Legality of Cannabis by U.S. Jurisdiction

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| alt = Artwork of a horizontal rectangular box. Mario flies with his Wing Cap power-up in front of a blue backdrop with clouds, a Goomba, and Princess Peach's Castle in the distance. The bottom portion reads "Super Mario 64" in red, blue, yellow, and green block letters.
| alt = Artwork of a horizontal rectangular box. Mario flies with his Wing Cap power-up in front of a blue backdrop with clouds, a Goomba, and Princess Peach's Castle in the distance. The bottom portion reads "Super Mario 64" in red, blue, yellow, and green block letters.
| caption = North American cover art
| caption = North American cover art
| developer = [[Nintendo EAD]]
| developer = [[Nintendo Entertainment Analysis & Development|Nintendo EAD]]
| publisher = [[Nintendo]]
| publisher = [[Nintendo]]
| series = ''[[Super Mario]]''
| series = ''[[Super Mario]]''
| platforms = [[Nintendo 64]]<br>[[iQue Player]]
| platforms = [[Nintendo 64]]<br />[[iQue Player]]
| programmer = {{plainlist|
| programmer = {{plainlist|
* Yasunari Nishida<ref name="goddard interview"/>
* Yasunari Nishida<ref name="goddard interview" />
* Yoshinori Tanimoto
* Yoshinori Tanimoto
* Hajime Yajima
* Hajime Yajima
Line 32: Line 32:
* Tomoaki Kuroume
* Tomoaki Kuroume
* [[Yusuke Nakano]]
* [[Yusuke Nakano]]
* [[Yōichi Kotabe]]{{sfn|NOA|1996|p=24}}<ref name="kotabe"/>
* [[Yōichi Kotabe]]{{sfn|NOA|1996|p=24}}<ref name="kotabe" />
}}
}}
| released = '''Nintendo 64'''{{Video game release|JP|June 23, 1996<ref name="japanreleasedate">{{cite web|url=https://www.videogameschronicle.com/news/the-nintendo-64-and-super-mario-64-turn-25-years-old-today/|title=The Nintendo 64 and Super Mario 64 Turn 25 Years Old Today|date=June 23, 2021|last=Scullon|first=Chris|access-date=August 12, 2022|website=[[Video Games Chronicle]]|publisher=[[Gamer Network]]|archive-url=https://web.archive.org/web/20210726223151/https://www.videogameschronicle.com/news/the-nintendo-64-and-super-mario-64-turn-25-years-old-today/|archive-date=July 26, 2021|url-status=live}}</ref>|NA|September 29, 1996<ref name="NAreleasedate">{{cite web|url=https://www.wired.com/2016/09/nintendo-64-20th-anniversary/|title=Nintendo 64 Came Out 20 Years Ago. Here's How a Teenaged Me Reviewed It|date=September 29, 2016|access-date=November 17, 2021|website=[[Wired (website)|Wired]]|archive-url=https://web.archive.org/web/20160929205936/https://www.wired.com/2016/09/nintendo-64-20th-anniversary/|archive-date=September 29, 2016|last=Kohler|first=Chris|url-access=subscription}}</ref>|PAL|March 1, 1997<ref name="EUreleasedate">{{Cite web|url=https://www.eurogamer.net/articles/2017-03-01-the-nintendo-64-turns-20-in-europe|title=The Nintendo 64 Turns 20 in Europe|last=Yin-Poole|first=Wesley|website=[[Eurogamer]]|publisher=[[Gamer Network]]|archive-url=https://web.archive.org/web/20170303011805/http://www.eurogamer.net/articles/2017-03-01-the-nintendo-64-turns-20-in-europe|date=March 1, 2017|archive-date=March 3, 2017|access-date=November 17, 2021|url-status=live}}</ref><ref name="AUreleasedate">{{Cite web|url=https://www.nintendolife.com/games/n64/super_mario_64|title=Super Mario 64 (N64)|website=[[Nintendo Life]]|date=October 4, 2021 |publisher=NLife Media|access-date=August 12, 2022|archive-url=https://web.archive.org/web/20220707184905/https://www.nintendolife.com/games/n64/super_mario_64|archive-date=July 7, 2022|url-status=live}}</ref>}}'''iQue Player'''{{vgrelease|CHN|November 18, 2003}}<ref name="iquereleasedate">{{cite web|archive-url=https://web.archive.org/web/20051225021132if_/http://www.ique.com/news/game_news_031118.htm|url=http://www.ique.com/news/game_news_031118.htm|title=iQue PLAYER优惠套装上海试卖,五款精品游戏同步发售!|trans-title=iQue Player Discount Set Trial Sale in Shanghai, Five High-quality Games Released Simultaneously!|language=Chinese|access-date=March 21, 2022|archive-date=December 25, 2005|publisher=[[iQue]]}}</ref><ref name="iquegame">{{Cite web|url=https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|title=Meet the iQue Player, a Nintendo Console That Was Only Available in China|last=Blevins|first=Joe|date=March 4, 2016|access-date=March 8, 2022|website=[[The A.V. Club]]|publisher=[[G/O Media]]|archive-url=https://web.archive.org/web/20210711174800/https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|archive-date=July 11, 2021|url-status=live}}</ref>
| released = '''Nintendo 64'''{{Video game release|JP|June 23, 1996<ref name="japanreleasedate">{{cite web|url=https://www.videogameschronicle.com/news/the-nintendo-64-and-super-mario-64-turn-25-years-old-today/|title=The Nintendo 64 and Super Mario 64 Turn 25 Years Old Today|date=June 23, 2021|last=Scullon|first=Chris|access-date=August 12, 2022|website=[[Video Games Chronicle]]|publisher=[[Gamer Network]]|archive-url=https://web.archive.org/web/20210726223151/https://www.videogameschronicle.com/news/the-nintendo-64-and-super-mario-64-turn-25-years-old-today/|archive-date=July 26, 2021|url-status=live}}</ref>|NA|September 29, 1996<ref name="NAreleasedate">{{cite web|url=https://www.wired.com/2016/09/nintendo-64-20th-anniversary/|title=Nintendo 64 Came Out 20 Years Ago. Here's How a Teenaged Me Reviewed It|date=September 29, 2016|access-date=November 17, 2021|website=[[Wired (website)|Wired]]|archive-url=https://web.archive.org/web/20160929205936/https://www.wired.com/2016/09/nintendo-64-20th-anniversary/|archive-date=September 29, 2016|last=Kohler|first=Chris|url-access=subscription}}</ref>|PAL|March 1, 1997<ref name="EUreleasedate">{{Cite web|url=https://www.eurogamer.net/articles/2017-03-01-the-nintendo-64-turns-20-in-europe|title=The Nintendo 64 Turns 20 in Europe|last=Yin-Poole|first=Wesley|website=[[Eurogamer]]|publisher=[[Gamer Network]]|archive-url=https://web.archive.org/web/20170303011805/http://www.eurogamer.net/articles/2017-03-01-the-nintendo-64-turns-20-in-europe|date=March 1, 2017|archive-date=March 3, 2017|access-date=November 17, 2021|url-status=live}}</ref><ref name="AUreleasedate">{{Cite web|url=https://www.nintendolife.com/games/n64/super_mario_64|title=Super Mario 64 (N64)|website=[[Nintendo Life]]|date=October 4, 2021 |publisher=NLife Media|access-date=August 12, 2022|archive-url=https://web.archive.org/web/20220707184905/https://www.nintendolife.com/games/n64/super_mario_64|archive-date=July 7, 2022|url-status=live}}</ref>}}'''iQue Player'''{{vgrelease|CHN|November 18, 2003}}<ref name="iquereleasedate">{{cite web|archive-url=https://web.archive.org/web/20051225021132if_/http://www.ique.com/news/game_news_031118.htm|url=http://www.ique.com/news/game_news_031118.htm|title=iQue PLAYER优惠套装上海试卖,五款精品游戏同步发售!|trans-title=iQue Player Discount Set Trial Sale in Shanghai, Five High-quality Games Released Simultaneously!|language=Chinese|access-date=March 21, 2022|archive-date=December 25, 2005|publisher=[[iQue]]}}</ref><ref name="iquegame">{{Cite web|url=https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|title=Meet the iQue Player, a Nintendo Console That Was Only Available in China|last=Blevins|first=Joe|date=March 4, 2016|access-date=March 8, 2022|website=[[The A.V. Club]]|publisher=[[G/O Media]]|archive-url=https://web.archive.org/web/20210711174800/https://www.avclub.com/meet-the-ique-player-a-nintendo-console-that-was-only-1798244884|archive-date=July 11, 2021|url-status=live}}</ref>
| genre = [[Platform game|Platform]]
| genre = [[Platformer|Platform]], [[Action-adventure game|action-adventure]]
| modes = [[Single-player]]
| modes = [[Single-player]]
| director = [[Shigeru Miyamoto]]{{sfn|NOA|1996|p=24}}
| director = [[Shigeru Miyamoto]]{{sfn|NOA|1996|p=24}}
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}}
}}


{{Nihongo foot|'''''Super Mario 64'''''|スーパーマリオ64<ref>{{Cite web|url=https://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|title=スーパーマリオ64|trans-title=Super Mario 64|access-date=March 7, 2022|publisher=[[Nintendo]]|language=ja|archive-url=https://web.archive.org/web/19970128181817/http://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|archive-date=January 28, 1997|url-status=live}}</ref>|Sūpā Mario Rokujūyon|lead=yes|group=lower-alpha}} is a [[platform game]] developed and published by [[Nintendo]] for the [[Nintendo 64]]. It was released in Japan and North America in 1996 and [[PAL region]]s in 1997. It is the first ''[[Super Mario]]'' game to feature [[3D computer graphics|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, the 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.
'''''Super Mario 64''''' is a 1996 [[Platformer|platform game]] developed and published by [[Nintendo]] for the [[Nintendo 64]]. It was released in Japan and North America in 1996 and [[PAL region]]s in 1997. It is the first ''[[Super Mario]]'' game to feature [[3D computer graphics|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, the 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]] conceived a 3D ''Super Mario'' game during the production of ''[[Star Fox (1993 video game)|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 (computer graphics)|sprite]] movements. The sound effects were recorded by Yoji Inagaki and the score was composed by [[Koji Kondo]].
Director [[Shigeru Miyamoto]] conceived a 3D ''Super Mario'' game during the production of ''[[Star Fox (1993 video game)|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 (computer graphics)|sprite]] movements. The sound effects were recorded by Yoji Inagaki and the score was composed by [[Koji Kondo]].
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''Super Mario 64'' was highly anticipated by video game journalists and audiences, boosted by advertising campaigns and showings at the 1996{{nbsp}}[[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 [[List of best-selling Nintendo 64 video games|best-selling Nintendo 64 game]], with nearly twelve{{nbsp}}million copies sold by 2015.
''Super Mario 64'' was highly anticipated by video game journalists and audiences, boosted by advertising campaigns and showings at the 1996{{nbsp}}[[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 [[List of best-selling Nintendo 64 video games|best-selling Nintendo 64 game]], with nearly twelve{{nbsp}}million 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 game]]s, 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]]'' for the [[Nintendo DS]] in 2004, and has been [[Video game port|ported]] to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames and [[Video game modding|mods]], a large [[speedrun]]ning presence, enduring rumors surrounding game features, and challenges that attempt to beat the game with certain restrictions, such as not being able to press the A button, a feat popularized by [[pannenkoek2012]], requiring deep understanding about the game's mechanics and bugs.<ref>{{Cite web |date=17 March 2015 |title=The Man Who Does The Impossible in Super Mario 64 |url=https://kotaku.com/the-man-who-does-the-impossible-in-super-mario-64-1656869221 |url-status=live |archive-url=https://web.archive.org/web/20221225031708/https://kotaku.com/the-man-who-does-the-impossible-in-super-mario-64-1656869221 |archive-date=25 December 2022 |access-date=21 January 2023 |website=Kotaku}}</ref><ref>{{Cite web |date=6 June 2018 |title=Random: A Newly Found Super Mario 64 Glitch Takes Three Whole Days To Pull Off |url=https://www.nintendolife.com/news/2018/06/random_a_newly_found_super_mario_64_glitch_takes_three_whole_days_to_pull_off |url-status=live |archive-url=https://web.archive.org/web/20221206233708/https://www.nintendolife.com/news/2018/06/random_a_newly_found_super_mario_64_glitch_takes_three_whole_days_to_pull_off |archive-date=6 December 2022 |access-date=21 January 2023 |website=Nintendo Life}}</ref>
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 game]]s, 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]]'' for the [[Nintendo DS]] in 2004, and has been [[Video game port|ported]] to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames and [[Video game modding|mods]], a large [[speedrun]]ning presence, and enduring rumors surrounding game features.
{{TOC limit|3}}
{{TOC limit|3}}


==Gameplay==
== Gameplay ==
===Controls===
=== Controls ===
[[File:Super-mario-64-camera-system-ai.jpg|thumb|left|upright=0.75|From left to right clockwise, the interface shows the number of [[Life (video games)|extra lives]], [[Health (game terminology)|health points]] remaining, coins obtained, Power Stars collected throughout the game, and the camera configuration. The three screenshots show the camera automatically rotating to show the path.|alt=Three screenshots demonstrating the virtual camera system in Super Mario 64]]
[[File:Super-mario-64-camera-system-ai.jpg|thumb|left|upright=0.75|From left to right clockwise, the interface shows the number of [[Life (video games)|extra lives]], [[Health (game terminology)|health points]] remaining, coins obtained, Power Stars collected throughout the game, and the camera configuration. The three screenshots show the camera automatically rotating to show the path.|alt=Three screenshots demonstrating the virtual camera system in Super Mario 64]]
''Super Mario 64'' is a [[Platform game#Third dimension|3D platformer]] in which the player controls [[Mario]] through various courses. Mario's abilities are far more diverse than in previous games.<ref>{{cite magazine|title=Nintendo 64 Shakes Up Shoshinkai|url=https://archive.org/details/GamePro_Issue_080_March_1996/page/n23/mode/2up|via=[[archive.org]]|magazine=[[GamePro]]|issue=80|publisher=[[International Data Group]]|publication-place=[[Needham, Massachusetts|Needham]]|date=March 1996|page=22|access-date=January 9, 2022|editor-last=Nihei|editor-first=Wes|editor2-last=Skaggs|editor2-first=Kathy|editor3-last=Strodder|editor3-first=Chris|editor4-last=Neves|editor4-first=Lawrence|editor5-last=Weigand|editor5-first=Mike|display-editors=5|editor6-last=Nicolella|editor6-first=Chris|editor7-last=Russo|editor7-first=Tom|editor8-last=Curthoys|editor8-first=Paul}}</ref><ref>{{Cite web|last=MacDonald|first=Keza|date=September 14, 2020|title=Super Mario at 35: Mario's Makers on Nintendo's Most Enduring Mascot|url=https://www.theguardian.com/games/2020/sep/14/super-mario-at-35-marios-makers-on-nintendos-most-enduring-mascot|url-status=live|archive-url=https://web.archive.org/web/20200914104602/https://www.theguardian.com/games/2020/sep/14/super-mario-at-35-marios-makers-on-nintendos-most-enduring-mascot|archive-date=September 14, 2020|access-date=October 21, 2021|website=[[The Guardian]]|quote='When we moved to 3D for the first time in ''Super Mario 64'' we became acutely aware of how difficult it is to jump on enemies moving in a 3D space,' [Yoshiaki Koizumi] explains. 'So we created lots of new moves other than jumping that make use of the features of 3D'}}</ref> He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the [[Nintendo 64 controller|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]], [[Somersault|backflip]], and [[wall jump]]. The player can adjust the camera—operated by a [[Lakitu]] broadcasting Mario—and toggle between [[First-person (video games)|first-person]] and third-person view.{{sfn|Nintendo Power|1996|pp=6–7, 14}}
''Super Mario 64'' is a [[Platform game#Third dimension|3D platformer]] in which the player controls [[Mario]] through various courses. Mario's abilities are far more diverse than in previous games.<ref>{{cite magazine|title=Nintendo 64 Shakes Up Shoshinkai|url=https://archive.org/details/GamePro_Issue_080_March_1996/page/n23/mode/2up|via=[[archive.org]]|magazine=[[GamePro]]|issue=80|publisher=[[International Data Group]]|publication-place=[[Needham, Massachusetts|Needham]]|date=March 1996|page=22|access-date=January 9, 2022|editor-last=Nihei|editor-first=Wes|editor2-last=Skaggs|editor2-first=Kathy|editor3-last=Strodder|editor3-first=Chris|editor4-last=Neves|editor4-first=Lawrence|editor5-last=Weigand|editor5-first=Mike|display-editors=5|editor6-last=Nicolella|editor6-first=Chris|editor7-last=Russo|editor7-first=Tom|editor8-last=Curthoys|editor8-first=Paul}}</ref><ref>{{Cite web|last=MacDonald|first=Keza|date=September 14, 2020|title=Super Mario at 35: Mario's Makers on Nintendo's Most Enduring Mascot|url=https://www.theguardian.com/games/2020/sep/14/super-mario-at-35-marios-makers-on-nintendos-most-enduring-mascot|url-status=live|archive-url=https://web.archive.org/web/20200914104602/https://www.theguardian.com/games/2020/sep/14/super-mario-at-35-marios-makers-on-nintendos-most-enduring-mascot|archive-date=September 14, 2020|access-date=October 21, 2021|website=[[The Guardian]]|quote='When we moved to 3D for the first time in ''Super Mario 64'' we became acutely aware of how difficult it is to jump on enemies moving in a 3D space,' [Yoshiaki Koizumi] explains. 'So we created lots of new moves other than jumping that make use of the features of 3D'}}</ref> He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the [[Nintendo 64 controller|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]], [[Somersault|backflip]], and [[wall jump]]. The player can adjust the camera—operated by a [[Lakitu]] broadcasting Mario—and toggle between [[First-person (video games)|first-person]] and third-person view.{{sfn|Nintendo Power|1996|pp=6–7, 14}}


===Health, lives, and power-ups===
=== Health, lives, and power-ups ===
Unlike many of its predecessors, ''Super Mario 64'' uses a [[Health (game terminology)|health point system]], represented by a pie shape consisting of eight segments.{{sfn|NOA|1996|p=17}} 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.{{sfn|Nintendo Power|1996|p=8}} Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces.{{sfn|NOA|1996|p=9}} As in previous ''Super Mario'' games, he starts with a number of [[Life (video games)|extra lives]], lost when his health is depleted or he falls into a bottomless pit. The [[Game over|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,{{sfn|NOA|1996|p=17}} and [[Super Mario#Extra lives|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.<ref>{{cite web|last=Hernandez|first=Patricia|date=November 17, 2014|title=Outrunning a 1-Up Mushroom in Super Mario 64 Is a Great Tradition|url=https://kotaku.com/outrunning-a-1-up-mushroom-in-super-mario-64-is-a-great-1659802995|url-status=live|archive-url=https://web.archive.org/web/20141119164250/http://kotaku.com/outrunning-a-1-up-mushroom-in-super-mario-64-is-a-great-1659802995|archive-date=November 19, 2014|access-date=April 7, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
Unlike many of its predecessors, ''Super Mario 64'' uses a [[Health (game terminology)|health point system]], represented by a pie shape consisting of eight segments.{{sfn|NOA|1996|p=17}} 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.{{sfn|Nintendo Power|1996|p=8}} Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces.{{sfn|NOA|1996|p=9}} As in previous ''Super Mario'' games, he starts with a number of [[Life (video games)|extra lives]], lost when his health is depleted or he falls into a bottomless pit. The [[Game over|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,{{sfn|NOA|1996|p=17}} and [[Super Mario#Extra lives|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.<ref>{{cite web|last=Hernandez|first=Patricia|date=November 17, 2014|title=Outrunning a 1-Up Mushroom in Super Mario 64 Is a Great Tradition|url=https://kotaku.com/outrunning-a-1-up-mushroom-in-super-mario-64-is-a-great-1659802995|url-status=live|archive-url=https://web.archive.org/web/20141119164250/http://kotaku.com/outrunning-a-1-up-mushroom-in-super-mario-64-is-a-great-1659802995|archive-date=November 19, 2014|access-date=April 7, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>


In absence of the [[power-up]]s normally found in previous games, such as the [[Super Mario#Power-ups and transformations|Super Mushroom]] and [[Super Mario#Projectiles|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]];<ref>{{cite magazine|title=NG Alphas: Super Mario 64|magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publication-place=[[New York City]]|publisher=[[Imagine Media]]|date=August 1996|page=53|url=https://archive.org/details/nextgen-issue-020/page/n53/mode/2up|via=[[archive.org]]|access-date=January 9, 2022|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Szeto|editor5-first=Richard|display-editors=5|editor6-last=Wang|editor6-first=Eugene}}</ref> 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.{{sfn|NOA|1996|p=9}}{{sfn|Nintendo Power|1996|p=9}} A shell remains after stomping a [[Koopa Troopa]], which Mario can use to surf on water, lava, and quicksand.<ref>{{cite web |last=Spear|first=Rebecca|title=Super Mario 3D All-Stars: How To Find All 120 Stars in Super Mario 64 |pages=[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#whomps-fortress 2],[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#lethal-lava-land 7],[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#snowmans-land 10]|url=https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64 |website=[[iMore]]|publisher=[[Future US|Future US, Inc]] |access-date=December 27, 2021 |date=September 25, 2020|archive-url=https://web.archive.org/web/20211227011118/https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64|archive-date=December 27, 2021|url-status=live}}</ref>
In absence of the [[power-up]]s normally found in previous games, such as the [[Super Mario#Power-ups and transformations|Super Mushroom]] and [[Super Mario#Projectiles|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]];<ref>{{cite magazine|title=NG Alphas: Super Mario 64|magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publication-place=[[New York City]]|publisher=[[Imagine Media]]|date=August 1996|page=53|url=https://archive.org/details/nextgen-issue-020/page/n53/mode/2up|via=[[archive.org]]|access-date=January 9, 2022|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Szeto|editor5-first=Richard|display-editors=5|editor6-last=Wang|editor6-first=Eugene}}</ref> 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.{{sfn|NOA|1996|p=9}}{{sfn|Nintendo Power|1996|p=9}} A shell remains after stomping a [[Koopa Troopa]], which Mario can use to surf on water, lava, and quicksand.<ref>{{cite web |last=Spear|first=Rebecca|title=Super Mario 3D All-Stars: How To Find All 120 Stars in Super Mario 64 |pages=[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#whomps-fortress 2],[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#lethal-lava-land 7],[https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64#snowmans-land 10]|url=https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64 |website=[[iMore]]|publisher=[[Future US]], Inc |access-date=December 27, 2021 |date=September 25, 2020|archive-url=https://web.archive.org/web/20211227011118/https://www.imore.com/super-mario-3d-all-stars-where-find-all-stars-super-mario-64|archive-date=December 27, 2021|url-status=live}}</ref>


===Setting and objective===
=== Setting and objective ===
The [[Overworld|hub world]] takes place in [[Mushroom Kingdom#Princess Peach's Castle|Princess Peach's Castle]], which consists of three floors, a tower, and a basement, plus a moat and a courtyard outside the castle.{{sfn|Nintendo Power|1996|pp=4–5, 49}} 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.<ref>{{cite magazine|date= September 1996|title=Super Mario 64 § Princess Toadstool's Castle|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=88|pages=16–23|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20088%20%28September%201996%29/page/n17/mode/2up|via=[[archive.org]]|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom|access-date=February 17, 2022}}</ref> 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.{{sfn|Nintendo Power|1996|p=128}}
The [[Overworld|hub world]] takes place in [[Mushroom Kingdom#Princess Peach's Castle|Princess Peach's Castle]], which consists of three floors, a tower, and a basement, plus a moat and a courtyard outside the castle.{{sfn|Nintendo Power|1996|pp=4–5, 49}} The player's main objective is to look for paintings that bring them via jumping into courses containing Power Stars, which upon their collection unlock more of the castle hub world.<ref>{{cite magazine|date= September 1996|title=Super Mario 64 § Princess Toadstool's Castle|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=88|pages=16–23|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20088%20%28September%201996%29/page/n17/mode/2up|via=[[archive.org]]|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom|access-date=February 17, 2022}}</ref> 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.{{sfn|Nintendo Power|1996|p=128}}


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.{{sfn|Nintendo Power|1996|pp=20, 27}} 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 (video gaming)|boss]], racing an opponent, and solving puzzles.{{sfn|Nintendo Power|1996|pp=8, 20–21, 32–33}} The final level of the game is blocked by "endless stairs", but Mario can bypass them by collecting seventy Power Stars.<ref name="vgref1">{{Cite video game|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]|date=September 29, 1996|quote=You've found 70 Power Stars! The mystery of the endless stairs is solved, thanks to you—and is Bowser ever upset! Now, on to the final bout!|publisher=[[Nintendo]]|platform=[[Nintendo 64]]}}</ref> 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.<ref name="DougPerryIGN">{{cite web|last1=Perry|first1=Doug|title=Super Mario 64 Review|url=https://www.ign.com/articles/1996/09/26/super-mario-64|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]|access-date=February 14, 2018|date=September 25, 1996|url-status=live|archive-url=https://web.archive.org/web/20170806105847/http://www.ign.com/articles/1996/09/26/super-mario-64|archive-date=August 6, 2017}}</ref> 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.{{sfn|Nintendo Power|1996|p=128}}<ref>{{Cite video game|date=September 29, 1996|platform=[[Nintendo 64]]|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]|publisher=[[Nintendo]]|level=roof of Princess Peach's Castle|quote='''Yoshi''': Thanks for playing Super Mario 64! This is the end of the game, but not the end of the fun.{{pb}}We want you to keep on playing, so we have a little something for you. We hope you like it!{{pb}}Enjoy!!!{{pb}}—The Super Mario 64 Team}}</ref>
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.{{sfn|Nintendo Power|1996|pp=20, 27}} 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 (video gaming)|boss]], racing an opponent, and solving puzzles.{{sfn|Nintendo Power|1996|pp=8, 20–21, 32–33}} The final level of the game is blocked by "endless stairs" similar to [[Penrose stairs]] concept, but Mario can bypass them by collecting seventy Power Stars.<ref name="vgref1">{{Cite video game|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis & Development|Nintendo EAD]]|date=September 29, 1996|quote=You've found 70 Power Stars! The mystery of the endless stairs is solved, thanks to you—and is Bowser ever upset! Now, on to the final bout!|publisher=[[Nintendo]]|platform=[[Nintendo 64]]}}</ref> The music in the endless stairs before collecting seventy Power Stars has a similar [[shepard tone]] theme. 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.<ref name="DougPerryIGN">{{cite web|last1=Perry|first1=Doug|title=Super Mario 64 Review|url=https://www.ign.com/articles/1996/09/26/super-mario-64|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]|access-date=February 14, 2018|date=September 25, 1996|url-status=live|archive-url=https://web.archive.org/web/20170806105847/http://www.ign.com/articles/1996/09/26/super-mario-64|archive-date=August 6, 2017}}</ref> 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.{{sfn|Nintendo Power|1996|p=128}}<ref>{{Cite video game|date=September 29, 1996|platform=[[Nintendo 64]]|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis & Development|Nintendo EAD]]|publisher=[[Nintendo]]|level=roof of Princess Peach's Castle|quote='''Yoshi''': Thanks for playing Super Mario 64! This is the end of the game, but not the end of the fun.{{pb}}We want you to keep on playing, so we have a little something for you. We hope you like it!{{pb}}Enjoy!!!{{pb}}—The Super Mario 64 Team}}</ref>


===Plot===
== 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.{{sfn|NOA|1996|p=4}} 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.{{sfn|Nintendo Power|1996|pp=4–5, 14}} Mario unlocks two doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds.{{sfn|Nintendo Power|1996|pp=43, 86}} 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.<ref name="vgref1"/> 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|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.<ref>{{cite video game|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]|publisher=[[Nintendo]]|date=September 29, 1996|platform=[[Nintendo 64]]|quote='''Princess Peach''': "Mario! The power of the Stars is restored to the castle... and it's all thanks to you! Thank you, Mario. We have to do something special for you... Listen, everybody, let's bake a delicious cake... for Mario..."}}</ref>
The game begins with a letter from [[Princess Peach]] inviting Mario to come to her castle for a cake she has baked for him.{{sfn|NOA|1996|p=4}} 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.{{sfn|Nintendo Power|1996|pp=4–5, 14}} Mario unlocks two doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds.{{sfn|Nintendo Power|1996|pp=43, 86}} 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.<ref name="vgref1" /> 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|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.<ref>{{cite video game|title=Super Mario 64|developer=[[Nintendo Entertainment Analysis & Development|Nintendo EAD]]|publisher=[[Nintendo]]|date=September 29, 1996|platform=[[Nintendo 64]]|quote='''Princess Peach''': "Mario! The power of the Stars is restored to the castle... and it's all thanks to you! Thank you, Mario. We have to do something special for you... Listen, everybody, let's bake a delicious cake... for Mario..."}}</ref>


==Development==
== Development ==
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In the early 1990s, ''Super Mario'' creator [[Shigeru Miyamoto]] conceived a 3D ''Mario'' design while developing the game ''[[Star Fox (1993 video game)|Star Fox]]'' (1993) for the [[Super Nintendo Entertainment System]]. ''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".<ref name="NP 80">{{cite interview|date=January 1996|title=The Game Guys – (Shoshinkai 1995)|first1=Shigeru|last1=Miyamoto|first2=Takashi|last2=Tezuka|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|issue=80|url=http://www.zeldalegends.net/index.php?n=interviews&id=1996-01-np080-miya-tezu&m=html|access-date=May 25, 2014|url-status=bot: unknown|archive-url=https://web.archive.org/web/20110516050826/http://www.zeldalegends.net/index.php?n=interviews&id=1996-01-np080-miya-tezu&m=html|archive-date=May 16, 2011}}</ref> According to engineer Dylan Cuthbert, who worked on ''Star Fox'', ''Super Mario FX'' was never the title of a game, but was the codename of the Super FX chip itself.<ref>{{cite twitter |user=dylancuthbert |first=Dylan |last=Cuthbert |number=165596909413728256 |title=@snescentral no, that was the internal code name for the FX chip |url-status=live |archive-url=https://web.archive.org/web/20140525211908/https://twitter.com/dylancuthbert/statuses/165596909413728256 |archive-date=May 25, 2014 |access-date=May 25, 2014 |date=February 3, 2012}}</ref> Miyamoto reformulated the idea for the Nintendo 64, not for its greater power, but because its controller has more buttons for gameplay.<ref name="IGN100-2007">{{cite web|url=http://top100.ign.com/2007/ign_top_game_5.html|title=IGN Top 100 Games 2007 § 5: Super Mario 64|year=2007|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]|archive-url=https://web.archive.org/web/20120216163241/http://top100.ign.com/2007/ign_top_game_5.html|archive-date=February 16, 2012|url-status=dead|access-date=February 13, 2018}}</ref> At the January{{nbsp}}1993 [[Consumer Electronics Show]] (CES), where ''Star Fox'' made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head;<ref>{{cite episode|title=Report: The CES in Las Vegas|last=Crane|first=Andy|author-link=Andy Crane|last2=Wright|first2=Z|url=https://www.youtube.com/watch?v=F5vWyI-YwXw|access-date=October 14, 2021|series=Bad Influence!|series-link=Bad Influence!|network=[[ITV (TV network)|ITV]]|station=[[CITV]]|date=January 14, 1993|series-no=1|number=10|time=6:54|archive-date=October 15, 2021|archive-url=https://web.archive.org/web/20211015071508/https://www.youtube.com/watch?v=F5vWyI-YwXw|url-status=bot: unknown}}</ref> it returned in the start screen, programmed by [[Giles Goddard (video game programmer)|Giles Goddard]].<ref name="goddard-interview"/>
In the early 1990s, ''Super Mario'' creator [[Shigeru Miyamoto]] conceived a 3D ''Mario'' design while developing the game ''[[Star Fox (1993 video game)|Star Fox]]'' (1993) for the [[Super Nintendo Entertainment System]]. ''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".<ref name="NP 80">{{cite interview|date=January 1996|title=The Game Guys – (Shoshinkai 1995)|first1=Shigeru|last1=Miyamoto|first2=Takashi|last2=Tezuka|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|issue=80|url=http://www.zeldalegends.net/index.php?n=interviews&id=1996-01-np080-miya-tezu&m=html|access-date=May 25, 2014|url-status=bot: unknown|archive-url=https://web.archive.org/web/20110516050826/http://www.zeldalegends.net/index.php?n=interviews&id=1996-01-np080-miya-tezu&m=html|archive-date=May 16, 2011}}</ref> According to engineer Dylan Cuthbert, who worked on ''Star Fox'', ''Super Mario FX'' was never the title of a game, but was the codename of the Super FX chip itself.<ref>{{cite twitter |user=dylancuthbert |first=Dylan |last=Cuthbert |number=165596909413728256 |title=@snescentral no, that was the internal code name for the FX chip |url-status=live |archive-url=https://web.archive.org/web/20140525211908/https://twitter.com/dylancuthbert/statuses/165596909413728256 |archive-date=May 25, 2014 |access-date=May 25, 2014 |date=February 3, 2012}}</ref> Miyamoto reformulated the idea for the Nintendo 64, not for its greater power, but because its controller has more buttons for gameplay.<ref name="IGN100-2007">{{cite web|url=http://top100.ign.com/2007/ign_top_game_5.html|title=IGN Top 100 Games 2007 §&nbsp;5: Super Mario 64|year=2007|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]|archive-url=https://web.archive.org/web/20120216163241/http://top100.ign.com/2007/ign_top_game_5.html|archive-date=February 16, 2012|url-status=dead|access-date=February 13, 2018}}</ref> At the January{{nbsp}}1993 [[Consumer Electronics Show]] (CES), where ''Star Fox'' made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head;<ref>{{cite episode|title=Report: The CES in Las Vegas|last=Crane|first=Andy|author-link=Andy Crane|last2=Wright|first2=Z|url=https://www.youtube.com/watch?v=F5vWyI-YwXw|access-date=October 14, 2021|series=Bad Influence!|series-link=Bad Influence!|network=[[ITV (TV network)|ITV]]|station=[[CITV]]|date=January 14, 1993|series-no=1|number=10|time=6:54|archive-date=October 15, 2021|archive-url=https://web.archive.org/web/20211015071508/https://www.youtube.com/watch?v=F5vWyI-YwXw|url-status=bot: unknown}}</ref> it returned in the start screen, programmed by [[Giles Goddard (video game programmer)|Giles Goddard]].<ref name="goddard-interview" />


Production of ''Super Mario 64'' began on September 7, 1994, at Nintendo's [[Nintendo Entertainment Analysis & Development|Entertainment Analysis and Development]] division, and concluded on May 20, 1996.<ref>{{cite web|last1=Walker|first1=Ian|date=August 3, 2020|title=Super Mario 64 Took 622 Days To Develop, Suggests 'Gigaleak' Document|url=https://kotaku.com/super-mario-64-took-622-days-to-develop-suggests-gigal-1844599172|url-status=live|archive-url=https://web.archive.org/web/20201115041135/https://kotaku.com/super-mario-64-took-622-days-to-develop-suggests-gigal-1844599172|archive-date=November 15, 2020|access-date=August 5, 2020|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref> According to Miyamoto, the development team consisted of around fifteen to twenty people.<ref>{{cite magazine |title=Shigeru Miyamoto: "Mario 2 Might Be Ready Next Year" |magazine=[[Electronic Gaming Monthly]] |issue=98 |publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|date=September 1997|page=78|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20098%20%28September%201997%29/page/n79/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Williams|editor-first=Ken|editor2-last=Smith|editor2-first=Shawn|editor3-last=Hsu|editor3-first=Dan|editor4-last=Boyer|editor4-first=Crispin|editor5-last=Ricciardi|editor5-first=John|display-editors=5|editor6-last=Ziff|editor6-first=Cameron|editor7=Sushi-X}}</ref> Development began with the characters and the [[Virtual camera system|camera system]]; months were spent selecting a view and layout.<ref name="goddard-interview">{{cite magazine|date=December 2001|title=The Making of Mario 64: Giles Goddard Interview|magazine=[[NGC Magazine]]|publication-place=[[Bath, Somerset|Bath]]|issue=61|url=http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/|access-date=September 9, 2014|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041135/http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/|url-status=live|via=Pixelatron}}</ref> The original concept involved the fixed path of an isometric game such as ''[[Super Mario RPG]]'', which moved to a free-roaming 3D design,<ref name="goddard-interview"/> with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard.<ref name="goddard-interview" />
Production of ''Super Mario 64'' began on September 7, 1994, at Nintendo's [[Nintendo Entertainment Analysis & Development|Entertainment Analysis & Development]] division, and concluded on May 20, 1996.<ref>{{cite web|last1=Walker|first1=Ian|date=August 3, 2020|title=Super Mario 64 Took 622 Days To Develop, Suggests 'Gigaleak' Document|url=https://kotaku.com/super-mario-64-took-622-days-to-develop-suggests-gigal-1844599172|url-status=live|archive-url=https://web.archive.org/web/20201115041135/https://kotaku.com/super-mario-64-took-622-days-to-develop-suggests-gigal-1844599172|archive-date=November 15, 2020|access-date=August 5, 2020|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref> According to Miyamoto, the development team consisted of around fifteen to twenty people.<ref>{{cite magazine |title=Shigeru Miyamoto: "Mario 2 Might Be Ready Next Year" |magazine=[[Electronic Gaming Monthly]] |issue=98 |publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|date=September 1997|page=78|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20098%20%28September%201997%29/page/n79/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Williams|editor-first=Ken|editor2-last=Smith|editor2-first=Shawn|editor3-last=Hsu|editor3-first=Dan|editor4-last=Boyer|editor4-first=Crispin|editor5-last=Ricciardi|editor5-first=John|display-editors=5|editor6-last=Ziff|editor6-first=Cameron|editor7=Sushi-X}}</ref> Development began with the characters and the [[Virtual camera system|camera system]]; months were spent selecting a view and layout.<ref name="goddard-interview">{{cite magazine|date=December 2001|title=The Making of Mario 64: Giles Goddard Interview|magazine=[[NGC Magazine]]|publication-place=[[Bath, Somerset|Bath]]|issue=61|url=http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/|access-date=September 9, 2014|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041135/http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/|url-status=live|via=Pixelatron}}</ref> The original concept involved the fixed path of an isometric game such as ''[[Super Mario RPG]]'', which moved to a free-roaming 3D design,<ref name="goddard-interview" /> with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard.<ref name="goddard-interview" />


{{Quote box
{{Quote box
| quote = "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."
| quote="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."
| source = —Yoshiaki Koizumi, 2020 ''The Washington Post'', interview<ref name="waPoInterview">{{Cite news|url=https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|title=Mario Makers Reflect on 35 Years and the Evolution of Gaming's Most Iconic Jump|newspaper=[[The Washington Post]]|last=Park|first=Gene|date=September 14, 2020|access-date=March 10, 2022|url-status=live|archive-url=https://web.archive.org/web/20200914211024/https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|archive-date=September 14, 2020|url-access=limited}}</ref>
| source = —Yoshiaki Koizumi, 2020 ''The Washington Post'', interview<ref name="waPoInterview">{{Cite news|url=https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|title=Mario Makers Reflect on 35 Years and the Evolution of Gaming's Most Iconic Jump|newspaper=[[The Washington Post]]|last=Park|first=Gene|date=September 14, 2020|access-date=March 10, 2022|url-status=live|archive-url=https://web.archive.org/web/20200914211024/https://www.washingtonpost.com/video-games/2020/09/14/mario-nintendo-creators-miyamoto-koizumi-tezuka-motokura/|archive-date=September 14, 2020|url-access=limited}}</ref>
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''Super Mario 64'' is one of the first games for which Nintendo produced its illustrations internally instead of by [[outsourcing]].<ref name="yusuke">{{cite web|archive-url=https://web.archive.org/web/20160310234700/http://zelda.com/universe/game/twilightprincess/inside03.jsp|url=http://zelda.com/universe/game/twilightprincess/inside03.jsp|website=Zelda Universe|publisher=[[Nintendo]]|title=Inside Zelda|page=4|archive-date=March 10, 2016|access-date=April 30, 2021}}</ref> The graphics were made using [[N-World]], a [[Silicon Graphics]] (SGI)-based toolkit.<ref>{{Cite web|url=https://news.ycombinator.com/item?id=2475639|title=Reply to 'Super Mario 64 was built with a system written in Lisp'|author=agavin|author-link=Andy Gavin|date=April 22, 2011|access-date=March 8, 2022|website=[[Hacker News]]|publisher=[[Y Combinator]]|quote=Mario 64 wasn't itself written in LISP at all. [Its] models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL.|archive-url=https://web.archive.org/web/20110427215716/http://news.ycombinator.com/item?id=2475639|archive-date=April 27, 2011|url-status=live}}</ref> The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid.<ref name="goddard-interview" /> 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.{{sfn|NOA|1996|p=24}} [[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.<ref name="kotabe">{{cite magazine|last=Kisco|first=Okumura|date=October 15, 2018|title=クッパのイメージはスッポン。任天堂のキャラクタービジュアルの礎を作った、小田部羊一氏がみずからの仕事をふり返る(2/3)|trans-title=Bowser's Image Is That of a Soft-shelled Turtle. Yoichi Kotabe, Who Laid the Foundation for Nintendo's Character Visuals, Looks Back on His Own Work|url=https://www.famitsu.com/news/201810/15165861.html?page=2|url-status=live|archive-url=https://web.archive.org/web/20181019164209/https://www.famitsu.com/news/201810/15165861.html?page=2|archive-date=October 19, 2018|access-date=November 5, 2021|magazine=[[Famitsu]]|publisher=Gzbrain, Inc|page=2|language=Japanese}}</ref> In an interview with ''[[The Washington Post]]'', Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents.<ref name="waPoInterview"/> 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".<ref>{{cite web|last1=Alexander|first1=Leigh|last2=Boyer|first2=Brandon|title=MIGS 2007: Nintendo's Koizumi on the Path From Garden to Galaxy|url=https://www.gamedeveloper.com/pc/migs-2007-nintendo-s-koizumi-on-the-path-from-garden-to-i-galaxy-i-|website=[[Game Developer (website)|Game Developer]]|publisher=[[Informa]]|access-date=June 1, 2022|date=November 27, 2007|url-status=live|archive-url=https://web.archive.org/web/20210827070655/https://www.gamedeveloper.com/pc/migs-2007-nintendo-s-koizumi-on-the-path-from-garden-to-i-galaxy-i-|archive-date=August 27, 2021}}</ref>
''Super Mario 64'' is one of the first games for which Nintendo produced its illustrations internally instead of by [[outsourcing]].<ref name="yusuke">{{cite web|archive-url=https://web.archive.org/web/20160310234700/http://zelda.com/universe/game/twilightprincess/inside03.jsp|url=http://zelda.com/universe/game/twilightprincess/inside03.jsp|website=Zelda Universe|publisher=[[Nintendo]]|title=Inside Zelda|page=4|archive-date=March 10, 2016|access-date=April 30, 2021}}</ref> The graphics were made using [[N-World]], a [[Silicon Graphics]] (SGI)-based toolkit.<ref>{{Cite web|url=https://news.ycombinator.com/item?id=2475639|title=Reply to 'Super Mario 64 was built with a system written in Lisp'|author=agavin|author-link=Andy Gavin|date=April 22, 2011|access-date=March 8, 2022|website=[[Hacker News]]|publisher=[[Y Combinator]]|quote=Mario 64 wasn't itself written in LISP at all. [Its] models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL.|archive-url=https://web.archive.org/web/20110427215716/http://news.ycombinator.com/item?id=2475639|archive-date=April 27, 2011|url-status=live}}</ref> The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid.<ref name="goddard-interview" /> 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.{{sfn|NOA|1996|p=24}} [[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.<ref name="kotabe">{{cite magazine|last=Kisco|first=Okumura|date=October 15, 2018|title=クッパのイメージはスッポン。任天堂のキャラクタービジュアルの礎を作った、小田部羊一氏がみずからの仕事をふり返る(2/3)|trans-title=Bowser's Image Is That of a Soft-shelled Turtle. Yoichi Kotabe, Who Laid the Foundation for Nintendo's Character Visuals, Looks Back on His Own Work|url=https://www.famitsu.com/news/201810/15165861.html?page=2|url-status=live|archive-url=https://web.archive.org/web/20181019164209/https://www.famitsu.com/news/201810/15165861.html?page=2|archive-date=October 19, 2018|access-date=November 5, 2021|magazine=[[Famitsu]]|publisher=Gzbrain, Inc|page=2|language=Japanese}}</ref> In an interview with ''[[The Washington Post]]'', Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents.<ref name="waPoInterview" /> 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".<ref>{{cite web|last1=Alexander|first1=Leigh|last2=Boyer|first2=Brandon|title=MIGS 2007: Nintendo's Koizumi on the Path From Garden to Galaxy|url=https://www.gamedeveloper.com/pc/migs-2007-nintendo-s-koizumi-on-the-path-from-garden-to-i-galaxy-i-|website=[[Game Developer (website)|Game Developer]]|publisher=[[Informa]]|access-date=June 1, 2022|date=November 27, 2007|url-status=live|archive-url=https://web.archive.org/web/20210827070655/https://www.gamedeveloper.com/pc/migs-2007-nintendo-s-koizumi-on-the-path-from-garden-to-i-galaxy-i-|archive-date=August 27, 2021}}</ref>


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.<ref>{{cite magazine|title=Shigeru Miyamoto: The Master of the Game|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14|publication-place=[[New York City]]|publisher=[[Imagine Media]]|date=February 1996|pages=45–47|url=https://archive.org/details/nextgen-issue-014/page/n45/mode/2up|via=[[archive.org]]|access-date=January 21, 2022|quote=Personally, I wanted to make a game that looks like a 3D interactive cartoon. I wanted to create a small garden where Mario can meet real-time 3D characters and the player would be able to move the character with the controller just as if it were a real cartoon.|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Szeto|editor5-first=Richard|display-editors=5|editor6-last=Wang|editor6-first=Eugene}}</ref> Some details were inspired by the developers' personal lives; for example, the [[Boo (character)|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".<ref name="NP 80" />
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.<ref>{{cite magazine|title=Shigeru Miyamoto: The Master of the Game|magazine=[[Next Generation (magazine)|Next Generation]]|issue=14|publication-place=[[New York City]]|publisher=[[Imagine Media]]|date=February 1996|pages=45–47|url=https://archive.org/details/nextgen-issue-014/page/n45/mode/2up|via=[[archive.org]]|access-date=January 21, 2022|quote=Personally, I wanted to make a game that looks like a 3D interactive cartoon. I wanted to create a small garden where Mario can meet real-time 3D characters and the player would be able to move the character with the controller just as if it were a real cartoon.|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Szeto|editor5-first=Richard|display-editors=5|editor6-last=Wang|editor6-first=Eugene}}</ref> Some details were inspired by the developers' personal lives; for example, the [[Boo (character)|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".<ref name="NP 80" />


''Super Mario 64'' was first run on an [[SGI Onyx]] emulator, which only emulated the console's [[application programming interface]] and not its hardware.<ref name="goddard-interview" /> 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.<ref>{{Cite web|url=https://www.thegamer.com/super-mario-64-peach-castle-secret-stars/|title=Super Mario 64: Every Secret Star You Can Get in Peach's Castle|last=Cole|first=Gene|date=October 10, 2020|access-date=March 3, 2022|website=TheGamer|publisher=Valnet|archive-url=https://web.archive.org/web/20201020003238/https://www.thegamer.com/super-mario-64-peach-castle-secret-stars/|archive-date=October 20, 2020|url-status=live}}</ref> ''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''.<ref name="miyamotoSpeaks">{{cite magazine|date=October 1996|title=Miyamoto Speaks|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=89|page=67|url=https://ia600109.us.archive.org/view_archive.php?archive=/4/items/NintendoPowerIssues1to145/Nintendo%20Power.zip&file=Nintendo%20Power%2FNintendo%20Power%20Issue%20089%20October%201996.pdf|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Tilden|editor-first=Gall|editor2-last=Swan|editor2-first=Leslie|editor3-last=Owsen|editor3-first=Dan|editor4-last=Pelland|editor4-first=Scott|display-editors=2|last1=Miller|first1=Ken|last2=Munson|first2=Terry|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom}}</ref> The developers tried to include a [[multiplayer]] cooperative mode, whereby players would control Mario and his brother [[Luigi]] in [[Split screen (video games)|split-screen]]. Nevertheless, hardware constraints and the developers' inability to implement the mode satisfactorily led to its removal.<ref>{{cite web|url=https://www.destructoid.com/mario-64-once-had-a-co-op-mode/|title=Mario 64 Once Had a Co-op Mode|last1=Sterling|date=November 25, 2009|first1=Jim|author-link=Jim Sterling|website=[[Destructoid]]|publisher=[[Enthusiast Gaming]]|access-date=June 1, 2022|url-status=live|archive-url=https://web.archive.org/web/20120307123136/http://www.destructoid.com/mario-64-once-had-a-co-op-mode-156090.phtml|archive-date=March 7, 2012}}</ref><ref>{{cite web |last=Burton |first=Charlie |date=2017-02-08 |title=Inside the mind of Nintendo's Shigeru Miyamoto, the man who made Mario |url=https://www.gq-magazine.co.uk/article/shigeru-miyamoto-interview |magazine=[[GQ]] |access-date=2024-01-23}}</ref>
[[File:Koji Kondo - GDC 2007 cropped.jpg|thumb|upright=0.75|Composer [[Koji Kondo]]|alt=Koji Kondo at the 2007 Game Developers Conference]]
''Super Mario 64'' was first run on an [[SGI Onyx]] emulator, which only emulated the console's [[application programming interface]] and not its hardware.<ref name="goddard-interview" /> 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.<ref>{{Cite web|url=https://www.thegamer.com/super-mario-64-peach-castle-secret-stars/|title=Super Mario 64: Every Secret Star You Can Get in Peach's Castle|last=Cole|first=Gene|date=October 10, 2020|access-date=March 3, 2022|website=TheGamer|publisher=Valnet|archive-url=https://web.archive.org/web/20201020003238/https://www.thegamer.com/super-mario-64-peach-castle-secret-stars/|archive-date=October 20, 2020|url-status=live}}</ref> ''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''.<ref name="miyamotoSpeaks">{{cite magazine|date=October 1996|title=Miyamoto Speaks|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=89|page=67|url=https://ia600109.us.archive.org/view_archive.php?archive=/4/items/NintendoPowerIssues1to145/Nintendo%20Power.zip&file=Nintendo%20Power%2FNintendo%20Power%20Issue%20089%20October%201996.pdf|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Tilden|editor-first=Gall|editor2-last=Swan|editor2-first=Leslie|editor3-last=Owsen|editor3-first=Dan|editor4-last=Pelland|editor4-first=Scott|display-editors=2|last1=Miller|first1=Ken|last2=Munson|first2=Terry|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom}}</ref> The developers tried to include a [[multiplayer]] cooperative mode, whereby players would control Mario and his brother [[Luigi]] in [[Split screen (video games)|split-screen]], but could not make it work satisfactorily.<ref>{{cite web|url=https://www.destructoid.com/mario-64-once-had-a-co-op-mode/|title=Mario 64 Once Had a Co-op Mode|last1=Sterling|date=November 25, 2009|first1=Jim|author-link=Jim Sterling|website=[[Destructoid]]|publisher=[[Enthusiast Gaming]]|access-date=June 1, 2022|url-status=live|archive-url=https://web.archive.org/web/20120307123136/http://www.destructoid.com/mario-64-once-had-a-co-op-mode-156090.phtml|archive-date=March 7, 2012}}</ref>


[[File:Koji Kondo - GDC 2007 cropped.jpg|thumb|upright=0.65|Composer [[Koji Kondo]]|alt=Koji Kondo at the 2007 Game Developers Conference]]
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.<ref>{{cite web|title=Super Mario 64 – Original Game Soundtrack|url=https://www.allmusic.com/album/mw0001901152|website=[[AllMusic]]|publisher=[[RhythmOne]]|access-date=February 14, 2018|url-status=live|archive-url=https://web.archive.org/web/20180215023402/https://www.allmusic.com/album/mw0001901152|archive-date=February 15, 2018}}</ref><ref name="audiointerview" /> 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.<ref name="audiointerview" /> 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.<ref name="audiointerview">{{Cite web|title=効果音は空気のような存在|trans-title=Sound Effects Are Like Air|url=https://www.nintendo.co.jp/nom/0106/koukaon/interv/talk/index.html|url-status=live|archive-url=https://web.archive.org/web/20201115041136/https://www.nintendo.co.jp/nom/0106/koukaon/interv/talk/index.html|archive-date=November 15, 2020|access-date=June 29, 2020|publisher=[[Nintendo]]|language=ja}}</ref>
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.<ref>{{cite web|title=Super Mario 64 – Original Game Soundtrack|url=https://www.allmusic.com/album/mw0001901152|website=[[AllMusic]]|publisher=[[RhythmOne]]|access-date=February 14, 2018|url-status=live|archive-url=https://web.archive.org/web/20180215023402/https://www.allmusic.com/album/mw0001901152|archive-date=February 15, 2018}}</ref><ref name="audiointerview" /> 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.<ref name="audiointerview" /> 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.<ref name="audiointerview">{{Cite web|title=効果音は空気のような存在|trans-title=Sound Effects Are Like Air|url=https://www.nintendo.co.jp/nom/0106/koukaon/interv/talk/index.html|url-status=live|archive-url=https://web.archive.org/web/20201115041136/https://www.nintendo.co.jp/nom/0106/koukaon/interv/talk/index.html|archive-date=November 15, 2020|access-date=June 29, 2020|publisher=[[Nintendo]]|language=ja}}</ref>


''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 [[Video game localization|localizer]] for ''Super Mario 64''—as the voice of Princess Peach.<ref name="miyamotoSpeaks"/>
''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 [[Video game localization|localizer]] for ''Super Mario 64''—as the voice of Princess Peach.<ref name="miyamotoSpeaks" />
{{clear|right}}


==Release==
== Release ==
''Super Mario 64'' was first shown as a playable prototype in November{{Nbsp}}1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of [[texture mapping]] was finished.<ref name="NP 80" /><ref name="GameProShoshinkai">{{Cite magazine|author=The Whizz|date=February 1996|title=The Ultra 64: Power Packed|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n21/mode/2up|magazine=[[GamePro]]|publication-place=[[Needham, Massachusetts|Needham]]|publisher=[[International Data Group]]|issue=89|pages=20–21|via=[[archive.org]]|access-date=October 26, 2021|editor-last=Nihei|editor-first=Wes|editor2-last=Crotty|editor2-first=Janice|editor3-last=Skaggs|editor3-first=Kathy|editor4-last=Strodder|editor4-first=Chris|display-editors=4|editor5-last=Neves|editor5-first=Lawrence|editor6-last=Weigand|editor6-first=Mike|editor7-last=Nicolella|editor7-first=Chris|editor8-last=Russo|editor8-first=Tom|editor9-last=Curthoys|editor9-first=Paul}}</ref><ref name="EGMUltra64">{{cite magazine|last=Semrad|first=Ed|date=February 1996|title=Ultra 64 Unveiled|url=https://retrocdn.net/images/4/45/EGM_US_079.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=79|page=6|archive-url=https://web.archive.org/web/20180809215246/https://retrocdn.net/images/4/45/EGM_US_079.pdf|archive-date=August 9, 2018|access-date=November 5, 2021|url-status=live}}</ref> It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty,<ref name="NP 80" /> but was ultimately reduced to fifteen.<ref name="DougPerryIGN" /> 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{{Nbsp}}1995 to Summer 1996.<ref>{{cite magazine|title=Nintendo's Lincoln Speaks Out on the Ultra 64!|magazine=[[Electronic Gaming Monthly]]|issue=78|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|date=January 1996|pages=[https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz&file=Electronic%20Gaming%20Monthly%20Issue%2078%20%28January%201996%29%20page%20074.jpg 74]–[https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz&file=Electronic%20Gaming%20Monthly%20Issue%2078%20%28January%201996%29%20page%20075.jpg 75]|url=https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Carpenter|editor2-first=Danyon|editor3-last=Baran|editor3-first=Andrew|editor4-last=LeFebvre|editor4-first=Mark|editor5-last=Desmond|editor5-first=Mike|display-editors=5|editor6-last=Parus|editor6-first=Scott}}</ref> 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".<ref>{{cite magazine|title=Nintendo's Yamauchi Speaks Out|publication-place=[[New York City]]|magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publisher=[[Imagine Media]]|date=August 1996|page=30|url=https://archive.org/details/nextgen-issue-020/page/n31/mode/2up|via=[[archive.org]]}}</ref> The game was later shown at [[E3]]{{nbsp}}1996 with multiple Nintendo 64s set up for people to play.<ref name="gamesradarplus">{{Cite web|url=https://www.gamesradar.com/super-mario-64-turns-25-examining-the-impact-of-the-n64-most-revolutionary-game/|title=Super Mario 64 Turns 25: Examining the Impact of the N64's Most Revolutionary Game|website=[[GamesRadar+]]|last1=Thorpe|first1=Nick|last2=Albiges|first2=Luke|author3=Retro Gamer Team|display-authors=2|date=June 23, 2021|access-date=November 19, 2021|archive-url=https://web.archive.org/web/20210623215408/https://www.gamesradar.com/super-mario-64-turns-25-examining-the-impact-of-the-n64-most-revolutionary-game/|archive-date=June 23, 2021|url-status=live}}</ref> According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments.<ref name="goddard interview">{{cite video|url=https://www.youtube.com/watch?v=zK66pX5Jw9o|archive-url=https://web.archive.org/web/20220124044915/https://www.youtube.com/watch?v=zK66pX5Jw9o|archive-date=January 24, 2022|title=Giles Goddard On Creating Mario 64's Face, 1080, And Carve Snowboarding – MinnMax Interview|time=29:48|via=[[YouTube]]|publisher=MinnMax|date=May 24, 2021|access-date=January 23, 2022|url-status=bot: unknown}}</ref>
''Super Mario 64'' was first shown as a playable prototype in November{{Nbsp}}1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of [[texture mapping]] was finished.<ref name="NP 80" /><ref name="GameProShoshinkai">{{Cite magazine|author=The Whizz|date=February 1996|title=The Ultra 64: Power Packed|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n21/mode/2up|magazine=[[GamePro]]|publication-place=[[Needham, Massachusetts|Needham]]|publisher=[[International Data Group]]|issue=89|pages=20–21|via=[[archive.org]]|access-date=October 26, 2021|editor-last=Nihei|editor-first=Wes|editor2-last=Crotty|editor2-first=Janice|editor3-last=Skaggs|editor3-first=Kathy|editor4-last=Strodder|editor4-first=Chris|display-editors=4|editor5-last=Neves|editor5-first=Lawrence|editor6-last=Weigand|editor6-first=Mike|editor7-last=Nicolella|editor7-first=Chris|editor8-last=Russo|editor8-first=Tom|editor9-last=Curthoys|editor9-first=Paul}}</ref><ref name="EGMUltra64">{{cite magazine|last=Semrad|first=Ed|date=February 1996|title=Ultra 64 Unveiled|url=https://retrocdn.net/images/4/45/EGM_US_079.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=79|page=6|archive-url=https://web.archive.org/web/20180809215246/https://retrocdn.net/images/4/45/EGM_US_079.pdf|archive-date=August 9, 2018|access-date=November 5, 2021|url-status=live}}</ref> It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty,<ref name="NP 80" /> but was ultimately reduced to fifteen.<ref name="DougPerryIGN" /> 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{{Nbsp}}1995 to Summer 1996.<ref>{{cite magazine|title=Nintendo's Lincoln Speaks Out on the Ultra 64!|magazine=[[Electronic Gaming Monthly]]|issue=78|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|date=January 1996|pages=[https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz&file=Electronic%20Gaming%20Monthly%20Issue%2078%20%28January%201996%29%20page%20074.jpg 74]–[https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz&file=Electronic%20Gaming%20Monthly%20Issue%2078%20%28January%201996%29%20page%20075.jpg 75]|url=https://ia804501.us.archive.org/view_archive.php?archive=/27/items/electronic-gaming-monthly-issue-078-january-1996/Electronic%20Gaming%20Monthly%20-%20Issue%20078%20%28January%201996%29.cbz|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Carpenter|editor2-first=Danyon|editor3-last=Baran|editor3-first=Andrew|editor4-last=LeFebvre|editor4-first=Mark|editor5-last=Desmond|editor5-first=Mike|display-editors=5|editor6-last=Parus|editor6-first=Scott}}</ref> 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".<ref>{{cite magazine|title=Nintendo's Yamauchi Speaks Out|publication-place=[[New York City]]|magazine=[[Next Generation (magazine)|Next Generation]]|issue=20|publisher=[[Imagine Media]]|date=August 1996|page=30|url=https://archive.org/details/nextgen-issue-020/page/n31/mode/2up|via=[[archive.org]]}}</ref> The game was later shown at [[E3]]{{nbsp}}1996 with multiple Nintendo 64s set up for people to play.<ref name="gamesradarplus">{{Cite web|url=https://www.gamesradar.com/super-mario-64-turns-25-examining-the-impact-of-the-n64-most-revolutionary-game/|title=Super Mario 64 Turns 25: Examining the Impact of the N64's Most Revolutionary Game|website=[[GamesRadar+]]|last1=Thorpe|first1=Nick|last2=Albiges|first2=Luke|author3=Retro Gamer Team|display-authors=2|date=June 23, 2021|access-date=November 19, 2021|archive-url=https://web.archive.org/web/20210623215408/https://www.gamesradar.com/super-mario-64-turns-25-examining-the-impact-of-the-n64-most-revolutionary-game/|archive-date=June 23, 2021|url-status=live}}</ref> According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments.<ref name="goddard interview">{{cite video|url=https://www.youtube.com/watch?v=zK66pX5Jw9o|archive-url=https://web.archive.org/web/20220124044915/https://www.youtube.com/watch?v=zK66pX5Jw9o|archive-date=January 24, 2022|title=Giles Goddard On Creating Mario 64's Face, 1080, And Carve Snowboarding – MinnMax Interview|time=29:48|via=[[YouTube]]|publisher=MinnMax|date=May 24, 2021|access-date=January 23, 2022|url-status=bot: unknown}}</ref>


===Advertising and sales===
=== 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 {{US$|20}}{{nbsp}}million{{efn-lr|{{Inflation|US|20000000|1996|fmt=eq}}}} marketing campaign included videotapes sent to more than five hundred thousand ''Nintendo Power'' subscribers and advertisements shown on [[MTV]], [[Fox Broadcasting Company|Fox]], and [[Nickelodeon]].<ref>{{cite web |date=September 29, 1996 |title=Nintendo's New Leap Expected To Thwart Sagging Sales |url=https://www.newspapers.com/image/?clipping_id=90617007&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMyNCwiaWF0IjoxNjUwNTg3NzM1LCJleHAiOjE2NTA2NzQxMzV9.bF_GMCmMm3WojWM8vsbfaS9JdCiwKK5k5Vay0XMHF-0 |url-status=live |archive-url=https://web.archive.org/web/20220422003840/https://www.newspapers.com/image/?clipping_id=90617007&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMyNCwiaWF0IjoxNjUwNTg3NzM1LCJleHAiOjE2NTA2NzQxMzV9.bF_GMCmMm3WojWM8vsbfaS9JdCiwKK5k5Vay0XMHF-0 |archive-date=April 22, 2022 |page=21 |via=[[Newspapers.com]] |newspaper=[[Statesman Journal]] |publication-place=[[McLean, Virginia|McLean]] |access-date=December 15, 2021}}</ref><ref name="Marketing">{{cite web |date=September 29, 1996 |title=Nintendo/Galaxy Game Has Changed |url=https://www.newspapers.com/image/?clipping_id=90558960&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMxNSwiaWF0IjoxNjUwNTg2NTAwLCJleHAiOjE2NTA2NzI5MDB9.aSwuM5Eo4FmSnuoHlTHdOkXh0Q9apdhDESLjqXV7YMY |url-status=live |archive-url=https://web.archive.org/web/20220422002638/https://www.newspapers.com/image/?clipping_id=90558960&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMxNSwiaWF0IjoxNjUwNTg2NTAwLCJleHAiOjE2NTA2NzI5MDB9.aSwuM5Eo4FmSnuoHlTHdOkXh0Q9apdhDESLjqXV7YMY |archive-date=April 22, 2022 |page=22 |via=[[Newspapers.com]] |newspaper=[[Statesman Journal]] |publication-place=[[McLean, Virginia|McLean]] |access-date=December 15, 2021}}</ref>
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 {{US$|20}}{{nbsp}}million{{efn-lr|{{Inflation|US|20000000|1996|fmt=eq}}}} marketing campaign included videotapes sent to more than five hundred thousand ''Nintendo Power'' subscribers and advertisements shown on [[MTV]], [[Fox Broadcasting Company|Fox]], and [[Nickelodeon]].<ref>{{cite web |date=September 29, 1996 |title=Nintendo's New Leap Expected To Thwart Sagging Sales |url=https://www.newspapers.com/image/?clipping_id=90617007&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMyNCwiaWF0IjoxNjUwNTg3NzM1LCJleHAiOjE2NTA2NzQxMzV9.bF_GMCmMm3WojWM8vsbfaS9JdCiwKK5k5Vay0XMHF-0 |url-status=live |archive-url=https://web.archive.org/web/20220422003840/https://www.newspapers.com/image/?clipping_id=90617007&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMyNCwiaWF0IjoxNjUwNTg3NzM1LCJleHAiOjE2NTA2NzQxMzV9.bF_GMCmMm3WojWM8vsbfaS9JdCiwKK5k5Vay0XMHF-0 |archive-date=April 22, 2022 |page=21 |via=[[Newspapers.com]] |newspaper=[[Statesman Journal]] |publication-place=[[McLean, Virginia|McLean]] |access-date=December 15, 2021}}</ref><ref name="Marketing">{{cite web |date=September 29, 1996 |title=Nintendo/Galaxy Game Has Changed |url=https://www.newspapers.com/image/?clipping_id=90558960&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMxNSwiaWF0IjoxNjUwNTg2NTAwLCJleHAiOjE2NTA2NzI5MDB9.aSwuM5Eo4FmSnuoHlTHdOkXh0Q9apdhDESLjqXV7YMY |url-status=live |archive-url=https://web.archive.org/web/20220422002638/https://www.newspapers.com/image/?clipping_id=90558960&fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjIwMTcyODMxNSwiaWF0IjoxNjUwNTg2NTAwLCJleHAiOjE2NTA2NzI5MDB9.aSwuM5Eo4FmSnuoHlTHdOkXh0Q9apdhDESLjqXV7YMY |archive-date=April 22, 2022 |page=22 |via=[[Newspapers.com]] |newspaper=[[Statesman Journal]] |publication-place=[[McLean, Virginia|McLean]] |access-date=December 15, 2021}}</ref>


''Super Mario 64'' was officially released in Japan in June{{nbsp}}1996,<ref name="japanreleasedate"/> North America in September,<ref name="NAreleasedate"/> and in Europe and Australia in March{{nbsp}}1997.<ref name="EUreleasedate"/><ref name="AUreleasedate"/> During its first three months of sale in North America, it sold more than two{{nbsp}}million copies and grossed $140{{nbsp}}million{{efn-lr|{{Inflation|US|140000000|1996|fmt=eq}}}} in the United States,<ref>{{cite news |title=Inventor Pales Beside His 'Mario' Creation |url=https://www.newspapers.com/clip/21337013/shigeru-miyamoto-nintendo/ |work=[[El Paso Times]] |access-date=November 3, 2021|publication-place=[[McLean, Virginia|McLean]]|via=[[Newspapers.com]] |date=March 16, 1997 |page=56|archive-url=https://web.archive.org/web/20211019090512/https://www.newspapers.com/clip/21337013/shigeru-miyamoto-nintendo/|archive-date=October 19, 2021|url-status=live}}</ref> becoming the best-selling [[1996 in video games|video game of 1996]].<ref>{{cite tweet|title=U.S. Top 20 Best-Selling Games in 1995–1999 ranked on dollar sales #videogames |user=npdgames|number=1217971911973658625 |access-date=October 11, 2021 |author=[[The NPD Group]] |date=January 17, 2020|archive-url=https://web.archive.org/web/20200117023530/https://twitter.com/npdgames/status/1217971911973658625|archive-date=January 17, 2020|url-status=live}}</ref> 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.<ref name="gsnumbers">{{cite web | archive-url=https://web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html | url=https://www.gamespot.com/articles/saturns-distant-orbit/1100-2466421/ | title=Saturn's Distant Orbit | date=May 15, 1997 | last=Horwitz | first=Jer | work=[[GameSpot]]|archive-date=March 12, 2000 | url-status=live|access-date=June 1, 2022}}</ref> By early 2001, it had sold 5.5{{nbsp}}million units,<ref>{{cite news |last1=Frauenfelder |first1=Mark |title=Death Match |url=https://www.wired.com/2001/05/deathmatch-2/ |access-date=October 30, 2021 |magazine=[[Wired (magazine)|Wired]] |date=May 2001 |url-access=subscription|archive-url=https://web.archive.org/web/20160129122308/http://www.wired.com/2001/05/deathmatch-2/|archive-date=January 29, 2016|url-status=live}}</ref> and 5.9{{nbsp}}million by September{{Nbsp}}2002.<ref>{{cite book|last1=Lazich|first1=Robert|url=https://books.google.com/books?id=uevp51yBGyIC|title=Market Share Reporter 2004|year=2003|publisher=Cengage Gale|isbn=978-0-7876-7219-5|page=283|quote='''Best-Selling Video Games, 1995-2002:''' / ''Data show units sold, in millions, from 1995 through September 2002.'' / ''Super Mario 64'' ............ 5.9|access-date=February 24, 2021|via=[[Google Books]]}}</ref>
''Super Mario 64'' was officially released in Japan in June{{nbsp}}1996,<ref name="japanreleasedate" /> North America in September,<ref name="NAreleasedate" /> and in Europe and Australia in March{{nbsp}}1997.<ref name="EUreleasedate" /><ref name="AUreleasedate" /> During its first three months of sale in North America, it sold more than two{{nbsp}}million copies and grossed $140{{nbsp}}million{{efn-lr|{{Inflation|US|140000000|1996|fmt=eq}}}} in the United States,<ref>{{cite news |title=Inventor Pales Beside His 'Mario' Creation |url=https://www.newspapers.com/clip/21337013/shigeru-miyamoto-nintendo/ |work=[[El Paso Times]] |access-date=November 3, 2021|publication-place=[[McLean, Virginia|McLean]]|via=[[Newspapers.com]] |date=March 16, 1997 |page=56|archive-url=https://web.archive.org/web/20211019090512/https://www.newspapers.com/clip/21337013/shigeru-miyamoto-nintendo/|archive-date=October 19, 2021|url-status=live}}</ref> becoming the best-selling [[1996 in video games|video game of 1996]].<ref>{{cite tweet|title=U.S. Top 20 Best-Selling Games in 1995–1999 ranked on dollar sales #videogames |user=npdgames|number=1217971911973658625 |access-date=October 11, 2021 |author=[[The NPD Group]] |date=January 17, 2020|archive-url=https://web.archive.org/web/20200117023530/https://twitter.com/npdgames/status/1217971911973658625|archive-date=January 17, 2020|url-status=live}}</ref> 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.<ref name="gsnumbers">{{cite web | archive-url=https://web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html | url=https://www.gamespot.com/articles/saturns-distant-orbit/1100-2466421/ | title=Saturn's Distant Orbit | date=May 15, 1997 | last=Horwitz | first=Jer | work=[[GameSpot]]|archive-date=March 12, 2000 | url-status=live|access-date=June 1, 2022}}</ref> By early 2001, it had sold 5.5{{nbsp}}million units,<ref>{{cite news |last1=Frauenfelder |first1=Mark |title=Death Match |url=https://www.wired.com/2001/05/deathmatch-2/ |access-date=October 30, 2021 |magazine=[[Wired (magazine)|Wired]] |date=May 2001 |url-access=subscription|archive-url=https://web.archive.org/web/20160129122308/http://www.wired.com/2001/05/deathmatch-2/|archive-date=January 29, 2016|url-status=live}}</ref> and 5.9{{nbsp}}million by September{{Nbsp}}2002.<ref>{{cite book|last1=Lazich|first1=Robert|url=https://books.google.com/books?id=uevp51yBGyIC|title=Market Share Reporter 2004|year=2003|publisher=Cengage Gale|isbn=978-0-7876-7219-5|page=283|quote='''Best-Selling Video Games, 1995–2002:''' / ''Data show units sold, in millions, from 1995 through September 2002.'' / ''Super Mario 64'' ............ 5.9|access-date=February 24, 2021|via=[[Google Books]]|archive-date=November 7, 2023|archive-url=https://web.archive.org/web/20231107005321/https://books.google.com/books?id=uevp51yBGyIC|url-status=live}}</ref>


At the 1999 Milia festival in [[Cannes]], ''Super Mario 64'' won a Gold ECCSELL prize for earning revenues above {{€|21}}{{nbsp}}million{{efn-lr|{{Inflation|FR|21000000|1998|fmt=eq}}}} in the [[European Union]] in 1998.<ref name="eccsell">{{cite web | archive-url=https://web.archive.org/web/19990830171428/http://www.gamespot.com/milia/0212/ecc/index.html | url=https://www.gamespot.com/articles/eccsell-awards-name-winners/1100-2452282/ | title=ECCSELL Awards Name Winners | work=[[GameSpot]] | publisher=[[ZDNet]] |date=February 12, 1999 | archive-date=August 30, 1999 | url-status=live| access-date=June 1, 2022}}</ref> It had become the second most popular game on [[Wii]]'s [[Virtual Console]] by June{{nbsp}}2007, behind ''[[Super Mario Bros.]]''<ref>{{cite web|last1=Thorsen|first1=Tor|title=Wii VC: 4.7M Downloads, 100 Games|url=https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/|website=[[GameSpot]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|date=June 5, 2007|url-status=live|archive-url=https://web.archive.org/web/20180214202708/https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/|archive-date=February 14, 2018}}</ref> By March{{Nbsp}}2008, ''Super Mario 64'' sold 11.8{{nbsp}}million copies worldwide, being the bestselling Nintendo 64 game.<ref name="GWR08">{{cite book|title=Guinness World Records Gamer's Edition 2008|year=2008|publisher=[[Jim Pattison Group]]|isbn=978-1-904994-21-3|editor-first=Craig|editor-last=Glenday|series=[[Guinness World Records]]|page=50|chapter=Hardware: Best-Sellers by Platform|chapter-url-access=registration|chapter-url=https://archive.org/details/guinnessworldrec00guin_0/page/50|via=[[archive.org]]|access-date=December 18, 2019}}</ref> By 2015, ''Super Mario 64'' was the 12th most sold ''Mario'' game, with 11.91{{nbsp}}million copies sold.<ref>{{cite web |url=http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |title=30 Best-selling Super Mario Games of All Time on the Plumber's 30th Birthday |last=O'Malley |first=James |work=[[Gizmodo]] |publisher=[[G/O Media]] |date=September 11, 2015 |access-date=April 24, 2017 |archive-url=https://web.archive.org/web/20150914172624/http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday|archive-date=September 14, 2015}}</ref>
At the 1999 Milia festival in [[Cannes]], ''Super Mario 64'' won a Gold ECCSELL prize for earning revenues above {{€|21}}{{nbsp}}million{{efn-lr|{{Inflation|FR|21000000|1998|fmt=eq}}}} in the [[European Union]] in 1998.<ref name="eccsell">{{cite web | archive-url=https://web.archive.org/web/19990830171428/http://www.gamespot.com/milia/0212/ecc/index.html | url=https://www.gamespot.com/articles/eccsell-awards-name-winners/1100-2452282/ | title=ECCSELL Awards Name Winners | work=[[GameSpot]] | publisher=[[ZDNet]] |date=February 12, 1999 | archive-date=August 30, 1999 | url-status=live| access-date=June 1, 2022}}</ref> It had become the second most popular game on [[Wii]]'s [[Virtual Console]] by June{{nbsp}}2007, behind ''[[Super Mario Bros.]]''<ref>{{cite web|last1=Thorsen|first1=Tor|title=Wii VC: 4.7M Downloads, 100 Games|url=https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/|website=[[GameSpot]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|date=June 5, 2007|url-status=live|archive-url=https://web.archive.org/web/20180214202708/https://www.gamespot.com/articles/wii-vc-47m-downloads-100-games/1100-6171850/|archive-date=February 14, 2018}}</ref> By March{{Nbsp}}2008, ''Super Mario 64'' sold 11.8{{nbsp}}million copies worldwide, being the best-selling Nintendo 64 game.<ref name="GWR08">{{cite book|title=Guinness World Records Gamer's Edition 2008|year=2008|publisher=[[Jim Pattison Group]]|isbn=978-1-904994-21-3|editor-first=Craig|editor-last=Glenday|series=[[Guinness World Records]]|page=50|chapter=Hardware: Best-Sellers by Platform|chapter-url-access=registration|chapter-url=https://archive.org/details/guinnessworldrec00guin_0/page/50|via=[[archive.org]]|access-date=December 18, 2019}}</ref> By 2015, ''Super Mario 64'' was the 12th most sold ''Mario'' game, with 11.91{{nbsp}}million copies sold.<ref>{{cite web |url=http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday/ |title=30 Best-selling Super Mario Games of All Time on the Plumber's 30th Birthday |last=O'Malley |first=James |work=[[Gizmodo]] |publisher=[[G/O Media]] |date=September 11, 2015 |access-date=April 24, 2017 |archive-url=https://web.archive.org/web/20150914172624/http://www.gizmodo.co.uk/2015/09/30-best-selling-super-mario-games-of-all-time-on-the-plumbers-30th-birthday|archive-date=September 14, 2015}}</ref>


===Re-releases===
=== Re-releases ===
====''Super Mario 64 DS''====
==== ''Super Mario 64 DS'' ====
{{Main|Super Mario 64 DS|l1 = ''Super Mario 64 DS''}}
{{Main|Super Mario 64 DS|l1 = ''Super Mario 64 DS''}}


An [[video game remake|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.<ref>{{cite web |last=Thomas |first=Lucas |date=May 24, 2010 |title=Yoshi: Evolution of a Dinosaur |url=https://www.ign.com/articles/2010/05/24/yoshi-evolution-of-a-dinosaur |url-status=live |archive-url=https://web.archive.org/web/20100528190412/http://wii.ign.com/articles/109/1091970p8.html |archive-date=May 28, 2010 |access-date=June 1, 2022 |website=[[IGN]] }}</ref> It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, [[touchscreen]] mini-games, and a multiplayer mode.<ref>{{cite web|url=https://www.gamespot.com/reviews/super-mario-64-ds-review/1900-6113682/|archive-url=https://web.archive.org/web/20111105120938/http://www.gamespot.com/ds/action/dssupermario4x4/review.html |archive-date=November 5, 2011 | title=Super Mario 64 DS Review|website=[[GameSpot]]|last=Gerstmann| first=Jeff| date=November 19, 2004| access-date=June 1, 2022}}</ref> Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode.<ref>{{cite web|title=Super Mario 64 DS|url=https://www.metacritic.com/game/ds/super-mario-64-ds|url-status=live|archive-url=https://web.archive.org/web/20090122115448/http://www.metacritic.com/games/platforms/ds/supermario64ds?q=super%20mario%2064%20ds|archive-date=January 22, 2009|access-date=April 18, 2008|publisher=[[Metacritic]]}}</ref><ref>{{cite web|title=Super Mario 64 DS Reviews|url=http://www.gamerankings.com/htmlpages4/920758.asp|url-status=live|archive-url=https://web.archive.org/web/20080406112647/http://www.gamerankings.com/htmlpages4/920758.asp|archive-date=April 6, 2008|access-date=April 18, 2008|website=[[GameRankings]]|publisher=[[CBS Interactive]]}}</ref> By September{{Nbsp}}2021, 11.06{{nbsp}}million copies had been sold worldwide.<ref>{{Cite web|url=https://www.nintendo.co.jp/ir/en/finance/software/ds.html|title=Top Selling Title Sales Units|publisher=[[Nintendo]]|access-date=December 30, 2021|date=September 30, 2021|url-status=live|archive-url=https://web.archive.org/web/20220204041709/https://www.nintendo.co.jp/ir/en/finance/software/ds.html|archive-date=February 4, 2022}}</ref>
An [[video game remake|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.<ref>{{cite web |last=Thomas |first=Lucas |date=May 24, 2010 |title=Yoshi: Evolution of a Dinosaur |url=https://www.ign.com/articles/2010/05/24/yoshi-evolution-of-a-dinosaur |url-status=live |archive-url=https://web.archive.org/web/20100528190412/http://wii.ign.com/articles/109/1091970p8.html |archive-date=May 28, 2010 |access-date=June 1, 2022 |website=[[IGN]] }}</ref> It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, [[touchscreen]] mini-games, and a multiplayer mode.<ref>{{cite web|url=https://www.gamespot.com/reviews/super-mario-64-ds-review/1900-6113682/|archive-url=https://web.archive.org/web/20111105120938/http://www.gamespot.com/ds/action/dssupermario4x4/review.html |archive-date=November 5, 2011 | title=Super Mario 64 DS Review|website=[[GameSpot]]|last=Gerstmann| first=Jeff| date=November 19, 2004| access-date=June 1, 2022}}</ref> Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode.<ref>{{cite web|title=Super Mario 64 DS|url=https://www.metacritic.com/game/super-mario-64/critic-reviews/?platform=ds|url-status=live|archive-url=https://web.archive.org/web/20090122115448/http://www.metacritic.com/games/platforms/ds/supermario64ds?q=super%20mario%2064%20ds|archive-date=January 22, 2009|access-date=April 18, 2008|publisher=[[Metacritic]]}}</ref><ref>{{cite web|title=Super Mario 64 DS Reviews|url=http://www.gamerankings.com/htmlpages4/920758.asp|url-status=live|archive-url=https://web.archive.org/web/20080406112647/http://www.gamerankings.com/htmlpages4/920758.asp|archive-date=April 6, 2008|access-date=April 18, 2008|website=[[GameRankings]]|publisher=[[CBS Interactive]]}}</ref> By September{{Nbsp}}2021, 11.06{{nbsp}}million copies had been sold worldwide.<ref>{{Cite web|url=https://www.nintendo.co.jp/ir/en/finance/software/ds.html|title=Top Selling Title Sales Units|publisher=[[Nintendo]]|access-date=December 30, 2021|date=September 30, 2021|url-status=live|archive-url=https://web.archive.org/web/20220204041709/https://www.nintendo.co.jp/ir/en/finance/software/ds.html|archive-date=February 4, 2022}}</ref>


====Other re-releases====
==== Other re-releases ====
A version of ''Super Mario 64'' was used as a [[tech demo]] for the [[64DD|Nintendo 64 Disk Drive]] (64DD) floppy drive at the 1996 Nintendo Space World trade show.<ref>{{Cite web|last=Whitehead|first=Thomas|date=June 26, 2014|title=The Unreleased Super Mario 64 DD Edition Appears to Have Been Uncovered|url=https://www.nintendolife.com/news/2014/06/the_unreleased_super_mario_64_dd_edition_appears_to_have_been_uncovered|url-status=live|archive-url=https://web.archive.org/web/20140628093455/http://www.nintendolife.com/news/2014/06/the_unreleased_super_mario_64_dd_edition_appears_to_have_been_uncovered|archive-date=June 28, 2014|access-date=November 18, 2021|website=[[Nintendo Life]]}}</ref> Like ''[[Wave Race 64]]'', ''Super Mario 64'' was re-released in Japan on {{nowrap|July 18, 1997,}} as {{nihongo foot|''Super Mario 64 Shindō Pak Taiō Version'',|スーパーマリオ64 振動パック対応バージョン<ref>{{Cite web|url=https://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|title=スーパーマリオ64|trans-title=Super Mario 64|access-date=March 7, 2022|publisher=[[Nintendo]]|language=ja|archive-url=https://web.archive.org/web/19970128181817/http://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|archive-date=January 28, 1997|url-status=live|quote=スーパーマリオ64 振動パック対応バージョン 1997年7月18日発売|trans-quote=Super Mario 64 Vibration Pack Compatible Version: Released July 18, 1997}}</ref>|Sūpā Mario Rokujūyon Shindō Pak Taiō Bājon|group=lower-alpha}} which fixed various bugs, added support for the [[Rumble Pak]] peripheral, included the voice acting from the English version, among other changes.<ref>{{cite web| url=https://nordic.ign.com/super-mario-64| title=Shindou Super Mario 64 (Rumble Pak Version)| website=[[IGN]]| access-date=June 1, 2022| url-status=live| archive-url=https://web.archive.org/web/20110517122731/http://ign64.ign.com/objects/010/010131.html| archive-date=May 17, 2011}}</ref><ref>{{cite web| url=http://www.allgame.com/game.php?id=17806| title=Shindou Super Mario 64| website=[[AllGame]]| publisher=[[All Media Network]]| last=Davies| first=Jonti| access-date=October 22, 2006| url-status=live| archive-url=https://web.archive.org/web/20141115021320/http://www.allgame.com/game.php?id=17806| archive-date=November 15, 2014}}</ref><ref>{{Cite web |date=2020-09-09 |title=What's The Deal With Super Mario 64's "Shindou Pak Taiou" Version, Anyway? |url=https://www.nintendolife.com/news/2020/09/feature_whats_the_deal_with_super_mario_64s_shindou_pak_taiou_version_anyway |access-date=2022-11-07 |website=Nintendo Life |language=en-GB}}</ref>
A version of ''Super Mario 64'' was used as a [[tech demo]] for the [[64DD|Nintendo 64 Disk Drive]] (64DD) floppy drive at the 1996 Nintendo Space World trade show.<ref>{{Cite web|last=Whitehead|first=Thomas|date=June 26, 2014|title=The Unreleased Super Mario 64 DD Edition Appears to Have Been Uncovered|url=https://www.nintendolife.com/news/2014/06/the_unreleased_super_mario_64_dd_edition_appears_to_have_been_uncovered|url-status=live|archive-url=https://web.archive.org/web/20140628093455/http://www.nintendolife.com/news/2014/06/the_unreleased_super_mario_64_dd_edition_appears_to_have_been_uncovered|archive-date=June 28, 2014|access-date=November 18, 2021|website=[[Nintendo Life]]}}</ref> Like ''[[Wave Race 64]]'', ''Super Mario 64'' was re-released in Japan on {{nowrap|July 18, 1997}} as {{nihongo foot|''Super Mario 64 Rumble Pak Version''|スーパーマリオ64 振動パック対応バージョン ({{lit}} Super Mario 64 Vibration Pack Compatible Version)|lead=yes|group=lower-alpha}} which fixed various bugs, added support for the [[Rumble Pak]] peripheral, included the voice acting from the English version, among other changes.<ref>{{Cite web|url=https://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|title=スーパーマリオ64|trans-title=Super Mario 64|access-date=March 7, 2022|publisher=[[Nintendo]]|language=ja|archive-url=https://web.archive.org/web/19970128181817/http://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/index.html|archive-date=January 28, 1997|url-status=live|quote=スーパーマリオ64 振動パック対応バージョン 1997年7月18日発売|trans-quote=Super Mario 64 Vibration Pack Compatible Version: Released July 18, 1997}}</ref><ref>{{cite web| url=https://nordic.ign.com/super-mario-64| title=Shindou Super Mario 64 (Rumble Pak Version)| website=[[IGN]]| access-date=June 1, 2022| url-status=live| archive-url=https://web.archive.org/web/20110517122731/http://ign64.ign.com/objects/010/010131.html| archive-date=May 17, 2011}}</ref><ref>{{cite web| url=http://www.allgame.com/game.php?id=17806| title=Shindou Super Mario 64| website=[[AllGame]]| publisher=[[All Media Network]]| last=Davies| first=Jonti| access-date=October 22, 2006| url-status=live| archive-url=https://web.archive.org/web/20141115021320/http://www.allgame.com/game.php?id=17806| archive-date=November 15, 2014}}</ref><ref>{{Cite web |date=2020-09-09 |title=What's The Deal With Super Mario 64's "Shindou Pak Taiou" Version, Anyway? |url=https://www.nintendolife.com/news/2020/09/feature_whats_the_deal_with_super_mario_64s_shindou_pak_taiou_version_anyway |access-date=2022-11-07 |website=Nintendo Life |language=en-GB |archive-date=November 7, 2022 |archive-url=https://web.archive.org/web/20221107042503/https://www.nintendolife.com/news/2020/09/feature_whats_the_deal_with_super_mario_64s_shindou_pak_taiou_version_anyway |url-status=live }}</ref>


In November{{nbsp}}2003, it was [[porting|ported]] to China's [[iQue Player]] as a limited-release demo.<ref name="iquereleasedate"/><ref name="iquegame"/> In late 2006, it was released on the Wii Virtual Console service<ref>{{cite web| url=https://www.ign.com/articles/2007/01/10/super-mario-64-vc-review| title=Super Mario 64 VC Review| last=Thomas | first=Lucas M.| website=[[IGN]]| date=January 10, 2007| access-date=June 1, 2022| url-status=live| archive-url=https://web.archive.org/web/20081009203556/http://wii.ign.com/articles/754/754372p1.html| archive-date=October 9, 2008}}</ref> which added enhanced resolution and compatibility with the [[GameCube#Controller|GameCube]] and [[Super Famicom Classic Controller|Super Famicom Classic]] controllers.<ref name="GS-WiiReview">{{cite web|last1=Gerstmann|first1=Jeff|date=July 12, 2011|title=Super Mario 64 Virtual Console Review|url=https://www.gamespot.com/articles/super-mario-64-virtual-console-review/1100-6162119/|url-status=live|archive-url=https://web.archive.org/web/20170824220617/https://www.gamespot.com/articles/super-mario-64-virtual-console-review/1100-6162119/|archive-date=August 24, 2017|access-date=February 14, 2018|website=[[GameSpot]]|publisher=[[CBS Interactive]]}}</ref> In September{{nbsp}}2020, ''Super Mario 64'' was one of the three ''Super Mario'' games to be included in the ''[[Super Mario 3D All-Stars]]'' collection on [[Nintendo Switch]].<ref>{{Cite web|last=Farokhmanesh|first=Megan|date=September 3, 2020|title=Super Mario 3D World and Other Classic Mario Games Are Coming to the Switch|url=https://www.theverge.com/2020/9/3/21418988/super-mario-3d-world-all-stars-nintendo-switch|access-date=September 3, 2020|website=[[The Verge]]|archive-date=September 6, 2020|archive-url=https://web.archive.org/web/20200906160919/https://www.theverge.com/2020/9/3/21418988/super-mario-3d-world-all-stars-nintendo-switch|url-status=live}}</ref> It made another Nintendo Switch appearance in October{{nbsp}}2021 as part of the Nintendo 64 lineup for the [[Nintendo Switch Online]] + Expansion Pack.<ref>{{Cite web|last1=Good|first1=Owen S.|date=October 27, 2021|title=Should I Buy Nintendo Switch Online + Expansion Pack?|url=https://www.polygon.com/22747408/nintendo-switch-online-expansion-pack-faq-price-cancel-guide|url-status=live|archive-url=https://web.archive.org/web/20211027131452/https://www.polygon.com/22747408/nintendo-switch-online-expansion-pack-faq-price-cancel-guide|archive-date=October 27, 2021|access-date=November 23, 2021|website=[[Polygon (website)|Polygon]]}}</ref>
In November{{nbsp}}2003, it was [[porting|ported]] to China's [[iQue Player]] as a limited-release demo.<ref name="iquereleasedate" /><ref name="iquegame" /> In late 2006, it was released on the Wii Virtual Console service<ref>{{cite web| url=https://www.ign.com/articles/2007/01/10/super-mario-64-vc-review| title=Super Mario 64 VC Review| last=Thomas | first=Lucas M.| website=[[IGN]]| date=January 10, 2007| access-date=June 1, 2022| url-status=live| archive-url=https://web.archive.org/web/20081009203556/http://wii.ign.com/articles/754/754372p1.html| archive-date=October 9, 2008}}</ref> which added enhanced resolution and compatibility with the [[GameCube#Controller|GameCube]] and [[Super Famicom Classic Controller|Super Famicom Classic]] controllers.<ref name="GS-WiiReview">{{cite web|last1=Gerstmann|first1=Jeff|date=July 12, 2011|title=Super Mario 64 Virtual Console Review|url=https://www.gamespot.com/articles/super-mario-64-virtual-console-review/1100-6162119/|url-status=live|archive-url=https://web.archive.org/web/20170824220617/https://www.gamespot.com/articles/super-mario-64-virtual-console-review/1100-6162119/|archive-date=August 24, 2017|access-date=February 14, 2018|website=[[GameSpot]]|publisher=[[CBS Interactive]]}}</ref> In September{{nbsp}}2020, ''Super Mario 64'' was one of the three ''Super Mario'' games to be included in the ''[[Super Mario 3D All-Stars]]'' collection on [[Nintendo Switch]].<ref>{{Cite web|last=Farokhmanesh|first=Megan|date=September 3, 2020|title=Super Mario 3D World and Other Classic Mario Games Are Coming to the Switch|url=https://www.theverge.com/2020/9/3/21418988/super-mario-3d-world-all-stars-nintendo-switch|access-date=September 3, 2020|website=[[The Verge]]|archive-date=September 6, 2020|archive-url=https://web.archive.org/web/20200906160919/https://www.theverge.com/2020/9/3/21418988/super-mario-3d-world-all-stars-nintendo-switch|url-status=live}}</ref> It made another Nintendo Switch appearance in October{{nbsp}}2021 as part of the Nintendo 64 lineup for the [[Nintendo Switch Online]] + Expansion Pack.<ref>{{Cite web|last1=Good|first1=Owen S.|date=October 27, 2021|title=Should I Buy Nintendo Switch Online + Expansion Pack?|url=https://www.polygon.com/22747408/nintendo-switch-online-expansion-pack-faq-price-cancel-guide|url-status=live|archive-url=https://web.archive.org/web/20211027131452/https://www.polygon.com/22747408/nintendo-switch-online-expansion-pack-faq-price-cancel-guide|archive-date=October 27, 2021|access-date=November 23, 2021|website=[[Polygon (website)|Polygon]]}}</ref>


==Reception==
== Reception ==
{{Video game reviews
{{Video game reviews
| GR = 96%<ref name="gamerankings">{{cite web|title=Super Mario 64 for Nintendo 64|url=https://www.gamerankings.com/n64/198848-super-mario-64/index.html|website=[[GameRankings]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|url-status=dead|archive-url=https://web.archive.org/web/20191205195430/https://www.gamerankings.com/n64/198848-super-mario-64/index.html|archive-date=February 15, 2017}}</ref>
| GR = 96%<ref name="gamerankings">{{cite web|title=Super Mario 64 for Nintendo 64|url=https://www.gamerankings.com/n64/198848-super-mario-64/index.html|website=[[GameRankings]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|url-status=dead|archive-url=https://web.archive.org/web/20191205195430/https://www.gamerankings.com/n64/198848-super-mario-64/index.html|archive-date=December 5, 2019}}</ref>
| MC = 94/100<ref name="metacritic">{{cite web|title=Super Mario 64 for Nintendo 64 Reviews|url=https://www.metacritic.com/game/nintendo-64/super-mario-64|publisher=[[Metacritic]]|access-date=February 14, 2018|url-status=live|archive-url=https://web.archive.org/web/20180312021223/http://www.metacritic.com/game/nintendo-64/super-mario-64|archive-date=December 5, 2019}}</ref>
| MC = 94/100<ref name="metacritic">{{cite web|title=Super Mario 64 for Nintendo 64 Reviews|url=https://www.metacritic.com/game/super-mario-64/critic-reviews/?platform=nintendo-64|publisher=[[Metacritic]]|access-date=February 14, 2018|url-status=live|archive-url=https://web.archive.org/web/20180312021223/http://www.metacritic.com/game/nintendo-64/super-mario-64|archive-date=March 12, 2018}}</ref>
| Allgame = {{Rating|5|5}}<ref name="allgame">{{cite web|last1=Davies|first1=Jonti |title=Super Mario 64 – Review|url=http://www.allgame.com/game.php?id=1002&tab=review|website=[[AllGame]]|publisher=[[All Media Network]]|access-date=January 25, 2021|archive-url=https://web.archive.org/web/20141114095716/http://www.allgame.com/game.php?id=1002&tab=review|archive-date=November 14, 2014}}</ref>
| Allgame = {{Rating|5|5}}<ref name="allgame">{{cite web|last1=Davies|first1=Jonti |title=Super Mario 64 – Review|url=http://www.allgame.com/game.php?id=1002&tab=review|website=[[AllGame]]|publisher=[[All Media Network]]|access-date=January 25, 2021|archive-url=https://web.archive.org/web/20141114095716/http://www.allgame.com/game.php?id=1002&tab=review|archive-date=November 14, 2014}}</ref>
| CVG = {{rating|5|5}}<ref name="CVG">{{cite magazine|last=Davies|first=Paul|date=September 1996|url=https://archive.org/details/Computer_and_Video_Games_Issue_178_1996-09_EMAP_Images_GB/page/n77/mode/2up|title=Super Mario 64|magazine=[[Computer and Video Games]]|publication-place=[[London]]|issue=178|page=78|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Guise|editor-first=Tom|editor2-last=Smith|editor2-first=Jaime|editor3-last=Newson|editor3-first=Mike|editor4-last=Lomas|editor4-first=Ed|display-editors=4|editor5-last=Dawson|editor5-first=Phil|editor6-last=Davies|editor6-first=Paul|publisher=[[EMAP]]}}</ref>
| CVG = {{rating|5|5}}<ref name="CVG">{{cite magazine|last=Davies|first=Paul|date=September 1996|url=https://archive.org/details/Computer_and_Video_Games_Issue_178_1996-09_EMAP_Images_GB/page/n77/mode/2up|title=Super Mario 64|magazine=[[Computer and Video Games]]|publication-place=[[London]]|issue=178|page=78|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Guise|editor-first=Tom|editor2-last=Smith|editor2-first=Jaime|editor3-last=Newson|editor3-first=Mike|editor4-last=Lomas|editor4-first=Ed|display-editors=4|editor5-last=Dawson|editor5-first=Phil|editor6-last=Davies|editor6-first=Paul|publisher=[[EMAP]]}}</ref>
| Edge = <!-- 10/10<ref name="EDGE35">{{cite magazine|date=August 1996|title=Super Mario 64|magazine=[[Edge (magazine)|Edge]]|publication-place=[[Bath, Somerset|Bath]]|issue=35|pages=68–71}}</ref> -->
| Edge = <!-- 10/10<ref name="EDGE35">{{cite magazine|date=August 1996|title=Super Mario 64|magazine=[[Edge (magazine)|Edge]]|publication-place=[[Bath, Somerset|Bath]]|issue=35|pages=68–71}}</ref> -->
| EGM = 38/40<ref name="EGM">{{Cite magazine|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20086%20%28September%201996%29/page/n23/mode/2up|via=[[archive.org]]|access-date=March 10, 2022|issue=86|date=September 1996|last1=Smith|first1=Shawn|last2=Hsu|first2=Dan|last3=Boyer|first3=Crispin|author4=Sushi-X|page=24|title=Super Mario 64|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|editor-last=Semrad|editor-first=Ed|display-editors=1|editor2-last=Funk|editor2-first=Joe|editor3-last=Parus|editor3-first=Scott|publication-place=[[Lombard, Illinois|Lombard]]}}</ref>
| EPD = 10/10<ref name="EPD">{{cite web|last=Lucas|first=Victor|archiveurl=https://web.archive.org/web/20040501072811/http://www.elecplay.com/reviews_article.php?article=149|archivedate=May 1, 2004|url=http://www.elecplay.com/reviews_article.php?article=149|title=Super Mario 64|work=[[EP Daily]]|publisher=EP Media, Ltd|accessdate=June 2, 2021}}</ref>
| EPD = 10/10<ref name="EPD">{{cite web|last=Lucas|first=Victor|archiveurl=https://web.archive.org/web/20040501072811/http://www.elecplay.com/reviews_article.php?article=149|archivedate=May 1, 2004|url=http://www.elecplay.com/reviews_article.php?article=149|title=Super Mario 64|work=[[EP Daily]]|publisher=EP Media, Ltd|accessdate=June 2, 2021}}</ref>
| Fam = 39/40<ref name="famitsu">{{cite web|last1=Orland|first1=Kyle|title=Famitsu Gives Super Mario Galaxy 38/40|url=https://www.engadget.com/2007/10/24/famitsu-gives-super-mario-galaxy-38-40/|website=[[Engadget]]|publisher=[[Oath Inc.|Oath Inc]]|access-date=February 14, 2018|date=October 24, 2007|url-status=live|archive-url=https://web.archive.org/web/20171212031551/https://www.engadget.com/2007/10/24/famitsu-gives-super-mario-galaxy-38-40/|archive-date=December 12, 2017}}</ref>
| Fam = 39/40<ref name="famitsu">{{cite web|last1=Orland|first1=Kyle|title=Famitsu Gives Super Mario Galaxy 38/40|url=https://www.engadget.com/2007/10/24/famitsu-gives-super-mario-galaxy-38-40/|website=[[Engadget]]|publisher=[[Oath Inc.|Oath Inc]]|access-date=February 14, 2018|date=October 24, 2007|url-status=live|archive-url=https://web.archive.org/web/20171212031551/https://www.engadget.com/2007/10/24/famitsu-gives-super-mario-galaxy-38-40/|archive-date=December 12, 2017}}</ref>
| GI = 9.75/10 (1996),<ref>{{cite magazine|date=August 1996|title=Super Mario 64 Review|publication-place=[[Grapevine, Texas|Grapevine]]|magazine=[[Game Informer]]|publisher=[[GameStop]]|issue=40}}</ref><br> 9/10 (2007)<ref name="GI171">{{cite magazine|date=July 2007|title=Retro Review – Super Mario 64|magazine=[[Game Informer]]|publication-place=[[Grapevine, Texas|Grapevine]]|first=Cathy|last=Preston|publisher=[[GameStop]]|issue=171|page=114}}</ref>
| GI = 9.75/10 (1996),<ref>{{cite magazine|date=August 1996|title=Super Mario 64 Review|publication-place=[[Grapevine, Texas|Grapevine]]|magazine=[[Game Informer]]|publisher=[[GameStop]]|issue=40}}</ref><br /> 9/10 (2007)<ref name="GI171">{{cite magazine|date=July 2007|title=Retro Review – Super Mario 64|magazine=[[Game Informer]]|publication-place=[[Grapevine, Texas|Grapevine]]|first=Cathy|last=Preston|publisher=[[GameStop]]|issue=171|page=114}}</ref>
| GameFan = 400/400<ref name="GameFan">{{cite magazine|author1=Takuhi|author2=Evil Lights|author3=Orion|author4=E. Storm|date=September 1996|url=https://archive.org/details/Gamefan_Vol_4_Issue_09/page/n23/mode/2up|title=Viewpoint|magazine=[[GameFan]]|volume=4|number=9|page=22|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Halverson|editor-first=Dave|display-editors=1|editor2-last=Rau|editor2-first=Greg|editor3-last=Loe|editor3-first=Casey|editor4-last=Keller|editor4-first=Craig|editor5-last=Lockhart|editor5-first=Ryan|editor6-last=Griffin|editor6-first=Mike|publisher=Metropolis Media}}</ref>
| GameFan = 400/400<ref name="GameFan">{{cite magazine|author1=Takuhi|author2=Evil Lights|author3=Orion|author4=E. Storm|date=September 1996|url=https://archive.org/details/Gamefan_Vol_4_Issue_09/page/n23/mode/2up|title=Viewpoint|magazine=[[GameFan]]|volume=4|number=9|page=22|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Halverson|editor-first=Dave|display-editors=1|editor2-last=Rau|editor2-first=Greg|editor3-last=Loe|editor3-first=Casey|editor4-last=Keller|editor4-first=Craig|editor5-last=Lockhart|editor5-first=Ryan|editor6-last=Griffin|editor6-first=Mike|publisher=Metropolis Media}}</ref>
| GamePro = 5/5<ref name="GPro97">{{cite magazine|title=ProReview: Super Mario 64|magazine=[[GamePro]]|issue=87|publisher=[[International Data Group]]|publication-place=[[Needham, Massachusetts|Needham]]|date=October 1996|pages=74–75|url=https://archive.org/details/GamePro_Issue_087_October_1996/page/n75/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|author=Scary Larry|editor-last=Nihei|editor-first=Wes|editor2-last=Skaggs|editor2-first=Kathy|editor3-last=Strodder|editor3-first=Chris|editor4-last=Neves|editor4-first=Lawrence|display-editors=4|editor5-last=Weigand|editor5-first=Mike|editor6-last=Nicolella|editor6-first=Chris|editor7-last=Curthoys|editor7-first=Paul}}</ref>
| GamePro = 5/5<ref name="GPro97">{{cite magazine|title=ProReview: Super Mario 64|magazine=[[GamePro]]|issue=87|publisher=[[International Data Group]]|publication-place=[[Needham, Massachusetts|Needham]]|date=October 1996|pages=74–75|url=https://archive.org/details/GamePro_Issue_087_October_1996/page/n75/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|author=Scary Larry|editor-last=Nihei|editor-first=Wes|editor2-last=Skaggs|editor2-first=Kathy|editor3-last=Strodder|editor3-first=Chris|editor4-last=Neves|editor4-first=Lawrence|display-editors=4|editor5-last=Weigand|editor5-first=Mike|editor6-last=Nicolella|editor6-first=Chris|editor7-last=Curthoys|editor7-first=Paul}}</ref>
| GameRev = B+<ref>{{cite web|archiveurl=https://web.archive.org/web/20061027021844/http://www.gamerevolution.com/review/n64/super_mario_64|archivedate=October 27, 2006|url=http://www.gamerevolution.com/review/n64/super_mario_64|title=Super Mario 64 – N64|work=[[GameRevolution]]|publisher=AtomicOnline|accessdate=June 2, 2021}}</ref>
| GameRev = B+<ref>{{cite web|archiveurl=https://web.archive.org/web/20061027021844/http://www.gamerevolution.com/review/n64/super_mario_64|archivedate=October 27, 2006|url=http://www.gamerevolution.com/review/n64/super_mario_64|title=Super Mario 64 – N64|work=[[GameRevolution]]|publisher=AtomicOnline|accessdate=June 2, 2021}}</ref>
| GSpot = 9.4/10 (N64),<ref name="GS-Review">{{cite web|title=Super Mario 64 Review|url=https://www.gamespot.com/reviews/super-mario-64-review/1900-2544714/|website=[[GameSpot]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|date=December 1, 1996|url-status=live|archive-url=https://web.archive.org/web/20180215023346/https://www.gamespot.com/reviews/super-mario-64-review/1900-2544714/|archive-date=February 15, 2018}}</ref><br> 8/10 (Wii)<ref name="GS-WiiReview"/>
| GSpot = 9.4/10 (N64),<ref name="GS-Review">{{cite web|title=Super Mario 64 Review|url=https://www.gamespot.com/reviews/super-mario-64-review/1900-2544714/|website=[[GameSpot]]|publisher=[[CBS Interactive]]|access-date=February 14, 2018|date=December 1, 1996|url-status=live|archive-url=https://web.archive.org/web/20180215023346/https://www.gamespot.com/reviews/super-mario-64-review/1900-2544714/|archive-date=February 15, 2018}}</ref><br /> 8/10 (Wii)<ref name="GS-WiiReview" />
| Hyper = 95%<ref name="Hyper">{{cite magazine|last=Alegeropoulos|first=Nino|date=March 1997|url=https://archive.org/details/hyper-041/page/44/mode/2up|title=Super Mario 64|magazine=[[Hyper (magazine)|Hyper]]|issue=41|pages=44–47|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Toose|editor-first=Dan|editor2-last=Soropos|editor2-first=George|editor3-last=Wildgoose|editor3-first=David|publisher=[[Nextmedia]]|publication-place=[[Strawberry Hills, New South Wales|Strawberry Hills]]}}</ref>
| Hyper = 95%<ref name="Hyper">{{cite magazine|last=Alegeropoulos|first=Nino|date=March 1997|url=https://archive.org/details/hyper-041/page/44/mode/2up|title=Super Mario 64|magazine=[[Hyper (magazine)|Hyper]]|issue=41|pages=44–47|accessdate=June 2, 2021|via=[[archive.org]]|editor-last=Toose|editor-first=Dan|editor2-last=Soropos|editor2-first=George|editor3-last=Wildgoose|editor3-first=David|publisher=[[Nextmedia]]|publication-place=[[Strawberry Hills, New South Wales|Strawberry Hills]]}}</ref>
| IGN = 9.8/10<ref name="DougPerryIGN"/>
| IGN = 9.8/10<ref name="DougPerryIGN" />
| N64 = 96%<ref name="N64Mag">{{cite magazine|url=https://archive.org/details/n64magazineukcollection/N64%20Magazine%201%20-%20april%201997%20%28UK%29%20%28Max-Rez%20version%29/page/n43/mode/2up?q=%22Super+Mario+64%22|title=Super Mario 64|magazine=[[N64 Magazine]]|publication-place=[[Bath, Somerset|Bath]]|issue=1|pages=44–45|date=April 1997|accessdate=June 2, 2021|via=[[archive.org]]|last1=Davies|first1=Jonathan|last2=Overton|first2=Wil|last3=Ashton|first3=James|last4=Weaver|first4=Tim|last5=Nicholson|first5=Zy}}</ref>
| N64 = 96%<ref name="N64Mag">{{cite magazine|url=https://archive.org/details/n64magazineukcollection/N64%20Magazine%201%20-%20april%201997%20%28UK%29%20%28Max-Rez%20version%29/page/n43/mode/2up?q=%22Super+Mario+64%22|title=Super Mario 64|magazine=[[N64 Magazine]]|publication-place=[[Bath, Somerset|Bath]]|issue=1|pages=44–45|date=April 1997|accessdate=June 2, 2021|via=[[archive.org]]|last1=Davies|first1=Jonathan|last2=Overton|first2=Wil|last3=Ashton|first3=James|last4=Weaver|first4=Tim|last5=Nicholson|first5=Zy}}</ref>
| NGen = {{rating|5|5}}<ref name="NextGenRev">{{cite magazine|magazine=[[Next Generation (magazine)|Next Generation Magazine]]|publication-place=[[New York City]]|publisher=[[Imagine Media]]|title=King of the Hill|issue=21|volume=2|page=147|date=September 1996|url=https://archive.org/details/nextgen-issue-021/page/n149/mode/2up|via=[[archive.org]]|access-date=November 24, 2021|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Wang|editor5-first=Eugene|display-editors=5|editor6-last=Szeto|editor6-first=Richard}}</ref>
| NGen = {{rating|5|5}}<ref name="NextGenRev">{{cite magazine|magazine=[[Next Generation (magazine)|Next Generation Magazine]]|publication-place=[[New York City]]|publisher=[[Imagine Media]]|title=King of the Hill|issue=21|volume=2|page=147|date=September 1996|url=https://archive.org/details/nextgen-issue-021/page/n149/mode/2up|via=[[archive.org]]|access-date=November 24, 2021|editor-last=West|editor-first=Neil|editor2-last=Perry|editor2-first=Douglas|editor3-last=Charla|editor3-first=Chris|editor4-last=Lundrigan|editor4-first=Jeff|editor5-last=Wang|editor5-first=Eugene|display-editors=5|editor6-last=Szeto|editor6-first=Richard}}</ref>
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}}
}}


===Critical reviews===
=== 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.<ref name="GameProShoshinkai"/> Ed Semrad of ''[[Electronic Gaming Monthly]]'' agreed, praising the new 3D animation of ''Mario'' characters shown in only 2D before.<ref name="EGMUltra64" /> Larry Marcus, a source analyst for [[Alex. Brown & Sons]], recalls ''Super Mario 64'' being the most anticipated game of E3{{nbsp}}1996, remembering a field of teenagers "jostling for a test run".<ref name="archivenyt">{{Cite web|url=https://archive.nytimes.com/www.nytimes.com/library/cyber/ty/0603games.html|title=Mario Is Looking Better With Age|date=June 3, 1996|last=Goodfellow|first=Kris|website=The New York Times|archive-url=https://web.archive.org/web/20211021004320/https://archive.nytimes.com/www.nytimes.com/library/cyber/ty/0603games.html|archive-date=October 21, 2021|access-date=November 6, 2021|url-status=live}}</ref>
''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.<ref name="GameProShoshinkai" /> Ed Semrad of ''[[Electronic Gaming Monthly]]'' agreed, praising the new 3D animation of ''Mario'' characters shown in only 2D before.<ref name="EGMUltra64" /> Larry Marcus, a source analyst for [[Alex. Brown & Sons]], recalls ''Super Mario 64'' being the most anticipated game of E3{{nbsp}}1996, remembering a field of teenagers "jostling for a test run".<ref name="archivenyt">{{Cite web|url=https://archive.nytimes.com/www.nytimes.com/library/cyber/ty/0603games.html|title=Mario Is Looking Better With Age|date=June 3, 1996|last=Goodfellow|first=Kris|website=The New York Times|archive-url=https://web.archive.org/web/20211021004320/https://archive.nytimes.com/www.nytimes.com/library/cyber/ty/0603games.html|archive-date=October 21, 2021|access-date=November 6, 2021|url-status=live}}</ref>


''Super Mario 64'' received critical acclaim, with a score of 94 out of 100 from [[review aggregator]] [[Metacritic]] based on thirteen reviews,<ref name="metacritic" /> 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.<ref name="gamerankings" />
''Super Mario 64'' received critical acclaim, with a score of 94 out of 100 from [[review aggregator]] [[Metacritic]] based on thirteen reviews,<ref name="metacritic" /> 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.<ref name="gamerankings" />


The design, variety of controls and use of 3D gameplay received praise from [[Video game journalism|video game publications]].<ref name="EPD" /><ref name="N64Mag" /><ref name="gamerevolution-rev">{{cite web|last1=Radakovic|first1=Nebojsa|date=June 6, 2004|title=Super Mario 64 Review|url=http://www.gamerevolution.com/review/32564-super-mario-64-review|url-status=live|archive-url=https://web.archive.org/web/20180215085122/http://www.gamerevolution.com/review/32564-super-mario-64-review|archive-date=February 15, 2018|access-date=February 14, 2018|website=[[GameRevolution]]|publisher=Evolve Media}}</ref> ''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.<ref name="Max7" /> 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".<ref name="GameFan"/> ''[[Official Nintendo Magazine]]'' called it "beautiful in both looks and design".<ref name="ONM" /> Doug Perry of ''[[IGN]]'' agreed that it transitioned the series to 3D perfectly.<ref name="DougPerryIGN" /> ''Electronic Gaming Monthly'' discussed the levels in their initial review, praising them for their size and challenge,<ref name="EGM">{{Cite magazine|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20086%20%28September%201996%29/page/n23/mode/2up|via=[[archive.org]]|access-date=March 10, 2022|issue=86|date=September 1996|last1=Smith|first1=Shawn|last2=Hsu|first2=Dan|last3=Boyer|first3=Crispin|author4=Sushi-X|page=24|title=Super Mario 64|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|editor-last=Semrad|editor-first=Ed|display-editors=1|editor2-last=Funk|editor2-first=Joe|editor3-last=Parus|editor3-first=Scott|publication-place=[[Lombard, Illinois|Lombard]]}}</ref> 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.{{refn|name=EGM100|{{cite magazine|date=November 1997|title=100 Best Games of All Time|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|issue=100|pages=155–156|url=https://archive.org/details/electronic-gaming-monthly-issue-100-november-1997_202106/page/n163/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Williams|editor-first=Ken|editor2-last=Boyer|editor2-first=Crispin|editor3-last=Smith|editor3-first=Shawn|editor4-last=Hsu|editor4-first=Dan|editor5-last=Ricciardi|editor5-first=John|display-editors=5|editor6-last=Hager|editor6-first=Dean|editor7-last=Kujawa|editor7-first=Kraig|editor8=Sushi-X}}{{efn|Contrary to the title, the intro to the article (on [https://archive.org/details/electronic-gaming-monthly-issue-100-november-1997_202106/page/n105/mode/2up page 100]) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.}}}}
The design, variety of controls and use of 3D gameplay received praise from [[Video game journalism|video game publications]].<ref name="EPD" /><ref name="N64Mag" /><ref name="gamerevolution-rev">{{cite web|last1=Radakovic|first1=Nebojsa|date=June 6, 2004|title=Super Mario 64 Review|url=http://www.gamerevolution.com/review/32564-super-mario-64-review|url-status=live|archive-url=https://web.archive.org/web/20180215085122/http://www.gamerevolution.com/review/32564-super-mario-64-review|archive-date=February 15, 2018|access-date=February 14, 2018|website=[[GameRevolution]]|publisher=Evolve Media}}</ref> ''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.<ref name="Max7" /> 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".<ref name="GameFan" /> ''[[Official Nintendo Magazine]]'' called it "beautiful in both looks and design".<ref name="ONM" /> Doug Perry of ''[[IGN]]'' agreed that it transitioned the series to 3D perfectly.<ref name="DougPerryIGN" /> ''Electronic Gaming Monthly'' discussed the levels in their initial review, praising them for their size and challenge,<ref name="EGM" /> 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.{{refn|name=EGM100|{{cite magazine|date=November 1997|title=100 Best Games of All Time|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|issue=100|pages=155–156|url=https://archive.org/details/electronic-gaming-monthly-issue-100-november-1997_202106/page/n163/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Williams|editor-first=Ken|editor2-last=Boyer|editor2-first=Crispin|editor3-last=Smith|editor3-first=Shawn|editor4-last=Hsu|editor4-first=Dan|editor5-last=Ricciardi|editor5-first=John|display-editors=5|editor6-last=Hager|editor6-first=Dean|editor7-last=Kujawa|editor7-first=Kraig|editor8=Sushi-X}}{{efn|Contrary to the title, the intro to the article (on [https://archive.org/details/electronic-gaming-monthly-issue-100-november-1997_202106/page/n105/mode/2up page 100]) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.}}}}


''[[Computer and Video Games]]'' editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile.<ref name="CVG" /> ''[[Total!]]'' hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month.{{sfn|Total!|1996|p=63}} Writing for ''[[AllGame]]'', Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course.<ref name="allgame" /> ''[[Nintendo Life]]''{{'s}} Corbie Dillard agreed, calling the variety the game's "greatest genius".<ref name="nlife-review"/> Writing for [[Game Revolution|''GameRevolution'']], Nebojsa Radakovic described ''Super Mario 64'' as one of the few "true" 3D platform games.<ref name="gamerevolution-rev" /> ''[[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.<ref name="N64Mag" /> Victor Lucas of ''[[EP Daily]]'' agreed, praising the freedom, but suggesting players "skip all the sign posts".<ref name="EPD" />
''[[Computer and Video Games]]'' editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile.<ref name="CVG" /> ''[[Total!]]'' hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month.{{sfn|Total!|1996|p=63}} Writing for ''[[AllGame]]'', Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course.<ref name="allgame" /> ''[[Nintendo Life]]''{{'s}} Corbie Dillard agreed, calling the variety the game's "greatest genius".<ref name="nlife-review" /> Writing for [[Game Revolution|''GameRevolution'']], Nebojsa Radakovic described ''Super Mario 64'' as one of the few "true" 3D platform games.<ref name="gamerevolution-rev" /> ''[[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.<ref name="N64Mag" /> Victor Lucas of ''[[EP Daily]]'' agreed, praising the freedom, but suggesting players "skip all the sign posts".<ref name="EPD" />


''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.<ref name="GS-Review" /> ''GamePro'' particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time".<ref name="GPro97" /> Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]".<ref name="CVG" /> Jonti Davies called the visuals phenomenal, and the frame rate respectable.''<ref name="allgame" />'' Doug Perry found the graphics simple but magnificent,<ref name="DougPerryIGN" /> a sentiment shared by ''Next Generation''.<ref name="NextGenRev"/> ''[[Hyper (magazine)|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".<ref name="Hyper" /> ''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".{{sfn|Total!|1996|p=50–51}}
''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.<ref name="GS-Review" /> ''GamePro'' particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time".<ref name="GPro97" /> Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]".<ref name="CVG" /> Jonti Davies called the visuals phenomenal, and the frame rate respectable.''<ref name="allgame" />'' Doug Perry found the graphics simple but magnificent,<ref name="DougPerryIGN" /> a sentiment shared by ''Next Generation''.<ref name="NextGenRev" /> ''[[Hyper (magazine)|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".<ref name="Hyper" /> ''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".{{sfn|Total!|1996|p=50–51}}


The camera system received mixed reviews. [[Next Generation (magazine)|''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.<ref name="NextGenRev" /> Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects.<ref name="DougPerryIGN" /><ref name="gamerevolution-rev" /> ''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,<ref name="EGM"/> a criticism that returned in ''Electronic Gaming Monthly''{{'s}} ''100 Best Games of All Time'' list.{{refn|name=EGM100}} ''[[Game Informer]]'' stated in their 2007 re-review by present-day standards the camera "would almost be considered broken".<ref name="GI171" /> ''Nintendo Power'' also noted the learning curve of the shifting camera.<ref name="ninPowrev">{{cite magazine|date=September 1996|title=Now Playing – September 1996|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=88|pages=96–97|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20088%20%28September%201996%29/page/n103/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom}}</ref> In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments.<ref name="nlife-review"/> This sentiment was shared by ''Total!'', claiming that there were very few occasions where the camera was at a suboptimal angle.{{sfn|Total!|1996|p=60}} 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.<ref name="CVG" />
The camera system received mixed reviews. [[Next Generation (magazine)|''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.<ref name="NextGenRev" /> Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects.<ref name="DougPerryIGN" /><ref name="gamerevolution-rev" /> ''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,<ref name="EGM" /> a criticism that returned in ''Electronic Gaming Monthly''{{'s}} ''100 Best Games of All Time'' list.{{refn|name=EGM100}} ''[[Game Informer]]'' stated in their 2007 re-review by present-day standards the camera "would almost be considered broken".<ref name="GI171" /> ''Nintendo Power'' also noted the learning curve of the shifting camera.<ref name="ninPowrev">{{cite magazine|date=September 1996|title=Now Playing – September 1996|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=88|pages=96–97|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20088%20%28September%201996%29/page/n103/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom}}</ref> In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments.<ref name="nlife-review" /> This sentiment was shared by ''Total!'', claiming that there were very few occasions where the camera was at a suboptimal angle.{{sfn|Total!|1996|p=60}} 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.<ref name="CVG" />


===Awards===
=== 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 "[[List of video games considered the best|the greatest games of all time]]" lists by many reviewers, including ''IGN'',<ref name="IGN100-2007" /><ref name="IGN100-2003">{{cite web|url=http://top100.ign.com/2003/1-10.html|title=IGN's Top 100 Games of All Time: 10–1|year=2003|website=[[IGN]]|archive-url=https://web.archive.org/web/20150306205104/http://top100.ign.com/2003/1-10.html|archive-date=March 6, 2015|url-status=dead|access-date=February 13, 2018|publisher=[[Ziff Davis, LLC]]}}</ref><ref name="IGN100-2005">{{cite web|url=http://top100.ign.com/2005/001-010.html|title=IGN's Top 100 Games: 10–1|year=2005|website=[[IGN]]|archive-url=https://web.archive.org/web/20150228044210/http://top100.ign.com/2005/001-010.html|archive-date=February 28, 2015|url-status=dead|access-date=February 13, 2018}}</ref> ''Game Informer'',<ref name="GIGOTY"/> ''[[Edge (magazine)|Edge]]'',<ref>{{cite magazine|title=The 100 Best Games To Play Today: 5–1|url=http://www.edge-online.com/features/100-best-games-play-today/11/|magazine=[[Edge (magazine)|Edge]]|publication-place=[[Bath, Somerset|Bath]]|access-date=February 14, 2018|archive-url=https://web.archive.org/web/20141029174112/http://www.edge-online.com/features/100-best-games-play-today/11/|archive-date=October 29, 2014|date=March 9, 2009|url-status=dead}}</ref> ''Official Nintendo Magazine,<ref>{{cite web|last1=East|first1=Tom|date=March 2, 2009|title=100 Best Nintendo Games – Part 6|url=http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/|url-status=dead|archive-url=https://web.archive.org/web/20140714005603/http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/|archive-date=July 14, 2014|access-date=February 14, 2018|website=[[Official Nintendo Magazine]]}}</ref>'' ''Electronic Gaming Monthly'',{{refn|name=EGM100}} and ''Nintendo Power''.<ref>{{cite magazine|date=February 2006|title=NP Top 200|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=200|pages=58–66|url=https://archive.org/details/nintendo-power-issue-200-february-2006/page/n63/mode/2up|via=[[archive.org]]|editor-last=Tsuboike|editor-first=Yoshio|editor2-last=Pelland|editor2-first=Scott|editor3-last=Stein|editor3-first=Jessica Joffe|editor4-last=Grimm|editor4-first=Steven|editor5-last=Sinfield|editor5-first=George|display-editors=3|last1=Thomason|first1=Steve|last2=Hoffman|first2=Chris|last3=Myers|first3=Andy|last4=Sheppard|first4=Christopher|display-authors=2|access-date=February 17, 2022}}</ref> ''Electronic Gaming Monthly'' awarded it a Gold award in its initial review,<ref name="EGM2">{{cite magazine|date=January 2004|title=The Ultimate Reviews Archive|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|page=189|issue=174|url=https://archive.org/details/electronic-gaming-monthly-issue-174-january-2004/page/188/mode/2up|via=[[archive.org]]|access-date=November 24, 2021|editor-last=Bettenhausen|editor-first=Shane|publication-place=[[Lombard, Illinois|Lombard]]}}</ref> and it won ''Electronic Gaming Monthly''{{'s}} 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.<ref name="EGMGOTY">{{cite magazine|date=March 1997|title=The Best of '96|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|issue=92|pages=82–91|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20092%20%28March%201997%29/page/n83/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Williams|editor2-first=Ken|editor3-last=Boyer|editor3-first=Crispin|editor4-last=Smith|editor4-first=Shawn|editor5-last=Hsu|editor5-first=Dan|display-editors=5|editor6-last=Parus|editor6-first=Scott}}</ref> 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.<ref name="spotlight">{{cite magazine |title=Spotlight Award Winners|access-date=June 9, 2020 |editor-last=Charia|editor-first=Chris|editor2-last=Anderson|editor2-first=Diana|editor3-last=Baggatta|editor3-first=Patrick|editor4-last=Bagundrigan|editor4-first=Lucky|editor5-last=Russo|editor5-first=Tom|editor6-last=Roberts|editor6-first=Grant|editor7-last=West|editor7-first=Neil|editor8-last=Wilmoth|editor8-first=Mike|display-editors=5|magazine=[[Next Generation (magazine)|Next Generation]] |issue=31|publication-place=[[New York City]]|publisher=[[Imagine Media]] |date=July 1997|page=21 |url=https://archive.org/details/NEXT_Generation_31/page/n22 |via=[[archive.org]]}}</ref> ''Maximum'' gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed.<ref name="Max7"/> ''[[Digitiser]]'' ranked it the best [[1997 in video games|game of 1997]], above ''[[Final Fantasy VII]]'' as runner-up.<ref name="Digitiser"/>
''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 "[[List of video games considered the best|the greatest games of all time]]" lists by many reviewers, including ''IGN'',<ref name="IGN100-2007" /><ref name="IGN100-2003">{{cite web|url=http://top100.ign.com/2003/1-10.html|title=IGN's Top 100 Games of All Time: 10–1|year=2003|website=[[IGN]]|archive-url=https://web.archive.org/web/20150306205104/http://top100.ign.com/2003/1-10.html|archive-date=March 6, 2015|url-status=dead|access-date=February 13, 2018|publisher=[[Ziff Davis, LLC]]}}</ref><ref name="IGN100-2005">{{cite web|url=http://top100.ign.com/2005/001-010.html|title=IGN's Top 100 Games: 10–1|year=2005|website=[[IGN]]|archive-url=https://web.archive.org/web/20150228044210/http://top100.ign.com/2005/001-010.html|archive-date=February 28, 2015|url-status=dead|access-date=February 13, 2018}}</ref> ''Game Informer'',<ref name="GIGOTY" /> ''[[Edge (magazine)|Edge]]'',<ref>{{cite magazine|title=The 100 Best Games To Play Today: 5–1|url=http://www.edge-online.com/features/100-best-games-play-today/11/|magazine=[[Edge (magazine)|Edge]]|publication-place=[[Bath, Somerset|Bath]]|access-date=February 14, 2018|archive-url=https://web.archive.org/web/20141029174112/http://www.edge-online.com/features/100-best-games-play-today/11/|archive-date=October 29, 2014|date=March 9, 2009|url-status=dead}}</ref> ''Official Nintendo Magazine,<ref>{{cite web|last1=East|first1=Tom|date=March 2, 2009|title=100 Best Nintendo Games – Part 6|url=http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/|url-status=dead|archive-url=https://web.archive.org/web/20140714005603/http://www.officialnintendomagazine.co.uk/7327/features/100-best-nintendo-games-part-6/|archive-date=July 14, 2014|access-date=February 14, 2018|website=[[Official Nintendo Magazine]]}}</ref>'' ''Electronic Gaming Monthly'',{{refn|name=EGM100}} and ''Nintendo Power''.<ref>{{cite magazine|date=February 2006|title=NP Top 200|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|issue=200|pages=58–66|url=https://archive.org/details/nintendo-power-issue-200-february-2006/page/n63/mode/2up|via=[[archive.org]]|editor-last=Tsuboike|editor-first=Yoshio|editor2-last=Pelland|editor2-first=Scott|editor3-last=Stein|editor3-first=Jessica Joffe|editor4-last=Grimm|editor4-first=Steven|editor5-last=Sinfield|editor5-first=George|display-editors=3|last1=Thomason|first1=Steve|last2=Hoffman|first2=Chris|last3=Myers|first3=Andy|last4=Sheppard|first4=Christopher|display-authors=2|access-date=February 17, 2022}}</ref> ''Electronic Gaming Monthly'' awarded it a Gold award in its initial review,<ref name="EGM2">{{cite magazine|date=January 2004|title=The Ultimate Reviews Archive|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|page=189|issue=174|url=https://archive.org/details/electronic-gaming-monthly-issue-174-january-2004/page/188/mode/2up|via=[[archive.org]]|access-date=November 24, 2021|editor-last=Bettenhausen|editor-first=Shane|publication-place=[[Lombard, Illinois|Lombard]]}}</ref> and it won ''Electronic Gaming Monthly''{{'s}} 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.<ref name="EGMGOTY">{{cite magazine|date=March 1997|title=The Best of '96|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|issue=92|pages=82–91|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20092%20%28March%201997%29/page/n83/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Williams|editor2-first=Ken|editor3-last=Boyer|editor3-first=Crispin|editor4-last=Smith|editor4-first=Shawn|editor5-last=Hsu|editor5-first=Dan|display-editors=5|editor6-last=Parus|editor6-first=Scott}}</ref> 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.<ref name="spotlight">{{cite magazine |title=Spotlight Award Winners|access-date=June 9, 2020 |editor-last=Charia|editor-first=Chris|editor2-last=Anderson|editor2-first=Diana|editor3-last=Baggatta|editor3-first=Patrick|editor4-last=Bagundrigan|editor4-first=Lucky|editor5-last=Russo|editor5-first=Tom|editor6-last=Roberts|editor6-first=Grant|editor7-last=West|editor7-first=Neil|editor8-last=Wilmoth|editor8-first=Mike|display-editors=5|magazine=[[Next Generation (magazine)|Next Generation]] |issue=31|publication-place=[[New York City]]|publisher=[[Imagine Media]] |date=July 1997|page=21 |url=https://archive.org/details/NEXT_Generation_31/page/n22 |via=[[archive.org]]}}</ref> ''Maximum'' gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed.<ref name="Max7" /> ''[[Digitiser]]'' ranked it the best [[1997 in video games|game of 1997]], above ''[[Final Fantasy VII]]'' as runner-up.<ref name="Digitiser" />


{| class="wikitable plainrowheaders" style="margin:1em auto;"
{| class="wikitable plainrowheaders" style="margin:1em auto;"
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| Game of the Month (June)
| Game of the Month (June)
| {{Won}}
| {{Won}}
| style="text-align:center;" |<ref name="Max7"/>
| style="text-align:center;" |<ref name="Max7" />
|-
|-
! scope="row" rowspan="6" | ''[[Electronic Gaming Monthly]]''
! scope="row" rowspan="6" | ''[[Electronic Gaming Monthly]]''
| Game of the Month (September)
| Game of the Month (September)
| {{Won}}
| {{Won}}
| style="text-align:center;" |<ref name="EGM"/>
| style="text-align:center;" |<ref name="EGM" />
|-
|-
| Gold Award
| Gold Award
| {{Won}}
| {{Won}}
| style="text-align:center;" |<ref name="EGM2"/>
| style="text-align:center;" |<ref name="EGM2" />
|-
|-
| Nintendo 64 Game of the Year
| Nintendo 64 Game of the Year
| {{Won}}
| {{Won}}
| style="text-align:center;" scope="rowgroup" rowspan="4" |<ref name="EGMGOTY"/>
| style="text-align:center;" scope="rowgroup" rowspan="4" |<ref name="EGMGOTY" />
|-
|-
| Adventure Game of the Year
| Adventure Game of the Year
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! scope="row" rowspan="3" | [[Spotlight Awards]]
! scope="row" rowspan="3" | [[Spotlight Awards]]
| {{Won}}
| {{Won}}
| style="text-align:center;" scope="rowgroup" rowspan="3" |<ref name="spotlight"/>
| style="text-align:center;" scope="rowgroup" rowspan="3" |<ref name="spotlight" />
|-
|-
| Best Use of Innovative Technology
| Best Use of Innovative Technology
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| scope="rowgroup" rowspan="3" | Game of the Year
| scope="rowgroup" rowspan="3" | Game of the Year
| {{Won}}
| {{Won}}
| style="text-align:center;" |<ref name="Digitiser"/>
| style="text-align:center;" |<ref name="Digitiser" />
|-
|-
! scope="row" | ''[[Computer and Video Games]]''
! scope="row" | ''[[Computer and Video Games]]''
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| Gold Award
| Gold Award
| {{Won}}
| {{Won}}
| style="text-align:center;" |<ref name="eccsell"/>
| style="text-align:center;" |<ref name="eccsell" />
|}
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''Super Mario 64'' was key to the early success of and anticipation for the Nintendo 64.<ref name="GI171" />{{refn|name=EGM100}}<ref name="GD-Top25">{{cite web| url = http://www.gamedaily.com/articles/galleries/top-25-greatest-nintendo-games/225/?page=19| archive-url = https://web.archive.org/web/20080312000454/http://www.gamedaily.com/articles/galleries/top-25-greatest-nintendo-games/225/?page=19| archive-date = March 12, 2008| title = Top 25 Greatest Nintendo Games – No. 7 Super Mario 64 (N64)| website = [[GameDaily]] | publisher = [[AOL]] | access-date =February 9, 2008}}</ref> Lee Hutchinson, a former [[GameStop|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.<ref name="arsTechinca"/> Eventually, the Nintendo 64 lost much of its market share to Sony's [[PlayStation (console)|PlayStation]], partly due to its [[Nintendo 64 Game Pak|cartridge]] and controller design decisions, which were reportedly implemented by Miyamoto for ''Super Mario 64''.<ref name="1up1">{{cite web|title=The Essential 50 Part 36: Super Mario 64|url=http://www.1up.com/do/feature?cId=3135350|archive-url=https://web.archive.org/web/20160328140117/http://www.1up.com/features/essential-50-mario-64|archive-date=March 28, 2016|access-date=February 13, 2018|website=[[1Up.com]]}}</ref>
''Super Mario 64'' was key to the early success of and anticipation for the Nintendo 64.<ref name="GI171" />{{refn|name=EGM100}}<ref name="GD-Top25">{{cite web| url = http://www.gamedaily.com/articles/galleries/top-25-greatest-nintendo-games/225/?page=19| archive-url = https://web.archive.org/web/20080312000454/http://www.gamedaily.com/articles/galleries/top-25-greatest-nintendo-games/225/?page=19| archive-date = March 12, 2008| title = Top 25 Greatest Nintendo Games – No. 7 Super Mario 64 (N64)| website = [[GameDaily]] | publisher = [[AOL]] | access-date =February 9, 2008}}</ref> Lee Hutchinson, a former [[GameStop|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.<ref name="arsTechinca" /> Eventually, the Nintendo 64 lost much of its market share to Sony's [[PlayStation (console)|PlayStation]], partly due to its [[Nintendo 64 Game Pak|cartridge]] and controller design decisions, which were reportedly implemented by Miyamoto for ''Super Mario 64''.<ref name="1up1">{{cite web|title=The Essential 50 Part 36: Super Mario 64|url=http://www.1up.com/do/feature?cId=3135350|archive-url=https://web.archive.org/web/20160328140117/http://www.1up.com/features/essential-50-mario-64|archive-date=March 28, 2016|access-date=February 13, 2018|website=[[1Up.com]]}}</ref>


In 2012, ''Super Mario 64'' was among the 80 entries in the [[Smithsonian American Art Museum]]'s [[The Art of Video Games]] exhibit.<ref>{{cite web|last=Epstein|first=Mike|date=May 5, 2011|title=The Smithsonian Has Picked the Games of Its Art of Video Games Exhibit|url=https://kotaku.com/the-smithsonian-has-picked-the-games-of-its-art-of-vide-5799017|access-date=March 22, 2018|url-status=live|archive-url=https://web.archive.org/web/20101106085901/http://kotaku.com/#!5799017/the-smithsonian-has-picked-the-games-of-its-art-of-video-games-exhibit|archive-date=November 6, 2010|work=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
In 2012, ''Super Mario 64'' was among the 80 entries in the [[Smithsonian American Art Museum]]'s [[The Art of Video Games]] exhibit.<ref>{{cite web|last=Epstein|first=Mike|date=May 5, 2011|title=The Smithsonian Has Picked the Games of Its Art of Video Games Exhibit|url=https://kotaku.com/the-smithsonian-has-picked-the-games-of-its-art-of-vide-5799017|access-date=March 22, 2018|url-status=live|archive-url=https://web.archive.org/web/20101106085901/http://kotaku.com/#!5799017/the-smithsonian-has-picked-the-games-of-its-art-of-video-games-exhibit|archive-date=November 6, 2010|work=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>


===Influence===
=== Influence ===
''Super Mario 64'' set many precedents for 3D platformers as one of the most influential video games.{{refn|name=EGM100}}<ref name="1up1" /><ref name="GWR08-2">{{cite book| editor-first= Craig| editor-last= Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]|year=2008| publisher= [[Jim Pattison Group]]| isbn= 978-1-904994-21-3| pages= 108–110| chapter= Record Breaking Games: Platform Games| chapter-url-access= registration| chapter-url= https://archive.org/details/guinnessworldrec00guin_0/page/108|via=[[archive.org]]|access-date=December 18, 2019}}</ref><ref>{{cite web| title = Most Influential Video Games| url = http://www.gamedaily.com/articles/galleries/most-influential-video-games/168/?page=12| website = [[GameDaily]] | publisher = [[AOL]] | archive-url = https://web.archive.org/web/20090618001625/http://www.gamedaily.com/articles/galleries/most-influential-video-games/168/?page=12| archive-date = June 18, 2009| url-status = dead| access-date =January 23, 2008}}</ref> The game is known for its [[Nonlinear gameplay|nonlinear]], open freedom, which has been acclaimed by [[video game developer]]s and journalists. ''[[1Up.com]]'' 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.<ref name="1up1" /> 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.<ref>{{cite web|last1=Etherington|first1=Daniel|date=October 25, 2003|title=Platform Video Games Evolve|url=http://news.bbc.co.uk/1/hi/technology/3211627.stm|url-status=live|archive-url=https://web.archive.org/web/20040617070502/http://news.bbc.co.uk/1/hi/technology/3211627.stm|archive-date=June 17, 2004|access-date=February 14, 2018|website=[[BBC News]]|publisher=[[BBC]]}}</ref> Its mission-based level design inspired game designers such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' (1997) producer and director [[Martin Hollis (video game designer)|Martin Hollis]] and the development team of ''[[Tony Hawk's Pro Skater (video game)|Tony Hawk's Pro Skater]]''.<ref>{{cite web|url=http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher=[[Zoonami]] |date=September 2, 2004 |access-date=February 11, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archive-date=July 18, 2011 }}</ref><ref>{{cite magazine |url=https://archive.org/details/retro_gamer/RetroGamer_131/page/84/mode/2up |title=The Making of Tony Hawk's Pro Skater|publication-place=[[Bournemouth]] |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |issue=131 |date=August 2014 |pages=85–86|via=[[archive.org]]|access-date=January 9, 2022|editor-last=Jones|editor-first=Darran|editor2-last=King|editor2-first=Ryan|last=Thorpe|first=Nick|editor3-last=Holmes|editor3-first=Steve|editor4-last=Downes|editor4-first=Andy}}</ref> [[Dan Houser]], a prominent figure in the development of the [[Grand Theft Auto|''Grand Theft Auto'' series]], stated, "Anyone who makes 3D games who says they've not borrowed something from ''Mario'' or ''Zelda'' [of the Nintendo 64] is lying".<ref name="Americana">{{cite interview | title=Americana at Its Most Felonious: Q. And A.: Rockstar's Dan Houser on Grand Theft Auto V | interviewer=Chris Suellentrop | first=Dan | last=Houser | date=November 9, 2012 | url=https://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html?pagewanted=all&_r=2& | website=[[The New York Times]] | access-date=March 3, 2015 | url-status=live | archive-url=https://web.archive.org/web/20130926112215/http://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html?pagewanted=all&_r=2& | archive-date=September 26, 2013|url-access=subscription}}</ref> [[Square Enix]] has stated that a coincidental meeting with [[Disney]] employees resulted in the creation of the ''[[Kingdom Hearts]]'' series, inspired by ''Super Mario 64''{{'s}} use of 3D environments and exploration.<ref>{{Cite journal|last=Newton|first=Cooper|date=April 28, 2020|title=Kingdom Hearts: An Unusual Crossover of American and Japanese Cultures|url=https://digscholarship.unco.edu/ug_pres_2020/5|url-status=live|journal=2020 Undergraduate Presentations|publisher=[[University of Northern Colorado]]|publication-place=[[Greeley, Colorado|Greeley]]|page=5|archive-url=https://web.archive.org/web/20210307035245/https://digscholarship.unco.edu/ug_pres_2020/5/|archive-date=March 7, 2021|access-date=February 19, 2022}}</ref> Chris Sutherland, who served as the lead designer for [[Banjo-Kazooie (video game)|''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''.<ref name="gamesradarplus" />
''Super Mario 64'' set many precedents for 3D platformers as one of the most influential video games.{{refn|name=EGM100}}<ref name="1up1" /><ref name="GWR08-2">{{cite book| editor-first= Craig| editor-last= Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]|year=2008| publisher= [[Jim Pattison Group]]| isbn= 978-1-904994-21-3| pages= 108–110| chapter= Record Breaking Games: Platform Games| chapter-url-access= registration| chapter-url= https://archive.org/details/guinnessworldrec00guin_0/page/108|via=[[archive.org]]|access-date=December 18, 2019}}</ref><ref>{{cite web| title = Most Influential Video Games| url = http://www.gamedaily.com/articles/galleries/most-influential-video-games/168/?page=12| website = [[GameDaily]] | publisher = [[AOL]] | archive-url = https://web.archive.org/web/20090618001625/http://www.gamedaily.com/articles/galleries/most-influential-video-games/168/?page=12| archive-date = June 18, 2009| url-status = dead| access-date =January 23, 2008}}</ref> The game is known for its [[Nonlinear gameplay|nonlinear]], open freedom, which has been acclaimed by [[video game developer]]s and journalists. ''[[1Up.com]]'' 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.<ref name="1up1" /> 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.<ref>{{cite web|last1=Etherington|first1=Daniel|date=October 25, 2003|title=Platform Video Games Evolve|url=http://news.bbc.co.uk/1/hi/technology/3211627.stm|url-status=live|archive-url=https://web.archive.org/web/20040617070502/http://news.bbc.co.uk/1/hi/technology/3211627.stm|archive-date=June 17, 2004|access-date=February 14, 2018|website=[[BBC News]]|publisher=[[BBC]]}}</ref> Its mission-based level design inspired game designers such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' (1997) producer and director [[Martin Hollis (video game designer)|Martin Hollis]] and the development team of ''[[Tony Hawk's Pro Skater (video game)|Tony Hawk's Pro Skater]]''.<ref>{{cite web|url=http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher=[[Zoonami]] |date=September 2, 2004 |access-date=February 11, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archive-date=July 18, 2011 }}</ref><ref>{{cite magazine |url=https://archive.org/details/retro_gamer/RetroGamer_131/page/84/mode/2up |title=The Making of Tony Hawk's Pro Skater|publication-place=[[Bournemouth]] |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |issue=131 |date=August 2014 |pages=85–86|via=[[archive.org]]|access-date=January 9, 2022|editor-last=Jones|editor-first=Darran|editor2-last=King|editor2-first=Ryan|last=Thorpe|first=Nick|editor3-last=Holmes|editor3-first=Steve|editor4-last=Downes|editor4-first=Andy}}</ref> [[Dan Houser]], a prominent figure in the development of the [[Grand Theft Auto|''Grand Theft Auto'' series]], stated, "Anyone who makes 3D games who says they've not borrowed something from ''Mario'' or ''Zelda'' [of the Nintendo 64] is lying".<ref name="Americana">{{cite interview | title=Americana at Its Most Felonious: Q. And A.: Rockstar's Dan Houser on Grand Theft Auto V | interviewer=Chris Suellentrop | first=Dan | last=Houser | date=November 9, 2012 | url=https://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html?pagewanted=all&_r=2& | website=[[The New York Times]] | access-date=March 3, 2015 | url-status=live | archive-url=https://web.archive.org/web/20130926112215/http://www.nytimes.com/2012/11/10/arts/video-games/q-and-a-rockstars-dan-houser-on-grand-theft-auto-v.html?pagewanted=all&_r=2& | archive-date=September 26, 2013|url-access=subscription}}</ref> [[Square Enix]] has stated that a coincidental meeting with [[Disney]] employees resulted in the creation of the ''[[Kingdom Hearts]]'' series, inspired by ''Super Mario 64''{{'s}} use of 3D environments and exploration.<ref>{{Cite journal|last=Newton|first=Cooper|date=April 28, 2020|title=Kingdom Hearts: An Unusual Crossover of American and Japanese Cultures|url=https://digscholarship.unco.edu/ug_pres_2020/5|url-status=live|journal=2020 Undergraduate Presentations|publisher=[[University of Northern Colorado]]|publication-place=[[Greeley, Colorado|Greeley]]|page=5|archive-url=https://web.archive.org/web/20210307035245/https://digscholarship.unco.edu/ug_pres_2020/5/|archive-date=March 7, 2021|access-date=February 19, 2022}}</ref> Chris Sutherland, who served as the lead designer for [[Banjo-Kazooie (video game)|''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''.<ref name="gamesradarplus" />


''Super Mario 64'' introduced a free-floating camera that can be controlled independently of the character.<ref name="GWR08-2" /> To increase freedom of exploration and fluid control in a 3D world, ''Super Mario 64'' designers created a dynamic virtual [[professional video camera|video camera]] that turns and accelerates according to the character's actions.<ref>{{Cite journal|last=Rabin|first=Steve|author-link=Steve Rabin|date=July 26, 2001|title=Classic Super Mario 64 Third-Person Control and Animation|url=https://archive.org/details/game-programming-gems-2/page/424/mode/1up?q=%22super+mario+64%22|journal=Game Programming Gems 2|volume=2|page=424|via=[[archive.org]]|access-date=October 20, 2021}}</ref> 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''{{'s}} addition of the [[Strafing (video games)#Circle strafing|lock-on camera]] and concluded that the two games were trailblazers for the 3D era.<ref>{{cite magazine|title=3-D Trailblazers|magazine=[[Nintendo Power]]|publisher=[[Future US|Future US, Inc]]|publication-place=[[New York City]]|date=January 2010|page=48|issue=250|url=https://archive.org/details/nintendo-power-issue-250-january-2010/page/48/mode/2up|via=[[archive.org]]|editor-last=Slate|editor-first=Chris|editor2-last=Thomason|editor2-first=Steve|editor3-last=Hoffman|editor3-first=Chris|editor4-last=Cheng|editor4-first=Justin|editor5-last=Cunningham|editor5-first=Candace|display-editors=5|editor6-last=Pelland|editor6-first=Scott|access-date=February 17, 2022}}</ref> ''[[PC Magazine]]''{{'s}} 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.<ref>{{Cite web|last=Jensen|first=K. Thor|date=June 23, 2021|title=25 Years Ago, Super Mario 64 Rocketed Nintendo into the Third Dimension|url=https://www.pcmag.com/news/25-years-ago-super-mario-64-rocketed-nintendo-into-the-third-dimension|url-status=live|archive-url=https://web.archive.org/web/20210623131543/https://www.pcmag.com/news/25-years-ago-super-mario-64-rocketed-nintendo-into-the-third-dimension|archive-date=June 23, 2021|access-date=June 30, 2021|website=[[PC Magazine]]|publisher=[[Ziff Davis, LLC]]}}</ref>
''Super Mario 64'' introduced a free-floating camera that can be controlled independently of the character.<ref name="GWR08-2" /> To increase freedom of exploration and fluid control in a 3D world, ''Super Mario 64'' designers created a dynamic virtual [[professional video camera|video camera]] that turns and accelerates according to the character's actions.<ref>{{Cite journal|last=Rabin|first=Steve|author-link=Steve Rabin|date=July 26, 2001|title=Classic Super Mario 64 Third-Person Control and Animation|url=https://archive.org/details/game-programming-gems-2/page/424/mode/1up?q=%22super+mario+64%22|journal=Game Programming Gems 2|volume=2|page=424|via=[[archive.org]]|access-date=October 20, 2021}}</ref> 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''{{'s}} addition of the [[Strafing (video games)#Circle strafing|lock-on camera]] and concluded that the two games were trailblazers for the 3D era.<ref>{{cite magazine|title=3-D Trailblazers|magazine=[[Nintendo Power]]|publisher=[[Future US]], Inc|publication-place=[[New York City]]|date=January 2010|page=48|issue=250|url=https://archive.org/details/nintendo-power-issue-250-january-2010/page/48/mode/2up|via=[[archive.org]]|editor-last=Slate|editor-first=Chris|editor2-last=Thomason|editor2-first=Steve|editor3-last=Hoffman|editor3-first=Chris|editor4-last=Cheng|editor4-first=Justin|editor5-last=Cunningham|editor5-first=Candace|display-editors=5|editor6-last=Pelland|editor6-first=Scott|access-date=February 17, 2022}}</ref> ''[[PC Magazine]]''{{'s}} 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.<ref>{{Cite web|last=Jensen|first=K. Thor|date=June 23, 2021|title=25 Years Ago, Super Mario 64 Rocketed Nintendo into the Third Dimension|url=https://www.pcmag.com/news/25-years-ago-super-mario-64-rocketed-nintendo-into-the-third-dimension|url-status=live|archive-url=https://web.archive.org/web/20210623131543/https://www.pcmag.com/news/25-years-ago-super-mario-64-rocketed-nintendo-into-the-third-dimension|archive-date=June 23, 2021|access-date=June 30, 2021|website=[[PC Magazine]]|publisher=[[Ziff Davis, LLC]]}}</ref>


''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.<ref>{{Cite magazine| date= June 1996| title= Super Mario 64| magazine= [[Nintendo Power]] |issue= 85| pages= 16–17|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20085%20%28June%201996%29/page/n15/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom|last5=Sinfield|first5=George}}</ref> 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".<ref>{{cite magazine |title=The 10 Most Important Games |magazine=[[Electronic Gaming Monthly]] |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|via=[[archive.org]]|access-date=September 23, 2021|editor-last=Hsu|editor-first=Dan}}</ref>
''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.<ref>{{Cite magazine| date= June 1996| title= Super Mario 64| magazine= [[Nintendo Power]] |issue= 85| pages= 16–17|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20085%20%28June%201996%29/page/n15/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Miller|first1=Kent|last2=Munson|first2=Terry|display-authors=2|last3=Shinoda|first3=Paul|last4=Wharton|first4=Tom|last5=Sinfield|first5=George}}</ref> 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".<ref>{{cite magazine |title=The 10 Most Important Games |magazine=[[Electronic Gaming Monthly]] |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up|publisher=[[Ziff Davis, LLC]]|publication-place=[[Lombard, Illinois|Lombard]]|via=[[archive.org]]|access-date=September 23, 2021|editor-last=Hsu|editor-first=Dan}}</ref>
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In July{{Nbsp}}2021, a pristine, sealed copy of ''Super Mario 64'' was auctioned for {{USD|1560000|long=no}}, the largest amount ever paid for a video game.<ref>{{cite web|last=Molloy|first=David|date=July 12, 2021|title=Super Mario 64 Game Sells for Record-breaking $1.5M at Auction|url=https://www.bbc.com/news/technology-57804089|url-status=live|archive-url=https://web.archive.org/web/20210712103820/https://www.bbc.com/news/technology-57804089|archive-date=July 12, 2021|website=[[BBC News]]|publisher=[[BBC]]|accessdate=July 12, 2021}}</ref><ref>{{Cite magazine|last1=Kreps|first1=Daniel|date=July 11, 2021|title=Pristine 'Super Mario 64' Breaks Video Game Auction Record With $1.56 Million|url=https://www.rollingstone.com/culture/culture-news/super-mario-64-auction-record-1195538/|url-status=live|archive-url=https://web.archive.org/web/20210711190316/https://www.rollingstone.com/culture/culture-news/super-mario-64-auction-record-1195538/|archive-date=July 11, 2021|access-date=July 12, 2021|magazine=[[Rolling Stone]]}}</ref> [[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".<ref>{{Cite web|last=Hall|first=Rachel|date=July 12, 2021|title=Mint Condition Super Mario 64 Game Sold for Record $1.5M|url=http://www.theguardian.com/games/2021/jul/12/mint-condition-super-mario-64-game-sold-for-record-1-5m|url-status=live|archive-url=https://web.archive.org/web/20210712133607/https://www.theguardian.com/games/2021/jul/12/mint-condition-super-mario-64-game-sold-for-record-1-5m|archive-date=July 12, 2021|access-date=July 12, 2021|website=[[The Guardian]]}}</ref>
In July{{Nbsp}}2021, a pristine, sealed copy of ''Super Mario 64'' was auctioned for {{USD|1560000|long=no}}, the largest amount ever paid for a video game.<ref>{{cite web|last=Molloy|first=David|date=July 12, 2021|title=Super Mario 64 Game Sells for Record-breaking $1.5M at Auction|url=https://www.bbc.com/news/technology-57804089|url-status=live|archive-url=https://web.archive.org/web/20210712103820/https://www.bbc.com/news/technology-57804089|archive-date=July 12, 2021|website=[[BBC News]]|publisher=[[BBC]]|accessdate=July 12, 2021}}</ref><ref>{{Cite magazine|last1=Kreps|first1=Daniel|date=July 11, 2021|title=Pristine 'Super Mario 64' Breaks Video Game Auction Record With $1.56 Million|url=https://www.rollingstone.com/culture/culture-news/super-mario-64-auction-record-1195538/|url-status=live|archive-url=https://web.archive.org/web/20210711190316/https://www.rollingstone.com/culture/culture-news/super-mario-64-auction-record-1195538/|archive-date=July 11, 2021|access-date=July 12, 2021|magazine=[[Rolling Stone]]}}</ref> [[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".<ref>{{Cite web|last=Hall|first=Rachel|date=July 12, 2021|title=Mint Condition Super Mario 64 Game Sold for Record $1.5M|url=http://www.theguardian.com/games/2021/jul/12/mint-condition-super-mario-64-game-sold-for-record-1-5m|url-status=live|archive-url=https://web.archive.org/web/20210712133607/https://www.theguardian.com/games/2021/jul/12/mint-condition-super-mario-64-game-sold-for-record-1-5m|archive-date=July 12, 2021|access-date=July 12, 2021|website=[[The Guardian]]}}</ref>


===Successors===
=== Successors ===
A sequel was planned for the disk drive add-on, under the codename ''[[Super Mario 128]]''.<ref name="Playboy Mario 128">{{cite web|last=Gantayat|first=Anoop|date=December 10, 2002|title=Nintendo Talks Pikmin 2 and Mario 128|url=https://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|url-status=live|archive-url=https://web.archive.org/web/20141012232148/http://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|archive-date=October 12, 2014|access-date=July 30, 2019|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> In July{{Nbsp}}1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on ''Super Mario 64''.<ref>{{cite magazine|title=Gaming Gossip |magazine=[[Electronic Gaming Monthly]] |issue=85|publisher=[[Ziff Davis, LLC]] |publication-place=[[Lombard, Illinois|Lombard]]|date=August 1996 |page=30|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20085%20%28August%201996%29/page/n29/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Boyer|editor2-first=Crispin|editor3-last=Smith|editor3-first=Shawn|editor4-last=Hsu|editor4-first=Dan|editor5-last=Parus|editor5-first=Scott}}</ref> Miyamoto affirmed that work on the sequel had only commenced at the time of the E3{{nbsp}}1997 convention.<ref name="npinterview">{{Cite magazine|date=August 1997| magazine = [[Nintendo Power]]| title= Pak Watch E3 Report 'The Game Masters' | pages= 104–105 | publisher=[[Nintendo of America]]|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20099%20%28August%201997%29/page/n113/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|issue=99|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Munson|first1=Terry|last2=Shinoda|first2=Paul|display-authors=2|last3=Wharton|first3=Tom|last4=Leung|first4=Jason|publication-place=[[Redmond, Washington|Redmond]]}}</ref> The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive.<ref name="64-2">{{cite web|title=Super Mario 64 II|url=https://www.ign.com/games/super-mario-64-ii|url-status=live|archive-url=https://web.archive.org/web/20080925235608/http://ign64.ign.com/objects/001/001960.html|archive-date=September 25, 2008|access-date=August 4, 2021|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref><ref>{{cite web|url=http://wii.ign.com/articles/726/726761p1.html|title=Miyamoto Opens the Vault|website=[[IGN]]|last=Gantayat|first=Anoop|date=August 21, 2006|access-date=October 22, 2007|url-status=dead|archive-url=https://web.archive.org/web/20101212225916/http://wii.ign.com/articles/726/726761p1.html|archive-date=December 12, 2010|publisher=[[Ziff Davis, LLC]]}}</ref>
A sequel was planned for the disk drive add-on, under the codename ''[[Super Mario 128]]''.<ref name="Playboy Mario 128">{{cite web|last=Gantayat|first=Anoop|date=December 10, 2002|title=Nintendo Talks Pikmin 2 and Mario 128|url=https://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|url-status=live|archive-url=https://web.archive.org/web/20141012232148/http://www.ign.com/articles/2002/12/10/nintendo-talks-pikmin-2-and-mario-128|archive-date=October 12, 2014|access-date=July 30, 2019|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> In July{{Nbsp}}1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on ''Super Mario 64''.<ref>{{cite magazine|title=Gaming Gossip |magazine=[[Electronic Gaming Monthly]] |issue=85|publisher=[[Ziff Davis, LLC]] |publication-place=[[Lombard, Illinois|Lombard]]|date=August 1996 |page=30|url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20085%20%28August%201996%29/page/n29/mode/2up|via=[[archive.org]]|access-date=February 16, 2022|editor-last=Semrad|editor-first=Ed|editor2-last=Boyer|editor2-first=Crispin|editor3-last=Smith|editor3-first=Shawn|editor4-last=Hsu|editor4-first=Dan|editor5-last=Parus|editor5-first=Scott}}</ref> Miyamoto affirmed that work on the sequel had only commenced at the time of the E3{{nbsp}}1997 convention.<ref name="npinterview">{{Cite magazine|date=August 1997| magazine = [[Nintendo Power]]| title= Pak Watch E3 Report 'The Game Masters' | pages= 104–105 | publisher=[[Nintendo of America]]|url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20099%20%28August%201997%29/page/n113/mode/2up|via=[[archive.org]]|access-date=February 17, 2022|issue=99|editor-last=Tilden|editor-first=Gail|editor2-last=Swan|editor2-first=Leslie|editor3-last=Pelland|editor3-first=Scott|last1=Munson|first1=Terry|last2=Shinoda|first2=Paul|display-authors=2|last3=Wharton|first3=Tom|last4=Leung|first4=Jason|publication-place=[[Redmond, Washington|Redmond]]}}</ref> The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive.<ref name="64-2">{{cite web|title=Super Mario 64 II|url=https://www.ign.com/games/super-mario-64-ii|url-status=live|archive-url=https://web.archive.org/web/20080925235608/http://ign64.ign.com/objects/001/001960.html|archive-date=September 25, 2008|access-date=August 4, 2021|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref><ref>{{cite web|url=http://wii.ign.com/articles/726/726761p1.html|title=Miyamoto Opens the Vault|website=[[IGN]]|last=Gantayat|first=Anoop|date=August 21, 2006|access-date=October 22, 2007|url-status=dead|archive-url=https://web.archive.org/web/20101212225916/http://wii.ign.com/articles/726/726761p1.html|archive-date=December 12, 2010|publisher=[[Ziff Davis, LLC]]}}</ref>


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The Nintendo Switch game ''[[Super Mario Odyssey]]'' returns to ''Super Mario 64''{{'s}} open design;<ref>{{cite web|last1=Plante|first1=Chris|title=Super Mario Odyssey Is an Open-world Sandbox Game for Nintendo Switch|url=https://www.theverge.com/2017/1/12/14257408/nintendo-new-super-mario-odyssey-announced-switch|website=[[The Verge]]|date=January 12, 2017|access-date=January 18, 2017|url-status=live|archive-url=https://web.archive.org/web/20170114015639/http://www.theverge.com/2017/1/12/14257408/nintendo-new-super-mario-odyssey-announced-switch|archive-date=January 14, 2017}}</ref> 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.<ref name="polygon postgame">{{cite web |last=Kohlar |first=Phillip |date=October 27, 2017 |title=Super Mario Odyssey Unlocks a Ton of Bonuses After You Beat the Game |url=https://www.polygon.com/2017/10/26/16553906/super-mario-odyssey-post-game-unlocks-ending |url-status=live |archive-url=https://web.archive.org/web/20171107060925/https://www.polygon.com/2017/10/26/16553906/super-mario-odyssey-post-game-unlocks-ending |archive-date=November 7, 2017 |access-date=November 6, 2017 |work=[[Polygon (website)|Polygon]]}}</ref><ref>{{Cite web |last=Loveridge |first=Sam |date=November 10, 2017 |title=All the Super Mario Odyssey Easter Eggs and Secrets You Might Have Missed |url=https://www.gamesradar.com/super-mario-odyssey-easter-eggs-and-secrets-guide/|access-date=June 28, 2022 |website=[[GamesRadar+]]|archive-url=https://web.archive.org/web/20211202113537/https://www.gamesradar.com/super-mario-odyssey-easter-eggs-and-secrets-guide/|archive-date=December 2, 2021|url-status=live}}</ref>
The Nintendo Switch game ''[[Super Mario Odyssey]]'' returns to ''Super Mario 64''{{'s}} open design;<ref>{{cite web|last1=Plante|first1=Chris|title=Super Mario Odyssey Is an Open-world Sandbox Game for Nintendo Switch|url=https://www.theverge.com/2017/1/12/14257408/nintendo-new-super-mario-odyssey-announced-switch|website=[[The Verge]]|date=January 12, 2017|access-date=January 18, 2017|url-status=live|archive-url=https://web.archive.org/web/20170114015639/http://www.theverge.com/2017/1/12/14257408/nintendo-new-super-mario-odyssey-announced-switch|archive-date=January 14, 2017}}</ref> 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.<ref name="polygon postgame">{{cite web |last=Kohlar |first=Phillip |date=October 27, 2017 |title=Super Mario Odyssey Unlocks a Ton of Bonuses After You Beat the Game |url=https://www.polygon.com/2017/10/26/16553906/super-mario-odyssey-post-game-unlocks-ending |url-status=live |archive-url=https://web.archive.org/web/20171107060925/https://www.polygon.com/2017/10/26/16553906/super-mario-odyssey-post-game-unlocks-ending |archive-date=November 7, 2017 |access-date=November 6, 2017 |work=[[Polygon (website)|Polygon]]}}</ref><ref>{{Cite web |last=Loveridge |first=Sam |date=November 10, 2017 |title=All the Super Mario Odyssey Easter Eggs and Secrets You Might Have Missed |url=https://www.gamesradar.com/super-mario-odyssey-easter-eggs-and-secrets-guide/|access-date=June 28, 2022 |website=[[GamesRadar+]]|archive-url=https://web.archive.org/web/20211202113537/https://www.gamesradar.com/super-mario-odyssey-easter-eggs-and-secrets-guide/|archive-date=December 2, 2021|url-status=live}}</ref>


===Rumors, conspiracy theories, and glitches===
=== 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 [[secret character (video games)|unlockable]] character. In 1996, ''IGN'' offered a prize of $100 if a player could find Luigi,<ref>{{cite web| url = https://www.ign.com/articles/1996/11/14/in-search-of-luigi| title = In Search of Luigi| website = [[IGN]]|publisher=[[Ziff Davis, LLC]]| date = November 13, 1996| access-date = August 4, 2021| url-status = live| archive-url = https://web.archive.org/web/20071111043502/http://ign64.ign.com/articles/060/060383p1.html| archive-date = November 11, 2007}}</ref> to no avail.<ref>{{cite web| url=https://www.ign.com/articles/1996/11/21/luigi-still-missing| title=Luigi Still Missing| website=[[IGN]]|publisher=[[Ziff Davis, LLC]]| date=November 20, 1996| access-date=October 11, 2007| url-status=live| archive-url=https://web.archive.org/web/20071008062914/http://ign64.ign.com/articles/060/060392p1.html| archive-date=October 8, 2007}}</ref> 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".<ref name="LIsReal">{{Cite web|last=Lane|first=Gavin|date=August 28, 2019|title=Feature: Has a Decades-old Super Mario 64 Mystery Finally Been Cleared Up?|url=https://www.nintendolife.com/news/2019/08/feature_has_a_decades-old_super_mario_64_mystery_finally_been_cleared_up|url-status=live|archive-url=https://web.archive.org/web/20190829130421/http://www.nintendolife.com/news/2019/08/feature_has_a_decades-old_super_mario_64_mystery_finally_been_cleared_up|archive-date=August 29, 2019|access-date=November 17, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref> 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.<ref name="LIsReal"/> In July{{Nbsp}}2020, 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 data leak|Nintendo Gigaleak]].<ref>{{Cite web|last=Hernandez|first=Patricia|date=July 27, 2020|title=Fans Celebrate as Nintendo Gigaleak Validates Super Mario 64 Luigi Myth|url=https://www.polygon.com/2020/7/27/21340133/nintendo-gigaleak-luigi-l-is-real-super-mario-64-myth-conspiracy-theory-files|url-status=live|archive-url=https://web.archive.org/web/20200727175454/https://www.polygon.com/2020/7/27/21340133/nintendo-gigaleak-luigi-l-is-real-super-mario-64-myth-conspiracy-theory-files|archive-date=July 27, 2020|access-date=November 12, 2021|website=[[Polygon (website)|Polygon]]}}</ref>
Rumors spread rapidly after the game's release. The most popular was a pervasive rumor that Luigi existed as an [[secret character (video games)|unlockable]] character. In 1996, ''IGN'' offered a prize of $100 if a player could find Luigi,<ref>{{cite web| url = https://www.ign.com/articles/1996/11/14/in-search-of-luigi| title = In Search of Luigi| website = [[IGN]]|publisher=[[Ziff Davis, LLC]]| date = November 13, 1996| access-date = August 4, 2021| url-status = live| archive-url = https://web.archive.org/web/20071111043502/http://ign64.ign.com/articles/060/060383p1.html| archive-date = November 11, 2007}}</ref> to no avail.<ref>{{cite web| url=https://www.ign.com/articles/1996/11/21/luigi-still-missing| title=Luigi Still Missing| website=[[IGN]]|publisher=[[Ziff Davis, LLC]]| date=November 20, 1996| access-date=October 11, 2007| url-status=live| archive-url=https://web.archive.org/web/20071008062914/http://ign64.ign.com/articles/060/060392p1.html| archive-date=October 8, 2007}}</ref> 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".<ref name="LIsReal">{{Cite web|last=Lane|first=Gavin|date=August 28, 2019|title=Feature: Has a Decades-old Super Mario 64 Mystery Finally Been Cleared Up?|url=https://www.nintendolife.com/news/2019/08/feature_has_a_decades-old_super_mario_64_mystery_finally_been_cleared_up|url-status=live|archive-url=https://web.archive.org/web/20190829130421/http://www.nintendolife.com/news/2019/08/feature_has_a_decades-old_super_mario_64_mystery_finally_been_cleared_up|archive-date=August 29, 2019|access-date=November 17, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref> 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.<ref name="LIsReal" /> In July{{Nbsp}}2020, 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]].<ref>{{Cite web|last=Hernandez|first=Patricia|date=July 27, 2020|title=Fans Celebrate as Nintendo Gigaleak Validates Super Mario 64 Luigi Myth|url=https://www.polygon.com/2020/7/27/21340133/nintendo-gigaleak-luigi-l-is-real-super-mario-64-myth-conspiracy-theory-files|url-status=live|archive-url=https://web.archive.org/web/20200727175454/https://www.polygon.com/2020/7/27/21340133/nintendo-gigaleak-luigi-l-is-real-super-mario-64-myth-conspiracy-theory-files|archive-date=July 27, 2020|access-date=November 12, 2021|website=[[Polygon (website)|Polygon]]}}</ref>


Satirical conspiracy theories about the game became popular in 2020, and were grouped into the "''Super Mario 64'' iceberg", an [[Internet meme]] of an [[iceberg]], with the less likely theories representing places closer to the bottom of the "ocean".<ref name="mario64iceberg">{{Cite web|last=Hernandez|first=Patricia|date=September 15, 2020|title=In 2020, Super Mario 64 Has Been Reborn as a Horror Game|url=https://www.polygon.com/2020/9/15/21437962/super-mario-64-iceberg-creepypasta-machinima-every-copy-is-personalized-nintendo-64|url-status=live|archive-url=https://web.archive.org/web/20200915175406/https://www.polygon.com/2020/9/15/21437962/super-mario-64-iceberg-creepypasta-machinima-every-copy-is-personalized-nintendo-64|archive-date=September 15, 2020|access-date=November 12, 2021|website=[[Polygon (website)|Polygon]]}}</ref> One popular rumor involves a "[[Wario]] Apparition", based on an E3{{nbsp}}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 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.<ref name="mario64iceberg" /><ref>{{Cite web|last=Williams|first=Leah J.|date=September 17, 2020|title=What Is the Super Mario 64 Conspiracy Theory Iceberg?|url=https://www.kotaku.com.au/2020/09/super-mario-64-iceberg-conspiracy-theories/|url-status=live|archive-url=https://web.archive.org/web/20200929165211/https://www.kotaku.com.au/2020/09/super-mario-64-iceberg-conspiracy-theories/|archive-date=September 29, 2020|access-date=November 7, 2021|website=[[Kotaku Australia]]|publisher=[[Pedestrian (company)|Pedestrian Group]]}}</ref><ref>{{Cite web|last=Spear|first=Rebecca|date=September 20, 2020|title=Myths, Lore and Conspiracy Theories Surrounding Super Mario 64|url=https://www.imore.com/super-mario-3d-all-stars-super-mario-64-myths-and-lore|url-status=live|archive-url=https://web.archive.org/web/20200920141355/https://www.imore.com/super-mario-3d-all-stars-super-mario-64-myths-and-lore|archive-date=September 20, 2020|access-date=November 7, 2021|website=[[iMore]]|publisher=[[Future US|Future US, Inc]]}}</ref>
Satirical conspiracy theories about the game became popular in 2020, and were grouped into the "''Super Mario 64'' iceberg", an [[Internet meme]] of an [[iceberg]], with the less likely theories representing places closer to the bottom of the "ocean".<ref name="mario64iceberg">{{Cite web|last=Hernandez|first=Patricia|date=September 15, 2020|title=In 2020, Super Mario 64 Has Been Reborn as a Horror Game|url=https://www.polygon.com/2020/9/15/21437962/super-mario-64-iceberg-creepypasta-machinima-every-copy-is-personalized-nintendo-64|url-status=live|archive-url=https://web.archive.org/web/20200915175406/https://www.polygon.com/2020/9/15/21437962/super-mario-64-iceberg-creepypasta-machinima-every-copy-is-personalized-nintendo-64|archive-date=September 15, 2020|access-date=November 12, 2021|website=[[Polygon (website)|Polygon]]}}</ref> One popular rumor involves a "Wario Apparition", based on an E3{{nbsp}}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 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.<ref name="mario64iceberg" /><ref>{{Cite web|last=Williams|first=Leah J.|date=September 17, 2020|title=What Is the Super Mario 64 Conspiracy Theory Iceberg?|url=https://www.kotaku.com.au/2020/09/super-mario-64-iceberg-conspiracy-theories/|url-status=live|archive-url=https://web.archive.org/web/20200929165211/https://www.kotaku.com.au/2020/09/super-mario-64-iceberg-conspiracy-theories/|archive-date=September 29, 2020|access-date=November 7, 2021|website=[[Kotaku Australia]]|publisher=[[Pedestrian (company)|Pedestrian Group]]}}</ref><ref>{{Cite web|last=Spear|first=Rebecca|date=September 20, 2020|title=Myths, Lore and Conspiracy Theories Surrounding Super Mario 64|url=https://www.imore.com/super-mario-3d-all-stars-super-mario-64-myths-and-lore|url-status=live|archive-url=https://web.archive.org/web/20200920141355/https://www.imore.com/super-mario-3d-all-stars-super-mario-64-myths-and-lore|archive-date=September 20, 2020|access-date=November 7, 2021|website=[[iMore]]|publisher=[[Future US]], Inc}}</ref>


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.<ref>{{cite web|url=http://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248|website=[[Kotaku]]|title=The Super Mario 64 Coin That Took 18 Years To Collect|last=Hernandez|first=Patricia|date=July 8, 2014|access-date=October 25, 2016|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041148/https://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248|url-status=live|publisher=[[G/O Media]]}}</ref> [[Speedrun]] techniques include the Lakitu skip, a glitch that disables a dialog box explaining camera movement; the Bob-omb clip, which uses a glitch in a Bob-omb's explosion animation to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump", allowing Mario to reach very high speed values and has numerous applications in speedrunning;<ref>{{Cite web|last1=Medina|first1=Mark|date=October 18, 2017|title=9 Insane Tricks Used by Mario 64 Speedrunners – IGN|url=https://www.ign.com/articles/2017/10/18/9-insane-tricks-used-by-mario-64-speedrunners|url-status=live|archive-url=https://web.archive.org/web/20171021123404/http://www.ign.com/articles/2017/10/18/9-insane-tricks-used-by-mario-64-speedrunners|archive-date=October 21, 2017|access-date=July 20, 2021|work=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> 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 on the ''Shindō'' version.<ref>{{Cite web|last=Medina|first=Mark|date=September 16, 2020|title=Super Mario 3D All-Stars: Mario 64 Speedruns Won't Be Nearly as Fast|url=https://www.ign.com/articles/super-mario-3d-all-stars-mario-64-speedruns-wont-be-nearly-as-fast|url-status=live|archive-url=https://web.archive.org/web/20200919034723/https://www.ign.com/articles/super-mario-3d-all-stars-mario-64-speedruns-wont-be-nearly-as-fast|archive-date=September 19, 2020|access-date=November 3, 2021|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> In 2013, [[YouTuber]] [[Vinesauce]] posted a compilation of various corruptions of the game, replicated with a program named ''naughty''.<ref>{{Cite web|last=Latshaw|first=Tim|date=December 3, 2013|title=Weirdness: Super Mario 64 Corruptions Yield Hilarious And/or Terrifying Results|url=https://www.nintendolife.com/news/2013/12/weirdness_super_mario_64_corruptions_yield_hilarious_andor_terrifying_results|url-status=live|archive-url=https://web.archive.org/web/20131204114423/http://www.nintendolife.com/news/2013/12/weirdness_super_mario_64_corruptions_yield_hilarious_andor_terrifying_results|archive-date=December 4, 2013|access-date=October 31, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|date=December 2, 2013|title=Super Mario 64 as a Glitchy Nightmare|url=https://kotaku.com/the-best-mario-game-as-a-glitchy-nightmare-1475071336|archive-url=https://web.archive.org/web/20131203042604/http://kotaku.com/the-best-mario-game-as-a-glitchy-nightmare-1475071336|archive-date=December 3, 2013|access-date=November 15, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]|url-status=live}}</ref> 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.<ref>{{Cite web|last=Alexandra|first=Heather|date=April 11, 2017|title=Famous Super Mario 64 Trick Involving Parallel Universes Finally Becomes Real|url=https://kotaku.com/the-famous-super-mario-64-trick-involving-parallel-univ-1794215869|url-status=live|archive-url=https://web.archive.org/web/20170411181739/http://kotaku.com/the-famous-super-mario-64-trick-involving-parallel-univ-1794215869|archive-date=April 11, 2017|access-date=July 1, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|url=https://kotaku.com/youtubes-mario-64-genius-sounds-overwhelmed-with-his-po-1797832360|title=YouTube's Mario 64 Genius Sounds Overwhelmed With His Popularity|last=Hernandez|first=Patricia|website=[[Kotaku]]|publisher=[[G/O Media]]|archive-url=https://web.archive.org/web/20170815024316/http://kotaku.com/youtubes-mario-64-genius-sounds-overwhelmed-with-his-po-1797832360|archive-date=August 15, 2017|date=August 15, 2017|access-date=November 15, 2021}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|url=https://www.polygon.com/2019/3/4/18250581/super-mario-64-no-joystick-bowser|title=Super Mario 64 Player Beats Bowser Level Without Using Joystick|website=[[Polygon (website)|Polygon]]|date=March 4, 2019|access-date=November 15, 2021|archive-url=https://web.archive.org/web/20190305040115/https://www.polygon.com/2019/3/4/18250581/super-mario-64-no-joystick-bowser|archive-date=March 5, 2019|url-status=live}}</ref>
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.<ref>{{cite web|url=http://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248|website=[[Kotaku]]|title=The Super Mario 64 Coin That Took 18 Years To Collect|last=Hernandez|first=Patricia|date=July 8, 2014|access-date=October 25, 2016|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041148/https://kotaku.com/the-super-mario-64-coin-that-took-18-years-to-collect-1617679248|url-status=live|publisher=[[G/O Media]]}}</ref> [[Speedrun]] techniques include the Lakitu skip, a glitch that disables a dialog box explaining camera movement; the Bob-omb clip, which uses a glitch in a Bob-omb's explosion animation to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump", allowing Mario to reach very high speed values and has numerous applications in speedrunning;<ref>{{Cite web|last1=Medina|first1=Mark|date=October 18, 2017|title=9 Insane Tricks Used by Mario 64 Speedrunners – IGN|url=https://www.ign.com/articles/2017/10/18/9-insane-tricks-used-by-mario-64-speedrunners|url-status=live|archive-url=https://web.archive.org/web/20171021123404/http://www.ign.com/articles/2017/10/18/9-insane-tricks-used-by-mario-64-speedrunners|archive-date=October 21, 2017|access-date=July 20, 2021|work=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> the latter was patched in the 1997 "''Shindō''" re-release (Rumble Pak version). The ''Super Mario 3D All-Stars'' re-release also patched this as it was based on the ''Shindō'' version.<ref>{{Cite web|last=Medina|first=Mark|date=September 16, 2020|title=Super Mario 3D All-Stars: Mario 64 Speedruns Won't Be Nearly as Fast|url=https://www.ign.com/articles/super-mario-3d-all-stars-mario-64-speedruns-wont-be-nearly-as-fast|url-status=live|archive-url=https://web.archive.org/web/20200919034723/https://www.ign.com/articles/super-mario-3d-all-stars-mario-64-speedruns-wont-be-nearly-as-fast|archive-date=September 19, 2020|access-date=November 3, 2021|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref> In 2013, [[YouTuber]] [[Vinesauce]] posted a compilation of various corruptions of the game, replicated with a program named ''naughty''.<ref>{{Cite web|last=Latshaw|first=Tim|date=December 3, 2013|title=Weirdness: Super Mario 64 Corruptions Yield Hilarious And/or Terrifying Results|url=https://www.nintendolife.com/news/2013/12/weirdness_super_mario_64_corruptions_yield_hilarious_andor_terrifying_results|url-status=live|archive-url=https://web.archive.org/web/20131204114423/http://www.nintendolife.com/news/2013/12/weirdness_super_mario_64_corruptions_yield_hilarious_andor_terrifying_results|archive-date=December 4, 2013|access-date=October 31, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|date=December 2, 2013|title=Super Mario 64 as a Glitchy Nightmare|url=https://kotaku.com/the-best-mario-game-as-a-glitchy-nightmare-1475071336|archive-url=https://web.archive.org/web/20131203042604/http://kotaku.com/the-best-mario-game-as-a-glitchy-nightmare-1475071336|archive-date=December 3, 2013|access-date=November 15, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]|url-status=live}}</ref> 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.<ref>{{Cite web|last=Alexandra|first=Heather|date=April 11, 2017|title=Famous Super Mario 64 Trick Involving Parallel Universes Finally Becomes Real|url=https://kotaku.com/the-famous-super-mario-64-trick-involving-parallel-univ-1794215869|url-status=live|archive-url=https://web.archive.org/web/20170411181739/http://kotaku.com/the-famous-super-mario-64-trick-involving-parallel-univ-1794215869|archive-date=April 11, 2017|access-date=July 1, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|url=https://kotaku.com/youtubes-mario-64-genius-sounds-overwhelmed-with-his-po-1797832360|title=YouTube's Mario 64 Genius Sounds Overwhelmed With His Popularity|last=Hernandez|first=Patricia|website=[[Kotaku]]|publisher=[[G/O Media]]|archive-url=https://web.archive.org/web/20170815024316/http://kotaku.com/youtubes-mario-64-genius-sounds-overwhelmed-with-his-po-1797832360|archive-date=August 15, 2017|date=August 15, 2017|access-date=November 15, 2021}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|url=https://www.polygon.com/2019/3/4/18250581/super-mario-64-no-joystick-bowser|title=Super Mario 64 Player Beats Bowser Level Without Using Joystick|website=[[Polygon (website)|Polygon]]|date=March 4, 2019|access-date=November 15, 2021|archive-url=https://web.archive.org/web/20190305040115/https://www.polygon.com/2019/3/4/18250581/super-mario-64-no-joystick-bowser|archive-date=March 5, 2019|url-status=live}}</ref> The game has also inspired challenges that attempt to beat it with certain restrictions, such as not being able to press the A button, requiring deep understanding about the game's mechanics and bugs.<ref>{{Cite web |date=17 March 2015 |title=The Man Who Does The Impossible in Super Mario 64 |url=https://kotaku.com/the-man-who-does-the-impossible-in-super-mario-64-1656869221 |url-status=live |archive-url=https://web.archive.org/web/20221225031708/https://kotaku.com/the-man-who-does-the-impossible-in-super-mario-64-1656869221 |archive-date=25 December 2022 |access-date=21 January 2023 |website=Kotaku}}</ref><ref>{{Cite web |date=6 June 2018 |title=Random: A Newly Found Super Mario 64 Glitch Takes Three Whole Days To Pull Off |url=https://www.nintendolife.com/news/2018/06/random_a_newly_found_super_mario_64_glitch_takes_three_whole_days_to_pull_off |url-status=live |archive-url=https://web.archive.org/web/20221206233708/https://www.nintendolife.com/news/2018/06/random_a_newly_found_super_mario_64_glitch_takes_three_whole_days_to_pull_off |archive-date=6 December 2022 |access-date=21 January 2023 |website=Nintendo Life}}</ref>


===Fan projects===
=== Fan projects ===
''Super Mario 64'' has led to the creation of [[Fangame|fan-made]] remakes, [[Video game modding|modifications]] and [[ROM hacking|ROM hacks]]:
''Super Mario 64'' has led to the creation of [[Fangame|fan-made]] remakes, [[Video game modding|modifications]] and [[ROM hacking|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.<ref>{{Cite web|last=Grayson|first=Nathan|date=November 7, 2014|title=A Terrifying New Way To Play Mario 64|url=https://kotaku.com/a-frightening-new-way-to-play-mario-64-1655731732|url-status=live|archive-url=https://web.archive.org/web/20141107045853/http://kotaku.com/a-frightening-new-way-to-play-mario-64-1655731732|archive-date=November 7, 2014|access-date=November 17, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|last=Grayson|first=Nathan|date=March 19, 2015|title=Someone Actually Beat The Ridiculous Mario 64 'Chaos Edition'|url=http://kotaku.com/someone-actually-beat-the-ridiculous-mario-64-chaos-edi-169248574|url-status=live|archive-url=https://web.archive.org/web/20150320143159/http://kotaku.com/someone-actually-beat-the-ridiculous-mario-64-chaos-edi-1692485746|archive-date=March 20, 2015|access-date=November 17, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''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.<ref>{{Cite web|last=Grayson|first=Nathan|date=November 7, 2014|title=A Terrifying New Way To Play Mario 64|url=https://kotaku.com/a-frightening-new-way-to-play-mario-64-1655731732|url-status=live|archive-url=https://web.archive.org/web/20141107045853/http://kotaku.com/a-frightening-new-way-to-play-mario-64-1655731732|archive-date=November 7, 2014|access-date=November 17, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|last=Grayson|first=Nathan|date=March 19, 2015|title=Someone Actually Beat The Ridiculous Mario 64 'Chaos Edition'|url=http://kotaku.com/someone-actually-beat-the-ridiculous-mario-64-chaos-edi-169248574|url-status=live|archive-url=https://web.archive.org/web/20150320143159/http://kotaku.com/someone-actually-beat-the-ridiculous-mario-64-chaos-edi-1692485746|archive-date=March 20, 2015|access-date=November 17, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''Super Mario Run 64'', converting the game into a [[2.5D]] [[running game (video game)|running game]] in the spirit of ''[[Super Mario Run]]''.<ref>{{cite web|last=Whitehead|first=Thomas|date=September 9, 2016|title=Video: A Modder Has Made Super Mario Run 64|url=http://www.nintendolife.com/news/2016/09/video_a_modder_has_made_super_mario_run_64|url-status=live|archive-url=https://web.archive.org/web/20160911105237/http://www.nintendolife.com/news/2016/09/video_a_modder_has_made_super_mario_run_64|archive-date=September 11, 2016|access-date=December 17, 2018|website=[[Nintendo Life]]|publisher=NLife Media}}</ref>
* ''Super Mario Run 64'', converting the game into a [[2.5D]] [[running game (video game)|running game]] in the spirit of ''[[Super Mario Run]]''<ref>{{cite web|last=Whitehead|first=Thomas|date=September 9, 2016|title=Video: A Modder Has Made Super Mario Run 64|url=http://www.nintendolife.com/news/2016/09/video_a_modder_has_made_super_mario_run_64|url-status=live|archive-url=https://web.archive.org/web/20160911105237/http://www.nintendolife.com/news/2016/09/video_a_modder_has_made_super_mario_run_64|archive-date=September 11, 2016|access-date=December 17, 2018|website=[[Nintendo Life]]|publisher=NLife Media}}</ref>
* ''Super Mario 64 Online'', enabling [[online multiplayer]].<ref>{{cite web|last=Frank|first=Allegra|date=September 11, 2017|title=Super Mario 64 Online Lets You Play the Classic With Your Pals|url=https://www.polygon.com/2017/9/11/16288180/super-mario-64-online-multiplayer-mod-download|url-status=live|archive-url=https://web.archive.org/web/20170911201259/https://www.polygon.com/2017/9/11/16288180/super-mario-64-online-multiplayer-mod-download|archive-date=September 11, 2017|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref><ref>{{cite web|last=Lumb|first=David|date=September 11, 2017|title='Super Mario 64' Is an Online Multiplayer Game Thanks to Hero Modders|url=https://www.engadget.com/2017/09/11/super-mario-64-online-multiplayer-fan-project/|url-status=live|archive-url=https://web.archive.org/web/20170911200348/https://www.engadget.com/2017/09/11/super-mario-64-online-multiplayer-fan-project/|archive-date=September 11, 2017|access-date=December 17, 2018|website=[[Engadget]]|publisher=[[Oath Inc.|Oath Inc]]}}</ref><ref>{{Cite web|last=Plunkett|first=Luke|date=September 10, 2017|title=24 People Can Now Play Super Mario 64 Online Together|url=http://kotaku.com/24-people-can-now-play-super-mario-64-online-together-1803112939|url-status=live|archive-url=https://web.archive.org/web/20170912022201/http://kotaku.com/24-people-can-now-play-super-mario-64-online-together-1803112939|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref> It was taken down after a copyright strike by Nintendo. It was later reuploaded and renamed to ''Net64''.<ref>{{cite web|last=Good|first=Owen S.|date=September 20, 2017|title=Super Mario 64 Online Taken Down by Nintendo Copyright Strikes (Update)|url=https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar|url-status=live|archive-url=https://web.archive.org/web/20170921042425/https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar|archive-date=September 21, 2017|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref>
* ''Super Mario 64 Online'', enabling [[online multiplayer]].<ref>{{cite web|last=Frank|first=Allegra|date=September 11, 2017|title=Super Mario 64 Online Lets You Play the Classic With Your Pals|url=https://www.polygon.com/2017/9/11/16288180/super-mario-64-online-multiplayer-mod-download|url-status=live|archive-url=https://web.archive.org/web/20170911201259/https://www.polygon.com/2017/9/11/16288180/super-mario-64-online-multiplayer-mod-download|archive-date=September 11, 2017|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref><ref>{{cite web|last=Lumb|first=David|date=September 11, 2017|title='Super Mario 64' Is an Online Multiplayer Game Thanks to Hero Modders|url=https://www.engadget.com/2017/09/11/super-mario-64-online-multiplayer-fan-project/|url-status=live|archive-url=https://web.archive.org/web/20170911200348/https://www.engadget.com/2017/09/11/super-mario-64-online-multiplayer-fan-project/|archive-date=September 11, 2017|access-date=December 17, 2018|website=[[Engadget]]|publisher=[[Oath Inc.|Oath Inc]]}}</ref><ref>{{Cite web|last=Plunkett|first=Luke|date=September 10, 2017|title=24 People Can Now Play Super Mario 64 Online Together|url=http://kotaku.com/24-people-can-now-play-super-mario-64-online-together-1803112939|url-status=live|archive-url=https://web.archive.org/web/20170912022201/http://kotaku.com/24-people-can-now-play-super-mario-64-online-together-1803112939|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref> It was taken down after a copyright strike by Nintendo. It was later reuploaded and renamed to ''Net64''.<ref>{{cite web|last=Good|first=Owen S.|date=September 20, 2017|title=Super Mario 64 Online Taken Down by Nintendo Copyright Strikes (Update)|url=https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar|url-status=live|archive-url=https://web.archive.org/web/20170921042425/https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar|archive-date=September 21, 2017|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref>
* ''Super Mario 64 Maker'', a ''[[Super Mario Maker]]''-like [[level editor]].<ref>{{Cite web|last=Plunkett|first=Luke|date=July 18, 2017|title=Fan Creates Super Mario 64 Maker|url=http://kotaku.com/fan-creates-super-mario-64-maker-1797037406|url-status=live|archive-url=https://web.archive.org/web/20170912011805/http://kotaku.com/fan-creates-super-mario-64-maker-1797037406|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''Super Mario 64 Maker'', a ''[[Super Mario Maker]]''-like [[level editor]]<ref>{{Cite web|last=Plunkett|first=Luke|date=July 18, 2017|title=Fan Creates Super Mario 64 Maker|url=http://kotaku.com/fan-creates-super-mario-64-maker-1797037406|url-status=live|archive-url=https://web.archive.org/web/20170912011805/http://kotaku.com/fan-creates-super-mario-64-maker-1797037406|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''Super Mario 64 Odyssey'', featuring levels based on ''[[Super Mario Odyssey]]'' and adding its mechanic of possessing enemies by throwing Mario's hat.<ref>{{Cite web|last=Plunkett|first=Luke|date=June 14, 2017|title=Mod Brings Super Mario Odyssey's Hat Powers to Super Mario 64|url=http://kotaku.com/mod-brings-super-mario-odysseys-hat-powers-to-super-mar-1796116073|url-status=live|archive-url=https://web.archive.org/web/20170912012045/http://kotaku.com/mod-brings-super-mario-odysseys-hat-powers-to-super-mar-1796116073|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''Super Mario 64 Odyssey'', featuring levels based on ''[[Super Mario Odyssey]]'' and adding its mechanic of possessing enemies by throwing Mario's hat<ref>{{Cite web|last=Plunkett|first=Luke|date=June 14, 2017|title=Mod Brings Super Mario Odyssey's Hat Powers to Super Mario 64|url=http://kotaku.com/mod-brings-super-mario-odysseys-hat-powers-to-super-mar-1796116073|url-status=live|archive-url=https://web.archive.org/web/20170912012045/http://kotaku.com/mod-brings-super-mario-odysseys-hat-powers-to-super-mar-1796116073|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref>
* ''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''.<ref>{{cite web|last=Sayer|first=Matt|date=October 24, 2016|title=Super Mario 64 ROM Hack Last Impact Is the Sequel We Never Got|url=https://www.pcgamer.com/super-mario-64-rom-hack-last-impact-is-the-sequel-we-never-got/|url-status=live|archive-url=https://web.archive.org/web/20161028110018/http://www.pcgamer.com/super-mario-64-rom-hack-last-impact-is-the-sequel-we-never-got|archive-date=October 28, 2016|access-date=December 17, 2018|website=[[PC Gamer]]}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|date=October 3, 2016|title=A Giant Super Mario 64 Hack That Reinvents the Game|url=http://kotaku.com/a-giant-super-mario-64-hack-that-reinvents-the-game-1787352921|url-status=live|archive-url=https://web.archive.org/web/20170912011730/http://kotaku.com/a-giant-super-mario-64-hack-that-reinvents-the-game-1787352921|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{cite web|last=Whitehead|first=Thomas|date=October 3, 2016|title=SM64: Last Impact Is a Hugely Ambitious Super Mario 64 Fan Mod|url=http://www.nintendolife.com/news/2016/10/sm64_last_impact_is_a_hugely_ambitious_super_mario_64_fan_mod|url-status=live|archive-url=https://web.archive.org/web/20161004155857/http://www.nintendolife.com/news/2016/10/sm64_last_impact_is_a_hugely_ambitious_super_mario_64_fan_mod|archive-date=October 4, 2016|access-date=December 17, 2018|website=[[Nintendo Life]]|publisher=NLife Media}}</ref>
* ''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''<ref>{{cite web|last=Sayer|first=Matt|date=October 24, 2016|title=Super Mario 64 ROM Hack Last Impact Is the Sequel We Never Got|url=https://www.pcgamer.com/super-mario-64-rom-hack-last-impact-is-the-sequel-we-never-got/|url-status=live|archive-url=https://web.archive.org/web/20161028110018/http://www.pcgamer.com/super-mario-64-rom-hack-last-impact-is-the-sequel-we-never-got|archive-date=October 28, 2016|access-date=December 17, 2018|website=[[PC Gamer]]}}</ref><ref>{{Cite web|last=Hernandez|first=Patricia|date=October 3, 2016|title=A Giant Super Mario 64 Hack That Reinvents the Game|url=http://kotaku.com/a-giant-super-mario-64-hack-that-reinvents-the-game-1787352921|url-status=live|archive-url=https://web.archive.org/web/20170912011730/http://kotaku.com/a-giant-super-mario-64-hack-that-reinvents-the-game-1787352921|archive-date=September 12, 2017|access-date=September 11, 2017|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{cite web|last=Whitehead|first=Thomas|date=October 3, 2016|title=SM64: Last Impact Is a Hugely Ambitious Super Mario 64 Fan Mod|url=http://www.nintendolife.com/news/2016/10/sm64_last_impact_is_a_hugely_ambitious_super_mario_64_fan_mod|url-status=live|archive-url=https://web.archive.org/web/20161004155857/http://www.nintendolife.com/news/2016/10/sm64_last_impact_is_a_hugely_ambitious_super_mario_64_fan_mod|archive-date=October 4, 2016|access-date=December 17, 2018|website=[[Nintendo Life]]|publisher=NLife Media}}</ref>
* ''Super Mario 64: Ocarina of Time'', in which ''[[The Legend of Zelda: Ocarina of Time]]'' world is recreated in ''Super Mario 64''{{'s}} engine, with new gameplay elements, puzzles, and a story.<ref>{{cite web|date=March 29, 2018|title=Zelda: Ocarina of Time Completely Remade in Super Mario 64|url=https://www.ign.com/videos/2018/03/29/zelda-ocarina-of-time-completely-remade-in-super-mario-64|url-status=live|archive-url=https://web.archive.org/web/20180331214029/http://www.ign.com/videos/2018/03/29/zelda-ocarina-of-time-completely-remade-in-super-mario-64|archive-date=March 31, 2018|access-date=December 17, 2018|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref><ref>{{cite web|last=Frank|first=Allegra|date=January 25, 2018|title=Super Zelda 64 Is a Dream Mod for Nintendo 64 Fans (Update)|url=https://www.polygon.com/2018/1/25/16932128/super-mario-64-mod-the-legend-of-zelda-ocarina-of-time|url-status=live|archive-url=https://web.archive.org/web/20180125190357/https://www.polygon.com/2018/1/25/16932128/super-mario-64-mod-the-legend-of-zelda-ocarina-of-time|archive-date=January 25, 2018|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref><ref>{{cite web|url=https://nerdist.com/super-mario-64-zelda-ocarina-of-time-mod/|title=Magical Mod Combines Zelda: Ocarina of Time With Super Mario 64|date=January 27, 2018|publisher=[[Nerdist Industries]]|access-date=December 17, 2018|last=Marnell|first=Blair|archive-url=https://web.archive.org/web/20180128010110/https://nerdist.com/super-mario-64-zelda-ocarina-of-time-mod/|archive-date=January 28, 2018}}</ref>
* ''Super Mario 64: Ocarina of Time'', in which ''[[The Legend of Zelda: Ocarina of Time]]'' world is recreated in ''Super Mario 64''{{'s}} engine, with new gameplay elements, puzzles, and a story<ref>{{cite web|date=March 29, 2018|title=Zelda: Ocarina of Time Completely Remade in Super Mario 64|url=https://www.ign.com/videos/2018/03/29/zelda-ocarina-of-time-completely-remade-in-super-mario-64|url-status=live|archive-url=https://web.archive.org/web/20180331214029/http://www.ign.com/videos/2018/03/29/zelda-ocarina-of-time-completely-remade-in-super-mario-64|archive-date=March 31, 2018|access-date=December 17, 2018|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref><ref>{{cite web|last=Frank|first=Allegra|date=January 25, 2018|title=Super Zelda 64 Is a Dream Mod for Nintendo 64 Fans (Update)|url=https://www.polygon.com/2018/1/25/16932128/super-mario-64-mod-the-legend-of-zelda-ocarina-of-time|url-status=live|archive-url=https://web.archive.org/web/20180125190357/https://www.polygon.com/2018/1/25/16932128/super-mario-64-mod-the-legend-of-zelda-ocarina-of-time|archive-date=January 25, 2018|access-date=December 17, 2018|website=[[Polygon (website)|Polygon]]}}</ref><ref>{{cite web|url=https://nerdist.com/super-mario-64-zelda-ocarina-of-time-mod/|title=Magical Mod Combines Zelda: Ocarina of Time With Super Mario 64|date=January 27, 2018|publisher=[[Nerdist Industries]]|access-date=December 17, 2018|last=Marnell|first=Blair|archive-url=https://web.archive.org/web/20180128010110/https://nerdist.com/super-mario-64-zelda-ocarina-of-time-mod/|archive-date=January 28, 2018}}</ref>
* ''Open World Mario 64'', a [[battle royale game|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]]''.<ref>{{cite web|last=Koczwara|first=Michael|date=May 14, 2018|title=This Super Mario 64 Mod Could Be the Start of a Battle Royale Mode|url=https://www.ign.com/articles/2018/05/14/this-super-mario-64-mod-could-be-the-start-of-a-battle-royale-mode|url-status=live|archive-url=https://web.archive.org/web/20180514223245/http://www.ign.com/articles/2018/05/14/this-super-mario-64-mod-could-be-the-start-of-a-battle-royale-mode|archive-date=May 14, 2018|access-date=December 17, 2018|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref>
* ''Open World Mario 64'', a [[battle royale game|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]]''<ref>{{cite web|last=Koczwara|first=Michael|date=May 14, 2018|title=This Super Mario 64 Mod Could Be the Start of a Battle Royale Mode|url=https://www.ign.com/articles/2018/05/14/this-super-mario-64-mod-could-be-the-start-of-a-battle-royale-mode|url-status=live|archive-url=https://web.archive.org/web/20180514223245/http://www.ign.com/articles/2018/05/14/this-super-mario-64-mod-could-be-the-start-of-a-battle-royale-mode|archive-date=May 14, 2018|access-date=December 17, 2018|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref>
* ''First Person Mario 64'', a modification fixes the camera configuration on [[First-person (video games)|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.<ref>{{Cite web|last=Ethan|first=Gach|date=January 2, 2018|title=Someone Modded Mario 64 To Play in Nauseating First-person|url=https://kotaku.com/someone-modded-mario-64-to-play-in-nauseating-first-per-1821706418|url-status=live|archive-url=https://web.archive.org/web/20180102175538/https://kotaku.com/someone-modded-mario-64-to-play-in-nauseating-first-per-1821706418|archive-date=January 2, 2018|access-date=November 1, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|last=Cruz|first=Janna Dela|date=January 1, 2018|title=Modder Creates 'Super Mario 64' Romhack That Allows Players to Experience the Game in First-person|url=https://www.christianpost.com/trends/modder-creates-super-mario-64-romhack-that-allows-players-to-experience-the-game-in-first-person.html|url-status=live|archive-url=https://web.archive.org/web/20211102123803/https://www.christianpost.com/trends/modder-creates-super-mario-64-romhack-that-allows-players-to-experience-the-game-in-first-person.html|archive-date=November 2, 2021|access-date=November 1, 2021|website=[[The Christian Post]]}}</ref>
* ''First Person Mario 64'', a modification that fixes the camera configuration on [[First-person (video games)|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<ref>{{Cite web|last=Ethan|first=Gach|date=January 2, 2018|title=Someone Modded Mario 64 To Play in Nauseating First-person|url=https://kotaku.com/someone-modded-mario-64-to-play-in-nauseating-first-per-1821706418|url-status=live|archive-url=https://web.archive.org/web/20180102175538/https://kotaku.com/someone-modded-mario-64-to-play-in-nauseating-first-per-1821706418|archive-date=January 2, 2018|access-date=November 1, 2021|website=[[Kotaku]]|publisher=[[G/O Media]]}}</ref><ref>{{Cite web|last=Cruz|first=Janna Dela|date=January 1, 2018|title=Modder Creates 'Super Mario 64' Romhack That Allows Players to Experience the Game in First-person|url=https://www.christianpost.com/trends/modder-creates-super-mario-64-romhack-that-allows-players-to-experience-the-game-in-first-person.html|url-status=live|archive-url=https://web.archive.org/web/20211102123803/https://www.christianpost.com/trends/modder-creates-super-mario-64-romhack-that-allows-players-to-experience-the-game-in-first-person.html|archive-date=November 2, 2021|access-date=November 1, 2021|website=[[The Christian Post]]}}</ref>
* ''Super Mario 64 FPS'', a [[first-person shooter]] remake of the original, speedran by YouTubers Falsepog and [[Alpharad]].<ref>{{Cite web|last=Hernandez|first=Patricia|date=March 1, 2021|title=The Latest Super Mario 64 Speedrun Trend Gives Mario a Gun|url=https://www.polygon.com/2021/3/1/22307966/super-mario-64-fps-gun-speedrun-alpharad-youtube|url-status=live|archive-url=https://web.archive.org/web/20210301221812/https://www.polygon.com/2021/3/1/22307966/super-mario-64-fps-gun-speedrun-alpharad-youtube|archive-date=March 1, 2021|access-date=January 12, 2022|website=[[Polygon (website)|Polygon]]}}</ref>
* ''Super Mario 64 FPS'', a [[first-person shooter]] remake of the original, speedran by YouTubers Falsepog and [[Alpharad]]<ref>{{Cite web|last=Hernandez|first=Patricia|date=March 1, 2021|title=The Latest Super Mario 64 Speedrun Trend Gives Mario a Gun|url=https://www.polygon.com/2021/3/1/22307966/super-mario-64-fps-gun-speedrun-alpharad-youtube|url-status=live|archive-url=https://web.archive.org/web/20210301221812/https://www.polygon.com/2021/3/1/22307966/super-mario-64-fps-gun-speedrun-alpharad-youtube|archive-date=March 1, 2021|access-date=January 12, 2022|website=[[Polygon (website)|Polygon]]}}</ref>
* ''Super Mario 64 HD'', a [[High-definition video|high-definition]] [[video game remake|remake]] of the first level of ''Super Mario 64'', Bob-Omb Battlefield, using the [[Unity (game engine)|Unity]] [[game engine]]. The project was taken down following a [[Copyright infringement|copyright claim]] by Nintendo.<ref>{{cite web|url=https://www.ign.com/articles/2015/03/31/nintendo-takes-down-super-mario-64-hd-fan-project|title=Nintendo Takes Down Super Mario 64 HD Fan Project|first=Brian|last=Albert|date=March 31, 2015|access-date=December 30, 2016|url-status=live|archive-url=https://web.archive.org/web/20161231065405/http://www.ign.com/articles/2015/03/31/nintendo-takes-down-super-mario-64-hd-fan-project|archive-date=December 31, 2016|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref>
* ''Super Mario 64 HD'', a [[High-definition video|high-definition]] [[video game remake|remake]] of the first level of ''Super Mario 64'', Bob-Omb Battlefield, using the [[Unity (game engine)|Unity]] [[game engine]]. The project was taken down following a [[Copyright infringement|copyright claim]] by Nintendo.<ref>{{cite web|url=https://www.ign.com/articles/2015/03/31/nintendo-takes-down-super-mario-64-hd-fan-project|title=Nintendo Takes Down Super Mario 64 HD Fan Project|first=Brian|last=Albert|date=March 31, 2015|access-date=December 30, 2016|url-status=live|archive-url=https://web.archive.org/web/20161231065405/http://www.ign.com/articles/2015/03/31/nintendo-takes-down-super-mario-64-hd-fan-project|archive-date=December 31, 2016|website=[[IGN]]|publisher=[[Ziff Davis, LLC]]}}</ref>
In 2019, fans [[decompiler|decompiled]] the original [[ROM image]] into [[C (programming language)|C]] [[source code]], allowing ''Super Mario 64'' to be natively ported to any system. The next year, fans released a [[Windows]] port with support for [[widescreen]] displays and [[4K resolution|4K]] resolution.<ref>{{cite web |last1=Robinson |first1=Andy |title=A Fully Functioning Mario 64 PC Port Has Been Released |url=https://www.videogameschronicle.com/news/a-full-mario-64-pc-port-has-been-released/ |website=[[Video Games Chronicle]] |publisher=[[Gamer Network]] |access-date=May 4, 2020 |date=May 4, 2020 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041148/https://www.videogameschronicle.com/news/a-full-mario-64-pc-port-has-been-released/ |url-status=live }}</ref> Nintendo enlisted a law firm to remove videos of the port and its listings from websites.<ref>{{cite web | url = https://www.polygon.com/2020/5/8/21251866/super-mario-64-pc-port-nintendo-copyright-claim-video-reddit-download | title = Nintendo Goes After Super Mario 64 PC Port With Copyright Claims | first = Michael | last = McWhertor | date = May 8, 2020 | access-date = May 8, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = November 15, 2020 | archive-url = https://web.archive.org/web/20201115041148/https://www.polygon.com/2020/5/8/21251866/super-mario-64-pc-port-nintendo-copyright-claim-video-reddit-download | url-status = live }}</ref> The port would allow for more graphical mods and forks, such as ''Render96'', which implemented the original high-resolution source textures and created new character models and environments resembling those seen in the game's CG renders,<ref>{{cite web|url=https://www.gamespot.com/articles/meet-the-modders-building-the-super-mario-64-you-saw-in-the-ads/1100-6508179/|title=Meet The Modders Building The Super Mario 64 You Saw In The Ads|first=Steven T.|last=Wright|website=GameSpot|date=October 15, 2022|access-date=October 13, 2023|archive-date=October 19, 2023|archive-url=https://web.archive.org/web/20231019205041/https://www.gamespot.com/articles/meet-the-modders-building-the-super-mario-64-you-saw-in-the-ads/1100-6508179/|url-status=live}}</ref> and ''Super Mario 64 Plus'', a [[Fork (software development)|fork]] of the Windows port featuring a new [[permadeath|permanent death]] option, bug fixes, and an improved camera system.<ref>{{Cite web|last=Gray|first=Kate|date=April 19, 2021|title='Super Mario 64 Plus' Is an Unofficial PC Port With 60FPS and a Permadeath Mode|url=https://www.nintendolife.com/news/2021/04/super_mario_64_plus_is_an_unofficial_pc_port_with_60fps_and_a_permadeath_mode|url-status=live|archive-url=https://web.archive.org/web/20211101210253/https://www.nintendolife.com/news/2021/04/super_mario_64_plus_is_an_unofficial_pc_port_with_60fps_and_a_permadeath_mode|archive-date=November 1, 2021|access-date=November 1, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref> Fans created ports for several more platforms, including the [[Nintendo 3DS]],<ref>{{cite web |last1=Robinson |first1=Andy |title=Now Fans Have Ported Super Mario 64 to Nintendo 3DS |url=https://www.videogameschronicle.com/news/mario-64-3ds-port/ |website=[[Video Games Chronicle]]|publisher=[[Gamer Network]] |access-date=August 4, 2020 |date=July 30, 2020 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041200/https://www.videogameschronicle.com/news/mario-64-3ds-port/ |url-status=live }}</ref> [[PlayStation 2]], [[PlayStation Vita]], [[Dreamcast]], and [[Android (operating system)|Android]].<ref>{{cite web|url=https://www.nintendolife.com/news/2020/09/random_forget_the_switch_super_mario_64_has_been_ported_to_dreamcast_ps2_and_ps_vita|title=Random: Forget the Switch, Super Mario 64 Has Been Ported to Dreamcast, PS2 and PS Vita|work=[[Nintendo Life]]|date=September 21, 2020|access-date=September 21, 2020|first=Damien|last=McFerran|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041200/https://www.nintendolife.com/news/2020/09/random_forget_the_switch_super_mario_64_has_been_ported_to_dreamcast_ps2_and_ps_vita|url-status=live|publisher=NLife Media}}</ref>
* In 2019, fans [[decompiler|decompiled]] the original [[ROM image]] into [[C (programming language)|C]] [[source code]], allowing ''Super Mario 64'' to be natively [[porting|ported]] to any system.
** In 2020, fans released a [[Windows]] port with support for [[widescreen]] displays and [[4K resolution|4K]] resolution.<ref>{{cite web |last1=Robinson |first1=Andy |title=A Fully Functioning Mario 64 PC Port Has Been Released |url=https://www.videogameschronicle.com/news/a-full-mario-64-pc-port-has-been-released/ |website=[[Video Games Chronicle]] |publisher=[[Gamer Network]] |access-date=May 4, 2020 |date=May 4, 2020 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041148/https://www.videogameschronicle.com/news/a-full-mario-64-pc-port-has-been-released/ |url-status=live }}</ref> Nintendo enlisted a law firm to remove videos of the port and its listings from websites.<ref>{{cite web | url = https://www.polygon.com/2020/5/8/21251866/super-mario-64-pc-port-nintendo-copyright-claim-video-reddit-download | title = Nintendo Goes After Super Mario 64 PC Port With Copyright Claims | first = Michael | last = McWhertor | date = May 8, 2020 | access-date = May 8, 2020 | work = [[Polygon (website)|Polygon]] | archive-date = November 15, 2020 | archive-url = https://web.archive.org/web/20201115041148/https://www.polygon.com/2020/5/8/21251866/super-mario-64-pc-port-nintendo-copyright-claim-video-reddit-download | url-status = live }}</ref> Fans created ports for several more platforms, including the [[Nintendo 3DS]],<ref>{{cite web |last1=Robinson |first1=Andy |title=Now Fans Have Ported Super Mario 64 to Nintendo 3DS |url=https://www.videogameschronicle.com/news/mario-64-3ds-port/ |website=[[Video Games Chronicle]]|publisher=[[Gamer Network]] |access-date=August 4, 2020 |date=July 30, 2020 |archive-date=November 15, 2020 |archive-url=https://web.archive.org/web/20201115041200/https://www.videogameschronicle.com/news/mario-64-3ds-port/ |url-status=live }}</ref> [[PlayStation 2]], [[PlayStation Vita]], [[Dreamcast]], and [[Android (operating system)|Android]].<ref>{{cite web|url=https://www.nintendolife.com/news/2020/09/random_forget_the_switch_super_mario_64_has_been_ported_to_dreamcast_ps2_and_ps_vita|title=Random: Forget the Switch, Super Mario 64 Has Been Ported to Dreamcast, PS2 and PS Vita|work=[[Nintendo Life]]|date=September 21, 2020|access-date=September 21, 2020|first=Damien|last=McFerran|archive-date=November 15, 2020|archive-url=https://web.archive.org/web/20201115041200/https://www.nintendolife.com/news/2020/09/random_forget_the_switch_super_mario_64_has_been_ported_to_dreamcast_ps2_and_ps_vita|url-status=live|publisher=NLife Media}}</ref>
** ''Super Mario 64 Plus'', a [[Fork (software development)|fork]] of the Windows port featuring a new [[permadeath|permanent death]] option, bug fixes, and an improved camera system.<ref>{{Cite web|last=Gray|first=Kate|date=April 19, 2021|title='Super Mario 64 Plus' Is an Unofficial PC Port With 60FPS and a Permadeath Mode|url=https://www.nintendolife.com/news/2021/04/super_mario_64_plus_is_an_unofficial_pc_port_with_60fps_and_a_permadeath_mode|url-status=live|archive-url=https://web.archive.org/web/20211101210253/https://www.nintendolife.com/news/2021/04/super_mario_64_plus_is_an_unofficial_pc_port_with_60fps_and_a_permadeath_mode|archive-date=November 1, 2021|access-date=November 1, 2021|website=[[Nintendo Life]]|publisher=NLife Media}}</ref>


===Medical literature===
=== Medical literature ===
In 2013, a study was conducted to see the [[Neuroplasticity|plasticity]] 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]].<ref>{{Cite web|url=https://qz.com/1050472/video-games-can-either-grow-or-shrink-part-of-your-brain-depending-on-how-you-play/|title=Video Games Can either Grow or Shrink Part of Your Brain, Depending on How You Play|website=[[Quartz (publication)|Quartz]]|last=Collins|first=Keith|date=August 10, 2017|access-date=February 28, 2022|url-access=subscription|archive-url=https://web.archive.org/web/20170811181737/https://qz.com/1050472/video-games-can-either-grow-or-shrink-part-of-your-brain-depending-on-how-you-play/|archive-date=August 11, 2017|url-status=live}}</ref><ref>{{Cite journal|last1=Kühn|first1=S.|last2=Gleich|first2=T.|last3=Lorenz|first3=R. C.|last4=Lindenberger|first4=U.|last5=Gallinat|first5=J.|year=2014|title=Playing Super Mario Induces Structural Brain Plasticity: Gray Matter Changes Resulting From Training With a Commercial Video Game|url=https://www.nature.com/articles/mp2013120|publication-place=[[London]]|journal=[[Molecular Psychiatry]]|publisher=[[Nature Publishing Group]]|volume=19|issue=2|pages=265–271|doi=10.1038/mp.2013.120|pmid=24166407|hdl=11858/00-001M-0000-0024-E6D7-E |s2cid=2599338|issn=1476-5578|archive-url=https://web.archive.org/web/20171116201251/http://www.nature.com/articles/mp2013120|archive-date=November 16, 2017|access-date=November 3, 2021|url-status=live|hdl-access=free}}</ref>
In 2013, a study was conducted to see the [[Neuroplasticity|plasticity]] 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]].<ref>{{Cite web|url=https://qz.com/1050472/video-games-can-either-grow-or-shrink-part-of-your-brain-depending-on-how-you-play/|title=Video Games Can either Grow or Shrink Part of Your Brain, Depending on How You Play|website=[[Quartz (publication)|Quartz]]|last=Collins|first=Keith|date=August 10, 2017|access-date=February 28, 2022|url-access=subscription|archive-url=https://web.archive.org/web/20170811181737/https://qz.com/1050472/video-games-can-either-grow-or-shrink-part-of-your-brain-depending-on-how-you-play/|archive-date=August 11, 2017|url-status=live}}</ref><ref>{{Cite journal|last1=Kühn|first1=S.|last2=Gleich|first2=T.|last3=Lorenz|first3=R. C.|last4=Lindenberger|first4=U.|last5=Gallinat|first5=J.|year=2014|title=Playing Super Mario Induces Structural Brain Plasticity: Gray Matter Changes Resulting From Training With a Commercial Video Game|url=https://www.nature.com/articles/mp2013120|publication-place=[[London]]|journal=[[Molecular Psychiatry]]|publisher=[[Nature Publishing Group]]|volume=19|issue=2|pages=265–271|doi=10.1038/mp.2013.120|pmid=24166407|hdl=11858/00-001M-0000-0024-E6D7-E |s2cid=2599338|issn=1476-5578|archive-url=https://web.archive.org/web/20171116201251/http://www.nature.com/articles/mp2013120|archive-date=November 16, 2017|access-date=November 3, 2021|url-status=live|hdl-access=free}}</ref>


==Notes==
== Notes ==
{{Notelist}}
{{Notelist}}


===Notes on inflation===
=== Notes on inflation ===
{{Notelist-lr}}
{{Notelist-lr}}


==References==
== References ==

===Footnotes===
{{Reflist}}
{{Reflist}}


===Sources===
=== Archived resources ===
* {{cite book|year=1996|title=Super Mario 64 (NUS-NSME-USA) Manual|publisher=[[Nintendo of America]]|id=NUS-NSME-USA|url=https://archive.org/details/SuperMario64N64Manual/mode/2up|via=[[archive.org]]|access-date=March 7, 2022|ref={{Sfnref|NOA|1996}}}}
{{Refbegin|40em}}
* {{cite book|year=1996|title=Super Mario 64 NUS-NSME-USA Manual|publisher=[[Nintendo of America]]|publication-place=[[Redmond, Washington|Redmond]]|id=NUS-NSME-USA|url=https://archive.org/details/SuperMario64N64Manual/mode/2up|via=[[archive.org]]|access-date=March 7, 2022|ref={{Sfnref|NOA|1996}}}}
* {{cite magazine|title=Super Mario 64 Player's Guide|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|year=1996|url=https://archive.org/details/SuperMario64OfficialPlayersGuide/mode/2up|via=[[archive.org]]|access-date=February 14, 2022|ref={{Sfnref|Nintendo Power|1996}}}}
* {{cite magazine|title=Super Mario 64 Player's Guide|publication-place=[[Redmond, Washington|Redmond]]|magazine=[[Nintendo Power]]|publisher=[[Nintendo of America]]|year=1996|url=https://archive.org/details/SuperMario64OfficialPlayersGuide/mode/2up|via=[[archive.org]]|access-date=February 14, 2022|ref={{Sfnref|Nintendo Power|1996}}}}
* {{cite magazine|title=Super Mario 64|magazine=[[Total!]]|issue=57|date=September 1996|access-date=February 21, 2022|url=https://archive.org/details/total-57/mode/2up|via=[[archive.org]]|ref={{sfnref|Total!|1996}}}}
* [https://web.archive.org/web/19961222150441/http://www.nintendo.com/product/n64/sm64/index.html ''Super Mario 64'' profile (1996) – Nintendo (archived)]
* {{cite magazine|url=https://archive.org/details/total-57/mode/2up|title=Super Mario 64|magazine=[[Total!]]|issue=57|date=September 1996|access-date=February 21, 2022|via=[[archive.org]]|last=Weaver|first=Tim|editor-last=Atkins|editor-first=Sean|editor2-last=Day|editor2-first=Christian|publication-place=[[Bath, Somerset|Bath]]|ref={{sfnref|Total!|1996}}}}
* [https://web.archive.org/web/19980205060100/http://www.nintendo.com/n64/super_mario64/index.html ''Super Mario 64'' profile (1998) – Nintendo (archived)]
{{Refend}}


==External links==
== External links ==
* [https://web.archive.org/web/19961222150441/http://www.nintendo.com/product/n64/sm64/index.html ''Super Mario 64'' Profile (1996) – Nintendo (archive)]
* [https://web.archive.org/web/19980205060100/http://www.nintendo.com/n64/super_mario64/index.html ''Super Mario 64'' Profile (1998) – Nintendo (archive)]
* {{IMDb title|0204657|Super Mario 64}}
* {{IMDb title|0204657|Super Mario 64}}


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{{Shigeru Miyamoto}}
{{Shigeru Miyamoto}}
{{Golden Joystick GOTY}}
{{Golden Joystick GOTY}}
{{Nickelodeon Kids' Choice Award for Favorite Video Game}}


{{Portal bar|Video games|1990s}}
{{Portal bar|Video games|1990s}}
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[[Category:1996 video games]]
[[Category:1996 video games]]
[[Category:3D platform games]]
[[Category:3D platformers]]
[[Category:Golden Joystick Award for Game of the Year winners]]
[[Category:Golden Joystick Award for Game of the Year winners]]
[[Category:Golden Joystick Award winners]]
[[Category:Golden Joystick Award winners]]

Revision as of 16:32, 9 May 2024

Super Mario 64
Artwork of a horizontal rectangular box. Mario flies with his Wing Cap power-up in front of a blue backdrop with clouds, a Goomba, and Princess Peach's Castle in the distance. The bottom portion reads "Super Mario 64" in red, blue, yellow, and green block letters.
North American cover art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)Shigeru Miyamoto[7]
Producer(s)Shigeru Miyamoto[7]
Designer(s)
  • Yoichi Yamada
  • Yasuhisa Yamamura
  • Kenta Usui
  • Naoki Mori
  • Yoshiki Haruhana
  • Makoto Miyanaga
  • Katsuhiko Kanno[7]
Programmer(s)
  • Yasunari Nishida[8]
  • Yoshinori Tanimoto
  • Hajime Yajima
  • Daiki Iwamoto
  • Toshio Iwawaki
  • Takumi Kawagoe
  • Giles Goddard[7]
Artist(s)
Writer(s)Leslie Swan[7]
Composer(s)Koji Kondo[7]
SeriesSuper Mario
Platform(s)Nintendo 64
iQue Player
ReleaseNintendo 64
iQue Player
  • CHN: November 18, 2003
[5][6]
Genre(s)Platform, action-adventure
Mode(s)Single-player

Super Mario 64 is a 1996 platform game developed and published by Nintendo 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 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, the 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 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 greatest video games of all time. Numerous developers have cited it as an influence on 3D platform games, 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 for the Nintendo DS in 2004, and has been ported to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames and mods, a large speedrunning presence, and enduring rumors surrounding game features.

Gameplay

Controls

Three screenshots demonstrating the virtual camera system in Super Mario 64
From left to right clockwise, the interface shows the number of extra lives, health points remaining, coins obtained, Power Stars collected throughout the game, and the camera configuration. The three screenshots show the camera automatically rotating to show the path.

Super Mario 64 is a 3D platformer in which the player controls Mario through various courses. Mario's abilities are far more diverse than in previous games.[10][11] 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.[12]

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 blue, equal to five yellow coins—or by walking through a spinning heart.[14] Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces.[15] As in previous Super Mario games, he starts with a number of extra lives, 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,[13] 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.[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 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;[17] 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][18] A shell remains after stomping a Koopa Troopa, which Mario can use to surf on water, lava, and quicksand.[19]

Setting and objective

The hub world 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.[20] The player's main objective is to look for paintings that bring them via jumping into courses containing Power Stars, which upon their collection unlock more of the castle hub world.[21] 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.[22]

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.[23] 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.[24] The final level of the game is blocked by "endless stairs" similar to Penrose stairs concept, but Mario can bypass them by collecting seventy Power Stars.[25] The music in the endless stairs before collecting seventy Power Stars has a similar shepard tone theme. 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.[26] 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.[22][27]

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.[28] 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.[29] Mario unlocks two doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds.[30] 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.[25] 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.[31]

Development

Shigeru Miyamoto at the 2007 Game Developers Conference
Yoshiaki Koizumi at the 2007 Montreal International Games Summit
Director Shigeru Miyamoto and assistant director Yoshiaki Koizumi

In the early 1990s, Super Mario creator Shigeru Miyamoto conceived a 3D Mario design while developing the game Star Fox (1993) for the Super Nintendo Entertainment System. 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".[32] According to engineer Dylan Cuthbert, who worked on Star Fox, Super Mario FX was never the title of a game, but was the codename of the Super FX chip itself.[33] Miyamoto reformulated the idea for the Nintendo 64, not for its greater power, but because its controller has more buttons for gameplay.[34] At the January 1993 Consumer Electronics Show (CES), where Star Fox made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head;[35] it returned in the start screen, programmed by Giles Goddard.[36]

Production of Super Mario 64 began on September 7, 1994, at Nintendo's Entertainment Analysis & Development division, and concluded on May 20, 1996.[37] According to Miyamoto, the development team consisted of around fifteen to twenty people.[38] Development began with the characters and the camera system; months were spent selecting a view and layout.[36] The original concept involved the fixed path of an isometric game such as Super Mario RPG, which moved to a free-roaming 3D design,[36] with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard.[36]

"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."

—Yoshiaki Koizumi, 2020 The Washington Post, interview[39]

Super Mario 64 is one of the first games for which Nintendo produced its illustrations internally instead of by outsourcing.[40] The graphics were made using N-World, a Silicon Graphics (SGI)-based toolkit.[41] The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid.[36] 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.[39] 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".[42]

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.[43] 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".[32]

Super Mario 64 was first run on an SGI Onyx emulator, which only emulated the console's application programming interface and not its hardware.[36] 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.[44] 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.[45] The developers tried to include a multiplayer cooperative mode, whereby players would control Mario and his brother Luigi in split-screen. Nevertheless, hardware constraints and the developers' inability to implement the mode satisfactorily led to its removal.[46][47]

Koji Kondo at the 2007 Game Developers Conference
Composer Koji Kondo

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.[48][49] 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.[49] 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.[49]

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.[45]

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.[32][50][51] It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty,[32] but was ultimately reduced to fifteen.[26] 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.[52] 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".[53] The game was later shown at E3 1996 with multiple Nintendo 64s set up for people to play.[54] 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 killer app for the Nintendo 64. The US$20 million[i] marketing campaign included videotapes sent to more than five hundred thousand Nintendo Power subscribers and advertisements shown on MTV, Fox, and Nickelodeon.[55][56]

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,[57] becoming the best-selling video game of 1996.[58] 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.[59] By early 2001, it had sold 5.5 million units,[60] and 5.9 million by September 2002.[61]

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.[62] It had become the second most popular game on Wii's Virtual Console by June 2007, behind Super Mario Bros.[63] By March 2008, Super Mario 64 sold 11.8 million copies worldwide, being the best-selling Nintendo 64 game.[64] By 2015, Super Mario 64 was the 12th most sold Mario game, with 11.91 million copies sold.[65]

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.[66] It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, touchscreen mini-games, and a multiplayer mode.[67] Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode.[68][69] By September 2021, 11.06 million copies had been sold worldwide.[70]

Other re-releases

A version of Super Mario 64 was used as a tech demo for the Nintendo 64 Disk Drive (64DD) floppy drive at the 1996 Nintendo Space World trade show.[71] Like Wave Race 64, Super Mario 64 was re-released in Japan on July 18, 1997 as Super Mario 64 Rumble Pak Version[a] which fixed various bugs, added support for the Rumble Pak peripheral, included the voice acting from the English version, among other changes.[72][73][74][75]

In November 2003, it was ported to China's iQue Player as a limited-release demo.[5][6] In late 2006, it was released on the Wii Virtual Console service[76] which added enhanced resolution and compatibility with the GameCube and Super Famicom Classic controllers.[77] In September 2020, Super Mario 64 was one of the three Super Mario games to be included in the Super Mario 3D All-Stars collection on Nintendo Switch.[78] It made another Nintendo Switch appearance in October 2021 as part of the Nintendo 64 lineup for the Nintendo Switch Online + Expansion Pack.[79]

Reception

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.[50] Ed Semrad of Electronic Gaming Monthly agreed, praising the new 3D animation of Mario characters shown in only 2D before.[51] 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".[101]

Super Mario 64 received critical acclaim, with a score of 94 out of 100 from review aggregator Metacritic based on thirteen reviews,[81] 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.[80]

The design, variety of controls and use of 3D gameplay received praise from video game publications.[85][94][102] 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.[100] 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".[89] Official Nintendo Magazine called it "beautiful in both looks and design".[97] Doug Perry of IGN agreed that it transitioned the series to 3D perfectly.[26] Electronic Gaming Monthly discussed the levels in their initial review, praising them for their size and challenge,[84] 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.[103]

Computer and Video Games editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile.[83] Total! hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month.[98] Writing for AllGame, Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course.[82] Nintendo Life's Corbie Dillard agreed, calling the variety the game's "greatest genius".[96] Writing for GameRevolution, Nebojsa Radakovic described Super Mario 64 as one of the few "true" 3D platform games.[102] 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.[94] Victor Lucas of EP Daily agreed, praising the freedom, but suggesting players "skip all the sign posts".[85]

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.[92] GamePro particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time".[90] Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]".[83] Jonti Davies called the visuals phenomenal, and the frame rate respectable.[82] Doug Perry found the graphics simple but magnificent,[26] a sentiment shared by Next Generation.[95] 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".[93] 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".[104]

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.[95] Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects.[26][102] 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,[84] a criticism that returned in Electronic Gaming Monthly's 100 Best Games of All Time list.[103] Game Informer stated in their 2007 re-review by present-day standards the camera "would almost be considered broken".[88] Nintendo Power also noted the learning curve of the shifting camera.[105] In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments.[96] This sentiment was shared by Total!, claiming that there were very few occasions where the camera was at a suboptimal angle.[106] 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.[83]

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 "the greatest games of all time" lists by many reviewers, including IGN,[34][107][108] Game Informer,[109] Edge,[110] Official Nintendo Magazine,[111] Electronic Gaming Monthly,[103] and Nintendo Power.[112] Electronic Gaming Monthly awarded it a Gold award in its initial review,[113] and it won Electronic Gaming Monthly's 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.[114] 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.[115] Maximum gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed.[100] Digitiser ranked it the best game of 1997, above Final Fantasy VII as runner-up.[99]

List of awards
Date Award publication Category Result Ref.
1996 Maximum Game of the Month (June) Won [100]
Electronic Gaming Monthly Game of the Month (September) Won [84]
Gold Award Won [113]
Nintendo 64 Game of the Year Won [114]
Adventure Game of the Year Won
Best Graphics Won
Game of the Year Won
Game Informer Won [109]
Spotlight Awards Won [115]
Best Use of Innovative Technology Won
Best Console Game Won
1997 Digitiser Game of the Year Won [99]
Computer and Video Games Won [116]
Golden Joystick Awards Won
Best Looking Game Won
Official Nintendo Magazine Best Nintendo 64 Game Won
1998 ECCSELL Awards Gold Award Won [62]

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.

—Lee Hutchinson of Ars Technica in 2013[117]

Super Mario 64 was key to the early success of and anticipation for the Nintendo 64.[88][103][118] 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.[117] 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.[119]

In 2012, Super Mario 64 was among the 80 entries in the Smithsonian American Art Museum's The Art of Video Games exhibit.[120]

Influence

Super Mario 64 set many precedents for 3D platformers as one of the most influential video games.[103][119][121][122] The game is known for its nonlinear, open freedom, which has been acclaimed by video game developers and journalists. 1Up.com 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.[119] 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.[123] 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.[124][125] 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 [of the Nintendo 64] is lying".[126] Square Enix has stated that a coincidental meeting with Disney employees resulted in the creation of the Kingdom Hearts series, inspired by Super Mario 64's use of 3D environments and exploration.[127] 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.[54]

Super Mario 64 introduced a free-floating camera that can be controlled independently of the character.[121] 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.[128] 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's addition of the lock-on camera and concluded that the two games were trailblazers for the 3D era.[129] PC Magazine's 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.[130]

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.[131] 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".[132]

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.[133][134] 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".[135]

Successors

A sequel was planned for the disk drive add-on, under the codename Super Mario 128.[136] In July 1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on Super Mario 64.[137] Miyamoto affirmed that work on the sequel had only commenced at the time of the E3 1997 convention.[138] The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive.[139][140]

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.[141][142] Super Mario Galaxy 2 includes a remake of Super Mario 64's Whomp's Fortress level called Throwback Galaxy.[143] Super Mario 3D Land and Super Mario 3D World are departures from the open-ended design, instead focused on platforming reminiscent of 2D games.[144]

The Nintendo Switch game Super Mario Odyssey returns to Super Mario 64's open design;[145] 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.[146][147]

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,[148] to no avail.[149] 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".[150] 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.[150] In July 2020, 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.[151]

Satirical conspiracy theories about the game became popular in 2020, and were grouped into the "Super Mario 64 iceberg", an Internet meme of an iceberg, with the less likely theories representing places closer to the bottom of the "ocean".[152] One popular rumor involves a "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 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.[152][153][154]

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.[155] Speedrun techniques include the Lakitu skip, a glitch that disables a dialog box explaining camera movement; the Bob-omb clip, which uses a glitch in a Bob-omb's explosion animation to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump", allowing Mario to reach very high speed values and has numerous applications in speedrunning;[156] the latter was patched in the 1997 "Shindō" re-release (Rumble Pak version). The Super Mario 3D All-Stars re-release also patched this as it was based on the Shindō version.[157] In 2013, YouTuber Vinesauce posted a compilation of various corruptions of the game, replicated with a program named naughty.[158][159] 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.[160][161][162] The game has also inspired challenges that attempt to beat it with certain restrictions, such as not being able to press the A button, requiring deep understanding about the game's mechanics and bugs.[163][164]

Fan projects

Super Mario 64 has led to the creation of fan-made remakes, modifications and ROM hacks:

In 2019, fans decompiled the original ROM image into C source code, allowing Super Mario 64 to be natively ported to any system. The next year, fans released a Windows port with support for widescreen displays and 4K resolution.[185] Nintendo enlisted a law firm to remove videos of the port and its listings from websites.[186] The port would allow for more graphical mods and forks, such as Render96, which implemented the original high-resolution source textures and created new character models and environments resembling those seen in the game's CG renders,[187] and Super Mario 64 Plus, a fork of the Windows port featuring a new permanent death option, bug fixes, and an improved camera system.[188] Fans created ports for several more platforms, including the Nintendo 3DS,[189] PlayStation 2, PlayStation Vita, Dreamcast, and Android.[190]

Medical literature

In 2013, a study was conducted to see the plasticity 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.[191][192]

Notes

  1. ^ Japanese: スーパーマリオ64 振動パック対応バージョン (lit. Super Mario 64 Vibration Pack Compatible Version)
  2. ^ Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.

Notes on inflation

  1. ^ equivalent to $38,854,233 in 2023
  2. ^ equivalent to $271,979,631 in 2023
  3. ^ equivalent to $30,080,400 in 2022

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