I want you to imagine playing Super Mario 64
for the first time, back when it was new. You hear Mario’s voice for the first time as the
game starts up. You take your first steps in the courtyard and acclimate yourself to the
controls. You wander into the backyard and stare at that strange star statue. You meander
through the halls of the castle’s basement and feel uneasy over its claustrophobic corridors. You
find secret areas all throughout the game, leaving you to wonder what else is possible across these
wonderfully weird levels. You learn to sideflip, wall kick, and triple jump for the first time and
you find applications for these new moves. Like most everyone that played the game upon release,
you would have been amazed by how revolutionary this game was, but I doubt you could have
imagined the amount of rumours, stories, videos, art, and raw passion that would spawn
from just existing within these castle walls. Super Mario 64 may be over 25 years old, but
it is more than just a game in the modern day. Everything about it - its levels, its movement,
its secrets, and its atmosphere - have all inspired the imaginations of millions around the
world. Today, we’re going to be diving into all of that. How the game came to be, what made
the game so endearing, how the game has aged, and how its multifaceted community has kept its
memory alive for over two and a half decades. I’m Liam Triforce and this is a video about
Super Mario 64 and its massive, enduring legacy. To create a game that no one has made before
- this was the ultimate challenge for many designers and programmers from the 1970s all
the way up to the late 1990s. Creating a game for which there is no precedent is a daunting
task, filled with frustrating bouts of trial and error. Throughout these decades of pioneering,
we received platformers, first-person shooters, action-adventure games, fighting games, puzzle
games and many more that all broke ground in their respective fields. But when something
has never been done before - something that lays the groundwork for all future games of
its kind - where does that idea come from? Our creative endeavours are often just
amalgamations of everything that we’ve consumed. For example, my content is essentially a blend of
the channels I watched in my formative years as a creator. The notion of a work being “original”
is often a blend of several ideas coming together to form something you haven’t seen before.
When it came to creating “firsts” in the interactive medium, inspiration usually came from
outside sources and discoveries made during the development process. For example, Tetris was
inspired by those pentomino puzzles wherein you have to fit all of the pieces inside a single
space. Tetris’ original designer translated this concept to a computer, wherein seven tetrominoes
would fall randomly from the top of the screen, and the player would have to fill the screen to
the best of their ability. It wasn’t until he was testing his idea that he realized completed lines
would take up a lot of space, so he eventually decided to have them be deleted once cleared,
effectively creating the Tetris gameplay loop. Ocarina of Time’s staff had a desire to
translate the engaging sword combat of Zelda 2 into 3D, but there was no precedent
for something like this at the time. Key members of the staff took a trip to the Toei
Kyoto Studio Park and watched a chanbara show that was being put on. During the show, the hero
would often be swarmed by like 20 enemies at once, and yet he’d always prevail. Yoshiaki Koizumi
- one of the game’s directors - noticed that only one enemy would attack the hero at a time in
accordance with the script, and that gave him the idea for Z-targeting specific enemies. Toru
Osawa - another director - took note of the way the fighters moved in the kusarigama show,
and the two combined their ideas to create the Z-targeting combat that the final game features.
The camera shifts to focus on a single target, and you can switch targets on the fly to manage
hordes of enemies. Now, lock-on systems are commonplace in 3D action games, adventure games,
third-person shooters and countless others. While Ocarina of Time and Super Mario 64 were
developed concurrently, Ocarina of Time came out after most of the staff had already experienced
the trial and error of developing the latter. There was even less of an existing template for 3D
games when development began on Mario 64 in 1994. But few companies knew how to tread
uncharted territory like Nintendo. Super Mario 64 technically wasn’t the first 3D
platformer, as there were other platformers trying to take advantage of the jump to 3D graphics in
their own ways. There were isometric platformers and games in which you run forward from a
three-dimensional perspective, but the first true 3D platform game was called Alpha Waves -
released on home computers in 1990. You could move forward and backward and turn left
and right with the directional keys, a setup that we would later come to know as “tank
controls.” This control scheme permeated most early 3D platforming efforts; you can feel
them in games like Jumping Flash from 1995 and Bubsy 3D from 1996. Jumping Flash actually
happens to be a pretty fun game for what it is, as you jump around open-ended levels looking for
a specific number of MacGuffins to unlock the next level, as well as power-ups for your blaster
to help you shoot enemies. The first-person perspective and the viewpoint panning down during
jumps also helped alleviate the issue of depth perception when viewing a two-dimensional
image of a three-dimensional world, and the general non-linear structure of each
level could be seen as a starting point for the structure that Mario 64 would eventually adopt.
Bubsy 3D utilized most of the 3D platforming framework seen in Jumping Flash, but it was
far more annoying to play due to the sensitive controls, dull level design, textureless
environmental graphics…and Bubsy himself. “Good thing I’m a cartoon!!” Crash Bandicoot, released in 1996, was perhaps the
most noteworthy example of these early efforts, and its structure remained unique against Super
Mario 64. The concept seems rather simple, as they took the perspective of a typical
2D platformer, put the camera behind Crash and allowed him to move in eight directions,
but it was what they did with that concept that made Crash such a fun game. The controls,
however, were not as tight as they needed to be. While they did break away from the tank controls
in order to allow for more freedom of movement, the D-Pad still limited you. As the
platforming becomes increasingly more precise, using digital buttons to perform very specific
actions - combined with Crash’s sluggish mid-air movement - made certain scenarios way more
challenging than they should have been. The controls would obviously be cleaned up in
the sequels, but that’s a story for another day. The point is - most controllers at the time
used D-Pads, which were ill-equipped to deal with the challenges of platforming in a 3D
space, even in the most ideal setups like Crash Bandicoot. Digital inputs can only have
on or off values, meaning that the button is either pressed or it isn’t. Basically, it
goes from 0% to 100% with no in-between. Analog input, however, can factor in all of the
values in between. Therefore, Nintendo looked to an input method that had been abandoned since
the Atari age when designing the Nintendo 64. Nintendo was in a unique position when
developing Super Mario 64, as they were able to design the game in conjunction with
the hardware it was running on. To this day, this is a philosophy that Nintendo still uses. The
Wii and Wii Sports, the Wii U and Nintendo Land and the Nintendo Switch and Super Mario Odyssey
all featured the collaborative efforts between game designers and console architects. While
Shigeru Miyamoto was working on Mario 64, he and the other team members could only test out
Mario’s movement through an SGI Onyx computer. Miyamoto desired an analog stick to give
Mario 360 degrees of movement. Obviously, hindsight is 20/20, but tank controls wouldn’t
have been very intuitive and they wouldn’t have felt like “Mario.” The console architects
presented Miyamoto not with an analog stick, but an analog thumbstick. Other than an obscure Sega
Genesis controller called the XE-1 AP, an analog thumbstick was seldom attempted. As absurd as the
design seemed back then, the thumbstick allowed for the rest of your fingers to be free to press
other buttons, specifically the Z-trigger on the back. The freedom that this thumbstick afforded
players eventually dictated Mario’s movement. This didn’t come easy, though. With tank controls,
you could move the viewpoint by turning left and right. Being able to move Mario freely like this
meant you were unable to do this. The next several months were spent deciding on how the heck they
were supposed to go about implementing the camera. Giles Goddard - who programmed Mario’s face on
the title screen - said that the team went through “probably thousands” of camera setups because
Miyamoto couldn’t decide on what worked best. I mean, no one had really done anything like
that before. Should it be fixed in one position? Should we allow players to control it? Should
we use a slew of dynamic angles for each level? Eventually, they settled on a combination of the
three, and Takumi Kawagoe implemented each one in specific scenarios depending on what needed
to be seen, and how much control the player needed. Wherever the camera was pointed would
be where Mario would travel if you pushed north on the analog stick, which was an insanely clever
and intuitive way to solve a complicated problem. However, this took up most of the game’s
development time, and the actual level design was kind of frantically performed at the
very end. Certain levels were almost “thrown together,” according to Miyamoto. He wanted
to have 32 courses in the final game, but this number was cut in half as it simply wasn’t
feasible in the time they had, even with a delay. The Nintendo 64’s launch was delayed from the 1995
holiday season to the summer of 1996 so that the game could be finished. This took time away from
Nintendo throwing their hat in the ring during the fifth generation, but then-president of Nintendo
Hiroshi Yamauchi gave Miyamoto the extra time “unconditionally.” After the control and camera
had both been settled on and a handful of courses were…relatively complete, the game and the console
it ran on finally made their debut at Nintendo Space World in November 1995. Visitors to the
event were abuzz over Mario’s control scheme. People of all ages were clamouring
for a test run. Even Mario’s big, beautiful face was so mesmerizing that Giles
Goddard programmed a way for players to mess with it on the title screen and create art. The
game never tells you that you can do this, but by touching the analog stick you can enter goofy
mode and start pulling on his nose and stuff. This little secret foreshadowed the endless wonder
that awaited players inside the castle walls. In footage from Space World, you can see just how
much players sucked at the game because they had never experienced anything like it. It seemed
like a magical time to be a video game fan. With but a single game, Nintendo was able to
sell millions on their console. Lee Hutchinson, a writer for Ars Technica that worked at
Babbage’s in the 90s (now known as GameStop), had this to say about the effect the
game had on the launch of the system: “The lack of launch titles proved to
be no impediment at all to sales—Super Mario 64 carried the day almost entirely on
its own. 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.” The game’s impact was felt immediately. Analog
thumbsticks are now an industry standard, and several 3D games to come would emulate Mario
64’s control scheme within their own unique contexts. The structure of the game would directly
inspire countless other 3D platformers to come. Nearly every 3D game to follow can
trace at least a portion of its DNA back to the things that Mario 64 pioneered. While it’s hard to agree with every decision he’s
made since the Nintendo 64, it is impossible to deny just how much of an impact Miyamoto has had
on the interactive medium. And in developing Super Mario 64, he provided an alternative approach
to the philosophy on “originality” I discussed earlier. Super Mario 64 evaluated the problems
that D-Pads created for 3D games, and instead opted to use analog control in an entirely new
way. The star-collecting structure of the game was born from the notion that a “point-A to point-B”
approach to level design wouldn’t represent much of a jump for a 3D platformer, and their solution
was to give players complete freedom over how they decided to reach that 70-star goal. The dynamic
camera system, as well as the decision to allow players to have control over where they point
it, allowed players to acquaint themselves with an unfamiliar perspective. These key elements
were inspired by things that didn’t work, and so the developers sought solutions to these
problems. While borrowing from works you respect is a great thing, it is equally important to
evaluate and borrow from ideas that failed or otherwise have strong potential. They saw the
cracks and found ways to fill them, much like Alpha Waves did in 1990 with its controls and
complex mathematical equations for displaying its graphics, or Jumping Flash in 1995 with its
open-ended level design and shift in perspective. And for that, I have the utmost respect
for the people behind Super Mario 64. In short - seemingly unprecedented ideas
always have precedents. Whether they exist in other games, a different medium, from
nature or from life experience - originality always has its inspirations. It’s all
about how you conceal your sources and interpret your inspirations, and in this
case - Super Mario 64 got everything right. I don’t remember a lot about my first playthrough
of Super Mario 64, but I do remember the castle and courtyard leaving a huge impact on me. The
nature of the game’s primary input method left room for players to be completely overwhelmed, and
I believe that is how the courtyard came to be. The game tells you to head over the castle, but
you can march to the beat of your own drum out here. There’s no music, no urgency to speak
of, you haven’t yet been informed of Bowser’s arrival - all that exists to accompany you
are the sounds of birds chirping and a rushing waterfall nearby. You can read the signs
to learn more about how to control Mario, you can test out your moveset, climb trees,
learn to swim - when I first played this game, I spent several minutes just playing around
with the controls out here. This area truly feels like home, or like the street outside
my house where I learned to ride my bike, and the courtyard is merely an extension of
my home away from home - the castle itself. As a central hub, Princess Peach’s Castle blew my
mind as a kid. Every single door held yet another mystery. But what made it so special was how it
played into the structure of the game itself. Each door may require a certain number of
stars, but which stars you choose to go for are completely up to you. 1 star could lead you to
either Peach’s secret slide or Whomp’s Fortress. 3 stars could mean either Cool, Cool Mountain or
Jolly Roger Bay. The key to the basement means access to Lethal Lava Land, Shifting Sand Land
and Hazy Maze Cave all at once, and so on. So long as you meet those star requirements, you can
explore and experiment to your heart’s content. This is true for the levels as well. While the
game funnels you into Bob-omb Battlefield first and the hint before you enter alludes to King
Bob-omb on the summit, you are free to roam the plains at your leisure. As you run along the
main path, you’ll no doubt spot some red coins. They are strategically placed along Bob-omb
Battlefield’s level elements to introduce concepts, and each time you grab one, it’ll
briefly flash the amount that you’ve collected. This red coin is placed about these rotating
platforms, and these things actually become crucial in conveying the importance of timing
your jumps. They lower and raise, and one will flip over when it reaches the top, causing Mario
to slide off. This is an optional challenge, but it becomes mandatory in Whomp’s Fortress, as it
is your only way up to King Whomp. Variations of these platforms appear throughout the game. In the
Vanish Cap stage, they are much larger in size, but they appear over a bottomless pit, making
the red coins a bit riskier to go for and the platforming more daunting. The flipping blocks
in Tick Tock Clock, while visually different, serve the same purpose in gameplay with a much
tighter window for jumping. The windmill platforms in the Bowser stages are also reminiscent
of the same concept, with the final set of platforms serving as your last obstacle between
you and the end of the stage, and falling off of them means losing a lot of progress. All
of these level elements can be traced back to this one red coin in Bob-omb Battlefield,
and this one hurdle in Whomp’s Fortress. Other red coins, like this one on the hill
or these two just outside the main path reward taking your first steps into true
exploration and even manipulation of the camera. These red coins teach you about slippery slopes,
and briefly introduce you to the sliding controls, which are further tested in Peach’s secret slide
behind a 1-star door. This red coin sits atop a floating island, which remains a mystery until
you either unlock the cannon, the Wing Cap, or you gather all of your knowledge of the
game’s mechanics and perform a super specific jump to make it over. This red coin can only be
obtained if you conquer your crippling fear of the Chain Chomp. This thing terrified me as a
kid. The way it abruptly jumps out toward you, the loudness of its bark… but you can grab a
red coin once you learn his pattern of attack, and even ground pound the post that
has him chained down for a star. This level is merely a sampling of the imagination
that made Super Mario 64 famous. It has subtle tutorials like the platforms, the strategically
placed red coins, and the fact that King Bob-omb teaches players how to judge distance and
positioning when interacting with things. King Bob-omb may just wander slowly towards you, but
for someone’s first 3D gaming experience - this boss is essential. The race with Koopa the Quick
also pushes players to optimize their movement, a test of their experience with Mario’s abilities.
And the mysteriously titled “Mario Wings to the Sky” alludes to those mystifying hollow item boxes
that float in certain places across the level, which asks players to search for the solution
inside the castle walls. The creativity and freedom at play distinguishes itself from the
design of previous Mario games, and the level does an excellent job setting up the magic and wonder
of both what is possible with Mario’s abilities, and the settings for which you can apply them,
and Bob-Omb Battlefield’s relatively harmless terrain and compact size make it the perfect
starting level. In that regard, this level, as well as the game’s overall structure, function
similarly to World 1-1 in Super Mario Bros. Every time you’d lose all your lives, you’d have
to replay that level and you’d keep getting better at it until you’ve eventually mastered it. This is
true for each course that Mario explores. Although the stars each have different objectives, you’re
running through the same areas for different reasons. This organically allows players to become
more knowledgeable about each level and how they can use Mario’s moves to the fullest extent, until
they eventually have to conquer each Bowser level. Red coins continue to push players to memorize
level layouts and to look for secrets in each level, while also challenging them to use Mario’s
moveset and the camera effectively. Whether that means carefully jumping across floating islands
in Whomp’s Fortress, checking clams underwater in Jolly Roger Bay, working through limited
platforming space in Tall, Tall Mountain’s cliffside challenges, or putting mastery over your
movement to the test in Rainbow Ride’s vertical maze. The special Bowser levels that block access
to the castle’s other sections also contain 8 red coins for a secret power star, and they challenge
you to go beyond the level layouts, which already compress all of the concepts taught and tested
across each level into one tough endurance run of platforming brilliance. Each element appears
in some form across various levels - rotating platforms, moving platforms, skinny and winding
platforms, elevators, wall jumping, lava and its tendency to raise and lower to conceal
platforms, as well as vertical level design that calls back to the upstairs levels and their
infatuation with having the player climb upwards. Each star hints at a new challenge or secret in
a level, which drives your imagination as you venture off into the unknown. Some star names can
be vague or misleading; “Pluck the Piranha Flower” actually refers to the reward you get for killing
the big Piranha flowers in Tiny-Huge Island, “Pyramid Puzzle” in Shifting Sand Land is way
too generic of a name (even if the key inevitably reveals itself when you accidentally
stumble upon one of the secret spots), while “Wall Kicks Will Work” in Cool, Cool
Mountain doesn’t exactly give you a concrete hint as to where you need to be looking. With that
said, certain vague star names can really get your imagination flowing. “Through the Jet Stream”
in Jolly Roger Bay can potentially appear long before you have the prerequisite for obtaining
the star in question. Then comes “Metal-head Mario Can Move” in Hazy Maze Cave, which alludes to a
secret door that you need to have found in the depths of the cave. It leads to the green switch,
8 red coins and the discovery of the Metal Cap! Imagination and discovery are at the heart of
Super Mario 64. Stars like the secret Wiggler cave and the “itty bitty secrets” in Tiny-Huge Island
reveal a secret layer to the level. Shifting Sand Land’s four pillars reveal the entrance
to the huge pyramid that sits in the center, and it too contains several secrets of
its own, like the secret boss battle, the star that sits at the top as a reward for
your platforming, and the aforementioned “Pyramid Puzzle” that might seem vague at first, but with
the compact size of the pyramid itself - it ends up being a fair challenge trying to find all of
the secret spots. Tall, Tall Mountain had that secret slide that was just barely visible on the
mountainside, and completing it grants you another Power Star. Jumping into Lethal Lava Land’s active
volcano for an attempt at two more Power Stars, the coin trail in the cabin on Cool, Cool Mountain
that leads you through a secret path in the slide, Big Boo’s Haunt and its assortment of doors
and intersecting pathways as you try to hunt for boos and red coins, finding the Koopa shell
in Snowman’s Land and climbing up to the igloo, the secret town in Wet Dry World
that sits flooded and abandoned… Oh, and Hazy Maze Cave caused my imagination to
run wild as a kid. There were so many secret paths and ways that the maze intersected. The toxic maze
had multiple exits that led to different stars, and the red coin room had an upper level that
challenged your ability to accurately time your jumps. I remember my mind being blown when I
realized that there was an elevator that took you down to a dank cavern full of water, which
was not only home to the friendly sea monster named Dorrie, but also a couple secrets of its
own, including the unlockable Metal Cap that enables you to collect more stars! This game is an
emphatically joyous wonderland of experimentation, exploration and riddles. These secrets seemed
like an extension of Super Mario Bros. 3 and Super Mario World, with Mario 3’s secret flute
and hidden goodies in each level, and Mario World’s plentiful secret exits that lead to more
levels and the elusive Star Road and bonus stages. This is also why I adored the castle itself.
It was more than just a hub for you to access levels - it had theming, as well as secret
stars accessible with some clever thinking. A ray of light eventually shines down from the
ceiling on the castle’s main floor, and looking up at it transports you to the Wing Cap stage. A
1-Up sitting in an alcove in the room containing Jolly Roger Bay hints at a secret area accessible
in the alcove on the opposite side. The water in a room off the beaten path in the basement can be
drained by ground-pounding some pillars through the pathway. This also drains the castle moat
and gives you access to the Vanish Cap stage! And I always had a soft spot for the entrance to
Snowman’s Land. The entrance to Snowman’s Land is in a nearby wall that doesn’t have a painting on
it, which is first conveyed in the basement with the entrance to Shifting Sand Land. While this
secret wowed me as a kid, I remember it fondly for its atmosphere. As soon as you walk into the
room, you’re confronted with a giant mirror and no proper level painting to speak of. I don’t
know what it is, but something about seeing Mario and the Lakitu that controls the camera
reflected in the mirror always hypnotized me. Miyamoto likes to experiment with multiple oddball
concepts during the development of his games, and I like to think that this mirror was one of
them. Same goes for the entrance to Tiny-Huge Island - you have three paintings, with two
entrances that trigger each mode for the island. There’s a medium-sized hall, a teensy-tiny little
hall, and a massive, lengthy hall, and yet they all look similar when you first enter the room.
Their scale doesn’t become apparent until you walk toward the paintings. This effect may not have
aged as well as the mirror room, but it’s another example of strong theming in each of the castle’s
areas. The endless stair effect is a pretty simple programming trick in hindsight, but again - the
effect was really cool back then. The final area before Bowser’s endless stairs has the clock and
the symmetrical entrances to both Rainbow Ride and a bonus level involving the Wing Cap. The
walls of this room are painted to resemble the sky at twilight, potentially representing
the twilight of your playthrough approaching. Maybe I’m reading too deep into it, but that’s
why I always felt this area was distinct. After all, I only had 20 more stars
to go before I could take on Bowser. The levels in Super Mario 64 are so incredibly
diverse, each with a rich atmosphere and unique theming. After Bob-omb Battlefield and Whomp’s
Fortress give you a nice introduction, you’re suddenly thrust into an explosion of creativity
that makes Mario the game series that it is. Cool, Cool Mountain’s snowy, slippery terrain is
accompanied by both an indoor and outdoor slide, and each slide can have its own objectives with
the baby penguin and the snowman’s rolling head. Then there’s Big Boo’s Haunt,
which comes seemingly out of nowhere with its foreboding art direction
and ominous music. It focuses on different, intersecting rooms that each have their
own secrets and shortcuts for stars. Of course, I can’t forget Jolly Roger Bay with
its soothing melodies over its somber colours and slower, water-based exploration. Although not
as large as the other levels, it has puzzles and mysteries of its own with the underwater cave, the
sunken ship and the absolutely nightmarish eel. Shifting Sand Land has quicksand and multiple
ways to get around, Lethal Lava Land has compact, but risky platforming segments, Tiny-Huge Island
takes a concept found in Super Mario Bros. 3 and beautifully transitions it into 3D, with
layered puzzle solving between both the small and giant modes and the organic challenge that
each mode introduces. The levels never stop feeling distinct from one another. Sure, some
of the upstairs worlds are a bit less glamorous than the others, and we’ll discuss them in
due time. But paired with the excellent, precise controls and the exciting levels that
keep on coming, Super Mario 64 is a joy to play, and the major reason I find it so replayable
is: As you get better, the game gets better. As you go on to solve each of the
riddles that lead to Power Stars, you’ll no doubt have memorized the level layout to
an extent. And you can put that knowledge to the ultimate test if you decide to go for the stars
that appear when you collect 100 coins. Oh man, these stars. This might sound absurd, but I think
the 100-coin stars are some of my favourite stars to go for in the entire game. They aren’t the most
well-designed stars in the game, as they solely depend on the player’s ability to collect coins,
and some of them can be particularly infuriating if the terrain and level layout is often perilous,
as is the case with…Rainbow Ride… But it’s the routing and rewarding memorization that I love the
most. It feels like a true mark of mastery on each level, as you look for pockets of coins, find
enemies and interactable objects that net you a wealth of coins, choose when to enter sub-areas
that net you even more coins - I can feel my knowledge of the level paying off as I watch that
number go higher. They feel like farewells to the playgrounds I’ve spent so much of my time in, as
by the time I’m able to collect 100 coins in them, I’ve basically mastered them. Coins are also
often placed and hidden outside of most mission objectives, which means further tests of your
ability to explore and use Mario’s many moves. The reason I love the 100-coin stars so much is
because my favourite Power Stars in this game combine both exploration with clever movement,
which brings us to the best aspect of Super Mario 64, hands down - the movement. For years, 3D
platformers have been trying to live up to the standard set by this game’s movement. Alongside
the open-ended structure and the sandbox-like level design, the ways in which you can chain
moves together are a crucial aspect in enabling player freedom. There are signs plastered
all throughout the castle that inform you of Mario’s moveset, and certain stars deliberately
enforce certain moves if you want to obtain them. Certain stars require mastering the art of wall
kicks, and certain ledges and platforms are too high or far to reach without utilizing a
specific technique. Other moves can make navigation and fighting enemies much easier,
so it’s best to try all of them out. This is what I believe most players will be spending
their time on in the courtyard. There’s no punishment for failing these maneuvers out here,
so you can play around to your heart’s content. The triple jump allows Mario to
reach his highest possible altitude, but because you need a running start, you need
to make sure you have enough space to maneuver. The long jump speeds up traversal and can clear
large gaps, but it locks Mario in a straight line. The sideflip is a quick and easy way to gain
height and it requires less speed and room to move than a triple jump, but it too locks Mario
in one direction to some extent. Alternatively, the backflip can be performed from a standstill
and can reach the same heights as the sideflip, so it’s perfect when you don’t have any room
at all or you don’t feel like moving around, but it doesn’t really connect with any other moves
in Mario’s kit. The dive, however, does. It is one of the greatest moves Mario can perform, if
not THE greatest. While it can be risky as Mario slides forward after performing it, prompting you
to press A and roll out of it to save yourself, it can be performed while Mario is running,
jumping, triple-jumping or side flipping, and it clears large distances while also having the
added benefit of the height you gain with these jumping maneuvers. You can also chain it together
with a long jump to keep your speed going. This brings us to the most important part of
movement in this game. It’s not just about what each move is capable of in isolation. It is also
very much about how each move connects. Remember the “Wall Kicks Will Work'' star I alluded to
earlier? This star serves as a perfect tutorial on why chaining moves together can help you find
one of many solutions to nabbing any given star, and its placement in the level requires a cheeky
bit of exploration in order for it to be found in the first place. It combines everything that I
love about this game, while also teaching players how they can be a better Mario. Basically, you
first have to get enough speed so that Mario can jump high and far enough to reach the first
wall, and then kick off at the right time so that he lands on the next platform. The next wall,
however, is much higher than the last, so you’ll need to perform both a triple jump and another
wall kick optimally to have a chance at running over to the star. I may have made this look easy,
but that’s because I made several attempts at this star in my childhood. I just kept throwing myself
at this star until I eventually got a pattern down and was able to scale the cliffs with ease.
Upon obtaining this star, I believe you will start to see every level in this game in a new light,
because you will have learned the effectiveness of combining Mario’s moves to perform feats
that you wouldn’t have thought were possible, and when applied to the level design - the true
beauty of Super Mario 64 comes to light. When it comes to freedom, nothing feels more liberating
than finding emergent solutions to problems. One of the reasons I loved Ocarina of Time so
much (and Zelda as a whole) is the fact that its mechanics enabled more than just the intended
solutions to problems. Whether that means skipping planting magic beans with a Cucco or cheating a
diving minigame with the Iron Boots, Hookshot and sneaky pause timing, or perhaps freezing a Moblin
in the Wind Waker and then smashing it to pieces with the Skull Hammer - it was incredibly
fun to think outside of the box and see how you could connect different items and mechanics
together to form new solutions. In Super Mario 64, sometimes there would quite literally
be many ways to climb a mountain. While these emergent solutions don’t have
to be related to movement; for example, you can obtain the stars in both Jolly Roger Bay
and Dire, Dire Docks that float in the jet streams by entering the stream at an angle and optimally
performing breast strokes to swim through. This skips the need to grab the metal cap, meaning you
can collect all of the stars in Jolly Roger Bay much earlier than intended. That said, movement
is what enables most of these creative solutions. Big Boo’s Haunt is an example of a level that
thrives on this kind of experimental movement, and for that it remains one of my favourites. It’s not
just the secretive design of certain stars and the ominous art direction and musical accompaniment
that I love, I’m also huge on how movement drives its design. The sideflip wall kick is perhaps the
most powerful combination of moves in the game. Instant height, followed by even more height and
forward momentum. This skip in Whomp’s Fortress for the “Shoot Into the Wild Blue” star is
perhaps one of the most famous, and at this point - it’s the only way I can grab this thing.
The cannon is too slow. It’s a thing of the past. Anyway, back to Big Boo’s Haunt. After defeating
Big Boo, the star spawns above you on top of the mansion. The only nearby platforms are parts of
the mansion’s roof that jut out, but they are surrounded by slopes. You have to long jump and
use the momentum of the slope to jump up to the star, or at least that’s how I solved it. These
stars exist on top of the movement the level often demands from you, and the shortcuts
that the claustrophobic design can enable. The star atop the mansion is also what clued me in
to the effectiveness of using slopes for momentum, and how I eventually learned to grab
a certain star in Shifting Sand Land called “Shining Atop the Pyramid” in a new way. You can either circle around the entire level
or use the Wing Cap to fly toward the star, or you can abuse the fact that slopes don’t affect
the third jump of a triple jump, bounce over this hill, and use the momentum from sliding down
the other side to perform ANOTHER triple jump and reach the star. In Cool, Cool Mountain, you
can deliver the penguin to its mama by sliding and jumping off of this slope here. It’s a little
risky, but it saves time. You can skip navigating the toxic maze for the emergency exit entirely by
doing a side flip wall kick dive combo right here. In Tall, Tall Mountain you can skip the slide by
jumping and then kicking in mid-air to influence your momentum. Oh my gosh, I completely forgot
to mention the mid-air kick. I love it so much. Any of the trickier platforming in this game
can be made easier with a well-timed air kick as it can help steer you in the right direction,
and it halts your fall for a split second. Anyway, even simple things like long-jumping over
to a nearby pole in Rainbow Ride, falling down to the star in the alcove that normally requires
waiting for a platform in Tick Tock Clock, skipping the arrow lifts in Wet Dry World, or
using this secret warp in Bob-omb Battlefield to beat Koopa the Quick to the goal (...I’m not sure
how that isn’t cheating, but okay) are examples of discoveries that don’t necessarily require complex
movement chains, but are representative of what makes Super Mario 64 so infinitely replayable.
This advanced movement mirrors the mastery of World 1-1 in the original Super Mario Bros., but
the nature of these open-ended 3D levels means that much, much more is possible. All that’s
left is for you to discover what can be done. Discovery is at the heart of this game in all
of its facets. Discovering the controls and level design for the first time, discovering
secrets across the levels and castle hub, discovering solutions to the riddles conveyed
in star names, and discovering ways that you can bend the controls and level design to your
will with the moves at your disposal. I’m still discovering new ways to chain moves together and
I’m still learning ways to apply them to any given situation. The submarine in Dire, Dire Docks,
for example, disappears after you defeat Bowser in the Fire Sea. This leaves the 8 red coins
suspended in the air, and moving poles spawn so that you can pole-jump your way around to collect
them. However, if you go for the 8 red coins with the submarine intact, with some precise movement
you can skip the waiting that the poles entail. Recently, I was streaming this game on Twitch
and I was practicing getting the 8 red coins in Bowser in the Fire Sea as fast as I could. These
platforms will slowly raise and lower themselves, which makes walking up difficult and
jumping up to the next platform even moreso. There’s a red coin on one of these platforms
that will be in reach at one point, but out of reach the next as the platforms move. In order
to grab it, I tried performing a side flip and a ground pound to reach it, and somehow the hitbox
on Mario’s butt extended to the point where I was able to grab the coin. Sure, I could have just
waited for the platform to lower, but why would I when I know what’s possible in this game? That
is the magic of experimentation in this game. Not every level is perfect, though. Miyamoto
alluded to certain courses being “thrown together” in time for the game’s release, and some
of the upstairs levels are where this becomes most apparent. Tick Tock Clock is a controversial
level, as it is a winding vertical trip up several tricky platforming challenges with stars
placed incrementally as you ascend further up. Either grabbing a star or dying means
repeating the process all over again, and that is seen as repetitive by a lot of people.
To some extent, I agree. But the ways in which platforms are clustered together as you
ascend make it yet another playground for experimenting with Mario’s moveset. Of course,
the early portion of the level is unavoidable and it has one of the most annoying 100-coin
stars in the game, but man - I just love the challenge. It feels like a way to prove myself
with how much I know about how Mario controls. It also has one of my favourite secrets in the
game - the minute hand dictates how platforms and level elements move. If you enter when the
hand is on 9, everything will move quickly. 3, everything will move slowly. 12, everything
will freeze, which is handy but this also requires you to get creative when elevators don’t
take you up to higher portions of the level. Finally, 6 makes everything move at a
random pace. Fun, if you’re a masochist. Despite some of the levels in the upstairs section
having serious issues, the only level in this game that I truly despise is Rainbow Ride. That major
problem lots of people had with Tick Tock Clock is exacerbated here, wherein the level is too
open for many sneaky shortcuts to take place. Thus, you’re stuck riding the flying carpet for
multiple stars, and if you fall at any point, it means waiting on the carpet all over again.
This already makes grabbing the stars annoying, but the 100 coin mission? Yeah…you
can probably imagine how it feels. There’s also Wet-Dry World, which…I don’t know…I
was always put off by this level when I was a kid. I think I’ll save this level for later; it has this strange aura about
it, if you know what I mean. Anyway - there is an upside to all of these sucky
stars and levels I’ve discussed. If you don’t like a certain Power Star, you can simply leave and
look elsewhere for stars. Sure, collecting 120 stars obviously makes these stars unavoidable,
but seeing as collecting 70 stars is a challenge to begin with, this liberates players to forge
their own path, just as the movement does. And when it comes to finding the wackiest solutions to
stars, no one can do it quite like speedrunners. When talking about chaining moves together and
finding emergent solutions to age-old Power Stars, no one has been able to flesh out and master
Super Mario 64’s movement quite like speedrunners. It is one of the largest facets of Super Mario
64’s community when it comes to both runners and viewers, and a showcase for the beauty and
depth of the game’s controls, level design and movement. See, speedrunners aren’t just finding
ways to link moves together and skip portions of levels with advanced techniques. They’re also
trying to do all of this as fast as possible. When we observe some of these fantastic feats
that speedrunners are able to accomplish, few of us are actually conscious of how much work
goes into perfecting runs. Having performed quite a few speedruns myself many years ago, I have an
inkling of how much practice it takes to even have a chance at a world record. These days, I don’t
really have that kind of time. I’ve thought about learning how to run Skyward Sword at some point
because the glitches and movement fascinate me, and I’ve flirted with the idea of running Mario
64 because of how much I love the movement, but I just can’t commit like I could when I
was in high school. That speedrun footage I showed you was from my last speedrun to date,
recorded on March 9th, 2020 - a year after I had graduated college. My last submitted run for
that game was three years prior, which is why the splits were so amazing. I was able to implement
new strategies and some cleaner gameplay. Even if I already have a firm grasp on the beauty of
Mario 64’s controls and movement, I’m definitely no Siglemic or Simply or Cheese or…ok, well, I
guess I am technically Liam, but not that Liam. I firmly believe Super Mario 64 is at least
partially responsible for bringing the art of speedrunning to the mainstream, and I think we
have Siglemic to thank for kicking things off. Siglemic is a legend not just in
the Mario 64 speedrunning lore, but also in speedrunning as a whole. In
the early 2010s, Sig was one of the most popular streamers on Twitch simply due to the
seemingly impossible level of skill on display. No one had really seen anything like what Siglemic
was pulling off in Mario 64. Sig’s accomplishments spread like wildfire. Several news articles
were written about Sig’s speedrunning career, and several top runners credit Siglemic as
their inspiration. Siglemic has been out of the speedrunning scene for many years now (and
once in a blue moon making a sudden reappearance), but Sig’s impact can still be felt in how
popular speedrunning has become today. That said, a popular game means competition.
It is impossible to overstate just how grueling it is to be competitive on
the leaderboards for Super Mario 64. With over 7000 total players and a tremendously
large amount of depth in how Mario controls, runners could be playing for decades
and still not be entirely perfect. With that said, they can get pretty
damn good, and you’re about to see how. Let’s take a look primarily at 120-Star runs
and break down what it means to be the best. In order to get the best time
possible, runners have to: 1. Optimize their movement so that Mario is
constantly traveling as fast as possible. While occasionally runners will need to slow
down to make precise movements (as is the essence of the game itself), fast movement is
a must. This means knowing exactly which moves will keep Mario moving as fast as he needs to go
to save time. From watching speedrunners, I’ve learned that jumping and immediately diving is a
godlike move when it comes to distance and speed, and timing your rollout (meaning pressing A at the
right time as you go into a slide) is an equally important step. I also learned that you can do
a mid-air kick to go into a triple jump faster than performing it regularly. Speedrunners think
of everything when routing this game; even using the booty burn in Lethal Lava Land’s volcano to
make it up to the lift, or using a ground-pound to immediately knock out the big bully as it spawns.
When routing the game, runners need to know how they can apply Mario’s moves to the level design
in the most optimal ways possible. This means looking over every move in Mario’s kit, how fast
he could potentially be traveling, how much height he could gain, and how much time it could save in
the end. Take a look at the way Liam climbs Tall, Tall Mountain. He long jumps over to the log, wall
kicks from the bonk with good timing, does an air kick and triple jumps to just barely make it up
the slope, and then performs a side flip wall kick ledge grab combo to make it to the peak. From the
rolling log portion of the mountain to the peak, it took him around 11 seconds to grab the monkey.
An insanely fast and creative way to scale the mountain, and a testament to how applications
for Mario’s moves exist pretty much anywhere, so long as you decide to look for them. Obviously,
runs take advantage of some of the jank that Super Mario 64 features to create some awesome skips,
but a lot of these still require good movement in order to be performed optimally. Even in
16-star and 0-star routes, which have implemented tricks that skip pretty much the entire game,
movement is still the number one priority. The only trick I can think of that isn’t dependent
on a player’s movement skills is arguably the most famous glitch in all of speedrunning. The
good ol’ backwards long jump. This trick has transcended the run itself and bled into
discussion of Super Mario 64’s legacy as a whole because it’s so hilarious to watch. The concept of
jumping backwards onto a staircase and mashing A to fly through doors and walls is what I think
a lot of people associate with speedrunning as a medium. I still remember the first time I saw a
BLJ. It was before Siglemic and before I even knew what speedrunning was. I found a video on YouTube
that demonstrated its awesome power, and I went to try it myself. After what seemed like forever, I
finally managed to make it past the endless stairs to Bowser, and I rejoiced. As a young lad, I was
proud to have done it even once. Nowadays, people have spent countless hours practicing their BLJs
for use in runs and they’ve found new places in which they can be performed. The elevator in Big
Boo’s Haunt, the lobby in order to get to Bowser in the Dark World early, and with the assistance
of emulator tools - literally anywhere. It is an enduring glitch, and one that is now closely
connected to the identity and legacy of Mario 64. Personally, my favourite trick in Super
Mario 64 is “carpetless,” only because I don’t have to do it. Runners have found a way
to skip the flying carpets in Rainbow Ride, but it is so difficult that at one point it was
considered impossible for humans. On the flying ship, you grab a Bob-omb, jump, quickly throw it
and then run forward and grab it again. This will start moving Mario backwards, which runners have
abused in certain parts of the run like the Chain Chomp star in Bob-omb Battlefield, and to get
inside of the pyramid early in Shifting Sand Land. Anyway, you carefully maneuver Mario over here,
put the Bob-omb down, do a jump dive to grab it again, and perform a precise series of movements
to optimally slide down to the warp point. From here, the backward speed from holding the Bob-omb
is preserved, and you can do…this. Obviously, you can watch other videos for a more in-depth
analysis of how this trick works, but all you need to know for now is that this trick is
ridiculously tough. But it skips the carpet! Top runners have used savestates to make it up to
the star, but to this day very few runners in the world have been able to perform this trick
in real-time, including Xiah, who performed it for the first time without the use of tools.
There was a recent proposal for incorporating it into a new 120-star route as currently Rainbow
Ride is one of the last places runners visit, and attempting carpetless this late in a run is
incredibly risky when it comes to time loss. As such, it is suggested that runners do a difficult
BLJ in the lobby, get the 8 red coins and the key, go downstairs, perform an even more difficult BLJ
on the stairs here to get a couple more stars and the other key, and THEN BLJ all the way up to
Rainbow Ride, perform carpetless, get a couple more stars and continue the run like normal.
This structure would only save 17 seconds, and I doubt it will ever become something that runners
commit to…but I’d be happy to be proven wrong. All in all - precision and practice is the
name of the game when it comes to fast, optimal movement in Super Mario 64, and the fact
that this game was the first of its kind when it comes to this type of platforming makes the things
that are possible in it seem utterly mind blowing. But that’s Mario 64. It is truly
the gift that keeps on giving. Anyway, speaking of routing: 2. Runners need to know when to get each star.
It saves far more time than you’d think getting stars in a specific order. The less time
you have to spend traversing the castle or areas you’ve already wandered through,
the better. People are constantly finding little time saves throughout the game based
on what stars you collect in which order, and there are differing routes depending
on your skill level. This brings us to… 3. Runners need to create the most optimal
100-coin routes to save as much time as possible. Most players will create their own routes
when it comes to the 100-coin missions, and creating super fast routes for them is an
extension of that creativity. People routing the 120-star run of this game are constantly trying
to figure out what the most optimal path is, and which stars go best with the 100-coin mission.
You might think that getting all of the red coins would always be a perfect pair, but it depends,
as certain levels have subsections with more coins and stars to grab. Shifting Sand Land pairs its
100-coin mission with the Pyramid Puzzle star, whereas Lethal Lava Land pairs it with a
volcano star, which is something that I personally figured out in my years of playing
this game. You simply grab the Koopa shell, which allows you to ride across the lava
and net yourself as many coins as possible before jumping into the volcano. The game even
encourages this, as there are lines of coins along the lava and certain level elements that
are begging to be grabbed with the Koopa shell. I find that 100-coin missions are often the most
fun stars to watch in a speedrun. To give you just a sampling of what it’s like, here is a brief
clip from HMC 100-coins performed by Cheese. After doing some quick rollouts, he sets up a triple
jump, and then wall kicks to make it up to the eyeball, and upon defeating it, he allows the
Blue Coin to fall from the platform. From here, he ground pounds this block for a red coin and
lands directly on a Scuttlebug underneath him, which nets him a cool five coins. He then sets
up another triple jump, and ground pounds another block for the final red coin. The star spawns, he
picks up the Blue Coin for the final five coins, and then grabs the 100-coin star before grabbing
the red coin star to end the level. Whoever set this up in the 120-star route is a freaking
genius, and Cheese performed this so well. All of these factors make Super Mario 64
such an incredibly difficult game to master. But it also fostered one of the most passionate
communities I’ve ever seen in video games. To be competitive, you need to make this game your
life, to some extent. And that is exactly what a talented young man named Simply decided to
do. That chest is definitely not carpetless. Big Simp got his start when he discovered
Siglemic on Twitch, and he decided to play the game again on an emulator. His Mom got
him an Xbox controller, and from there he got serious about running the game. He spent his
first paycheck on a Nintendo 64, became friends with Cheese - another legendary runner - and
eventually tailed him on the leaderboards to the point where he made it to third place. He severely
struggled with self-doubt after a while, which is something that many speedrunners face as they
attempt to improve their times and set records. Speedrunning is a physically and mentally
exhausting activity, and he eventually developed tendonitis and carpal tunnel while
trying to speedrun the game in college. He had to stop playing Super Mario 64 altogether
in order to heal and focus on his schoolwork, despite being so close to the world record. With
time and the help of a book called “The Mindbody Prescription,” he was eventually able to cure his
hand pain and return to the game. After several runs over a period of six months and feeling
like he had hit a wall, it all came together in a run that took place in May of 2020. After
years of practice, years of health issues and years of self-doubt, he finally achieved his very
first world record. It was an emotional moment. Of course, a handful of runners have been able
to achieve world records in Super Mario 64, and each of them have their own stories
to tell. Simply’s is just one of them. Cheese managed to set a world record at
Break the Record: Live in 2020 despite being sleep-deprived and ill. His movement
throughout most of the run is almost inhuman, and the record was well-deserved. I can’t
go over every story in great detail here, but for a greater look into the journeys of
these runners, I highly recommend you check out the Twitch and YouTube channels for
the runners I featured in this segment. I think Super Mario 64 accomplishes one of the
primary things that a speedrun needs to do to keep people watching. It doesn’t matter what runners
are doing, good movement that saves time is always entertaining due to the precision and split-second
decision-making runners need to perform. Speedrunning encompasses the gorgeous depth
of Super Mario 64’s controls perfectly, and it will continue to serve as a strong pillar
that upholds the game’s legacy for years to come. I mean, what else can you say about Super
Mario 64 that hasn’t already been said? The levels are a joy to explore and master, the
stars are both silent tutorials and tests that require players to think outside of the box at
all times. The player can be just as creative as the stars can be. And the controls, oh man -
it’s not just the fine accuracy that the analog stick affords you and the ways in which you can
influence your mid-air momentum, it’s the depth and the mastery of Mario’s moveset, the satisfying
ways you link moves together, and the insane skill gaps that you can observe between players as
a result. The controls are simply amazing. …But I have one little problem with them.
Hear me out. At this point, I can fly through the game with relative ease, but there’s one
thing that has always bothered me about them. Usually, if you quickly switch to the position
opposite of the one you’re pushing the stick in, Mario will slide before turning around and
moving in that direction. This makes sense, and it works. We’ve seen this with the sideflip
move countless times. However, this sliding animation only comes out when you have enough
speed. If you’re attempting to turn this way without much speed, Mario will perform an awkward
U-turn that has killed me on numerous occasions. Look here - all I’m doing is pushing straight
up and straight down on the analog stick, and Mario feels the need to perform wide u-turns
to the left or right in order to reorient himself. This is why I often stop dead in my tracks on
tight platforms before continuing to move around, because if I try to keep moving after landing from
a jump, Mario will do that stupid U-turn and get me killed. Yeah, it’s a minor issue, but an issue
nonetheless that future Mario games would take steps to alleviate. Super Mario Sunshine still
has it, but the turns are much faster and tighter, and it takes less speed to go into a skid, so it
was essentially a non-issue. But that reminds me… With me gushing over Super Mario 64’s brilliance,
I also have to pinch myself and take stock of the fact that it’s been over 25 years since it was
released. Several other 3D platformers have followed in its wake, and they all have their
own takes on that running and jumping feel. Future 3D Mario games have cleaned up and
tightened Mario’s core movement, and a lot of people have started with those, instead working
backwards and playing Mario 64 after the fact. A lot of people have had issues with the controls,
and I know certain people watching this are bound to have some, too. I can go on about what
Mario’s moveset can enable, but that is all dependent on the player’s ability to acclimate
to the controls. As I grew up with this game and I continue to replay it endlessly, I cannot
remember the specifics of how I adjusted to them, and thus it is impossible for me to give
an objective view of what it’s like to play Super Mario 64 for the first time. Of course, I
could talk to someone that has experience with 3D games and has never played Mario 64, but
I’ve already seen those reactions firsthand. To understand if Super Mario 64’s controls could
be just as problematic as they were brilliant back then, I needed an unbiased, outside
perspective. And I knew just who to call. Outside of Mario Kart and Wii Sports, my Dad
hadn’t played much of any video game that was released outside of the 1980s. During most of
the decade, he was in his 20s, and he played a LOT of arcade games and pinball. For someone that
has been out-of-touch with the medium for years, his arcade muscle memory remains intact. We
found a Galaga machine at an amusement park a few years ago, and he managed to beat my high
score despite being out of practice. I thought I was good at Galaga, but man. Watching someone who
lived through the golden age of arcade games is a totally different ballgame. However, his gaming
knowledge doesn’t extend very far beyond the 80s. As games shifted away from that arcade philosophy
of competing for high scores and started focusing more on having a level-by-level progression scheme
and an ultimate goal, he eventually drifted away from the medium as a whole. He’s even told me that
he doesn’t really like video games now because he, and I quote: “gets frustrated when
he can’t get past a certain stage.” He primarily played them to kill time
and take breaks from his schoolwork, and the brevity of arcade gaming sessions allowed
him to do this. It’s the same reason he usually watches films over TV shows. He just doesn’t get
the same enjoyment as I do out of video games. Of course, ever since I was a kid, I’ve always
wanted him to give them a fair shot, and certain games have been able to win him over. One day,
he decided to play Super Monkey Ball with me. Monkey Ball began as an arcade game, with higher
scores and extra lives awarded to you depending on how fast you clear stages and how many bananas
you collect, respectively. The beauty of it was that it was controlled exclusively with the
analog stick. No buttons necessary. Although there was a learning curve as he grappled with the
concept of tilting the stage to move the monkey, once he understood that - he was hooked.
I had never seen him more enthralled with a video game released this millennium.
On top of the accessible control scheme, he was enamoured with the fact that “every
level was a completely different challenge.” Even if he wasn’t collecting all the bananas
and making a mad dash toward the goal for bonus points, he still enjoyed seeing how each
level transformed the way the game was played. The game combined his arcade sensibilities with
something I’ve wanted to introduce him to for a long time - three-dimensional video games. He’s
seen me play a plethora of different games over the years, but he hasn’t played any of them.
In developing this video, I saw the perfect opportunity for me to gain a unique perspective on
the way a first-time player responds to Mario 64 and 3D platforming in general. It would be as
though Super Mario 64 was brand new once again. What you’re looking at right now is my
Dad’s first time playing Super Mario 64. I laid out the basic controls for him - move
with the stick, jump with A, crouch with Z, and perform context-sensitive actions with
B. After adjusting to the automatic panning of the camera and realizing that Mario’s
movement is relative to where it is pointing, he made a beeline for the castle. Watching him
adjust to that was really funny and insightful because you could see him swerving from left to
right to reorient himself. This must have been how most people were when the game came out. They
had never experienced a game where the direction the character travels is relative to the camera.
With that said, he eventually learned to use the C-buttons in tandem with the dynamic camera angles
and he got used to the controls fairly well. The controls were perplexing at first, but I believe
the game had a hand in easing him into them. For starters, his time in Bob-omb Battlefield
shed light on a few subtle design flourishes I hadn’t noticed. Earlier I brought up the
effectiveness of learning how to grab things with King Bob-omb and the platforms that
are re-incorporated throughout the game. Watching my Dad go through this level inspired
me to talk about them. When my Dad tackled these platforms in Bob-omb Battlefield for the red coin,
he initially struggled with timing his jumps, but he got the hang of it with time. By the
time they reappeared in Whomp’s Fortress, he had conquered other early platforming challenges
and effortlessly made it up to King Whomp. Watching my Dad conquer this game’s controls
and its various challenges reminded me of how my journey with this game began, and how it
eventually ended. It unlocked memories of my own learning process that I hadn’t thought
about in years. When my Dad freaked out as the Chain-Chomp jumped into frame, I was reminded
of how terrifying that thing was for me, too. When he had trouble crossing the bridge in Whomp’s
Fortress, I remembered just how difficult it was for me when I was a kid. I had yet to grasp how
sharp and accurate you could be with Mario’s movements, so I remember falling a lot here
just as my Dad did. When he learned how to ground pound and kick in mid-air, he immediately
wanted to find ways to apply them in the levels. Seriously, he loved the mid-air kick almost as
much as I do. I suppose the point I’m trying to make is that Super Mario 64 may have been alien
for most players at the time, but its level design was top of the line when it came to silently
teaching players how to experiment with 3D. The IGN review published in September 1996 is
true to how it was for most of us growing up: “Mario himself has so many possible movements,
and the environment is so intensely interactive, that even the least experimental
players will spend hours on the first level without achieving anything in particular.” This is why criticism of the controls always
bewildered me, although I hadn’t realized why for several years. As Super Mario 64 was one
of the first 3D platformers I ever played (if not the first), it formed my expectations of
how other 3D platformers should be controlled, not the other way around. This brings
us to our next topic - the camera. Even though it was the first of its kind,
the virtual camera system in Super Mario 64 is relatively controversial nowadays, and even
contemporary reviews were critical of it. Next Generation, IGN and Electronic Gaming Monthly
were all critical of the camera’s sub-optimal angles back in 1996. Even when players tried
to point the camera in the right direction, it would often get stuck on walls, behind
obstacles, and sometimes it just wouldn’t turn at all because they hadn’t programmed the camera
to be in that specific position you wanted. Later 3D platformers did eventually develop smarter
cameras that glide along walls and highlight characters through obstacles, and this may have
accentuated a distaste for Mario 64’s camera. But it was always finicky. Even after my Dad had
learned to move the camera in tandem with Mario, he had trouble manipulating it in tight spaces
and around certain things, often leaving him disoriented. Also, this happened in Peach’s room
while the camera was zoomed out. This didn’t help. Giles Goddard acknowledged this
initial criticism of the camera, but he viewed it much more positively
and credited Takumi Kawagoe for his work on it. Here’s why the camera
in Super Mario 64 was great: As my Dad was going through Bob-omb Battlefield
for the first time, I immediately took notice of how intelligently the camera functioned.
Oftentimes, he didn’t even need to touch it. As he followed the path up to King Bob-omb, the camera
automatically panned to focus on what needed to be seen. It avoided most obstacles from its fixed
perspectives and it would rotate as my Dad circled back around to the main path after collecting
some Red Coins. Because Bob-omb Battlefield’s hazards don’t ever lead to instant death, it is
the perfect testing ground for both the camera and Mario’s movement. When facing off against King
Bob-omb, the camera zooms in or out depending on how far apart both characters are on the mountain.
This helped my Dad find a way behind the King without having to touch the camera at all. This
technique can also be seen in Whomp’s Fortress, Big Boo’s Haunt, and just about any place where
two characters need to be tracked at once. Another dynamic angle appears in Whomp’s Fortress, when
Mario can climb the stairs guarded by Thwomps. This is a great beginner’s challenge when it comes
to timing and jumping to higher platforms, but I already knew this. The camera is what I began to
take notice of. The angle was perfect for my Dad to acclimate to this challenge. It was never
obstructed by anything, and it was consistent. In truth, there are countless dynamic angles
in Super Mario 64 that we were unconscious of because they worked in the background to make
playing the game easier. The way it pans around as Mario scales the vertical levels like Cool, Cool
Mountain, Tall, Tall Mountain and Tick Tock Clock, the pseudo-2D perspective in the Bowser levels
that allow for a consistent viewpoint across their linear structure, all of the static angles
in Big Boo’s Haunt that were likely implemented to avoid frustration in an enclosed space, the
effortless dynamic tailing of the camera behind Mario in Lethal Lava Land and Shifting Sand Land
that allows you to see the whole level at once. The camera is impressively intelligent for
a first attempt, and I think it succeeds far more than it fails. Yes, the camera can
sometimes be your enemy. Hazy Maze Cave is a pretty claustrophobic level, and it has virtually
no dynamic angles to speak of, making it somewhat obnoxious to navigate if you aren’t already
used to the problems with the game’s camera. Tick Tock Clock may have the camera pan
with Mario, but its maneuverability is fairly limited and frustrating in one of
the most challenging levels in the game. Overall, watching my Dad really put things in
perspective for me. When Super Mario 64 first came out, it was a game designed for players to
master. The nature in which you learn how to play the game - experimenting with the controls to
grab stars and playing around with the levels and camera was just what everyone did back then.
They had ample time to throw themselves at each level because there wasn’t anything else like it.
After experiencing 3D platformers that came after, it’s only natural that new players would have
expectations of how a game like this should control, and are therefore completely thrown off
by Mario’s physics and momentum. Several moves, like the wall-jump, triple jump and general
handling of Mario himself were significantly tweaked in future 3D Mario games, with other 3D
platformers also iterating on the feel of jumping in a 3D space in their own ways. If you don’t like
how Super Mario 64 controls and therefore can’t get into the game, that’s fine. I don’t think
discussion of this needs to be so vitriolic. I think the movement in Super Mario 64 is
absolutely brilliant, but the barrier of entry brought about by it being the first of its
kind is understandable. I knew approaching this topic without any memory of what learning how
to play the game was like would be difficult, and that’s why watching my Dad learn how to
play was so informative for me. Without any expectations set by other games or the limitations
of time against us, we had all the time in the world as children to just learn how to get good at
Mario 64, and I believe the game sets players up for this. Collecting each star was an event, and
every obstacle cleared was cause for celebration. This brings us to another issue that has arisen
with the existence of other 3D Mario games. From Super Mario Sunshine onwards, isolated objectives
in each game would usually transform a level and warrant the need to kick Mario out. Whether that
means covering an entire level in fiery goop, the return of Petey Piranha, or something
else similarly transformative - each mission reinvented the reasons and the methods
in which the levels were traversed. By the time we received Super Mario Galaxy, the
structure was still akin to the previous games, but the levels took you through far more
linear and distinct batches of planets for any given Power Star, so kicking
Mario out made even more sense here. As the years went by, the need to kick Mario
out of levels in 64 made less and less sense. The levels are all built like sandboxes, and you
can usually grab each star in any order you like. You can grab Watch for Falling Rocks before the
star in the sunken cavern in Hazy Maze Cave if you so choose, because the order in which they appear
on the select screen is all but window dressing. Of course, certain stars do require the level
to be reloaded, like when you raise the sunken ship in Jolly Roger Bay after plundering it for a
Power Star, but other than that, all of the stars are loaded in at once, so I doubt memory was
an issue. On top of that, the 100-coin stars in regular levels and 8 red coin stars in the Bowser
levels don’t kick Mario out, allowing you to grab another star if you so desire. Usually, I chain
the 100-coin stars with the 8 red coins as the reds are worth 2 coins per piece, but sometimes
my routes take me in different directions. For example, Cool, Cool Mountain and Tall, Tall
Mountain’s slides provide me with 80-90% of the coins I need for the star, so there’s no need
to collect all of the reds and waste my time. As you can see, this grants you a great deal of
freedom to explore and strategize - something that Mario 64 thrives on. As such, why not allow
this kind of star collecting to take place? Obviously, hindsight is 20/20. Super Mario
Odyssey introduced the perfect compromise, wherein specific Power Moons were touted as the
main objective, and collecting them would load new level elements. Other Power Moons could be
collected at your leisure and didn’t kick Mario back to the Odyssey. This would have been perfect
for Super Mario 64 in hindsight. You grab the star in the ship, and from there it takes you back to
the shore, wherein you can see the ship has risen from the water. After defeating King Whomp, you
respawn at the bottom of the fortress, wherein you can see that they’ve built an extension in his
absence. With these stars loading new elements, other stars could be racked up at your
leisure without the need to kick Mario out. This would also make levels like Tall, Tall
Mountain, Tick Tock Clock and Rainbow Ride much more bearable because you can grab multiple
stars at once. ESPECIALLY those last two levels. Of course, there is a counter-argument to why the
game was designed like this in the first place. As I mentioned, 3D games were so new that
collecting each star felt like an event, and it was important to gather your bearings after
you’d collected one. When people had merely just begun playing 3D platformers, this issue wouldn’t
have been in their realm of understanding. Some people also still prefer it this way, as
being able to perform a sweep of a level for Power Stars removes some of the memorization
that the game’s original structure required. This brings me to my final point. When I was a
kid, it took me years to finally finish this game. I played this game for the first time when I was
five years old, and I didn’t finish it until I was eight or nine. It played it a lot in between, but
there were some stars I could never figure out. There were levels that were just too difficult
for me. I’d create new save files and retrace my steps, and I learned new ways to improve
my movement. Every star truly was an isolated challenge to conquer back then. Other games
came out in that time that had a much firmer grasp on three-dimensional game design, and I got
better at video games in general by playing them. My critical thinking skills developed, as
did my reflexes and hand-eye coordination. I grew up while playing Super Mario 64, and
eventually - I met that 70-star requirement. I finally broke the curse of the endless
stairs and jumped into the final level. I can make this look easy now, but with limited
experience in 3D platforming this tough, it was brutal when I was a kid. Every single
level element that you’ve encountered throughout the game makes a reappearance, all thrown
together in a brutal final examination of your ability to control Mario. I can’t remember
the specifics of what it looked like for me to attempt this level all those years ago, but I
do remember the pain of falling from higher up and having to start all over again. When you
are able to see the difference between someone who has barely been able to grasp the controls
and is conquering this level for the first time, someone who replays the game often and has
a great understanding of Mario’s movement, and someone who knows the game like the back of
their hand - you can truly distinguish the depth of Mario’s controls, and how impressive it is that
this was the first attempt at a game like this. The final fight with Bowser is a bit trickier than
his previous two battles. The previous two levels were a great showcase for the analog stick itself,
as the faster you spin it, the faster Bowser goes around and around. But whereas you only had to
hit him off of one mine in the previous fights, here you have to throw him into three, the
mines are further apart due to the terrain, the level falls apart after a while, and his
flames won’t make maneuvering around very easy. But after landing all three throws, you can rest
easy knowing that the day has finally been saved by you. After weeks, months or years, the kid that
once took his first steps in the castle courtyard has finally conquered the game’s
many challenges… and defeated Bowser. Although many memories with this game have escaped
me, one that will always stick with me was the feeling of happiness washing over me as I landed
that last throw and watched the credits roll. With that said… I didn’t want the game to end
there. After all, I still had stars to collect, and I always wondered what was on top of
the castle. How do I unlock that cannon in the courtyard? Were there any secret
stars in the castle I was unaware of? Now that I was able to access the Internet, I
could check out what people were saying about the game, and learn more about it. Perhaps I could
finally get some answers to my lingering questions about the game’s remaining mysteries. This notion of “venturing beyond the castle walls”
to discover more about a game I loved so dearly sent me down a rabbit hole that I have yet to
climb out of. As discovery and mystery is at the heart of Super Mario 64, digging into what
people had been saying and discovering the art that people had created felt like an extension
of the game world itself. The game’s secrets, atmosphere, open-ended level design and gameplay
loop all drove people to spread rumours, create videos, tell stories and push the game
to its absolute limits in more ways than one. Let’s take a look at how the imagination
that Super Mario 64 constantly inspired has contributed
to its long-lasting legacy. As YouTube began taking the world by storm,
Super Mario 64 had a pretty strong presence on the platform in many ways. Super Mario 64
Bloopers were a surprisingly prevalent category of Mario 64 video. If you somehow missed out
on this wave of content, I’ll give you a basic rundown of what these videos were like. In a
typical compilation of “Mario 64 bloopers,” the creator would record their gameplay window
in Project 64 with Unregistered Hypercam 2, think of funny “lol random” sketches that
were typical for this era of the internet, edit them in Windows Movie Maker, and
throw Scatman John over the gameplay. Although they were some of the first mainstream
Machinimas alongside Red versus Blue, and a few of them would be pretty well edited and
genuinely funny, these videos were dime a dozen when I was younger. That said, they were some
of the first videos I watched on YouTube, and they immortalized Scatman John’s music, making him
even more popular around the world posthumously. If you really wanna go back, they were simply
interpretations of Newgrounds flash animations that had a similar structure, like Mario
Bloopers by Sebastian Lopez or Sonic Oddball Crackups by Big Papa Kitsune. I can’t believe I
just said that name out loud with a straight face. But Newgrounds flash animations are another can of
worms entirely, so I’ll save that for another day. Super Mario 64 Bloopers astounded me because
of what was possible on an emulator and with Gameshark on a console. I didn’t have access to
a computer that could run Project 64 back then at home, but around the same time I discovered
YouTube, the school my Mom worked at had this empty, unused computer lab. This is where I
learned how to mess around with emulation, and I even made my first ever ROM hack using
the now-obsolete “Toad’s Tool 64.” Well, I suppose I use the term “ROM hack”
loosely, as Toad’s Tool 64 only let you add, move and delete objects in an existing
level, but I still used it to do some goofy stuff. Gameshark codes also provided
me with endless entertainment back then. Nowadays, it doesn’t seem so amazing to add
a moon jump code to a game through modding, but back then it blew my mind to be
able to moon jump up to the castle roof. To give you an impression of just how
much fun Gameshark was for me back then, before Gameshark I used to tilt the cartridge
in my N64 while the game was running, after which Mario would suddenly become limbless
and the audio would be garbled beyond repair. I must’ve pissed myself laughing
the first time I made this happen. This cartridge tilting lived on both through
wacky Gameshark codes, but also for many years after that in a subgenre of Mario 64 videos
called “corruptions,” popularized by Vinesauce. Throughout my years of messing with Super
Mario 64, I had not seen anything like the stuff showcased in that corruptions video.
Mario’s polygons reaching the heavens, the ripple effect in the paintings violently
growing and consuming everything - I think I may have laughed myself into a coma when I saw the
messed up save select screen for the first time. I hope my Mom doesn’t get retroactively
reprimanded for this years after leaving, but those computers were all rendered pretty
much unusable by the time my brother and I were done with them. We pumped those Windows XP
machines full of viruses over the course of a year and then just left, and the worst part about
it was that I didn’t know what I was doing! I was just like: “Man, this computer is slower
than it used to be,” and then I’d just move on to another computer and ruin that one too!
That said, I learned a lot about computers trying to mess around with a game I loved.
Well, more like I learned what not to do. Speaking of ROM hacks, Mario’s movement was so
much fun to experiment with that it was hard for people to leave it alone. They couldn’t settle
for just the levels within the castle walls, and future 3D Mario games weren’t
quite giving them the same feelings. The ROM hacking scene has flourished
in creating playgrounds for Mario. People have developed fully-fledged sequels
to Mario 64, games that transform the core gameplay or otherwise try to improve
it, ROM hacks for beginners, experts, joke hacks like Mario 64: Chaos Edition that
can turn every object in a level into a homing missile - there is an entire website dedicated
to the works of passionate ROM hack developers, and I simply cannot go over all of the ROM hacks
I want to in detail, but there is an entire world out there dedicated to expanding upon the
excellent gameplay loop of Super Mario 64. Eventually, my Dad got a more powerful computer
than the Windows Millenium Edition one that had been sitting in our dining room for years.
Rather than using this machine for emulation, I actually decided to take advantage of its
increased power by playing a game I’d always wanted to mess around in - Garry’s Mod. I
also discovered this game through YouTube. It’s a mod of Half-Life 2 that allows you
to do…well, basically anything you want. I doubt you haven’t heard of it. People used to
make Mario 64 Machinimas with this video, too, and as soon as I could, I put Princess Peach’s Castle
into my game and used it as a map in sandbox mode. The castle’s size and the diversity of all of its
locations made it one hell of a versatile map for multiplayer modes like deathmatch, hide and seek,
and more. While I was looking through footage for this video, I actually found a challenge map
I made many years ago saved on my hard drive. Basically, you begin in the path to Dire,
Dire Docks and have to fight your way through various Half-Life 2 enemies in order to
make it to the warp to Hazy Maze Cave. That was as far as I got, but it was fascinating
to see just how many different ways I repurposed this area I’d become all too familiar with. Oddly
enough, for every memory I have with the castle in its original context, I also have a memory of
exploring it in Garry’s Mod. As a virtual space, it really did feel like a home away from home.
In recent years, Mario himself from Mario 64 was made playable in Garry’s Mod (as ridiculous
as that sounds), and you can build it using your own copy of the game. Here he is, jumping
around gm_construct. Two games that raised me, thrown together. Have you ever wanted to play as
Mario in Half-Life 2: Lost Coast? Now you can! …This doesn’t feel right. That’s better. The fascination with Super Mario 64 and how it was
made continues to this day. Some of Pannenkoek’s videos break down (in excruciating detail)
how certain mechanics in Super Mario 64 work, and in recent years the source code for the game
has been completely decompiled. Every single line of code was reverse-engineered so that people
could have a better understanding of how they programmed Mario 64. Kaze Emanuar used this to
optimize and bugfix the Super Mario 64 source code so that it runs better on actual hardware, and
removes a lot of the jank that it features. This decompilation is also how the PC port came about,
which allows the game to run natively on Windows. From here, people have made countless
mods and tweaks for the core game, like fixing the janky invisible walls,
cleaning up the controls so they align more closely with the tighter and more
responsive turning of later 3D Mario games, and even implementing full, analog camera
controls. One of my favourites is this Super Mario Odyssey-like system that allows you to keep
on collecting stars until you decide to leave. People care about keeping this game
accessible to future generations! There’s even a randomizer for this game that can
randomize star locations, red coins, normal coins, objects and more. It keeps the movement fresh,
and in Super Mario 64 - that is a wonderful thing. This endless fascination with Super Mario 64 makes
sense. Based on the game’s countless mysteries, strong replayability, addictive gameplay loop
through its rich movement system, and the fact that it was the first of its kind meant that an
entire generation of kids would understandably be obsessed with it. I think we are naturally
drawn to literal corruptions and explorations of nostalgic memories we hold dear, which is why
the 2000s was such a groundbreaking time for the internet. It gave us a way to reach out to other
people that felt and thought the same way we did, and connect over our shared fascination
with a game that changed the world. That said, in those early, wild west days of the
internet, it was harder to discern what was real, especially if you were as young as I was.
Therefore, the mysteries of the castle kept growing, and rumours began to spread both on
the playground and in various internet forums. People kept adding fuel to the fire, and it made
Super Mario 64 seem much larger than it appeared. When you collect all 120 stars, you can finally
unlock the cannon in the castle courtyard and launch your way up to the roof. While being able
to fly around the courtyard felt like a neat little bonus in and of itself, I was surprised
to learn that an old friend had been hiding up here for all this time. Yoshi is delighted
to see Mario as it’d been years since their last adventure together, and he relays a “very
special message” from the Super Mario 64 team. “Thanks for playing Super Mario 64! This is the
end of the game, but not the end of the fun. We want you to keep on playing, so
we have a little something for you. We hope that you like it! Enjoy!!!” You receive 100 lives, a dazzling yet slightly
inconvenient new triple jump, and Yoshi jumps into the water below, never to be seen again. The
thing that stuck with me most about this message is that part that says: “This is the end of the
game, but not the end of the fun. We want you to keep on playing.” People definitely did keep on
playing. From speedrunning to content creation to diving into and exhausting every possible
detail about this game - people have kept playing for as long as this game has been in
the public consciousness. While this reward seems trivial in and of itself as the feeling of
grabbing every star is enough satisfaction for me, it was mind blowing at the time, and it was a
strong extension of the secretive and mysterious design of Super Mario 64’s most cryptic stars and
locations. I and many others gravitated towards those two sentences they wrote. With circumstances
like Yoshi on the roof, the hidden, unlockable caps across the castle and its levels, and many
more secrets - we wanted to keep on playing. We wanted to believe there was more
to this game than meets the eye. Because I played Super Mario 64 so many times as
a kid, I was able to appreciate the finer details. In Whomp’s Fortress, there are these Piranha
Plants that you need to sneak up on to nab a blue coin. The music and all other sounds are seemingly
drowned out as this comforting lullaby takes over. I remember just watching this Piranha Plant
sleep as the lullaby kept playing, and eventually letting Mario fall asleep as well. The imagery of
Mario sleeping by the Piranha Plant is a strong, nostalgic memory I have with this
game, and it’s finer details like this that made me want to delve deeper into the game. For example, the levels always felt so much bigger
and magical to me when I was a kid because I didn’t have many 3D platforming levels to compare
them to. I always came up with my own hypothetical questions for the little areas and features of
each level, like: Who lived in the cabin on Cool, Cool Mountain? Who lived in the igloo in
Snowman’s Land? Who was the captain of the ship in Jolly Roger Bay? In Big Boo’s Haunt, why
does the sky around the level suddenly grow dark? I mean, you’re jumping into the level in broad
daylight in the middle of the castle’s backyard. Therefore, are these trees or
sticks and blades of grass? Why is there a sign in the upstairs area that
tells you to “walk quietly in the hallways?” I also wondered where the static, unique
paintings in the upstairs area led. The walls of the final area of the castle are
pressed into a single painting by the stairs here, and I always felt like if you jumped into it,
you would end up in one of the Star World levels in Super Mario World. Or how about these balls
of light near Wet-Dry World? Where do these go? They kinda reminded me of Navi from Ocarina of
Time when I was a kid, so I thought they’d take me to Hyrule. The imagination was flowing
at this point and it couldn’t be stopped. One of the most prominent mysteries I remember
getting swept up in was the mystery of the 121st star. Certain Mario 64 bloopers and Gameshark
videos I watched on YouTube back in the day had a star count higher than 120, and I always
thought that maybe the game was hiding a second quest like The Legend of Zelda. Maybe you could
access it through a cheat code or something. Obviously, they were using Gameshark codes. They
used a code that maxed out their star count right off the bat, and then they collected stars from
there to increase it beyond what was possible. But if it wasn’t already clear, I desperately
wanted to believe there was more to be found. This brings us to the biggest mystery of them all, the one that ignited the imaginations
of millions of players around the world: Where the heck was Luigi? Super Mario 64 was one of the first main series
Mario games not to prominently feature Luigi. He was simply nowhere to be found throughout the
main game; he didn’t even receive a mention. Then again, if Yoshi was in this game as a reward for
collecting all 120 stars - surely Luigi had to be somewhere, right? Perhaps his existence was tied
to this elusive second quest I was dreaming about? Well, let’s dive head first into
the history of these rumours. Pretty much immediately after the game’s release,
rumours of Luigi being unlockable began to spread. In 1996, IGN actually posted a $100 bounty for
anyone that could find proof of Luigi in Super Mario 64. This was before the earliest
known attempt at Nintendo 64 emulation, which was in 1998, and Gameshark
for N64 wasn’t released until ‘97. There was no way players could fake it. No one was
able to prove it, and the bounty went unclaimed. The biggest instigator of this whole phenomenon
was the star statue in the backyard. The text on the plaque below the star is hard to make out.
You could probably decipher the top line of text as “Eternal Star,” as that would make sense
contextually, but a lot of people seemed to agree that the text said “L is real 2401.” People have
tried to analyze what the text could actually be saying, and even Nintendo supposedly weighed in on
this in 1998 in a letter to a fan, saying that the text “wasn’t supposed to say anything.” Honestly,
at this point in my life, I can’t read the text on this plaque as anything BUT “L is real 2401.” The
text on this plaque has been etched in my brain. The forum posts and supposed “cheat codes”
began pouring in from players claiming to have unlocked Luigi. Let’s start simple
with this one from 20-something years ago: This was actually a surprisingly prevalent
rumour, despite how simple it was to perform. It was relatively believable back then because of
that simplicity. But because people would try this out and nothing would happen, these so-called
Mario 64 experts decided to get creative. They’d always suggest these insane setups for
unlocking him that could take hours to replicate in real-time. Take a look at this one: Beat
the game four times. On the fifth playthrough, go to Bob-omb Battlefield and initiate the Koopa
the Quick race. While that is happening, free the Chain Chomp and it will lead you to Luigi! Save
the game and you can play as him. Of course, in all caps: “THIS ONLY WORKS FOR THE JAPANESE
VERSION.” I mean, playing the game four times is quite a stretch, but this still isn’t nearly as
elaborate as some of the other hoaxes I’ve seen. Stuff like holding up on the analog stick for
the second controller while collecting 64 stars in one sitting, and then resetting and copying
your save to file B, collecting 2401 coins in total to combine with the star statue and open
a portal to hell - although I’m making these up, these hypothetical steps weren’t far off
from what people were posting back then. The one I remember the most fondly was this
post on Super Mario 128 Central from 2000, which had several specific steps including running
64 laps around the star statue in the backyard. They even included images of Luigi supposedly
following Mario around after he was unlocked. This was, of course, a hoax. Luigi’s model
was ripped from Super Smash Bros. and it was posted on April Fool’s Day that year,
adding insult to injury when I eventually found the article as a kid…and tried it. Yes,
I did actually run 64 entire laps around the fountain. Whenever I joke about the rumours
that spawned from trying to unlock Luigi, I always cite that step in particular because
of just how stupid and time-consuming it was. The other part that people speculated about
was the 2401 portion of the supposed text on the plaque. Certain steps that people would
provide involved that 2401 portion as well - the aforementioned coin collecting, leaving the
console on for 2401 hours, collecting 24 stars and exactly one coin - it’s hard to find the sources
of these ones in particular as the forum posts are likely long gone, but they were dime a dozen. I
remember someone pointing out that February 4th, 2001 was actually the North American release date
of Paper Mario on the N64, and I found that to be an insane coincidence. I mean, it was actually
February 5th, 2001…but close enough, I guess. These rumours continued for a while,
but obviously nothing came of them. However, in 2004, Luigi would finally
be discovered in Super Mario 64! …DS. He was playable alongside Mario, Yoshi
and even Wario. Let’s take a quick look at this remake, because I believe it carries
the spirit of the original’s elusive secrets. Super Mario 64 DS takes the castle of the
original game that we’ve all come to know by now and amplifies the mystery by including all
new stars, rooms and minigames to unlock. It subverts expectations in the best ways,
so no matter how familiar you are with the original game, there will always be something new
to discover, and your knowledge of the original will often be rewarded. You begin the game as
Yoshi, who isn’t as fast or agile as Mario, but he can perform a flutter jump and stuff
his face by using his tongue to grab stuff. In the main lobby, you’ll notice that the room
to the secret slide now has a border around it, and upon entering you’ll notice four distinct
doors housing characters unlockable with the corresponding key. Through the middle door,
there is a room with a new painting, a collection of minigames to unlock with the keys you can
obtain from various rabbits around the castle, and an 8-star door that leads to a
painting wherein you can unlock Mario. Luigi is unlockable through Big Boo’s Haunt.
Basically, you climb to the top floor of the mansion and you’ll find a Luigi painting. From
there, you have to solve a puzzle involving listening for Boo's laughter, you fight the boss
and you’ll unlock the man in green from there. Finally, L is real. Kind of. Personally, my
favourite unlock method between the characters was for Wario. Each of the three caps from the
original game have been transformed into a single Power Flower that provides each character with
different effects. Wario uses the functionality of the Metal Cap, Luigi uses the Vanish Cap
(which makes sense because Big Boo’s Haunt uses the Vanish Cap), and Mario uses the Wing Cap,
as well as…whatever the hell is going on here. Anyway, upon entering my beloved mirror room,
you’ll notice a Power Flower sitting on one of the pillars. By collecting it with Luigi,
you can actually walk through the mirror and into the reflection of the door, which
leads you to a white room with a Power Star. This room is already an extension of
the wonder that Super Mario 64 inspires, but it has more to it than that. The room has
the painting of Luigi from Big Boo’s Haunt, hinting at which character is required, while
the reflection contains a painting of Wario. If you jump in, you can clear the level, fight
the boss and unlock the man himself. Probably my favourite secret in this entire remake, despite
not being terribly difficult to figure out. Like Yoshi, each of the portly plumbers have their
own ups and downs. Wario can break large blocks, while Luigi can jump incredibly high and his
backflip allows him to hover anywhere he likes and completely break certain platforming sections.
This move was actually in the Spaceworld ‘95 preview build, and it was nice to see it make a
return here, even if it is incredibly busted. You can also find the caps of the characters across
each level and you can become that character until you take damage, allowing you to collect
certain stars even without having them unlocked. There’s a map of each level on the bottom
screen, and there are new stars in each level, new levels and secret stars to find across the
castle - all adding 30 stars to the existing 120. 64 DS transforms the original game while
also staying true to it in many ways. The only drawback to 64 DS? The controls are
awful. As they were designed for a D-pad, you have eight directions and a run button. The
fact that you can only move in eight directions with the D-pad actually exacerbates that one issue
I had with the original game’s controls - the wide U-turns seem even more prevalent here. You can
also use the stylus, but using the touchscreen for a platformer sounds like a hell I do not
wish to endure. No matter how you slice it, digital controls do not allow for any of the
accuracy afforded to you by the analog stick, and when you consider that Super Mario 64 was built
around analog controls (and even set an industry standard through its use of those controls), it’s
hard for me to revisit this game in retrospect. Thankfully, fans have implemented analog
controls using the touchscreen inputs as a base, which makes this game far more enjoyable to play. Anyway, I went off on a long tangent about
64 DS, but I feel it contributes a lot to that wonder-filled legacy we’ve been
discussing. But when it comes to Luigi, he did eventually become playable in Super
Mario Galaxy, and that game actually had a 121st star to collect if you collected 120
stars both as Mario and Luigi. Luigi himself happened to be that second quest I had wondered
about as a gullible, yet quite imaginative kid. These mysteries came full circle in a game that
journeyed through the far reaches of space, and considering there’s a lot we don’t know about the
universe outside this ball of water we live on, I can’t think of a better setting for them to have
honoured this mystery - intentional or otherwise. The thing is - Luigi was actually planned
to be in Super Mario 64 at one point. Luigi’s existence was entirely debunked in 1996
- before any of the rumours even began - saying that Luigi was removed from the game in February
of that year due to memory issues. They intended for Super Mario 64 to have simultaneous
multiplayer, which would have been a first for the series as previous games had players take
turns. Remember that fixed camera I mentioned they used during development? This was primarily
going to be used for the multiplayer mode, and a remnant of this functionality exists
within the final game if you switch the camera to the fixed mode in the options menu. Sadly, they
couldn’t get their experiments running smoothly, especially as the levels grew more complex
and the camera system was being settled on. He was almost implemented in a Mario Bros.
arcade-style minigame, but since the console would only be sold with one controller - the
team finally decided to scrap Luigi altogether. And that would have been the end of it…but
something extraordinary happened years later. In July of 2020, Nintendo suffered a massive
leak of development assets - including bits and pieces of original source code - for several
of their projects. Dylan Cuthbert - programmer on Star Fox 1 and 2 - confirmed the veracity of
these leaks by mentioning the contents of what was leaked for Star Fox 2 contained development
tools he hadn’t used in nearly three decades. Early builds and rough or otherwise unused content
from Super Nintendo games, Nintendo 64 games, Game Boy Advance games, source code for the
Nintendo 64, GameCube and Wii, and countless other miscellaneous things were found, including
a game that had never been released or mentioned in any capacity called “Super Donkey.” Based on
the art design, it seems to be a prototype of what eventually became Yoshi’s Island. This entire leak
was tantalizing to sift through, and you have to wonder what else Nintendo has locked up in their
archives. That’s the beauty of stuff like this; we are endlessly hypnotized by how exactly our
favourite games came to be. This is also why people endlessly enjoy digging into unused content
and features that were left in the game’s files. This is why there remains such a fascination
with the Spaceworld ‘95 build of Mario 64. This leak provided us with great insight into
the development process of many of Nintendo’s beloved games, something that they seldom discuss
- with notable exceptions like Breath of the Wild. Among the games that had content
leaked, one of them was in fact Super Mario 64. Scrapped levels (some of which
appeared in the Spaceworld ‘95 build) were found, as well as test levels, unused sprites,
models, textures, animations and much more. However, the biggest and most
famous discovery of all… was Luigi. We’d known he existed at one point in development,
but we had yet to see a single remnant of his existence in any supplementary material or
unused content. This leak changed that. We didn’t get any code or random strings of text
related to his existence or anything like that. No. Instead, we got his entire model. The model
itself was a mess when it was first discovered, but it was soon reconstructed. We could
finally get a good look at the man himself. L was finally real, after all this time. The best
part? Super Mario 64 was released in June of 1996, while this so-called “gigaleak” occurred in July
of 2020. That’s a gap of 24 years and one month. 2401. A coincidence of cosmic proportions? Definitely. But perhaps that plaque was
trying to tell us something all along. The gigaleak and the Super Mario 64 decompilation
project were both released within a few months of each other, which would have made for a huge
resurgence of interest in the game on their own. However, 2020 had one more Super Mario 64-related
thing in store for us. Inspired by the mysteries of a game we’d all played to death by now,
a phenomenon spread across multiple websites that was home to some of the most engrossing
fan creations Super Mario 64 has ever seen. As we grow older, it is possible
to lose touch with our imagination. We will always have it to some extent, but
our adult imagination is usually informed by our experience with reality and living life, and
we often use it to make decisions as they come. However, a child’s imagination
doesn’t have these constraints. They aren’t restrained by the limitations of
what we know is possible. It overpowered logic. This was what drove a lot of us to obsess over
those elusive mysteries and details in Super Mario 64. Before I had an understanding of how
games worked and why they were structured the way they were, I firmly believed a lot of the
absurd things we saw on the internet in that era were possible. This is what I believe led to the
conception of the phenomenon that claims “every copy of Super Mario 64 is personalized,” and
that Nintendo’s experimental personalization A.I. would create a version of the game very slightly
altered to your tastes. A later post adds: “Have you ever played someone
else's copy of Mario 64? Have you ever felt like something was just
a little bit off? That's why. That's how.” It began as a joke referencing an
obscure piece of media from E3 1996, wherein Wario’s disembodied head floated
around and made fun of the games being shown. A post goes on to detail the “Wario
apparition,” created “from the subconscious wishes to see him in Mario 64.” While it
is definitely typical creepypasta fare, the concept of things being created from these
subconscious wishes is something that IMMEDIATELY clicked with me and several others, and it led
to the personalization phenomenon being born. The reason I fell in love with this concept is
because it tapped into my childhood memories like no other phenomenon has. The “personalization
A.I.” was also a clever way to rationalize why some kids on the playground claimed to have
unlocked Luigi. Perhaps they weren’t actually lying; maybe they really did in their game.
Many videos were created to visualize some of these abstract urban legends - some looking
relatively true to the original game or development builds - usually with the uploader
putting a creepy spin on things. Just like the Mario 64 Bloopers and L is Real videos, these
were dime a dozen as well, although a handful were really well made. I loved seeing this renewed
interest in the mysterious side of Super Mario 64, and this exploration of the various rumours
that sparked our imaginations back then. My absolute favourite video spawning from
this meme was a video simply titled “Cold, Cold Crevasse.” It referenced a sign in Cool,
Cool Mountain in the actual, final game that read: “Warning! Cold, Cold Crevasse below!” There is
no crevasse to speak of, only a slope toward the cabin’s exit, but this video makes it seem like
it was an urban legend that drove people to look for an entrance to this elusive sub-level,
and honestly I don’t doubt that it would’ve happened. Mario finds the secret entrance, and
explores a level that we’ve never seen before. It’s honestly a really authentic-looking video,
and it doesn’t go out of its way to be overtly creepy. At one point, Mario defeats a snowman
in the video, and I wrote it off as another personalization thing, but you can actually do
that in the real game! This video is brilliant. Speaking of which, one of the most notable things
to spring from this whole phenomenon was a YouTube channel called “Super Mario 64 Beta Archive.” This
channel was recommended to me out of nowhere in the summer of 2020, and I was amazed. I won’t
spoil a whole lot about this ARG if you haven’t explored it yourself. Essentially, they recreated
renders and early gameplay footage as closely as they possibly could, to the point where an
untrained eye could mistake some of this stuff for being official. Not all of it, obviously, but some
of it. It’s not usually about what’s being shown; it’s the composition of the videos that allows
them to feel unnerving. For example, there’s this anti-piracy screen that looks official, but
the way the game just hangs on this screen without any music playing makes me feel like it would have
terrified me as a kid if it really existed. This “scrapped system BIOS” video looks dangerously
authentic, and I commend whoever worked on this. It makes reference to the personalization A.I.
through the UI elements, and the composition and editing of the video once again makes it seem
hostile and disturbing. My favourite video for a while was this animation showcase. The low quality
of the video itself, the dimly lit models, and the fact that it hangs on Mario’s drowning animation
for just a little too long. Again - composition. The creepiness is subdued. Then, you read
the description and you notice they wrote: “Fun fact, all the animations for Mario were
done with real human reference footage.” Unfortunately, this channel
abruptly ended later that same year, and although a spinoff channel was
made satirizing the whole thing - this is right about where the meme kind of
fizzled out. It was fun while it lasted. Then there’s this infamous Super Mario 64 iceberg
image. On it, you can find L is Real, the Wario Apparition, Cold, Cold Crevasse and other little
bits and pieces of Mario 64 media - both fictional and non-fictional. But there’s one element of
this image that always strongly resonated with me. The Wet-Dry World Negative Emotional
Aura. I feel SO strongly about this. Wet-Dry World is a weird level, and I always
used to save it for last on my playthroughs. Depending on where you enter the painting from,
the water level will rise or lower accordingly. This means you have to swim or jump around the
level to raise or lower the water depending on which star you want to grab, and it’s kind of
annoying. There’s also that weird town I mentioned a while ago that is completely separate from the
rest of the level. It is a complete ghost town, with nary a resident to be found. I’m also pretty
sure it uses assets from early builds of Ocarina of Time, which made it seem even weirder, as if
they put an area from Ocarina of Time into this game as a secret. The vertical structure
also makes it kind of a pain to traverse, unless you get good at raising the water as
needed. It’s especially annoying with these enemies wandering around. If you don’t know what
happens when you step on their platforms…good. Finally, there’s the skybox. What the hell is
this? This is such a dower skybox compared to the rest of the game’s levels. Even Big Boo’s Haunt
- which had the darkest one of them all - didn’t feature a full city in its skybox. A real city,
at that. Apparently, the city in question has been traced back to a place in Yemen, which is
absolutely bizarre. Considering everything in this game has been crafted by hand, why the hell have
they incorporated a photograph from a real place into this game? The only humans in this game are
Mario and Peach, but this town and the city in the skybox seem to imply that Wet-Dry World was once
a bustling civilization - now buried underwater. As strange as it may seem, I actually love
Wet-Dry World now. This fascination with how abstract its setting is played a part in
that shift in my perspective, but I actually came to love how dynamic the platforming
can be in this level if you experiment. The compact size also definitely helps,
and the 8 red coins in the town make for some really cool movement puzzles that made me
fall in love with this game in the first place. I think we are naturally drawn to the strange
and unusual. I mean, is it any coincidence that speedrunners can accidentally BLJ into Wet-Dry
World when attempting to climb the endless stairs? Well, yeah. It is. But this level - in all of its quirks - encompasses the aura
surrounding Super Mario 64 today. I played Super Mario 64 a lot as a kid; so
much so that I used to have dreams about it. I had dreams about visiting areas of the
castle that didn’t exist. I had dreams about obtaining stars that didn’t exist. And of
course, I had dreams about unlocking Luigi. This entire meme felt like I was
watching those dreams come to life, and it allowed me to step back into the
illogical imagination my child self used to have. Watching my wishes come true. Fostering an
obsession with another childhood beyond ours existing in an eerie liminality. It was more than
just a meme. It was a transcendental experience. Super Mario Odyssey would be the first 3D
Mario game to truly get in touch with what made Super Mario 64 so legendary. The other
3D Mario games could also be incredible, but they were incredible in their own ways.
Super Mario 64’s movement was so dynamic and creative that it allowed for experimentation
beyond what anyone thought was possible. Super Mario Odyssey interprets this creativity
through Cappy, with techniques that allow for some of the coolest emergent gameplay that Mario
has ever seen. The freedom to collect Power Stars and go about each level in any order you like
was expanded upon with the Power Moons, as you can collect as many as you like, in any order
you like - so long as you meet the requirement for progressing the game, and further rewards
for racking up as many Power Moons as possible give satisfaction to seeking everything out.
Its speedrunning scene and passionate community have made this game as dynamic as the game that
directly inspired it. In many ways, it recaptured the essence of Super Mario 64. Its spirit,
not just its general structure and gameplay. When I say that Super Mario 64 is more than
a game, I am referring to just how much of its thought-provoking, mysterious nature spun off
into an explosion of passion and creativity from its fans. Speedrunning continues to breathe new
life into the levels and controls as time goes on. Secrets, easter eggs, rumours and urban legends
kept discussion of the game alive for many years. Its unprecedented status upon release drove
people to delve into every aspect of its design. Eventually, the things we wanted to believe were
real came to life, both through development leaks and one of the coolest artistic phenomena
I have ever seen a video game inspire. Super Mario 64 will always continue to inspire
our imaginations as people attempt to find the Metal Cap for the first time, talk to
Yoshi for the first time, find new strats and re-route the speedrun, and we relive our
childhood innocence and wonder through art. The credits theme of Super Mario 64 used
to just remind me of finally conquering the castle for the first time, but now it feels
so much bigger. It plays when I complete a subsequent playthrough and remember I can never
experience this game for the first time again. It plays for speedrunners after completing their
runs. It plays against the backdrop of everything that has spawned from the game’s existence
in popular culture. But most importantly - I think it unites everyone by reminding us of
simpler times. Nostalgia is a powerful drug, but based on the feats that speedrunners
have accomplished, and the things that artists have created - I believe it can
also be fuel for our next ventures in life. I’ve been Liam Triforce. Thanks for watching.