a shining light on the ground releases a token (Green Star, or Power Moon).
  26. gold P Switch from SM3DW. Releases a flood of coins.
  27. sand statue from SM3DW. Breakable sculptures of Bowser and Goombas.
  28. ? Block tower from SM3DW. Type of Switch Block that creates stacks of Empty Blocks to be used as platforms. Info is currently on the
  29. invisible walkway from SM3DW. The blue, largely obscured platforms from Footlight Lane.
  30. firework bomb from SMO. Released by turrets in Bowser's Kingdom. Called cannonballs in the brochure.
  31. giant seed from SMO. The big seeds that Mario carries over his head.
  32. Block (Super Mario Odyssey). Strong blocks that can only be broken by enemies, like Bullet Bill, Banzai Bill, Chargin' Chuck, Trapbeetle, Sherm, and fireworks bomb (knocked by Pokio). Little similar to the blastable rocks/Cheese Rocks, but not the same. Take on different designs to match the kingdom's topography, but they are usually made of rock. They are metal in Bowser's Kingdom, but a subarea in the Seaside Kingdom that includes Pokio and fireworks bomb replaces these with the stone ones, indicating they are equivalencies.
  33. dove from SMO's Cloud Kingdom. It is clear in the paratext that there are "small birds", and then there is avifauna that are... not those.
  34. dumpster from SMO.
  35. Flower (Spin Throw) from SMO. Successor to stone circles. Separate from normal flowers that are also in the game.
  36. garbage from SMO. Currently a redirect to trash that is used nowhere on the wiki.
  37. knob-like structure from SMO. Includes lampposts, horns, Tail Tree (don't lump - just mention), Jaxi Statue (as before), white spire, iron fence, etc.
  38. plaster wall from SMO. Surfaces ascendable by Pokio.
  39. Rankings Board from SMO. It is called "Ranking Board" in some official paratext, but the sign refers to itself as the "Rankings Board" within in-game dialogue.
  40. red door from SMO. Opens when hit by Cappy. Maybe called "cap door" or "hat door" somewhere.
  41. sword (Super Mario Odyssey) from Ruined Kingdom.
  42. stone wall from SMO. Embedded with fossils, and breakable by Chain Chomps and T-Rexes.


Large articles relevant to multiple games

  1. bone from SMUSA, SML2, SMG, maybe SMBW, and potentially other games. Often either a boardable platform, or a large obstruction. Not related to the projectiles thrown by Dry Bones and some other enemies. "Bone" is currently a disambiguation page, but this one should probably take priority.
  2. fish (environmental object) from SM64, SMS, SMG, SMG2, SM3DL, SM3DW, and SMO. Usually a passive background element, but sometimes more substantially interactable, such as in SMS.
  3. Float from SMW (Floating Island), SM64 (floating wooden platform), SMS (from Noki Bay), SMG (from Deep Dark Galaxy and others), NSMBU (floating crate), and SMO (Cork Float). Platforms that float on the surface of water and gently shift under Mario's weight.
  4. ice from many games. Slippery surface of the snow levels. Currently redirects to Ice, a stage object from Dr. Mario World.
  5. Jet Pipe from SMB3, NSMB, NSMBW, NSMB2, and NSMBU. Underwater pipes that cause a current. Currently redirects to Warp Pipe.
  6. snow from various games. Interactable fallen snow, such as the fluffy snow from Snow Cap Galaxy or the clearable snow from SMO. Snowy blocks from SMBW may be related or the same.
  7. waterfall from SMB3, SMG, and SMG2. Currently redirects to List of fighters debuting in Super Smash Bros. Brawl#Squirtle.

Nomination projects

  • Help bring the following to feature status (high priority):
  1. Super Mario 64
  2. Super Mario Sunshine
  3. Super Mario Galaxy 2
  4. Super Mario Odyssey
  1. Super Mario Bros.
  2. Super Mario Bros. 3
  3. Super Mario Land 2: 6 Golden Coins
  4. (also SML and SM3DW, if delisting proposal is successful)

Editorial philosophy

This should help contextualize the edits I make or my proposal positions if anything seemed odd to you.

General

  1. Video games have intrinsic value both culturally and artistically. It is meaningful and important to write about them.
  2. Authorial intent is contextually valuable, but the published work should take priority if contradictions arise. See The Death of the Author for more context.
  3. The simplest explanation for something is usually correct.
  4. In lieu of references, I tend to be a lumper.
  5. Knowledge belongs to everyone. While books can be sold, information itself should always be accessible and free.
  6. It is easy for misinformation to enter an official record. It is much harder for it to get out. This is one of the reasons why citations are important.
  7. Perfect is the enemy of good.

Article specific

  1. The articles I work on do not "belong" to me.
  2. Wiki-editing is collaborative and communal.
  3. Unless certain behavior leads me to think otherwise, I always assume good faith of fellow users. I hope they express the same towards me.
  4. Game articles should not just be galleries or lists of a game's contents. They should explain why the game is the way that it is, as that is what I would most want to read about.
  5. I do not assume readers are familiar with a lot of video-game specific language or mechanics, even if very old, established ones.
  6. I try to avoid using language that is somewhat common in gaming but hold specific connotations in other fields or parts of life, such as species, subspecies, spawn, race, mook, etc.
  7. I strive to create more uniformity between the mainline Super Mario articles and my active focus has been the 3D games. One of the components I employ are shared color banners, as similarly done with the Donkey Kong and Yoshi's Island games, and shared chart structures.
  8. Descriptive language should avoid projecting specific behaviors, purposes, or attributes onto the subject that are not substantiated by the game or paratext.
  9. I consult the Japanese release of the Super Mario Encyclopedia (2015) and Mario Portal to delineate contents of the mainline game, but not exclusively. They are not all encompassing and sometimes split subjects that we/I would lump for substantive reasons. For additional details, see here.

Notes and references

Notes


References