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FamiConnichiwa, everyone! I'm Akinori Sao, a writer in Kyoto. This is my third interview with video game developers to commemorate the release of the NES Classic Edition system. The topic this time is Super Mario Bros., the most representative game of the original Famicom/NES.

As you may know, the Super Mario Bros. Game was a huge hit that became an unprecedented worldwide phenomenon, so Nintendo has already shared a lot of behind-the-scenes anecdotes. For example, the Iwata Asks sessions covering the New Super Mario Bros. Wii game ( ) and the 25th anniversary of Super Mario come to mind. These are all great reads, so if you haven't checked them out, please do! This time, in addition to the first Super Mario Bros. Game, we'll be hearing about Super Mario Bros.

3, which came out three years later (Nearly five years later in North America). I will be talking with Shigeru Miyamoto, who I also interviewed about Donkey Kong, as well as designer Takashi Tezuka and sound designer Koji Kondo. We're sure to hear the development challenges of Super Mario Bros.

3, so please stick with us to the end! And now for Miyamoto-san, Tezuka-san and Kondo-san. Tezuka-san, you and Kondo-san joined Nintendo in the same year. At that time, the Famicom was already on sale.

Tezuka: That's right. Nintendo had released the Famicom the year before, in 1983. (Editor's note: The NES, the version of the Famicom sold outside of Japan, was released in 1985.) Did you have one? Tezuka: Um, no.

(bluntly) (laughs) Tezuka: I did buy one after joining the company. And you, Kondo-san? Kondo: I didn't have one either. I played a lot of arcade games though. Donkey Kong™ 3 1 was popular at the time I entered the company, so I was playing that as hard as I could. Donkey Kong™ 3: A shooting game that appeared in arcades in 1983. The Famicom version was released in July the following year, and later for NES™.

What was your impression of the Famicom back then? Kondo: I liked how you could play arcade games at home. Tezuka: I didn't have any knowledge of this thing called the Family Computer (Famicom), so I thought it was like a home computer!

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(laughs) (laughs) When it first came out, I suppose more than a few people had that misunderstanding. Tezuka: Yeah. It's hard to believe that someone like me, who was so unknowledgeable, would end up developing games for the Famicom/NES. Our topic today is Super Mario Bros. Miyamoto-san, what was your approach toward this game? Miyamoto: I wanted to make a game that would be the culmination of all NES cartridge games up to that point. From the release of the original Famicom until the release of this game—which would go on to become a worldwide hit—it took two years.

Did the participation of Tezuka-san and Kondo-san play a big role in making it happen? Miyamoto: Yes. I was doing design work all on my own, so Tezuka-san's arrival was a big help. The first game we made together was Devil World. Devil World™: An action game released for the Famicom system in October 1984 in Japan. The game was later released for NES in European regions. Kondo-san, that game was also your debut work, wasn't it?

Miyamoto: Later, we made Excitebike 3, which is included in the NES Classic Edition. Tezuka-san helped a little that time, too. Excitebike™: A racing game released for the Famicom system in November 1984, and later for NES systems. In Devil World, players could control a player-character twice as big as in games before it, and Excitebike had a scrolling screen and warping. And all of that accrued technology was at work in the development of Super Mario Bros. Miyamoto: That's right.

We wanted to pack various technologies into one Famicom cartridge game, like a puzzle. So we ended up making the player character larger, and creating long courses that scroll. The Family Computer Disk System 4 came out the next year. Family Computer Disk System: A peripheral product for the Famicom system released in February 1986. The floppy disks used with the system had greater memory than ROM cartridges, allowing players to save game data. This system was sold only in Japan.

Miyamoto: That's why I really wanted to make Super Mario Bros. The grand culmination of Famicom/NES cartridges. We had built up a lot of know-how since the release of the console, and the time had come when that would be possible.

Tezuka-san, when you started working on Super Mario Bros., what sort of concept did Miyamoto-san lay out? Tezuka: He said he wanted to make gameplay in which a large player-character would run and jump around fairly large courses.

So at first, you just controlled a big Mario. Quite a long time ago, a manga magazine had stories about the development of Super Mario Bros.

Miyamoto: Yes, that's right. (laughs) That manga contained an episode in which a bug caused only Mario's upper half to show when displaying that big Mario, and that's what gave you the idea for a small Mario. Miyamoto: That's absolutely not true. (bluntly) (laughs) Miyamoto: I remember this clearly. Tezuka-san and Nakago-san 5 and I were having a meeting, and we had the length of all the courses drawn up on a whiteboard.

We were discussing whether there was any way to see farther ahead. Toshihiko Nakago: President, SRD Co., Ltd.

SRD is a company that contracts to develop video game software and develops and sells CAD packages. For many years, SRD has been involved with development of the Super Mario™ and The Legend of Zelda™ series. Mario was big, so you couldn't see very far? Miyamoto: Right. We could pull back for a broader view, but then Mario would be smaller. Then Nakago-san said, 'Wait a minute. Wouldn't it be fun to have a small Mario, too?'

You introduced a smaller Mario to make it easier to see what's ahead in the course. Miyamoto: Yes. And then we decided that you'll lose a turn when the smaller Mario runs into an enemy, when big Mario runs into an enemy, he would just get smaller. That would be a brand-new game mechanic, and we decided to go with it right away in that meeting. So the inspiration didn't come from a bug as in the manga. (laughs) Miyamoto: No.

(laughs) By the way, did you ever consider letting players start the game with the bigger Mario? Miyamoto: Starting with the small Mario would make players happier when Mario got big later, and it would also give a better impression to players. (To Tezuka-san) We decided that quickly, right? Miyamoto: And since Mario had gotten bigger, we added 'super' to the title to make it Super Mario Bros. Super Mario Bros. 3 Miyamoto: All right.

Super Mario Bros. 3 came out in 1988, three years after Super Mario Bros. How did that come about?

Miyamoto: The game before that, Super Mario Bros.: The Lost Levels 6, had been Tezuka-san's directorial debut. That went well, so we decided to make a completely new game. Super Mario Bros™.: The Lost Levels: A platform game originally sold as Super Mario Bros. 2 in Japan for the Famicom system in June 1986. It looked and played very similar to the first Super Mario Bros., but with a tougher challenge level developed for advanced players. Tezuka-san, did you feel pressure as the director of Super Mario Bros.

After all, the original Super Mario Bros. Was an incredible hit. Tezuka: I didn't feel pressure from the original game so much as I felt like I needed to do a good job. But it wouldn't come together well and dragged on. Miyamoto: And Nakago-san got angry. (laughs) Tezuka: Yeah, he definitely got angry. (laughs) What wouldn't come together?

Tezuka: At first, we were making it with a bird's-eye view rather than a side view. The view was looking down diagonally from overhead rather than directly from the side as in Super Mario Bros. But we couldn't do it well. Miyamoto: He said he wanted to look from a little above. But in Super Mario Bros.

It is important whether Mario's feet hit the ground or not, even barely. With a diagonal view from slightly overhead, you lost your sense of distance to the ground. So I told him that development would be difficult. Tezuka: Yeah, it was. (laughs wryly) So partway through development, we switched to a side viewpoint, but there are relics of the bird's-eye view in the final product. Miyamoto: Yeah. For example, the black-and-white checkered floor.

Tezuka: Yeah. Tezuka-san, what was your original idea for making Super Mario Bros. Tezuka: We made Super Mario Bros.: The Lost Levels by changing the original game's difficulty and stage design, but we couldn't do that again, so I wanted to change everything, including its general appearance.

So that's why you kept attempting new things like trying a bird's-eye view and outlining the characters in black. Miyamoto: Mario's face changed a lot, too. His eye was now one dot away from his cap, so he looked cuter.

Tezuka: The original Mario's eyes and hat were conjoined, so I wanted to change that, too. Mario has more actions, too. Tezuka: Yeah. A tail seems a bit forced, so I really worried over that.

I kept wondering if Mario and a raccoon was the right match. Why a raccoon tail? Tezuka: Because I wanted to put in a new action where players could press a button to have Mario spin around and knock enemies out of the way with his tail. You originally gave him a tail so he could blow away enemies rather than fly. That's why you chose a raccoon?

When we switched from a bird's-eye view back to a side view, the controls didn't work well and making adjustments was a challenge. Flying was something I had wanted to do since the first game, and Raccoon Mario ended up being able to do both.

Miyamoto: So Raccoon Mario was there from relatively early on. And then there's Frog Mario And Mario in Goomba's Shoe. Tezuka: We were experimenting with a bunch of things, and in the end Miyamoto: We started talking about how to pull it all together and I joined in to help adjust it.

So the development period was a bit long. Tezuka: Not a bit—a lot! Miyamoto: We began after Super Mario Bros.: The Lost Levels in the spring of 1986, and it still wasn't finished a year later. In the spring of the following year, we were finally able to apply the final polish.

Tezuka: Yes, that's about right. Miyamoto: So it took about two years. We wanted to release it in spring of 1988, but we couldn't do that either, so it dragged on for another six months! (laughs) (To Tezuka-san) Right? Tezuka: (nods silently) So it took two and a half years. What caused such trouble?

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Tezuka: Well, we wanted to put in a lot of stuff. There were all these things we wanted to do, but once all the features were placed together, there were a lot of holes that needed to be patched up. How many people made the original Super Mario Bros.? Miyamoto: I think it was about seven or eight people. How about Super Mario Bros. Tezuka: Quite a lot more.

Miyamoto: Maybe 20 to 30? Tezuka: Yes, about that many.

Miyamoto: We had what we called the Map Room, a long, narrow meeting room where the programmers would line up, look at sheets of paper, and program map data every day. Tezuka: Yeah. Miyamoto: Toward the end, we made it engaging in human wave tactics with help from a lot of people.

Kondo: But I was alone on sound. Everyone: (laughs) Kondo-san, did it go smoothly for you working on the music all alone? Kondo: No, I had a hard time on the ground theme. Kondo: I couldn't figure out how to change it from the original Super Mario Bros. Yes, I suppose that would be challenging. Kondo: When I made the original Super Mario Bros. Music, I didn't pay any attention to genre.

Instead, I just played the game and made music that went along with it. But as more people heard it, they started saying it sounded Latin or like fusion, and I wondered what direction to take with Super Mario Bros. You began by thinking about the genre. People even guessed it was going to be reggae! (laughs) And having to think about the genre first led to all sorts of difficulty. You were uncertain.

Kondo: So I made two ground themes. And just before completion, I had these two listen to them and asked which we should use. Working on the music for Super Mario Bros.

3 was quite a challenge. The original Super Mario Bros. And Super Mario Bros. 3—which you finished up with human wave tactics—are both available for play on the NES Classic Edition. Kondo-san, what do you hope players will enjoy? Kondo: I think they will be able to hear a clear difference in sound between the games, even though they're all on the same NES, so I hope they will compare the two.

Exactly what should they listen for? Kondo: Well, we had a lot of special sounds for the Famicom/NES, but we couldn't use them since they required a lot of memory. But by the time we developed Super Mario Bros. 3, we were able to use all those sounds because the cartridges had advanced and more memory became available. We could now use sounds like percussion and timpani, so the music became much richer compared to the original Super Mario Bros. They're both in the NES Classic Edition, so it's easy to compare.

Kondo: Right. Tezuka-san, what do you hope players will enjoy? Tezuka: I hope it will bring back memories for people who played it way back when.

In particular, we put a lot of courses in Super Mario Bros. 3, but when there are lots of courses, you tend to move right on to the next one every time you clear one. You get hasty. Tezuka: But each course is packed full of game elements, so I hope players will play each course again and again to the fullest.

Especially since it took so long to make them! (laughs) Tezuka: I suppose you're right! (laughs) We made it so you can play in a lot of different ways, like focusing on defeating all the enemies, so I hope people will get the most out of it. And last, Miyamoto-san. Miyamoto: Back when Super Mario Bros. 3 came out, everyone was stressed because they couldn't save, with some even saying they played it through without ever turning off the power!

(laughs) Uh-huh, there were! (laughs) Miyamoto: But this time you've got four Suspend Points.

Even better, you have four for each of the 30 games. You can practically save wherever you want. Miyamoto: So I hope players will save all they want to relieve the stress they felt before. The NES is a piece of hardware that had a long life. Of the games included in the NES Classic Edition, Donkey Kong first came out in 1983 at the same time as the original Famicom, and the last one to come out was Kirby's Adventure 7, which came out in 1993, so there's over ten years of history packed in. Kirby's Adventure™: An action game released for the Famicom system in March 1993, and later for NES systems.

Miyamoto: Yes, that's right. Why do you think the Famicom/NES was a force for so long? Miyamoto: A big factor is, as Kondo-san mentioned, the advancements of game cartridges. The console itself stayed the same, but the technological advancements in the game cartridges gave birth to new kinds of gameplay.

Miyamoto: Right. Also, a lot of new talent joined, which was important for continuing to do new things. Even people who weren't originally in the gaming industry, like Shigesato Itoi 8, began making video games.

Shigesato Itoi: In addition to being a copywriter and essayist, he has been integral to the development of video games such as the Earthbound™ series. He runs Hobo Nikkan Itoi Shinbun, a Japanese online publication.

Miyamoto: That's right. The original Super Mario Bros. Was supposed to be the final game on cartridge before the Family Computer Disk System was released, but it sold so well Miyamoto: The console itself took off soon after. Besides, the NES 9 wasn't released in America until after Super Mario Bros.

Came out in Japan. The NES was released in America on October 18, 1985. That's two years after Japan. At the time when you made Super Mario Bros., you had a strong sense of it as the culmination of Famicom cartridges. But you might say that was when it all began. Miyamoto: Yes. After Super Mario Bros., I met a lot of people and had a lot of experiences.

Recently I was on stage at an announcement 10 for Apple, and everyone was excited. (laughs) That's all thanks to Mario, the big brother! In September 2016, Apple announced new products at an event in San Francisco. Miyamoto-san appeared on stage to announce Super Mario Run, a game optimized for smart devices, scheduled for release in December 2016.

Super Mario 64 is a 3D action-adventure platformer game released for the in 1996. This game was one of two (three in Japan) launch titles for the Nintendo 64, along with, which helped drive initial sales of the console. As of January 7, 2017, it has sold over 11 million copies worldwide, and is marked as the best selling Nintendo 64 game of all time.

It is also the second most popular game on the 's, after Being the first 3D Mario game, Super Mario 64 has introduced many moves that would be used in almost every later Super Mario title:, and. And were also introduced, but would not be used in any later main title (besides its DS remake). Though not the first 3D platforming game, Super Mario 64 codified many of the controls and designs conventions of the genre. It is widely acclaimed as one of the greatest and most important games of all time. In 2004, a remake of Super Mario 64 was released for the entitled.

The remake had various differences from the original game such as, and becoming playable characters. There was also a sequel called planned for the, but it was canceled due to the 64DD's commercial failure.

Super Mario 64 was rereleased digitally on the Wii's Virtual Console service on November 19, 2006, and again on the 's Virtual Console service on April 1, 2015, making it and the first two Nintendo 64 games to be released on the Wii U. Super Mario 64 was the first time that many players heard as Mario's voice, as it is today. The game also named Princess Toadstool as Peach, as shown in the opening letter, and made it a series standard. Mario in front of a painting, which serves as an entrance to a level. The following is the story given on pages 4 and 5 of the Super Mario 64 instruction booklet.

The colors given in the instruction booklet signify who is talking:, and, with black being narration. 'Mario, please come to the castle. I've baked a cake for you.

Yours truly, Princess Toadstool.' 'Wow, an invitation from Peach! I'll head out right away. I hope she can wait for me!'

Mario is so excited to receive the invitation from the Princess, who lives in the Mushroom Castle, that he quickly dresses in his best and leaves right away. 'Hmmm, something's not quite right here.

It's so quiet.' Shaking off his uneasy premonition, Mario steps into the silent castle, where he is greeted by the gruff words, 'No one's home! Bwa, ha, ha.'

The sound seems to come from everywhere. 'Who's there?! I've heard that voice somewhere before.' Mario begins searching all over the castle.

Most of the doors are locked, but finding one open, he peeks inside. Hanging on the wall is the largest painting he has ever seen, and from behind the painting comes the strangest sound that he has ever heard. 'I think I hear someone calling. What secrets does this painting hold?' Without a second thought, Mario jumps at the painting. As he is drawn into it, another world opens before his very eyes.

And so begins the grandest of all adventures! Once inside the painting, Mario finds himself in the midst of battling Bob-ombs. According to the Bob-omb Buddies, someone.or something.has suddenly attacked the castle and stolen the 'Power Stars'. These stars protect the castle; with the stars in his control, the beast plans to take over the Mushroom Castle. To help him accomplish this, he plans to convert the residents of the painting world into monsters as well. If nothing is done, all those monsters will soon begin to overflow from inside the painting.

'A plan this maniacal, this cunning.this must be the work of Bowser!' Princess Toadstool and Toad are missing, too. Bowser must have taken them and sealed them inside the painting. Unless Mario recovers the Power Stars immediately, the inhabitants of this world will become Bowser's army. 'Well, Bowser's not going to get away with it, not as long as I'm around!' Stolen Power Stars are hidden throughout the painting world.

Use your wisdom and strength to recover the Power Stars and restore peace to the Mushroom Castle. You are the only one we can count on.' Gameplay The player controls in a variety of open environments of varying size and complexity, ranging from to large self-contained worlds populated by enemies, items, and friendly NPCs who can either provide limited assistance to Mario or are subject of one of the game's tasks. To progress, the player must collect by completing a variety of missions, ranging from tasks such as defeating a specific enemy, completing a puzzle, collecting a set amount of items, or besting a NPC in a friendly competition.

There are a total of 120 Power Stars in the game, though only 70 need to be collected in order to complete the game. The Power Stars are split between the fifteen main courses, nine secret courses, and other objectives.

The main courses contain six numbered missions each plus a hidden Power Star for collecting 100. Though missions for a level are numbered, most missions can be performed out of order. Other missions, however, can only be completed by selecting a specific scenario from the course selection screen, as to prompt the appearance or disappearance of a character or object needed to complete the task. The game is primarily set inside and around, itself divided in multiple rooms containing portals (most represented as paintings) that lead to the game's courses.

Initially, the player can only access one of the paintings and a limited section of the castle, but as the player collects Power Stars, the player will be able to unlock leading to the other courses and open up other sections of the castle by collecting a certain number of stars and completing a level. Controls Super Mario 64 uses a majority of the buttons on the Nintendo 64 controller, the only buttons not used are the Control Pad and the Button. Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the )., swim, confirm., grab, throw, cancel., - Move Camera. Zoom in, enter second-person mode (which allows the player to look around). Zoom out. Toggle camera mode. Pauses the game, activates (when in Peach's Castle) or pause menu (when in courses) Additional Moves.

To get around the courses in the game, Mario has to make use of several moves. Along with the standard moves listed above, there are several additional moves that can be done by using button combinations. A '-' implies combinations where buttons need to be pressed in succession, and a '+' implies combinations where buttons need to be pressed simultaneously.(while running) -.(while wearing the Wing Cap) - Take off. (after quickly turning around while running) - Sideways. (after hitting a wall) -.Jump Kick. (while running) - Midair Dive.Punch, Punch, Kick.

+ - Backwards Somersault. + (while running) -. + -. + (while running) -. + - Crawl Characters Main Characters. Mario in, the first stage in the game.

Are laid out inside paintings in the castle, or sometimes the walls themselves. They can also be found in holes, portals, oil pits, and inside a clock. Each world has seven. Within each, one of which is gained by finding one hundred in the level.

The other six Power Stars are found by performing 'missions', accomplished by fighting bosses, winning races, etc. Every course has boundaries to limit the player from going too far, either as a strict wall or an invisible boundary. Castle Secret Stars In addition to the main courses of the game and the Bowser Courses, there are also a few hidden courses that house several of the Castle's Secret Stars, as well as the three. (2 Stars). (1 Star).

(1 Star). ' Stars (3 Stars). (1 Star). (1 Star). (1 Star). (2 Stars). (1 Star).

(1 Star). (1 Star) Three of the Toads in the castle give the player a Power Star when talked to. One of the Toads is in a corner near the entrance to, another is under the staircase on the second floor, and the third is to the right of. Bosses There are various mini-bosses in some stages, but the primary boss is Bowser. He appears three times in three different levels. This is a list of the bosses in the game. Image Description A giant Bob-omb in.

He appears as the first boss in the game and the first star. A giant Whomp on top of.

He appears as the first star, and after he is defeated, there is a tower on top of the fortress. Bowser appears in, (where the arena tilts), and (where he must be thrown three times). The player needs to swing him by the tail clockwise or counterclockwise and hurl him at bombs on the outside of his circular arena. Two of these giant appear in.

On both occasions, they try to knock Mario into the lava. Two stone hands with eyes on their palms. They appear when the player blasts open the top of the Pyramid in and rides the elevator inside.

A giant which appears three times in. He initially appears once all the Boos in the mansion have been removed, again in the underground Merry-Go-Round, and lastly on the top balcony of the mansion. A giant which only appears in the attic of Big Boo's Haunt. A large Bully made of ice. He tries to ram Mario onto a lethally frozen pond in.

A giant Wiggler, which becomes angry when his home in gets flooded. Items Throughout the game, the player can make use of several items.

Some items are out in the open, whereas others are found by breaking open or completing challenges. Image Description Image Description A standard Coin found in the levels. When collected, it restores one point of Mario's. A floating that holds either coins, 1-Up Mushrooms, or Power Stars. A red variant of the Yellow Coin, each worth two coins. Eight are scattered around most courses, and collecting them all will cause a Power Star to appear. They restore two points of Mario's Health Meter when collected.

Block that holds a. Will become solid once the Red is pressed.

A blue variant of the Yellow Coin, each worth five coins. They usually appear after Ground Pounding or after defeating stronger enemies like a. Block A blue!

Block that holds a. Will become solid once the Blue is pressed.

A large heart than spins when Mario walks through it, which will recover his Health. The amount of Health it recovers and how fast it does so is dependent on how quickly Mario moves through it. Block that holds a.

Mario

Will become solid once the Green is pressed. A green spotted that will give Mario an when collected. Once collected from a Red! Block, the to fly for a limited time.

A shell from a that Mario can ride, defeating enemies he runs over and allows him to move around the course quicker. Pressing will cause the shell to disappear. If grabbed underwater by using, Mario can hold onto the shell for a short time and move underwater easier. Once collected from a Blue! Switch, the Vanish Cap turns, allowing him to pass through wired cages and ignore enemies.

The main objective of the game. Collecting enough of them will allow Mario to open up. Once collected from a Green! Switch, the Metal Cap turns, allowing him to walk underwater and defeat small enemies by simply running into them.

Notable mistakes and errors. At the end of the game, when speaking to Yoshi on the castle roof, says 'Mario!!! It that really you???'

Instead of 'Mario!!! Is that really you???'

. If Mario is one star short of opening a door, it will still refer to the word needed in the plural: 'You need 1 more star s' instead of 'You need 1 more star.' Those errors remained in the version. However, they were fixed in the, as Yoshi is a playable character, and the message that appears when Mario doesn't have enough stars to open a door is 'You need (number) more.' References to other games. A carving of Mario and a carving of Bowser from this game appear on a pillars in.

A remix of the overworld theme plays on the title screen. There is also a small jingle used at the select screen which sounds identical to the first few notes of the overworld theme in this game. The idea of Switch Palaces is, in a way, brought back. Also, when is met, he says to Mario 'It has been so long since our last adventure!' , referring to this game. Also, the soundtrack follows the same composition technique used in Super Mario World in a similar way where there's a signature melody in the game that's heard across different levels in several variations (Bob-omb Battlefield, Snow Mountain, Slider).

The theme used for in this game, specifically the string instruments playing in the background, is reworked into /'s theme for Super Mario 64. The idea of collecting first appeared in this title as well. The sound effect warp1.wav (which typically plays when entering a Bowser course) is reused from one of this game's cutscenes.

References in later games. plays this game sometimes in her. The theme for is also very similar to the song Inside the Castle Walls.

is hidden on and its appearance is identical to its design in Super Mario 64. The castle grounds are also there and unchanged between the two games. The drawback is the castle is inaccessible. Penguins in have an identical appearance and a big penguin (most likely ) is in the center of the course on an island of ice. Most of Mario's moves, animations and his voice clips in this game are derived from the ones in Super Mario 64.

Appears as a boss. Two levels based on places here are also accessible, such as and. Although didn't appear in the game, his moves and his voice clips are identical to Mario's in Super Mario 64, except 's voice clips are higher-pitched versions of Mario's.

This game starts the same way, with a letter being sent from. Returns and the main room is near identical (however the doors do lead to different rooms). Peach's Castle reappears in the background of, and. The music for is a sped up remix of Bowser's battle theme from this game.

Two stages based on areas from Super Mario 64 appear: (which also appears as a trophy) and (which also includes a cover of the Super Mario 64 - Slide music). Reappears as a boss and trophy. Additionally, the returns in this game as an item and a trophy. Still has his voice clips, moves, and animations and still has Mario-like voice clips, moves, and animations. One of 's Stone form is based on a from this game.

A brief clip of Mario's fight with Bowser is seen when scans Mario. In, a room with four blocks can be seen in it.

One of them is a block from Super Mario 64. The name of the game is even mentioned in the description of the blocks, and the professors are trying to figure out why it vanishes when struck. The game starts in the same way, sends another letter. The music that plays in the minigame, has the Peach Castle theme covered. This game is a remake of Super Mario 64. Also, at the start, is on the roof and jumps down, a reference to the fact that he is there at the end of Super Mario 64.

appears as a race track in this game. Several bosses found here also reappear in this game. The theme that plays in Peach's Castle is a cover version of this game's castle theme. Also, appear in this game. This game uses many things found here, such as, and a Bowser head closes in on the screen when the player dies. Also, the Wing/Vanish Cap theme is present for Invincibility in this game.

A cover of the music that plays in Big Boo's Merry-Go-Round is featured in this game, as the theme associated with Boo sidekicks. The game starts in the same way, with Peach sending Mario another letter. Also, the Bowser's Road theme is covered for. Also, the falling asleep idle animation returns. Music from is unlockable, and the Rainbow Ride stage/music and Metal Box from the previous game returns as well. Both songs that play when playing in Peach's Ice Garden and going into said place in Challenge mode are remixes of the castle theme from this game. The music for when the Mario Bros first enter and when everyone is removed from Bowser's Belly is a cover of the Peach's Castle theme.

Also, both games end in a view of a cake with Mario and Peach figures on it. The Cool, Cool Mountain and Snowman's Land course music is covered for the event in this game. The main theme and the Bowser's stage theme is also used.

The trademark music reappears in the game. In both and, music plays at a moment. Also, the reappears as the, alongside and the. Both games start with Peach sending a letter to Mario.

Also, the orchestral cover of Bowser's Road theme can be heard in and. The sound effect of Mario falling from heights is reused, plus the platforming style is mixed together with Super Mario Bros 3 and Super Mario Galaxy. Also, when the player waits outside a purple on the map screen, the music from Super Mario 64 can be heard. appears as a playable character. A cover of is used in. In the Bowser's Castle court, a cover of the Bowser battle music is played.

The first few notes of the theme are played during the intro. music is covered during the Minecart part of. A cover of 's music plays when riding. In, a level in Super Mario 3D World, there is a hidden behind a portrait of a Boo that can be entered like the pictures in Princess Peach's Castle. A cover of Koopa's Road plays in.

A cover version of the main theme of Super Mario 64 appears in the DLC stage Peach's Castle (64), which itself is the Super Smash Bros. Stage based on Super Mario 64. The victory theme and the theme are used when the, and costumes complete a level or lose a life, respectively.

Additionally, when a is obtained, the Wing Cap theme is played for the Mario costume and the Metal Cap theme is played for the Silver Mario and Gold Mario costumes. reappears as a boss in this game. The game marks a return to the non-linear, open-ended style of gameplay for 3D Mario platformers established by this game. An arrangement of Bowser's theme can be heard in the song '. The is filled with many references to Mario's past, mostly Super Mario 64. Its also resemble the coins from Super Mario 64.

Additionally, Mario can dress up as the original Super Mario 64 model of himself by buying the hat and costume separately at the Mushroom Kingdom shop. Also, the Metal outfit is just the Super Mario 64 suit, but with a metal coat. Media For a complete list of media for this subject, see. Bob-omb Battlefield - Big Bob-omb on the Summit star speed run 1:12 Super Mario 64 - Title screen.

Reissues Main article: is the remake of the game for the, bearing some new features on its storyline, gameplay and graphics. Unlike Super Mario 64, Mario is not the only playable character (nor is he even available at the start, the only character available at the start of the game is Yoshi);, and also join the adventure in order to rescue Princess Toadstool from the hands of Bowser. Other new features within the game include a multi-player mode, in which up to four players can play simultaneously on each Nintendo DS connected together locally; to play with each character, and new additions to the story mode such as new missions and levels. A version of the original game was released in Japan on July 18, 1997, that included support. This game is the same as the International release of the game, as it retains all of the glitch fixes as well as graphical and sound changes (except Mario calling Bowser by his name in the 'So long-eh Bowser' voice clip, which was changed to 'buh-bye').

The only differences other than one voice clip are the language being changed back to Japanese, a new title screen easter egg, fixing of the 'backwards long jump' glitch and the Rumble Pak support. Official soundtrack Main article: An original soundtrack that is based on the game is released. It has thirty-six tracks from the game. Gallery For this subject's image gallery, see. The European and Australian versions.

The copyright date on the title screen is changed to reflect the release year of the European and Australian editions. The trademark symbol was changed for unknown reasons. The Logo is slightly narrower. The intro screen says 'PRESS START' in the NTSC versions, but just 'START' in the PAL version.

The text was also moved slightly to the left in the PAL version. The NTSC versions have slight letterboxing while the PAL version does not. This is most noticeable with the gap between the edge of the HUD elements and the edge of the screen. In the intro, Mario jumps out of a pipe and a variation on the classic Mario pipe sound effect plays. In this edition of the game, the sound effect plays at a much quieter volume. The sound of a closing is now more similar to the sound of the door opening.

The yellow coin collecting sound is slightly slowed down. The sound effect of grabbing and then releasing Mario's face on the title screen is changed. Mario's sound is different.

Gameplay Changes. This version of the game outputs a signal compatible with the PAL television standard, rather than the NTSC standard used by the North American and Japanese releases. Therefore, it outputs 25 frames per second instead of 30.

This causes everything in the game to happen at 5/6ths of the speed that it happens in the North American release. Changes in Super Mario 64: Shindō Pack Taiō Version This release features all the changes of the North American release, plus the following additional changes: Text changes.

The original Japanese script is restored. Audiovisual Changes. The easter egg and compatibility notice.

The copyright date on the title screen is updated to reflect the release date of Super Mario 64: Shindō Pack Taiō Version. The trademark symbol is changed. A notice in the lower right corner of the intro screen informs players that this release is compatible with the Rumble Pak. If the player presses on the intro screen, the background will be filled with images of Mario's face. These faces are copied from the frame buffer, so they move in synchronisation with the the modeled Mario face. The voice line 'So long-a Bowser' is changed to 'Buh-bye!'

, since Bowser's name is Kuppa in Japan. Mario's sound a higher pitched version of the same sound from the European and Australian version. One of Mario's single sounds is higher-pitched. Gameplay Changes. The game is compatible with the Rumble Pak Pre-release and unused content Main article: One unused asset is the, which is still in the game's data, that would've appeared in the Lethal Lava Land, Bowser in the Fire Sea, and Wing Mario over the Rainbow stages.

Also, held a key instead of a Star inside of him. The purpose of the keys was to unlock a variety of the various doors in Big Boo's Haunt - there was even a 'key counter'. 32 levels were planned for the game, but only fifteen of them made it into the final product.

It has been requested that this section be rewritten and expanded to needs a table. Super Mario 64 received critical acclaim, garnering a score of 9.8 from IGN, 9.4 from GameSpot, and 9.75 from Game Informer. Although it was criticized for its camera system and difficulty, it was praised for its graphics, level design, soundtrack, and the Mario series shift from 2D to 3D. Sometime after the game's release, rumors about secret glitches, stars, and hidden characters circulated. Among the most famous is the widely publicized hoax that Luigi was hidden and fully playable, causing bogus to circulate on how to unlock him. Super Mario 64 is the best selling game for the, selling 11.62 million copies worldwide, as of December 31, 2009. Glitches Main article: A famous glitch is the Backwards, which will let the player slide upward on any staircase, including the Endless Stairs.

Another famous glitch is the Black Room of Death, which traps the player behind the boundaries of the castle walls. It could be achieved using several ways, including using the Backwards Long Jump glitch. Another rather known glitch is the cloning glitch, often used to collect more coins than the actual number of coins in the game. As in many other N64 titles, the cartridge can be tilted in the console to achieve messed up results, for example Mario's body will flip horizontally, but he can still be controlled. Also, the music will be heavily corrupted.

In the Japanese in multiple areas of the game, there are unintended invisible walls that the player can bump into. An example is the one in just above the wooden log. Super Mario 64 / Characters.

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Mario. Wario. Yoshi. Further info. Exclusive to Super Mario 64. † Exclusive to Super Mario 64 DS.