- Anti-Climax Boss: The final Bowser battle, coming after the grueling Randomizer Realm, is significantly easier than even the final Bowser battle from the original Super Mario 64. The bombs you have to toss Bowser into are very close to the battlefield, some even right on it, so you will not have to throw him too far, and the battlefield is big and wide enough to give you easy room to avoid his attacks.
- Awesome Music:
- Nebula Castle Lobby's theme is a beautiful rendition of the castle theme which gives it a sensation of comfort inside this weird place.
- Ancient City's theme is a solemn rearrangement of Wet-Dry World's theme which fits the mysteries around the said city. The night version aplifies this sensation by slowing the theme down.
- Parallel Lobby's theme is a reprise of Peach's Castle for Nintendo Gamecube demo, and it sounds like a MIDI lullaby.
- Eel Graveyard's theme is an Ominous Music Box Tune made with Dire Dire Docks' theme.
- Bowser's Hallway is a funky rendition of Bowser's battle theme which adds to the mystery of the area.
- Desert Maze's theme is a reprise of the desert theme for Super Mario World levels of Super Mario Maker 2 with Lethal Lava Land/Shifting Sand Land MIDI sounds, and it fits extremely well.
- Floor 2B's theme is a simple yet effective reprise of Peach's castle theme, only pitched down and slowed down, giving it an uncanny feeling.
- Snowing Snow Land's theme is a reprise of Cool Cool Mountain which changes the vanilla game's interpretation of the Leitmotif for Bob-Omb Battlefield's and slightly pitches it down, giving it a more melancholic sound.
- Cold, Cold Crevasse's original theme is a banging remix of Thwomp's Volcano, and dear god, does it sound AMAZING in the Nintendo 64 soundfont. The theme that replaced it isn't half bad either, being a rather calming, yet Dark Reprise of Snowing Snow Land's theme.
- Uncanny Moat's theme may just be the vanilla Slider theme in minor key, but that doesn't make it sound any less goofy. In fact, it makes it sound almost entirely different!
- Event-Obscuring Camera:
- The camera is a hazard in itself. In Cold, Cold Crevasse, for example, the player must avoid the spin-glide from jumping on Spindrifts or else the camera will point straight upwards the whole time in what's a platforming course set over bottomless pits.
- The "SGI Indy" stage is set on the motherboard used for Nintendo 64 game development, and most of its terrain functions as insta-killing quicksand. The camera in the level is always aimed at a low angle that blends platforms together and makes it very difficult to judge the distance for jumping between them.
- Nightmare Fuel:
- The encounter with the kneeling Shadow Mario, who abruptly doubles in size and stands up with his head tilted if you walk close to him from the front. The whole area goes dark and the floor will deal fire damage, with the game even crashing if you try to move closer. However, this turns into Nightmare Retardant if you get to Shadow Mario from the sides, as you can just hang out with him while he does nothing.
- Version 0.9 adds multiple encounters with a hostile Shadow Mario, who silently floats towards the player to crash the game. It's quite effective in the "Wonderland Woods" area, which seems like a peaceful enough field of flowers until you finally see him looming in the distance.
- Another area is a long red corridor with a Mario looking away. A Mario with no face. Getting close to him likewise cuts the scene to an army of those things standing before the player in a void, led by a giant disembodied blank Mario head. Version 0.9 changes the encounter to the main faceless Mario multiplying into several apparitions that crash the game on contact.
- As of version 0.9 and its real-time clock mechanics, entering the vanilla Basement map at night will cause the eerie Big Boo's Haunt music to replace the normal castle theme. This is creepy enough on its own, but if you then approach the Lethal Lava Land painting, the giant fireball can escape and begin hunting you down. You can avoid it just fine, but if you get caught, the game crashes.
- Really, the game itself is one big bag of nightmare fuel. The levels can all feel wrong and too big. All of Peach's Castle is a labyrinth and many players expressed the feeling of never seeing a space they're in a second time. The entirely castle is one giant Mind Screw.
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