History VideoGame / SuperMario64

26th Nov '16 10:22:03 AM pgj1997
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* ShoutOut: One of the new levels plays the music from [[VideoGame/SuperMarioSunshine Delfino Plaza]]. The new casino minigames with Luigi play the music from Casino Delfino.
26th Nov '16 10:20:06 AM pgj1997
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** ''Super Mario 64'' is the first "real" Mario game to feature Charles Martinet as our hero. (The year before, he previously voiced the portly plumber in ''Mario's [=FUNdamentals=]''. Rumors persist that he also voiced him in both editions of ''Mario Teaches Typing'', but while Martinet did voice Mario in the second one, it was actually Ronald B. Ruben in the first one.) He first tried out a gruff [[BigApplesauce Brooklyn-esque]] voice, similar to how Mark Graue had voiced Mario in ''VideoGame/HotelMario'', but decided [[NightmareFuel it would be too scary for young children]], so he instead adapted the familiar perma-falsetto that you hear to this day.

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** ''Super Mario 64'' is the first "real" main-series Mario game to feature Charles Martinet as our hero. (The year before, he previously voiced the portly plumber in ''Mario's [=FUNdamentals=]''. Rumors persist that he also voiced him in both editions of ''Mario Teaches Typing'', but while Martinet did voice Mario in the second one, it was actually Ronald B. Ruben in the first one.) He first tried out a gruff [[BigApplesauce Brooklyn-esque]] voice, similar to how Mark Graue had voiced Mario in ''VideoGame/HotelMario'', but decided [[NightmareFuel it would be too scary for young children]], so he instead adapted the familiar perma-falsetto that you hear to this day.



* YouAreTheTranslatedForeignWord: A variation in Unagi the Eel, "unagi" being Japanese for "eel."

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* YouAreTheTranslatedForeignWord: A variation in Unagi the Eel, "unagi" being Japanese for "eel."freshwater eel."



** The positions of the figurines on the Ending cake will change depending on whether or not you saved Luigi and Wario.

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** The positions of the figurines on the Ending ending cake will change depending on whether or not you saved Luigi and Wario.



** Some courses got more owls to fly with.

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** Some courses got Hoot appears in more owls to fly with.levels.



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''[[ThankingTheViewer Thank you so much for-to playing my game]]!''
31st Oct '16 3:39:22 AM N8han11
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** Zigzagged with the final bonus power-- at the end of the game, when you get all 120 stars [[spoiler:[[and launch yourself up to the castle, you'll find Yoshi, who congratulates you, give you 100 free lives, and then adds a slight bounce and twinkle to the triple jump. The extra lives are superflous since you've already beaten the entire game, but the upgraded triple jump ''does'' protect you from high falls.]]]]

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** Zigzagged with the final bonus power-- at the end of the game, when you get all 120 stars [[spoiler:[[and [[spoiler:and launch yourself up to the castle, you'll find Yoshi, who congratulates you, give you 100 free lives, and then adds a slight bounce and twinkle to the triple jump. The extra lives are superflous since you've already beaten the entire game, but the upgraded triple jump ''does'' protect you from high falls.]]]]]]
24th Oct '16 10:26:07 AM 8BrickMario
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** The pillars that precede the final Bowser fight depict a battle between Mario and Bowser, using their sprites from
''Super Mario Bros''.

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** The pillars that precede the final Bowser fight depict a battle between Mario and Bowser, using their sprites from
from ''Super Mario Bros''.
21st Oct '16 5:59:00 AM 8BrickMario
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Added DiffLines:

* PaintingTheMedium: The Mad Piano's room in Big Boo's Haunt is shaped like a piano lid, made much clearer by the map in ''DS''.
20th Oct '16 1:36:00 PM sally_mustang
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* AllOrNothing: If Mario, Luigi, Wario, or Yoshi loses a race with Koopa the Quick on ''Bob-Bomb Battlefield'' or ''Tiny Huge Island'', they lose an extra life.



** The Tower of the Wing Cap and The Secret Aquarium likewise prep you for the task of practicing flying and swimming, two aspects of the game with fairly high learning curves, by placing you in obstacle- and enemy-free environments where your only goal is to acquire Red Coins, which you can replay at any time, and at least the former doesn't penalize you for failing.

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** The Tower of the Wing Cap and The Secret Aquarium likewise prep you for the task of practicing flying and swimming, respectively, two aspects of the game with fairly high learning curves, by placing you in obstacle- and enemy-free environments where your only goal is to acquire Red Coins, which you can replay at any time, and at least the former doesn't penalize you for failing.



** The castle hub world (and some of the levels) are generously filled with tutorial signs, which anal-retentively cover every general aspect of the gameplay--and aside from a handful of text boxes at the start and at other sporadic points, the game never forces the player to do a tutorial, instead allowing them to play around and get accustomed to the game's controls and flow on their own time.

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** The castle hub world (and some of the levels) are generously filled with tutorial signs, which anal-retentively cover every general aspect of the gameplay--and gameplay-- and aside from a handful of text boxes at the start and at other sporadic points, the game never forces the player to do a tutorial, instead allowing them to play around and get accustomed to the game's controls and flow on their own time.



** The game has several generous ways to keep you from getting hurt from a high fall; If you fall from too great a height, diving forward or ground pounding ''just'' before you hit the ground will keep Mario from getting hurt. Cool, Cool Mountain, Shifting Sand Land, and Snowman's Land have ground mostly made of soft snow and sand, so you usually won't take damage from a high fall in them (you'll just get stuck in the ground for a few seconds and pop out). Shooting yourself out of a cannon will make Mario immune to fall damage as well (unless you bump into a wall and start falling normally--''then'' you're in trouble). And the Wing Cap will protect you from fall damage if you're in flight, and even if you aren't, you can tap the A button to flap its wings, which will slow down your fall enough to protect Mario.
** If Mario loses his hat in a level and you can't find it, playing another level and getting a star will remind you to find it, and you can go to the Toad in the front lobby, who will give your hat right back to you.

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** The game has several generous ways to keep you from getting hurt from a high fall; If you fall from a too great a height, diving forward or ground pounding ''just'' before you hit the ground will keep Mario from getting hurt. Cool, Cool Mountain, Shifting Sand Land, and Snowman's Land have ground mostly made of soft snow and sand, so you usually won't take damage from a high fall in them (you'll just get stuck in the ground for a few seconds and pop out). Shooting yourself out of a cannon will make Mario immune to fall damage as well (unless you bump into a wall and start falling normally--''then'' normally-- ''then'' you're in trouble). And the Wing Cap will protect you from fall damage if you're in flight, and even if you aren't, you can tap the A button to flap its wings, which will slow down your fall enough to protect Mario.
** If Mario loses his hat in a level and you can't find it, playing another level and getting a star will remind you to find it, and you can go to the Toad in the front lobby, who will give your hat right back to you.
Mario.



* AttackOfThe50FootWhatever: Mario becomes this to his enemies when he enters the small area of Tiny-Huge Island.

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* AttackOfThe50FootWhatever: Mario becomes this to his enemies when he enters the small area tiny version of Tiny-Huge Island.



** [[BigBoosHaunt Big Boo's Haunt]]. All of it. The entirety of the course is contained within a ''[[ExaggeratedTrope birdcage]]''.[[note]]Justified in that Mario/the character is actually shrunken down; you can see him shrinking when he's entering the cage.[[/note]]

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** [[BigBoosHaunt Big Boo's Haunt]]. All of it. The entirety of the course is contained within a ''[[ExaggeratedTrope birdcage]]''.[[note]]Justified in that Mario/the character Mario is actually shrunken down; you can see him shrinking when he's entering the cage.[[/note]]



* BossArenaIdiocy: Bowser's arena comes with regenerating bombs for you to toss him into. Tossing him out of the ring, however, only results in him leaping right back. In fact, he usually punishes you for doing it with a special move like tipping the arena, or sending shockwaves throughout the arena. He learns his lesson in the third battle, strategically collapsing the platforms so all the bombs are suspended in mid-air. You really have to know how to time your spin to land those hits. He is also noticeably buffed up, and it takes three hits instead of one to take him out.

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* BossArenaIdiocy: Bowser's arena comes with regenerating bombs for you to toss him into. Tossing him out of the ring, however, only results in him leaping right back. In fact, he usually punishes you for doing it with a special move like tipping the arena, or sending shockwaves throughout the arena. He learns his lesson in the third battle, strategically collapsing the platforms so all the bombs are suspended in mid-air. You really have to know how to time your spin to land those hits. He is also noticeably buffed up, and it takes three hits instead of one to take him out.



** The DS version replaced the camera movement controls with a simpler one-button camera adjustment which immediately brings the camera directly behind your character, similar to ''VideoGame/SuperMarioSunshine''. Of course, it took years of 3D game design experience for them to learn from their old mistakes.



* ChasingYourTail: Used in the first boss battle in the game against King Bob-omb as a FinalBossPreview, where you have to get behind the boss and pick him up for throwing. You have to perform this same technique on the large purple Bob-ombs that you meet when you reach the final third of the game. Played literally in the Bowser levels, where you have to grab Bowser's tail and swing him into a bomb.

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* ChasingYourTail: Used in the first boss battle in the game against King Bob-omb as a FinalBossPreview, where you have to get behind the boss and pick him up for throwing. You have to perform this same technique on the large purple Bob-ombs Chuckyas that you meet when you reach the final third of the game. Played literally in the Bowser levels, where you have to grab Bowser's tail and swing him into a bomb.



** Likewise, Tiny-Huge Island is basically a 3D Giant Land from ''Mario 3''.

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** Likewise, Tiny-Huge Island is basically a 3D Giant Land from ''Mario ''Super Mario Bros. 3''.



** The 8 Red Coins are a carry over from ''VideoGame/SuperMarioWorld2YoshisIsland''.
** The pillars that precede the final Bowser fight depict a battle between Mario and Bowser, using their sprites from [[VideoGame/SuperMarioBros1 the original]] ''Super Mario Bros''.

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** The 8 Red Coins are a carry carried over from ''VideoGame/SuperMarioWorld2YoshisIsland''.
** The pillars that precede the final Bowser fight depict a battle between Mario and Bowser, using their sprites from [[VideoGame/SuperMarioBros1 the original]] from
''Super Mario Bros''.



* CurbStompBattle: The Ice Bully if you exploit a GoodBadBug which makes you slide forward indefinitely, allowing you to [[{{Pun}} Whomp]] him without being knocked back.
* CuttingTheKnot: The games flexible nature allows you to beat many of the challenges without having to use the most obvious path or method. For example; in "Hazy Maze Cave", there is an entrance to a tunnel with a star that is activated by a switch nearby, which is located in water just shallow enough that Mario can't just step on it. The main solution is to acquire the Metal Cap so Mario will be heavy enough to press the switch, but a clever player can simply ground pound Mario onto it, which sends him down just deep enough to activate the switch.

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* CurbStompBattle: The Ice Bully if you exploit a GoodBadBug which makes you slide forward indefinitely, allowing you to [[{{Pun}} Whomp]] whomp]] him without being knocked back.
* CuttingTheKnot: The games game's flexible nature allows you to beat many of the challenges without having to use the most obvious path or method. For example; in "Hazy Maze Cave", there is an entrance to a tunnel with a star that is activated by a switch nearby, which is located in water just shallow enough that Mario can't just step on it. The main solution is to acquire the Metal Cap so Mario will be heavy enough to press the switch, but a clever player can simply ground pound Mario onto it, which sends him down just deep enough to activate the switch.



** Subverted when Mario loses his hat, as he has to either play the level again to get it back, or go to toad in the front lobby after getting another star, or he'll risk taking more damage from then on out. And don't bother resetting or turning off the game after beating a level without your hat--it won't come back that way.
* DerivativeDifferentiation: The fact that the game's collect-a-thon mechanics [[FollowTheLeader were often cloned by later games]] tended to turn down players, so clones eventually started to to take different approaches as early as the latter days of the 5th console generation, even when later 3D Mario games following ''Super Mario 64'' stuck to that formula.

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** Subverted when Mario loses his hat, as he has to either play the level again to get it back, or go to toad in the front lobby after getting another star, or he'll risk taking more damage from then on out. And don't bother resetting or turning off the game after beating a level without your hat--it hat-- it won't come back that way.
* DerivativeDifferentiation: The fact that the game's collect-a-thon mechanics [[FollowTheLeader were often cloned by later games]] tended to turn down players, so clones eventually started to to take different approaches as early as the latter days of the 5th console generation, even when later 3D Mario games following ''Super Mario 64'' stuck to that formula.



** If you glitch your way to the top of the castle without collecting all 120 stars to open the cannon, Yoshi won't be there to give you 100 lives.

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** If Possibly unintentional, if you glitch your way to the top of the castle without collecting all 120 stars to open the cannon, Yoshi won't be there to give you 100 lives.



** Whomp's Fortress, the first star is at the top of the mountain. There is an owl, named Hoot, at the start when you select stars 2 through 6 or 7 (depending on the version). In order to prevent you from getting Star 1 by using the owl to fly up to the mountain, it only appears when you select that specific star from the menu.

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** Whomp's Fortress, the first star is at the top of the mountain. There is an owl, named Hoot, at the start when you select stars 2 through 6 or 7 (depending on the version).6. In order to prevent you from getting Star 1 by using the owl to fly up to the mountain, it only appears when you select that specific star from the menu.



** Strangely, the other racer in the game, Koopa the Quick, will only call you a cheater if you try to use cannons during the race. As far as he's concerned, using warp zones is considered fair.

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** Strangely, the other racer in the game, Koopa the Quick, will only call you a cheater if you try to use cannons during the race. As far as he's concerned, using warp zones is considered fair.fair (or maybe he just can't see you teleport).



** In Dire Dire Docks, if you use the Vanish Cap and get stuck behind the metal wire above water, you can simply walk out of it (but not back in) normally.

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** In Also possibly unintentional, in Dire Dire Docks, if you use the Vanish Cap and get stuck behind the metal wire above water, you can simply walk out of it (but not back in) normally.



** Jumping at the edge of any body of water (including the basement) will sometimes cause a fish to jump out of the water. This doesn't work in DS.

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** Jumping at the edge of any body of water (including the basement) will sometimes cause a fish to jump out of the water. This doesn't work in DS.



** The levels all have a definite end; for instance, ShiftingSandLand is actually an island floating above the Egyptian desert (Hence the distant pyramids, sadly removed in the DS version), and Outside the Birdcage in BigBoosHaunt.

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** The levels all have a definite end; for instance, ShiftingSandLand is actually an island floating above the Egyptian desert (Hence the distant pyramids, sadly removed in the DS version), pyramids), and Outside the Birdcage in BigBoosHaunt.



** It's also the TropeCodifier for the "collectathon" game. The British game developer {{Rare}} would later embrace this to massive levels, as seen in ''VideoGame/BanjoKazooie'' and ''VideoGame/DonkeyKong64''.

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** It's also the TropeCodifier for the "collectathon" "collect-a-thon" game. The British game developer {{Rare}} would later embrace this to massive levels, as seen in ''VideoGame/BanjoKazooie'' and ''VideoGame/DonkeyKong64''.



* InUniverseCamera: The Lakitu Bros., controlled with the C buttons. But in the original 1996 version, this [[{{Pun}} Cameras Crew created a Camera Screw]].

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* InUniverseCamera: The Lakitu Bros., controlled with the C buttons. But in the original 1996 version, this This [[{{Pun}} Cameras Crew created a Camera Screw]].



** Riding a Koopa Shell will also make you invincible, even protecting you from high falls. It's only weakness is walls--bopping face first into any, no matter what speed you're going, will destroy it (but riding ''alongside'' a wall, such as the narrow wooden ledge in Tiny-Huge Island, will be OK if you move slowly and carefully).

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** Riding a Koopa Shell will also make you invincible, even protecting you from high falls. It's only weakness is walls--bopping walls-- bopping face first into any, no matter what speed you're going, will destroy it (but riding ''alongside'' a wall, such as the narrow wooden ledge in Tiny-Huge Island, will be OK if you move slowly and carefully).



** Mario's entire motivation for coming to the castle in the first place. Since it gets him captured in the DS remake, the whole thing may have been a trap...

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** Mario's entire motivation for coming to the castle in the first place. Since it gets him captured in the DS remake, the whole thing may have been a trap...



* ItsTheJourneyThatCounts: The way Mario pauses and looks up at the sky in the end [[spoiler:before going back into the castle with Peach and the Mushroom Retainers]] seems to imply this.
* ItsUpToYou: Averted quite nicely. The Mushroom Retainers who were trapped within the castle actually searched for Power Stars, and if one of them has a Power Star, they happily give it to Mario.
* JumpPhysics: The game takes the original Mario jump physics and logically transitions them into the third dimension--Mario can still do his standard jump and hold his momentum as he moves in air or lands on the ground (allowing him to wall jump and do flips, in addition to his triple jump) and you still have some control of his movement as he's in mid-air. Curiously, Mario has a startling amount of control over his Long Jump, allowing him to keep going backwards without losing momentum if he uses it over and over (which in turn allows the famous "Backwards Long Jump" glitch to work). Mario takes fall damage when he falls from a certain height now, but you can negate the damaging momentum by doing a ground pound in mid-air (although this sacrifices whatever air control you had at the moment).

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* ItsTheJourneyThatCounts: The way Mario pauses and looks up at the sky in the end [[spoiler:before going back into the castle with Peach and the Mushroom Retainers]] 2 Toads]] seems to imply this.
* ItsUpToYou: Averted quite nicely. The Mushroom Retainers Toads who were trapped within the castle actually searched for Power Stars, and if one of them has a Power Star, they happily give it to Mario.
* JumpPhysics: The game takes the original Mario jump physics and logically transitions them into the third dimension--Mario dimension-- Mario can still do his standard jump and hold his momentum as he moves in air or lands on the ground (allowing him to wall jump and do flips, in addition to his triple jump) and you still have some control of his movement as he's in mid-air. Curiously, Mario has a startling amount of control over his Long Jump, allowing him to keep going backwards without losing momentum if he uses it over and over (which in turn allows the famous "Backwards Long Jump" glitch to work). Mario takes fall damage when he falls from a certain height now, but you can negate the damaging momentum by doing a ground pound in mid-air (although this sacrifices whatever air control you had at the moment).



* LawOfOneHundred: Grabbing 100 coins nets you a Star! Also, after collecting one of the six main stars, an extra life is awarded for every fifty coins collected.

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* LawOfOneHundred: Grabbing 100 coins nets you a Star! Also, after collecting one of the six main stars, an extra life is awarded for every fifty 50, 100, and 150 coins collected.



* LimitedSpecialCollectorsUltimateEdition: The original N64 game was re-released with Rumble Pak support... [[NoExportForYou in Japan only]].

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* LimitedSpecialCollectorsUltimateEdition: The original N64 game was Was re-released with Rumble Pak support... [[NoExportForYou in Japan only]].



* MacroZone: The Huge half of Tiny-Huge Island.

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* MacroZone: The Huge half version of Tiny-Huge Island.



* MarathonLevel: "Tick Tock Clock" and "Rainbow Ride" are the longest levels in the entire game--the former for just how tall and elaborate it is, the latter because it has three long branching routes that command precision platforming, and your main means of getting around are using very sluggish flying carpets.

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* MarathonLevel: "Tick Tock Clock" and "Rainbow Ride" are the longest levels in the entire game--the game-- the former for just how tall and elaborate it is, the latter because it has three long branching routes that command precision platforming, and your main means of getting around are using very sluggish flying carpets.



* MercurysWings: Mario's wing cap, which allows him to fly. It also allows him to slow his descent during a fall if you aren't flying.

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* MercurysWings: Mario's wing cap, which allows him to fly. It also allows him to slow his descent during a fall if you aren't flying.hold A.



** {{Subverted|Trope}} in that you ''have to'' combine the Metal Cap and the Invisible Cap. Though, this doesn't apply to the DS version.
** You ''can'' also combine the Flight Cap and Koopa Shell (which allows you to glide to the Bom-Omb Battlefield island), but not the other way around--the Item Blocks won't pop open if you're riding a shell.

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** {{Subverted|Trope}} in that you ''have to'' combine the Metal Cap and the Invisible Cap. Though, this doesn't apply to the DS version.
Cap.
** You ''can'' also combine the Flight Wing Cap and Koopa Shell (which allows you to glide to the Bom-Omb Battlefield island), but not the other way around--the Item Blocks won't pop open if you're riding a shell.



** Also, from ''Super Mario 64 DS'': "Eee hee hee! You can never really kill a ghost! We always come back! See you again. Eee hee hee!"



* OpeningTheSandbox: The more [[MacGuffin Power Stars]] you obtain, the more levels you can access.
* OrdinaryDrowningSkills: The first game in the Mario franchise to avert SuperNotDrowningSkills without [[SuperDrowningSkills inverting it]]. Mario gradually loses health underwater, and to keep from dying, you either need to surface periodically or replenish your life meter with coins or [[OxygenatedUnderwaterBubbles air bubbles]]. Future 3D Mario games would handle this in a similar fashion, though they have a separate air meter -- there are no separate air and health meters in this game, with air and health using the same meter. Thus, you can heal yourself by diving into water and surfacing. Don't try this in Snowman's Land, though; the water you can swim in by the ice jet will in fact hurt you even if your head is above the water (and will sap your health twice as fast at that), and the water below the bully's platform is in fact so cold, falling into it is the same as falling into lava in Lethal Lava Land and Bowser In The Fire Sea.

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* OpeningTheSandbox: The more [[MacGuffin [[PlotCoupon Power Stars]] you obtain, the more levels you can access.
* OrdinaryDrowningSkills: The first game in the Mario franchise to avert SuperNotDrowningSkills without [[SuperDrowningSkills inverting it]]. Mario gradually loses health underwater, and to keep from dying, you either need to surface periodically or replenish your life meter with coins or [[OxygenatedUnderwaterBubbles air bubbles]]. Future 3D Mario games would handle this in a similar fashion, though they have a separate air meter -- there are no separate air and health meters in this game, with air and health using the same meter. Thus, you can heal yourself by diving into water and surfacing. Don't try this in Snowman's Land, though; the water you can swim in by the ice jet will in fact hurt you even if your head is above the water (and will sap your health twice as fast at that), and the water below the bully's platform is in fact so cold, falling into it is the same as falling into lava in Lethal Lava Land and Bowser In The Fire Sea.lava.



** Zigzagged with the final bonus power--at the end of the game, when you get all 120 stars and launch yourself up to the castle, you'll find Yoshi, who congratulates you, give you 100 free lives, and then adds a slight bounce and twinkle to the triple jump. The extra lives are superflous since you've already beaten the entire game, but the upgraded triple jump ''does'' protect you from high falls.

to:

** Zigzagged with the final bonus power--at power-- at the end of the game, when you get all 120 stars and [[spoiler:[[and launch yourself up to the castle, you'll find Yoshi, who congratulates you, give you 100 free lives, and then adds a slight bounce and twinkle to the triple jump. The extra lives are superflous since you've already beaten the entire game, but the upgraded triple jump ''does'' protect you from high falls.]]]]



* QuicksandSucks: It does so at different rates in Shifting Sand Land, ranging from very slowly to instant death. Which one you get depends on where it is (the swirling sand pits pull you down at a medium speed unless you venture into the center, which you kill you immediately; there's also some different colored sand in certain parts of the level and the sand in the pyramid is slow; the quicksand around the border of the course, surrounding the pyramid, and under the metal block maze is instantly fatal and has to be treated as a bottomless pit.)

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* QuicksandSucks: It does so at different rates in Shifting Sand Land, ranging from very slowly to instant death. Which one you get depends on where it is (the swirling sand pits pull you down at a medium speed unless you venture into the center, which you kill kills you immediately; there's also some different colored sand in certain parts of the level and the sand in the pyramid is slow; the quicksand around the border of the course, surrounding the pyramid, and under the metal block maze is instantly fatal and has to be treated as a bottomless pit.)



* RegionalBonus: A very subtle example, but when the game was released outside of Japan, new voice clips and sound effects were added in, including a voice-over by Peach in the opening sequence and a more menacing sound for Chain Chomp. All of these small additions (except for when Mario says "So long-a Bowser!" when he throws him far) would eventually be re-added into a Japan-exclusive re-release with rumble support.

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* RegionalBonus: A very subtle example, but when the game was released outside of Japan, new voice clips and sound effects were added in, including a voice-over by Peach in the opening sequence and a more menacing sound for Chain Chomp. All of these small additions (except for when Mario says "So long-a long-eh Bowser!" when he throws him far) would eventually be re-added into a Japan-exclusive re-release with rumble support.



-->'''Mario''': HOT-HOT-HOT-HOT-HOT-HOT-HOOOOOOOT!



* SlidingScaleOfRealisticVersusFantastic: Mario 64 falls square on the Fantastic end of the scale. The game doesn't even ''try'' to be realistic in either design, tone or physics, although the game does have a few internal rules in order to be playable. Friend and foe alike are bizarre and abstract in design. The entire castle has entire worlds resting inside of magic paintings or in hidden passages, and they too have odd, impossible elements of fantasy, such as floating islands or pipes that can make a world grow or shrink in a second. Killing an enemy just leaves behind a coin in their place. Mario can survive insanely high falls, and the most it does is take away half his health, and he can find hats that briefly make him fly, turn to metal or invisible (and in one part of the game, you can combine the latter two to do ''both''). A Thwomp or other giant block will just squash Mario like a pancake and take away a snip of his health. Swimming in water refills your health. Lava just burns Mario's butt and launches him high into the air. Mario losing all of his health just sends him flying out of a painting and instantly heals him upon throwing him out (at the cost of a 1-up). This, of course, is all what makes the game so much fun.

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* SlidingScaleOfRealisticVersusFantastic: Mario 64 falls square on the Fantastic end of the scale. The game doesn't even ''try'' to be realistic in either design, tone or physics, although the game does have a few internal rules in order to be playable. Friend and foe alike are bizarre and abstract in design. The entire castle has entire worlds resting inside of magic paintings or in hidden passages, and they too have odd, impossible elements of fantasy, such as floating islands or pipes that can make a world grow or shrink in a second. Killing an enemy just leaves behind a coin in their place. Mario can survive insanely high falls, and the most it does is take away half his health, and he can find hats that briefly make him fly, turn to metal or invisible (and in one part of the game, you can combine the latter two to do ''both''). A Thwomp or other giant block will just squash Mario like a pancake and take away a snip of his health. Swimming Surfacing in water refills your health. Lava just burns Mario's butt and launches him high into the air. Mario losing all of his health just sends him flying out of a painting and instantly heals him upon throwing him out (at the cost of a 1-up). This, of course, is all what makes the game so much fun.



* StockNessMonster: In the bottom lake of Hazy Maze Cave, there is a Loch Ness Monster like creature called Dorrie. Fortunately, Dorrie is quite friendly and is more than willing to help Mario get onto the nearby ledges.

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* StockNessMonster: In the bottom lake of Hazy Maze Cave, there is a Loch Ness Monster like Monster-like creature called Dorrie. Fortunately, Dorrie is quite friendly and is more than willing to help Mario get onto the nearby ledges.



* TechnicolorToxin: [[DeadlyGas The haze]] in the Hazy Maze Cave is bright yellow. (And purple in the remake.)

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* TechnicolorToxin: [[DeadlyGas The haze]] in the Hazy Maze Cave is bright yellow. (And purple in the remake.)



** There's only one vulture, named Klepto, in the game, and he steals your hat. {{Averted|Trope}} in DS, where one can be found in Sunshine Isles and Tiny-Huge Island.

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** There's only one vulture, named Klepto, in the game, and he steals your hat. {{Averted|Trope}} in DS, where one can be found in Sunshine Isles and Tiny-Huge Island.



** There's only one Chain Chomp, found in Bob-Omb Battlefield. {{Averted|Trope}} in DS, where one can be found in one of the Vs. Mode stages.
** There's only one Eel, named Unagi, found in Jolly Roger Bay.

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** There's only one Chain Chomp, found in Bob-Omb Battlefield. {{Averted|Trope}} in DS, where one can be found in one of the Vs. Mode stages.
Battlefield.
** There's only one Eel, eel, named Unagi, found in Jolly Roger Bay.



%%* VideoGame3DLeap



** Despite what youd initially think, it is possible (but difficult) to get the underwater Jet Stream Power Stars without the aid of the Metal Cap, and the method is swimming directly on the side of the jet foam.

to:

** Despite what youd you'd initially think, it is possible (but difficult) to get the underwater Jet Stream Power Stars without the aid of the Metal Cap, and the method is swimming directly on the side of the jet foam.
20th Oct '16 11:48:16 AM sally_mustang
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** All though if you have 70 stars, Only Mario would have an easy access to ''Bowser in the Sky'', While Yoshi, Luigi, and Wario will still have the looping staircase. They could do a series of backward long jumps to scale the ''infinite'' staircase without any problems.
20th Oct '16 3:01:23 AM Waddle
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* FollowTheLeader: Aside from the very broad influence of its 3D control scheme, ''Super Mario 64'' also had a more specific influence in the creation of games like ''VideoGame/DonkeyKong64'' and 'VideoGame/BanjoKazooie'', which used the same "explore overworld, enter level, [[PlotCoupon collect Plot Coupons, use Plot Coupons]] to open more levels" formula as this game.



** There are entire YouTube channels dedicated to beating the game without using the A button, and it's known as the ABC (A Button Challenge). The most famous person of this group is [[https://www.youtube.com/user/pannenkoek2012]] pannenkoek2012]]. Some of the solutions are exceptionally elaborate, taking advantage of everything from cloning glitches to parallel universes to collecting stars for the sole purpose of a convenient height boost.

to:

** There are entire YouTube Website/YouTube channels dedicated to beating the game without using the A button, and it's known as the ABC (A Button Challenge). The most famous person of this group is [[https://www.youtube.com/user/pannenkoek2012]] com/user/pannenkoek2012 pannenkoek2012]]. Some of the solutions are exceptionally elaborate, taking advantage of everything from cloning glitches to parallel universes to collecting stars for the sole purpose of a convenient height boost.
18th Oct '16 11:45:13 AM 8BrickMario
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** There's only one Chain Chomp, found in Bob-Omb Battlefield. {{Averted|Trope}} in DS, where one can be found in Battle Fort as well as one of the Vs. Mode stages.

to:

** There's only one Chain Chomp, found in Bob-Omb Battlefield. {{Averted|Trope}} in DS, where one can be found in Battle Fort as well as one of the Vs. Mode stages.
18th Oct '16 11:22:12 AM 8BrickMario
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Added DiffLines:

* ForcedPerspective: The room where Tiny-Huge Island can be accessed has three hallways with the Goomba painting at the end of each. Looking down into the hallways, one would think they're identical, however, only the front hallway is normal-sized (and its painting cannot be entered), with the left only being a few steps long and its small painting taking you to the tiny version of the level, and the right hallway being several long-jumps in length, with a gigantic painting taking you to the huge version.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SuperMario64