[[quoteright:333:http://static.tvtropes.org/pmwiki/pub/images/mario64.png]]
[[caption-width-right:333: [[ItemGet Here we go!]]]]
-->''Dear Mario:\\
Please come to the\\
castle. [[IWasToldThereWouldBeCake I've baked\\
a cake for you.]]\\
Yours truly--\\
Princess Toadstool \\
Peach''

Princess Toadstool, [[DubNameChange er,]] Peach has invited Mario to come to the castle, having been [[IWasToldThereWouldBeCake told there would be cake]]. However, when [[Franchise/SuperMarioBros Mario]] gets to the castle, he is instead greeted by Bowser, who has once again kidnapped Peach. He has also imprisoned the castle's 120 [[PlotCoupon Power Stars]] into paintings around the castle that are portals to other worlds! This looks like a job for Super Mario!

[[OlderThanTheyThink Though not the first 3-D platformer]], ''Super Mario 64'', released in June 1996 for the {{Nintendo 64}} (September 1996 in North America; March 1997 in the PAL region), is heralded by gamers 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. Notably for the [[Franchise/SuperMarioBros Mario]] series, this game places a heavier emphasis on exploration and puzzle-solving than most games in the series.

''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 brought the total stars up to 150 from the original game's 120, shifted some of the original stars around (while removing others), added a few new levels and bosses, included multiplayer, and had three additional playable characters (Yoshi, Luigi, and Wario).

----

!!Tropes:

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[[folder:Super Mario 64 (1996)]]
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* OneHundredPercentCompletion:
** Getting all 120 stars lets you fly to the top of the castle and collect 100 lives from Yoshi, adds stars to your triple jump (which make you immune to fall damage) and super-sizes the penguin you race in the fourth level.
** Since Yoshi is an AscendedExtra in the DS version, one of Luigi's rabbits can be found up there instead.
* ActionBomb: The Bob-Ombs. Upon running near them or picking them up, their fuse goes off and you have a limited time before they blow up.
** EvilIsNotEvil The Pink Bob-ombs are your allies and won't go after you.
* AddedAlliterativeAppeal:
** Bob-omb Battlefield; Dire, Dire Docks; Lethal Lava Land; Rainbow Ride.
** This applies to all the level names in the German-language version of the game; examples include Atlantis Aquaria (in place of Wet-Dry World) and Piratenbucht Panik (Jolly Roger Bay).
* AndIMustScream: The castle's Toad attendants have all been sealed within the walls by Bowser's misuse of the Power Stars. They sit there, barely visible, waiting for someone to save them. [[spoiler: Princess Peach, ironically, has been sealed within a stained glass window of herself embedded in the castle's façade]].
* AntePiece: The game uses instances of this. For instance, the Castles "Secret Slide" (easily accessible from the lobby) is a very short and easy challenge, as the slide has barriers around most of it that keep you from accidentally falling off--the only "challenge" imposed on the player is a sharp turn and a brief part of the slide with no barriers midway through. Even then, the slide doesn't penalize you for losing by taking away a life--it just sets you back in the lobby. Later on, you encounter two more slide levels in Cool, Cool Mountain and Tall Tall Mountain, where the training wheels come off and you're forced to do slides over bottomless pits, with no safety barriers and plenty of sharp turns--one of them even has you do a penguin racing match! The first slide is also an indicator that there are many more secret stars hidden in the castle, including one hidden in itself--a second star appears if you beat it in less than 21 seconds, which is tricky for beginners, but far from unfeasible, and it allows you to practice before the aforementioned penguin race in Cool, Cool Mountain. And on top of all that, the slide has 80 total coins, and getting 50 nets you a 1-up upon getting its stars, on top of a 1-up riding along the middle part of the course, encouraging the player to practice get used to the slides physics.
* AntiFrustrationFeatures: Given it was one of the earliest 3D games, and thus having to accommodate newcomers not familiar with it's 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;
** The players are allowed to progress through the game at their own pace and go after most of a levels stars in any desired order, if one particular star is proving too difficult to get in a level. There is also the Castle hub world that is generously filled with tutorial signs, which anal-retentively cover every general aspect of the gameplay--and aside from a handful of text boxes at the start, the game never forces the player to do a tutorial, instead allowing them to play around and get accustomed to the games controls and flow on their own time.
** Because a few of the games 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.
** As long as you're not 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.
** 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.
** 1-Ups in the game are plentiful and easy to acquire, such as the hidden 1-Ups on the castle grounds (one which you find in a tree, another beneath the castle moat by grabbing its two coins) 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 (i.e. the slide) will always get you an extra life upon beating it.
** Lethal Lava Land and Shifting Sand Land, two of the trickier levels in the game, will start you right back in their sub levels if you died in them and you reselect their respective levels right away. The Bowser levels will also land you right back outside the entrance to his arena if you lose to him.
** Any reasonably deep body of water in the game, be it the lake of Jolly Roger Bay or the small oasis in Shifting Sand Land, will quickly refill your health if Mario jumps in and stays at the surface. 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 fast.
** 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).
** If Mario loses his hat in a level and you can't find it, playing another getting and getting a star will remind you to find it, and you can go to the Toad in the front lobby, who will give your hat right back to you.
* BigCreepyCrawlies: The Scuttle Bugs, who infest the upper regions of Hazy Maze Cave and the outside of Big Boo's Haunt.
* BiggerOnTheInside:
** A more discreet example, but the inside of the Castle is clearly much bigger and taller than it is on the outside.
** The igloo in "Snowman's Land", which on the outside is half Mario's height, and he has to ''crawl'' to get in.
** The Lethal Lava Land volcano also. On the outside, it's only about as high as Mario can jump, but it's as big as a small world on the inside. In fact, it's home to 2 of the level's stars. For both of these, however, it's possible that most of it is underground.
** [[BigBoosHaunt Big Boo's Haunt]]. All of it. The entirety of the course is contained within a ''[[ExaggeratedTrope birdcage]]''.[[note]]Justified in that Mario/the character is actually shrunken down; you can see him shrinking when he's entering the cage.[[/note]]
** The cave in Tiny-Huge Island. Possibly [[JustifiedTrope justified]] in that the gimmick of the course is, in fact, [[YourSizeMayVary changing Mario's size to advance]].
* 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.
* BooksThatBite: There are some in BigBoosHaunt that fly out of the shelves and open up, revealing their giant teeth before flying at you. They are called Bookends.
* BossArenaIdiocy: Good thing for Mario that Bowser surrounds his arena with bombs. At least he was smart enough to jump back without getting hurt whenever Mario throws him out of the ring.
** Unfortunately, he gets smarter during the third fight and makes the bombs even farther from the arena.
* BraggingRightsReward: Thanks for the 100 lives, Yoshi, even though the game's already over...
* BreakingTheFourthWall: After getting all the Stars, Bowser will tell Mario to [[spoiler:keep that Control Stick/Touch Screen smoking!]]
** If you didn't get that many stars, Bowser will instead [[spoiler:go gather his troops to watch the ending together]].
** [[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.]]
* BubblyClouds: Rainbow Ride, which takes place up in the sky, and the secret level Mario Over the Rainbow, with emphasis on the "clouds" part.
* TheCakeIsALie: {{Defied|Trope}}. Peach send 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'' (to be fair, it would've taken some time, and she was apparently captured right after sending the letter, though the letter apparently reached Mario). But she does after the game]].
* CameraScrew: In 1996, the C-button camera controls were actually regarded as very good in comparison to the other games available back then. But TechnologyMarchesOn, and new players may find that the unreliable camera makes the game much tougher than Bowser could ever hope to be.
** The DS version replaced the camera movement controls with a simpler one-button camera adjustment which immediately brings the camera directly behind your character, similar to ''VideoGame/SuperMarioSunshine''. Of course, it took years of 3D game design experience for them to learn from their old mistakes.
** A good way to avoid a lot of the camera issues is to use the R-button, which switches the camera angle to one that is right behind Mario and shows you what is directly ahead. In normal cases, this viewpoint is ignored because the field of view is reduced to a small cone directly in front of Mario. But in stars that require negotiating tiny ledges and precarious pathways to get to a star, this actually helps, because you can see exactly where you need to go and if you're about to walk off a ledge.
* ChasingYourTail: Used in several boss battles in the game, where you have to get behind the boss and pick them up for throwing. Played literally in the Bowser levels, where you have to grab Bowser's tail and swing him into a bomb.
* ChekhovsVolcano: The one in LethalLavaLand erupts routinely. Until you go ''inside''.
* 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.
* TheComputerIsACheatingBastard: No matter what shortcuts you take on the slide in Cool, Cool Mountain (which can include skipping three-quarters of it) the Penguin will catch you up within a few seconds. He also tries to shove you off the edge. ''Then'' he has the audacity to call ''you'' a cheater.
* 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.
* 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.
* CurbStompBattle: The Ice Bully if you exploit a GoodBadBug which makes you slide forward indefinitely, allowing you to [[{{Pun}} Whomp]] him without being knocked back.
* DeadCharacterWalking:
** 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.
** 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!
* DeadlyGas: The haze of Hazy Maze Cave decreases your health if you go under it.
* DeathMountain: Tall, Tall Mountain, which is full of enemies and a wind cloud that is exclusive to this level.
* 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. The Bowser levels also put you back just outside the entrance to his arenas if you lose a fight against him.
** Subverted when Mario loses his hat, as he has to either play the level again to get it back, or go to toad in the front lobby after getting another star, or he'll risk taking more damage from then on out. And don't bother resetting or turning off the game after beating a level without your hat--it won't come back that way.
* DerivativeDifferentiation: The fact that the game's collect-a-thon mechanics [[FollowTheLeader were often cloned by later games]] tended to turn down players, so clones eventually started to to take different approaches as early as the latter days of the 5th console generation, even when later 3D Mario games following ''Super Mario 64'' stuck to that formula.
* TheDevTeamThinksOfEverything:
** If you're airborne, even just from a regular jump, you can't exit the level through the menu, preventing you from getting out of losing a life from falling into a pit. This would be carried over in future games as well.
** If you glitch your way to the top of the castle without collecting all 120 stars to open the cannon, Yoshi won't be there to give you 100 lives.
** In Tall, Tall Mountain, the first star is at the top of the mountain. There is an owl, named Hoot, at the start when you select stars 2 through 6 or 7 (depending on the version). In order to prevent you from getting Star 1 by using the owl to fly up to the mountain, it only appears when you select that specific star from the menu.
** There are several shortcuts you can use in the slide on Cool, Cool Mountain, ranging from a secret passageway to simply falling onto the ledges beneath you. However, when you race against the Penguin, taking any of those options will result in him calling you a cheater and refusing to give you the star. Somewhat hypocritical, though, given that he himself is an example of TheComputerIsACheatingBastard.
** Strangely, the other racer in the game, Koopa the Quick, will only call you a cheater if you try to use cannons during the race. As far as he's concerned, using warp zones is considered fair.
** Attempting to jump and dive within the presence of the baby penguin in Cool, Cool Mountain will cause said baby penguin to imitate Mario.
** 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.
** In Dire Dire Docks, if you use the Vanish Cap and get stuck behind the metal wire above water, you can simply walk out of it (but not back in) normally.
* DiscOneFinalBoss: Bowser is faced three times, and the first two times it's pretty obvious the game isn't over yet as the levels preceding both are not that difficult.
* DiscOneFinalDungeon: There are three different dungeons for each Bowser battle.
** The final dungeon is the most difficult, with insane platforming and 8 difficult red coins.
* DisconnectedSideArea: Here and there. May or may not involve a level within a level. Examples: Two of the slides, the igloo, downtown Wet Dry World, [[spoiler:the green switch area]].
* DisproportionateRetribution: If you set one foot out of bounds, Mario loses his hat, the Bowser Iris Out of Doom happens, and... you know the drill. The most infamous example of this happening is the Killer Corner in the Castle Grounds hub.
* EarlyInstallmentWeirdness:
** Since it's the first Mario 3D platformer, this was a given. The biggest difference between this game and the later 3D platformers is that while a certain amount of stars (and when you fight Bowser, the keys he holds to open the doors with the locks on them) are needed to get to certain levels, you can get any of the seven stars at just about any time, no matter what mission you pick - one can find the eight red coins and get that star, even if they picked another mission. Starting with ''SuperMarioSunshine'', whatever mission was picked had to be done, and could not be bypassed. The only exceptions are most of the bosses, such as Koopa the Quick.
** Some of Mario's moves from this game are missing in later ones, such as the ability to crawl, and most notably, the ability to punch.
* EasterEgg:
** In Bowser in the Sky, [[http://www.youtube.com/watch?v=j9JebAeGeRY the pillars near the pipe depict Mario fighting Bowser if you look closely.]]
** Jumping at the edge of any body of water (including the basement) will sometimes cause a fish to jump out of the water. This doesn't work in DS.
** 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.]]
* 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.
* EverythingsBetterWithMonkeys: Or maybe not in this case, since Ukiki will steal your hat and it's a real pain in the ass to get it back if that happens.
* EverythingsBetterWithPenguins: Or maybe not, since it's hard to get Tuxie to hold still long enough to pick her up. Hence the desire to throw her off the level or drop her off the cliff. [[VideoGameCrueltyPotential A great many times.]]
* EverythingsBetterWithRainbows: [[RuleofThree 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.
* ExcusePlot: Peach has been kidnapped again and Bowser has stolen the Castles magic stars. Go after him!
* FacelessEye: [[PunnyName The Mr. I enemies]] found in BigBoosHaunt have no faces and are just giant, floating eyeballs.
* FakeDifficulty:
** We have the horrible [[CameraScrew camera controls]] to thank for that.
** Also, we have fake easiness, since the air meter and life meter are combined in one, surfacing in a deep enough body of water instantly refills your health.
* FallingDamage: Unusual for a Mario game. Whenever he falls from too great a height, he loses health. 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).
* FeetFirstIntroduction: Bowser gets one in all three of his fights.
* FloatingContinent:
** 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. The's also the random floating island in Bob-omb Battlefield.
** The levels all have a definite end; for instance, ShiftingSandLand is actually an island floating above the Egyptian desert (Hence the distant pyramids, sadly removed in the DS version), and Outside the Birdcage in BigBoosHaunt.
* FlyingBooks: A few violent ones show up in BigBoosHaunt, called Bookends.
* FollowTheLeader: Aside from the very broad influence of its 3D control scheme, ''Super Mario 64'' also had a more specific influence in the creation of games like ''VideoGame/DonkeyKong64'' and ''BanjoKazooie'', which used the same "explore overworld, enter level, [[PlotCoupon collect Plot Coupons, use Plot Coupons]] to open more levels" formula as this game.
* FutileHandReach: Mario does one if he is laying on his back as he dies.
* GangplankGalleon: Jolly Roger Bay is a water level that takes place on a sea shore and has a ship.
* GeniusProgramming: The entire game used numerous cheats and clever technical knowledge to maximize the performance of the game. The entire game was extremely economical in memory; altogether, all the game data amounts to a mere 8mb, or the size of two average mp3s!
* GottaCatchThemAll:
** 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.
** It's also the TropeCodifier for the "collectathon" game. The British game developer {{Rare}} would later embrace this to massive levels, as seen in ''{{Banjo-Kazooie}}'' and ''VideoGame/DonkeyKong64''.
* GreenHillZone: Bob-omb Battlefield is a grassy plain.
* GroundPound: This was the first game in which Mario himself had this ability (previously, Yoshi had it in ''VideoGame/YoshisIsland'' and Wario had it in ''VideoGame/WarioLand'').
* GuideDangIt: 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 once, 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.
** 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 stars 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.
** 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.
* HatOfFlight: The Wing Cap grants you flight.
* HugeRiderTinyMount: Mario and Hoot the owl who carries him around at Whomp's Fortress.
* IdleAnimation: Notably, Mario goes to sleep and eventually dreams about pasta. [[RegionalBonus The latter is only in the American and PAL versions]].
* InUniverseCamera: The Lakitu Bros., controlled with the C buttons. But in the original 1996 version, this [[{{Pun}} Cameras Crew created a Camera Screw]].
* InvincibilityPowerUp: Both the Metal and Vanish Cap make Mario immune to damage (except for high falls).
* InvisibleWall:
** [[HandWave Handwaved]] by saying they're the borders of the painting Mario's in at the moment. [[FridgeLogic How this also applies in areas that aren't accessed through paintings, or how Mario can enter areas that shouldn't logically be on the painting at all (such as the inside of the igloo in Snowman's Land), is never explained]].
** Played straight 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.
* IWasToldThereWouldBeCake:
** Mario's entire motivation for coming to the castle in the first place. Since it gets him captured in the DS remake, the whole thing may have been a trap...
** [[spoiler:[[BrickJoke You get the cake in the end as thanks.]]]]
* ItsTheJourneyThatCounts: The way Mario pauses and looks up at the sky in the end [[spoiler:before going back into the castle with Peach and the Mushroom Retainers]] seems to imply this.
* ItsUpToYou: Averted quite nicely. The Mushroom Retainers who were trapped within the castle actually searched for Power Stars, and if one of them has a Power Star, they happily give it to Mario.
* 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 games controls. There are also many (completely optional) signs scattered around them to give advice on the games mechanics.
* KingMook:
** Every boss that isn't Eyerok, Wiggler, or Bowser.
** And Wiggler is a mook in other Mario games, and only isn't one here because you're tiny when you face him.
** Big Boo's Haunt has ''four'' {{King Mook}}s holding stars out of the seven in that world.
** Chill Bully might also be an exception as, unlike the Big Bully, it's technically a different sort of enemy altogether, albeit with the exact same behavior patterns.
* KnightOfCerebus: Bowser. Even just his EvilLaugh alone is this.
* [[HumanHammerThrow Koopa Hammer Throw]]: Mario's way of fighting Bowser.
* LavaSurfing: Mario can use a Koopa Shell to surf on lava.
* LawOfOneHundred: Grabbing 100 coins nets you a Star! Also, after collecting one of the six main stars, an extra life is awarded for every fifty coins collected.
* 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.
* LimitedSpecialCollectorsUltimateEdition: The original N64 game was re-released with Rumble Pak support... [[NoExportForYou in Japan only]].
* LostForever: Bowser's Sub permanently vanishes once you get the first star in "Dire Dire Docks", and you need to use the floating poles from then on if you want to get its star again.
* MacroZone: The Huge half of Tiny-Huge Island.
* MagicCarpet: The main means of transportation in Rainbow Ride.
* TheMaze: Hazy Maze Cave, naturally.
* MercurysWings: Mario's wing cap, which allows him to fly.
* 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.
* 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?
* MutuallyExclusivePowerups:
** You can't combine the Wing Cap and the Metal Cap, although the combination is just DummiedOut.
** {{Subverted|Trope}} in that you ''have to'' combine the Metal Cap and the Invisible Cap. Though, this doesn't apply to the DS version.
* MyRulesAreNotYourRules: If you try throwing King Bob-omb off the mountain, he'll jump right back up and complain that throwing people out of the ring is against the rules. That doesn't stop ''him'' from trying to do the same thing to ''you'', however.
* 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''.
* MythologyGag: Mario's love of pasta is referenced twice in the game. This character trait first appeared in the ''SuperMarioBrosSuperShow''.
** The name of Mips the Rabbit is an in-joke named after the Nintendo 64 CPU.
* NeverSayDie: Probably one of the first Nintendo games to avert this. [[DefangedHorrors "Ghosts...don't...DIE! Can you get out of here alive?"]]
** Also, from ''Super Mario 64 DS'': "Eee hee hee! You can never really kill a ghost! We always come back! See you again. Eee hee hee!"
* 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. However, this only happens if you do it in front of them. If you're behind them (the Penguin) or very far in front (Koopa the Quick), you can cheat.
* 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.
* NotTheFallThatKillsYou: Played with. 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.
* NothingIsScarier: The endless staircase prior to the final level; the darkness of the staircase beyond combined with [[http://www.youtube.com/watch?v=7wp3rzAdwT8 the music]] gives an unsettling feeling.
* OminousPipeOrgan: The Final Bowser music is composed of one playing [[ShapedLikeItself ominous music]]. Quite fitting for final boss music.
* OpeningTheSandbox: The more [[MacGuffin Power Stars]] you obtain, the more levels you can access.
* OrdinaryDrowningSkills: The first game in the Mario franchise to avert SuperNotDrowningSkills without [[SuperDrowningSkills inverting it]]. Mario gradually loses health underwater, and to keep from dying, you either need to surface periodically or replenish your life meter with coins or [[OxygenatedUnderwaterBubbles air bubbles]]. Future 3D Mario games would handle this in a similar fashion, though they have a separate air meter -- there are no separate air and health meters in this game, with air and health using the same meter. Thus, you can heal yourself by diving into water and surfacing. Don't try this in ice worlds, though; any water you can swim in will in fact hurt you even if your head is above the water.
* PassThroughTheRings: Required for a handful of Stars.
* PortalPicture: Most worlds' entrances.
* PowerUpLetdown: Wheras the Wing Cap is very handy (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.
** Zigzagged with the final bonus power--at the end of the game, when you get all 120 stars and launch yourself up to the castle, you'll find Yoshi, who congratulates you, give you 100 free lives, and then adds a slight bounce and twinkle to the triple jump. The extra lives are superflous since you've already beaten the entire game, but the upgraded triple jump ''does'' protect you from high falls.
* QuicksandSucks: It does so at different rates in Shifting Sand Land, ranging from very slowly to instant death.
* RacingMiniGame: Koopa the Quick wants to race you! As does Big Penguin.
* RearrangeTheSong: All of the classic Mario themes are given an update, and were pretty damn good.
* RegionalBonus: A very subtle example, but when the game was released outside of Japan, new voice clips and sound effects were added in, including a voice-over by Peach in the opening sequence and a more menacing sound for Chain Chomp. All of these small additions (except for when Mario says "So long-a Bowser!" when he throws him far) would eventually be re-added into a Japan-exclusive re-release with rumble support.
* RhymesOnADime: From the official French translation, as seen on the European cartridge:
-->''Mon très cher Mario:''
-->''Viens vite au château,''
-->''je t'ai préparé un''
-->''délicieux gâteau...''
-->''À bientôt,''
-->''Princesse Toadstool''
* 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!
* SaveThePrincess: Of course.
* SecretLevel: Several of them.
* SelfImposedChallenge: The fanbase has taken to many of these when replaying game, due to the games very flexible, non-linear nature.
** For example; getting the sixth star in Bob-Omb Battlefield ''without'' using the Wing Cap. It's definitely possible, but it's ''not'' a cakewalk--while the first three star points can be grabbed in one cannon shot, the other two (between rings of floating coins) require very precise aiming with the cannon to launch into. Oh, and you can't even see the last two star rings from a distance, so you have to use trial and error to figure out where exactly to aim for them. And if you miss, you have to go all the way back up to the floating island and try again.
** Whomp's Fortress has a star ("Shoot into the Wild Blue") that is normally only accessible by a cannon at a glance, but a clever player can reach it with a carefully positioned, angled wall jump, or, barring that, a well positioned long jump from the floor above. Very tricky, but feasible. It's also possible to beat "Fall into the Caged Island" without the owl, both with the Cannon or [[http://m.youtube.com/watch?v=Cif0jXRrFio a well timed long jump.]]
** Cool, Cool Mountain has an optional side challenge where if you get all 120 stars and play Big Penguin Race, the eponymous penguin will be even bigger than ever when you race him, and thus making it harder to beat him.
** In "Shifting Sand Land", getting onto all four pillars without using the stages easily accessible Koopa Shell or Wing Cap. Again, its definitely possible and not overwhelmingly tough, but with instant death quicksand, whirlwinds, slippery slopes and a very narrow stone path with giant blocks that can crush you around, it's not easy either. Getting to the top of the pyramid unassisted is tricky too, due to its very small paths, slippery surface and pesky enemies present.
** In "Dire Dire Docks", getting the first star again once Bowsers Sub vanishes. It's possible using the floating poles, but it requires perfect timing and accuracy in your jump, and the camera, the transparency of the star and floating metal girders can make it hard to judge your jump right.
** Another common challenge is grabbing every possible coin in each world; in levels such as Lethal Lava Land, where the coins that pop out of a burned bully can easily fall into the nearby lava, this can be a downright nightmarish task.
* SequenceBreaking:
** Each level's stars all have mild changes to the conditions of the level and the dialogue (you can't use the cannons while trying to obtain the first star of Bob-Omb Battlefield because ''there's a war going on'', for example), but most levels are actually open enough to allow you to obtain most of their stars out of order (there's nothing to stop you from getting Bob-Omb Battlefield's sixth star by unleashing the Chain Chomp). In fact, choosing the incorrect star at the menu might produce more favorable conditions than what would be available if you chose the intended star (in Shifting Sand Land, Klepto the Vulture will try to dive-bomb you and take your hat... unless you chose the first star, in which case his talons will be full of a redundant Power Star and will leave you to your business).
** The path to the final Bowser level is protected by an endless staircase, that loops infinitely if you try to walk up it. You're normally supposed to collect enough Power Stars to actually reach the level, but by using a glitch involving the Long Jump, you can get to it without them, bypassing the endless staircase.
* ShiftingSandLand: TropeNamer.
* ShoutOut:
** MIPS the rabbit [[Literature/AlicesAdventuresInWonderland repeatedly says he's late to a date.]]
** Several star names:
*** [[EdgarAllanPoe The Pit and the Pendulums]]
*** [[WizardOfOz Somewhere Over The Rainbow]]
* SlideAttack
* SlidingScaleOfRealisticVersusFantastic: Mario 64 falls square on the Fantastic end of the scale. The game doesn't even ''try'' to be realistic in either design, tone or physics, although the game does have a few internal rules in order to be playable. Friend and foe alike are bizarre and abstract in design. The entire castle has entire worlds resting inside of magic paintings or in hidden passages, and they too have odd, impossible elements of fantasy, such as floating islands or pipes that can make a world grow or shrink in a second. Killing an enemy just leaves behind a coin in their place. Mario can survive insanely high falls, and the most it does is take away half his health, and he can find hats that briefly make him fly, turn to metal or invisible (and in one part of the game, you can combine the latter two to do ''both''). A Thwomp or other giant block will just squash Mario like a pancake and take away a snip of his health. Swimming in water refills your health. Lava just burns Mario's butt and launches him high into the air. Mario losing all of his health just sends him flying out of a painting and instantly heals him upon throwing him out (at the cost of a 1-up). This, of course, is all what makes the game so much fun.
* SlippySlideyIceWorld: ''Cool Cool Mountain'' and ''Snowman's Land''.
* SoundtrackDissonance: The song that plays in both Bob-omb Battlefield and Whomp's Fortress is cheerful, bright, and energetic, very fitting for the opening levels of a Mario game. The problem is that these two levels have strong ties to the concept of war (Bob-omb Battlefield is the ''happiest warzone ever'').
* SpeedRun: In an example that would make a {{Metroid}} game jealous. You can finish the game with [[https://www.youtube.com/watch?v=V16Id_n9sB8 0 Stars]] if using a tool-assisted method, or [[https://www.youtube.com/watch?v=u4-D5YZdnts 16 stars]] if playing live.
* StairwayToHeaven: A particular staircase, if you try to climb it before you have the key, goes up forever; you can't reach the top unless you take advantage of a GoodBadBug.
* 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.
* StockNessMonster in the Hazy Maze Cave called Dorrie.
* SuddenlyVoiced:
** ''Super Mario 64'' is the first "real" Mario game to feature Charles Martinet as our hero. (The year before, he previously voiced the portly plumber in ''Mario's [=FUNdamentals=]''. Rumors persist that he also voiced him in both editions of ''Mario Teaches Typing'', but while Martinet did voice Mario in the second one, it was actually Ronald B. Ruben in the first one.) He first tried out a gruff [[BigApplesauce Brooklyn-esque]] voice, similar to how Mark Graue had voiced Mario in ''VideoGame/HotelMario'', but decided [[NightmareFuel it would be too scary for young children]], so he instead adapted the familiar perma-falsetto that you hear to this day.
** Also, Peach speaks in the opening [[spoiler:and ending]] and Bowser gains his distinctive laugh (though he won't actually speak until ''VideoGame/SuperMarioSunshine'').
* 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. (It may not actually be water at all -- if Mario interacts with it, he screams and bounces across it like he's touched lava, and woe unto you if you get caught beneath the Chill Bully's platform, [[EpicFail forcing you back into the pool]]).
* SuperTitle64Advance: Along with the other launch game for the Nintendo64, ''{{Pilotwings}} 64'', this was one of the first two games to use the "64" ending. And then it goes recursive with the UpdatedRerelease, ''Super Mario 64 DS''.
* TechnicolorToxin: [[DeadlyGas The haze]] in the Hazy Maze Cave is bright yellow. (And purple in the remake.)
* TempleOfDoom: The inside of the Pyramid in ShiftingSandLand.
* TheManyDeathsOfYou: This is the first Mario game to have multiple death animations.
* ThreateningShark: [[PunnyName They're called Sushis]] and they're found in Jolly Roger Bay.
* TropeCodifier: This game set the standard for both the VideoGame3DLeap as well as the 3D PlatformGame.
* TheReasonYouSuckSpeech: [[BigBad Bowser]] delivers one to Mario just before their final confrontation.
* UndergroundLevel: Hazy Maze Cave.
* UnderTheSea: Dire, Dire Docks and much of Jolly Roger Bay.
* UniqueEnemy:
** There's only one vulture, named Klepto, in the game, and he steals your hat. {{Averted|Trope}} in DS, where one can be found in Sunshine Isles and Tiny-Huge Island.
** There's only one Mad Piano, found in BigBoosHaunt.
** There's only one Chain Chomp, found in Bob-Bomb Battlefield. {{Averted|Trope}} in DS, where one can be found in Battle Fort as well as one of the Vs. Mode stages.
** There's only one Eel, named Unagi, found in Jolly Roger Bay.
* 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.
* VideoGame3DLeap
* VideoGameCrueltyPotential:
** 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. However (either humorous or messed-up), she ''calms down and stops chasing you'' when you walk far enough or drop her baby off the level.
** 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''.
* VideoGameFlight: The Wing Cap power, although Mario is technically gliding, not flying. This game even provides the image for that page.
* ViolationOfCommonSense: 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.
* VoiceoverLetter: In the beginning.
* WalkDontSwim: With the metal suit power-up.
* 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. Made a whole lot easier in the DS remake and later 3D games (and four 2.5D games), as Mario slides down the wall.
* 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.
* WideOpenSandbox: A variant. The world is still divided into levels, but the levels themselves are very open, and the hub world as well, connecting to the levels, which can largely be played in any order, with some exceptions.
* WithGreatPowerComesGreatInsanity: Wiggler:
--> 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...
* WroteTheBook: One of the Toads in the castle says that "Bowser and his cronies wrote the book on bad."
* YourPrincessIsInAnotherCastle: In many levels. For example, in Shifting Sand Land, after standing on all four pillars, the player's wondering about the star is soon changed to wondering [[spoiler:what the hell is happening to the pyramid]].
[[/folder]]

[[folder:Super Mario 64 DS (2004)]]
* {{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.
* ArtEvolution: 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''.
** Some of the 3D models were also improved--most noticeable in Mario's head on the title screen and goombas that look more like their 2D counterparts.
* 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.
* AscendedExtra: Yoshi's role in the original was a brief cameo. In this version, he's a playable character. In the original, there was only one rabbit (named MIPS). There's plenty more here.
* 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 one of the castle's secret Power Stars.
* 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.
* BadassInDistress: Mario, Luigi, and Wario start off locked behind doors.
* BadassMustache: 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.
%%* BettingMiniGame: Most of Luigi's mini games are this.
* BonusFeatureFailure: Except it's even worse than the original in this regard. Because Yoshi has been upgraded to a playable character, there's nobody to greet you on top of the roof and give you the 100 lives and upgraded triple jump like in the N64 version. The only point of interest is the last of Luigi's rabbits, which doesn't even give you more than a virtually identical version of a minigame you've already most definitely unlocked by this point.
* CoDragons: Goomboss, Big 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]].
* ContinuityNod: Yoshi asleep on the roof of the castle in the opening is a reference to [[spoiler:where you find him in the 64 version]].
* CreepyCircusMusic: Big Boo's merry-go-round.
* TheDevTeamThinksOfEverything: Somewhat the case with Chief Chilly -- if you [[http://www.youtube.com/watch?v=lWG72trwh_A glitch through the mirror as Yoshi]] and go fight said boss, he [[http://www.youtube.com/watch?v=mSlVPRxyV-I actually has dialogue specific to 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. This is further supported with King Boo, as if you somehow reach him with Yoshi, he'll only utter [[http://www.youtube.com/watch?v=tx-J6bruz5Q blank text boxes]], implying that Yoshi was never planned to be able to reach him.
** The positions of the figurines on the Ending cake will change depending on whether or not you saved Luigi and Wario.
* DistressedDude: Mario, Luigi and Wario all get locked up by Bowser when they go to the castle, leaving Yoshi (who was asleep) as their rescuer.
* DudeWheresMyRespect: The Toads are such jerks to poor Luigi, no matter how many stars you get as him.
** However, that only applies to the Toads on the first floor and in the basement. 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.
* DummiedOut: A model that mimics the player's actions can be accessed with codes. This could be for the reflection of the character in the mirror.
* EnemyMine: Mario and Wario were usually rivals and/or [[SuperMarioLand2 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.
* 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.
%%* FragileSpeedster: Luigi.
* 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!
%%* JackOfAllStats: Mario, the former TropeNamer, does it again.
* KingMook: In addition to the ones from the original version, there are three more that you need to defeat to unlock the other characters.
%%* MightyGlacier: Wario.
* MissionPackSequel: Feels a bit like this, with 30 extra stars, and extra rabbits to catch.
* NeverSayDie: Averted; after a rabbit gets spat out by Yoshi, he says that he was almost going to die.
* NiceToTheWaiter: Judging by how the Toads react to each character, Mario, Luigi, and Yoshi are, and Wario definitely isn't.
* NostalgiaLevel: The Sunshine Isles level deliberately invokes ''VideoGame/SuperMarioSunshine'', right down to the music.
* 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.
* TheOnlyOneAllowedToDefeatYou:
** 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.
** Koopa the Quick will only race Mario. If you approach him as another character, he'll ask you to find Mario and bring him there.
* 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.
* {{Retcon}}: King Boo debuted in ''LuigisMansion'', where he swore to avenge himself against the Mario Bros. for what they did to him, which was... nothing, 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.
* ReusedCharacterDesign: Goomboss is a 3D version of the Goomba King from VideoGame/PaperMario
* RoleReprisal: Leslie Swan reprises her role of Princess Peach Toadstool, recording in new dialog for the game.
* SayingSoundEffectsOutLoud: Wario's punches are sometimes accompanied by him saying "Punch!"
* ShoutOut: One of the new levels plays the music from [[VideoGame/SuperMarioSunshine Delfino Plaza]]. The new casino minigames with Luigi play the music from Casino Delfino.
* 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.
* ThisLooksLikeAJobForAquaman: Wario is pretty much useless except for the levels which are specifically designed to make use of his abilities. Yoshi isn't particularly useful on his own (though he excels in getting 100-coin stars), though his ability to enter a stage with any character's cap makes him convenient to have around.
* 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.
%%* TokenEvilTeammate: Wario.
%%* UpdatedRerelease
%%* UrbanLegendOfZelda: Waluigi being a playable character.
* 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.
* WalkOnWater: Luigi can run on water for about two seconds before he sinks into it.
* [[{{Nerf}} Buff]]: This trope was particularly overused in the remake due to the new characters. The game was made for Mario's abilities, and most definitely not with the exaggerated jumping skill of Luigi in mind. Since his backflip allows for infinite gliding, and the Vanish ability is usable from all ? blocks, you can use it to literally get all the stars in Hazy Maze Cave without going through the poisonous maze, get most of the stars in Rainbow Ride without tricky platforming and completely skip having to ground pound the pillars in Shifting Sand Land, and that's just a mere taste of his backflipping potential. He's also got a scuttle jump to help him jump farther while jumping normal.
** In addition to The Great Luigi, Yoshi can eat enemies, some that aren't normally beatable, and turn them into eggs. He can shoot the eggs at multiple enemies to get more coins than any other character. He has a scuttle (flutter) jump that's better than Luigi's and his fire breath ability is useable from all ? blocks.
** Wario can use the invincible Metal ability from all ? blocks and his punch can destroy Tox Boxes in ShiftingSandLand. He can knock or throw enemies really far, making him quite the {{Badass}}.
** The Mega Mushroom that got added provides a buff that makes you gigantic and invincible. Merely touching enemies or objects destroys them, even some that normally aren't even able to be destroyed, and you start getting lives for each thing you destroy after destroying 7.
** Every character can jump higher than Mario could in the original (even Mario himself), aside from Wario who jumps at about the same height.
* {{Nerf}}: As stated above, several stages were slightly (or greatly) altered. Generally this involved 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. Some courses also got more owls to fly with.
** 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.
[[/folder]]
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