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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]].


For assets I have uploaded to the wiki, I suggest viewing them [https://www.mariowiki.com/Special:NewFiles?user=Nintendo101&mediatype%5B%5D=3D&mediatype%5B%5D=AUDIO&mediatype%5B%5D=BITMAP&mediatype%5B%5D=ARCHIVE&mediatype%5B%5D=DRAWING&mediatype%5B%5D=EXECUTABLE&mediatype%5B%5D=OFFICE&mediatype%5B%5D=MULTIMEDIA&mediatype%5B%5D=TEXT&mediatype%5B%5D=UNKNOWN&mediatype%5B%5D=VIDEO&start=&end=&wpFormIdentifier=specialnewimages&limit=50&offset= here].
==Garden projects==
I draft large-scale projects at '''[[User:Nintendo101/garden]]'''. Anyone is free to view and comment on it.


==Sandbox for current project==
'''Current project focus''': ''[[Super Mario Odyssey]]''.
===Items===
{{br}}
Collectibles and pickups.
Project notes:
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse; background:#F5F5F5"
*Bridging with sister games.
|-style="background:#FF2400; color:white;"
!width=12%|Name
!width=38%|Description
!width=12%|Name
!width=38%|Description
|-
|align=center style="background:#FFFFFF"|[[File:PowerStarModelSM64.png|x65px]]<br>[[Power Star]]s
|Power Stars fuel [[Peach's Castle|Mushroom Castle]] and are stolen by [[Bowser]] to seal the castle's inhabitants away. They are the primary objective within [[mission]]s 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]].
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Bubble.png|65px]]<br>[[Bubble]]s
|Bubbles are released from opened underwater [[treasure chest]]s. Making contact with one refills Mario's Power Meter.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Key.png|x65px]]<br>[[Key]]s
|A token awarded to Mario after the first two Bowser battles. A key permanently unlocks a [[Key Door]].
|align=center style="background:#FFFFFF"|[[File:SM64 1-up.png|65px]]<br>[[1-Up Mushroom|1UP Mushrooms]]
|Green [[mushroom]]s that give Mario an extra life when obtained.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Coin.png|65px]]<br>[[Coin|Yellow Coins]]
|Collecting a Yellow Coin restores one wedge to Mario's [[Health Meter|Power Meter]]. Collecting 100 during a mission rewards Mario with a Power Star. He also gains an [[extra life]] for every 50 coins he has when he completes a mission, but only up to three (i.e. no more than 150 coins).
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Green Shell.png|85px]]<br>[[Green Shell|Koopa Shells]]
|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 {{button|n64|Z}} causes the shell to disappear. If a Koopa Shell is grabbed underwater with {{button|n64|B}}, Mario can hold on to the shell for a short time and move underwater easier.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Red Coin.png|65px]]<br>[[Red Coin]]s
|Red Coins are worth two coins. Eight are scattered around most [[course]]s, and collecting them all causes a Power Star to appear. They restore two wedges to Mario's Power Meter when collected.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Mario Cap.png|85px]]<br>[[Mario Cap|Mario's cap]]
|Mario can lose his cap: it can be stolen by [[Klepto]] or [[Ukiki|Ukkiki]]s, or blown away by [[wind]]. He takes more damage without it. Mario can complete a mission or exit a course without his cap, but it is still missing when he returns to [[Peach's Castle|Mushroom Castle]]. He has to return to the specific course where he lost his cap to retrieve it.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Sprite Blue Coin.png|65px]]<br>[[Blue Coin]]s
|Blue Coins are worth five coins. They typically appear after Mario ground-pounds a [[Blue Coin Block]] or after defeating a strong enemy, such as [[Mr. I|Mr. I.]]
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Block.png|x65px]]<br>[[Crate]]s
|Small [[Block (Super Mario 64)|Blocks]] that can be picked up and tossed to defeat enemies. It breaks on impact and releases collectible Yellow Coins.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Spinning Heart.png|x65px]]<br>[[Spinning Heart]]s
|Spinning Hearts restore Mario's Power Meter when he passes through one. The amount of health recovered and how fast it does so is dependent on how quickly Mario moves through it.
|align=center style="background:#FFFFFF"|[[File:STROOP- Crazy Box.png|x65px]]<br>[[Crazed Crate]]s
|Living crates. When Mario grabs a Crazed Crate, it immediately bounces three times in the direction he was facing when its grabbed, taking Mario with it. Each bounce is progressively higher. A Crazed Crate breaks at the end of the third bounce, breaking and releasing Yellow Coins.
|}


===Power-ups===
For small-scale projects, see '''[[User:Nintendo101/flowerpot]]'''. These are usually for small articles for minor characters, enemies, and obstacles.
Items that transform Mario's appearance and give him unique abilities. [[List of power-ups|Power-ups]] are available in [[Cap Block]]s, and they only start appearing in the main courses once their corresponding [[Cap Switch]]es are struck in the hidden [[Switch Palace|switch courses]]. Unlike previous ''[[Super Mario (series)|Super Mario]]'' games, all power-ups in ''Super Mario 64'' only temporarily transform [[Mario]], each one for sixty seconds. If he completes a mission in one of these forms, he will revert to his normal form. Additionally, Mario lacks a weak, diminutive [[Small Mario|small form]] in this game. Mario can be under the effect of two of these power-ups simultaneously in [[Dire, Dire Docks]], namely the Metal and Vanish Caps.
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse; background:#f5f5f5"
|-style="background:#FF2400; color:white;"
!width=12%|Cap Block
!width=10%|Power-up
!width=10%|Effect
!Description
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Texture Red Cap Block.png|65px]]<br>Red block
|align=center style="background:#FFFFFF"|[[File:WingCap SM64.png|x65px]]<br>[[Wing Cap]]
|align=center style="background:#FFFFFF"|[[File:WingMarioSM64.png|x100px]]<br>[[Wing Mario]]
|The Wing Cap is only available in red blocks and transforms [[Mario]] into Wing Mario. Performing a [[Triple Jump|triple jump]] or launching from a [[cannon]] makes Wing Mario [[fly]]. Pressing up on {{button|n64|stick}} makes him descend and pushing down makes him gain altitude. Alternating between both is necessary to keep Wing Mario airborne. Pressing {{button|n64|z}} brings him back to the ground.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Texture Green Cap Block.png|65px]]<br>Green block
|align=center style="background:#FFFFFF"|[[File:MetalCapSM64.png|85px]]<br>[[Metal Cap]]
|align=center style="background:#FFFFFF"|[[File:SM64 SM3DAS Metal Mario Render.png|x100px]]<br>[[Metal Mario]]
|The Metal Cap is available in green blocks and turns Mario into Metal Mario, a near invincible form. He can only receive fall damage in this form. Metal Mario functions the same as his normal form but he can destroy enemies just by making contact and is impervious to most hazardous obstacles. [[Wind]] and [[current]]s cannot push him. While he does not need air, Metal Mario cannot [[swim]] and sinks to to the bottom of bodies of water, enabling him to circumvent jet streams and other underwater obstacles.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Texture Blue Cap Block.png|65px]]<br>Blue block
|align=center style="background:#FFFFFF"|[[File:SM64 Vanish Cap.png|85px]]<br>[[Vanish Cap]]
|align=center style="background:#FFFFFF"|[[File:Vanish Mario.png|x100px]]<br>[[Vanish Mario]]
|The Vanish Cap is the final unlockable power-up and is contained in blue blocks. It transforms Mario into Vanish Mario, a form that allows Mario to phase through certain barriers and walls. Vanish Mario is undetectable to enemies and they cannot harm him. He otherwise has the same abilities as normal Mario.
|}


===Objects===
'''Current project focus''': the signboards from the 3D ''Super Mario'' games.
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse; background:#f5f5f5"
 
|-style="background:#FF2400; color:white;"
==Stuff I made that you can use==
!width=12%|Name
*[[Template:Chart icon]]
!Description
*[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]
!colspan=3 style="background:#FF7733; color:white;"|Trigger objects
 
|-
==To-do list==
|align=center style="background:#FFFFFF"|[[File:Bluecoinbox.png|x65px]]<br>[[Blue Coin Block]]
===Articles to be made===
|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.
You're welcome to jump on these if you'd like.
|-
 
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Brick Pillar.png|x65px]]<br>[[Brick pillar]]<ref>Pelland and Owsen, p. 49</ref>
'''Small articles relevant to one or two games'''
|A pair of brick pillars are in the the basement of [[Peach's Castle|Mushroom Castle]]. Ground-pounding them permanently drains the moat.
#[[flipping block]], platforms from Tick-Tock Clock in SM64 and NSMB.
|-
#[[metal crate]], the pushable stone block from SM64.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Bubble Ring.png|x65px]]<br>[[Bubble ring]]
#[[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]].
|Underwater rings released by the [[Manta|Manta Ray]]. Swimming through five consecutive bubble rings rewards Mario with a Power Star.
#[[spinning disc]], broad, spinning platforms from SM64.
|-
#[[wobbly platform]] from SM64. Prism-shaped platforms in lava that tilt under Mario's weight.
|align=center style="background:#FFFFFF"|[[File:VanishSwitch.png|x65px]]<br>[[Cap Switch]]
#[[wooden beam]] from SM64. Plank of wood bridges gaps between platforms. In Whomp's Fortress, one can be kicked or punched to fall over.
|A type of [[! Switch]] only found in switch courses. Ground-pounding one permanently makes corresponding semi-visible blocks turn [[Cap Block|solid]], granting Mario access to the [[List of power-ups|power-up]]s 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.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Crystal Tap.png|65px]]<br>[[Crystal Tap]]
#[[window]] from SMS. Spraying into the open window releases a coin. Currently redirects to [[Window from Coit Tower]].
|{{wp|Octahedron}}s in [[Wet-Dry World]] that cause the [[water tide|water level]] to either rise or fall when touched.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Stump.png|x65px]]<br>[[Stump|Post]]
#[[basket (Super Mario Sunshine)]] containers in Delfino Plaza. Tossing fruit into one on behalf of fruit vendors awards Mario a Shine Sprite.
|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.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model ! Switch.png|65px]]<br>[[! Switch|Purple Switch]]
#[[Roller Coaster (Super Mario Sunshine)]] from Pinna Park. Used in the boss battle with Mecha-Bowser and balloon-shooting.
|Purple Switches cause temporary changes to the surrounding environment when stepped on.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Secrets.gif|x65px]]<br>[[Secret]]
#[[cymbals (Super Mario Galaxy 2)]] from Cloudy Court Galaxy. Ground-pounding the symbol releases 25 Star Bits.
|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.
#[[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.
!colspan=3 style="background:#FF7733; color:white;"|Climbable objects
#[[Star Barrier]] from SMG2. Roadblocks on the world map.
|-
#[[Cannon (Spike Ball)]] from SM3DL. Turrets that release Spike Balls. Some pivot.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Flagpole.png|x65px]]<br>[[Goal Pole|Flagpole]]
#[[Bowser Switch]] from SM3DL. Touching it causes the bridge to collapse and defeats the boss.
|[[Koopa the Quick]]'s climbable pole. It marks the finish line of a footrace.
#[[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).
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Pole.png|x65px]]<br>[[Pole]]
#[[gold P Switch]] from SM3DW. Releases a flood of coins.
|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 {{button|n64|stick}}. Pressing {{button|n64|A}} makes Mario jump from whichever face he is on. Their height and designs depend on where they are encountered.
#[[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  
|align=center style="background:#FFFFFF"|[[File:SM64 Castle Tree.png|x65px]]<br>[[Tree]]
#[[invisible walkway]] from SM3DW. The blue, largely obscured platforms from Footlight Lane.
|Trees function like poles. Reaching the top of one sometimes triggers an event or releases a [[1-Up Mushroom|1UP Mushroom]] that homes-in on Mario.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Chain-Link (Horizontal).png|x65px]][[File:SM64 Screenshot Chain-Link (Vertical).jpg|x65px]]<br>[[Chain-Link|Wire net]] (horizontal)
#[[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.
|Ceilings of climbable metal netting.
#[[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.
!colspan=3 style="background:#FF7733; color:white;"|Blocks and platforms
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Arrow Lift.png|x65px]]<br>[[Arrow Lift (Super Mario 64)|Arrow Lift]]
#[[knob-like structure]] from SMO. Includes lampposts, horns, [[Tail Tree]] (don't lump - just mention), [[Jaxi Statue]] (as before), white spire, iron fence, etc.
|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.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Block.png|x65px]]<br>[[Block (Super Mario 64)|Block]]
#[[red door]] from SMO. Opens when hit by Cappy. Maybe called "cap door" or "hat door" somewhere.
|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.
#[[sword (Super Mario Odyssey)]] from Ruined Kingdom.
|-
#[[stone wall]] from SMO. Embedded with fossils, and breakable by Chain Chomps and T-Rexes.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Bowser's Sub.png|80px]]<br>[[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]].
 
|-
'''Large articles relevant to multiple games'''
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Cloud House.png|x65px]]<br>[[Cloud House]]
#[[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.
|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 [[Flamethrower|shoots flames]].
#[[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.
|-
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Conveyor Belt.png|65px]]<br>[[Conveyor belt]]
#[[ice]] from many games. Slippery surface of the snow levels. Currently redirects to [[Ice]], a stage object from ''Dr. Mario World''.
|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.
#[[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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Donut Block.png|65px]]<br>[[Donut Block|Falling Block]]
#[[waterfall]] from SMB3, SMG, and SMG2. Currently redirects to [[List of fighters debuting in Super Smash Bros. Brawl#Squirtle]].
|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.
 
|-
===Nomination projects===
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Flipping Block 1.png|x65px]][[File:SM64 Asset Model Flipping Block 2.png|x65px]]<br>[[Flipping block]]<ref name=TTC_plats>Pelland and Owsen, p. 113</ref>
*Help bring the following to feature status (high priority):
|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.
#''[[Super Mario 64]]''
|-
#''[[Super Mario Sunshine]]''
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Floating Wood Platform.png|65px]]<br>[[Float|Floating wooden platform]]<ref>Pelland and Owsen, p. 96</ref>
#''[[Super Mario Galaxy 2]]''
|Floating wooden platforms sink slightly in water when stepped on, then rise back up.
#''[[Super Mario Odyssey]]''
|-
*Help bring ''[[Super Mario 3D Land]]'' to feature status (middling priority).
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Chairlift.png|x65px]]<br>[[Chairlift|Gondola]]
*Remove the feature status for ''[[Super Mario Land]]'' and ''[[Super Mario 3D World]]'' (middling priority).
|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.
*Help bring the following to feature status (low priority):
|-
#''[[Super Mario Bros.]]''
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Lift.png|65px]]<br>[[Lift]]
#''[[Super Mario Bros. 3]]''
|Moving platforms. Some move along [[track]]s. Others only move up and down, like elevators. Their designs and environmental context for moving depends on where they are encountered.
#''[[Super Mario Land 2: 6 Golden Coins]]''
|-
#(also ''SML'' and ''SM3DW'', if delisting proposal is successful)
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Log.png|65px]]<br>[[Rolling Log|Log]]
 
|Logs roll when stood on. Mario must keep pace with the log's roll to avoid falling off.
==Editorial philosophy==
|-
This should help contextualize the edits I make or my proposal positions if anything seemed odd to you.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Magic Carpet.png|65px]]<br>[[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.
'''General'''
|-
#Video games have intrinsic value both culturally and artistically. It is meaningful and important to write about them.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Merry-go-round.png|65px]]<br>[[Big Boo's Haunt|Merry-go-round]]
#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.
|A spinning platform in the basement of Big Boo's Haunt.
#{{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}}.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Metal Crate.png|x65px]]<br>[[Metal crate]]<ref>Upchurch, p. 20</ref>
#Knowledge belongs to everyone. While books can be sold, information itself should always be accessible and free.
|Large, stone blocks that can be pushed.
#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}}.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Minute Hand.png|65px]]<br>[[Minute hand]]<ref>Pelland and Owsen, p. 115</ref>
 
|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.
'''Article specific'''
|-
#The articles I work on do not "belong" to me.
|align=center style="background:#FFFFFF"|[[File:SM64 Mushroom Platform.png|x65px]]<br>[[Mushroom Platform|Mushroom]]
#Wiki-editing is collaborative and communal.
|Tall mushroom platforms.
#Unless certain behavior leads me to think otherwise, I always assume good faith of fellow users. I hope they express the same towards me.
|-
#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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Paddle Platform.png|x65px]]<br>[[Paddle Platform|Paddle wheel]]
#I do not assume readers are familiar with a lot of video-game specific language or mechanics, even if very old, established ones.
|A set of four lifts attached to a pivot. Standing on a lift causes the paddle wheel to rotate.
#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.
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Puzzle.png|65px]]<br>[[8-Coin Puzzle with 15 Pieces|Puzzle]]
#Descriptive language should avoid projecting specific behaviors, purposes, or attributes onto the subject that are not substantiated by the game or paratext.
|A sliding puzzle of [[Bowser]] suspended over lava. The individual pieces constantly shift positions, forming and unforming the image of Bowser on the puzzle.
#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]].
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Pyramid Platform.png|x65px]]<br>[[Pyramid platform]]s
|Platforms that flips upside-down for a few seconds once activated by a Purple Switch.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Rainbow Cruiser.png|x65px]]<br>[[Rainbow Cruiser]]
|A six-winged [[airship]] flying in the direction of strong [[wind]]s.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Rotating Bar.png|65px]]<br>[[Rotating bar]]<ref name=TTC_plats/>
|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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Rotating Ring Platform.png|65px]]<br>[[Rotating ring platform]]<ref>Pelland and Owsen, p. 62</ref>
|A spinning platform surrounding the volcano in [[Lethal Lava Land]]. It stops moving periodically, during which the volcano erupts.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Seesaw.png|65px]]<br>[[Seesaw]]
|Long platforms that tilt left or right depending on where Mario walks. Seesaws have different appearances depending on where they are found.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Dotted-Line Block.png|x65px]]<br>[[Dotted-Line Block|Semi-visible block]]
|A transparent block that turns solid and is able to be used after the player hits the Cap Switch.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Sunken Ship.png|65px]]<br>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]]".
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Floating Island 1.png|65px]][[File:SM64 Asset Model Spinning Disc.png|65px]]<br>[[Spinning disc]]<ref name=RR_disc>Pelland and Owsen, p. 119</ref>
|Circular, spinning platforms suspended in the air. Their designs and environmental context for moving depends on where they are encountered.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Square.png|65px]]<br>[[Square (platform)|Square]]<ref>Pelland and Owsen, p. 42</ref>
|Pairs of square-shaped paired platforms that move within the rims of a larger square-shaped frame.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Swing.png|x65px]]<br>[[Pendulum Platform|Swing]]
|Pendulums that swing back and forth.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Treasure Chest.png|65px]]<br>[[Treasure Chest|Treasure chest]]
|Wooden chests contain [[bubble]]s 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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wire Platform 1.png|65px]]<br>[[Lava Lift|Wire platform]]
|Mesh lifts in [[lava]]. Some wire platforms move along tracks that temporary submerge them in lava.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wobbly Platform.png|65px]]<br>[[Wobbly platform]]<ref>Pelland and Owsen, p. 80</ref>
|Prism-shaped platforms that tilt towards the direction that Mario is standing on, dipping the nearest corner into lava.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wooden Beam.png|x65px]]<br>[[Wooden beam]]<ref>Pelland and Owsen, p. 28</ref>
|A plank in [[Whomp's Fortress]]. [[Kick]]ing or [[punch]]ing the wooden beam causes it to fall over and become useable as a bridge.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Work Elevator.png|65px]]<br>[[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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model ! Block.png|65px]]<br>[[! Block|Yellow block]]
|Floating blocks that contain items. One releases its content when Mario jumps underneath it. It is functionally comparable to the [[? Block]]s of prior ''Super Mario'' games and is the only [[! Block]] available at the start of the game.
|-
!colspan=3 style="background:#FF7733; color:white;"|Transportation objects
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Star Door screenshot.png|x65px]]<br>[[★ 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.
|-
|align=center style="background:#FFFFFF"|[[File:Star Door Mario 64 sprite.png|x65px]]<br>[[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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Cannon.png|x65px]]<br>[[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.
|-
|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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Key Door.png|65px]]<br>[[Key Door]]
|A door that requires a key to open. They lead to new sections of the castle.
|-
|align=center style="background:#FFFFFF"|[[File:Bob omb Battlefield painting.png|x65px]]<br>[[Painting]]
|Magical portals created by Bowser. They lead to the courses of the game.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Texture Painting (Boo).png|x65px]]<br>Painting ([[Boo]])
|These paintings only occur in Big Boo's Haunt, and Mario can only pass through them in his [[Vanish Mario|vanish form]].
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Volcano.png|x65px]]<br>[[Lethal Lava Land|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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Pipe.png|x65px]]<br>[[Pipe|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 Pipe]]s that change Mario's size and bring him to the two different versions of [[Tiny-Huge Island]].
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Screenshot Warp Point.gif|x65px]]<br>[[Warp|Warp Point]]
|Warp Points are hidden spots within a course that teleport Mario from one point to another.
|-
!colspan=3 style="background:#FF7733; color:white;"|Other objects
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Arrow sign.png|x65px]]<br>[[Arrow Sign]]
|Signs that direct players towards the intended focus of the mission they enter.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Wing Mario Over the Rainbow.png|x65px]]<br>[[Rainbow (object)|Rainbow]]
|Rainbows passively indicate an intended direction for the player to follow. Magic Carpets move along them in [[Rainbow Ride]], and arches connect different [[Cloud Lift|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.
|-
|align=center style="background:#FFFFFF"|[[File:Sign Model SM64.png|x65px]]<br>[[Board|Sign]]<ref>Nintendo of America, p. 8</ref>
|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.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Star Marker.png|65px]]<br>[[Star Marker]]
|A Power Star appears above a Star Marker in missions where Mario must collect eight Red Coins.
|}


==Notes and references==
==Notes and references==
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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