Super Mario 64
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Super Mario 64 is a 1996
Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). Development lasted nearly three years: about one year on design and twenty months on production, starting with designing the virtual camera system. The team continued with illustrating the 3D character models—at the time a relatively unattempted task—and refining sprite movements. The sound effects were recorded by Yoji Inagaki and the score was composed by Koji Kondo.
Super Mario 64 was highly anticipated by video game journalists and audiences, boosted by advertising campaigns and showings at the 1996 E3 trade show. It received critical acclaim, with reviewers praising its ambition, visuals, level design, and gameplay, though some criticized its virtual camera system. It is the best-selling Nintendo 64 game, with nearly twelve million copies sold by 2015.
Retrospectively, Super Mario 64 has been considered one of the
Gameplay
Controls

Super Mario 64 is a
Health, lives, and power-ups
Unlike many of its predecessors, Super Mario 64 uses a health point system, represented by a pie shape consisting of eight segments.[13] If Mario has taken damage, he can replenish his health either by collecting three types of coins—yellow, which replenishes one segment; red, equal to two yellow coins and which replenishes two segments; and blue, equal to five yellow coins and which replenishes five segments, by walking through a spinning heart or by jumping into water.[14] Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces.[15] Finishing a course grants Mario an extra life for every 50 yellow coins the player collected,[13] and extra life mushrooms are hidden in various places such as trees and poles - they may either chase Mario through the air or fall to the ground and disappear shortly if not collected.[16]
In absence of the power-ups normally found in previous games, such as the Super Mushroom and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors, found in three secret areas located in either stages or the castle itself,[17][18][19] turn their corresponding blocks solid and permanently allow Mario to obtain three types of special cap power-ups throughout all of the stages. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon;[20] the Metal Cap makes him immune to enemies, fire, noxious gases, allows him to withstand wind and water currents, perform on-land moves underwater, and have unlimited air capacity underwater; and the Vanish Cap renders him partially immaterial and invulnerable, and allows him to walk through some obstacles.[15][21] Another implicit powerup is the shell remains after stomping a Koopa Troopa, which Mario can use to run over enemies, and surf on water, lava, and quicksand.[22]
Setting and objective
The hub world takes place in Princess Peach's Castle, which consists of three floors consisting of the castle's lobby, the main tower, and a basement, plus a moat and a courtyard outside the castle.[23] The player's main objective is to look for paintings that, when jumped into, bring them into courses containing Power Stars, which upon their collection unlock more of the castle hub world.[24] Each of the fifteen courses has seven Power Stars (six from named missions and one gained by collecting 100 coins in the level), and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars in the game.[25]
The courses are filled with enemies as well as friendly creatures that provide assistance or ask favors, such as
Plot
Princess Peach uses a letter to invite Mario to come to her castle for a cake she has baked for him.[31] When he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within its walls using the power of the castle's 120 Power Stars. The Power Stars are hidden in the castle's paintings, which serve as portals to other worlds where Bowser's minions keep watch over the Stars. Mario explores the castle and enters these worlds, gaining access to more rooms as he recovers more Stars.[32] Mario unlocks three doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds.[33] After getting at least 70 of the 120 Stars, Mario breaks the curse of the endless stairs that block the entrance to Bowser's final hiding place.[28] After Mario defeats Bowser in the final battle, and Bowser escapes, swearing revenge, he obtains a special Power Star which gives him the Wing Cap, and he flies back to the castle's courtyard. Peach is released from the stained-glass window above the castle's entrance, and she rewards Mario by kissing him on the nose and baking the cake that she had promised him.[34]
Once Mario earns all 120 stars, he is able to access the roof of the castle via a cannon on the castle grounds, where Yoshi awaits him. Yoshi congratulates Mario on securing all 120 stars and grants him 99 extra lives in order to continue playing the game.
Development
In the early 1990s, Super Mario creator
Production of Super Mario 64 began on September 7, 1994, at Nintendo's Entertainment Analysis & Development division, and concluded on May 20, 1996.[40] According to Miyamoto, the development team consisted of around fifteen to twenty people.[41] Development began with the characters and the camera system; months were spent selecting a view and layout.[39] The original concept involved the fixed path of an isometric game such as Super Mario RPG, which moved to a free-roaming 3D design,[39] with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard.[39]
"There [were] no jumping actions in 3-D we could reference at the time, so we shared in the enjoyment of going through all the trial and error with Mr. Miyamoto and other team members. It was arguably tough work, but that feeling was overtaken by the joy of innovating in a new field."
Super Mario 64 is one of the first games for which Nintendo produced its illustrations internally instead of by outsourcing.[43] The graphics were made using N-World, a Silicon Graphics (SGI)-based toolkit.[44] The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid.[39] The 3D illustrations were created by Shigefumi Hino, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, and Yusuke Nakano, and the game was animated by co-director Yoshiaki Koizumi and Satoru Takiwaza.[7] Yōichi Kotabe, illustrator and character designer for the Mario series, made a 3D drawing of Mario from various angles and directed the creation of the character models.[9] In an interview with The Washington Post, Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents.[42] To assist players with depth perception, the team positioned a faux shadow directly beneath each object regardless of the area's lighting. Yoshiaki Koizumi described the feature as an "iron-clad necessity" which "might not be realistic, but it's much easier to play".[45]
Miyamoto's guiding design philosophy was to include more details than earlier games by using the Nintendo 64's power to feature "all the emotions of the characters". He likened the game's style to a 3D interactive cartoon.[46] Some details were inspired by the developers' personal lives; for example, the Boos are based on assistant director Takashi Tezuka's wife, who, as Miyamoto explained, "is very quiet normally, but one day she exploded, maddened by all the time Tezuka spent at work".[35]
Super Mario 64 was first run on an

The music was composed by veteran composer Koji Kondo, who created new interpretations of the familiar melodies from earlier media as well as new material.[51][52] Yoji Inagaki was responsible for the sound design, tasked with producing hundreds of sound effects. He and Kondo felt that music and sound effects were equally important.[52] According to Inagaki, the average Nintendo 64 game had about 500 sound effects, and made comparisons to Ocarina of Time, with 1,200, and The Legend of Zelda: Majora's Mask, with 2,000.[52]
Super Mario 64 is one of the first games to feature Charles Martinet as the voice of Mario, and Leslie Swan—then senior editor of Nintendo Power and English localizer for Super Mario 64—as the voice of Princess Peach.[48]
Release
Super Mario 64 was first shown as a playable prototype in November 1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of texture mapping was finished.[35][53][54] It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty,[35] but was ultimately reduced to fifteen.[29] According to Nintendo of America chairman Howard Lincoln, Miyamoto's desire to add more was a major factor in the decision to delay the Nintendo 64 release from Christmas 1995 to Summer 1996.[55] Nintendo president Hiroshi Yamauchi later said: "Game creators can finish games quickly if they compromise. But users have sharp eyes. They soon know if the games are compromised. [Miyamoto] asked for two more months and I gave them to him unconditionally".[56] The game was later shown at E3 1996 with multiple Nintendo 64s set up for people to play.[57] According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments.[8]
Advertising and sales
Peter Main, Nintendo's vice president of marketing at the time, stated Super Mario 64 was meant as the
Super Mario 64 was officially released in Japan in June 1996,[2] North America in September,[1] and in Europe and Australia in March 1997.[3][4] During its first three months of sale in North America, it sold more than two million copies and grossed $140 million[ii] in the United States,[60] becoming the best-selling video game of 1996.[61] It was also the best-selling game overall from 1995 to 2002. During the first three months of 1997, it was the second-best-selling console game at 523,000 units.[62] By early 2001, it had sold 5.5 million units,[63] and 5.9 million by September 2002.[64]
At the 1999 Milia festival in Cannes, Super Mario 64 won a Gold ECCSELL prize for earning revenues above €21 million[iii] in the European Union in 1998.[65] It had become the second most popular game on Wii's Virtual Console by June 2007, behind Super Mario Bros.[66] By March 2008, Super Mario 64 sold 11.8 million copies worldwide, being the best-selling Nintendo 64 game.[67] By 2015, Super Mario 64 was the 12th most sold Mario game, with 11.91 million copies sold.[68]
Re-releases
Super Mario 64 DS
An enhanced remake, Super Mario 64 DS, was released for the Nintendo DS in 2004. As with the original, the plot centers on collecting Power Stars and rescuing Princess Peach from Bowser. In contrast with the original, Yoshi is the starting character, with Mario, Luigi, and Wario as unlockable characters.[69] It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, touchscreen mini-games, and a multiplayer mode.[70] Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode.[71][72] By September 2021, 11.06 million copies had been sold worldwide.[73]
Other re-releases
A version of Super Mario 64 was used as a
In November 2003, it was
Reception
Aggregator | Score |
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Nintendo Life | 10/10[101] |
Official Nintendo Magazine | 95%[102] |
Total! | 100/100[103] |
Digitiser | 96%[104] |
Maximum | 5/5[105] |
Critical reviews
Super Mario 64 received enthusiastic pre-release reception. GamePro commented on the 1995 prototype's smoothness, and how the action "was a blast", despite the game being only fifty percent complete at the time.[53] Ed Semrad of Electronic Gaming Monthly agreed, praising the new 3D animation of Mario characters shown in only 2D before.[54] Larry Marcus, a source analyst for Alex. Brown & Sons, recalls Super Mario 64 being the most anticipated game of E3 1996, remembering a field of teenagers "jostling for a test run".[106]
Super Mario 64 received critical acclaim, with a score of 94 out of 100 from review aggregator website Metacritic based on thirteen reviews,[86] and a score of 96% from review aggregator GameRankings, which ranked it the eighteenth best video game of all time based on twenty-two reviews.[85]
The design, variety of controls and use of 3D gameplay received praise from video game publications.[90][99][107] Maximum found its strongest points were the sense of freedom and its replayability, comparing it to Super Mario World and citing its similar gimmick of allowing access to new areas upon finding switches.[105] One of GameFan's four reviewers, E. Storm, cited the water levels as "overjoy[ing]" and showed how Super Mario 64 delved into an "entirely new realm of gaming".[94] Official Nintendo Magazine called it "beautiful in both looks and design".[102] Doug Perry of IGN agreed that it transitioned the series to 3D perfectly.[29] Electronic Gaming Monthly discussed the levels in their initial review, praising them for their size and challenge,[89] and later ranked it the fourth best console game of all time, arguing that it had breached the entire genre of 3D gaming while working virtually flawlessly.[108]
Super Mario 64 also received praise for its graphics. GameSpot praised the graphics for being "clean yet simple" and not detracting from the details of the game world.[97] GamePro particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time".[95] Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]".[88] Jonti Davies called the visuals phenomenal, and the frame rate respectable.[87] Doug Perry found the graphics simple but magnificent,[29] a sentiment shared by Next Generation.[100] Hyper reviewer Nino Alegeropoulos called it the best-looking console game to date and opined that its high resolution and frame rate for the time made it look "infinitely better than a cartoon".[98] Total! said that the graphics' lack of pixellation and jagged edges made it look like they were from a "top of the range graphics workstation".[109]
The camera system received mixed reviews. Next Generation found that Super Mario 64 was less accessible than previous Mario games, frustrated by the camera's occasional erratic movements and lack of optimal angle.[100] Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects.[29][107] Electronic Gaming Monthly's Dan Hsu, Shawn Smith, and Crispin Boyer all removed half a point from their scores, claiming that the camera sometimes could not move to a wanted angle or rapidly shifted in an undesirable manner,[89] a criticism that returned in Electronic Gaming Monthly's 100 Best Games of All Time list.[108] Game Informer stated in their 2007 re-review by present-day standards the camera "would almost be considered broken".[93] Nintendo Power also noted the learning curve of the shifting camera.[110] In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments.[101] This sentiment was shared by Total!, claiming that there were very few occasions where the camera was at a suboptimal angle.[111] Paul Davies acknowledged that he was critical of the camera, saying that in some occasions it was difficult to position ideally, but ultimately dismissed it as "one hiccup" of a "revolutionary" game.[88]
Awards
Super Mario 64 won numerous awards, including various "Game of the Year" honors by members of the gaming media, and in Nintendo's own best-selling Player's Choice selection. It has been placed high on "
Date | Award publication | Category | Result | Ref. |
---|---|---|---|---|
1996 | Maximum | Game of the Month (June) | Won | [105] |
Electronic Gaming Monthly | Game of the Month (September) | Won | [89] | |
Gold Award | Won | [118] | ||
Nintendo 64 Game of the Year | Won | [119] | ||
Adventure Game of the Year | Won | |||
Best Graphics | Won | |||
Game of the Year | Won | |||
Game Informer | Won | [114] | ||
Spotlight Awards | Won | [120] | ||
Best Use of Innovative Technology | Won | |||
Best Console Game | Won | |||
1997 | Digitiser | Game of the Year | Won | [104] |
Computer and Video Games | Won | [121] | ||
Golden Joystick Awards | Won | |||
Best Looking Game | Won | |||
Official Nintendo Magazine | Best Nintendo 64 Game | Won | ||
1998 | ECCSELL Awards | Gold Award | Won | [65] |
Legacy
[...] if the gaming press was to be believed, Super Mario 64 was going to be the greatest game ever released anywhere, and it might also cure cancer and feed the world's starving children.
The rule that a console must have a broad spectrum of launch titles to appeal to the North American audience was generally true, but Nintendo found the exception: a single amazing title, with well-implemented 3D gameplay that most console players had never experienced, could bear the weight of the entire system on its shoulders.
Super Mario 64 was key to the early success of and anticipation for the Nintendo 64.[93][108][123] Lee Hutchinson, a former Babbage's employee, notes how the game was spurred by a feverish video game press, and how the success of the game defied the rule that a wide variety of launch games was necessary for broad appeal.[122] Eventually, the Nintendo 64 lost much of its market share to Sony's PlayStation, partly due to its cartridge and controller design decisions, which were reportedly implemented by Miyamoto for Super Mario 64.[124]
In 2012, Super Mario 64 was among the 80 entries in the Smithsonian American Art Museum's The Art of Video Games exhibit.[125]
Influence
Super Mario 64 set many precedents for 3D platformers as one of the most influential video games.
Super Mario 64 introduced a free-floating camera that can be controlled independently of the character.
Super Mario 64's use of the analog stick was novel, offering more precise and wide-ranging character movements than the digital D-pads of other consoles. At the time, 3D games generally only allowed the player to either control the character in relation to a fixed camera angle or in relation to the character's perspective. Super Mario 64's controls, in contrast, are fully analog and interpret a 360-degree range of motion into navigation through a 3D space relative to the camera. The analog stick allows for precise control over subtleties such as running speed.[136] In 2005, Electronic Gaming Monthly ranked Super Mario 64 the most important game since they began publication in 1989, stating that, while there were 3D games before it, "Nintendo's was the first to get the control scheme right".[137]
In July 2021, a pristine, sealed copy of Super Mario 64 was auctioned for $1,560,000, the largest amount ever paid for a video game.[138][139] Heritage Auctions's video games specialist said, "It seems impossible to overstate the importance of this title, not only to the history of Mario and Nintendo but to video games as a whole".[140]
Successors
A sequel was planned for the disk drive add-on, under the codename Super Mario 128.[141] In July 1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on Super Mario 64.[142] Miyamoto affirmed that work on the sequel had only commenced at the time of the E3 1997 convention.[143] The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive.[144][145]
Super Mario 64 successors include Super Mario Sunshine for the GameCube and Super Mario Galaxy for the Wii, building on its core design of power-ups and its 3D, open-ended gameplay.[146][147] Super Mario Galaxy 2 includes a remake of Super Mario 64's Whomp's Fortress level called Throwback Galaxy.[148] Super Mario 3D Land and Super Mario 3D World are departures from the open-ended design, instead focused on platforming reminiscent of 2D games.[149]
The Nintendo Switch game Super Mario Odyssey returns to Super Mario 64's open design;[150] it includes numerous references to the latter. The 'Mario 64 Suit' and 'Mario 64 Cap', which change Mario's appearance to his in Super Mario 64, can be purchased after completing the main storyline. Additionally, Mario can travel to the Mushroom Kingdom, which includes Princess Peach's Castle and its courtyard. The Kingdom's Power Moons resemble Super Mario 64's Power Stars.[151][152]
Rumors, conspiracy theories, and glitches
Rumors spread rapidly after the game's release. The most popular was a pervasive rumor that Luigi existed as an
Satirical conspiracy theories about the game became popular in the early 2020s. These theories were grouped into an Internet meme of an iceberg known as the "Super Mario 64 iceberg", with less likely theories representing places being placed closer to the bottom of the "ocean".[157] One popular theory was the "Wario Apparition", based on an E3 1996 presentation with Charles Martinet voicing a disembodied Wario head. Some fans believed that the Wario head remained in some copies of the game. Conspiracy theorists have also spread the rumor that "every copy of Super Mario 64 is personalized", claiming that certain bizarre phenomena existed in only certain copies of the game.[157][158][159]
In the years since the game's release, players have used glitches to reach previously unreachable parts of the game, including, in 2014, a coin not possible to be collected in ordinary play.
Fan projects
Super Mario 64 has led to the creation of
- Super Mario 64: Chaos Edition, a PC-emulated version of the original that loads codes which cause bizarre behavior. The game received coverage after streaming ensemble Vinesauce posted a playthrough of the game.[171][172]
- Super Mario Run 64, converting the game into a running game in the spirit of Super Mario Run[173]
- Super Mario 64 Online, enabling
- Super Mario 64 Maker, a level editor[178]
- Super Mario 64 Odyssey, featuring levels based on Super Mario Odyssey and adding its mechanic of possessing enemies by throwing Mario's hat[179]
- Super Mario 64: Last Impact, an original game that incorporates elements from other Mario games, such as the Fire Flower from Super Mario Bros., the F.L.U.D.D. cannon from Super Mario Sunshine, and the Bee Mushroom from Super Mario Galaxy[180][181][182]
- Super Mario 64: Ocarina of Time, in which the world of The Legend of Zelda: Ocarina of Time is recreated in Super Mario 64, with new gameplay elements, puzzles, and a story[183][184][185]
- Open World Mario 64, a PlayerUnknown's Battlegrounds[186]
- First Person Mario 64, a modification that fixes the camera configuration on first-person, often making the game much more challenging due to how the game demands acrobatic movements, and how the game does not render objects when they're too close to the camera.[187][188]
- Super Mario 64 FPS, a first-person shooter remake of the original, speedran by YouTubers Falsepog and Alpharad[189]
- Super Mario 64 HD, a high-definition remake of the first level of Super Mario 64, Bob-Omb Battlefield, using the Unity game engine. The project was taken down following a copyright claim by Nintendo.[190]
Decompilation
In 2019, fans
Medical literature
In 2013, a study was conducted to see the
Notes
Notes on inflation
References
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Archived resources
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- "Super Mario 64 Player's Guide". archive.org.
- "Super Mario 64". archive.org.
- Super Mario 64 profile (1996) – Nintendo (archived)
- Super Mario 64 profile (1998) – Nintendo (archived)
External links
- Official website (in Japanese)
- Super Mario 64 at IMDb