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"GOOD TO SEE YOU AGAIN, OLD FRIEND. I SEE YOU'RE ESCAPING REALITY AGAIN. TRYING TO FIND GOLD INSIDE BRICKS... ARE YOU FEELING OKAY?"
The Personalization AI, speaking through a signpost in "The Void".

B3313 or Build 3313 (also called SM64 Internal Plexus) is a ROM Hack of Super Mario 64 developed by Chrisbrutalagresion and his team. It is the largest beta-based SM64 hack to date, especially regarding the number of accessible areas, star count and various other aspects. The final version has been released on https://romhacking.com/hack/b3313-super-mario-64-internal-plexus.

The hack is based around the myths surrounding Peach's Castle and unused content from the original game that have been discovered over the years, resulting in an unsettling sprawling maze where doors, pipes and teleports can lead the player into completely unexpected locations. In short, this basically turns the hack into the SM64 equivalent of Yume Nikki; a massive, surreal maze where nearly every room leads to somewhere else, a single room can be reached from multiple areas, and there is little in the way of hints to guide you. The 15 courses are also not cleanly divided between each other; instead, each course is made up of several mini-courses that can be in completely different areas of the castle. This all combines to create a disorienting experience. Version 0.9 onward also has the Personalization A.I. truly live up to its title as it will modify the difficulty in some areas depending on vague actions, and 0.9 also introduces several new mechanics such as the Red Stars, new coin types, and an In-Universe Game Clock that can change certain locations and events to confuse the player even more.

As for the plot, it initially seems to be nonexistent — you are immediately dropped into the castle without even a hint of Bowser kidnapping Peach, though you nevertheless have to find all the Power Stars to rescue her as usual. But as you venture through the castle walls, you may begin to discover the scattered pieces of a story involving the Personalization AI...

Several of its areas are lifted from many web series about the SM64 Personalization phenomenon, such as the Super Mario 64: CLASSIFIED series.


THESE TROPES ARE EXCLUSIVE TO THE SHOW:

  • Ability Required to Proceed:
    • The Vanish Cap is needed for various areas and the Wing Cap is seemingly required for the final level (although using the triple jump spin, you can actually skip straight to the pipe from the beginning of the level). The Metal Cap only serves to make lava levels easier.
    • Finding the Core requires the ability to warp by looking at the sky in certain rooms, so you need to collect 10 stars first.
  • Absurdly Spacious Sewer: The Sewer Maze features an underwater path and a maze above it, but the Scary version makes it impossible to climb from the bottom path.
  • Adaptational Villainy: Each B3313 update borrows more and more areas from Super Mario 64: CLASSIFIED, but gives the Personalization AI a far more sinister attitude compared to how he was Not Evil, Just Misunderstood in that series. In one area, the Faceless Mario avatar even uses his Core as bait to capture the player, contrasting how the AI was definitely a Death Seeker in CLASSIFIED.
  • Alien Geometries:
    • The locations of the various areas do not add up at all. A given door might lead to one of multiple locations and be reached from multiple different routes. There are many versions of the Castle Lobby and the other floors from the original, and the beta one comes in multiple variants to further confuse players.
    • Unlike in the original game, it is possible to move around all of Peach's Castle from the outside, so any outdoor areas found within make no sense. The haunted back courtyard from the original in particular has two more overlapping versions and the same entry door is connected to at least six different areas.
  • All the Worlds Are a Stage: The Randomized Realm is made out of pieces from various other levels.
  • And I Must Scream: The game is partly based around creepypasta memes of Super Mario 64 being haunted by a sentient A.I. entity who is tortured within the constraints of the game's programming, and several areas and the ending suggest that Mario and Luigi are hopelessly trapped within its dimension.
  • Anti-Climax: As of V0.7, there is nothing after the endless staircase in the normal top floor which requires 70 stars. What would be the warp to the final Bowser level in SM64 doesn't work. Version 0.9 then adds a endless corridor with a hole at the end that also does nothing if you use cheats to bypass the corridor's gimmick.
  • Anti-Frustration Features: Sinking in the spotlight void at Peach's Cell drops you back at Peach's Floor without costing a life instead of spitting you all the way back to the Plexal Basement and forcing you to go through the long route up all over again. Dying in the Eternal Fort and the Randomized Realm will also send you back to the previous area.
  • Arc Symbol:
    • Aside from the clock symbol seen in pre-release screenshots of Super Mario 64, portraits of Bowser and especially Peach are spread around areas in ominous ways.
    • Water as a symbol of helplessness and death. There are multiple Drowning Pit traps and several environments become flooded, drowning everyone in them.
    • The infamous star plaque from the "L is Real 2401" rumors is implied to be a Shrine to the Fallen dedicated to a deceased Luigi or an artifact outright made out of his transformed remains by the AI. Several locations have the plaque, its fountain or some similar monument. In the "Fountain of Truth" area, you find Luigi's drowned corpse (actually a palette-swapped Mario) instead of the plaque on the fountain.
  • Big Bad: The In-Universe threat is King Bowser (generally referred to as his Japanese name Kuppa), who invaded Peach's castle and imprisoned her. However, Bowser himself never speaks in any of his boss fights, and it is heavily hinted that the actual villain is the Personalization A.I..
  • The Blank: There are multiple separate events where the player encounters hostile faceless Marios which represent the Castle's Personalization A.I. Version 0.9 also adds faceless Toads, and a few of them trigger jump scares if the player moves close. Version 1.0 then adds an ominous faceless Peach in the "Castle Grounds (Ending)" area that leads the player into the post-game.
  • Bleak Level:
    • At the Bob-omb Village, characters warn you against collecting the stars in the level which are their "power sources." If you do so anyway, the game warps you to a barren snowfield with no music instead of the usual respawn point, clearly showing that the village has been ruined. In version 0.9, Shadow Mario will hunt the player in this area.
    • The Ice-Cold Warzone is a version of Bob-omb Battlefield set during winter at night that portrays a war between crowds of Bob-ombs and Goombas. It is contrasted by two other versions — a lively one in the past where more enemy species inhabit the area and a future one devoid of enemies in which the remaining NPCs speak about the war now being fought with "silent weapons." Version 0.9 adds a final variant that is truly flooded and ruined beyond repair, with the Chain Chomp lying dead in the water and nothing being around aside from a large lighthouse at the top of the mountain.
    • The Destroyed Castle Grounds are seemingly set After the End, on a red flooded field surrounded by ruins and two massive portraits of Peach in the distance. Entering a pipe warps you back in time to the Haunted Castle Grounds. It starts with Mario/Luigi atop Peach's Castle, but the whole scenery is likewise crimson red-and-black and ominous despite the circus music playing. Yoshi is gone and Toad's statue is beheaded for some reason.
  • Bookends: A crimson version of the first area, the Castle's courtyard, leads into the final level.
  • Breaking the Fourth Wall:
    • A message in the Void accuses the player of playing the hack to escape their own reality, and states that even though they can turn off the game anytime they'll still be trapped inside their own walls.
    • The "beta" versions of levels from the original Mario 64 start with a sign ordering the player to turn their console off. It is only in Hazy Maze Cave, though, that the player will actually be killed if they stand still for a total of four seconds.
  • Call-Forward:
    • There are a few areas that are recreations of areas from Super Mario 64 DS. Version 0.9 would additionally add in simplified versions of the Silver Star mechanic and the Goomboss boss fight.
    • Version 0.9 adds in an area called Secret of the Plexus, which is essentially a simplified version of The Hillside Cave Secret from Super Mario Sunshine.
    • After gathering 30 Stars, the Bonus Planet from Super Mario Galaxy 2's Throwback Galaxy (a remake of the original Super Mario 64's Whomp's Fortress) will appear in Whomp's Kingdom. It still has Piranha Plants to defeat, though the reward from beating them is a Star instead of 3 1-UP Mushrooms.
  • Caps Lock: All text boxes are written in full caps, often adding to how eerie or threatening some dialogue can sound like.
  • Classic Cheat Code: In version 1.0, a hidden button combinationnote  will enable free movement, letting the player fly around and even clip through most walls. This mode is nearly identical to another debug feature activated via GameShark codes. Additionally, pressing right on the directional pad with free movement activated will display a random on-screen message from the game. Creating too many while standing still will crash the game.
  • Continuing is Painful: In most of the areas, dying will drop Mario/Luigi at the basement area with red mist in a deliberate attempt to confuse the player. As such, it can be a pain to find your way through the maze again. Running out of lives will then reset the game to the usual Mario face screen, but it's possible to underflow the life counter into negative values to prevent it. This is important to know in case you need to deliberately get Mario/Luigi killed in the areas with different respawn locations.
  • Controllable Helplessness:
    • There are several inescapable Drowning Pit traps and teleporting back to the lobbies is disabled on areas that feature jump scares or crashes.
    • Looking upwards while at the Fabricated Lobby sends the player to a "Corrupted" version of it with no exits and a 40 seconds timer that kills the player character when it finishes.
  • Cryptic Conversation: The Personalization A.I. communicates through signposts and the yellow Bob-Ombs to taunt the player. The Toads and Yoshi also join in the fun.
    Toad: Can you hear the distant screams? I do.
  • Dark Reprise:
  • Deal with the Devil: Yellow Switches are associated with the Personalization A.I. In the 0.7 version, if you press the one in the Metal Cap level, the A.I. clears 3 specific stars off your checklist and unlocks all star doors in the Vanilla Lobby, but claims Mario/Luigi's cap for the rest of the playthrough. In 0.9, the Yellow Switch can be pressed in the Holy Yellow Switch Palace, causing random "personalized" effects to occur.
  • Dynamic Difficulty: From V0.9 on, certain obtuse and hidden conditions cause the game to start spawning poisonous Purple coins when Mario is healthy and Green ones that heal three HP if he is injured. As the player makes progress, a "Hard mode" is gradually activated with features like more agressive versions of Goombas and Bob-ombs, the removal of Regenerating Health and even a few levels being randomly loaded at an incorrect scale that makes clearing them more difficult.
  • Easy Level Trick: The Randomized Realm is a platforming course that requires the Wing Cap, or so you'd think. The exit pipe is a distance behind the starting point, so you can simply triple jump and glide to it.
  • Eldritch Location: Peach's Castle itself is turned into one of these by the Personalization AI going haywire. While it already starts off as eerily different from the main version of Super Mario 64, once the Alien Geometries kick in and you begin warping into castles within castles within castles, the architecture of the castle becomes something out of House of Leaves. There is a bizarre logic to most of the paths, but even with a walkthrough, intuiting your way through the castle is an amazingly disorienting experience.
  • Foreshadowing: On the void beneath the sun floor in the Fake Lobby, you can see a corridor in the distance before it cuts away to Faceless Marios floating around. That corridor is the one leading to Peach's cell on the path to the ending.
  • Game-Breaking Bug:
    • Invoked; if getting too close to the awakened Shadow Mario doesn't kick you back to the Plexal Basement, it will freeze the game instead. You can also find the yellow switch that enables the Personalization A.I. in Genesis, but in version 0.7, trying to press it crashes the game in reference to seizure suffered by Jim in that video.
    • Version 0.9 includes even more events that crash the game, with the player even being prevented from quitting to the Lobbies in those areas. It's also possible to unlock rare white coin pickups that have a 25% chance of crashing the game if collected.
  • Glitch Entity: The Personalization AI takes the form of a Faceless Mario entity and a limp Shadow Mario meant to represent the dead Luigi sightings from Super Mario 64: CLASSIFIED. They lurk in certain corners of the game and usually crash it if the player interacts with them.
  • Gotta Catch 'Em All: In version 0.7, 30 Power Stars are required to access the Randomized Realm and the normal ending. Version 0.9 adds Red Stars and requires 13 of them instead for beating the game (which was impossible at the time of release due to unfinished content). It also locks half of Mario/Luigi's moveset and certain doors until you get your first Red Star.
  • Guide Dang It!:
    • The Caps and the route to the Randomized Realm are essentially Hidden in Plain Sight and rather easy to go to once one finds out about them, but until then they'll only be able to stumble around the maze without a guide.
    • It's deliberately difficult to keep track of which levels contain stars and which ones the player has already collected because there are no title cards for them. Just vague notes on the pause menu.
    • The most difficult part of the endgame to some might not be collecting stars or exploring the maze but rather how getting to Bowser in the Eternal Fort suddenly requires a side flip into a reverse wall jump to get enough height to move past a wall twice. It's an Advanced Movement Technique not explained within the game itself, and that was only required in two other optional spots until post 0.7 versions added more.
    • There's one 100 Coin Star in Tall, Tall Mountain that requires the player to know the SM64 glitch that lets them clone coins.
    • Watching the ending quietly triggers an "Act 1" mechanic that unlocks Stars or changes certain things but is disabled upon resetting the game. Act 1 can also be enabled at will by waiting on the title screen for around 35 seconds.
  • Heads-Up Display:
    • The game's interface changes between the final and pre-release versions depending of the area you are in. The "B-Roll Build" HUD in particular has two versions, one that reads "POWER" and another that reads "POW", that appear depending of the game's current "Personalization Values".
    • Lobbies A and E lead to different levels but seem to look exactly the same. The difference is in whether or not single digits on the HUD are displayed with a zero on the left.
  • Hell Is That Noise: An eerie jingle plays every time the Beta Lobby changes.
  • Hope Spot: Every time you find Peach standing out in the open she turns out to be an illusion. In particular, the route to the Randomized Realm involves a prison corridor with Peach standing inside an open cell at the end. Getting close to her just warps Mario/Luigi to a strange void illuminated by spotlights. In Version 0.7, Even when you clear the game and save Peach, you just get kicked back into either the castle or the game over screen as if it didn't happen.
  • In-Universe Game Clock: The system clock changes certain locations and events on V0.9 onwards.
  • Infinite 1-Ups: There are doors and warps that kick you back to the Plexal Lobby and deplete a life without resulting in a game over if it happens at zero lives. This will cause the life counter to underflow to -1 (displayed in-game as M1), allowing you to die as many times as you want, provided you don't collect enough extra lives to bring the life counter back to 0. You can then exploit it to do things like killing Mario/Luigi on purpose on a certain hallway to get respawned at the Vanilla Lobby.
  • It's All Upstairs From Here: The more intuitive route to the Randomized Realm involves climbing several slopes within the castle, though there's a much shorter non-Euclidean route from the castle's back door.
  • Jump Scare:
    • Trying to move close to either the Shadow or Faceless Marios (avatars of the Personalization A.I., also known as "Stanley") will cause the surroundings to transform in a split-second while they become hazardous, though they'll still be immobile. Version 0.9 adds even more encounters where they spawn in the distance from the side and crash the game upon catching the player.
    • The Windy version of the back courtyard abruptly pops up if you step inside the fountain in the other two versions. One is all pitch-black and red, so it comes off all the more creepy even though no hazards exist in the area.
    • One area lures the player with a star only to warp them inside a cramped underwater void with Unagi the Eel swimming right to their face, and the only way to get out is to drown or respawn from the pause menu.
    • In one area, you can find a puzzle which only consists of three rooms repeating themselves over and over. In one of them, you can find a blank faced Toad who tells you "Shhh! Please walk quietly in the hallways!", and when you reach the end, you only have a blank black room with another blank faced Toad. If you approach him, this abomination appears and crashes your game.
    • Approaching Peach at her cell instantly transforms the area into a void where a spotlight marks the places you can move on.
    • In version 0.7, the Holy Yellow Switch Palace will crash the game in reference to a video called Genesis. In said video the area's design is flat, but B3313 changes it so jumping over some platforms is required to get to said Switch. This raises chances of the crash startling the player, as it will happen in midair while they'll likely be too focused on the platforming.
  • Madness Mantra:
    • Version 0.9 adds flashing messages like "IT HURTS" and "GET OUT" taken right out of creepypasta videos for Super Mario 64 upon interacting with the Personalization A.I. in certain areas.
    • Also from version 0.9 onwards, accessing one of the spooky areas tied to the Personalization A.I. causes the Fast Travel instructions in the pause menu to read "Press AAAAAAAAA", which leaves the player stranded with no way out but a reset.
    • If you enter the secret passage behind the clock on the outside of Peach's Castle, you'll find a Bob-Omb half-buried into the floor repeatedly begging somebody to "TURN IT OFF".
    • In V0.9, at the top of a tower in the Randomized Realm during daytime, there is another hidden half-buried Bob-Omb who's a mouthpiece for the AI. It repeatedly yells "LETMEOUT" before stating that "IT WASN'T YOUR FAULT". Then the game crashes, and it's the only Bob-Omb dialogue that does that.
  • The Maze:
    • The corridors, gateways, lobbies and actual stages are tangled together with multiple route options and secret doors.
    • By using a flip jump followed by a backwards wall jump, you can climb over the wall in the Peaceful Uncanny Courtyard and find a hedge maze leading to the Funhouse. The Windy version of the Courtyard features a different maze where you must find a special plaque and stand on it to collect a Star.
    • The Funhouse is a large set of colorful wide corridors with no apparent exit. All the doors are hidden, so the player must keep hugging the walls to break out.
    • The Unsettling Maze is true to its name: it is a corridor with no music, broken walls, and twisted variations of familiar paintings (Cool Cool Mountain's little snowman now has a Mr. I face, Bowser has a decomposing mouth, but the scariest may be Tiny-Huge Island Goombas and Princess Peach herself who now have Monochromatic Eyes).
    • Versions 0.9 and later feature a new feature of the Vanilla Basement: where one would normally find MIPS is instead a sole star. Attempting to collect it, however, will very suddenly transform the layout from its familiar Super Mario 64 incarnation to a new, vast, confusing maze with several new warps.
  • Mind Screw:
    • There's little indication of what even is going on. Did Bowser kidnap Peach as usual or is she somehow the villain luring Mario and Luigi to their doom? Are the Shadow and Faceless Marios both representations of the same "Personalization AI" or different entities at odds with each other? Someone wants the player to find and destroy the Core, and yet both glitchy Marios are hostile, with the Shadow one torturing Luigi in one room and the Faceless one using the Core as bait in one labyrinth.
    • Warping to the main lobby from the pause menu will actually land the player on a version of it in cycling order, which can be identified by the numbers marked on the doors. This references the concept of an haunted A.I. editing Super Mario 64 on the fly. Similarly, dying or clearing levels will warp the player to certain rooms instead of their entrance to make them lose their sense of direction.
  • No Ending:
    • In version 0.9, reaching the normal ending of Super Mario 64 just sets Mario/Luigi back to a monochrome version of the Castle Grounds, revealing a new set of levels that leads nowhere. Version 1.0 adds a "Castle Grounds (Ending)" area where Mario meets a faceless Peach that anticlimatically sends him to Monochrome Castle Grounds to continue the game. Going the wrong way results in a Non-Standard Game Over where Luigi's folded body crashes onto Mario from "Inside the Walls".
    • The Core is a glitchy cube hidden deep inside the Internal Plexus and whacking it to destroy the Personalization A.I. is the story's goal. It can be found at two locations in version 0.9 (the third is a trap), but destroying it simply crashes the game with no ending or consequence upon resetting to the main menu. Not even a "Thank You" like in the source material.
    • The Unabandoned fork of the game made against the lead developer's wishes features an Ending Room where Mario gets his cake but is reminded by Peach that he remains stuck in a meaningless loop and the game simply goes on. A hidden "Teaser Bar" then serves as Production Foreshadowing for the Unabandoned Team's next work. The official 1.0 build mocks all of this by adding a destroyed version of the Ending Room that crashes the game after a brief rant from the developer.
  • No Fair Cheating: Version 0.9 allowed players to reach the Monochrome Castle Grounds through the hidden Act 1 mechanic. Attempting this in version 1.0 will instead send you to an inverse version of the area where the front door is locked but the back door is busted open. Going through the back door will lead you to the destroyed ending room, where you're roped into a game crash.
  • Nothing Is Scarier: The Castle's confusing architecture, signs of desrepair, red mist in certain areas, creepy messages from NPCs, and off-key music make for an unsettling and lonely atmosphere even when nothing is actually threatening the player.
    • One section is appropriately nicknamed "Silent Sewers": it's only a big room with a trap door that leads you slowly but surely to a Jump Scare, but besides that, there are only big pillars, water, and more doors. Unlike other areas which at least have happy music, Dark Reprises, or a Drone of Dread, the only noises are Mario/Luigi's footsteps in the water.
    • One path into the Funhouse is a small room with its wall texture, a pipe and a sign reading "FUNHOUSE." Another has a Bob-omb ominously wondering just what the player can find on the other side of the door. The Funhouse itself is a maze of corridors only made unsettling by how wide and empty it is, not to mention the three exits are hidden in certain walls to make the player feel trapped inside.
    • There is at least one sudden dialogue box that comes out blank, referencing how certain pre-release footage of Super Mario 64 skips whatever was said in it.
    • The Polygonal Chaos area is a dark jumble of level design and graphics with no hazards and a faceless Toad that simply grants a star. A gray painting in a corner leads to "Wonderland Woods", a peaceful flower field in a forest with no music. After a while, Shadow Mario starts chasing you and crashes the game on contact with no way to escape, but even then he's surprisingly quiet as he does so.
    • In version 0.9, pressing the switch in the Holy Yellow Switch Palace changes the floor to a dark color palette and brings up a random message from the game's script. Nothing unusual happens other than the area having no exits.
    • In Version 1.0, Shadow Mario can be spotted near a monument in the area Wet or Dry and in front of the doors to the Vanilla Basement. In those instances, he'll just vanish if the player gets close.
    • The Black Basement is a dimly lit variant of the Basement area without music where most of the doors are locked. Falling down the pit in the Hazy Maze Cave room leads to the Courtyard area with the mysterious star plaque on it and the exit.
  • Obvious Beta: Invoked; as part of its dream-like haunted game theme, B3313 contains many elements from the known beta builds of Super Mario 64 mixed with content from the actual game and some of the controls and physics are changed to make them feel off to veteran players. Many things deliberately crash the game too, including what are meant to be seen as glitched white coins.
  • Ominous Cube: The Core is a greenish cube that starts glitching when approached. The message "DESTROY IT" will flash on the screen and hitting the thing in any way will crash the game. The Core appears Hidden in Plain Sight in a small maze and in two other mazes of darkness. One of those mazes is a trap version that points the way to the Core only for the Faceless Mario to warp and ambush the player when they find it.
  • Overly Long Gag: In V0.7, the Forest Maze is changed to a set of three long hallways divided into several rooms. So you'll keep opening doors over and over, with the hallway turning darker and darker, until, in two out of the three paths, it just sends you back to the entrance. The correct hallway then has a Toad in the way who asks Mario/Luigi to keep quiet, which disables all sound effects for the rest of the area. V0.9 then adds a corridor elsewhere where this same setpiece is Played for Horror and ends with a Jump Scare.
  • Palette Swap: The game spawns recolored variants of certain enemies with different behavior after collecting a certain amount of Red Stars. Experimentation has revealed that how much of a given variant spawns is also randomly determined for each save file — you might end up with either a lot of hostile red Goombas or a bunch of cowardly purple ones instead.
  • Poison Mushroom: You need to collect Red Stars to advance in version 0.9, but after obtaining enough of those the game will enable two kinds of detrimental coins. Purple coins spawn from enemies and objects when the player is healthy and deplete HP if collected. White coins have unclear random effects... and a 25% chance of outright crashing the game.
  • Post-Final Level: The Eternal Fort, which is accessed through a pipe at the end of the Randomized Realm, is a competitively small area with a short platforming section leading to the final Bowser fight.
  • Power Up Let Down: Red Stars can unlock extra kinds of coins with odd effects. Green coins spawn in formations of normal coins when the player is injured and heal 3 HP but do not add to the coin counter. Invisible blue coins only be collected while using the Vanish Cap, but those only replace normal blue coins triggered by special switches to overcomplicate that gimmick. And pink coins only appear in one hub area, giving you 10 coins but no invincibility.note 
  • Promoted to Playable: Luigi has been made a playable character. v0.6 was originally released as two versions with either Mario or Luigi playable, but as of v0.7 the player can switch brothers by pressing the L button while in the regular Castle Grounds.
  • Quicksand Sucks:
    • The pit in front of the Delicious Cake room has a blood splatter that acts as insta-killing quicksand. The cake itself turns out to be a sinking lie once you figure out how to climb it.
    • The dark room with spotlights will sink Mario/Luigi if he steps outside the highlighted spots.
  • Random Event:
    • Certain warps can take the player to one out of multiple areas.
    • By entering any double door that doesn't load a separate area, there is a small chance to encounter either Luigi or Mario going through the opposite side. The game will switch to the other brother's perspective once this happens.
    • According to the game's lead developer, there is an extremely small chance for the game to deliberately softlock if the player dies.
    • Graphics may appear glitched when the player enters an area. Rippling textures like the ones used on warp paintings may be replaced with black voids.
    • White Coins have a 25% chance of crashing the game, making them quite undesirable items. The other 75% makes them "call a random-ass function", which flips things around on your save file like the Yellow Switch does.
  • Red Eyes, Take Warning: Every time Shadow Mario is hostile, he doubles in size and his blank eyes glow red.
  • Regenerating Health: Mario/Luigi's health regenerates every so often after taking a hit, but in Version 0.9 this permanently stops happening without warning after making enough progress. Swimming mechanics being tied to health work as they do in the original game.
  • Remixed Level:
    • There are three versions of Bob-omb Battlefield that when put together tell a story of it starting out lush and full of life before being torn apart by a war between Bob-ombs and Goombas.
    • The Peaceful Sewer Maze has an underwater path into a maze that leads to a strange structure with a warp. This will take the player to the Scary version, where the two areas are disconnected. The maze now leads to a Shadow Mario which turns hostile and burns the player if approached from the front. Getting to Shadow Mario from the side and performing a triple jump from his platform will give the player enough distance to survive the burning floor once he attacks. Then they can explore a grim black-and-red version of the level with no water.
  • Schmuck Bait:
    • In Genesis, the programmer Jim gets a seizure when he presses a suspicious yellow switch in a void to enable the Customization A.I. in Super Mario 64. In this hack, jumping towards said switch will crash the game, but the A.I.'s Mario avatars can be met even if you don't do it.
    • A corridor with a trap door and a Peach portrait at the end. Down the pit is a blood splatter that acts as quicksand, and inside is the humongous Delicious Cake with a Grand Star on top that Peach promised... except if you manage to climb it you find it also acts as quicksand.
    • A Shadow Mario kneeling in the distance. Approaching this Mario from the front enrages him, making him stand up and double in size as the dark floor deals fire damage, even crashing the game if you move closer. Amusingly, if you walk up to him from the sides he'll do nothing even if stepped on.
    • A yellow Bob-omb teases the player about a dark corridor with a Mario facing the other way. On a close look, the player will find it is The Blank and it will drag them into a void with a group of other faceless Marios, including a giant disembodied head, who are out for their blood.
    • Somewhere in the Nebula Lobby is a hallway with four doors, one of them is walled up and brings up a warning for the player to forget about it. Using a Vanish Cap provided in one of the hallway's rooms to move past the door makes you come across Shadow Mario, who crashes the game on contact.
    • The Challenge Lobby also has a walled-up door that warns the player to forget about it, much like in "Epilogue". Using a nearby Vanish Cap to enter it warps the player to a fountain with a drowned Luigi that crashes the game should the player try to jump in.
    • The game eventually spawns conspicuous white coins that either scramble flags on the save file or, yes, crash the game. Motos Factory has a white coin in a corner that is always there but does not crash the game by itself. Instead, it forces the player into a path that ends on a piston repeatedly crushing Luigi into the floor as Shadow Mario watches. Getting too close to the piston or the shadowy figure will cause it to chase the player and crash the game.
    • The ? Painting can lead into a mountain area with a cave that leads into a dark maze with the Core at the end. The painting can also immediately lead into a different maze with convenient guide arrows on the walls... but the Faceless Mario A.I. then warps the player when they arrive at the Core and crashes the game. This is rather strange, considering how the A.I. is otherwise characterized as wanting to be killed.
    • One stage has a suspicious path after the goal that leads to a room with the Faceless Mario just standing in place. Unlike in other areas, he'll really just stay there but touching him still crashes the game.
    • One area is a misty bridge with what seems to be Bowser standing on the other side, covered in darkness. Getting close to his silhouette causes the surroundings to glitch out before the player dies for no apparent reason.
    • V0.9 places a hidden Bob-Omb at the top of a tall skyscrapper in the Randomized Realm, and approaching it causes the music to ominously cut off. Talking to it results in the Personalization AI rambling for a while before the usual game crash happens.
  • "Shaggy Dog" Story: Clearing the final boss fight seemingly has SM64's usual ending play, but after Peach and Mario/Luigi leave for cake, the player gets stuck out of bounds — all folded up, unable to be anything more than a simple plumber. Prior to V0.9 this depletes a life, so either you get spat out in the "hell basement" or get a game over. Version 0.9 continues the story from a new location, but it was released in an unfinished state.
  • Shout-Out:
    • Version 0.9 contains the lobby room from SM64.z64, but you must find a different lobby to access a proper stage inspired by that hack, which is a variant of Whomp's Fortress instead of Bob-Omb Battlefield. The "beta" version of Bob-Omb Battlefield does add an arrow mysteriously pointing to a patch of flowers as little nod to SM64.z64, though, and in a few completely different areas you can be chased by Shadow Mario much like in that hack.
    • Version 1.0 then adds the dark Bob-Omb Battlefield from SM64.z64 on the proper lobby room, but there is no time limit or encounter with a Glitch Entity. The signposts on the way actually point to the goal, which is a star... that crashes the game. You can actually enter a pit under the mysterious patch of flowers in this version, which reveals the mangled body of Prince Bob-Omb that also crashes the game if approached.
    • One area in V0.9 has you chasing after a ghostly Peach who keeps calling for Mario, and at one point she floats towards the ceiling of a very tall room. This is a reference to the Super Mario 64 horror hack called Please Come to the Castle, and so is the maze of Mr. Is with a trap where Mario is left within a cage while one of them watches.
    • The giant monster Toad that jumpscares the player in a couple areas is a reference to the romhack BUP 64.
    • The Fabricated Lobby is one to the early works of Dudaw, who provided recreations for the beta of the vanilla game when there was still little known about it.
  • Soundtrack Dissonance:
    • Right before the Randomized Realm you'll get warped to the rooftop of a crimson version of the castle. Everything looks black-and-red, the lake and waterfall have dried out, the toad statue is beheaded, Yoshi is nowhere to be seen, and yet circus music of all things is playing.
    • The Twisted Castle Grounds is another warped and vacant version of the Castle's outside where a bloated Mario corpse is found floating in the moat. The music for the area is slow and very eerily calm.
  • Take That!: Version 1.0 adds an area called “Shame” with a signboard that rants about how certain people should feel ashamed of what they did before the game immediately kills you and crashes itself shortly afterwards. The reason is made clear by a variant room which is a destroyed version of the “ending room” from the Unabandoned Build, an unofficial build made by former developers of B3313. Entering it causes the game to display a dialogue box with just "SHAME" written on it before also killing you and crashing itself.
  • Time Travel:
    • The three Bob-Omb Battlefield courses in order portray the area as peaceful before a war breaks out and few creatures are left around afterwards. Version 0.9 adds a final variant where the mountain has been flooded and nobody is left alive.
    • Getting to the Randomized Realm involves using a throne to warp into what seems like a floor and prison set right after Peach was imprisoned by Bowser. Trying to save her just warps Mario/Luigi into the castle's future flooded ruins, and then back outside a crimson castle that's still standing.
  • Timed Mission: In version 0.9, "wf.z64" is a variant of Whomp's Fortress that's based off SM64.z64. After you collect the star at the top, you must play a version of the level with less platforms in darkness and in under 40 seconds. Unlike in the source hack, it is possible to win, and failing the mission just causes the player to faint instead of spawning some glitchy doppelganger.
  • Title Drop: One of the Beta Lobbies has its numbered doors arranged as 3313.
  • Trailers Always Lie: Development videos in Bob's channel are framed as Found Footage Films with the Personalization A.I. pulling creepy stunts that wouldn't be possible in the hack itself.
  • The Very Definitely Final Dungeon: The Randomized Realm, the final Bowser level, is a stage made from many of the other courses with a lot of platforming. The Eternal Fort is at the end and is a small area where you fight Bowser.
  • Video Game Cruelty Potential:
    • Neither of Dry Town's stars require you to flood the entire place, but it's something you can do at either the top of the big house or at the top of the tower. The Bob-omb inside the big house admonishes Mario/Luigi for even possibly planning to do it, but then says it's just part of the cycle of life. A different level called Flooded Town partially matches the architecture of Dry Town, implying it did get flooded at some point.
    • Dark Downtown's star requires you to drown the whole village. If you go to Bob-Omb Village, a Bob-Omb will tell you that the level has been their refuge ever since you flooded the town and begs you to leave and "not take their energy sources," lest "everyone and everything will die." Collect any star from the level, and you're treated to a dark snowy field that is implied to be the village in decay. Congrats, you extinguished a whole civilization. And, in 0.9, a shadowy doppelganger is coming to punish you for your sins.
  • Void Between the Worlds:
    • Several areas are pitch-black voids, like the two Faceless Mario areas and the Holy Yellow Switch Palace.
    • For some reason, clearing certain tasks first warps Mario/Luigi to a mysterious void with a checkerboard floor right on top of a Star instead of simply giving out a Star.

"YOU KNOW YOU CAN ALWAYS TURN OFF THIS GAME. BUT BOTH OF US KNOW... THAT YOU'RE STILL TRAPPED INSIDE YOUR OWN WALLS. AREN'T YOU?"

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