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* AntiFrustrationFeatures: Sinking in the spotlight void at Peach's Cell drops you back at Peach's Floor without costing a life instead of spitting you all the way back to the Plexal Basement. Dying in the Eternal Fort and the Randomized Realm will also send you back to the previous area.


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* DemotedToExtra: The game contains numerous references to the ''Super Mario 64'' [[https://www.youtube.com/c/Greenio64/videos creepypasta videos]] by Greenio. In those, a Personalization A.I. has a constant presence in freeze-frames and jump scares. You can encounter its Mario avatars in this hack in only three spots, and they aren't quite as creepy as portrayed in the videos.
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** Trying to move close to either the Shadow or Faceless Marios will cause the surroundings to transform in a split-second while they become hazardous, though they'll still be immobile.

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** Trying to move close to either the Shadow or Faceless Marios (avatars of the Personalization A.I., also known as "Stanley") will cause the surroundings to transform in a split-second while they become hazardous, though they'll still be immobile.immobile. Compared to [[https://www.youtube.com/watch?v=O9_-A0v-L7A the videos by Greenio]], their appearance is rather restrained.



** There's little indication of what even is going on. Did Bowser kidnap Peach as usual or is she somehow the villain luring Mario and Luigi to their doom? Are the Shadow and Faceless Marios representations of the "Personalization A.I." from the iceberg memes?
** Warping to the main lobby from the pause menu will actually land the player on a ''version'' of it in cycling order, which can be identified by the numbers marked on the doors. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction. ​

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** There's little indication of what even is going on. Did Bowser kidnap Peach as usual or is she somehow the villain luring Mario and Luigi to their doom? Are the Shadow and Faceless Marios representations of the "Personalization A.I." from the iceberg and creepypasta memes?
** Warping to the main lobby from the pause menu will actually land the player on a ''version'' of it in cycling order, which can be identified by the numbers marked on the doors. This references the concept of an [[HauntedTechnology haunted A.I.]] editing ''Super Mario 64'' on the fly. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction. ​
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* CameraScrew: The camera is a hazard in itself. In Cold, Cold Crevasse, for example, the player must avoid the spin-glide from jumping on Spindrifts or else the camera will point straight upwards the whole time in what's a platforming course set over bottomless pits.


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* TimeTravel:
** The three Bob-Omb Battlefield courses in order portray the area as peaceful before a war breaks out and few creatures are left around afterwards.
** Getting to the Randomized Realm involves using a throne to warp into what seems like a floor and prison set right after Peach was imprisoned by Bowser. Trying to save her just warps Mario into the castle's future flooded ruins, and then ''back'' outside a crimson castle that's still standing.
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** There's one 100 Coin Star that requires the player to know the ''[=SM64=]'' glitch that lets them clone coins.
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* ItsAllUpstairsFromHere: The more intuitive route to the final level involves climbing several slopes within the castle, though there's an even shorter non-Euclidean route from the castle's back door.

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* ItsAllUpstairsFromHere: The more intuitive route to the final level involves climbing several slopes within the castle, though there's an even a much shorter non-Euclidean route from the castle's back door.

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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a Bob-Omb will tell you that [[spoiler:the level has been their refuge ever since you flooded the town and begs you to leave and "not take their energy sources", lest "everyone and everything will die". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civilization.]]

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* VideoGameCrueltyPotential: VideoGameCrueltyPotential:
** Neither of Dry Town's stars require you to flood the entire place, but it's something you can do at either the top of the big house or at the top of the tower. The Bob-omb inside the big house admonishes Mario for even possibly planning to do it, but then says it's just part of the cycle of life. A different level called Flooded Town partially matches the architecture of Dry Town, implying it did get flooded at some point.
**
Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a Bob-Omb will tell you that [[spoiler:the level has been their refuge ever since you flooded the town and begs you to leave and "not take their energy sources", lest "everyone and everything will die". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civilization.]]

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* EasyLevelTrick: The Randomized Realm is a platforming course that requires the Wing Cap, or so you'd think. The exit pipe is a distance behind the starting point, so you can simply triple jump and glide to it.



* GuideDangIt: The Caps and the route to the final level are essentially HiddenInPlainSight and rather easy to go to once one finds out about them, but until then they'll only be able to stumble around the maze without a guide. It's also deliberately difficult to keep track of which levels contain stars and which ones the player has already collected because there are no title cards for them. Just vague notes on the pause menu.

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* GuideDangIt: GuideDangIt:
**
The Caps and the route to the final level are essentially HiddenInPlainSight and rather easy to go to once one finds out about them, but until then they'll only be able to stumble around the maze without a guide. It's also deliberately difficult to keep track of which levels contain stars and which ones the player has already collected because there are no title cards for them. Just vague notes on the pause menu.menu.
** The most difficult part of the endgame to some might not be collecting stars or exploring the maze but rather how getting to Bowser suddenly requires a side flip into a reverse wall jump to get enough height to move past a wall twice. It's an AdvancedMovementTechnique not explained within the game itself, and that's only required in two other optional spots.

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* NothingIsScarier: Surprisingly for a creepypasta-themed game, there are few JumpScare scenes and not many horror elements that weren't already native to ''Super Mario 64''. Instead, the Castle's confusing architecture, signs of desrepair, red mist in certain areas and off-key music make for an unsettling and lonely atmosphere even when nothing is actually threatening the player.

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* NothingIsScarier: NothingIsScarier:
**
Surprisingly for a creepypasta-themed game, there are few JumpScare scenes and not many horror elements that weren't already native to ''Super Mario 64''. Instead, the Castle's confusing architecture, signs of desrepair, red mist in certain areas and off-key music make for an unsettling and lonely atmosphere even when nothing is actually threatening the player.player.
** One path into the Funhouse is a small room with its wall texture, a pipe and a sign reading "FUNHOUSE". Another has a Bob-omb ominously wondering just what the player can find on the other side of the door. The Funhouse itself is a maze of corridors only made unsettling by how wide and empty it is, not to mention the three exits are hidden in certain walls to make the player feel trapped inside.
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** Unlike in the original game, it is possible to move around all of Peach's Castle from the outside, so any outdoor areas found within make no sense. The haunted back courtyard from the original in particular has two more overlapping versions and can be entered from at least seven doors.

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** Unlike in the original game, it is possible to move around all of Peach's Castle from the outside, so any outdoor areas found within make no sense. The haunted back courtyard from the original in particular has two more overlapping versions and can be entered from the same entry door is connected to at least seven doors.six different areas.



** The Destroyed Castle Grounds are seemingly set AfterTheEnd, on a red flooded field surrounded by ruins and two massive portraits of Peach in the distance. Entering a pipe warps back in time to the Haunted Castle Grounds. It start with Mario atop Peach's Castle, but the whole scenery is likewise crimson red-and-black and ominous despite the circus music playing. Yoshi is gone and Toad's statue is beheaded for some reason.

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** The Destroyed Castle Grounds are seemingly set AfterTheEnd, on a red flooded field surrounded by ruins and two massive portraits of Peach in the distance. Entering a pipe warps you back in time to the Haunted Castle Grounds. It start starts with Mario atop Peach's Castle, but the whole scenery is likewise crimson red-and-black and ominous despite the circus music playing. Yoshi is gone and Toad's statue is beheaded for some reason.
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** The Ice-Cold Warzone is a version of Bob-omb Battlefield set during winter at night that portrays a war between crowds of Bob-ombs and Goombas. It is contrasted by two past versions -- a "beta" which lacks most of the enemies and a lively one where more enemy species inhabit the area.

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** The Ice-Cold Warzone is a version of Bob-omb Battlefield set during winter at night that portrays a war between crowds of Bob-ombs and Goombas. It is contrasted by two past other versions -- a "beta" which lacks most of the enemies and a lively one in the past where more enemy species inhabit the area.area and a future one devoid of enemies in which the remaining [=NPCs=] speak about the war now being fought with "silent weapons".
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* BleakLevel:
** At the Bob-omb Village, characters warn you against collecting the stars in the level which are their "power sources". If you do so anyway, the game warps you to a [[spoiler:barren snowfield with no music]] instead of the usual respawn point, clearly showing the village has been ruined.
** The Ice-Cold Warzone is a version of Bob-omb Battlefield set during winter at night that portrays a war between crowds of Bob-ombs and Goombas. It is contrasted by two past versions -- a "beta" which lacks most of the enemies and a lively one where more enemy species inhabit the area.
** The Destroyed Castle Grounds are seemingly set AfterTheEnd, on a red flooded field surrounded by ruins and two massive portraits of Peach in the distance. Entering a pipe warps back in time to the Haunted Castle Grounds. It start with Mario atop Peach's Castle, but the whole scenery is likewise crimson red-and-black and ominous despite the circus music playing. Yoshi is gone and Toad's statue is beheaded for some reason.
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* JumpScare:
** Trying to move close to either the Shadow or Faceless Marios will cause the surroundings to transform in a split-second while they become hazardous, though they'll still be immobile.
** The Windy version of the back courtyard abruptly pops up if you step inside the fountain in the other two versions. One is all pitch-black and red, so it comes off all the more creepy even though no hazards exist in the area.
** One area lures the player with a star only to warp them inside a cramped underwater void with a giant eel swimming right to their face. The only way to get out is to drown or respawn from the pause menu.
** Approaching Peach at her cell instantly transforms the area into a void where a spotlight marks the places you can move on.

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* AlienGeometries: The locations of the various areas do not add up at all. A given door might lead to one of multiple locations and be reached from multiple different routes. There are many versions of the Castle Lobby and the other floors from the original, and the beta one comes in multiple variants to further confuse players.

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* AlienGeometries: AlienGeometries:
**
The locations of the various areas do not add up at all. A given door might lead to one of multiple locations and be reached from multiple different routes. There are many versions of the Castle Lobby and the other floors from the original, and the beta one comes in multiple variants to further confuse players.
** Unlike in the original game, it is possible to move around all of Peach's Castle from the outside, so any outdoor areas found within make no sense. The haunted back courtyard from the original in particular has two more overlapping versions and can be entered from at least seven doors.


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* CapsLock: All text boxes are written in full caps, often adding to how eerie or threatening some dialogue can sound like.
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wait no i think that trope only applies to voices


* NoIndoorVoice: All text boxes are written in caps.
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* NoIndoorVoice: All text boxes are written in caps.

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* InfiniteOneUps: There are doors and warps that kick you back to the Plexal Lobby and deplete a life without resulting in a game over if it happens at zero lives. This will cause the life counter to roll over to a huge amount, so then you can exploit it to do things like killing Mario on purpose on a certain hallway to get respawned at the Vanilla Lobby.



* OverlyLongGag: In V0.7, the Forest Maze is changed to a set of three long hallways divived into several rooms. So you'll keep opening doors over and over until, in two out of the three paths, it just sends you back to the entrance. The correct hallway then has a Toad in the way who asks Mario to keep quiet, which disables all sound effects for the rest of the area.

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* OverlyLongGag: In V0.7, the Forest Maze is changed to a set of three long hallways divived into several rooms. So you'll keep opening doors over and over over, with the hallway turning darker and darker, until, in two out of the three paths, it [[AntiClimax just sends you back to the entrance.entrance]]. The correct hallway then has a Toad in the way who asks Mario to keep quiet, which disables all sound effects for the rest of the area.

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** The FUNHOUSE is a large set of colorful wide corridors with no apparent exit. All the doors are hidden, so the player must keep hugging the walls to break out.

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** By using a flip jump followed by a backwards wall jump, you can climb over the wall in the Peaceful Uncanny Courtyard and find a hedge maze leading to the Funhouse. The Windy version of the Courtyard features a different maze where you must find a special plaque and stand on it to collect a Star.
** The FUNHOUSE Funhouse is a large set of colorful wide corridors with no apparent exit. All the doors are hidden, so the player must keep hugging the walls to break out.


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* OverlyLongGag: In V0.7, the Forest Maze is changed to a set of three long hallways divived into several rooms. So you'll keep opening doors over and over until, in two out of the three paths, it just sends you back to the entrance. The correct hallway then has a Toad in the way who asks Mario to keep quiet, which disables all sound effects for the rest of the area.
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** The "beta" versions of levels from the original ''Mario 64'' start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be killed if they stand still for a total of four seconds.

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** The "beta" versions of levels from the original ''Mario 64'' start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be [[UnwinnableByDesign killed if they stand still for a total of four seconds.seconds]].
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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a bob-omb will tell you that [[spoiler: the level has been their refugee ever since you flooded the town and begs you to leave and "not take their energy sources". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civillization.]]

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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a bob-omb Bob-Omb will tell you that [[spoiler: the [[spoiler:the level has been their refugee refuge ever since you flooded the town and begs you to leave and "not take their energy sources".sources", lest "everyone and everything will die". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civillization.civilization.]]
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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a bob-omb will tell you that [[spoiler: the level has been their refugee ever since you flooded the town and warns you to "not take their energy sources". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civillization.]]

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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a bob-omb will tell you that [[spoiler: the level has been their refugee ever since you flooded the town and warns begs you to leave and "not take their energy sources". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civillization.]]
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* VideoGameCrueltyPotential: Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a bob-omb will tell you that [[spoiler: the level has been their refugee ever since you flooded the town and warns you to "not take their energy sources". Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civillization.]]
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* {{Anticlimax}}: As of V0.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in ''[=SM64=]'' doesn't work.

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* {{Anticlimax}}: AntiClimax: As of V0.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in ''[=SM64=]'' doesn't work.
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* {{Anticlimax}}: As of 1.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in ''[=SM64=]'' doesn't work.

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* {{Anticlimax}}: As of 1.V0.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in ''[=SM64=]'' doesn't work.
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* {{Anticlimax}}: As of 1.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in ''[=SM64=]'' doesn't work.

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* BreakingTheFourthWall: The "beta" versions of levels from the original ''Mario 64'' start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be killed if they stand still for a total of four seconds.

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* BreakingTheFourthWall: BreakingTheFourthWall:
** A message in the Void accuses the player of playing the hack to escape their own reality, and states that even though they can turn off the game anytime they'll still be trapped inside their own walls.
**
The "beta" versions of levels from the original ''Mario 64'' start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be killed if they stand still for a total of four seconds.
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->''"GOOD TO SEE YOU AGAIN, OLD FRIEND. I SEE YOU'RE ESCAPING REALITY AGAIN. TRYING TO FIND GOLD INSIDE BRICKS... ARE YOU FEELING OKAY?"''



* SoundtrackDissonance: Right before the final level you'll get warped to the rooftop of a crimson version of the castle. Everything looks black-and-red, the lake and waterfall have dried out, the toad statue is beheaded, Yoshi is nowhere to be seen, and yet circus music of all things is playing.

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* SoundtrackDissonance: Right before the final level you'll get warped to the rooftop of a crimson version of the castle. Everything looks black-and-red, the lake and waterfall have dried out, the toad statue is beheaded, Yoshi is nowhere to be seen, and yet circus music of all things is playing.playing.
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->''"YOU KNOW YOU CAN ALWAYS TURN OFF THIS GAME. BUT BOTH OF US KNOW... THAT YOU'RE STILL TRAPPED INSIDE YOUR OWN WALLS. AREN'T YOU?"''

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* ArcSymbol: Aside from the clock symbol seen in pre-release screenshots of ''Super Mario 64'', portraits of Bowser and especially Peach are spread around areas in ominous ways.



* TheMaze: The corridors, gateways, lobbies and actual stages are tangled together with multiple route options and secret doors.

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* TheMaze: TheMaze:
**
The corridors, gateways, lobbies and actual stages are tangled together with multiple route options and secret doors.



* MindScrew: Warping to the main lobby from the pause menu will actually land the player on a ''version'' of it in cycling order, which can be identified by the numbers marked on the doors. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction. ​

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* MindScrew: MindScrew:
** There's little indication of what even is going on. Did Bowser kidnap Peach as usual or is she somehow the villain luring Mario and Luigi to their doom? Are the Shadow and Faceless Marios representations of the "Personalization A.I." from the iceberg memes?
**
Warping to the main lobby from the pause menu will actually land the player on a ''version'' of it in cycling order, which can be identified by the numbers marked on the doors. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction. ​
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!!This game features the following tropes:
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* BreakingTheFourthWall: The "beta" versions of levels from the original ''Mario 64'' start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be killed if they stand still for a total of four seconds.
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[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/b3313anorlondo.png]]
''B3313'' or ''Build 3313'' (also called ''[=SM64=] Internal Plexus'') is a ROM Hack of ''VideoGame/SuperMario64'' developed by Chrisbrutalagresion and his team. It is the largest beta-based [=SM64=] hack to date, especially regarding the number of accessible areas, star count and various other aspects. It is currently in development, with the latest public release being V0.7.

The hack is based around the myths surrounding Peach's Castle and unused content from the original game that's been discovered over the years, resulting in an unsettling sprawling maze where doors, pipes and teleports can lead the player into completely unexpected locations.
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* AbilityRequiredToProceed: The Vanish Cap is needed for various areas and the Wing Cap is required for the final level. The Metal Cap not so much.
* AbsenteeActor: The hack is based around development builds and the "iceberg" rumors but oddly lacks the unused enemies found in beta builds of ''Super Mario 64'' and the "Wario Apparition" made popular by creepypastas.
* AbsurdlySpaciousSewer: The Sewer Maze features an underwater path and a maze above it, but the Scary version makes it impossible to climb from the bottom path.
* AlienGeometries: The locations of the various areas do not add up at all. A given door might lead to one of multiple locations and be reached from multiple different routes. There are many versions of the Castle Lobby and the other floors from the original, and the beta one comes in multiple variants to further confuse players.
* AllTheWorldsAreAStage: The final level is made out of pieces from various other levels.
* AndIMustScream: The game is partly based around creepypasta memes of ''Super Mario 64'' being haunted and personalized by an A.I. entity, and so several areas and the ending suggest Mario is hopelessly trapped within its dimension.
* BigBad: Bowser, who invaded Peach's castle and imprisoned her. However, when fought he does nothing but issue vague threats and it is hinted there are more sinister forces at work who imprisoned the whole cast into a hellish dimension.
* TheBlank: There are two separate events where the player encounters hostile faceless Marios.
* {{Bookends}}: A crimson version of the first area, the Castle's courtyard, leads into the final level.
* ContinuingIsPainful: In most of the areas, dying will drop Mario at the basement area with red mist in a deliberate attempt to confuse the player. As such, it can be a pain to find your way through the maze again. Running out of lives will then reset the game to the usual Mario face screen, but it's possible to overflow the life counter into negative values to prevent it. This is important to know in case you need to deliberately get Mario killed in the areas with different respawn locations.
* {{Foreshadowing}}: On the void beneath the sun floor in the Fake Lobby, you can see a corridor in the distance before it cuts away to Faceless Marios floating around. That corridor is the one leading to Peach's cell on the path to the ending.
* GuideDangIt: The Caps and the route to the final level are essentially HiddenInPlainSight and rather easy to go to once one finds out about them, but until then they'll only be able to stumble around the maze without a guide. It's also deliberately difficult to keep track of which levels contain stars and which ones the player has already collected because there are no title cards for them. Just vague notes on the pause menu.
* HopeSpot: The route to the final level involves a prison corridor with Peach standing inside a open cell at the end. Getting close to her just warps Mario to a strange void illuminated by spotlights. Even when you clear the game and save Peach, you just get kicked back into either the castle or the game over screen as if it didn't happen.
* ItsAllUpstairsFromHere: The more intuitive route to the final level involves climbing several slopes within the castle, though there's an even shorter non-Euclidean route from the castle's back door.
* TheMaze: The corridors, gateways, lobbies and actual stages are tangled together with multiple route options and secret doors.
** The FUNHOUSE is a large set of colorful wide corridors with no apparent exit. All the doors are hidden, so the player must keep hugging the walls to break out.
* MindScrew: Warping to the main lobby from the pause menu will actually land the player on a ''version'' of it in cycling order, which can be identified by the numbers marked on the doors. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction. ​
* NothingIsScarier: Surprisingly for a creepypasta-themed game, there are few JumpScare scenes and not many horror elements that weren't already native to ''Super Mario 64''. Instead, the Castle's confusing architecture, signs of desrepair, red mist in certain areas and off-key music make for an unsettling and lonely atmosphere even when nothing is actually threatening the player.
* ObviousBeta: InvokedTrope; as part of it's dream-like haunted game theme, ''[=B3313=]'' contains many elements from the known beta builds of ''Super Mario 64'' and some of the controls and physics are changed to make them feel off to veteran players.
* QuicksandSucks:
** The pit in front of the Delicious Cake room has a blood splatter that acts as insta-killing quicksand. The cake itself turns out to be a sinking lie once you figure out how to climb it.
** The dark room with spotlights will sink Mario if he steps outside the highlighted spots.
* RemixedLevel:
** There are three versions of Bob-omb Battlefield that when put together tell a story of it starting out lush and full of life before being torn apart by a war between Bob-ombs and Goombas.
** The Peaceful Sewer Maze has an underwater path into a maze that leads to a strange structure with a warp. This will take the player to the Scary version, where the two areas are disconnected. The maze now leads to a Shadow Mario which turns hostile and burns the player if approached from the front. Getting to Shadow Mario from the side and performing a triple jump from his platform will give the player enough distance to survive the burning floor once he attacks. Then they can explore a grim black-and-red version of the level with no water.
* SchmuckBait:
** A corridor with a trap door and a Peach portrait at the end. Down the pit is a blood splatter that acts as quicksand, and inside is the humongous Delicious Cake with a Grand Star on top that Peach promised... except if you manage to climb it you find it ''also'' acts as quicksand.
** A Shadow Mario kneeling in the distance. Approaching this Mario from the front enrages him, making him stand up and double in size as the dark floor deals fire damage, even crashing the game if you move closer. Amusingly, if you walk up to him from the sides he'll do nothing even if stepped on.
** A yellow Bob-omb teases the player about a dark corridor with a Mario facing the other way. On a close look, the player will find it is TheBlank and it will drag them into a void with a group of other faceless Marios, including a giant disembodied head, who are out for their blood.
* ShaggyDogStory: Clearing the final boss fight seemingly has ''[=SM64=]'''s usual ending play, but after Peach and Mario[=/=]Luigi leave for cake, the player gets stuck out of bounds -- all folded up, unable to be anything more than a simple plumber. This depletes a life, so either you get spat out in the "hell basement" or get a game over.
* SoundtrackDissonance: Right before the final level you'll get warped to the rooftop of a crimson version of the castle. Everything looks black-and-red, the lake and waterfall have dried out, the toad statue is beheaded, Yoshi is nowhere to be seen, and yet circus music of all things is playing.

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