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6[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_mario_64.png]]
7[[caption-width-right:350:''It's-a me, Mario!'']]
8->''Dear Mario:\
9Please come to the\
10castle. I've baked\
11a cake for you.\
12Yours truly—\
13Princess Toadstool \
14Peach''
15
16Princess Toadstool, [[DubNameChange er,]] Peach has invited Mario to come to the castle, having told him that [[IWasToldThereWouldBeCake there would be cake]]. However, when Mario gets to the castle, he is instead greeted by Bowser, who has once again kidnapped Peach. He has also stolen the castle's 120 [[PlotCoupon Power Stars]] and hid them inside paintings around the castle that are portals to other worlds, kickstarting Mario's quest to stop that from happening.
17
18[[OlderThanTheyThink Though not the first 3-D platformer,]] ''Super Mario 64'', released in 1996 for the Platform/Nintendo64 (Japan on June 23, September 29 for North America, and March 1, 1997 in the PAL region), is heralded as one giant leap from 2-D gaming to 3-D gaming, and its influence on the platforming genre -- from the greatly fleshed out [[HubLevel Hub World]] to its nonlinear gameplay -- has been felt ever since (leading to the creation of the CollectAThonPlatformer SubGenre). Notably for the ''Super Mario Bros.'' series, this game places a heavier emphasis on exploration and puzzle-solving than most games in the series.
19
20''Super Mario 64'' is notable for being the last finished game directed by series creator Creator/ShigeruMiyamoto. Miyamoto was also tapped to direct a sequel to the game, but an incredibly long period of DevelopmentHell burned him out from the position, and after the title was cancelled, he quietly stepped down from the director's chair for good. Today, he mainly serves as a producer and advisor at most, not just for ''Mario'', but for Nintendo as a whole, generally leaving the directorial reins to various other members of Nintendo's staff. Miyamoto's involvement with ''Mario'' in particular would decline over time, passing the torch to fellow developers Creator/YoshiakiKoizumi and Koichi Hayashida. By ''VideoGame/SuperMarioOdyssey'', he would primarily act as more of a figurehead for the franchise than an actual creative guide.
21
22The game was re-released in 1998 as a charter member of the N64 Player's Choice Million Seller Club, along with ''VideoGame/MarioKart64'', ''[[VideoGame/WaveRace Wave Race 64]]'', ''VideoGame/StarFox64'', ''Franchise/StarWars: VideoGame/ShadowsOfTheEmpire'', ''VideoGame/CruisnUSA'', and ''[[VideoGame/{{Turok}} Turok: Dinosaur Hunter]]''. Along with ''Mario Kart 64'', it would be re-released again a year and a half later, alongside Player's Choice newcomer ''[[VideoGame/{{Turok}} Turok 2: Seeds of Evil]]''.
23
24''Super Mario 64'' was later brought back to usher in Nintendo's first ''portable'' 3D system as ''Super Mario 64 DS'' in November 2004 (December 2004 in Japan; February/March 2005 in the PAL region). This version brings the total star count up to 150 from the original game's 120, shifts some of the original stars around (while removing others[[note]]Specifically replacing those stars which were simply placed at a point in the level with no further context.[[/note]]), adds a few new levels and bosses, includes multiplayer, and has three additional playable characters (Yoshi, Luigi, and Wario). In September 2020 the original Nintendo 64 version would get an UpdatedRerelease on UsefulNotes/NintendoSwitch as a part of ''[[CompilationRerelease Super Mario 3D All-Stars]]'' as part of the [[MilestoneCelebration 35th anniversary]] of ''Franchise/SuperMarioBros''
25----
26
27!!''Super Mario 64'' provides examples of:
28
29[[foldercontrol]]
30
31[[folder: '' Super Mario 64 ''(1996)]]
32
33* FifteenPuzzle: Such a puzzle appears in the LethalLavaLand course. It solves and scrambles itself, though. Whenever it reaches the solution, coins pop out of all the panels. The puzzle is the only thing standing between Mario and hot molten lava, so the moving vacancy acts as a mobile hazard.
34* OneHundredPercentCompletion:
35** Getting all 120 stars opens the cannon in the courtyard, which lets you get on top of the castle and talk to Yoshi, who gives you 100 lives, alters your triple jump (which make you immune to fall damage) and super-sizes the penguin you race on Cool Cool Mountain.
36** Since Yoshi is an AscendedExtra in the DS version, 3 1-Ups and one of Luigi's rabbits can be found up there instead, and Luigi's jumping ability essentially negates any benefit an enhanced triple jump would have as a reward, so that feature is absent as well.
37* AbandonedMine: Hazy Maze Cave appears to be set in one. A small section of the course is even called that.
38* AbsurdlyLongStairway: There's a looping staircase leading to the final stage, with accompanying music that keeps going up as you did. You can climb it forever if you don't have enough stars, but the staircase itself is not actually very big. (The game accomplishes this by seamlessly warping Mario back down a few steps when passing a certain point[[note]]This is made clearer by the map screen in the DS remake showing the character icon resetting back on the map[[/note]] - meaning the bottom of the stairs is always right behind you; however, going fast enough via a series of backward long jumps can scale the "infinite" staircase without any problems so long as you bypass the invisible zone.)
39* AbsurdlyShortLevel:
40** All three of the Cap courses are very short levels, the Tower of the Wing Cap in particular, as it only consists of a large platform and coins floating in the air, which can be collected for a star in mere seconds by a reasonably skilled player.
41** The Secret Slide level is very short, basically being a straight line to a Power Star. In fact, the game subtly encourages a player to finish it as quickly as possible, as doing so will earn the player a secret second star.
42** The aquarium sub-level in the room housing Jolly Roger Bay's painting is likewise very brief, only consisting of a very small course where you just swim for 8 red coins.
43* ActionBomb: Upon running near the Bob-ombs or picking them up, their fuse goes off and you have a limited time before they blow up.
44* AddedAlliterativeAppeal:
45** Bob-omb Battlefield; Dire, Dire Docks; Lethal Lava Land; Rainbow Ride; Shifting Sand Land.
46** This applies to all the level names in the German-language version of the game; examples include Atlantis Aquaria (Wet-Dry World) and Piratenbucht Panik (Jolly Roger Bay). Therefore, some of them sound very weird to outright nonsensical, like Bibberberg Bob (Shivering Mountain Bob), Frostbeulen Frust (Frostbite Frustration), Fliegenpilz Fiasko (Fly Agaric Mess) or Wobiwaba WĂĽste (Wobiwaba Desert; the first word doesn't mean anything).
47* AirAidedAcrobatics: Various levels in the game (but Tiny-Huge Island most notably) have a number of updrafts that spontaneously activate when you're over them, which will allow you to make a jump or, perhaps, save your life from a {{Bottomless Pit|s}}.
48* AlternateAlbumCover: The Japanese release of the soundtrack album depicts the game's Japanese box art, with some of the accompanying logos changed to reflect the fact that it's a music CD rather than a Platform/Nintendo64 cartridge. The US release of the soundtrack, meanwhile, depicts renders of Mario posing, punching, kicking, and swinging Bowser around. Furthermore, the German release repurposes a render depicting Metal Mario standing in Hazy Maze Cave.
49* AmericanKirbyIsHardcore:
50** The Japanese cartridge label looks rather pleasant and friendly, with Wing Mario flying towards you. The international cartridge label, on the other hand, features more action-oriented artwork depicting Mario dodging Bowser's fire breath.
51** In the Japanese version, the painting for Jolly Roger Bay is depicted as underwater with bubbles. The international release replace the bubbles with a haunting sunken ship.
52** The Japanese version has six AttractMode demos that showcase Mario platforming around the various locales the player can visit on their adventure. In the international version, a seventh demo is added that precedes all the prior ones, showing Mario's first fight against Bowser in the Dark World.
53* AncientTomb: The pyramid in Shifting Sand Land has a tomb that is home to the level's boss, Eyerok.
54* {{Antepiece}}:
55** The Princess's Secret Slide is the first of no less than three slides in the game, the other two on Cool, Cool Mountain and Tall Tall Mountain, and has numerous safety-features to train the player for later.
56*** The Princess's slide offers the first of over a dozen secret stars, indicating that there are other in the castle outside of the main levels.
57*** The first slide has guard-rails that allow the player time to get used to sliding before presenting them with an unguarded series of terraces to see if they can stay in the center without falling off. The latter two slides in the game have no guard-rails and lots of sharp turns, while the Princess's slide only has one.
58*** The first slide features the first BottomlessPits in the game, but if Mario falls in during the middle stretch, the game won't cost you a life but just send you back to the HubLevel (most secret star courses have this feature). Falling into bottomless pits in later levels and the other two slides ''will'' kill you, however.
59*** The first slide encourages repeat attempts both by offering easy {{One Up}}s[[note]]One is in the middle of the course that the player must race to catch and a second is given if the player collects fifty coins before obtaining a star[[/note]] and by challenging you to reach the end in under twenty-one seconds for a second secret star. All that practice at high-speed sliding will doubtless come in handy later when the Cool, Cool Mountain slide requires Mario to race against the Big Penguin.
60** 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 the former doesn't penalize you for failing. Likewise, the Cavern of the Metal Cap and Vanish Cap Under The Moat missions are set in environments where you can freely test the abilities of the Metal Cap and Vanish Cap, since going out of the cavern or falling out of the level in both won't penalize you either.
61** The game prepares you for the FinalBoss from the start of the first level.
62*** Players who experiment with punching and kicking may first try them on the near harmless Goombas and have them PunchedAcrossTheRoom, but trying to punch a Bob-Omb will instead result in Mario picking it up, and he must throw it to get rid of it. As it happens, "pick up and throw" is also how to defeat [[KingMook the Big Bob-Omb]], WarmUpBoss of Bob-omb Battlefield.
63*** When thrown enough times, the Big Bob-omb admits defeat and hints Bowser must be fought the same way by describing Mario, "[taking] King Bowser by the tail," a hint Bowser reinforces at the start of his own battle. Picking up and throwing Bowser is more elaborate, however, since Mario must build up momentum by spinning him.
64*** King Bob-omb must be thrown at a specific target: the arena itself; throwing him out of bounds will just cause him to jump back in. Bowser likewise must not be thrown out of bounds, but at a specific target: the bombs surrounding the arena.
65*** Bowser's first BossBattle features a stable arena with lots of room and only a few attacks. His second and final battles feature more dangerous attack patterns and a deadlier arena--the arena of the FinalBoss in particular starts collapsing after two successful throws, forcing Mario to make a desperate third and final throw from a disadvantaged position.
66*** The Big Bob-omb must be picked up from behind and thrown three times, the first example of (most) bosses being defeated three times. Bowser's first two battles only require him to be damaged once, allowing the player to get used to the general mechanics of the fight and to do it again under pressure, before requiring a full three hits for the FinalBoss.
67** Whomp's Fortress has three of these:
68*** First, a series of moving walls (Bomps) that just push you off the first ledge of the level's main route and onto the nearby ground, which is a warmup for the moving platforms above a bottomless pit straight ahead.
69*** Just after that, you'll find a small bridge that collapses as soon as you run across it, positioned at a height that isn't particularly dangerous for Mario (and getting back up there to retry takes merely seconds). It's a low-risk challenge on its own that you can skip via a thin ledge nearby, but it preps you for a similar collapsing bridge in Big Boo's Haunt, which is even smaller, locked in a tricky camera angle, and on top of that, sends you straight into the basement if you fall off it, forcing you to backtrack all the way back upstairs.
70*** Finally, you encounter Whomps shortly before you fight the Whomp King, which show his attack pattern, although they are much smaller and easier to dodge than him, and only take one hit to kill.
71** There are a couple of races the game prepares the player for by having them get to the goal in advance of the race.
72*** The player must have already reached the top of the mountain in Bob-omb Battlefield to get the first star before they can challenge Koopa the Quick to race there for the second. Racing Koopa the Quick in the comparatively mild region of Bob-omb Battlefield also anticipates the rematch on the deadlier Tiny-Huge Island against a much faster Koopa.
73*** Cool, Cool Mountain's first star is earned by reaching the end of the slide, which gives the player some practice for the third star, which is earned by Mario beating the Big Penguin in a race down the same slide. It even offers an easy-mode for players unprepared for all the sharp turns, with a secret tunnel (indicated by coins) that offers a quick way to the end and a free OneUp for extra tries. There's an even more challenging version available after getting all the stars in the game--the Big Penguin (now an [[{{Acrofatic}} even bigger]] Penguin) will challenge Mario to a race as the PostFinalBoss.
74** Lethal Lava Land introduces the Bully species, gruff little balls of horned fury who can't actually harm you when they charge you and knock you around, but they ''can'' knock you into the deadly lava (which, incidentally, is [[HoistByTheirOwnPetard the only thing that will kill them]]). Mario will find a large number of them across the level before he can fight their KingMook, the Big Bully, for the first star. To get the second star, Mario must seek out a group of three bullies hanging out on the far side of the level and defeat both them and the Big Bully that follows all together. Later in the game, Snowman's Land hosts the Chill Bully, an UndergroundMonkey KingMook of the species which must be fought on its own platform of slippery ice suspended over a pool of frigid water that's just as painful as the lava.
75* AntiFrustrationFeatures: Given it was one of the earliest 3D games, and thus had to accommodate newcomers not familiar with its then-revolutionary mechanics, the game has a very relaxed learning curve, and quite a few generous features to make the game fairly easy and accessible for players;
76** The players are allowed to progress through the game at their own pace and go after most of a level's stars in any desired order, if one particular star is proving too difficult to get in a level. Because a few of the game's stars are tricky or [[GuideDangIt just plain cryptic to find]], the game allows you beat it with just 70 minimum, with the other 50 being completely optional. The game occasionally gives you hints about stars or the existence of the magic caps.
77** The castle hub world (and some of the levels) are generously filled with tutorial signs, which 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.
78** As long as you're not moving, airborne, or swimming in a level, the game will allow you to pause and quit back to the hub. Some parts of the game (namely, the secret areas of the castle) won't cost you a life if you lose at them.
79** Certain levels' sub-areas that are troublesome to reach can be re-accessed immediately if you happen to die in them. Entering back into the same level portal will start you already inside the sublevel, saving you from having to re-enter the area by going through the outside sections of the levels first. This includes the volcano in Lethal Lava Land, the pyramid in Dry Dry Desert, the slide in Tall Tall Mountain and all Bowser fights (where you respawn in front of the arena entry).
80** In the case of the final Bowser fight, there is a 1-Up located in the area just outside the entry pipe (albeit the 1-Up is hidden behind a pillar), which will respawn if you die to Bowser and then enter the level again. This ensures that, as long as you keep collecting the 1-Up, you'll never game over at the final boss fight, as you always regain the life you just lost.
81** If you collect a 100-coin star in any level, grabbing it will not send you out of the level, and it will allow you to save your progress on the spot, retaining the star even if you die soon afterward.
82** The game teleports you out of a level as soon as you grab any other star and refills your health, including with stars you'd already gotten previously. This allows players a chance to quickly access another star or reset the level without dying for a shot at a specific challenge that they messed up on, such as the aforementioned 100 coin challenge.
83** 1-Ups in the game are plentiful and easy to acquire, such as the hidden 1-Ups on the castle grounds which reset each time you go inside the castle, or the fact that getting 50, 100, or 150 coins in both a normal or secret level (e.g., the slide) will always get you an extra life upon beating it.
84** The number of easily-accessible 1-Ups in a level seems proportional to its difficulty. Tall Tall Mountain, for example, which is surrounded on all sides by a bottomless pit, has one right behind Mario's entry point, and Tiny-Huge Island, which has a similar design and several tricky platforming sections, has 1-Ups right by the start of both the Tiny and the Huge sides. Since you'll likely be losing a ''lot'' of lives on these levels, the 1-Ups help keep the number stable.
85** Any reasonably deep body of water in the game, be it the lake of Jolly Roger Bay or the small pool at the top of the big Tiny-Huge Island, will quickly refill your health if Mario jumps in and stays at the surface – this is a consequence of the underwater air and health meters being the same. Coins, which are extremely plentiful, will also refill your health, as do the occasional floating heart, which refills your health if you run through it quickly enough.
86** 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). The Wing Cap will protect you from fall damage if you're in flight, and even if you aren't, you can hold the A button to flap its wings, which will slow down your fall enough to protect Mario.
87** The Bully enemies need to be knocked into lava to be killed, spitting out a coin. To keep you from having to lava dive each time this happens, the coin is programmed to spit out and arc toward you. So long as you're not too high up (which can be a problem in the volcano in Lethal Lava Land), the coin will almost always land safely on a platform for you to collect.
88** If you happen to collect a Star that isn't above solid ground (i.e. a 100-coin star spawned after collecting some midair coins), it'll seem like you fall to your death and can't complete the collection animation by landing. However, the Star will be counted and you won't have to go through the trouble again.
89** The draw distance for Red Coins is ''much'' farther than normal coins, allowing the player to spot them from a distance.
90** Mario normally needs to be running to execute a triple jump. Since the Wing Cap requires that you do a triple jump to fly, however, wearing it lets you triple jump from a standstill so you can more carefully aim your flight.
91* ArmlessBiped: MIPS The Rabbit has no arms or paws, only two big feet. The DS remake redesigns the rabbit(s) so they now have paws.
92* ArtifactTitle: This is the first mainline ''Super Mario'' game to not feature the Mushrooms that caused Mario to grow in size, which is why all its predecessors on NES, SNES and GB used the ''Super Mario'' moniker in their names. Presumably, it was just kept for consistency purposes as well as RuleOfCool. [[note]]He would regain that ability ten years later in ''VideoGame/NewSuperMarioBros1'', making the name make sense again.[[/note]]
93* ArtificialStupidity: It's possible to trick Yoshi's AI into making him walk off the castle roof, as proven [[https://www.youtube.com/watch?v=3UDDdbXaGx0&t=175s here]] by pannenkoek2012. On occasion, Goombas and Bob-ombs will walk or run off a cliff to their deaths, be it from chasing Mario or their own volition.
94* ArtisticLicenseGeology: The dry ocean cave in Jolly Roger Bay would be impossible in real life due to the way sunken caves work.
95* ArtisticLicensePhysics:
96** Mario must have incredible upper body strength, because even in mid fall, he can spit in the face of inertia by triggering a ground pound, which ''completely halts his momentum'', and negates any damage he would have received from the fall.
97** When sliding, Mario can lean forward to speed up and lie back to slow down. It would work the opposite way in real life.
98* AWinnerIsYou: Your reward for getting all 120 stars? A thank you from the Mario 64 team and a few booby prize power ups. The ending is also completely unchanged aside from Bowser's last words being different.
99* AttackOfThe50FootWhatever: Mario becomes this to his enemies when he enters the tiny version of Tiny-Huge Island.
100* {{Backtracking}}: The game is designed so [[DownplayedTrope you rarely have to do this]], as the majority of the worlds can be completed in one go if you know what you're doing. The only bits that force you to backtrack to a previous level are stars that need the Cap Blocks activated to get them (you can acquire all three of them very early into the game, and even some of those challenges can be beaten without them), or any Castle Secret Stars that a novice player could miss like the three Toad stars or the two stars you get from MIPS.
101* BadassNormal: Aside from the Caps, Mario is armed only with his acrobatic skills (and a couple improbable ones like the Ground Pound) in worlds filled with many hostile, magical creatures.
102* BattleThemeMusic: The game has only three themes: A general track for regular bosses (minibosses like Big Boo and Chief Bully avert the trope), and two for Bowser (with the second being an OminousPipeOrgan remix of his usual theme for the final battle).
103* BerserkButton: Wiggler has two: getting him and his place all wet, and stomping on him.
104-->'''Wiggler:''' ''[after stomping him the first time]'' ''I can't take this anymore!'' First you get me all wet, then you stomp on me! Now I'm really, really, '''''REALLY''''' mad! Waaaaaaaaaaaaaaaaa!!!\
105''[you stomp on him again]''\
106'''Wiggler:''' Hey! Knock it off! That's the second time you've nailed me. Now you're asking for it, linguine breath!
107* BigBoosHaunt: A world in the game is the TropeNamer.
108-->'''Big Boo:''' Come on in here... [[EvilLaugh heh, heh, heh...]]
109* BigCreepyCrawlies: The Scuttle Bugs, who infest the upper regions of Hazy Maze Cave and the outside of Big Boo's Haunt. The Skeeters in Wet-Dry World also count.
110* BiggerOnTheInside:
111** A more discreet example, but the inside of the castle is clearly much bigger and taller than it is on the outside. [[https://www.youtube.com/watch?v=lPQHtIdQXHc A showcase]] on how much bigger the inside areas are in comparison to the actual castle.
112** The igloo in "Snowman's Land", which on the outside is half Mario's height, and he has to ''crawl'' to get in.
113** The entirety of BigBoosHaunt is contained within a birdcage.
114* BlindIdiotTranslation: The fourth star of Tiny-Huge island is called "Five itty bitty secrets". For whatever reason, the German version didn't translate the word itty-bitty at all, making the title essentially incomprehensible: "Löse die 5 Itty Bitty-Rätsel!"[[note]]Solve the five [glibberish]-puzzles![[/note]]
115* BondVillainStupidity: Toad believes Bowser [[FailedASpotCheck forgot to seal the door leading to Bob-omb Battlefield]], but as the remake proves, the Koopa King in fact left it unsealed deliberately, hoping Mario would get himself blown up, or worse. Of course, he never counted on Mario gaining new abilities since that time [[VideoGame/SuperMarioWorld he and his brother Luigi blew his Koopa-Copter out of the air...]]
116* BonsaiForest: Either that or they've been just recently grown, because all of the trees in the game are the same height (about three times Mario's height) and spread very far apart.
117* BonusFeatureFailure: As a reward for completing the game 100%, the cannon outside the castle will unlock, giving you access to the castle's roof. Up there, you meet Yoshi, who will give you 100 lives if you talk to him. 100 lives that you have no use for, since you have completed the game. Made especially obvious by the lives being delivered by Yoshi, who you can't ride and who disappears right after. You also get a special triple jump, which replaces the standard third jump with a [[EverythingsBetterWithSparkles sparkly]] somersault that makes you invincible while flipping and protects you from fall damage. This is also pretty useless, as there are very few instances in the game where being invincible during a high jump would come in handy, you already have several ways of stopping fall damage, and the new triple jump can't be chained into a WallJump, making it a ''down''grade from the default in some cases.
118* BookEnds: This game begins with Peach sending a letter to Mario, saying she baked a cake for him. At the end, after being rescued by the plumber, she decides to bake for him another cake.
119* BooksThatBite: There are some called Bookends in Big Boo's Haunt that fly out of the shelves and open up, revealing their giant teeth before flying at you.
120* BossArenaIdiocy: Bowser's arena comes with bombs for you to toss him into. Missing and just 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.
121* BossArenaUrgency: In the final battle with Bowser, after you score two hits on him, he smashes the platform, turning it into a smaller star-shaped one that makes aiming more difficult due to the greater distance from the mines. Before this point, flinging him off the platform but missing the bombs around the edge will result in Bowser simply leaping back up, which can knock off one of the pieces that would otherwise fall after the two hits.
122* BossBattle: The game has a few boss fights scattered throughout it. Many of these encounters double as a PuzzleBoss.
123** King Bob-omb in Bob-omb Battlefield. You defeat him by simply picking him up and chucking him on his butt three times.
124** King Whomp in Whomp's Fortress. You defeat him by tricking him into falling on his face, letting you ground pound his back. Repeat three times.
125** Big Boo in Big Boo's Haunt. You have to trick him into becoming visible behind you, and then kick or slam him three times. You also fight him three times in the course.
126** Lethal Lava Land has two Big Bullies to fight. Both of them are invincible to Mario's attacks, so you have to force them into the lava to defeat them.
127** Eyerok in Shifting Sand Land. You have to attack the eyes in the palm of his hands three times each to beat him.
128** The Chill Bully in Snowman's Land, which is just an ice themed palette swap of the Big Bully in Lethal Lava Land.
129** Tiny-Huge Island has the Wiggler living inside the huge islands mountain. He's the most straightforward boss fight, since you just jump on his head three times to beat him.
130** And then there's the three Bowser boss fights outside of the main levels to top it off.
131* BossCorridor:
132** Each of the three Bowser courses are in rooms that are shaped like a hallway (the hall with the second Bowser course also has the entrance to Dire, Dire Docks, and you need to collect the first Star from that course to enter the Bowser course; the final hallway is the "Endless Stairs" mentioned above; you need 70 Stars to reach the end of the hall and the entrance to the final area of the game without the glitch).
133** Once inside the top of the Shifting Sand Land pyramid after an elevator takes you down to a small passage that leads to the Eyerok, the temple guardian, and the Star it guards.
134* BraggingRightsReward: Two, when you collect all 120 Power Stars:
135** On the roof of Peach's Castle, Yoshi gives you 100 lives and an upgraded Triple Jump.
136** In Cool, Cool Mountain, the Big Penguin that challenges you to a race has become a lot fatter (due to being out of shape), making him harder to defeat. There's no extra reward for beating him again, however.
137* BreakingTheFourthWall:
138** After getting all the Stars, Bowser will tell Mario to [[spoiler:keep that Control Stick/Touch Screen smoking!]]
139** If you didn't get that many stars, Bowser will instead [[spoiler:go gather his troops to watch the ending together]].
140** [[spoiler:Yoshi, who you can find at the top of the castle if you get 120 stars and use the castle grounds cannon to get up there, will give you a message directly from the ''Super Mario 64'' development team.]]
141* BusmansHoliday: Mario thinks he's just at Peach's castle for some cake, at least until some Lakitu with a camera talks to him as if he knows he's going on an adventure. Turns out Bowser took it over and sealed everyone inside paintings.
142* TheCakeIsALie: {{Defied|Trope}}. Peach sent a letter to Mario stating that she baked a cake for him. [[spoiler:At the end, it's suggested that Peach ''didn't even make one''. This could be a result of something being lost in translation, though--in the Japanese original, Peach says she's waiting for Mario to arrive before baking a cake]].
143* 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 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.
144* ChekhovsVolcano: The one in LethalLavaLand erupts routinely. Until you go ''inside''.
145* ClamTrap: Clams can be found in Jolly Roger Bay, often with coins in their mouths. If Mario is in the clam when its shell shuts, he'll be knocked aside and take damage.
146* ClockworksArea: The Tick Tock Clock is full of moving pointers and gears, and the speed of the moving tiles changes depending on the time of the clock that serves as the level entry.
147* CollectAThonPlatformer: The prototypical example — and as such contains a UnbuiltTrope or two — the idea of exploring an area to collect {{Plot Coupon}}s as your main goal, as opposed to just reaching the end of an obstacle course of a level, can more or less be traced back to this game.
148* ColossusClimb: That giant snowman in Snowman's Land? He's ''alive!'' Although the only thing he actually does is blow you off of the platform in front of his face, and you don't find out he's sentient until you reach the platform.
149-->'''Big Snowman:''' Hey! Who's there? [[RhymesOnADime What's climbing on me? Is it an ice ant? A snow flea? Whatever it is, it's bugging me!]] I think I'll blow it away!
150* ColourCodedForYourConvenience: ! Blocks come in four different colours. Yellow blocks will contain either Coins, a Power Star, a 1-Up Mushroom, or a Koopa Shell. Red blocks contain a Wing Cap, blue blocks contain a Vanish Cap, and green blocks contain a Metal Cap. The latter three will only appear after they've been activated by pressing the corresponding ! Switch, similar to the Switch Palaces from ''VideoGame/SuperMarioWorld''.
151* TheComputerIsACheatingBastard:
152** No matter what shortcuts you take on the slide in Cool, Cool Mountain (which can include skipping three-quarters of it), [[RubberBandAI the Penguin will catch you up within a few seconds]]. He also tries to shove you off the edge. [[{{Hypocrite}} THEN he has the audacity to call YOU a cheater]].
153** Koopa the Quick is unaffected by winds during his second race with you. This means that if you reach the windy sections of the course and you're behind him, you've already lost. If you've only got a small lead, then the winds will quickly eliminate it, though it's possible to get in front of him and have him push you all the way to the finish line.
154* ContinuingIsPainful: Fail to get the 8-red-coin stars in either the 'Wing Mario Over the Rainbow' or 'Cavern of the Metal Cap' stages, and you're booted out of not just the hub-world, but straight outside Peach's Castle ''right into the moat.''
155* ContinuityNod: There are several nods to previous ''Mario'' games:
156** A few of the staple ''Mario'' tunes make a comeback; the title theme is the original theme song for ''VideoGame/SuperMarioBros1''. The underground theme from that game makes a return as the theme for Hazy Maze Cave, the Green Switch Block stage, the Pyramid in Shifting Sand Land, the Igloo in Snowman's Land, Wet-Dry World, and the inside of Tiny-Huge Island. And the Cap music is an arrangement of the classic Starman theme, or more specifically the ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]'' variant of the theme. A rearrangement of the ending theme for the first game is used during the game's ending.
157** The Power Stars are visually inspired by the Starman power-ups from the older games.
158** The Item Blocks, though much less common, will occasionally give you a few coins and 1-ups like the old games.
159** The mural of the Castle Lobby is an ode to Grass Land from ''VideoGame/SuperMarioBros3.''
160** Likewise, Tiny-Huge Island is basically a 3D Giant Land from ''Super Mario Bros. 3''.
161** Big Boo's Haunt is based off of the Ghost Houses from ''VideoGame/SuperMarioWorld''.
162** The Cap Switches are identical in look and purpose to the Block Switches from ''Super Mario World'' as well.
163** The 8 Red Coins are carried over from ''VideoGame/SuperMarioWorld2YoshisIsland''.
164** Some of the "2D" art seen in various places, such as the Boo portraits in the ghost house and the sliding Bowser portrait in Lethal Lava Land are promotional artwork illustrations from previous Mario games.
165** The pillars that precede the final Bowser fight depict a battle between Mario and Bowser, using their sprites from ''Super Mario Bros''.
166** Upon meeting Yoshi on top of the castle's room, he's overjoyed to see Mario after so long since their [[VideoGame/SuperMarioWorld last adventure]].
167* CorridorCubbyholeRun: There's a segment of this kind in the pyramid of ShiftingSandLand (it has some crushing enemies called Grindels), and an easier version in Bob-Omb's Battlefield while climbing the hill (metallic balls roll downward).
168* CowardlyMooks:
169** The Koopa Troopas don't particularly seem excited to deal with Mario and his friends, running away when he comes near.
170** The Moneybags also try to hop away once discovered.
171** Cap-wearing Goombas in the DS remake alternate between chasing your character and running away from them.
172* CraniumRide: In Snowman's Land, Mario can ride across the bridge on the giant penguin's head to avoid being blown off. However, it may or may not work, so the player can also walk beside the penguin as it blocks the wind.
173* CreditsMontage: Notable as some of the stages showcased change depending on your progress towards getting 120 Stars. You can also look around in it if you plug in a second controller.
174* CreepyChangingPortrait: The entrance to the first Bowser stage has a portrait of Princess Peach at the end of a long hallway. However, as you approach it, the picture slowly changes into Bowser's image right before you fall through a trap door into the stage proper.
175* CreepyCircusMusic: Big Boo's merry-go-round.
176* {{Cumulonemesis}}: High up Tall Tall Moutain hides the Fwoosh, a sentient cloud that waits for Mario to get past him only to blow strong gusts of wind at the unfortunate plumber to send him over the cliffside. In the remake, Yoshi can swallow it, but it grants no coins and can't be turned into an egg.
177* CurbStompBattle: The Chill Bully if you exploit a GoodBadBug which makes you slide forward indefinitely, allowing you to [[{{Pun}} whomp]] him without being knocked back.
178* CuttingTheKnot: The game's flexible nature allows you to beat many of the challenges without having to use the most obvious path or method, though these aren't necessarily efficient exploits all the time. For example, many of the stars that you are supposed to use cannon firing for can be worked around if you have the skill or just a lot of time and patience.
179* DamnYouMuscleMemory: In the ''3D All Stars'' re-release, the controls are slightly modified to be accustomed for Switch such as A/X or B/Y functioning as the N64's A/B. When the game was added to Nintendo Switch Online, the controls are set to be identical to N64's with X/Y being the C-stick directions and A/B matching the original buttons to make Mario jump and punch.
180* DeadCharacterWalking:
181** You can have this if a cheat code for floating is used, and Mario dies, as long as the death animation is not completed before the float is used again.
182** There's also a non-cheating method involving having your death blow knock you into a cannon. You can launch out of the cannon and won't die unless you touch the ground (grabbing onto a tree also counts as touching the ground). If you're wearing the Wing Cap, you can even fly around as a zombie!
183* DeadlyGas: The haze of Hazy Maze Cave decreases your health if you go under it.
184* DeathMountain: Tall, Tall Mountain, which is full of enemies and a wind cloud that is exclusive to this level.
185* DeathIsASlapOnTheWrist: When Mario loses all of his health, it just throws him outside of a painting and he has to play the level again, with no other consequences aside from losing a 1-up. Lethal Lava Land and Shifting Sand Land are even generous enough to put you right back inside their sub-level if you lost a life inside them and you select those levels again right away (although subverted if you're trying to get 100 coins, as it resets that counter). The Bowser levels also put you back just outside the entrance to his arenas if you lose a fight against him. Getting a GameOver subverts this by kicking you back to the title screen, but even then, it doesn't take long to get back to where you were (unless you got a GameOver on a Bowser fight, in which case, have fun going through the entire Bowser level again.)
186* 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 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.
187* TheDeterminator: If you steal a Koopa's shell and ride on it and avoid killing the Koopa, it will go out of its way to try and chase you, even if you slide all the way up the mountain in Tiny-Huge Island (the Koopa isn't programmed to follow the slope physics Mario is bound to, so it can chase right after you unfettered) — unfortunately for it, it can't jump and if it does dive into Mario, it'll be killed instantly.
188* DevelopersForesight:
189** In order to exit the level, you have to be standing still on solid ground (or treading water), preventing you from getting out of losing a life from falling into a pit or running into an enemy or hazard at low health. This would be carried over in future games as well.
190** If Mario gets a star and exits a level without his hat, a special animation will play where he will briefly look for his hat and then shrug off its disappearance.
191** If Mario grabs a crazy block, but it gets obstructed by an enemy that keeps it from bouncing (i.e. a Bob-omb), the block will vanish in a puff and leave you no coins.
192** Glitching your way out of level boundaries will result in instant death for Mario.
193** Attempting to jump and dive within the presence of the baby penguins in Cool, Cool Mountain will cause said baby penguin to imitate Mario.
194** After delivering the baby penguin to its mother in Cool, Cool Mountain, if you were to pick up the baby penguin again, the mother will chase you with a displeased look on her face.
195** If you grab the basement key and try to use it on the upstairs door, you get a special message acknowledging it:
196---> ''This key doesn't fit! Maybe it's for the basement...''
197** Although it's impossible without glitches (and in some levels impossible even with them), if the player obtains 1000 or more coins in a single level, the number of coins will be {{cap}}ped at 999, except in the Japanese version of the game (where a typo in the code results in your ''lives'' being set to 999 instead).
198* DoubleEdgedBuff: The Metal Cap temporarily turns Mario into Metal Mario, turning him invincible but making him unable to jump as good or swim at all, and making him sink faster in quicksand.
199* DownTheDrain: Wet-Dry World, which partly takes place in a flooded city.
200* DubNameChange:
201** While not the first English game to call the princess by her Japanese name Peach instead of Toadstool (''VideoGame/YoshisSafari'' being the first), it is certainly the most iconic, notably easing players into the transition by using both names in the intro.
202** Most of the course names were changed in the English version, even though some were in English already (such as Dire, Dire Docks, which was originally "Water Land"). The only ones that remained the same were Snowman's Land and Tick Tock Clock. Interestingly, while "Rainbow Cruise" was renamed Rainbow Ride, the ''VideoGame/SuperSmashBrosMelee'' stage based upon it uses the original name.
203** Minor example, but the coins (including the colored ones) are referred to as "Star Coins" (and "Color Star Coins") in the Japanese version.
204* EarlyInstallmentCharacterDesignDifference: The Bubba (Boss Bass in DS) in Tiny-Huge Island is [[https://www.mariowiki.com/Cheep_Chomp a Cheep Chomp]] in both versions with a very different look in both versions compared to how it would later look starting in ''VideoGame/NewSuperMarioBros''.
205* EarlyInstallmentWeirdness: Since it's the first ''Mario'' 3D platformer, this was a given.
206** The game is, to date, the only 3D game where both the oxygen meter (for swimming) and the health meter were one and same (they get separate meters in ''[[VideoGame/SuperMarioSunshine Sunshine]]'', the two ''[[VideoGame/SuperMarioGalaxy Galaxy]]'' [[VideoGame/SuperMarioGalaxy2 games]], and ''[[VideoGame/SuperMarioOdyssey Odyssey]]''). This created a loophole which allowed Mario to regain health simply by jumping into water and coming up for air.
207** The game was more non-linear. While a certain amount of stars are needed to access the game’s later levels, and while you could select a particular star to pursue within the levels, the game would generally not actively prevent you from going after other stars. Selecting certain stars would sometimes make changes to the world that makes a star accessible or inaccessible, but you could otherwise get most of the stars in a level in any order. Starting with ''Super Mario Sunshine'', whatever mission was picked had to be done, and could not be bypassed (save for the occasional levels with secret stars in them). It would take until ''Super Mario Odyssey'', 21 years after ''Super Mario 64'', for a 3D Mario game to do this again. Also, the star missions in ''Mario 64'' lack introductory cutscenes, which renders their locations less obvious (bar, at times, the missions' titles).
208** The 100-coin star could be collected without having to leave the level, meaning you could get the 100-coin star and another star in the same run. In ''Super Mario Sunshine'', you had to leave after collecting the 100-coin shine, as it would end the level the same way a regular star/shine mission would. The ''Galaxy'' games make the 100-coin star an actual mission and used purple coins instead of the yellow ones used in ''64'' and ''Sunshine''.
209** Mario does not have a companion join him in this game, unlike ''[[VideoGame/SuperMarioSunshine Sunshine]]'' (F.L.U.D.D.), ''[[VideoGame/SuperMarioGalaxy Galaxy]]'' (Luma), ''[[VideoGame/SuperMarioOdyssey Odyssey]]'' (Cappy), or ''VideoGame/BowsersFury'' (Bowser Jr.). Because of this, his main attack methods are simply punching or diving. Likewise, some of Mario's moves from this game are missing in later ones, most notably the ability to punch and other physical attacks on command.
210** The game has a much lonelier and somewhat more oppressive atmosphere than later 3D platformers in the series, much of it owing to ''64''[='s=] status as a TechDemoGame released early in the N64's life. Friendly [=NPCs=] are few and far between, and many stages have none at all--most other characters you'll run into are enemies, of which only a handful have any dialogue. Luigi also has absolutely no appearance whatsoever, where in later 3D games (and [=RPGs=]) he would at least have a token appearance as an NPC if he wasn't playable[[note]]''[[VideoGame/SuperMarioSunshine Sunshine]]'' is an exception to this, with the implication that Luigi is taking a break after the events of ''VideoGame/LuigisMansion''[[/note]]. The level designs are smaller and less open (Peach's castle is rather cramped, and a stage claimed to be a "bay" is fully enclosed by rock walls), [[DarkerAndEdgier and they tend to be more serious and down-to-earth in design]] compared to the wacky cartoon lands of later games; BigBoosHaunt is notable for playing its horror elements dead straight, as opposed to later games which usually rely on DefangedHorrors.
211** ''64'' is one of only two 3D ''Mario'' games that contains fall damage, the other being the followup game, ''Super Mario Sunshine''. This would be dropped in every succeeding game.
212* EasterEgg:
213** In Bowser in the Sky, [[https://www.youtube.com/watch?v=j9JebAeGeRY the pillars near the pipe depict Mario fighting Bowser if you look closely.]]
214** Jumping at the edge of any body of water (including the basement) will sometimes cause a fish to jump out of the water.
215** When going to the mission "Big Penguin Race" after getting 120 power stars, [[spoiler:the racing penguin will appear ''very fat'', and is harder as a result. Winning this race is just a SelfImposedChallenge, as the racing penguin does not give Mario anything after winning.]]
216--->'''Big Penguin:''' [[spoiler:Mario! What's up, pal? I haven't been on the slide lately, so I'm out of shape. Still, I'm always up for a good race, especially against an old sleddin' buddy.]]
217** In the Japanese ''Shindou Pak Taiou Version'' (an update that includes the changes to the international version and a few other bug fixes), pressing Z on the "Press Start" screen fills the background with images of Mario's face.
218** Your first trip through Bob-omb Battlefield has you encounter two Big Steelies in a dirt hole. Later stars have a third Big Steely in the hole, implied by a piece of in-game dialogue from a Bob-omb Buddy to be the remains of the Big Bob-omb. (This was removed in the ''DS'' version, which only has two Big Steelies regardless of which star you're playing.)
219--->'''Bob-omb Buddy:''' Thank you, Mario! The Big Bob-omb is nothing but a big dud now!
220* EasyLevelTrick: The third star of Shifting Sand Land requires traversing through the pyramid inside to reach the top. If you instead enter from the top after standing on the four pillars, the platform descending will be close enough to reach it, requiring a timed jump.
221* EmergentGameplay: The open-ended nature of the game's structure has made it very interesting to speedrunners, since it allows them to devise and test alternative routes and methods of getting through them, intended or not, through the game. This is undoubtably a reason why the game is still widely popular, with bugs still being discovered that allow for new challenges or SequenceBreaking tricks.
222* EndlessCorridor: If you don't have enough stars to face Bowser in the final battle, you'll be doomed to walk up forever; there is a bug, however, where you can reach the end of the stairs without enough stars if you can boost Mario's speed high enough. Strangely enough, no matter how far up you go, walking back down is always a very short trip.
223* EternalEngine: Tick Tock Clock takes place inside of a clock, with a lot of machinery such as gears and pendulums. You can change and even stop the speed of the gears depending on what time the clock is at when you jump in.
224* EverythingsBetterWithRainbows: Or maybe not, as Rainbow Ride and Mario Over the Rainbow are the hardest levels in the game. Final Bowser also gets something of a bizarre rainbow colored filter on his character model.
225* ExcitedTitleTwoPartEpisodeName: There's a star named ''"Express Elevator--Hurry Up!"''. Though it's played a little more straight on its Japanese name, ''"Hurry Up! Elevator Inside the Net"''.
226* ExcusePlot: Peach has been kidnapped again and Bowser has stolen the castle's magic stars. Go after him!
227* FacelessEye: [[PunnyName The Mr. I enemies]] that Mario meets starting with BigBoosHaunt have no faces and are just giant, floating eyeballs.
228* FakeDifficulty: The then-impressive, now-horribly-outdated camera controls, often causes EventObscuringCamera moments that makes platforming much more difficult than it would be normally. The camera often just refuses to control how you want it to and constantly screws itself, causing frequent depth perception issues, making it difficult to discern where to jump to, and the camera suddenly reorienting itself will cause you to move/jump in a direction you didn't intend, potentially off whatever platform you were on and off into your death. Tick Tock Clock is especially notorious for how much it breaks the camrea.
229* FakeLongevity: Every time you find a power star (with the exception of the 100-coin stars), you are booted out of the level back to the hub world. This can be either a blessing or a curse depending on the level design.
230* FallingDamage: Unusual for a ''Mario'' game. Whenever Mario falls from too great a height, he loses health, four hit points at the most. However, [[GroundPound ground pounding]] or diving shortly before impact (and ''only'' before that, never from any higher) negates this completely. (See ''Violation of Common Sense'' below.)
231* FeetFirstIntroduction: Bowser gets one in all three of his fights.
232* FetchQuest: The Li'l Penguin Lost mission in Cool, Cool Mountain requires Mario finding a baby penguin and bringing it back to the mother.
233* FictionalPainting: Most of the paintings in the Princess Toadstool's castle are entrances to worlds in Mushroom Kingdom, where Mario has to recover the stars and save the princess from Bowser.
234* FishEyes: At one point on the title screen, Mario very briefly goes like this when looking at two tiny stars at once.
235* FlameSpewerObstacle: There are flame emitters in some areas, acting as a hazard.
236* FlippingHelpless: Whenever Mario or his friends defeat him by throwing him into a bomb, Bowser lands on his shell and groans in exhaustion in the original version, and helplessly flaps his arms and legs in the DS version. Bowser realizes there's nothing else he can do and promptly escapes while leaving behind a special key or the Giant Star.
237* FloatingContinent:
238** Whomp's Fortress, Cool Cool Mountain, Tall Tall Mountain, and Tiny Huge Island all appear to be floating, and it is possible to fall off into the endless abyss. There's also the random floating island in Bob-omb Battlefield.
239** The levels all have a definite end; for instance, ShiftingSandLand is actually an island floating above the Egyptian desert (hence the distant pyramids), and Outside the Birdcage in BigBoosHaunt.
240* FlyingBooks: A few violent ones show up in BigBoosHaunt, called Bookends.
241* 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.
242* FranchiseCodifier: Making its debut on (and being the launch title for) Nintendo's first foray into three-dimensional hardware, the game introduced full 3D environments and created the CollectAThonPlatformer SubGenre, which has primarily defined the 3D portion of the franchise. Standing in for level goals are {{Plot Coupon}}s whose collection marks their missions as complete, and standing in for a world map is a HubLevel that grants access to all general levels as well as certain hidden bonus levels. And save for ''Sunshine'', it also became common to face Bowser more than once over the course of the adventure. Finally, while this wasn't the first time Creator/CharlesMartinet voiced Mario, it ''did'' establish him as Mario's voice in all video games to come until his retirement in 2023.
243* FreelookButton: Zooming in enough on the C^ button does this.
244* FreeRotatingCamera: Using the C buttons does the rotation & zoom. This game has been certified as the TropeMaker.
245* FrigidWaterIsHarmless: Averted. Swimming in the water in Snowman's Land will quickly drain your power meter, even if you're above water.
246* FutileHandReach: Mario does one if he is laying on his back as he dies.
247* FuzzballSpider: The Scuttlebug enemy is depicted as just a sphere with eyes, pincers, and four thin legs on it. All later games, including the DS remake, depict it as more similar to actual spiders.
248* GameBreakingBug: Due to being an early 3D game and having numerous glitches and design oversights, there are many ways to mess up the game:
249** It's actually possible to crash the game just by [[https://www.youtube.com/watch?v=-N5OQPgA6YI messing around with the file select screen.]]
250** In Bob-omb Battlefield, if you [[https://www.youtube.com/watch?v=kwjVFyLpYG4 sandwich Mario underneath the level's first bridge and a cork block]], the game will crash.
251** For some reason, Big Boo's Haunt [[https://youtu.be/YjXxkwR6MxU has a glitch]] in the room that lets you fall down to the basement that causes the game to crash if you're up against a wall and fall in a certain way.
252** If you are unfortunate enough to fill the 100 coins on one of the two slide side-areas (Cool Cool Mountain and Tall Tall Mountain), the star will spawn above your head as usual, but you cannot grab it due to the sliding downwards movement. And once you exit the side area and return, the star will be gone, forcing you to leave the level and collect the 100 coins all over again. Better start with the slide before you do anything else.
253** In Tall, Tall Mountain, if you let the Monty Moles [[https://www.youtube.com/watch?v=KPzVVAYKoqE throw too many pebbles with Mario standing nearby]], the game will run out of memory and crash. This is due to a design oversight — pebbles deactivate when they are more than 4000 units away from Mario. Hence, a deactivated pebble won't hit the ground and unload, but instead just remain invisible and unmoving in midair. So by having Monty Moles continually throw pebbles off the edge, the pebbles will keep loading into object slots but never unload. Since the game only has 240 object slots, eventually all the slots become occupied and the game crashes.
254** Due to some oddities in collision, grabbing a star in the exact wrong place can [[https://www.youtube.com/watch?v=LSBwOsCCYLA softlock the game]] by getting Mario stuck in an endless ledge-grab. In practice, this only occurs with 100-coin stars, which spawn just above Mario's head when he collects enough coins — this bug may have been a factor in ''VideoGame/SuperMarioSunshine'' changing 100-coin Shine Sprites to spawn in a predetermined position.
255* GangplankGalleon: Jolly Roger Bay is a water level that takes place on a sea shore and has a ship, though it's far calmer than most examples of this trope, as the pirates have long since left.
256* GasMaskMooks: Snufit is a ghostly cousin of the Snifits which still wear their gas masks even after dying. They appear in Hazy Maze Cave.
257* GhostShip: The sunken ship in Jolly Roger Bay.
258* GoForTheEye: Eyerok's weak spot is when his stone hands open their eyes.
259* GoombaStomp: Per ''Mario'' tradition, you can beat most enemies by jumping on them, but you have the option of punching or kicking them instead (and throwing them on occasion, too). The GoombaSpringboard does not work in this game (unless you Long Jump onto an enemy, but it's not very useful), but the triple jump move would have made it superfluous anyway.
260* GottaCatchThemAll:
261** The Power Stars. You only need 70 of them to face the final boss, but collecting all 120 of them does give you a reward for doing so.
262** It's also the TropeCodifier for the "collect-a-thon" game. The British game developer Creator/{{Rare}} would later embrace this to massive levels, as seen in ''VideoGame/BanjoKazooie'' and ''VideoGame/DonkeyKong64''. Unlike those games, there are only four things total to collect (Power Stars for health, Coins, Red Coins, and the three Caps), and only the Stars are mandatory. All of the Red and 100 Coin Stars, as well as the caps and their stars, can be skipped if you desire. It's even possible, if difficult, to beat the game without grabbing any coins.
263* GratuitousItalian: In the French version, "Ciao bello!" is spoken twice, once at the very start of the game, and once by Big Boo in a line of deleted dialogue.
264* GreenHillZone: Bob-omb Battlefield is a grassy plain which has no bottomless pits, nor any water in which Mario can drown.
265* GroundPound: This is the first game in which Mario himself has this ability (previously, Yoshi had it in ''VideoGame/YoshisIsland'' and Wario had it in ''VideoGame/WarioLand'').
266* GuerrillaBoulders: In Bob-omb Battlefield, you travel up a spiral mountain which giant boulders constantly roll down. When you reach the top of the mountain, you see that the boulders are coming out of its side... but not with any explanation or way to stop it.
267* GuideDangIt:
268** While this game is pretty good about making the stars relatively intuitive to find, the second star on the slide bonus course is only vaguely hinted at on a sign near the start ("If you slide really fast, you'll win the Star!"), and even then it could well be mistaken as just a bit of throwaway text about the first star on that course. Combined with the fact that the best way to meet the time required to spawn the star is to do a flying leap to skip half the course makes it that much worse.
269** The game gives you no hint that running around wooden poles five times will spawn five extra coins for you, which is crucial for getting the 100 coin stars. The closest thing is a sign in the large part of Tiny-Huge Island, but it's located on a very small island that isn't easy to reach, and the sign itself only gives an oblique hint; it feigns innocence in the event you get dizzy from running around the wooden pole just nearby.
270--->'''Signpost:''' I take no responsibility whatsoever for those who get dizzy and pass out from running around this post.
271** Whomp's Fortress, an otherwise straightforward level, has a very well-hidden star that, unless you're aware of it ahead of time, can only be found by trial and error. It's hidden in a breakable piece at the tip of a thin brick wall that you have to launch Mario into via cannon — and it looks no different than any other piece of scenery in the level. While the name of the star's goal is "Blast Away the Wall", finding out ''which'' wall to blast at, and which specific part, is completely left to the player to find out.
272** The secret star inside the pyramid of Shifting Sand Land. Even when you know where to find the five Star Points to reveal it, it's still tricky due to the quicksand that stunts your jumping, and the others are on small floating platforms that are very easy to fall off or miss.
273** The Tower of the Wing Cap. The entrance is hidden in the castle hall and your only hint towards its existence is the spotlight in the middle of the room. Unlike other levels, you don't enter it by jumping in, but by zooming in with the camera and looking up.
274** Hazy Maze Cave has two notoriously vague Star titles. The first, "Metal Head Mario Can Move!," doesn't give ''any'' indication as to what you're supposed to do beyond putting on a Metal Cap, and those are found at nearly every point in the level, including right at the start. You're supposed to use it to activate an underwater switch in the lagoon, but it's possible to completely miss that switch while exploring the cave for the first time. The second, "Watch for Rolling Rocks," tells you that the Star is hidden somewhere in the corridor where you find giant boulders--but there aren't clues as to what you're meant to do or where it might be. You're meant to Wall Kick near the door to the Underground Lake and discover a hidden platform above you, but the camera seems designed to ensure that you ''don't'' notice that platform unless you're already looking for it.
275** "Wall Kicks Will Work" from Cool, Cool Mountain doesn't tell you ''where'' those Wall Kicks are going to work. It's possible to figure it out by process of elimination--as it's the last Star, the only area left to explore is at the very bottom of the mountain--but even then it's a stretch.
276** "Five Itty Bitty Secrets" in Tiny-Huge Island, which requires Mario to walk over five specific spots on the island, which aren't marked or hinted at in any way. You just have to wander around aimlessly and hope you stumble upon them.
277* HammeredIntoTheGround: Whenever Mario falls from a great height into sand or snow, he'll get buried halfway and has to pull himself out.
278* HardLevelsEasyBosses: The levels aren't exactly difficult, but with the exception of the final Bowser fight, the boss fights are all very simplistic and borderline [[ZeroEffortBoss Zero Effort Bosses]], whereas the levels can have some legitimately tricky platforming and it's fairly easy to die in most levels.
279* HarmlessEnemy: Koopa Troopas are completely incapable of damaging Mario in this game. Tiny Goombas will also not damage him.
280* HatOfFlight: The Wing Cap grants you flight.
281* HealItWithWater: Mario's health meter is also his OxygenMeter. If Mario is low on health, he can jump into a body of water and rise to the surface to refill his health meter to its full extent.
282* HealthyGreenHarmfulRed: Mario's life meter is indicated as a pie chart-like circle, segmented into 4 quadrants or 8 fractions: [[https://gamefaqs.gamespot.com/n64/198848-super-mario-64/images?pid=198848&img=32 sky blue for full]] (4/4), then [[https://gamefaqs.gamespot.com/n64/198848-super-mario-64/images?pid=198848&img=47 light green for 3/4]], [[https://gamefaqs.gamespot.com/n64/198848-super-mario-64/images?pid=198848&img=161 yellow for 1/2]], and [[https://gamefaqs.gamespot.com/n64/198848-super-mario-64/images?pid=198848&img=85 red for 1/4]].
283* HiddenInPlainSight:
284** Princess Peach's hiding place is visible as soon as you start the game, though you can't access it. [[spoiler:She's trapped in the castle's stained-glass window.]]
285** This trope is used throughout several courses in the game. Often, you'll seen a tantalizing Star just out of reach: Bob-Omb Battlefield has one right behind Chain Chomp's gate, there's one floating on a small island in Whomp's Fortress, Hazy Maze Cave has one visible through an impassable wall and another on a high platform...nine times out of ten, the trick is figuring out how to get to the Star in the first place.
286* HitboxDissonance: The game has very strange usage of hitboxes [[https://www.youtube.com/watch?v=CLNSw11RQCQ regarding objects, NPCs and enemies.]]
287** Mario's hitbox is actually a cylinder which is slightly smaller than his body and extends slightly above and below him.
288** Wiggler's hitbox is a squat cylinder that only covers half of his body and head.
289** Klepto's hitbox is ''far'' larger than his body would give you the impression of — like with Wiggler, it's a large cylinder, only it extends way out from his body and doesn't even cover his head at all.
290** Pokey's hitboxes reach up to the bottom of their heads rather than the top as one would expect.
291** The hitbox for coins are very wide compared to their actual size, making it much easier to grab them on the ground, though this can become an issue when flying because it doesn't extend anywhere above or below the coins.
292** The big penguin's hitboxes is a very thin cylinder, much smaller than their character models.
293** Amps oddly have their hitbox located ''below'' their model, meaning they can fry Mario even when he's crouching below them, but Mario can jump right above or through them just fine.
294** The bombs in the Bowser fights have shockingly tiny hitboxes, being located in the dead center of each one.
295** The Bowser Keys hitbox is located right at the bottom of the key model.
296** Chain Chomp's character model is likewise much smaller than its imposingly large body.
297** The hitboxes for Eyerok's hands are interesting because they change between large or thin cubes depending on the state of their action.
298** Unagi the Eels hitboxes only stick to the center of where its body would be if it wasn't moving, and doesn't extend to the parts that are in motion.
299** Rainbow Ride's magic carpets have completely flat hitboxes — the animation of it rippling is just for show and doesn't affect Mario at all.
300** Big Boo's hitbox is ''much'' wider than its size (and shrinks and grows depending on its current state), jutting far out from its body. This allows Mario to hurt it without even directly touching it. Oddly, the top part of it isn't covered by the hitbox.
301** Bullet Bill's hitbox is very tiny, allowing Mario to jump right through it if the timing is right.
302** The underwater rings in the game (such as the ones left behind by a Manta Ray in Dire, Dire Docks) have their hitboxes located in the center of the rings and are quite small — it's possible to go through it and ''still'' not count as passing through if you don't touch the hitbox.
303** Cap Switches have a large cube shaped hitbox that extends far out from their model.
304** The pillars near the "Shoot to the Wild Blue" star have misaligned hitboxes, allowing allowing to clip through one side of them while being unable to get near the other side of them.
305* HugeRiderTinyMount: Mario and Hoot the owl who carries him around at Whomp's Fortress.
306* HumanCannonball: Various levels contain cannons that Mario can be shot out of. This is actually the game that introduced travelling by cannon to the Mario series, which would quickly become a series staple.
307* HumanHammerThrow: Mario's way of fighting Bowser.
308* {{Hypocrite}}: If one uses a cannon or the Wing Cap against Koopa the Quick, he'll refuse to give them his star, saying that they cheated... yet he himself isn't opposed to cheating. However, he won't complain about the player using the warps.
309* IdleAnimation:
310** Mario goes to sleep and eventually dreams about pasta. [[RegionalBonus The latter is only in the American and PAL versions.]]
311** In snow courses (and Wing Mario Over the Rainbow for whatever reason), he shivers and rubs his hands together.
312** Mario and some other characters can blink while idling or moving. The game uses [[https://www.youtube.com/watch?v=yvxdLH1ejaA five different methods]] to determine this, ranging from fixed timers to randomized ones. This results in quirks like Mario and Peach specifically blinking in alternated times, Koopa the Quick blinking the most often of all characters and all penguins blinking simultaneously even if the game is paused.
313* InstantArmor: The metal cap/green block gives Mario (Wario in the DS remake) a metal skin that makes them heavy, but also damage-resistant.
314* InstructiveLevelDesign: The Castle Grounds are designed to show you almost all of the basics of the game and let you practice them in a safe environment. In fact, the opening cutscene specifically draws attention to the underwater door and grate in the Castle moat, immediately tipping you off that there's going to be branching paths and secrets in this game.
315* InteractiveStartUp: On the start menu, the player can stretch Mario's face around. This was intended to help new players get used to using the Nintendo 64's controller.
316* InUniverseCamera: The Lakitu Bros., controlled with the C buttons. This [[{{Pun}} Camera Crew created a Camera Screw]].
317* InvincibilityPowerUp:
318** Both the Metal and Vanish Cap make Mario immune to damage (except for high falls). The Metal Cap has an added bonus of keeping Mario from drowning underwater.
319** Riding a Koopa Shell will also make you invincible, even protecting you from high falls. Its 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).
320* InvincibleMinorMinion:
321** The Water Bombs in Bob-Omb Battlefield. They are hurled from the sky, chase you around for two jumps and then dissipate. You have no means of directly harming them though.
322** The snowmen in Cool, Cool Mountain and Snowman's Land. While the jumping variety are truly unbeatable, the kind that pop up to throw snowballs at you can be defeated by running circles around them and making them dizzy.
323** The Kuromame enemies, the tiny black balls that spit fire at you.
324** The Heave Ho enemies, a rare enemy that only appears in Wet-Dry World and Tick Tock Clock. They can't directly harm Mario unless you let them hurl him high into the air, but they're completely invincible to Mario's attacks.
325** Bubba[[note]]replaced by Boss Bass in the DS remake[[/note]], a giant Cheep-Cheep that [[UniqueEnemy only shows up in the large section of Tiny-Huge Island]]. While he moves slowly, he can kill you instantly if he swallows you, and it's absolutely impossible to kill him.
326** The infamous "Mystery Goomba" in Bowser in the Sky, a Goomba that accidentally spawns out of bounds on the level's death barrier (Goombas are programmed to appear in groups of three, and the platform they're on is just too narrow, making one of them spawn off of it). The Goomba is absolutely impossible to reach or kill, even with hacking or every glitch exploitation and TAS trick in the book. Even the legendary ''Mario 64'' player WebVideo/Pannenkoek2012 hasn't been able to find a way to reach it.
327* InvisibleWall:
328** Trying to leave the boundaries of the levels will cause Mario to seemingly hit invisible walls that halt his step. There is even a sign calling the "invisible walls" out by name in Bob-Omb Battlefield. Although, from a very technical point of view, these aren't "walls" in the same way Peach's Castle has walls: rather, the game will simply do all it can to prevent you from going to an area where there's no floor or death barrier beneath you, since those areas are supposed to be out of bounds, and thus trying to walk into one will have one's momentum constantly cancelled, amongst other tricks. The game's manual gives the in-universe explanation that the "walls" are the borders of the magical paintings containing the worlds.
329** At the entrance to Bowser in the Dark World, even if you expect the TrapDoor coming, there's an invisible wall to make you fall in it anyway, restricting you from getting to the other side.
330* ItsQuietTooQuiet: In the manual introduction, Mario remarks this when he enters the castle just before Bowser reveals himself.
331* ItsTheJourneyThatCounts: The way Mario pauses and looks up at the sky in the end [[spoiler:before going back into the castle with Peach and two Toads]] seems to imply this.
332* IWasToldThereWouldBeCake: Mario's entire motivation for coming to the castle in the first place. [[spoiler:[[BrickJoke You get the cake in the end as thanks.]]]]
333* 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).
334* JumpScare: The hallway leading to Bowser in the Dark World features a portrait at the end of Peach, with an expression that grows increasingly frightened as you approach. At the last moment, the portrait changes to one of Bowser and you get dumped into a TrapDoor with no warning.
335* JustifiedTutorial: Other than a few boxes of text at the start, the player is never forced to do a tutorial. Fortunately, the castle grounds and hub allow you to play around and get accustomed to the game's controls. There are also many (completely optional) signs scattered around them to give advice on the mechanics of the game.
336* KingMook:
337** Every boss that isn't Eyerok, Wiggler, or Bowser.
338** And Wiggler is a mook in other ''Mario'' games, and only isn't one here because you're tiny when you face him.
339** Big Boo's Haunt has ''four'' {{King Mook}}s holding stars out of the seven in that world (three Big Boos in increasingly difficult terrain, and a giant Mr. I that requires the invisibility cap to reach). The remake even adds to this already impressive number by adding in [[VideoGame/LuigisMansion King Boo]] in a new section.
340* LavaSurfing: Mario can use a Koopa Shell to surf on lava.
341* LawOfOneHundred: Grabbing 100 coins nets you a Star! Also, after collecting one of the six main stars, an extra life is awarded for every 50, 100, and 150 coins collected.
342* LethalLavaLand: TropeNamer. Also applies to the second Bowser course, Bowser In The Fire Sea, which is at the end of the section of the castle where you can enter LethalLavaLand.
343* LevelInTheClouds: Rainbow Ride and a couple of bonus levels. Much of Rainbow Ride can be accessed while boarding a flying carpet railroaded by a rainbow, though Mario still has to keep an eye on any obstacles the carpet is approaching. The first sky bonus level is notable for enabling the use of the Wing Cap in the other levels in the game, while the second is ''infamous'' for forcing Mario to trek all the way back up through the castle if he falls down (instead of simply making him lose a life, putting him right outside the course).
344* LevelOfTediousEnemies:
345** LethalLavaLand features a level [[ExactlyWhatItSaysOnTheTin filled with lava.]] Platforming isn't too difficult on its own, and there are coins a-plenty to heal up from damage, but it would be a lot easier if the Bully enemies weren't trying to shove Mario into said lava, draining 3/8 of his health bar and sending him scurrying around with his [[RumpRoast butt on fire.]]
346** Wet-Dry World is a level featuring multiple levels that has Mario raise and lower the water level depending on several crystals he can touch. The level is filled with Amps and Keronpa Balls to zone the player away from things, but also with Chuckyas and Heave-Hos, whose job it is to fling Mario all over the place if he gets grabbed or stays still. The Heave-Hos are actually somewhat required for level traversal, but the Chuckyas will do their best to erase whatever progress Mario has made by flinging him away from the land and into the water whenever they can.
347* LevelsTakeFlight: Rainbow Ride, an assortment of odd floating structures way up high. Much of the level involves riding on the set paths of magic carpets, struggling not to fall from hitting the obstacles in the way.
348* LoneWolfBoss: The Wiggler in Tiny-Huge Island. He doesn't seem to be affiliated with Bowser, only being driven mad by the Power Star he acquired by chance. Once Mario beats some sense into him, he calms down, gives Mario the star, and heads off.
349* MacroZone: The Huge version of Tiny-Huge Island.
350* MagicCarpet: Many areas of the Rainbow Ride stage are accessed by riding flying carpets that are railed via rainbows. During the transport, Mario has to jump onto obstacles and dodge flames, as both can potentially make him fall down.
351* TheManyDeathsOfYou: Losing all of your health, [[OneHitKill getting sucked into quicksand in Shifting Sand Land, getting caught in the whirlpool in the first room of Dire, Dire Docks, or getting devoured by Big Bubba in Tiny-Huge Island]] will lead to Bowser laughing at you, while falling into a {{Bottomless Pit|s}} will simply have Mario screaming before being forced out of the level with one less life.
352* 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.
353* TheMaze: Hazy Maze Cave, naturally (although the maze is only a small portion of the overall level).
354* MeaninglessLives: When you die normally, you're sent back into the castle right outside of the level's entry point (and are sent back outside the Castle if you die in the Castle itself). Running out of lives will instead send you back to the intro Mario screen, where then starting your file back up just starts you outside the Castle as usual with no progress lost, unless for some reason you haven't been saving the game when you make progress. So overall, running out of lives is just a slight inconvenience, as you can get right back to the level you were at within a minute without anything being lost. The exceptions to this are when a level has a sub-level within it, such as the pyramid in Shifting Sand Land, and the Bowser fights within the Bowser levels; dying within a sub-level and then immediately reentering the level will have you start at the sub-level's entrance, saving you time in getting back there, or in the case of dying in a Bowser fight, you get booted to outside the pipe to his fight instead of back into the castle. In these cases, getting a GameOver would provide more punishment as you would need to replay through the respective level to get back to the sub-level or Bowser fight, but this is still barely more of an inconvience in most cases.\
355\
3561-Ups are additionally very plentiful in general and easy to farm, so the average player isn't in danger of getting Game Overs most of the time to begin with. Also of note, in the final Bowser fight, there's a 1-Up very close to the fight's entrance pipe and it will spawn back there each time you die, so in what will likely be the only challenging boss fight for most players and where getting a Game Over would suck as it would entail having to replay all of the final Bowser level, you effectively have infinite lives anyway to never get a Game Over.
357* MellowMantas: The manta ray in Dire, Dire Docks is completely harmless and even beneficial. It leaves behind a trail of bubble-rings, and if you swim through five of them in a row, you get a [[PlotCoupon Power Star]].
358* MercurysWings: Mario's wing cap, which allows him to fly. It also allows him to slow his descent during a fall if you hold A.
359* MegaMaelstrom: The underwater whirlpool in Dire, Dire Docks is a OneHitKill if Mario strays too close. One of the Power Stars actually requires Mario to venture near it. There are several treasure chests near the whirlpool, and the last one is placed dangerously close to the vortex.
360* MetaGame: The [[NotTheWayItIsMeantToBePlayed "Green Demon Challenge"]] that started [[https://www.youtube.com/watch?v=aSYAQSGAp0I&t=73s in Japan]], requires players to collect the 8 red coin star while actively [[SelfImposedChallenge trying to avoid]] the green 1-Up mushroom that homes in and follows Mario whenever it spawns.
361* MissileLockOn: In some levels with butterflies, letting certain ones touch or land on Mario will transform it into a 1-Up Mushroom, while a few others may actually turn into black orbs and follow Mario slowly, exploding on contact.
362* MrExposition: The Toads scattered throughout the castle serve as this. The first one you meet in the lobby gives you the rundown of Bowser taking over the castle and kidnapping Peach, scattering the Power Stars throughout the painting worlds and sealing off all but one door.
363* MundaneMadeAwesome: Sure, it's to some degree awesome, but are all those camera angles and the exciting fanfare really needed when Mario gets a key?
364* MutuallyExclusivePowerups:
365** You can't combine the Wing Cap and the Metal Cap, although the combination is just unused.
366** You ''can'' also combine the Wing Cap and Koopa Shell (which allows you to glide to the Bob-omb Battlefield island), but not the other way around — the Item Blocks won't pop open if you're riding a shell.
367* MyRulesAreNotYourRules: [[LampshadedTrope Lampshaded]] during the battle against King Bob-omb. If you try throwing him off the mountain, he'll jump right back up and complain that throwing the king out of the ring is against the rules. However, you're not the king, so he's allowed to throw you out.
368-->'''Big Bob-omb:''' You must fight with honor! It is against the rules to throw the king out of the ring!
369* MySpeciesDothProtestTooMuch: This game introduces the [[http://www.mariowiki.com/Bob-omb_Buddy Bob-omb Buddies]], a red sub-species of Bob-omb at war with the villainous black Bob-ombs and their leader (which war is the premise of the first world, Bob-omb Battlefield); they're quite willing to help Mario on his way with hints and permission to use their cannons to get around. The Buddies would go on to reappear throughout the N64 era in ''Mario Tennis'' and the ''Mario Party'' series, but since then they've only been seen in a certain NostalgiaLevel in ''VideoGame/SuperMarioGalaxy2''.
370* MythologyGag:
371** Mario's love of pasta is referenced twice in the game. This character trait first appeared in ''Series/TheSuperMarioBrosSuperShow''.
372** The name of MIPS the Rabbit is an in-joke named after the Nintendo 64 CPU.
373** One for Unix aficionados: the main menu is based heavily on an SGI demo program called Buttonfly, which came with the Onyx supercomputers used to develop this game.
374* NeverSayDie: Probably one of the first Nintendo games to avert this.
375-->'''[[DefangedHorrors Big Boo]]''': Ghosts...don't...DIE! Can you get out of here...alive?
376* NightOfTheLivingMooks: Boos are very frequent in the trope-naming level BigBoosHaunt, and so are creepy eyes called Mr. I that always look at Mario (their KingMook is a larger-than-usual specimen known as Big Mr. I). Interestingly, though the game also introduces Snufits (ghostly versions of the Snifits from ''Super Mario Bros. 2''), they don't appear here but in the next level (Hazy Maze Cave).
377* NoFairCheating: In the races with Koopa the Quick, as well as Cool, Cool Mountain's Big Penguin Race, using shortcuts disqualifies you from getting the star for that mission, as well as a stern talking-to from the other race participant. The Big Penguin Race checks how long you're in the air when you jump, and if you're in the air for more than two seconds, you're disqualified. Koopa the Quick however only checks if you use any of the cannons during the race, not any of the secret warps or the Wing Cap.
378* NoFourthWall: It certainly seems like it what with all of the references to the game itself and the bosses telling you how to kill them.
379* NoSidepathsNoExplorationNoFreedom: The three Bowser levels have very linear pathways compared to the rest of the open-world game, with only small side areas occasionally popping up in them.
380* NonStandardCharacterDesign: Dorrie stands out as a realistically-designed plesiosaur in an otherwise cartoony game.
381* NonLethalBottomlessPits:
382** The pits in Tower of the Wing Cap, Vanish Cap Under the Moat, and Wing Mario Over the Rainbow simply send you to another area: the first floor lobby, the pool next to the castle waterfall, and the pond by the castle cannon, respectively. In addition, falling through Big Boo's Haunt simply just sends you to the merry-go-round in the basement.
383** In the DS version, the pits in Big Boo Battle don't hurt you and only warp you back to the start of the level.
384* NotTheFallThatKillsYou: This was the first Mario game outside the ''Franchise/DonkeyKong'' games in which falling from too great a height could cause damage even if you landed on solid ground. However, you can avoid taking damage if you GroundPound right before you hit the ground. If you get all 120 stars and meet Yoshi, he'll upgrade your triple jump so that Mario can avoid taking damage from a fall when he's flipping through the air.
385* NotTheIntendedUse: The Long Jump is supposed to be used to simply allow players to clear long gaps or travel a bit faster, but inquisitive players eventually discovered a major design oversight in the move--that Mario has ''no speed cap'' when moving backwards, meaning a skilled player repeatedly using the Long Jump while moving it backwards in the right environment allows one to build up ludicrous amounts of speed, letting them pass through levels much quicker and clip through barriers like doors or the Endless Stairs. Thus, discovering and then exploiting this technique allowed speedrunners to break the game wide open as it allows for a variety of SequenceBreaking tricks, right down to being able to complete the game without so much as collecting a single star.
386* NothingIsScarier: The endless staircase prior to the final level; the darkness of the staircase beyond combined with [[https://www.youtube.com/watch?v=7wp3rzAdwT8 the music]] gives an unsettling feeling. The music disappears when you enter the staircase with the required 70 stars, however, keeping the normal castle music instead at that point.
387* NoticeThis:
388** When you first enter Bob-omb Battlefield, the camera angle is set up in such a way that instantly makes the nearby mountain where King Bob-omb stands the shot's focal point, catching the players eye and giving them an immediate idea as to where to go.
389** The game calls to attention the locations of the Vanishing Cap and the Wing Cap courses — the former in the opening cutscene, and the latter via an impossible to miss pillar of light that appears in the lobby after you collect 10 Stars.
390** The Red Coins are specifically coded to ''always'' be visible from a far distance, making it much far easier to notice them than the regular coins.
391* OminousPipeOrgan: The Final Bowser music is composed of one playing [[ShapedLikeItself ominous music]]. Quite fitting for final boss music.
392* OneHitKill: Several; the center of the swirling quicksand pools, the borders of the level (if you somehow get past the invisible walls), the bottom of the outside of the pyramid, and the sand under the Tox Box maze in Shifting Sand Land pull you under with no effort. There's also a whirlpool in the entry area of Dire, Dire Docks, and Big Bubba can swallow you whole in the huge side of Tiny-Huge Island. And of course, falling into a bottomless pit.
393* OpeningTheSandbox: The more [[PlotCoupon Power Stars]] you obtain, the more levels you can access. When you start the game, you can only enter Bob-Omb Battlefield, but getting 1 star lets you enter Whomps Fortress and the Secret Slide. Two more stars lets you play in two more courses. Getting 8 stars and beating Bowser gives you the key to the basement, and this is where the game really starts opening up, since you get four new courses to explore (with four more stars unlocking another course, Big Boo's Haunt) and can begin searching for the three cap switches. Getting 30 stars and beating Bowser again lets you go upstairs and play four more courses, and getting 50 grants you access to the last two stages before the Endless Stairs.
394* OrdinaryDrowningSkills: The first game in the Mario franchise where water isn't breathable or instantly fatal. 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.
395* PachelbelsCanonProgression: The third section of the credits song is built on this progression.
396* PainPoweredLeap: Falling into lava will launch Mario into the air; this does damage, and can lead to a CycleOfHurting in the worst case scenario, but the leap ''can'' be controlled and used as a means to reach platforms.
397* 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''.
398* PanUpToTheSkyEnding: Just before the credits in the ending, this is used as Mario walks into the castle with Peach.
399* PassThroughTheRings: Required for a handful of Stars.
400* PermanentlyMissableContent: Bowser's Sub permanently vanishes once you obtain the key from Bowser In The Fire Sea for the first time, and you need to use the floating poles from then on if you want to get its star again. This is a mild example of the trope because you need to collect the original star from the sub to even enter Bowser In The Fire Sea.
401* PickupHierarchy:
402** '''Primary''': Keys, Power Stars.
403** '''Secondary''': Red Coins (8 for a Power Star). Silver Stars (5 for a Power Star, DS-only), 1-Up Mushrooms.
404** '''Tertiary''': Coins (100 for a Power Star).
405** '''Extra''': Cap Switches.
406* PlayerNudge: Because the Caps are needed to get all of the Power Stars and a novice player is probably unaware they even exist at first, the game will occasionally drop hints to seek them out after completing a level and/or getting enough Stars, whether by the odd signpost near the cap blocks or by messages you get after collecting a certain amount of stars. If that isn't enough, the game [[NoticeThis specifically calls attention]] where you can find at least two of them; the opening specifically highlights the inexplicable door in the Castle's moat and the pit that leads to the Vanishing Cap course, and after collecting 12 stars, a mysterious light will appear from the ceiling in the castle lobby, prompting a curious player to look up into it and instantly get transported to the Wing Cap course.
407* PlotHole: The are two Stars that have you race against Koopa the Quick: one in Bob-omb Battlefield, the other in Tiny-Huge Island. The game expects you to do the Bob-omb Battlefield race first, but you can bypass it entirely. The game does not take this possibility into consideration, so not only is the name of the star mission in Tiny-Huge Island (Rematch with Koopa the Quick) a bit misleading, but when you meet up with Koopa the Quick in that level, he'll still talk about how he lost the previous race against you and wants a rematch, despite the fact that said race never took place. This is likely just a lack of foresight on the developers' part, if anything.
408* PolarPenguins: Cool, Cool Mountain, the first SlippySlideyIceWorld, is inhabited by friendly penguins.
409* PortalPicture: Most worlds' are entered by jumping into their paintings.
410* PowerUpLetdown:
411** Whereas the Wing Cap is very handy ([[DifficultButAwesome if tricky to use]]), and the Metal Cap is quite practical in several circumstances, the Vanish Cap is really only useful in very specialized circumstances, namely to get through the occasional thin wall. It does leave you briefly invincible, but that's about the extent of its usefulness, and even then it usually appears in worlds with few enemies around, so even that use of it is moot.
412** The Koopa shells you can ride on land are fun and even useful to use, but the underwater Koopa shells you can occasionally find in the water levels (i.e. Jolly Roger Bay, Dire Dire Docks) not so much. It's hard to grab due to some buggy collision detection, and all it does is let you move a little faster underwater for a few seconds before it vanishes.
413** 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.]]
414** An in-universe example: Koopa the Quick claims that he bought the new "Koopa Mach 1 shoes" after his defeat at Bob-Omb Battlefield to get the decisive advantage in Tiny-Huge Island, but he loses to Mario again regardless.
415* PressurePlate: There are switches Mario can step or slam on that will open doors or activate something nearby. Most of them stay locked, but some of them, like the stair switches in the Bowser levels, are timed.
416* PushyMooks:
417** Bullies do nothing but charge at Mario and shove him around, possibly into a [[LethalLavaLand nearby pool of lava]].
418** Chuckyas, a non-explosive [[ActionBomb Bob-omb]] variant, pick Mario up and throw him in a random direction. King Bob-omb does the same, but he actually can harm you via fall damage if he manages to pitch you off the summit.
419** The Heave-Ho enemy has a dustpan in the front that flings Mario if he steps on it.
420* PuzzleBoss: In the Bowser fights, Bowser is completely immune to your attacks, so you have to grab him by his tail and throw him into bombs lining the arena. The bombs serve no purpose other than to hurt him, since he can't (or won't) throw you into the bombs himself, and you frankly have to be suicidal to run into them.
421* 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 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).
422* RacingMiniGame: Koopa the Quick wants to race you! As does Big Penguin.
423* {{Railroading}}:
424** Downplayed. You need 12 stars to open all the courses on the first floor and get the caps — but after you beat Bowser in the Dark World, the game pretty much gives you free rein on where to go. The only other obstacles are the key to the second floor and the Star Doors. But you don't even have to complete every level to get to Bowser — it's possible to even skip a lot of the stars from both the castle basement and top floors if you're just settling for a 70 star run. Heck, you can reach Bowser in the Fire Sea while hardly setting foot downstairs if you're persistent enough with the early levels, with one star in Dire, Dire Docks blocking your path to it. You can complete the game without ever going to the second and third floor levels by getting every star in the foyer and basement (there are 74 in total there).
425** Some of the levels have mild railroading in them. For example, in Bob-omb Battlefield, you absolutely have to get the first star in order to race Koopa the Quick and unlock the cannons, which you need to get the star on the Island in the Sky (though in practice, [[SequenceBreaking it's possible to reach it with a very skilled long jump]]), plus the red coin on it and the rings of floating coins nearby that are needed for the 100 coin star (the highest amount of coins you can get without reaching the island is 94 to 99, depending on whether a regular Koopa shows up or if you long jump to the island). You technically need to backtrack there again once you have the Wing Cap to beat Mario Wings To The Sky, [[SequenceBreaking but that can be bypassed by using the cannon.]] It is possible to get the Chain Chomp star first, though.
426* RascallyRabbit: MIPS, the rabbit who has two Power Stars and will run off rather than give them to Mario.
427* RealityWarper: Bowser uses the stolen Stars "to create his own world in the paintings and walls" (according to Toad), each Star Door room to him contains a different physic-bending defense, and [[spoiler:he can {{Teleport}} in his second fight]].
428* RearrangeTheSong:
429** All of the classic ''Mario'' themes are given an update.
430** The new stage music for Bob-omb Battlefield, Cool, Cool Mountain, and the Secret Slide areas (among others) are all rearrangements of the same tune. These three variations make up the majority of the game's music, though a few have their own completely unique tracks.
431* TheReasonYouSuckSpeech: [[BigBad Bowser]] delivers one to Mario just before their final confrontation.
432* 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, King-a Bowser!" when he throws him far) would eventually be re-added into a Japan-exclusive re-release with rumble support.
433* RespawningEnemies: Certain enemies (Piranha Plants and Bob-ombs, for example) respawn after you move away so they're offscreen and wait for a few seconds. You only get items from them the first time, but select enemies and items respawn.
434* RhymesOnADime: From the official French translation, as seen on the European cartridge:
435-->''Mon très cher Mario:''
436-->''Viens vite au château,''
437-->''je t'ai préparé un''
438-->''délicieux gâteau...''
439-->''Ă€ bientĂ´t,''
440-->''Princesse Toadstool''
441* RingOutBoss: Bully enemies can't actually harm you, but can only knock you around... into the lava. The Big Bully runs on this same principle (as does the Chill Bully, but he trades the lava-ringed arena for an ice platform above a pool of what may be liquid nitrogen). ''Not'' with the Big Bob-omb, however: "It is against the royal rules to throw the King out of the Ring!" He tries to ring ''you'' out, though, and his ring is the peak of ''a mountain''. Have a nice fall!
442* RuleOfSeven: Each of the painting worlds has seven Power Stars, including the 100-Coin Star.
443* RuleOfThree:
444** Three times you can score an extra life after beating any world with 50 coins, with the bonus stacking up until 150 coins.
445** Nearly every BossBattle in the game is won when Mario damages the boss three times.
446** Bowser's battles are concluded with only one successful hit, but he has three whole battles and the third one is not only the FinalBoss but requires him to be damaged three times, and the arena collapses after the first two hits, making the third the hardest.
447** There are three big slides in the game.
448** Mario has three possible PowerUp caps: the Wing Cap, the Vanish Cap, and the Metal Cap. Each cap has a secret switch that Mario must find and press.
449** Mario has a three-attack combo, two punches and a kick, and can jump three times in sequence, each greater than the last--the third jump is necessary for Mario to start flying from a standing position while wearing the Wing Cap. After getting all one hundred and twenty stars, Mario's third jump will be enhanced.
450* RumpRoast: Happens to Mario when he falls in lava and touches blowing fire.
451* SaveThePrincess: Like the plot of basically every other Mario game, Princess Toadstool (Peach) is kidnapped yet again.
452* SecretLevel: The castle has a few secret levels hidden in it, like the slide level or the wing cap level. Some levels themselves also have secret levels within them, like the metal cap level from Hazy Maze Cave.
453* SequenceBreaking: [[SequenceBreaking/SuperMario64 Has its own page for it.]]
454* ShiftingSandLand: The TropeNamer. Shifting Sand Land is full of sand, quicksand pits, and sandstorm-tornadoes. There's also a small oasis and a big pyramid in the course.
455* ShockAndAwe: The game marks the debut of round, electrified enemies known as Amps. Some of them only rotate, while others move in a circular pattern (and in later games, some move back and forth in a straight line). The Amps are the successors to the family of Sparks and Li'l Sparkies seen in ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioWorld'' respectively.
456* ShoutOut:
457** One of Cool Cool Mountain's stars is called [[Music/PaulSimon "Slip Slidin' Away"]].
458** MIPS the rabbit [[Literature/AlicesAdventuresInWonderland repeatedly says he's late to a date.]]
459** Several star names:
460*** [[Creator/EdgarAllanPoe The Pit and the Pendulums]]
461*** [[Film/TheWizardOfOz Somewhere Over the Rainbow]]
462** In the German version, Tiny-Huge Island is called [[Literature/GulliversTravels Gulliver Gumba]]. ''Gumba'' is the German translation for Goombas.
463** In the French version, before the rematch in Tiny-Huge Island, Koopa the Quick asks Mario if he's training for the Olympic Games, considering how fast he'd gotten.
464** The [[https://youtu.be/uXtpljtRHX8?t=49 "circus" music that plays in the room for "Ride Big Boo's Merry-Go-Round"]] is lifted directly from the flea attack scene from ''Film/TheCityOfLostChildren''.
465* SignpostTutorial: The game contains a number of literal signposts scattered throughout the Castle, and a few more in the levels themselves. They cover all of the basic moves and gameplay elements, but you can skip them if you want.
466* SillySimian: Ukkiki the monkey steals your hat with glee.
467-->'''Ukkiki:''' Ukkiki...Wakkiki...kee kee! Ha! I snagged it! It's mine! Heeheeheeee!
468* SleepyEnemy: The Piranha Plants in Whomp's Fortress are asleep with a [[SoundtrackLullaby little lullaby playing]] should you approach them. If they wake up, the lullaby will stop playing and the Piranha Plants will chomp at Mario in retaliation, only falling back asleep once you back out a bit. They can only be defeated by sneaking up on them and punching them while asleep.
469* SlideAttack: There's two. Pressing the attack button while running will cause Mario to dive and slide on the ground for a bit, being able the grab things and hit enemies this way. There's also a sliding kick, done by running, then crouching and pressing B quickly.
470* SlideLevel: There are three secret slides that can be accessed within certain areas where completing it gives you a power star. The one at Cool, Cool Mountain in particular requires you to race the big penguin for it, without using the shortcut, otherwise he won't give it to you if you win the race.
471* SlidingScaleOfLinearityVsOpenness: The game is a level 4 throughout, and comes near level 5 once all the levels are opened up.
472* 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. 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.
473* SmashMook:
474** Whomps, which are cousins of Thwomps, will try to smash Mario if he's in front of them instead of below.
475** The game introduces Bullies, enemies whose only attack consists of ramming Mario, hoping that he falls off the platform they're currently in.
476* SoNearYetSoFar: The doors that lead upstairs are right in the castle lobby, but can't be opened until you beat Bowser in the Fire Sea.
477* SoundtrackDissonance: Bob-omb Battlefield is the ''happiest warzone ever''.
478* SoundtrackLullaby: If you approach a sleeping Piranha Plant, the main soundtrack fades to a soft lullaby tune.
479* SpinningClockHands: The hands on the Tick Tock Clock move a bit quickly at nominal pace.
480* StairwayToHeaven: The final staircase, if you try to climb it before you have the necessary amount of stars, goes up forever; you can't reach the top unless you take advantage of a {{Good Bad Bug|s}}.
481-->'''Bowser:''' To open the door that leads to the "endless" stairs, you need 70 Stars. Bwa ha ha!
482* StarterVillain: King Bob-Bomb is this in a way, being the [[WarmupBoss first boss the player faces]] at the end of the first level accessible in the game and having the level dedicated to a war between his own Bob-Bombs and the friendly, pink ones. He's fairly non-threatening, and the way he's defeated could even be considered a simplified way of the way main villain Bowser is defeated (that is, being grabbed from behind and tossed).
483* 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.
484* SuddenlyVoiced:
485** ''Super Mario 64'' is the first 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.
486** Also, Peach speaks in the opening [[spoiler:and ending]] and Bowser gains his distinctive laugh (though he won't actually speak until ''VideoGame/SuperMarioSunshine'').
487* SuperDrowningSkills: To defeat the [[RingOutBoss Chilly Bully]] in Snowman's Land, you have to knock him into the water where he promptly ''[[MadeOfExplodium explodes]]'' and disappears within seconds. This also applies to Mario, as that water is sharp ice that is the same as lava, and air is sapped twice as fast in the water by the ice machine.
488* SuperTitle64Advance: Along with the other launch game for the Platform/Nintendo64, ''VideoGame/{{Pilotwings}} 64'', this was one of the first two games to use the "64" ending.
489* TechnicolorToxin: [[DeadlyGas The haze]] in the Hazy Maze Cave is bright yellow.
490* TempleOfDoom: The inside of the Pyramid in ShiftingSandLand.
491* ThankingTheViewer: As usual per ''Mario'' games, Mario gives his thanks after finishing the game. Yoshi would deliver one from "The Super Mario 64 Team" before giving Mario a hundred {{One Up}}s.
492* ThemeAndVariationsSoundtrack:
493** The main theme of the game can be heard in the soundtrack for Bob-omb Battlefield, the Princess's Secret Slide, Cool, Cool Mountain. The Princess's Secret Slide version can also be heard in most secret courses, races with Koopa the Quick, both other slides, Tick Tock Clock, and Rainbow Ride.
494** The Star Get theme and dying theme both share a RecurringRiff with Bob-omb Battlefield.
495* ThreateningShark: [[PunnyName They're called Sushis]] and they're found in Dire, Dire Docks.
496* ThreeStrikeCombo: The basic right-left-kick combo might be the TropeCodifier for 3D games. Yah-Wah-Hoo!
497* TideLevel: Wet-Dry World. There are multicolored devices interspersed throughout the level that raise/lower the water to their position when touched once.
498* TooDumbToLive: The Micro-Goombas on Tiny-Huge Island. They recklessly charge headfirst into Mario, only to explode on contact — and they can't even harm Mario, just knock him off his feet for a moment. They can, however, potentially knock you to your death if you're near the edge of a cliff.
499* TropeCodifier: This game set the standard for both the VideoGame3DLeap as well as the 3D PlatformGame.
500* UnderTheSea:
501** Jolly Roger Bay is a pirate's cove with a huge lake of water to swim in. There's a giant sunken ship with an eel living in it.
502** Dire, Dire Docks has no land, aside from the sides of the Bowser sub area. Mario must swim and dodge sharks, manta rays, and whirlpools.
503* UndergroundLevel:
504** Hazy Maze Cave is entirely underground, set in an abandoned mine.
505** Cavern of the Metal Cap, which is accessed through an area in Hazy Maze Cave. It's a small side area thats located behind a waterfall near Peach's Castle.
506** Vanish Cap Under the Moat is set in an area directly below Peach's Castle.
507** The second half of Lethal Lava Land is set inside of the levels volcano, which goes deep below the levels sea of lava.
508** The second half of Shifting Sand Land is set in the pyramid, leading Mario underground at first before going up while Eyerok is settled deeper.
509* UndergroundMonkey:
510** Unagi can be considered a water version of the Chain Chomp in its design (staring eyes and mandible) and its gameplay (an InvincibleMinorMinion who must be tricked to get its star).
511** The Chill Bully from Snowman's Land is an ice version of the Big Bully from LethalLavaLand.
512* UnendingEndCard: The game ends on a picture of a cake, with Mario and Peach on top. There's no way to leave this screen without resetting your N64.
513* UnintentionallyUnwinnable:
514** You have to be unlucky to accidentally softlock Mario via quirky collision-detection, but the easiest way to jam up the game through no fault of the gamer is to collect the 100-coin star on 'Tall, Tall Mountain' over any cliff or chasm with updrafts. If Mario touches a star while in the air, he'll fall to the ground and victory pose as you're booted out of the level. But since the winds prevent the plumber ''from landing'', he's now helplessly suspended in midair with no way to progress.
515** In both 'Cool, Cool Mountain' and 'Tall, Tall Mountain' courses, if you're unlucky enough to spawn the 100 coin star while on the slide, backtracking to the top won't help; the star vanishes once the area reloads, meaning you have to replay the level and collect 100 coins, all over again to get it.
516** Similar to Cool, Cool Mountain above, if you spawn the 100 coin star while holding the chain-link grate that leads to the [[{{Pun}} "A-Maze-Ing]] Emergency Exit" star in 'Hazy Maze Cave', it will spawn above the chain-link grate, and there is no way to get on top of it as an InvisibleWall prevents you from doing so, which means that you have to re-start the level all the way from the beginning and collect 100 coins again.
517** If Mario jumps into and destroys all the bombs in one of the Bowser battles before throwing Bowser into a bomb, it's impossible to defeat him. This can also happen by throwing Bowser into a bomb, then catching him in midair before he lands, which negates the damage done to him. Fixed in the DS remake – a bomb will appear at a random area if all of the bombs are destroyed.
518* UniqueEnemy:
519** In Cool Cool Mountain, on the longest bridge, there are two Mr. Blizzard enemies who behave differently from the ones elsewhere in the game, as they hop back and forth across a bridge rather than pivoting in place and throwing snowballs at you. Also, since they cannot be run around, they cannot be defeated. In the remake, there are other ways to defeat Mr. Blizzards that will work on them.
520** This platforming adventure includes a [[AttackOfTheKillerWhatever killer piano]] in Big Boo's Haunt that attacks when you get near it and can't be killed.
521** Hazy Maze Cave is the only level to contain Swoopers.
522** Bubbas (large fish that will eat you) are only found in Tiny Huge Island, on the Huge Side.
523** The Tox Boxes, Pokeys, Grindels/Spindels, and Klepto the Condor only appear in Shifting Sand Land.
524** The shark Sushi and the only two Cheep Cheeps in the entire game appear in Dire Dire Docks at the very beginning, near the whirlpool.
525** There's a single Bullet Bill Shooter in the entire game, in Whomp's Fortress. And it only shows up from the second mission onwards.
526** Bomps, wall enemies that push Mario, are found exclusively in Whomp's Fortress. You can even skip them altogether.
527** Despite being the namesake of Whomp's Fortress, Whomps themselves are fairly rare, with the level itself having only two of them (not counting their leader, [[KingMook Whomp King]]). The one other Whomp in the game is found in a lonely platform in the last level.
528** Tall, Tall Mountain has the only Fwoosh in the game.
529* UnnaturallyLoopingLocation: If Mario has less than 70 Power Stars, the staircase leading up to the final Bowser battle will endlessly loop (and also plays a strange melody that seems to endlessly increase in pitch, known as a Shepard tone). It is possible to exploit a glitch to get Mario to move so quickly that he bypasses the loop altogether.
530* UpdatedReRelease: There was a Japan-only re-realse called the ''Shindou Pak Taiyou Version''[[labelnote:Translation]]Rumble Pak Compatible Version[[/labelnote]] that had rumble pak support, along with a few bug fixes and different voice clips.
531* VariableMix: The water and cave levels change the background instrumentation depending on what's going on or what area of the level you're in. For example, the underground music sounds spookier when you're in the area with Dorrie.
532* VideoGameCrueltyPotential:
533** You can throw both of the harmless baby penguins off the ''level''. Like everyone else, they both get better (Tuxie respawns at the top of the mountain and the other baby penguin respawns on top of the cottage). But you're still a dick for doing it. When you take back the lost penguin that the mom is looking for after returning it, she walks towards you crossly.
534** Koopa Troopas run from you in this game, and don't even hurt you when they bump into you, but ''you'' can still kill ''them'' for a blue coin.
535* VideoGameFlight: The Wing Cap power, although Mario is technically gliding, not flying. This game even provides the image for that page.
536* ViolationOfCommonSense:
537** You can save yourself from fall damage by doing a ground pound or a dive right before you land, even though both actions should technically ''accelerate'' your interaction with GravityIsAHarshMistress. The in-game logic is presumably that it stops the fall and restarts it, thereby shortening the distance you actually do fall.
538** Despite what you'd initially think, it is possible to get the underwater Jet Stream Power Stars without the aid of the Metal Cap by exploiting a difficult to execute glitch by swimming directly on the side of the jet foam.
539* VoiceoverLetter: In the beginning, Peach reads aloud her letter to Mario.
540* WalkDontSwim: With the Metal Cap, asMetal Mario is too heavy to swim. The tradeoff is that it allows you to grab stars from underwater vents that would otherwise blow Mario away.
541* WallJump: Possibly the TropeCodifier. It likely was implemented after players began utilizing a glitch in the earlier 2D games, where Mario's foot accidentally goes partially into the wall, making it register as a floor. The action is made easier in the DS remake and later ''Mario'' games, as Mario will slide down the wall upon hitting it, giving the player more time to jump.
542* WatchForRollingObjects: Trope namer. There are sections where Mario has to dodge or jump over incoming boulders or metal balls.
543* WeWillMeetAgain: Played with very interestingly here. In the game's earlier fights with Bowser, you see Bowser saying Mario will pay for this... later. In these cases, it seems so distant; however, by the time of each next fight with Bowser, it tends to feel like it happened a lot quicker than it seemed like it would at the end of each previous fight.
544* WingdingEyes: Mario's eyes get X's in them whenever he dies or gets burnt by fire.
545* WithGreatPowerComesGreatInsanity: The Wiggler you fight inside Tiny-Huge Island, due to the influence of a Power Star it acquired. Mario gives him a whoopin' and brings him back to his senses, surrendering the star to him in return.
546-->'''Wiggler:''' What to do, what to do? Huff... huff... it makes me so... MAD!!! Everything has been going wrong since I got this Star... It's so shiny, but it makes me feel... strange...
547* WroteTheBook: One of the Toads in the castle says that "Bowser and his cronies wrote the book on bad."
548* YearsTooEarly: If Koopa the Quick wins a race in the German version, he taunts Mario that [[MyGrandmaCanDoBetterThanYou even his great grandma is much faster than him]], but he could probably catch up given a couple of years of training.
549-->'''Koopa the Quick:''' Hohoho, das war ja wohl nichts! [[MyGrandmaCanDoBetterThanYou Sogar meine Uroma Koopa ist wesentlich schneller als Du!]] Naja, mit zwei Jahren Training konntest Du's vielleicht schaffen. Bis dann...und tscuhĂź![[labelnote:Literal English translation]]Hohoho, that was too easy! Even my Great Grandma Koopa is much faster than you! Well, with a couple of years of training, perhaps, you could make it. Until then... goodbye![[/labelnote]]
550* YouAreTheTranslatedForeignWord: A variation in Unagi the Eel, "unagi" being Japanese for "freshwater eel."
551* YourPrincessIsInAnotherCastle: On a bigger scale, this is almost literally the case. Unlike the TropeNamer, the princess is ''within'' the castle, but the battle with Bowser you have access to once you have 8 stars is far from the last, leaving you to keep collecting stars in more levels and beat him twice over before you get to the actual end of the game.
552[[/folder]]
553
554[[folder: ''Super Mario 64 DS'' (2004)]]
555
556* {{Acrofatic}}: Sure, Wario is the worst at jumping, but his moves still would put most people to shame. That's not to say Mario's weight would fit his prowess.
557* AdaptationalBadass: Not only does Bowser replicate his original takeover of Peach's Castle successfully, he also captures ''Mario, Luigi, and Wario'', three of the most powerful characters in the series, in the process without throwing a wrench in his plans.
558* AdaptationNameChange: Two for two extra bosses added into the game: King Goomba has been renamed to Goomboss, while King Boo is now Big Boo.
559* AdaptedOut: MIPS the Rabbit is absent from the port, having been replaced by a group of rabbits who give you minigame keys instead.
560* AntiFrustrationFeatures:
561** Due to the awkwardness of walking with the touchscreen, many of the previously thin paths in the original release have been made wider so as to be less frustrating. Even when playing with the D-Pad, the inclusion of the dash button means that one can walk over those thin paths much more easily by simply letting go of the button.
562** In order to keep you from constantly having to backtrack to the character selection room every time any given Star requires a certain character, you can temporarily turn into other characters by picking up their hats, which appear in levels once you unlock the character who owns the hat. For that same reason, entering a level as Yoshi allows you to start a level with one of said hats, provided you unlocked the character in question.
563** Every character can jump higher than Mario could in the original (even Mario himself), aside from Wario, who jumps at about the same height.
564** Hoot the owl appears in more levels now, reducing the need for repetitive level treks when objectives are located in similar paths.
565* ArtEvolution:
566** Dorrie, the sea monster in Hazy Maze Cave, gains a new pair of goggles that resemble those of the dolphins from ''VideoGame/SuperMarioWorld''. Dorrie's updated design would be carried over into ''VideoGame/NewSuperMarioBros1''.
567** Some of the 3D models were also improved — most noticeable in Mario's head on the title screen, the Goombas that look more like their 2D counterparts, and Bowser, who looks much more refined and akin to his modern design.
568* ArtifactTitle: The game kept the "64" part of its name so that one can tell that it's based on the Nintendo 64 game, not because it can be found on it. The DS itself isn't even 64 bit (it has a 32-bit CPU).
569* AscendedExtra:
570** Yoshi's role in the original was a brief cameo. In this version, he's a playable character — in fact, he's even more of TheProtagonist than Mario this time (Yoshi's the main playable character during Mario, Luigi, and Wario's time as [[BadassInDistress Badasses in Distress]], and he gets the most spotlight during the ending).
571** In the original, there was only one rabbit (named MIPS). There's plenty more here.
572* AscendedGlitch: In the original, by using the reverse long jump method, Mario can pass through the mirror in the mirror room and explore the area behind it. However, only emptiness waits beyond the mirrored door. In this version, Luigi can use a Power Flower to turn into Vanish Luigi and walk through the mirror to enter the mirrored room. If he passes through the mirrored door, Luigi ends up in complete emptiness, with the exception of himself, the door, and [[spoiler:one of the castle's secret Power Stars]].
573* AsteroidsMonster: Goomboss explodes into countless normal Goombas when you defeat him, but it's just for show, as those Goombas disappear as soon as they hit the ground.
574* BadassInDistress: Mario, Luigi, and Wario start off locked behind doors.
575* BettingMiniGame: Most of Luigi's mini-games, which are mainly based around casino games, are this, ranging from poker to slots to memory matching.
576* BigDamnHeroes: Yoshi pulls off one of the greatest examples in the ''Mario'' franchise. Just when Mario, Luigi, and Wario are all captured and sealed behind doors as Peach's Castle gets taken over, the green dinosaur comes in and starts doing some ''serious'' asskicking, armed with just his appetite and his incredible jumping, and rescues our heroes in time.
577* BonusFeatureFailure: Except it's even worse than the original in this regard: Since Yoshi is playable in this version, no one appears on the roof, there's no upgraded Triple Jump to be unlocked, and worst of all, the only thing of interest on the roof is Luigi's final rabbit... which gives you a virtually unchanged version of another mini-game you're most likely to have unlocked by that point.
578* CallBack: Yoshi can't kill the Boos in the castle courtyard or enter Big Boo's Haunt, alluding to his fear of ghosts from ''Super Mario World''.
579* CallForward: There's a new ''VideoGame/SuperMarioSunshine''-inspired bonus level, appropriately titled "Sunshine Isles". It even uses the Delfino Plaza music.
580* TheChosenOne: Mario gets upgraded to this role in the remake, as he's the only one who can open the star doors and complete the last level of the game, Bowser in the Sky.
581* CoDragons: Goomboss, King Boo, and Chief Chilly seem to play these roles to [[BigBad Bowser]], since they have their own levels and guard the other protagonists. In contrast to the N64 version, in which Bowser doesn't really have a [[TheDragon Dragon]].
582* ColorCodedMultiplayer: The VS. Mode assigns different Yoshi colors to each player. The order goes from Green, Red, Blue, and Yellow.
583* DecoyProtagonist: Mario is front and center on the cover and takes center stage in the opening sequence, and everything looks to be the same as the original, barring the new additions of Luigi and Wario... [[NotHisSled until they all go MIA in the castle and leave Yoshi as the sole playable character for the first stretch of the game]]. {{Subverted|trope}} when Bowser insists that only Mario fight him in the final battle, making him necessary to beat Bowser in the Sky and ultimately the game.
584* DevelopersForesight:
585** Somewhat the case with Chief Chilly—if you [[https://www.youtube.com/watch?v=lWG72trwh_A glitch through the mirror as Yoshi]] and go fight said boss, he [[https://www.youtube.com/watch?v=mSlVPRxyV-I actually has specific dialogue for Yoshi.]] However, it's more likely that Yoshi was at some point in the beta planned to be able to reach him, and the text was just never removed. [[https://tcrf.net/Super_Mario_64_DS/Unused_Text#King_Boo King Boo also had dialogue for fighting Yoshi in Japanese,]] but if you somehow reach him with Yoshi in other languages, he'll only utter [[https://www.youtube.com/watch?v=tx-J6bruz5Q blank text boxes.]]
586** It's not straightforward to reach Eyerok with Yoshi, since its lair is sealed by a brick block and Yoshi can't punch. Fighting it as Yoshi requires getting to the brick block while wearing a plumber's cap so you can break it, and then losing the cap by taking damage from an enemy inside the pyramid (since getting hurt by Eyerok won't get rid of your cap) and making your way back to the passage as vanilla Yoshi. However, the developers realized that clever players could reach the fight as Yoshi and added a fire to the arena for him to eat so he can damage Eyerok.
587** If you defeat Bowser without unlocking Luigi or Wario, they will be completely absent from the ending. However, if you somehow manage to complete the game without unlocking [[TheHero Mario]] (which isn't possible without tool-assistance), [[https://youtu.be/iwm7uLLQNgA?t=619 he'll be absent from the ending too]], though he remains on the cake.
588** On occasions, a Bob-omb will appear to stop Mario from using the Wing Cap or the Power Flower as a short-cut to get certain Power Stars.
589** If you choose to fight Bowser as Yoshi, his flames will spawn a Mario cap. This allows Yoshi to throw Bowser and win the otherwise-impossible battle.
590* DigitalTabletopGameAdaptation: The game comes with a collection of {{minigame}}s you can play by yourself or with friends, attained by catching rabbits found throughout the game. Luigi's mini-games are digital versions of card games like poker (Picture Poker) and roulette (Mushroom Roulette). Also, Yoshi's "Loves Me...?" mini-game is a variation on single-pile [[https://en.wikipedia.org/wiki/Nim Nim]].
591* DistressedDude: Mario, Luigi and Wario all get locked up by Bowser when they go to the castle, leaving Yoshi (who was [[MythologyGag still asleep on the roof]]) as their rescuer.
592* DudeWheresMyRespect:
593** The Toads on the first floor are pretty rude to Luigi, no matter how many stars you get as him. However, the Toads on the second floor and the third floor ''do'' respect him. In fact, one Toad on the second floor says he's Luigi's biggest fan and calls him the best "supporting actor" the world's ever seen, while another says that the duo will need to be called the "Luigi Bros." soon.
594** Same goes for Wario. Multiple Toads disrespect him for his previous villainous roles and general evil-looking appearance, although a few Toads respect him too; one in the basement says that since coins heal injuries, it would help people out if they were greedy like Wario, and a few of the upstairs Toads apologize for assuming he's just around to cause mischief, seeing as he's collecting Power Stars with the rest of the team.
595* EarlyInstallmentWeirdness: There are four playable characters: Mario, Luigi, Yoshi... and ''Wario'', being playable in a mainstream ''Mario'' game for the first time. And to date, the last time: this game came out just a year after ''VideoGame/WarioWare'' completely changed the character's paradigm and resulted in the "classic" Wario relegated to spinoffs only. Seeing Wario playable in a headliner game like ''Super Mario 64'' is very odd to a player nowadays; if the game were made today, a character like Toad or Toadette would be the likely choice for a fourth character.
596* EasterEgg:
597** If you repeatedly close the drawing area on the title screen and reopen it, the game will start drawing different things. Mario goes from a front view to an angled view for his second drawing, and Yoshi has symbols like hearts added near him. For the third Mario drawing, however, Mario tilts his head to the side again... and the pen draws [[BaitAndSwitch Luigi]] instead.
598** Closing your DS while having the game left on makes Mario say "Buh-bye!", and reopening the DS makes Mario say "[[CharacterCatchphrase It's-a me, Mario!]]".
599* EasyLevelTrick: The game has a lot of these, both the intentional and unintentional kind. For the intentional kind, the first Chain Chomp mission in Bob-omb Battlefield can be beaten by ground pounding the post three times and avoiding its attacks... or you could just run straight through the fence behind it with Luigi's vanish cap ability. Or just smash the post in one hit as an invincible Mega Mario/whoever equivalent. For every other mission in the game, the 'easy trick' was simply to use Luigi and backflip, since it basically let you glide gently down to just about anywhere from a high enough pointer.
600* EnemyMine: Mario and Wario were usually rivals and/or enemies. However, as a result of Wario as a playable character, this trope is enacted, forcing Mario and Wario to bury the hatchet for this game.
601* FeetFirstIntroduction: The game recreates this for Bowser, though his face is already visible in the frame since he's smaller and more hunched over in this version.
602* FunnyBackgroundEvent: In Luigi's card minigames, a Toad can be seen walking around the casino with drinks in his hand. He sometimes stops to watch you play.
603* GameBreakingBug:
604** [[https://www.youtube.com/watch?v=7EgepZ3esbY It's possible to crash the game]] before you even ''reach the file select''. However, you have to be doing it on purpose to pull it off, as it's virtually impossible to do it normally.
605** In Shifting Sand Land, if you play as Yoshi and put on a cap, carry a box and let Klepto grab your hat, the game will not only crash, but it actually fail to reboot unless you remove and reinsert the DS cartridge. This only applies to the first version of the game; the revised cartridge of the game fixes the glitch.
606** In Snowman's Land, there's a glitch you can trigger that causes multiple caps to spawn. At first it's harmless, but if you keep repeating it, more and more hats will keep spawning, with the game crashing once 64 of them appear on screen.
607* GhostLegLottery: Two of the minigames are of this type:
608** "Mario's Slides", a minigame in this game and ''VideoGame/NewSuperMarioBros'', has you drawing the horizontal lines as a face of Mario descends towards the Power Star. The game ends when Mario gets bitten by the Piranha Plants. Things get tricky fast when you have to last several rounds without clearing the board. The latter game also has a 1v1 variant where Mario travels back and forth between players.
609** "Connect the Characters". The puzzle is drawing horizontal lines so the character's heads on top matches their bodies. The game starts with Mario and Yoshi with Luigi and Wario added in later levels. For added challenge, the lines clear after a set of rounds, so new lines have to be drawn to accommodate the new placements.
610* HeyYou: Done due to the fact that you can now play as characters other than Mario. However, Hoot the Owl still says you should lay off the pasta and Wiggler still calls you "linguine breath", even if you're playing as Yoshi!
611* IdleAnimation: Aww, don't the other characters look so cute when they're asleep? Strangely though, Yoshi is the only character who won't remain asleep forever, as he wakes up on his own if you let him sleep long enough.
612* InflatingBodyGag: The Power Flower transforms Mario into Balloon Mario.
613* InteractiveStartUp: Tapping Mario or Yoshi's head on the start screen draws an outlined version of the character that you can grab, squish and spin around. You can even draw your own doodle to mess with.
614* ItsPersonal: Implied to be why Bowser only allows Mario to face him in the final battle.
615* JackOfAllStats: Mario, the former TropeNamer, does it again. The instruction manual gives him a 2/3 rating in speed, power, and jump. This isn't entirely accurate, though - Mario is the fastest runner of the four, and most of his jumps are as high as Luigi's, although he lacks the ability to glide.
616* KaizoTrap: Due to the "Cruiser Crossing the Rainbow" star's new placement and the need to grab it with Balloon Mario, it's very likely you'll fall to your death after grabbing it -- [[InstantWinCondition but you still get to keep the star]], the game just won't prompt you to save until you grab another star.
617* KingMook: In addition to the ones from the original version, there are three more that you need to defeat to unlock the other characters.
618* LethalJokeCharacter: Wario hovers between this and mere [[JokeCharacter Joke]]. In a platform game where jumping is emphasized, Wario's jumping ability and mobility is downright pathetic. However, he has [[SuperStrength amazing strength]] and is the only one who can break black bricks.
619* LovesMeNot: One of Yoshi's minigames is plucking the petals off a flower. Getting the same result three times in a row results in "Really loves me!" and "Really loves me... not!". There's a rare chance of all the petals falling off at once, which counts as a "Loves me not" but without the "Loves me not" text showing up.
620* LuckBasedMission: Finding all 8 of the glowing rabbits. Their locations are completely randomised between the existing rabbits, so there's no real strategy for finding them, and you need to find them all to get one of the castle's secret stars. Playing as Yoshi and reloading the castle grounds is a way to expedite the process, since there are five rabbits that appear for him there, but it can still take some time entering and exiting the castle to see if one or more of his rabbits has been replaced by one of the glowing ones.
621* MagicalMysteryDoors: Big Boo Battle requires you to follow King Boo's EvilLaugh to find the right path to his boss arena.
622* ManlyFacialHair:
623** Chief Chilly, one of the new bosses in this version, takes great pride in his mustache, and locks up anyone who dares to show him up.
624** King Bob-omb also takes pride in his mustache, apparently believing that it gives him power.
625* MemoryMatchMiniGame: One of Luigi's mini-games is Memory Match, where you flip over two cards at a time. You are rewarded if you find a matching pair, and penalized otherwise. In the multiplayer version, you get an ExtraTurn if you find a pair. The mini-game later reappears in ''VideoGame/NewSuperMarioBros''. There's also a harder version called Memory Master, which is exclusive to ''64 DS''.
626* MightyGlacier: Wario. He's the slowest character of the 4 (the manual gives him a speed 1/3 rating) and has the worst jumping ability of the gang (jump 1/3), but his physical strength (power 3/3) puts all the others to shame.
627* MisbegottenMultiplayerMode: The multiplayer mode in this game mostly exists to just show off the DS's wireless multiplayer capability and little else. It is very tacked on and has you going around five random stages of the game racing to reach stars first. There isn't a whole lot of depth to it and you can fully experience it in less than a half hour.
628* MythologyGag: Yoshi asleep on the roof of the castle in the opening is a reference to [[spoiler:where you find him in the 64 version]].
629* {{Nerf}}:
630** Several stages were slightly (or greatly) altered. Generally, this involves enemies in tough spots getting removed, and the addition or expansion of some floors or platforms to aid against falling. Tick Tock Clock is by far the biggest example, as now there's floor all around the bottom except the pit in the middle, while the original only had land for about 1/4 of the area.
631** Hoot appears in more levels.
632** Some enemies aren't as smart, fast, or don't attack as often, such as the water bombs, Fire Chomps, Chain Chomp, King Bob-omb, and yes, Bowser.
633* NeverSayDie: Also averted in the DS remake.
634-->'''King Boo (after telling you how to kill him):''' But you'll die of fright before that happens! And then you'll be one of us!\
635'''King Boo (after being defeated):''' You can never really kill a ghost! We always come back again!
636* NoSenseOfPersonalSpace: The rabbits in Peach's Castle will accuse Yoshi of this, if the dino keeps putting them in his mouth, but not actually swallowing them.
637* NothingIsScarier:
638** The path to the Rec Room has four doors on the sides. Three of them are where the other player characters are locked, and a text box claims they're making noise on the other side, but the fourth door is completely silent. A Star is behind the door, but re-entering it after obtaining the Star has the player encounter (offscreen) Boos.
639** In the mirror room of the castle, playing as Luigi, you can acquire the vanishing power up in that room, letting you move through the mirror. You're intended to go there to fight Chief Chilly, but you can also go through the door on the other side. There is a star inside, but the room is a blank white void that leads nowhere.
640* NiceToTheWaiter: Judging by how the Toads react to each character, Mario, Luigi, and Yoshi are, and Wario definitely isn't.
641* NostalgiaLevel: The Sunshine Isles level deliberately invokes ''VideoGame/SuperMarioSunshine'', right down to the Delphino Plaza music.
642* OneOfTheseDoorsIsNotLikeTheOther: Big Boo Battle is a maze, where taking the wrong door sends you back to the beginning. You can identify the correct path by following King Boo's laugh.
643* TheOnlyOneAllowedToDefeatYou:
644** Bowser allows only Mario to the final stage. Trying to access the final stage with any of the other characters will cause them to get stuck on the Endless Stairs, irrespective of how many stars you have (the jumping glitch to bypass the stairs has also been fixed to prevent the other characters from reaching the top; however, there is [[https://www.youtube.com/watch?v=t2scQtHs3Y0 a different glitch]] that you can do).
645** Koopa the Quick will only race Mario. If you approach him as another character, he'll ask you to find Mario and tell him that Koopa the Quick wants to race.
646* OptionalPartyMember: While rescuing Mario is mandatory (he's the only character able to open the doors to the first two Bowser courses, and the only character allowed in "Bowser in the Sky"), rescuing Luigi and Wario isn't necessary to reach the end of the game.
647* PalmtreePanic: The Sunshine Isles are a group of tropical islands.
648* PetTheDog: Wario, a typically greedy and self-centered character, agrees to help Mario, Luigi, and Yoshi save the princess without necessarily getting any reward in return (aside from cake).
649* PlotTailoredToTheParty: The game can be beaten using only Mario and Yoshi (and the latter is only required because he's the only one you have access to at the beginning of the game), but to achieve HundredPercentCompletion requires using all four characters.
650* PollutedWasteland: The mini-stage "Goomboss Battle"[[note]]which is where you free Mario[[/note]] is a bizarre combination of this and TheLostWoods. It's a creepy forest with lots of DeadlyGas lining the ground and dead trees in the background. Notably, the stage uses the "Underground Theme" for its music, despite not actually being an underground level.
651* {{Projeggtile}}: Much like in ''VideoGame/YoshisIsland'', Yoshi eat enemies and items to turn into eggs to be thrown. However, he can only have one egg at a time. If he eats a crate, the egg will be cubed-shaped.
652* PunchedAcrossTheRoom: If you punch an enemy with Wario, be prepared to run a bit of distance after them to get the coin that they have.
653* {{Railroading}}: Still downplayed, but there's a little more in this port than in the original game due to the need to use four different characters to complete it. A 0 Star Run is also explicitly impossible in it, even with tool-assisting and glitches, since you absolutely need to unlock Mario in order to complete the game.
654* RandomEncounters: Occasionally, any rabbit you've already caught will be replaced by a glowing rabbit. Getting all 8 earns you a key to the mysterious room on the right of the character select.
655* RecruitmentByRescue: Mario, Luigi, and Wario become playable once you rescue them.
656* RedOnesGoFaster: Mario has the best speed out of the four.
657* {{Retcon}}: King Boo debuted in ''VideoGame/LuigisMansion'', where he swore to avenge himself against the Mario Bros. for what they did to him, which was unknown, [[RememberTheNewGuy since he hadn't appeared before]]. ''Super Mario 64 DS'' is now King Boo's official first canon appearance, which makes his lines in ''Luigi's Mansion'' make more sense.
658* TheRival: Bowser's rivalry with Mario is emphasized by the fact that only Mario can open the big Star Doors, as well as what Bowser says to the other playable characters if they try to do so.
659-->''[at the Dire, Dire Docks door]'' Mario ran away like his overalls were on fire! Gwahahahaha! I have no business with you small fries! Bring me Mario at all costs! Gwahahaha!\
660''[at the third floor door]'' What're you doing, messing up MY castle! I worked hard for it! But hey, I'm a sweet guy...I'll let it slide this time...But bring me that Mario! My little beasties have a big surprise planned for him! Gwahahaha!\
661''[at the endless stairs door]'' Grr. Even though I've lost this many Power Stars, Mario is the only one I can call my rival. No one else matters. Now scram! Gwa ha ha!!
662* RumpRoast: Like in the original, this happens to any player who touches lava or fire.
663* SayingSoundEffectsOutLoud: Wario's punches are sometimes accompanied by him saying "Punch!"
664* SuperStrength: Wario has this to make up for his limited jump and speed. With this strength, he can pull signposts out of the ground and throw them at enemies or pound the signs into the ground, he has a much stronger punch (useful for Bullies and Eyerok, the latter requiring fewer hits with Wario), and he can ''destroy the giant cannonball obstacles and punch Tox Boxes off their maze'' (when they roll safely over him). He also isn't slowed down by carrying boxes, Chuckyas, or Big Bob-omb. He's also strong enough to push in stakes with a single GroundPound compared to everyone else needing multiple Ground Pounds.
665* SuperTitle64Advance: This trope happened again, as this version adds "DS" to the name, while still keeping "64" in its title. So the former part tells us the system, while the latter part tells us which game it is.
666* StylisticSuck: The game keeps the same sound design as the original, and as such, the new voice clips for Yoshi, Luigi, and Wario are made to sound in line with their lower quality, and Peach's old voice actress came back to record extra lines rather than the game using the vocal direction they established in ''VideoGame/SuperMarioSunshine''.
667* TacticalSuicideBoss: Since Yoshi can't pick up enemies, going into a Bowser battle with Yoshi makes Bowser's fire breath spawn hats which allow Yoshi to become someone who can actually fight back.
668* ThingsThatGoBumpInTheNight: Referenced by Tuxie in a dummied-out line that was apparently supposed to be an alternate version of her line when you have Yoshi eat her.
669-->'''Tuxie:''' So it IS true that there's a monster that eats naughty kids...
670* ThisLooksLikeAJobForAquaman:
671** Wario is pretty much useless except for the levels which are specifically designed to make use of his abilities. Even then, it's usually a job for Wario's ''hat'', since it's much quicker and easier to just have the character you're playing as put that on than switch to him. The only reason to actually use Wario after getting him is the levels that can only be accessed by him.
672** {{Downplayed}} with Yoshi; although he isn't particularly useful on his own (though he excels in getting 100-coin stars), his flutter-jump ability makes him the best jumper, possibly better than Luigi, and his ability to enter a stage with any character's cap makes him convenient to have around.
673* ThrowTheMookAtThem: The game has only Yoshi as a playable character at the start. As such, he cannot punch enemies, but he can swallow them to stock up on eggs to throw. Both King Bob-omb and Goomboss could not be beaten if they did not have their respective mooks to fuel Yoshi for eggs. If anyone other than Yoshi fights Goomboss, the fight will be slightly different in that you have to punch Goombas into Goomboss in order to hurt him.
674* TokenEvilTeammate: Wario is supposedly this. Granted, unless he ''really'' likes cake or wants revenge on Bowser for capturing him, he has no informed ulterior reason to rescue Peach, making his actions for once seem unambiguously heroic.
675* TokenNonHuman: The playable characters consist of three men and a dinosaur-ish thing. Yoshi also plays differently from the others; he can't hold objects in his hands or break brick blocks.
676* TropicalIslandAdventure: One of the new courses added to this version is Sunshine Isles, a set of small tropical islands that you need to find five Silver Stars on to get a Power Star.
677* VideoGameRemake: Instead of being a mere port, the DS version has actually been rebuilt from the ground up, as evidenced by the [[ArtEvolution crisper textures and more detailed character models]], as well as some stages being [[NotHisSled slightly altered]]. This was probably necessary in order to properly implement the new characters.
678* WalkOnWater: Luigi can run on water for about two seconds before he sinks into it.
679* WrestlerInAllOfUs: In the multiplayer mode Wario has access to some of his grappling moves from VideoGame/WarioWorld.
680
681[[/folder]]
682
683----
684''[[ThankingTheViewer Thank you so much-a for-to reading-a my tropes!]]''

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