Super Mario 64 HD
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is a platform game developed and published by
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for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''
Super Mario (also known as and ) is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario (franchise), ''Mario'' franchise. At least one ''Super Mario'' game has been released for every m ...
'' game to feature 3D gameplay, combining traditional ''Super Mario'' gameplay, visual style, and characters in a large open world. In the game, Bowser, the primary antagonist of the ''Super Mario'' franchise, invades Princess Peach's castle and hides the castle's sources of protection, Power Stars, in many different worlds inside magical paintings. As Mario, the player collects Power Stars to unlock enough of Princess Peach's castle to get to Bowser and rescue Princess Peach. Director
Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors. Widely regarded as one of the most accomplished and influential designers in the history of video games, he is ...
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 is a Japanese music composer, pianist, and music director who works for the video game company Nintendo. He is best known for his numerous contributions to the '' Super Mario'' and ''The Legend of Zelda'' series of video games, among others pr ...
. ''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, and gameplay, though some criticized its virtual camera system. It is the best-selling Nintendo 64 game, with nearly twelvemillion copies sold by 2015. Retrospectively, ''Super Mario 64'' has been considered one of the greatest video games of all time. Numerous developers have cited it as an influence on
3D platform games A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
, with its dynamic camera system and 360-degree analog control establishing a new archetype for the genre, much as '' Super Mario Bros.'' did for side-scrolling platform games. It was remade as ''
Super Mario 64 DS ''Super Mario 64 DS'' is a 2004 platform game developed and published by Nintendo for the Nintendo DS. It was a launch game for the DS. ''Super Mario 64 DS'' is a remake of the 1996 Nintendo 64 game ''Super Mario 64,'' with new graphics, charact ...
'' for the
Nintendo DS The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tan ...
in 2004, and has been ported to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames, a large speedrunning presence, and enduring rumors surrounding game features.


Gameplay


Controls

''Super Mario 64'' is a
3D platformer A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
in which the player controls Mario through various courses. Mario's abilities are far more diverse than in previous games. He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the game controller's analog stick and buttons. He can execute special jumps by combining a regular jump with other actions, including the double and triple jumps, long jump, backflip, and wall jump. The player can adjust the camera—operated by a Lakitu broadcasting Mario—and toggle between first-person and third-person view.


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. 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 blue, equal to five yellow coins—or by walking through a spinning heart. Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces. As in previous ''Super Mario'' games, he starts with a number of
extra lives In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest ...
, lost when his health is depleted or he falls into a bottomless pit. The game ends if Mario loses all his lives. When Mario finishes a course, he gains a life for every fifty yellow coins the player collected, and extra life mushrooms are hidden in various places such as trees and may chase Mario through the air or fall to the ground and disappear shortly if not collected. In absence of the
power-up In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic. This is in contrast to an item, which may or may not have a permanent benefit that can be used at any time chosen ...
s normally found in previous games, such as the
Super Mushroom (also known as and ) is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater ''Mario'' franchise. At least one ''Super Mario'' game has been released for every major Nintendo vid ...
and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors can be found in secret areas that turn their corresponding blocks solid and allow Mario to obtain three types of special cap power-ups. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon; 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. A shell remains after stomping a Koopa Troopa, which Mario can use to surf on water, lava, and quicksand.


Setting and objective

The
hub world An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other video ...
takes place in Princess Peach's Castle, which consists of three floors, a tower, and a basement, plus a moat and a courtyard outside the castle. The player's main objective is to look for paintings that bring them to courses containing Power Stars, which upon their collection unlock more of the castle hub world. Each of the fifteen courses has seven Power Stars, and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars in the game. The courses are filled with enemies as well as friendly creatures that provide assistance or ask favors, such as Bob-omb Buddies, who will allow Mario to access cannons on request. Some Power Stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include collecting one hundred yellow coins or eight red coins on a stage, defeating a boss, racing an opponent, and solving puzzles. The final level of the game is blocked by "endless stairs", but Mario can bypass them by collecting seventy Power Stars. There are many hidden mini-courses and other secrets within the castle, which may contain extra Power Stars required for the full completion of the game. If the player returns to the game after collecting all 120 Power Stars, Yoshi can be found on the roof of Princess Peach's Castle, who will give the player a message from the developers, accompanied by one hundred extra lives and an improved triple jump.


Plot

The game begins with a letter from Princess Peach inviting Mario to come to her castle for a cake she has baked for him. When he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within it 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. Mario unlocks two doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds. He gets at least 70 of the 120 Stars, breaking the curse of the endless stairs that block the entrance to Bowser's final hiding place. After Mario defeats Bowser in the final battle, he obtains a special Power Star which gives him the Wing Cap, and he flies back to the castle. 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.


Development

In the early 1990s, ''Super Mario'' creator
Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors. Widely regarded as one of the most accomplished and influential designers in the history of video games, he is ...
conceived a 3D ''Mario'' design while developing the game '' Star Fox'' (1993) for the
Super Nintendo Entertainment System The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eur ...
. ''Star Fox'' used the Super FX graphics chip, which added more processing power; Miyamoto considered using the chip to develop a Super NES game, ''Super Mario FX'', with gameplay based on "an entire world in miniature, like miniature trains". According to engineer Dylan Cuthbert, who worked on ''Star Fox'', ''Super Mario FX'' was never the title of a game but the codename of the Super FX chip. Miyamoto reformulated the idea for the Nintendo 64, not for its greater power, but because its controller has more buttons for gameplay. At the January1993
Consumer Electronics Show CES (; formerly an initialism for Consumer Electronics Show) is an annual trade show organized by the Consumer Technology Association (CTA). Held in January at the Las Vegas Convention Center in Winchester, Nevada, United States, the event typi ...
(CES), where ''Star Fox'' made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head; it returned in the start screen, programmed by
Giles Goddard Giles William Goddard (born 22 June 1962 in England) is a British Church of England priest. He is Vicar of St John's Church, Waterloo. Early life Goddard studied theology at Clare College, Cambridge, and graduated from the University of Cambridg ...
. Production of ''Super Mario 64'' began on September 7, 1994 at Nintendo’s Entertainment Analysis and Development division, and concluded on May 20, 1996. According to Miyamoto, most of the time fifteen to twenty people worked on the game. Development began with the characters and camera system; months were spent selecting a view and layout. The original concept involved the fixed path of an isometric game such as '' Super Mario RPG'', which moved to a free-roaming 3D design, with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard. ''Super Mario 64'' is one of the first games for which Nintendo produced its illustrations internally instead of by
outsourcing Outsourcing is an agreement in which one company hires another company to be responsible for a planned or existing activity which otherwise is or could be carried out internally, i.e. in-house, and sometimes involves transferring employees and ...
. The graphics were made using N-World, a Silicon Graphics (SGI)-based toolkit. The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid. The 3D illustrations were created by
Shigefumi Hino Shigefumi Hino (日野 重文 ''Hino Shigefumi'', born 1963) is a Japanese graphics designer, game director and planner from Nintendo. He is the creator of Yoshi from the ''Yoshi'' franchise. Hino later served as the director of the ''Pikmin'' ...
, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, and Yusuke Nakano, and the game was animated by co-director Yoshiaki Koizumi and Satoru Takiwaza. 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. In an interview with '' The Washington Post'', Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents. To assist players with
depth perception Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis an ...
, 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". 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. 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". ''Super Mario 64'' was first run on an SGI Onyx emulator, which only emulated the console's
application programming interface An application programming interface (API) is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how t ...
and not its hardware. The first test scenario for controls and physics involved Mario interacting with a golden rabbit, named "MIPS" after the Nintendo 64's MIPS architecture processors; the rabbit was included in the final game as a Power Star holder. ''Super Mario 64'' features more puzzles than earlier ''Mario'' games. It was developed simultaneously with '' The Legend of Zelda: Ocarina of Time'' but, as ''Ocarina of Time'' was released more than two years later, some puzzles were taken for ''Super Mario 64''. The developers tried to include a multiplayer cooperative mode, whereby players would control Mario and his brother Luigi in split-screen, but could not make it work satisfactorily. The music was composed by veteran composer
Koji Kondo is a Japanese music composer, pianist, and music director who works for the video game company Nintendo. He is best known for his numerous contributions to the '' Super Mario'' and ''The Legend of Zelda'' series of video games, among others pr ...
, who created new interpretations of the familiar melodies from earlier media as well as new material. 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. 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. ''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.


Release

''Super Mario 64'' was first shown as a playable prototype in November1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of texture mapping was finished. It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty, but was ultimately reduced to fifteen. 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 Christmas1995 to April1996. 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. iyamotoasked for two more months and I gave them to him unconditionally". The game was later shown at E31996 with multiple Nintendo 64s set up for people to play. According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments.


Advertising and sales

Peter Main, Nintendo's vice president of marketing at the time, stated ''Super Mario 64'' was meant as the killer app for the Nintendo 64. The million marketing campaign included videotapes sent to more than five hundred thousand ''Nintendo Power'' subscribers and advertisements shown on
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,
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, and Nickelodeon. ''Super Mario 64'' was released in Japan in June1996, North America in September, and in Europe and Australia in March1997. During its first three months of sale in North America, it sold more than twomillion copies and grossed $140million in the United States, becoming its best-selling video game of 1996. It was also its best-selling game from 1995 to 2002. During the first three months of 1997, it was the second-best-selling console game at 523,000 units. By early 2001, it had sold 5.5million units, and 5.9million by September2002. At the 1999 Milia festival in Cannes, ''Super Mario 64'' won a Gold ECCSELL prize for earning revenues above million in the European Union in 1998. It had become the second most popular game on
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other Regional lockout, regions of the world. It is Nintendo's fifth major ho ...
's Virtual Console by June2007, behind '' Super Mario Bros.'' By March2008, ''Super Mario 64'' sold 11.8million copies worldwide, being the bestselling Nintendo 64 game. By 2015, ''Super Mario 64'' was the 12th most sold ''Mario'' game, with 11.91million copies sold.


Re-releases


''Super Mario 64 DS''

An
enhanced remake A video game remake is a video game closely adapted from an earlier title, usually for the purpose of modernizing a game with updated graphics for newer hardware and gameplay for contemporary audiences. Typically, a remake of such game software sh ...
, ''Super Mario 64 DS'', was released for the
Nintendo DS The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tan ...
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. It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, touchscreen mini-games, and a multiplayer mode. Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode. By September2021, 11.06million copies had been sold worldwide.


Other re-releases

A version of ''Super Mario 64'' was used as a tech demo for the 64DD floppy drive at the 1996 Nintendo Space World trade show. Like '' Wave Race 64'', ''Super Mario 64'' was re-released in Japan on as which fixed various bugs, added support for the Rumble Pak peripheral, included the voice acting from the English version, among other changes. In November2003, it was ported to China's iQue Player as a limited-release demo. In late 2006, it was released on the Wii Virtual Console service which added enhanced resolution and compatibility with the
GameCube The is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii ...
and Super Famicom Classic controllers. In September2020, ''Super Mario 64'' was one of the three ''Super Mario'' games to be included in the ''
Super Mario 3D All-Stars ''Super Mario 3D All-Stars'' is a 2020 product bundling, compilation of platform games for the Nintendo Switch. It commemorates the Super Mario Bros. 35th Anniversary, 35th anniversary of Nintendo's ''Super Mario'' franchise, with High-definitio ...
'' collection on
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a Tablet computer#Gaming tablet, tablet that can either be docking station, docked for use as a home video ...
. It made another Nintendo Switch appearance in October2021 as part of the Nintendo 64 lineup for the Nintendo Switch Online + Expansion Pack.


Reception


Critical reviews

''Super Mario 64'' received enthusiastic pre-release reception. ''
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'' 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. Ed Semrad of '' Electronic Gaming Monthly'' agreed, praising the new 3D animation of ''Mario'' characters shown in only 2D before. Larry Marcus, a source analyst for Alex. Brown & Sons, recalls ''Super Mario 64'' being the most anticipated game of E31996, remembering a field of teenagers "jostling for a test run". ''Super Mario 64'' received critical acclaim, with a score of 94 out of 100 from review aggregator Metacritic based on thirteen reviews, and a score of 96% from review aggregator
GameRankings GameRankings was a video gaming review aggregator that was founded in 1999 and owned by CBS Interactive. It indexed over 315,000 articles relating to more than 14,500 video games. GameRankings was discontinued in December 2019, with its staff bei ...
based on twenty-two reviews. The design, variety of controls and use of 3D gameplay received praise from video game publications. ''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. One of '' GameFan'' four reviewers, E. Storm, cited the water levels as "overjoy ng and showed how ''Super Mario 64'' delved into an "entirely new realm of gaming". '' Official Nintendo Magazine'' called it "beautiful in both looks and design". Doug Perry of '' IGN'' agreed that it transitioned the series to 3D perfectly. ''Electronic Gaming Monthly'' discussed the levels in their initial review, praising them for their size and challenge, 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. ''
Computer and Video Games ''Computer and Video Games'' (also known as ''CVG'', ''Computer & Video Games'', ''C&VG'', ''Computer + Video Games'', or ''C+VG'') was a UK-based video game magazine, published in its original form between 1981 and 2004. Its offshoot website ...
'' editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile. '' Total!'' hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month. Writing for '' AllGame'', Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course. '' Nintendo Life'' Corbie Dillard agreed, calling the variety the game's "greatest genius". Writing for ''GameRevolution'', Nebojsa Radakovic described ''Super Mario 64'' as one of the few "true" 3D platform games. '' N64 Magazine'' likened it to an enormous playground which was a pleasure to experiment in, but opined that the exploration element was slightly brought down by how many hints and tips there were. Victor Lucas of '' EP Daily'' agreed, praising the freedom, but suggesting players "skip all the sign posts". ''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. ''GamePro'' particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time". Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire hem. Jonti Davies called the visuals phenomenal, and the frame rate respectable.'''' Doug Perry found the graphics simple but magnificent, a sentiment shared by ''Next Generation''. ''
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'' 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". ''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". 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. Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects. ''Electronic Gaming Monthly'' 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, a criticism that returned in ''Electronic Gaming Monthly'' ''100 Best Games of All Time'' list. '' Game Informer'' stated in their 2007 re-review by present-day standards the camera "would almost be considered broken". ''Nintendo Power'' also noted the learning curve of the shifting camera. In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments. This sentiment was shared by ''Total!'', claiming that there were very few occasions where the camera was at a suboptimal angle. 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.


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 bestselling Player's Choice selection. It has been placed high on " the greatest games of all time" lists by many reviewers, including ''IGN'', ''Game Informer'', '' Edge'', ''Official Nintendo Magazine,'' ''Electronic Gaming Monthly'', and ''Nintendo Power''. ''Electronic Gaming Monthly'' awarded it a Gold award in its initial review, and it won ''Electronic Gaming Monthly'' Game of the Year for both editors' pick and readers' pick, and Nintendo 64 Game of the Year, Adventure Game of the Year, and Best Graphics. At the 1997 Computer Game Developers Conference, it was given Spotlight Awards for Best Use of Innovative Technology, Best Console Game, and Best Game of 1996. ''Maximum'' gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed. '' Digitiser'' ranked it the best game of 1997, above ''
Final Fantasy VII is a 1997 role-playing video game developed by Square for the PlayStation console. It is the seventh main installment in the ''Final Fantasy'' series. Published in Japan by Square, it was released in other regions by Sony Computer Entertai ...
'' as runner-up.


Legacy

''Super Mario 64'' was key to the early success of and anticipation for the Nintendo 64. 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. Eventually, the Nintendo 64 lost much of its market share to Sony's
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, partly due to its cartridge and controller design decisions, which were reportedly implemented by Miyamoto for ''Super Mario 64''. In 2012, ''Super Mario 64'' was among the 80 entries in the
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's The Art of Video Games exhibit.


Influence

''Super Mario 64'' set many precedents for 3D platformers as one of the most influential video games. The game is known for its nonlinear, open freedom, which has been acclaimed by
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s and journalists. ''
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'' wrote about its central hub world, which provides a safe tutorial and a level selector, and is now a staple of the 3D platformer genre. As the genre evolved, many of the series's conventions were rethought drastically, placing emphasis on exploration over traditional platform jumping, or "hop and bop" action. Though some disputed its quality, others argued that it established an entirely new genre for the series. Its mission-based level design inspired game designers such as '' GoldenEye 007'' (1997) producer and director Martin Hollis and the development team of '' Tony Hawk's Pro Skater''. Dan Houser, a prominent figure in the development of the ''Grand Theft Auto'' series, stated, "Anyone who makes 3D games who says they've not borrowed something from ''Mario'' or ''Zelda'' f the Nintendo 64is lying".
Square Enix is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game ...
has stated that a coincidental meeting with Disney employees resulted in the creation of the ''
Kingdom Hearts is a series of action role-playing games developed and published by Square Enix (originally by Square (video game company), Square). It is a collaboration between Square Enix and The Walt Disney Company and is under the leadership of Tetsuya ...
'' series, inspired by ''Super Mario 64'' use of 3D environments and exploration. Chris Sutherland, who served as the lead designer for ''Banjo-Kazooie'', agreed that ''Super Mario 64'' set the benchmark for 3D platformers and claimed that any other game in the genre on the Nintendo 64 would inevitably be compared with ''Super Mario 64''. ''Super Mario 64'' introduced a free-floating camera that can be controlled independently of the character. To increase freedom of exploration and fluid control in a 3D world, ''Super Mario 64'' designers created a dynamic virtual video camera that turns and accelerates according to the character's actions. This camera system became the standard for 3D platformers. ''Nintendo Power'' praised the game's camera movements along with ''The Legend of Zelda: Ocarina of Time'' addition of the lock-on camera and concluded that the two games were trailblazers for the 3D era. ''
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'' K. Thor Jensen considers ''Super Mario 64'' to be the first truly realized 3D platformer with the integration of camera control into its core gameplay, which he called the medium's true evolutionary leap. ''Super Mario 64'' 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'' 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. 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". In July2021, a pristine, sealed copy of ''Super Mario 64'' was auctioned for , the largest amount ever paid for a video game. 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".


Successors

A sequel was planned for the 64DD add-on, under the codename '' Super Mario 128''. In July1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on ''Super Mario 64''. Miyamoto affirmed that work on the sequel had only commenced at the time of the E31997 convention. The project was canceled due to its lack of progress and the commercial failure of the 64DD. ''Super Mario 64'' successors include '' Super Mario Sunshine'' for the
GameCube The is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii ...
and '' Super Mario Galaxy'' for the Wii, building on its core design of power-ups and its 3D, open-ended gameplay. '' Super Mario Galaxy 2'' includes a remake of ''Super Mario 64'' Whomp's Fortress level called Throwback Galaxy. '' Super Mario 3D Land'' and '' Super Mario 3D World'' are departures from the open-ended design, instead focused on platforming reminiscent of 2D games. The Nintendo Switch game '' Super Mario Odyssey'' returns to ''Super Mario 64'' open design; 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'' Power Stars.


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 unlockable character. In 1996, ''IGN'' offered a prize of $100 if a player could find Luigi, to no avail. Fueling the rumor was a very blurry message on a statue in the courtyard of Princess Peach's Castle, thought to say "L is real 2401". This was disproved in 1998, when a fan received a letter from Nintendo that the programmers included the text as a joke and it was not supposed to say anything. In July2020, 24 years and 1 month after the initial release of ''Super Mario 64'', unused assets for Luigi from the scrapped multiplayer mode were discovered in the game's development files, in an event known as the
Nintendo Gigaleak The Nintendo data leak, also known as the Nintendo Gigaleak, is a series of leaks of data from the Japanese video game company Nintendo on the anonymous imageboard website 4chan. The leak started in March 2018, but became most prominent in 2020. ...
. Satirical conspiracy theories about the game became popular in 2020, and were grouped into the "''Super Mario 64'' iceberg", an
Internet meme An Internet meme, commonly known simply as a meme ( ), is an idea, behavior, style, or image that is spread via the Internet, often through social media platforms. What is considered a meme may vary across different communities on the Internet ...
of an
iceberg An iceberg is a piece of freshwater ice more than 15 m long that has broken off a glacier or an ice shelf and is floating freely in open (salt) water. Smaller chunks of floating glacially-derived ice are called "growlers" or "bergy bits". The ...
, with the less likely theories representing places closer to the bottom of the "ocean". One popular rumor involves a " Wario Apparition", based on an E31996 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 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. 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 meant to be collected. Speedrun techniques include the Lakitu skip, a glitch that disables the long dialogue by Lakitu about camera tutorials; the Bob-omb clip, performed by Mario strategically picking up a Bob-omb to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump", for Mario to ascend the endless stairs to the final level ahead of schedule; the latter was patched in the 1997 ''Shindō'' re-release. The ''Super Mario 3D All-Stars'' re-release also patched this as it was based off of the ''Shindō'' version. In 2013, YouTuber Vinesauce posted a compilation of various corruptions of the game, replicated with a program named ''naughty''. Another YouTuber, Pannenkoek2012, creates highly technical and analytical videos of ''Super Mario 64'' glitches and mechanics, which have been covered many times by the video game press.


Fan projects

''Super Mario 64'' has led to the creation of
fan-made Fan labor, also called fan works, are the creative activities engaged in by fans, primarily those of various media properties or musical groups. These activities can include creation of written works (fiction, fan fiction and review literature), ...
remakes, modifications and ROM hacks: * ''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. * ''Super Mario Run 64'', converting the game into a
2.5D 2.5D (two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwis ...
running game in the spirit of '' Super Mario Run''. * ''Super Mario 64 Online'', enabling online multiplayer. It was taken down after a copyright strike by Nintendo. It was later reuploaded and renamed to ''Net64''. * ''Super Mario 64 Maker'', a '' Super Mario Maker''-like level editor. * ''Super Mario 64 Odyssey'', featuring levels based on '' Super Mario Odyssey'' and adding its mechanic of possessing enemies by throwing Mario's hat. * ''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''. * ''Super Mario 64: Ocarina of Time'', in which '' The Legend of Zelda: Ocarina of Time'' world is recreated in ''Super Mario 64'' engine, with new gameplay elements, puzzles, and a story. * ''Open World Mario 64'', a battle royale–style mod set on a huge map made up of all ''Super Mario 64'' levels, in the style of '' Fortnite Battle Royale'' and '' PlayerUnknown's Battlegrounds''. * ''First Person Mario 64'', a modification 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. * ''Super Mario 64 FPS'', a first-person shooter remake of the original, speedrunned by YouTubers Falsepog and
Alpharad Jacob Rabon IV (born December 19, 1995), better known by his online pseudonym Alpharad, is an American YouTuber, esports personality, and musician. He is best known for his gaming videos on the ''Super Smash Bros.'' series along with his particip ...
. * ''Super Mario 64 HD'', a high-definition
remake A remake is a film, television series, video game, song or similar form of entertainment that is based upon and retells the story of an earlier production in the same medium—e.g., a "new version of an existing film". A remake tells the same ...
of the first level of ''Super Mario 64'', Bob-Omb Battlefield, using the Unity
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
. The project was taken down following a
copyright claim A copyright is a type of intellectual property that gives its owner the exclusive right to copy, distribute, adapt, display, and perform a creative work, usually for a limited time. The creative work may be in a literary, artistic, educati ...
by Nintendo. * In 2019, fans decompiled the original ROM image into C source code, allowing ''Super Mario 64'' to be natively ported to any system. ** In 2020, fans released a Windows port with support for widescreen displays and 4K resolution. Nintendo enlisted a law firm to remove videos of the port and its listings from websites. Fans created ports for several more platforms, including the
Nintendo 3DS The is a handheld game console produced by Nintendo. It was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generatio ...
,
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
,
PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territo ...
, Dreamcast, and
Android Android may refer to: Science and technology * Android (robot), a humanoid robot or synthetic organism designed to imitate a human * Android (operating system), Google's mobile operating system ** Bugdroid, a Google mascot sometimes referred to ...
. ** ''Super Mario 64 Plus'', a fork of the Windows port featuring a new permanent death option, bug fixes, and an improved camera system.


Medical literature

In 2013, a study was conducted to see the
plasticity Plasticity may refer to: Science * Plasticity (physics), in engineering and physics, the propensity of a solid material to undergo permanent deformation under load * Neuroplasticity, in neuroscience, how entire brain structures, and the brain it ...
effects on the human brain after playing ''Super Mario 64''—chosen for its navigation element and the ability to play in a three-dimensional environment—for at least thirty minutes every day for two months. The study concluded that doing the previously mentioned activity caused the gray matter (a major part of the central nervous system) to increase in the right hippocampal formation and the right dorsolateral prefrontal cortex—brain areas thought to contribute to spatial navigation, working memory, and
motor planning In psychology and neuroscience, motor planning is a set of processes related to the preparation of a movement that occurs during the reaction time (the time between the presentation of a stimulus to a person and that person's initiation of a motor r ...
.


Notes


Notes on inflation


References


Footnotes


Sources

* * *


External links


''Super Mario 64'' Profile (1996) – Nintendo (archive)


* {{Authority control 1996 video games 3D platform games Golden Joystick Award for Game of the Year winners Golden Joystick Award winners IQue games Nintendo 64 games Nintendo Entertainment Analysis and Development games Nintendo Switch Online Nintendo 64 games Open-world video games Single-player video games 64 Video games developed in Japan Video games directed by Shigeru Miyamoto Video games directed by Takashi Tezuka Video games scored by Koji Kondo Video games set in castles Virtual Console games for Wii Virtual Console games for Wii U